Update 114 Experimental Build 6 is now Live on the Experimental Branch!
Author: [RUST]Grumplestiltskin,
published 3 months ago,
[previewyoutube=igSBav7GwQI;full][/previewyoutube]
Howdy all!
Have another quick Experimental Build for y'all this week. Continuing work on Night Vision, Flashlights & Lasers, this time roping in our favorite AI Wieners into the fray with updated light perception. Check out the Devlog for more info!
-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 Experimental!
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[h2]Full Changelog - Update 114 - Experimental Build 6[/h2]
[h3]Additions:[/h3][list]
[*] Added New AI System: Perceptibility from Luminance (Distance visibility limited by darkness)
[*] Added New AI System: Night Vision. Sosigs wearing Night Vision granting gear can see in darkness. Some ‘monstrous’ Sosigs (Zosigs) also see in the dark
[*] Added New AI System: Blinding: Sosigs can be blinded by (properly registered) spot lights, such as from Flashlights with their brightness turned up at close range. Sosigs with Nightvision are more prone to this effect. PLEASE NOTE THAT BLINDING FROM FLASHLIGHTS DOES NOT STACK. IF YOU AFFIX MULTIPLE FLASHLIGHTS TO YOUR GUN THE ONLY THING YOU WILL DO IS NUKE PERFORMANCE AND GLITCH THE RENDERING OUT. PLEASE ONLY USE ONE FLASHLIGHT AT A TIME.
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[h3]Changes:[/h3][list]
[*] Friendly45 and Spooky45 scenes now have Navmesh and an AI Manager
[*] Updated Glowstick to use slightly more modern coding, and be ‘AI perceptible’
[*] Player’s Visibility in darkness is impacted by whether they have an active flashlight in their hand, or an activated flashlight on a gun.
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[h3]Fixes:[/h3][list]
[*] Sosigs missing their head link can no longer be blinded
[*] Fixed detached Night Vision headsets spawning at scene origin before moving to hand (sometimes getting stuck along the way)
[*] Fixed close frustum culling in Scope Cameras
[*] Fixed Having a scope visible in one eye and a NV monocular in the other
[*] Fixed missing Reverb Zones spamming errors in some scenes
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[h3]Known Issues:[/h3][list]
[*] NOT ALL FLASHLIGHTS AND LASERS ARE MIGRATED TO NEW SYSTEMS! This is a Work in Progress. Please consult the Devlog to know which pieces of equipment can be used for feature testing.
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[h3]API Changes:[/h3][list]
[*] Added color filter for NVGs (to simulate wavelength filters on aviation NVGs)
[*] Added feature to have renderers only show in thermal
[*] Added camera relative rendering support to thermal shader
[*] Fixed scaling/aspect ratio for thermals (I hope)
[*] Fixed instancing for lit particle shader (maybe)
[*] Might have fixed spectator camera issues for camera relative scopes?
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