Update 99 Alpha 3 is Now Live On The TakeAndHoldAlpha Branch!
Author: [RUST]Grumplestiltskin,
published 3 years ago,
[previewyoutube=YMZDSmqG5Rc;full][/previewyoutube]
[h2]Howdy Folks![/h2]
It’s been a while since we’ve done a new Alpha release, but we’re hopin’ everything this one is jammed full of will have made the wait worth it! Grappling Hooks, Climbing Axes, the first testing version of the new Take & Hold level called Northest Dakota. It’s a biggun’ for sure.
PLEASE NOTE. This is not on the ‘normal’ Alpha branch. There is a new branch called TakeAndHoldAlpha.
[h3]TO PLAY THE NEW ALPHA:[/h3]
[list]
[*] Right click H3 in Steam
[*] Go to Properties
[*] Click Betas
[*] Click The Dropdown
[*] Select TakeAndHoldAlpha!
[/list]
Hope y’all enjoy and have a WONDERFUL weekend.
Peace,
Anton
[h2]Full Changelog - Update 99 - Alpha 3[/h2]
[h3]Additions:[/h3]
[list]
[*] [Take&Hold] Added New Take & Hold Level: Northest Dakota (WIP)
[*] [Take&Hold] Added System for loading various maps for Take & Hold
[*] Added New Firearm: M320 (40x46mm. Replaces old model, has new functionality)
[*] Added New Utility Object: Grappling Hook (In Arizona Range Only This Week)
[*] Added New Utility Object: Climbing Axe (In Arizona Range Only This Week)
[/list]
[h3]Changes:[/h3]
[list]
[*] [Take&Hold] Added New Mode: 3 Hold short
[*] [Take&Hold] Added New Option: Target Mode (All Targets, Simple, No Targets)
[*] [Take&Hold] Altered scoring metrics for using various options
[*] [Take&Hold] Lowered costs on some attachments
[*] [Take&Hold] When guns that spawn at the beginning of a run have bespoke attachments, one attachment ALWAYS spawns
[*] Changed Sosig Aiming such that they can better lead their targets when their targets are moving, especially at range
[*] Changed Meat Fortress Media Heal Pulse system to not charge to uber as fast
[/list]
[h3]Fixes:[/h3]
[list]
[*] Fixed several bugs in Sosig aiming system
[/list]
[h3]API Notes (for mod makers):[/h3]
[list]
[*] Added IsBigLevel bool param (defaulted to False) to TNH_Manager. Modders should enable this if they want big-level mode for their map
[*] Added UsesClassicPatrols bool param (defaulted to True) to TNH_Manager. Modders who wish to use MANUALLY AUTHOR sentry patrol points can set this to false, which will cause a new system called Sentry Patrols to be used.
[*] Added New Class: TNH_SentryPatrolPointGroup, which is a container for a group of points.
[*] Added New State information to Sosig class for future use (shouldn’t change anything atm)
[*] IsBigLevel flag adds 30 seconds to initial ‘analyzing’ step for all Hold Phases
[/list]
[h3]Known Issues:[/h3]
[list]
[*] Red Dot Zeroing distance cannot be changed in Streamlined control mode
[*] Red Dot luminance changes are DISABLED at the moment
[/list]