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v1.3.24 Release To Do List #355

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25 of 37 tasks
DarthFutuza opened this issue Aug 9, 2022 · 5 comments
Open
25 of 37 tasks

v1.3.24 Release To Do List #355

DarthFutuza opened this issue Aug 9, 2022 · 5 comments
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bug Doesn't work as intended. patch This is a patch checklist.

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@DarthFutuza
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DarthFutuza commented Aug 9, 2022

Changes to be in v1.3.24

Note: This patch is for patching critical bugs found in the playtest/scrimmage matches of v1.3.23. Avoid major new features, and try to stick to balance or bug fixes! Major changes should be implemented in v1.3.25 instead.

  • done
  • not done

Bug Fixes and Balance Changes

  • Bacta grenades sometimes lock your weapon resulting in being unable to switch weapons. Was able to get it to happen once by cooking until detonation
  • DLT-19 is very cheap for how powerful it is... might be an issue
  • Flechette Pistol bypasses shields, should probably deal ACP damage so it can split damage
  • Add heat to shotguns to bring them a little bit in-line in terms of balance. (In the future we should add a way for multiple barrels to be able to have smoke effects)
  • Buff Bryar Shotgun
  • Westar-34 Heat feels almost inconsequential due to how fast it reloads
  • Related, reloading feels way more advantageous when overheated compared to switching weapons
  • Icon missing for Bacta Grenades
  • Strings missing for Westar-34
  • Possibly allow freely switching to melee with no penalty when overheating
  • Carbonite Gun is still really, really brokenly powerful. Perhaps make it so shields prevent debuff.
  • Bonus credits when your team gets a kill seems to get doubled for both teams, not just the losing team.
  • Pilot Goggles make the rebel helmet disappear resulting in a brainless rebel
  • firing shots while jetpacking is now 20% more inaccurate, and more likely to be affected by knockdown when firing weapons with knockback
  • If you switch jetpacks from a higher maxfuel capacity jetpack, it now resets the fuel capacity to the freshly equipped jetpack's capacity instead of carrying old the old fuel value.
  • Jetpacks now have a cooldown required for to turn them on. Most require ~500ms.
  • Jetpacks now have an initial 10% fuel capacity cost when activating (minimum of 1, maximum of 5 fuel).
  • admin teleport functionality improved, admins can now teleport themselves to specified players as well.
  • fix overheating so it only shows your own overheat instead of duplicating it on all barrels for all players see c8f6cf5
  • Improved notifications for busymode for pazaak
  • check and fix linux builds
  • reduce cost of certain ammunitions such as crossbow bolts
  • Imperial Mining Helmet (helmet_impworker) is not filtering out toxins, other items that use filtering appear to be working though. See also: https://github.com/JKGDevs/JediKnightGalaxies/blob/develop/JKGalaxies/ext_data/armor/iwhelmet.arm
  • Investigate and fix Team Kill Bonuses happening randomly (think its only happening in FFA, probably okay in TFFA but should double check) #364
  • Detonator Consumables delete themselves #282 Detonators now have a check so you can't place your last one/remove your detonator remote. This is a temporary fix and may be adjusted in the future with a more elegant solution.
  • Fixed mistake where explosions did extra damage to armored targets (lol)
  • Balance changes to damage types: Blaster's do slightly less damage to organic targets, and slightly more damage to shields. Electric does slightly more damage to organic targets. Explosions do standard damage to shielded targets, damage to droids is reduced from explosions and slightly more hurtful toward organics. Carbonite damage now does 1/2 damage to organics, and is reduced by 70% to droids. EMP damage does slightly more to armored targets.
  • Blaster Power Pack are using crossbolt icon?
  • adjust MOD_FIRE and MOD_IGNITED to do 1.0 to shields, fire was very underwhelming against shielded opponents in the last patch
  • EMP damage now drains jetpack jetfuel (in addition to health)
  • A few adjustments to damage from various different means of damage types. The biggest changes are carbonite is now blocked by shield, pulse is weaker against shields and organics, ion does more damage to organics, sonic is now weak against armor, environmental damages such as frozen, fire, ignited etc, now do normal 1.0 damage to shields.
  • Droids can now be healed by MOD_REPAIR. Unfortunately there are no real droids to use this on yet.

New Features

  • Get Noodle's new items added
  • EE-3 Pistol Assets and item files
  • Basic Durability System (for Armor) - When taking damage to a location protected to armor, the item's durability has a chance of being damaged (item tier quality determines that chance). An armor's effectiveness is decreased below certain durability thresholds. At 0 durability, the armor is no longer able to protect you and becomes unequippable (and removes itself). You will need to repair it to a durability level above 0 to be able to once again use it. You can repair it in the shop, similar to how refilling ammo works now.
@DarthFutuza DarthFutuza added bug Doesn't work as intended. patch This is a patch checklist. labels Aug 9, 2022
@DarthFutuza DarthFutuza pinned this issue Aug 9, 2022
@Silverfang22
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Updated with issues found during release scrimmage matches, also added a section for new features even though none were planned for this patch as these should be fairly easy additions.

@DarthFutuza
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Currently running into networking issues with durability, but hopefully that will be done soon. Can't get the UI to update in certain places, though the server is working fine.

@DarthFutuza
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DarthFutuza commented Apr 24, 2024

Consider making weapons better color coded for damage types. Needs discussion.

eg:

  • pulse weapons should be green (or alternatively all violet)
  • crossbows should be green
  • blasters should be red (or orange?)
  • disruptors should be violet/purple
  • overcharged should also be violet/purple
  • ion should be blue
  • acp should be yellow? (most have a slug, so that doesn't have a color persay, but the trace might be yellow for example and we should avoid using yellow coloring for most other weapons)

Orange is not really reserved for anything afaik, should use it for something?

@DarthFutuza
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6bc9a7a slightly addresses Related, reloading feels way more advantageous when overheated compared to switching weapons & Possibly allow freely switching to melee with no penalty when overheating as it is now even faster to swap weapons to certain types such as melee or pistols. Needs testing.

Silverfang22 added a commit that referenced this issue May 4, 2024
Addresses all balance issues in #355 (no cost changes currently)
Bacta grenade now uses unique efx
Flechette Pistol now uses MOD_EXPLOSION so it does not ignore shields
DLT-19 nerfed as its damage was accidentally overtuned due to splash damage. scoped and non-scoped variants use the same damage and splaash range values now.
Bryar shotgun adjusted to be more forgiving. Larger collisionsize on both regular and decimator shotgun firing modes. regular fire mode now consumes 3 ammo so all 3 firemodes are consistent. Spread reduced on regular firemode and increased on decimator mode.
Various weapons have had overheating adjustments to make them more consequential.

Generic vendor NPC prisoner model now uses merchant clothing

Vibrosword test weapon added
@DarthFutuza
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"reloading feels way more advantageous when overheated compared to switching weapons"
Some changes to this have been implemented to make the penalty less severe when swapping weapons, but needs more testing to see if more needs to be done. Additionally while swapping to melee doesn't get to ignore heat entirely, it does ignore some extra penalties from heating if you swap to melee if you haven't overheated entirely yet.

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