Major update incoming (soonish)![message #301105]
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Tue, 06 March 2012 09:37
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Aria |
Messages:3
Registered:October 2011 Location: US, Pa |
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(First off sorry if this was posted, I did check and did not see anything.)
Link: http://boards.jaggedalliance.com/index.php?/topic/1487-new-informations-on-the-first-major-update/
Greetings everybody.
The first of two major upadets is nearly done. However this does not mean the patch will be out in the next few days. Reason? Testing. The patch will go through an extensive testing which means it still can take some time.
What follows now is the temporarily Changelog. Note: There might be things not yet listed or things which will change again. The fixed changelog will be released with the patch itself. But for now this should be enough:
General Bugfixes
- Fixed some enemy using wrong combination of pants and shoe meshes
- Fixed Sightcones not being cleared properly when leaving a level
- Fixed Sightcones displayed in wrong direction when moving in command mode
- Shader bug fixed that caused incorrectly colored objects
- Fixed bug where tank had impact on performance
- Fixed smoke grenade (blocking sight and its visual effect duration were slightly different)
- Fixed bug where recruitable PCs like Ira became not recruitable after leaving the map
- Fixed bug where AI coud become unalterted again after saving & loading
Modding
- Added additional Weapon and Ammo IDs
- Sight distances tweaked and made more easy to modify
- Noise values tweaked and made more easy to modify
Achievements
- Fixed bug where "She's dead, Enrico" achievement would not unlock correctly
- Collect achievements are not anymore received when game has been modified
Visuals and Graphics Options added
- Launcher does not anymore check for vertex shader texture fetch, prohibiting older cards to start the game although they feature SM 3.0
- Added Distance based culling for small objects
- Added "Very High" terrain quality option in ingame menu
- Added View Distance as option in ingame menu (determines distance fog position)
Gameplay Fixes and Changes
- Civilians and potential militia recruits do not trigger mines anymore
- Children will try to maintain a minimum distance from player characters to ensure they do not clog doors or passages when following the player around the map
- Noise perception influenced by objects that cover the origin of the sound
- Enemy sight cones in 2D display in addition to 3D cones to make more clear what an enemy can see and to make lag of 3d cone calculation on slower machines more bearable
- Durability of clothing or items worn is only reduced when they actually prevented damage
- Armor is reduced only by 10% for each time it can fully prevent its protection value (e.g. if armor can potentially prevent 30 damage and only prevents 15 damage since it is hit in an already existing weak spot its durability is only reduced by 5%)
- Stamina is not reduced anymore when the whole map belongs to the player (all enemies are killed)
- Bobby Ray
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Civilian
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Re: Major update incoming (soonish)![message #301161]
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Tue, 06 March 2012 21:13
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Aria |
Messages:3
Registered:October 2011 Location: US, Pa |
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Sam_HotteAriaInfo for the second major update? Not yet. A little tease: three core elements will be changed. One will be optional since it will create a complete different gameplay. The others will improve special things.
I do not dare to think this too loud, but could this be FoW? :naughty:
Anyway, good to read that some very annoying issues with UI are going to be fixed.
I hope at the very least it includes sector inventory, and fog of war would be nice as well would make perception and some of the items you find bit more useful!
[Updated on: Tue, 06 March 2012 21:14] by Moderator Report message to a moderator
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Civilian
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Re: Major update incoming (soonish)![message #301230]
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Wed, 07 March 2012 12:50
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nDervish |
Messages:3
Registered:February 2012 Location: Lund, Sweden |
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givemeabuzzhow bout what we've been wanting all along? Turn-based combat.
Too late for that. Even if it can be done technically, it would just turn out badly in the end.
I've seen a couple games in the past that have advertised both turn-based and real-time options (XCOM3, M.A.X. 2), but it was obvious from gameplay that they were designed and balanced as real-time, then had a turn-based option slapped on the side. Predictably, this resulted in crap turn-based modes. Given that BIA released as real-time-only, it obviously wasn't designed as dual-mode from the ground up, so the results would just as bad, if not worse.
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Civilian
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Re: Major update incoming (soonish)![message #301386]
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Fri, 09 March 2012 09:44
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350zspec |
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Messages:32
Registered:February 2012 |
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No mention about fixing the pathing of mercs?? As Maddog used to say, "It's junk, and I know junk!"
[Updated on: Fri, 09 March 2012 09:48] by Moderator Report message to a moderator
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Private 1st Class
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