[previewyoutube=FrsIZ0V9LnU;full][/previewyoutube] Howdy all! IT IS TIME, we have finally moved this behemoth of an update onto the Alpha Branch. What that means is that we're now 'feature complete' on it. All that remains is tune-up, bug fixing, and a bit more content. With exception to anything called out in the changelog below, this is now ready for mod authors to start on compatibility. We're trying to get this onto Main Branch fairly rapidly, as well.. it's about to be Spooky Season and we have a bunch of fun stuff planned for that. FOLKS WHO RUN MODDED: just please be aware you will need to update things, and check in with your various sources of mods to see what works and doesn't and what you have to wait on. Remember that the main branch of the game is still running Update 113. Anywho, we hope you enjoy this huge dose of Nightvision goodness and we'll be watching the bug reports sections as always for if you folks run into any issues. Have a WONDERFUL weekend! -Anton [h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3][list] [*] Right click H3 in Steam [*] Go to Properties [*] Click Betas [*] Click The Dropdown [*] Select Alpha! [/list] [h2]Full Changelog - Update 114 - Alpha 1[/h2] [h3]Additions:[/h3][list] [*] Added New Weapon: M3 Carbine with Integrated Early NightVision Scope [*] Added New Weapon: G17 Switch [*] Added New Attachment: PVS7 Scope [*] Added New Attachment: PVS30 Scope [*] Added New Attachment: Hunt35 Scope [*] Added New Attachment: SKT-IR Scope [*] Added New Attachment: T12 “”“Scope””” [*] Added New Utility Object: Handheld Thermal Camera [*] Added photocathode parameter to night vision definitions to approximate spectral response of various devices [*] Added phosphor type list to night vision definitions to specify night vision colors per tube/generation [*] Added resolution parameter to night vision definitions to simulate devices with lacking resolution by adding a slight blur [*] Added subpixel rendering for thermal displays when viewed close enough [/list] [h3]Changes:[/h3][list] [*] [TnH] Rebuilt Weapon Selection Tables for many Sosig Enemy Templates used in this mode so that a wider selection of Sosigguns now shows up. Relative difficulty should be largely the same, just more variety :-) [*] [TnH] Made Take & Hold Wrist menu dim while viewed through nightvision [*] [TnH] Scope Attachment Object tables now contain Nightvision scopes. Eventually a dedicated table will be added [*] Night Vision scopes can now switch their actual profiles (physical parameters, capability, available colors, etc.) [*] Added correct display names to Sosig Enemy Templates that were missing them (these names will be used by various systems later) [*] Added Violet and Amber Color Lasers to Laser Attachment 1-5 [*] Made Locomotion interface elements dim when viewed through Nightvision [*] Updated Proving Ground components to be properly visible under Thermal Vision [*] Adjusted the Order that Scope Options are displayed to prioritize more commonly used settings [*] Improved blur function for night vision rendering [*] Updated night vision noise rendering to be more accurate [*] Updated culling function for camera relative renderers (ie. NVGs) to hopefully fix parts of certain objects not rendering correctly [*] Head Attachments are now auto-affixed in proximity to the head as long as you’re not wearing one already. [*] Only one Head Attachment can be worse at once [*] Head attachment physical objects have a ‘cooldown’ once spawned of 4 seconds before they can be attached to prevent them from auto-attaching immediately after being attached [*] Old-Timey Spectacles from Wurstwurld now work again!!! [/list] [h3]Fixes:[/h3][list] [*] Fixed a bunch of Sosig Wearables missing a critical component [*] Fixed issue where Sosigs wouldn’t pick weapons up off the ground [*] Fixed LAM not affixing to Mk23 [*] Fixed Ammo not being show in the correct order in Cartridge Boxes [/list] [h3]Removed:[/h3][list] [*] Removed all testing/Temporary NV Scopes, Thermals and Head Attachments [/list] [h3]API Notes:[/h3][list] [*] System for holding an interaction to auto-toggle a laser/light added. This is requires manual connection to the dependant interaction. A system for ‘switch’ attachments will be added soon. [/list] [h3]Notes To Modders:[/h3][list] [*] Ammo/Cartridge Box system is NOT done yet. Do not begin any work related to it yet please. There are some major structural flaws to it I need to fix and didn’t have time to get to this week. [/list]