VERSION 0.301 CHANGELIST
- Added ammo counts and overheating advanced options to weapons
- Added ammo/sec and overheating to laser (+ laser S)
- Added structure damage multiplier to individually-placed structures (damage from player)
- Added structure damage multiplier to maps (damage from player)
- Added player damage multiplier to maps (all damage)
- Fixed a big issue with structure collapses, and adjusted collapse settings a bit
- Made big player impacts do more damage to structures, apply some extra velocity to them
- Changed automobile entities to use white paint instead of yellow
- Added more towers and tall buildings
- Added some smokestacks and storage silos
- Added some more low buildings and warehouses
- Added some utility posts and fences
Weapons, including lasers, can now use overheat settings and ammo counts. These are the intended ways to limit weapons, if they need to be limited for missions. You can use both on one weapon, and you'll see little sliders/etc on the HUD. The HUD elements may change later, but they work for now (other feedback elements may be enhanced as well).
Structure damage multipliers can be edited on a per-map basis and on individually-placed structures, and these are specifically designed to modify damage from vehicles. Damage TO player vehicles (from everything) can also be edited on a per-map basis. All these are intended for tuning missions/difficulty/etc for the SP campaign.
FALLING DOWN
One of the bigger bugs that's been present for a while is the following:
This didn't happen too often, and I couldn't figure out why it was happening more frequently on certain structures, so I tweaked settings for the past year or so with no success. It seemed kinda better sometimes, but some of the newer structures had the issue more frequently than others.
Mazapine from the discord server targeted this building as a problem in particular, and after a couple hours of debugging, I found the issue: Structures that were highly-interconnected (lots of links between blocks) would sometimes fail to collect the layers of the structure during the collapse algorithm. So instead of this structure showing it had 21 or so layers, it'd stop after 3 because it couldn't find the 4th layer blocks from the 3rd.
I fixed that issue, and found a 2nd issue while testing it. The 2nd issue caused some other random blocks to take damage during the collapse when they were already disconnected. Between those two fixes, and a tweak to damage from big player impacts, the destruction feels better than before.
The final thing from this patch are a bunch of new structures. These will be used in the new missions for PAX/etc.
PAX PRIORITY
Speaking of PAX, I'll be making some big changes to the game for PAX this week, so that means no more patches. The game will be changing quite a bit, and most of the menu will be inaccessible. If you have any changes/fixes that are needed, you'll either need to let me know today (Monday the 21st) or wait a few weeks 'til I'm able to get the PAX changes cleaned up and ready for launch on Steam in September. I've got a lot of things to work on before PAX, so I apologize if I don't get back to you in the next couple weeks.