[previewyoutube=3-o3WVrowSM;full][/previewyoutube] Howdy folks! FINALLY it's time for another proper update build. Still on the experimental branch! But we finally have the Nightvision, Laser and Light systems all banged into shape, older attachments migrated over to new systems. And they play perfectly with the finished Night Vision Goggles that are now in the game (under Toys & Tools -> Head Mounted in the item spawner). PLEASE NOTE that this build is NOT mod safe. Major internal changes have been made relating to AI Perception of sound, and any existing mod that patches parts of the game that produce these events will have to be updated for U114 to function. This will probably be a pain in the ass, but was unavoidable due to features being worked on for Sosig Meatizens to have more nuanced faction and location behavior. So for now, I suggest running the Experimental build unmodded, or with a more limited modlist. Anywho, now that we're back to builds, the goal is to get this to Alpha rapidly, do another week or two of testing (to give mods time to update for it), then push to Main Branch in time for SPOOKY SEASON. Hope ya'll have a WONDERFUL weekend playing with the new toys. Peace, 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! [/list] [h2]Full Changelog - Update 114 - Experimental Build 8[/h2] [h3]Additions:[/h3][list] [*] Added Ammo Box System: All cartridges can now be spawned in Ammo boxes (which are modified Magazines under the hood). [*] Added Functionality to Ammo Panel to spawn Ammo boxes [*] Added Functionality to Take & Hold Ammo Spawning Panel to spawn Ammo Boxes [*] Added New Firearm: Wasp Shotgun [12 gauge short] (fictional) [*] Added New Night Vision Goggles: PVS-7, PVS-14, PVS-31, GPNVG [*] Added systems for streaking and burn-in for night vision devices [*] Added systems for edge blur and high-light blur for night vision devices [*] Added New Sosigguns: USP Tactical, Survival Rifle, Murican180, APC9k, SW500, Bulldog, DoubleDownDerringer, R700, Singleshotgun, Colt Monitor, Dillinger .38, Thompson 1928, Auto5 Shotgun, DVL-10, U50, Vector45 [*] Added New Sosig Shirts: Bowling Shirts, Tanktop, Tubetop, FrillShoulderBlouse, LooseVBlouse, Dress Shirts, TONS of graphic TShirts [*] Added New Sosig Hats: Derby, Floppy Hat, Headband, Headwrap, HuntingHat, SkullCap, SummerHat [*] Added New Sosig Pants: Hotpants, Yoga Pants, Pleated Dress Pant [*] Added New Sosig Outfits: Pajamas, 90s workout outfit, BlazerSkirtCombo, Sales Uniform, Fast Food Uniform [*] Added a bunch of Other Sosig Outfit pieces and didn’t keep track of it because THERE ARE SO MANY THIS IS RIDICULOUS [*] Added New Sosig Head Icon State: Fleeing [/list] [h3]Changes:[/h3][list] [*] [TNH] When playing a run in Limited ammo mode, weapon cases and the object constructor, when they would normally spawn individual rounds with a gun, that are not ordnance, will now spawn a single ammo box [*] ANPEQ15, Perst3 and LAM migrated to modern Laser Light systems [*] Reconfigured all night vision profiles to be much more accurate [*] Tweaked Mk23 Magazine well and trigger dimensions to attempt to make it less clunky to reload. [*] Reoriented dominant axis of the Dynamite Model to fix a weird issue [*] Renamed Bullpov to Voson Dragantov Sosiggun at request of its creator [*] Refactored Head Icon System for future flexibility [*] Adjusted Sosig Sensory Thresholds for a bunch of behaviors [*] Tweaked Sosig Fleeing and arming behaviors. [/list] [h3]Fixes:[/h3][list] [*] ACTUALLY made Sosig NVG goggles impact night vision to them (whoops) [*] Various fixes to thermal overlay rendering for night vision/thermal fusion devices [*] Fixed resolution loss when looking at a low FOV optic through a high FOV optic [*] Fixed missing serialization code in Derringer Class [*] Made it so that stacks of rounds in quickbelt slots now properly serialize and deserialize [*] Fixed Makarov Sosiggun scale (being too big) [*] Fixed incorrect cartridge type on Makarov Sosiggun [/list] [h3]Major API Changes:[/h3][list] [*] Added ‘Item Box Override’ field to FVRObject. [*] CreditCost field in FVRObjects can be used to set an overridden base price for Contract Griller prototype. I will publish a list of example prices in the future for reference if you prefer to set one manually for a mod item, instead of have my auto-generation system do so (it does a good job for ~95% of things, and a terrible job on ~5%) [*] GM.CurrentSceneSettings.OnPerceivableSound now has an AIEntity variable at the end of its call. [*] Added recognition distances for Sosigs being threatened by allied IFFs, [*] Renamed internal sosig parameters (alertness level, etc.) to AggroLevel (for clarity) [*] Altered how Sosig AggroLevel occurs. Internal damage messages now spike alertness. [*] Added AggroSensitivityMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig begins Investigating (out of its base state) when AI events are processed. [*] Added EntityRecognitionMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig can go from any state (including Investigation) to a Skirmish state. [*] Added CombatTargetIdentificationSpeedMultiplier to Sosigs. Raising this above 1.0 in a Config Template changes the speed that a Sosig goes from perceiving a target, to [*] Made sosigs slightly more likely to clutch-panic fire. [*] Added a system for AIEntities to be in Auto-Threating, and Threat Suppressing zones. When set to utilize these, Sosigs in Auto-Threating zones will threaten sosigs that see them regardless of how threatening they ‘look’. This is still clamped by the threat perception range of the sosig. Additionally, sosigs in Threat-suppressing volumes will not be threatened by seeing or hearing threatening entities, or gun shots. Note that damage events can still aggro them. [*] Loaded held weapons can threaten aligned Sosigs. Quickbelt carried Large weapons can as well. [*] Added ‘Requires Top Cover Up’ option to Closed Bolt Mag Ejection Trigger [*] Item Box system is in the game, but not functionally accessible yet. IT IS NOT DONE DO NOT BUILD ON TOP OF IT [*] Ammo Box system is still a first-pass implementation. I need to redo it in the next week or two to make it more sanely extensible. [/list]