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 Post subject: Beta 0.98.8 changelog
PostPosted: Thu Dec 04, 2014 11:41 am 
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Here's the change log for 0.98.8, released today:

ai: vehicle navigation tweaks
ai: no longer throws grenades at enemies in water
ai: fixed preventing throwing grenades at skydiving enemies
ai: entering a vehicle with a large squad with no slots for everyone, the guys to be left without seats do not hump the vehicle anymore while others are entering the vehicle
ai: fixed some corner humping
ai: potential fix for a medic bug, the one where an lmg medic decides to dive over the wounded instead of saving him
items: TOW resource added
items: items now collide more accurately with vehicle collision boxes
items: increased space margin for deployment building
minimodes: teddy hunt crate is automatically spotted for both factions when the crate spawns, making it visible in map
minimodes: no more double countdown when a playlist comes to an end
minimodes: substage logic now switches off when the substage ends, avoiding after match score notifications
minimodes: team deathmatch scores now feature a scaling factor based on player count
minimodes: initial Rattlesnake Crescent adaptation for minimodes
invasion: completing the last map loops back to first with a countdown timer again
campaign: enemy weapon delivery counts now live over map changes
campaign: final map set to start at night time
campaign: final battle extraction helicopter now attracts some AI near the extraction area
online: fixed leaking backpack visual
maps: Keepsake Bay ladder fixes
maps: Moorland Trenches Suburbs spawn points had vanished, now back again
maps: Vigil Island tweaks
maps: loot crates placed here and there in most maps
mapview: click to respawn -hint now shows only when respawn timer has expired
spotting: friendly territory enemy vehicle spotting enabled
controls: crosshair hit detection improved; objects (including walls) behind platforms no longer capture aim target when standing on platform
characters: dropping or swapping a weapon now updates the underlying pose/animation
weapons: deployed weapons offset AI sight origin a bit to see over obstacles
vehicles: unified winter vehicle stuff, easier maintenance
effects: improved surface effect performance
effects: surface effect is now saved at alt-tab before the texture render target is lost, and loaded when returning to game
UI: fixed some 4:3 video mode menu layout issues
radio: changed using radio when in jamming conditions to something more sensible
objects: added static_object specs, basically allows creating different sorts of destructible objects, like crates
rewards: healing a wounded unit now gives a RP reward on top of the already existing XP reward
HUD: Major and Lieutenant Colonel images exchanged
audio: soundtrack now starts when reaching an extraction point in campaign, predicting loading screen
audio: smoother soundtrack fading when game updates are not even
audio: weapon shot sounds tweaked
Steam: Join friend's game support added


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PostPosted: Thu Dec 04, 2014 1:14 pm 
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Whoo Hoo!

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PostPosted: Thu Dec 04, 2014 4:12 pm 
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This update comes with really important and memorable changes.
Excellent job you've done here, bravo!Image

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PostPosted: Thu Dec 25, 2014 2:22 pm 
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pasik wrote:

rewards: healing a wounded unit now gives a RP reward on top of the already existing XP reward


This does not seem to be functioning.
I have tried several times and I have yet to receive any additional RP reward.
Hope it gets corrected. It'd be nice to see new players get more motivated to save others and to get in the habit of having a medkit on them.

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PostPosted: Thu Dec 25, 2014 3:16 pm 
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I think the reward could be like 40RP or more. Usually healing is more difficult than picking box of fags from the ground...


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PostPosted: Thu Dec 25, 2014 7:18 pm 
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Opt_0 wrote:
pasik wrote:

rewards: healing a wounded unit now gives a RP reward on top of the already existing XP reward


This does not seem to be functioning.
I have tried several times and I have yet to receive any additional RP reward.
Hope it gets corrected. It'd be nice to see new players get more motivated to save others and to get in the habit of having a medkit on them.


There's a bug all right. The setting is there declared properly but the logic only handles the XP reward part for unwounding, based on some ages old system. Nice catch!


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PostPosted: Fri Dec 26, 2014 6:24 pm 
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Thanks.

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PostPosted: Mon Jan 12, 2015 1:28 am 
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Oh still no fix in the 0.99.1 version for the Medkit Rescue RP bonus? I'm starting to feel silly for telling new guys to always carry one for a quick rescue and RP bonus.

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PostPosted: Mon Jan 12, 2015 9:17 am 
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Opt_0 wrote:
Oh still no fix in the 0.99.1 version for the Medkit Rescue RP bonus? I'm starting to feel silly for telling new guys to always carry one for a quick rescue and RP bonus.

Well, that's strange. At least the code should be fine now, by looking at it - guess I'll have to do some actual testing and debugging next! :)


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PostPosted: Mon Jan 12, 2015 9:55 am 
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pasik wrote:
Opt_0 wrote:
Oh still no fix in the 0.99.1 version for the Medkit Rescue RP bonus? I'm starting to feel silly for telling new guys to always carry one for a quick rescue and RP bonus.

Well, that's strange. At least the code should be fine now, by looking at it - guess I'll have to do some actual testing and debugging next! :)

It works in single player at least. With 100% XP and RP rewards you get +60XP and +15RP. Can't see why it wouldn't work in multiplayer unless there are reward changes on the server. Also Invasion by default has 27% XP and 100% RP rewards.

EDIT: works in multiplayer too.


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