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 Post subject: Beta 0.99.5 change log
PostPosted: Sun Feb 08, 2015 5:49 pm 
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Here's the change log for 0.99.5:

- menu/HUD: back to font more like the previous one, but with support for most western alphabets, capable of showing upper case only
- menu/HUD: another font is used for user input, capable of showing lower case as well; also used in Scoreboard for player names
- menu: continue save menu now shows map name rather than "Placeholder" for saves; only starts to show after next save
- menu: fixed 4:3 video mode server list layout
- menu: wiki button added (not for mac, tho, sorry)
- HUD: capture meter shows attack/defense markers when in the base capture region
- HUD: added blinking cursor to chat which is waiting for user input
- HUD: added options for field inspector verbosity, off / reduced / normal
- end view: main title soundtrack variation added
- chat: squad icon is now properly shown with squad chat happening on screen
- chat: squad icon is now properly shown with radio notifications with squad chat happening out of screen
- camera: map edge caps adjusted
- vehicles: cleanup effect added
- vehicles: vehicle friction on sand and grass increased
- vehicles: APC respawn timer raised by 10 seconds
- targets: gas tanks now have a damage radius on destroy
- items: carry items and throwables can now also define environment hit sounds specific to them
- online: fixed player marker color flickering occasionally with player squads involved
- online: slight difficulty adjustments in Invasion mode
- AI: when another higher ranking officer enters a bot controlled vehicle as a passenger, the driver now suggests the officer to give a destination
- Linux: fixed savegames, packages and overlays directory read issues on certain Linux distros, Arch for example
- Mac: Steam integration added
- Mac: fixed OpenGL issue with certain badge icons rendering as nonsense
- Mac: seems shadow bias works better if it's ~3x higher on OpenGL than on DirectX; fixes some shadow flicker issues
- modding: vehicle cleanup event and effect triggers added


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PostPosted: Sun Feb 08, 2015 6:15 pm 
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Location: Loca-what...?
Quote:
- online: slight difficulty adjustments in Invasion mode
What this exactly means? If possible in values, please.

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PostPosted: Sun Feb 08, 2015 6:16 pm 
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DIO wrote:
Quote:
- online: slight difficulty adjustments in Invasion mode
What this exactly means? If possible in values, please.


No, just play and see to avoid placebo effect ;)


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PostPosted: Sun Feb 08, 2015 6:19 pm 
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Location: Loca-what...?
JackMayol wrote:
No, just play and see to avoid placebo effect ;)
Will do my best Image

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PostPosted: Mon Feb 09, 2015 5:01 am 
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Sounds like some really sweet additions! Can't wait to see the reduced info text, and a few others.

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PostPosted: Mon Feb 09, 2015 8:01 pm 
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I should add to the log that the sandbag barrier has now 20 HP instead of 165, sorry about that :(
Didn't revert the value after testing some particles. Blame me! Will be fixed for 0.99.6...


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PostPosted: Mon Feb 09, 2015 8:32 pm 
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JackMayol wrote:
I should add to the log that the sandbag barrier has now 20 HP instead of 165, sorry about that :(
Didn't revert the value after testing some particles. Blame me! Will be fixed for 0.99.6...



Lol do you mean the sandbags are now accidently weaker than they have been?

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PostPosted: Mon Feb 09, 2015 9:08 pm 
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Opt_0 wrote:
JackMayol wrote:
I should add to the log that the sandbag barrier has now 20 HP instead of 165, sorry about that :(
Didn't revert the value after testing some particles. Blame me! Will be fixed for 0.99.6...



Lol do you mean the sandbags are now accidently weaker than they have been?


:-/


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PostPosted: Mon Feb 09, 2015 10:30 pm 
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Posts: 331
Seems that the AI vehicles are not using the north path anymore to attack base in Vigil island if they start from north.

If you die with 3 C4 on your belt you only drop 1 C4. Not sure what happens if some on the bag.


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PostPosted: Tue Feb 10, 2015 10:20 pm 
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Been driving a lot more, the vehicles are feeling really nice now! Such a difference from the good old pinball machine days through the forests! :lol:

So this new "Vehicle Clean-up" animation, it's pretty nice. Does it have an AOE now? And do the fuel tanks (side objectives) also have an AOE when they explode now too? Just want to make sure I'm passing along the right details.

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