Update 97 Alpha 1 is Now Live On The Alpha Branch!
Author: [RUST]Grumplestiltskin,
published 3 years ago,
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Howdy Folks!
Have the first Alpha of the New Year for you folks, chock full of WIP features, balance tweaks and bug fixes. Make sure to watch the last two Devlogs if you want a full picture for what's being done in this Alpha Cycle!
Cheers,
Anton
[b]Changelog - Update 97 - Alpha 1[/b]
[b]Additions:[/b]
[list]
[*] Added New FutureSosiggun Set (Nachtigal, Bullpov, Meatle Storm, Pocket Toaster, Desert Vulture) These will be made spawnable outside the Proving Ground in a future update
[*] Added New Sosigguns: RPG-7 and M79
[*] Added New Melee Weapon: M3 Trench Knife (Thanks Stefan!)
[*] Added Bullet Decal Hits for Glowy Red and Glowy Green (for future stuff)
[*] [Winter Wasteland] Added a Reset Hotdog to start mode from the beginning.
[/list]
[b]Changes:[/b]
[list]
[*] [Take&Hold] Total Token Spawning volume in supply points has been de-randomized for more consistent total resources found per run.
[*] [Take&Hold] Hold Order Seed Option Added: Pick from the same order of Hold rooms to compete against a friend in a more consistent challenge.
[*] [Take&Hold] Secondary station type in supply rooms are now more reliably distributed (no more recycler stations in one level)
[*] [Sosigguns] All Sosigguns that should have interactive foregrips now have them
[*] [Sosigguns] All Sosigguns that should have stock points now have them, allowing for virtual stock aiming
[*] [Sosigguns] Sosiggun recoil adjusted to accommodate new features
[*] [Sosigguns] Sosigguns are now reloaded when returned to a quickbelt slot (when spawnlocking is allowed in a scene. PLEASE NOTE THAT SOUNDS FOR THIS RELOADING HAVE NOT YET BEEN IMPLEMENTED!
[*] [Sosigguns] Sosigguns now sling-lock to a quickbelt slot, instead of being spawnlockable (and duplicated) from one
[/list]
[b]Fixes:[/b]
[list]
[*] [Take&Hold] Fixed (very old) bug related to health spawning in spawn rooms
[*] [Sosigs] Fixed issue where Sosigs that should be able to hold onto their guns even when their gun is struck by a bullet weren’t able to hold onto them.
[*] 13.2mm TuF label in Ammo Spawner corrected from .50 BMG
[*] Fixed Soft Particle Rendering issue where certain emissive text textures (on Sausage powerups,demo dynamite, Rotwieners Radio Amplifiers) weren’t visible
[*] Fixed Ruby Pistol Safety Rotation
[*] Fixed Union Pistol Safety
[*] Fixed .38 Special Speedloader
[*] IPSC target in indoor range now has correct thumbnail
[*] Fixed Deaglov slide release rotating in wrong direction
[*] Fixed Bergmann Simplex safety rotation state
[*] Fixed Handguns collision-wracking firing when slide was locked or safety engaged
[*] Fixed Mac11 Safety disappearing when disengaged
[*] Code Cleanup involving deprecated Take & Hold data structures
[/list]
[b]Known Issues:[/b]
[list]
[*] Take & Hold Scoring is Disabled in this Alpha while it is reworked
[*] Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
[*] Red Dot luminance changes are DISABLED at the moment
[*] Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
[*] Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)
[/list]