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v1.3.24 Release To Do List #355

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63 of 70 tasks
DarthFutuza opened this issue Aug 9, 2022 · 7 comments
Open
63 of 70 tasks

v1.3.24 Release To Do List #355

DarthFutuza opened this issue Aug 9, 2022 · 7 comments
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bug Doesn't work as intended. patch This is a patch checklist.

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@DarthFutuza
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DarthFutuza commented Aug 9, 2022

Changes to be in v1.3.24

Note: This patch is for patching critical bugs found in the playtest/scrimmage matches of v1.3.23. Avoid major new features, and try to stick to balance or bug fixes! Major changes should be implemented in v1.3.25 instead. Edit: Hahaha, that didn't happen. Still no more features! Stop it Futuza!

  • done
  • not done

New Features

  • Armor Penetration modification is now available. Armor penetration ignores a percentage of a target's armor, allowing the weapon to more easily damage armored opponents. It can be added via weapon, ammo overrides, or through means of damage.
  • Armor resistances. Armor can now be resistance to specific means of damage such as fire, or poison. (They can also be made vulnerable to specific damage types.) This is in addition to their normal reduction of damage.
  • Basic Durability System (for Armor) - When taking damage to a location protected by armor, the item's durability has a chance of being damaged (item tier quality determines that chance). At 0 durability, the armor is no longer able to protect you. You will need to repair it to a durability level above 0 to be able to once again use it. You can repair it in the shop, similar to how refilling ammo works. This feature is disabled by default for now, but can be enabled on servers by setting the cvar jkg_durability to 1.
  • Crowd Control Assists are now awarded to players who assist with a kill using some kind of stun, slow, knockback, etc.
  • Improved armor toxin filters, there are now two types: toxin filters, and toxin removal. If you are inflicted by a poison debuff, the toxin removal option will remove the debuff, while the toxin filter option is only preventable and will prevent further application of the debuff. See: https://www.youtube.com/watch?v=y6ifUOhLIWQ
  • Added basic quest system for debugging testing quests (for phase II).
  • Better item description text display in inventory and shop menus, breaks up on spaces instead of prior dash method.
  • W/S keys allow you to scroll through inventory menus (you can still use mousescroll for this as well)
    More customization to come.
  • Significantly improved inventory (and shop menus). There should now be better consistency and less text overflow.
  • Shields now have their own file for greater customization. They may now override blocked/allowed damage types. If a shield varies from default behavior it will be listed as a modified shield type (otherwise it will be listed as a standard shield).
  • Shields now protect from knockback (if damage and thus knockback penetrates through a shield's charge, knockback will be reduced by 25%).
  • Icons for resources such as hp, shield, or stamina now light up with green when full.
  • Update SDL2 to v2.30.8
  • Additional incomplete outfits for male and female humans.
  • ACP 200 rifles have improved visuals.
  • EE-3 Pistol Assets and item files
  • Bacta efx updated.
  • Get Noodle's new items added
  • Add array_ion (Jawa Gun)

Bug Fixes and Balance Changes

  • Destroying allied trip mines gives a credit reward for destroying enemy equipment #367
  • Add feedback to giveother cmd so admin's can tell that it worked #368
  • Grenades sometimes lock your weapon resulting in being unable to switch weapons. #374
  • DLT-19 is very cheap for how powerful it is... might be an issue
  • Flechette Pistol bypasses shields, should probably deal ACP damage so it can split damage
  • Add heat to shotguns to bring them a little bit in-line in terms of balance. (In the future we should add a way for multiple barrels to be able to have smoke effects)
  • Buff Bryar Shotgun
  • Westar-34 Heat feels almost inconsequential due to how fast it reloads
  • Icon missing for Bacta Grenades
  • Strings missing for Westar-34
  • Possibly allow freely switching to melee with no penalty when overheating
  • Carbonite Gun is still really, really brokenly powerful. Shields now prevent carbonite debuff while they have charge.
  • Bonus credits when your team gets a kill seems to get doubled for both teams, not just the losing team.
  • Pilot Goggles make the rebel helmet disappear resulting in a brainless rebel
  • Firing shots while jetpacking is now 20% more inaccurate, and more likely to be affected by knockdown when firing weapons with knockback
  • If you switch jetpacks from a higher maxfuel capacity jetpack, it now resets the fuel capacity to the freshly equipped jetpack's capacity instead of carrying the old fuel value.
  • Jetpacks now have a required cooldown to turn them on. Most require ~500ms.
  • Jetpacks now have an initial 10% fuel capacity cost when activating (minimum of 1, maximum of 5 fuel).
  • Admin teleport functionality improved, admins can now teleport themselves to specified players as well.
  • Fixed overheating so it only shows your own overheat instead of duplicating it on all barrels for all players see c8f6cf5
  • Improved notifications for busymode for pazaak
  • Fixed linux builds. Linux compiles no longer broken.
  • Test and fix linux client/server (likes to crash @ map launch). #377
  • Crossbows (MOD_QUARREL) now do 25% armor penetration by default.
  • Reduce cost of certain ammunitions such as crossbow bolts.
  • Imperial Mining Helmet (helmet_impworker) is not filtering out toxins, other items that use filtering appear to be working though.
  • Investigate and fix Team Kill Bonuses happening randomly (think its only happening in FFA, probably okay in TFFA but should double check) #364
  • Detonator Consumables delete themselves #282 Detonators now have a check so you can't place your last one/remove your detonator remote. This is a temporary fix and may be adjusted in the future with a more elegant solution.
  • Fixed mistake where explosions did extra damage to armored targets (lol)
  • Balance changes to damage types: Blaster's do slightly less damage to organic targets, and slightly more damage to shields. Electric does slightly more damage to organic targets. Explosions do standard damage to shielded targets, damage to droids is reduced from explosions and slightly more hurtful toward organics. Carbonite damage now does 1/2 damage to organics, and is reduced by 70% to droids. EMP damage does slightly more to armored targets.
  • Blaster Power Pack are using crossbolt icon?
  • Shields now work normally against fire damage, and no longer make you immune to it - however they will still protect you from the debuff
  • Adjust MOD_FIRE and MOD_IGNITED to do 1.0 to shields, fire was very underwhelming against shielded opponents in the last patch.
  • A few adjustments to damage from various different means of damage types. The biggest changes are carbonite is now blocked by shield, pulse is weaker against shields and organics, ion does more damage to organics, sonic is now weak against armor, environmental damages such as frozen, fire, ignited etc, now do normal 1.0 damage to shields.
  • EMP damage now drains jetpack jetfuel (in addition to health).
  • Droids can now be healed by MOD_REPAIR. Unfortunately there are no real droids to use this on in game yet.
  • Fixed custom games for slicing (see /slctest command).
  • Slice games can now have variable grid widths and height as well.
  • Slicing programs that require input do not re-enable btn_stopslicing after input is received #369
  • Fixed windows versioning and copyright labels for executables, now accurately reflects JKG's actual version.
  • Fixed bug with armor resistances not parsing correctly.
  • /setItemDura cmd added for debugging durability.
  • Improved debuginventory command
  • heatGenerated and armorPenetration have both added to ammo override system.
  • Fixed a bug where some hit locations were counting as legs instead of torso.
  • Workaround fix so that after a match ends, players are forced onto spectator team to prevent armor visual persistence bug from affecting players (this also has the side effect of mixing up teams after each match).
  • Inventories are now capped to 256 items.
  • Improved splash damage for weapons so that they can also apply debuffs in an area, as well as allowing the old method that used G_RadiusDamage() instead of JKG_DoSplashDamage()
  • Medicinal Slugs no longer revive dead entities and revives are handled slightly better.
@DarthFutuza DarthFutuza added bug Doesn't work as intended. patch This is a patch checklist. labels Aug 9, 2022
@DarthFutuza DarthFutuza pinned this issue Aug 9, 2022
@Silverfang22
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Updated with issues found during release scrimmage matches, also added a section for new features even though none were planned for this patch as these should be fairly easy additions.

@DarthFutuza
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Currently running into networking issues with durability, but hopefully that will be done soon. Can't get the UI to update in certain places, though the server is working fine.

@DarthFutuza
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6bc9a7a slightly addresses Related, reloading feels way more advantageous when overheated compared to switching weapons & Possibly allow freely switching to melee with no penalty when overheating as it is now even faster to swap weapons to certain types such as melee or pistols. Needs testing.

Silverfang22 added a commit that referenced this issue May 4, 2024
Addresses all balance issues in #355 (no cost changes currently)
Bacta grenade now uses unique efx
Flechette Pistol now uses MOD_EXPLOSION so it does not ignore shields
DLT-19 nerfed as its damage was accidentally overtuned due to splash damage. scoped and non-scoped variants use the same damage and splaash range values now.
Bryar shotgun adjusted to be more forgiving. Larger collisionsize on both regular and decimator shotgun firing modes. regular fire mode now consumes 3 ammo so all 3 firemodes are consistent. Spread reduced on regular firemode and increased on decimator mode.
Various weapons have had overheating adjustments to make them more consequential.

Generic vendor NPC prisoner model now uses merchant clothing

Vibrosword test weapon added
@DarthFutuza
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"reloading feels way more advantageous when overheated compared to switching weapons"
Some changes to this have been implemented to make the penalty less severe when swapping weapons, but needs more testing to see if more needs to be done. Additionally while swapping to melee doesn't get to ignore heat entirely, it does ignore some extra penalties from heating if you swap to melee if you haven't overheated entirely yet.

@DarthFutuza
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DarthFutuza commented Sep 20, 2024

Fixing slicing to allow custom width/height took two weeks because I was dumb and didn't understand lua arrays. ARGH! But its finally done.

@DarthFutuza
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We're nearly done. As soon as I figure out "Bacta grenades sometimes lock your weapon resulting in being unable to switch weapons. Was able to get it to happen once by cooking until detonation" then this release will probably be ready. Oh and I need to test linux builds. Everything else is largely cosmetic/setting stuff anyone else on the team can probably fix without code changes.

@DarthFutuza
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Seem to be getting some linux crashes on map changes, might need some help debugging it - its proving harder to fix than expected.

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