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Back to Basics v4.1 changelog preview

Jan 4th, 2016
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  1. -------------------------------------------------------------
  2. Back to Basics v4.1
  3. -------------------------------------------------------------
  4.  
  5. Global Balance Changes:
  6. - Mortar rebalance:
  7. * Base damage from 55/65 to 95.
  8. * Shells will never bounce on vehicles anymore.
  9. * Small tweaks to target tables to fit with the higher base damage.
  10. * Area of effect damage increased across all ranges within the radius.
  11. * Maximum area of effect distance from 7 to 5.
  12. * Maximum range from 90 to 77, range tables adjusted from 45/65/75/90 to 47/57/67/77.
  13. * Reload time from 7/9 to 8.
  14. * Slightly reduced scatter.
  15. * Setup/teardown time normalized to 2.2/1.9 seconds.
  16. * Reduced the distance units will flinch from an impact.
  17. * Reduced aiming time.
  18. - Grenades:
  19. * Equalized and reduced the distance units will flinch from an impact.
  20. * Medium area of effect distance damage reduced.
  21. - All area of effect accuracy is now fixed to work correctly on outer area of effect radii.
  22. - Updated some physics settings to improve performance and visuals.
  23.  
  24. Americans:
  25. - Fixed an issue with level 3 production penalty not being toggled off.
  26. - Medic Station:
  27. * Search radius from 65 to 75.
  28. * Medic count from 2 to 3.
  29. * Required casualties from 7 to 8.
  30. - Bazooka:
  31. * Base damage increased from 55-65 to 70-80.
  32. * Damage multiplier against non-armored and lightly armored vehicles set to a fixed value of 2 (decreased from 2.5 on some of them).
  33. - Pershing area of effect:
  34. * Max radius from 3.25 to 3.9.
  35. * Medium radius damage from 0.26 to 0.35.
  36. * Far radius distance from 3 to 3.5.
  37. * Long radius distance from 2.5 to 2.75.
  38. - M36 Jackson:
  39. * Main gun range from 54 to 57.
  40.  
  41. Commonwealth:
  42. - Fixed the issue where the Panther was not capable of firing its main gun.
  43. - Mortar Emplacement:
  44. * Range set to 82.
  45. * Range tables adjusted to 52/62/72/82.
  46. - Casualty Clearing Station:
  47. * Search radius from 55 to 65.
  48. * Medic count from 2 to 3.
  49. * Required casualties from 8 to 9.
  50. - Bofors emplacement:
  51. * Base scatter reduced from 4.5 to 4.
  52. * Distance scatter ratio reduced from 1 to 0.175 (max scatter will be achieved at a range of 40, instead of range of 7).
  53. * Added aim times to improve visuals.
  54. * Reload frequency decreased from 2 bursts to 4.
  55. * Area of effect improved to be more relevant when dealing damage to infantry.
  56. - Firefly:
  57. * Main gun range from 59 to 56.
  58.  
  59. Wehrmacht:
  60. - Mortar Emplacement:
  61. * Range set to 82.
  62. * Range tables adjusted to 52/62/72/82.
  63. - Grenadiers now have 8% reduced received accuracy.
  64. - Medic Bunker:
  65. * Search radius from 65 to 75.
  66. * Medic count from 2 to 3.
  67. * Required casualties from 6 to 7.
  68. - Stuka Zu Fuss:
  69. * Base damage from 140/170 to 120/150.
  70. * Damage multiplier vs infantry from 0.4 to 1.
  71. * Area of effect damage increased across all ranges within the radius.
  72. - MP40 SMG:
  73. * Short range from 5 to 3.
  74. * Medium range from 15 to 11.
  75. - Sd.Kfz. 234 Armored Car:
  76. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  77. * 20mm KwK 38 reload frequency fixed and set to 4.
  78. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  79. - Ostwind Flakpanzer:
  80. * Area of effect damage increased across all ranges within the radius.
  81. * Fixed rate of fire and increased burst duration.
  82. * Reduced scatter but decreased accuracy; the weapon is now much more dependent on splash damage instead of direct hits.
  83. * Increased overall effectiveness of the main gun vs infantry.
  84.  
  85. Panzer Elite:
  86. - Medic Bunker:
  87. * Search radius from 65 to 75.
  88. * Medic count from 2 to 3.
  89. * Required casualties from 6 to 7.
  90. - Stuka Zu Fuss:
  91. * Base damage from 140/170 to 120/150.
  92. * Damage multiplier vs infantry from 0.4 to 1.
  93. * Area of effect damage increased across all ranges within the radius.
  94. - Veteran Sergeant upgrade:
  95. * Cost increased from 200mp/30f to 200mp/40f.
  96. * Suppression bonus reduced from 10% to 5%.
  97. - Sd.Kfz. 222 Armored Car:
  98. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  99. * 20mm KwK 38 reload frequency increased from 3 to 4 to match other weapons of this type.
  100. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  101. - Sd.Kfz. 250/9 Reconnaissance Halftrack:
  102. * 20mm KwK 38 burst duration increased from 1.8-1.9s to 2.5s.
  103. * 20mm KwK 38 reload frequency fixed and set to 4.
  104. * Veterancy 3 modifiers reduced from 120% accuracy 150% damage to 125% damage.
  105.  
  106. Campaign:
  107. - Fixed some missions which failed to start.
  108.  
  109. Maps:
  110. - Added additional cover in north east portion of Rails and Metal in the field between the railroad and the road.
  111.  
  112. AI:
  113. - Vehicles can now sometimes rush the enemy.
  114. - Vehicles will now wait to be fully repaired by engineers.
  115. - Removed some of extremely expensive logic for purchasing mortars, snipers and light vehicles. This change should help improve performance in team games.
  116. - Improved the Clump Scan script:
  117. * Scanning now occurs over time, based on updating squads (together with the rest of split squad logic), instead of scanning all map at once. This removes a potential stutter once a few seconds in larger maps.
  118. * Reworked the way fog of war clump data is gathered, increasing the importance of history data.
  119. * Slightly increased the thresholds at which AI will decide to fire at clumps, making it fire at clumps in fog of war less frequently and fire at larger clumps more often than at smaller ones.
  120. * Due to optimizations, attacking of areas without actual units is them is now enabled. AI will rely on history more when targeting areas in fog of war, and will be able to misfire its barrages.
  121. * Reduced the value of armored targets when considering barrage targets.
  122. - Fixed some bugs resulting in scar errors.
  123. - Removed some unnecessary capture point priority calculation operations.
  124. - Sped up army strength caching (reverted from custom cache script to vanilla one).
  125. - Reduced all difficulty level AI resource bonuses (especially Easy and Normal).
  126. - AI difficulties are now renamed from Easy/Medium/Hard/Expert to Normal/Hard/Expert/Brutal to better represent their strength compared to vanilla.
  127. - Removed unnecessary duplicated retreat logic for improved performance.
  128. - Reduced the precision of grid calculations on the map, essentially doubling the aicontrol performance at a slight loss of decision accuracy.
  129. - Optimized the way surrounding danger data is used in the script, increasing performance for costly large radius searches.
  130. - Improved some tank aggression decision making, increased overall aggression.
  131. - Small improvements to cover taking logic.
  132. - Small improvements to team weapon logic.
  133. - Improved the way unblobbing and assaulting disperses units into different directions on approach.
  134. - Fixed an issue where barraging units would stand in place for a prolonged period of time resulting in their deaths.
  135. - Slight improvement to Wehrmacht tech up logic (will properly transition from T3 into T4 with time).
  136. - Resolved some issues with vehicle facing.
  137. - Tuned down the usage of grenades.
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