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- Some H&G leaks from 10/19/16.
- ------------------------------------
- -Important stuff-
- M2C ammo count reduced (10 to 6) + recoil increased. MG42 gets more recoil + conefire.
- Pe-8 for soviets
- https://heroesandgenerals.com/forums/forum/1145118/
- https://heroesandgenerals.com/forums/forum/1145120/
- https://heroesandgenerals.com/forums/forum/1145169/
- https://heroesandgenerals.com/forums/forum/1145147/
- https://heroesandgenerals.com/forums/topic/2596614/
- ______________________________
- Action Game and Flash
- Misc
- Standalone client:
- Moving away from the browser and having an install instead.
- THIS IS UNDER NDA – DO NOT SHARE WITH ANYNOE OUTSIDE CORE TESTERS.
- Action Game
- Map updates
- T01M01 (Medium French)
- Updated GamemapSetup Tools to take new rules into account.
- Updated GamemapsetupStructure on T01M06 to align with Tobias’ changes. All data now have gamemap ID.
- Updated GamemapsetupStructure on T01M01 to align with Tobias’ changes. All data now have gamemap ID.
- T01M01 E-Line. moved E2 north-east to get in line with E1 and E3
- T01M01 E-Line. moved DeployZone E1E2 a bit to the north to create move distance to E2
- T01M01 D-Line. Moved D1 spawn area closer to D1
- T01M01 D-Line. Moved Spwnzone D2D3 closer to D2
- T01M01 C-Line. Deleted old C4 in the town area. C4 is now the iron bridge and the old C3.
- T01M01 C-Line. Moved south west ruins closer to main road and establish as the new C3 Capture Zone.
- T01M01 C-Line. Moved C2C3 DeployZone and added a small patch of forest in the southern wheat fields
- T01M01 C-Line. Moved C3C4 DeployZone to the forest west of C4
- T01M01 C-Line. Moved C1C2 DeployZone to south of the line.
- T01M01 B-Line. Deleted old B4 in the town area. C4 is not the entire bridge ruin and the old B3.
- T01M01 B-Line. Created new Capture Point for B2 between the B1 and the old B2.
- T01M01 B-Line. Added extra ford crossing between B4 and Town (ruin bridge).
- T01M01 B-Line. Swapped deploy area O2 and B4O2
- T01M01 A-Line. Moved DeployZone A4O2 closer to the church.
- T01M01 A-Line. Moved DeployArea A2A3 closer to the road.
- T01M01 A-Line. Added bike shed between A1A2 and A2
- T01M01 A-Line. Moved DeployZone A1 closer to A1
- T01M01 Objectives. Deleted O1O2 deploy zone.
- T01M01 Objectives. Moved Deploy Area O2 closer to the church.
- T01M01 Objectives. Moved DeployZone C4O2 to where O1 used to be.
- T01M01 Objectives. Created new DeployZone for O1 west of the police station at the pier and deleted the old.
- T01M01 – added a generous amount of medic crates all over the map (out in the terrain sort-of near capture zones)
- T02M01 (Mountain Town)
- Removed deployzone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2)
- Enlarged all Accesspoint deployzones to cull farming tactics when defenders are closing a line.
- Added some houses and walls to O1 deployzone, isolating the area to prevent enemies from A-line entering the deployzone.
- Added some houses and walls to O2 deployzone, isolating the area to prevent enemies from C-line flanking through the deployzone on their way to O2 / preventing defender bias on C3
- Replaced O1 building with original trainstation building.
- Moved B2-B3 deployzone to the other side of road to prevent interference with C-line.
- Shrunk B3-O2 deployzone to only inside house to prevent defenders using spawn protection against A-line attackers.
- Removed riverbank staircase from B3-O2 deployzone to prevent attackers from A-line pathing through the deployzone when flanking O2.
- Expanded river creating a gulf between A3-B3 bridge and B3-O2 deployzone to prevent attackers from pathing through the deployzone when flanking O2.
- Removed blocking sandbags from O1 bridge to allow vehicles to cross the bridge and be more active in the city fight.
- Added two health crates around O2
- Added a bike shed with health crate between A2 and A3
- Added more trees between A2 and A3 for cover
- Added more trees between B2 and B3 for cover
- T01M04 (Forward Airfield)
- Removed deployzones between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2, O2-O3)
- Enlarged all Accesspoint deployzones to cull farming tactics when defenders are closing a line
- O1 (Airfield) deployzone moved into woods west of the capturezone to prevent interference with attackers coming from the bridge.
- O3 (Church) deployzone, added a bombcrater to viewblock the path to the Church from the cabbage patches to prevent farming.
- D3-O1 deployzone to the other side of the line to make room for new O1 deployzone. Added a chateau with additional forest, fieldboundaries and haystacks for cover.
- D2-D3 deployzone moved out of the creek and up to the bank, now deploying around a small boathouse. (Old deployzone was very steep for some vehicles to get out of)
- D1-D2 deployzone moved slightly and added a road to help guide players.
- D1 hills decreased steepness to prevent texture stretching and get a more natural looking terrain.
- Added some trees between O1 (Airfield) and O2 (Bridge) to provide some cover for people moving between the objectives.
- Added some trees between O1 (Airfield) and O3 (Church) partially occluding the line of sight to make the firing angle more challenging for tankers and snipers
- B2-B3 deployzone, added more cover when leaving the zone.
- B2-B3, made another fieldboundary to give more cover moving in the fields.
- C2-C3 deployzone slightly moved and enlarged to shorten runtime.
- O3 (Church), Added a hole in the church wall when coming from cabbage patches to give attackers coming from O2 another entry point to the capturezone.
- Added two healthcrates between O2 and O3, one at old X1 and one on the mainroad by the sandbags.
- Added atleast one bicycle shed to each attack line containing bicycles and healthcrate.
- Thinned out some of the background forest outside the gameplay area to help performance.
- T02M04 (Airfield)
- Removed deployzones between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2, O2-O3)
- Enlarged all Accesspoint deployzones to cull farming tactics when defenders are closing a line
- O3 deployzone moved behind O3 to prevent intereference with B-line. Added some barracks.
- Added some more tree cover between A1-A2
- Rotated C-line away from D-line to prevent interference
- C1 AA moved to a sandbag position.
- Added some more tree cover between C1 and C2
- Removed some of the props that formerly covered O2-O3 deployzone on the runway
- Added 4 healthcrates in the open space between the objectives to help players who get wounded crossing the runways to recover.
- Added a healthcrate near the O1 hangar
- T02M03 (Factory)
- Removed deployzone between objectives to prevent clutter and help flanking maneuvers around objectives. (O1-O2)
- Enlarged all Accesspoint deployzones to cull farming tactics when defenders are closing a line.
- Rotated entire B-line to aproach the factory complex more head on, to avoid pathing through A-line and and objective deployzones.
- Moved and isolated O1 deployzone to avoid attackers flanking through (Now located inside a walled off storage area).
- Moved and isolated O2 deployzone to avoid attackers flanking through. (Now located inside a walled off storage area).
- Deployzone A3-O2 moved closer to the attackline (Now located inside storage building)
- Deployzone A2-A3 moved closer to the attackline (Now located on the loading platform, some cover was added)
- Deployzone A2-A1 moved closer to the attackline (Now located behind ruin)
- Staging area A-line moved substantially closer to A1
- Deployzone B3-O1 moved slightly (still inside the fenced off constuction site)
- Deployzone B3-B2 moved closer to the attackline
- Deployzone B2-B1 moved closer to the attackline
- Staging area B-line moved substantially closer to B1
- 2 bicycle sheds with healthcrates added to B-line
- T02M05 (Forest Skirmish)
- Deploysystem upgraded to use new areaspawn
- T01M03 (Hill Skirmish)
- Deploysystem upgraded to use new areaspawn
- T01M06 (Village Skirmish)
- Deploysystem upgraded to use new areaspawn
- T02M08 (Depot Encounter)
- Deploysystem upgraded to use new areaspawn
- Hero tweaks
- Steady cam
- Tweaked enter/exit vehicle blends
- Made hero capsule a bit larger
- Fixed prone and weapon blocked issues
- Increased hero responsiveness
- Tweaked tumble mechanic
- Weapon tweaks
- MG-42 Slightly more recoil, more sway while standing and crouched, less sway when prone, more sway in precision mode
- M1/M2 harder to control while firing in precision mode, starts with 6 clips instead of 10
- M1 starts with 6 clips instead of 10
- M1A1 starts with 6 clips instead of 10
- Bolt action rifle tweaks, more standing sway, more sway from turning, more sway from moving and slower into precision mode
- XP and credit earnings
- Added kill assists
- Owner of a vehicle will be rewarded with xp, ribbon xp, and credits when other players use its weapons
- When on foot and within 25 meters of friendly armor you will get a 25% score and xp bonus for your actions
- Misc
- Once the owner of a tank is killed it no longer functions as a mobilespawn for armor squads.
- Higher precision for the HUD icons that are placed in “3d”
- Ingame map control point icons better alligned with deploy menu
- Fix for game over warning when recapturing your own accesspoint
- Added the ability fire your weapons when in the enemies spawn protected area
- Fixed a bug where a squad could not be added to a neutral accesspoint
- Vehicle weapons are by default usable by the team
- Spectate in deploy queue
- Changed the gameover warning and gameover localization string to better support unique messages per faction
- Fixed a bug in the event messaging system in the action game where they would disapear too fast
- Spawn delay metrics added
- Tweaked “in enemy spawn zone” so it doesnt have a white circle in the middle – or at least less
- Tweaked Bob anims (secondary weapon movement when running and sprinting) and prepared for more gun poses when running/sprinting (this prep is however unchanged for this build)
- Tweaked roll animation for more smooth result
- Tweaked enter bicycle animation to match sitting relaxed on the bike
- Added support for buildings in the auto-ingamemap generator.
- Flash – UI
- Misc
- Updated badwords list
- Fixed issue with scopes showing up on weapons that couldn’t use it.
- Chat update
- Badges are now draggable, and sorted by tabs
- Draggables now pop out on click
- Warmap queue tweaks
- Minor bug fixes and optimizations
- If you can read this, then you’re part of the Core Testers
- This board is for all the chatter and feedback on our “Stable” versions.
- Please don’t mention this board, what goes on here and that you’re part of the Core Testers to others.
- DO NOT GIVE THIS LINK TO ANYONE
- You guys have access Stable, if you use this url: http://stableqa.heroesandgenerals.com/[/url]
- You also have access to http://test.heroesandgenerals.com
- DO NOT GIVE THIS LINK TO ANYONE
- Channel for the Core Testers ingame: Game.Heroesandgenerals.com
- Channel: coretest
- Password: hunt4bugs
- This is for better communication, in case we need to gather people on Stable etc.
- PLEASE DO NOT SHARE THIS WITH ANYONE.
- IF SERVERS ARE DOWN
- We have set up an emergency hotline email address at [email protected]
- This mail address forwards mails to a select number of individuals that can hopefully fix problems. Since there might be many players reporting an issue to this mail do NOT expect a personal reply when using it. It is only for reporting issues with servers/website.
- That being said:
- As a Core Tester I expect you to be and act mature.
- If you can’t behave, keep the information from Core private, etc. I will remove your access and in worst cases, action will be taken against your account.
- If you’re never online or never help as Core, odds are you will get removed.
- If you’re in doubt about something, just msg me.
- – Splixxen
- Ps.
- Teamspeak:
- IP/Port: 91.250.118.151:9988
- password: F65dASjT56
- Tonight we will meet on Prototype which will hold a build with the improved Assault game mode (internally called Assault 2.0).
- Along with that comes a major overhaul of all assault-type game maps. The map changes are not fully finished, have a lot of obvious bugs and are currently in internal testing – so please don’t report map issues yet.
- In tonight’s session we will fully focus on the new spawn mechanics. I will give you a brief introduction on TS and then we will perform one multiplayer test per assault map.
- PS: Please make sure that you have uninstalled your current prototype version entirely before downloading the new build. Also, please don’t attempt a login before 17:30 as we are in the process of changing the builds, so you may get a corrupted mix of files.
- PPS: There will be no session next week, since I’m on vacation. However, if you like some "homework": It would be cool if you could walk through the maps that are only indirectly affected by the Assualt changes (Encounter and Skirmishes) and check for issues with map changes as well as spawn mechanics and spawn points (except for issues with weapon & ammo crates). Reports shall go to Mantis please.
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