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Engine v.62 Scripts v.122
*sam*
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There's a lot of bits & pieces in this patch:

* Option to use Direct3D (D3D) in Windows (use Options from inside the lobby).
* Destructible world objects (trees, cactii, barrels, etc.)
* Vacation option (can only set it once every 3 weeks, to stop abuse)
* Deferred processing of town exit encounters, so that you can safely start a journey while not actually being available for a combat in the 3D world
* To-hit tweaks ? making it harder to hit a fast moving car, irrespective of your own speed (this is also tied to weapon velocity, so missiles are affected more than car rifles or lasers for example); making it harder to hit a small target
* Increased splash damage and improved accuracy of ballistic weapons: especially their continuous fire bonus
* The pvp truce system. In a pvp battle, the squad owners are offered the option of offering a truce. They can (a) not offer truce, (b) offer truce, (c) offer fixed-size ransom (which is allowed to take their money below 0). All money is paid/received by squad owners.
* Somerset is now pvp-free.
* You can?t leave town with negative funds.
* A successful scouting check will allow you to avoid pvp encounters
* Removed auto context menu for Mac. They now have to right-click, like everyone else! I can make it into an option, if it causes problems for anyone.
* In DRs, shooting now starts randomly at 15-40 secs.
* Loading screen tips (more needed! ? see forum thread)
* Increased the speed of in-game training (as opposed to the weekly training camp training)
* Fixed bug with weapons assignments/targeting info. when you reconnect to a game in-progress
* A few other little bugfixes
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 30, 2007, 11:42 pm
Kelaparan
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*sam* said:

* To-hit tweaks ? making it harder to hit a fast moving car, irrespective of your own speed (this is also tied to weapon velocity, so missiles are affected more than car rifles or lasers for example); making it harder to hit a small target


Tasty!  Is there a scale of cars that are now harder to hit? i.e. chomper v. symph.  Or is it based just on speed.  Can't wait to try it out...and i'll be more mindful of Terriers :D

*sam* said:

* Increased splash damage and improved accuracy of ballistic weapons: especially their continuous fire bonus


Hehe Seiler should be excited about this.  Hope to have my mounted mortars in somerset soon for some Scorched Earth style fun :cyclops:
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vet

Posted Jul 30, 2007, 11:50 pm Last edited Jul 30, 2007, 11:51 pm by Kelaparan
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There is nothing about this patch I don't love. Great stuff!

Especially glad to see more in-game training. Great to see more reward for putting characters into harm's way.

I hope this counts for more than just gunnery and large guns as well. :)
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vet

Posted Jul 30, 2007, 11:58 pm
*sam*
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Quote:
Is there a scale of cars that are now harder to hit? i.e. chomper v. symph.  Or is it based just on speed.


It's 2 separate things: size is one, speed is another.


Quote:
I hope this counts for more than just gunnery and large guns as well


It's driving, trucker, guns, large guns, ballistics
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 31, 2007, 12:13 am
*sam*
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Quote:
Option to use Direct3D (D3D) in Windows


Regarding this point. There's 2 additional files you need to get from here, and unzip into the same folder as darkwindLobby.jar:

d3d support files

I will be putting them into the full game download, but they're not worth adding to the autopatcher.

Some people find DirectX gives better frame rates than OpenGL.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 31, 2007, 12:16 am
*Zothen*
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Very nice patch! Thanks Sam!

Quote:
* Increased the speed of in-game training (as opposed to the weekly training camp training)

Do Mechs gain Mech-skill, too, when they are in a squad?
Is everything equally increased? Scoutskill, too?
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vet marshal wv

Posted Jul 31, 2007, 12:54 am
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Jansan said:
There is nothing about this patch I don't love. Great stuff!


I am in totally  agreement. Hooray for Sam !


COCO OUT
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vet wv

Posted Jul 31, 2007, 9:24 am
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Another batch of great changes, the CGL seems much better now and the destructible stuff is neat.

The only thing I have a problem with is:

*sam* said:
* To-hit tweaks – making it harder to hit a fast moving car, irrespective of your own speed (this is also tied to weapon velocity, so missiles are affected more than car rifles or lasers for example); making it harder to hit a small target


I've had 2 real scouts with the new system and I've found it very hard to hit anything moving over 50mp! I haven't had that much chance to test all this (just the 2 real scouts and 2 CGL test runs with a fast car) but I'm fairly sure it needs some more tweaking, but I guess there's always stuff I can do to adapt to the new way things work and I'm starting to get a few ideas.

When I was testing it out I was trying to hit an out-of-ammo marauder with my rear machinegun (20 gunner) and with both of us moving at 50-70mph I had to let him close in to 30m before it gave me a reasonable chance to hit it and I could start firing... (which I think is pretty close quarters, just a little bit more and it's flamethrower range!)
Also that was with probably an insanely high accumulated sustained targeting bonus...

I think the relative speeds thing worked better, but the amount by which the difference in speed affected targeting should've been bigger.

Also I think this change might make Evan Enforcers a bit too powerful considering how little they're worth as loot and how they're now probably the most accurate thing on the battlefield, being relatively low CR and very common aswell...
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vet deathrce1 raceL1 race1 combat1 northernsummer gateautumn elmsautumn deathrceL1 semiprocombat wv cont

Posted Jul 31, 2007, 9:55 am
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I don't really agree with Alo here, I found the combat very well balanced yesterday.
My ATG wasn't very helpful in middle range firing, but well, 20 skilled large gunners aren't that good...

I think we need more testing to be sure the balance is correct anyway.
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vet cont zom slay2013 marshal wv

Posted Jul 31, 2007, 10:19 am
*sam*
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Yes, of course the calculations are always open for tweaking.

At the moment we have both relative speed difference and absolute speed of target taken into account, by the way.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 31, 2007, 10:49 am
*sam*
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Quote:
Do Mechs gain Mech-skill, too, when they are in a squad?


Actually no. I still need to add field training for mechs.


Quote:
Is everything equally increased? Scoutskill, too?


The ones I listed were all increased equally, yes. I didn't increase scout skill training.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Jul 31, 2007, 10:50 am
*Zothen*
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Quote:

I didn't increase scout skill training.

Thats good - Im not sure of the ingame mechanics but the scoutskill is right now the easiest skill to train - it raises quite fast.
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vet marshal wv

Posted Jul 31, 2007, 10:54 am
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Hmm, seems we always get departure encounters now, might want to check into this...
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vet deathrceL1 wv

Posted Jul 31, 2007, 11:02 am
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SPEED:

I notice that sometimes in race the speed label (mph) go crazy and sign 520mph or something.
It happends when you flip or crash on a wall or make a 360...
so it happend a lot of time in my gang....
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vet wv

*Posted Jul 31, 2007, 12:15 pm
Seiler
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Hmm, still waiting for ballistics gunner to go up in skill from a scout, and I've done quite a few with the guy stuck down in the badlands. Is he just incompetent, or are others experiencing this as well?
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vet deathrceL1 wv

Posted Aug 4, 2007, 5:13 am
*sam*
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He's probably in low training form right now.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 4, 2007, 7:28 am
Seiler
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Hmm, he's been at 100%, never even been injured.
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vet deathrceL1 wv

Posted Aug 4, 2007, 7:38 am
*sam*
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Training form is a hidden training-speed factor that slowly changes over the course of several weeks; sometimes it can get stuck very high or very low for a few weeks at a time. The idea is that you keep an eye on your characters an observe which ones are receptive to training right now, and spend your time working on them. It's not related to activitylevel.

What's the character's name? I'll check him.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Aug 4, 2007, 7:48 am
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Hrm... if we can be expected to perform better if we keep such close eyes on our stats, can we perhaps have a csv export of our gang roster?
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vet wv

Posted Aug 4, 2007, 8:35 am
Seiler
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It's Anthony Kingsley, Currently in Badlands
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vet deathrceL1 wv

Posted Aug 4, 2007, 10:19 am
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