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Preliminary 5.352 Changelist


yosh56

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  • Totem Arts Staff

No real release date set for this, and as with all preliminary lists it is subject to change. 

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5.352 Changelist 

Balance

-Neutral-

+ Commander Powers:

- Increased cost of Offensive buffs from 1200 > 1400CP

- Decreased cost of Scout planes/Radar Scans from 300CP > 150CP 

- Decreased cost of commander smoke from 400 > 200 CP

- Decreased cost of Cruise missile strikes from 1200 > 800CP

 

Quality of Life

+ Add a new server setting (bBotVotesDisabled) to allow voting for bots to be disabled. [UDKRenegadeX.ini]

+ Neutral vehicles will never crush you anymore, you will automatically enter.

+ Q-Spotting your own buildings now shows armour percentages in the message

Visuals

+ Replaced 'overview' with the map's name on the overview map.

+ The overview map no longer flashes 99 before displaying the correct amount of units.

+ Fixed the Deployed Timed C4's countdown number.

+ TAB and endgame scoreboard now show building HP/armour separately

Bug Fixes
 

+ Fixed treaded vehicles not resetting their IntrackTorque modifier correctly after an EMP ends. 

+ Fixed vehicle sprinting not being disabled when you exit a vehicle while sprinting 

Maps

Complex:
- Fixed getting on the large rock near Nod's base silo side

- Fixed a missing mesh in tunnels

Field:
- Fixed Floating Lights at the Base Sniper Perches

Field-X:
- Covered both Power Plants
- Blocked Off All Bunker Entrances for Vehicles 

Islands:
- Removed floating lensflare
- Blocked Off top of bunker for vehicles 

Outpost: 
- Turrets replaced with GT's 

- Obby Range decreased so Meds can push up more to the front.

- AGT has more range

- Flattened beaches near base entrances

- Renamed some Spotting Areas because nobody in their right mind knows where Outpost Delta is.

Sunrise:
- Moved the PP walls
- Pulled the invisible walls closer to the shore
- Added grass
- Fixed some fog colors
- Made map slightly more visible

Tunnels:
- Optimized landscape materials
- Removed some shadows on foliage

-Optimizations 

- Floating stuff removed

- GDI Harvester pathing should be fixed

Under:
- Fixed being able to drive into the Obelisk with a Humvee or a Buggy
- Fixed landscape sticking through the rocks in the GDI base
- Fixed floating pebbles in the GDI base

 

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On 6/4/2018 at 11:34 AM, yosh56 said:

Field-X:
- Covered both Power Plants

unless the Nod base entrance got narrowed (as on GDIs side) Field X will stay a map in favour of GDI. as Nod tanks just get wrecked by sieging GDI tanks before they can even leave their base (or reach the "safety" of the outer route rocks - which isn't a safe zone at all, compared with the same spot on GDI side -.- ).

 

On 6/4/2018 at 11:34 AM, yosh56 said:

Under:
- Fixed being able to drive into the Obelisk with a Humvee or a Buggy
- Fixed landscape sticking through the rocks in the GDI base
- Fixed floating pebbles in the GDI base

missing: "-Fixed the bad collision which pushes you away while running up to the central rock from GDI side of the tib field" :(

On 6/4/2018 at 11:34 AM, yosh56 said:

Sunrise:
- Moved the PP walls
- Pulled the invisible walls closer to the shore
- Added grass
- Fixed some fog colors
- Made map slightly more visible

GT positions remain unchanged? 😑👺

######

the comming changes to Commander Powers are looking neat :)

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Welcome back, commander @Enigmas !!!!!!!!!!!!!!!!!!!!!!!!!!!

Well, what they basically did was:

- implementing the old commander mutator into the core game

- added some extra stuff as cruise missiles, EMP / Smoke airstrike / Off- & Def-Buff / ability to start / stop harvy / set waypoints for harvy, and more stuff. especially: commander-Q-spotting, which is super cool :D

Anyway, cool too see you back dude!!!!!!!

PS: uhm... the "Pillboxes" are just a Q-spotting area on certain maps (afaik). or they added some of Tonys meds to the game. not sure

Edited by DarkSn4ke
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