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Version History: Difference between revisions

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{{:Patch Notes: v111 Alpha}}
{{:Patch Notes: v110 Alpha}}
{{:Patch Notes: v109 Alpha}}
{{:Patch Notes: v108 Alpha}}
{{:Patch Notes: v108 Alpha}}
{{:Patch Notes: v107 Alpha}}
{{:Patch Notes: v107 Alpha}}

Revision as of 14:50, 29 August 2012

v111 Alpha

Released August 28st, 2012.

Alterations:

  • Using shops, entering entrances, using buttons and such now uses an action called “interact” which defaults to “up” so that it can be changed independant of up.
  • Outdoors now has a climate settings which applies a general theme to the colors. Old style is preserved as “alien”
  • Added a reload-boost bonus that makes you reload faster if you press attack at the right time during the reload animation as indicated by a marker on the progress bar.
  • Reduced bullet time effect again for rail weapons to increase the level of action and decrease the time given to deflect.
  • Semi-fire style weapons have gotten a new behaviour where if you simply hold to shoot it will shoot at the old rate of fire, but if you tap it, you get a tiny bit faster. However, this comes at a certain disadvantage since the recoil will be a lot worse. Affected weapons: Matter gun, matter blaster, matter prototype, slugger revolver, slugger semi. While weapons like the rail defender shoot what could be considered semi fire, their rate of fire is not controlled by their trigger finger and thus not affected by this.
  • Different actor states like ducking, aiming and running and such now also affect the rate at which the actor recovers from recoil.
  • Made the charge bonus after a successful fully chargedpunch hit actually recharge the fist fully. In practice this means that if you get 1 such succesful hit, you can chain them up if you time the taps correctly.
  • Updated tutorial with new rooms and tweaked some other rooms.
  • Added “Reapply locale theme” under <Locales> to assist with generating new mountains.
  • Added a weird atmospheric actor.


Bug-Fixes:

  • Hack screen success now looks proper in higher resolutions.
  • Flashbangs work in shaders off
  • Destroying sentry catapults no longer result in a game crash
  • Recoded the conveyour belt physics so that they are less crazy with their speed adding.
  • The jump kick (and all in general) force on yourself when hitting stuff (like the floor) is not less additive and more balanced.
  • Fixed strange camera region behaviour

v110 Alpha

Released August 21st, 2012.

Bug-Fixes:

  • Fixed buying stuff in shops crash.

v109 Alpha

Released August 21st, 2012.

Alterations:

  • Phaser bullet has gotten a slight push added to hitting objects. (like when phasering a grenade, it will be slightly pushed)
  • Rail weapon slugs now now start to wobble in the air over time eventually leading to end of their flight into a de-stabilized debris bullet (resulting in their effective range being different)
  • Tweaked rail bullet bullet-time effect.
  • Camera behaviour with auto aim has been tweaked. It now shows ahead of you based on the weapon range even without a target being spotted.
  • All weapons have had their aimranges tweaked, as well as reworked scope to extend aim range beyond effective bullet range making it possible to plan your attack better
  • gyrojet gun bullet have a little less life-time and more acceleration (overall less range, but a little faster)
  • missiles have a little less range, have a moment in the start where the rocket is not ignited, and slightly less top speed, but have a high explosive radius.
  • made the rolling quickly from left to right quickly less slippery.
  • Bullets such as rail slugs, matter, gyrojet bullets and slugger shots are now part of a new collision group which makes them not interact with each other. They will still hit grenades and missiles, and grenades still hit each other. Changed this because: A) inter-bullet collision behaviour was not clear, B) it made it really hard to attack bunched up robots, C) when it happened it was usually not desired. D) Old behaviour was more of a nuisance than fun. E) it distinguishes the bullet-grenade behaviour more clearly.
  • Range for punch and kick is slighly longer range.
  • Railgun shots are now deflectable, but they have a penetration value which means that even if you deflect they will deliver some of their damage. If the damage delivered is more than the health you have, the bullet will simply go straight through you. (the “Rail Gun” will kill you even if you deflect due to its damage (5) multiplied with its penetration (0.4) being higher than the metalface max health (1).


Bug-Fixes:

  • Fixed crash bug regarding touching activated tiles.
  • Fixed layer switching crashes and move tiles layer switch crashes
  • Fixed map load crash related to updating an actor spawn with too many weapons. (possibly)
  • Fixed infinite upgrades on items when carrying two of the same
  • Fixed infinite spike bird deflect glow.
  • Fixed phaser bullet incorrect range (was accidentally being placed inside the gun in v107)
  • Spawn rings are back again (accidentally went missing)
  • Double reaction enhancer boxes in some resolutions fixed.
  • Fixed camera and laser bugs related to the beams (stuttering, and disappearing)
  • fixed editor rose crash related to pickups
  • force device added to pickups list
  • fixed some annoying behaviour in the upgrade and shop gui when items run out of stock.

v108 Alpha

Released August 16, 2012.

Alterations:

  • Burners now do less damage on the tip
  • Predator movement and ai has been improved
  • You can now initiate an air roll while using jet shoes, and as long as you hold the rolling button you will keep spinning even with the jet shoes spraying around you.
  • tweaked screen shake
  • tweaked air roll anim

Bug-Fixes:

  • Minimal mode and shaders turned off now works again.
  • fixed tile browser camera being to low initially
  • fixed respawning bug in tutorial
  • fixed crash related to explosionSequence used in safest gate.
  • optimized shader preparations for actor and objects
  • optimized actor limb explosions which should generate less performance intensive debris.
  • fixed second shop in safe house
  • Forgot to up the shied damage factor on Plasma weapons when i reduced their damage, they are now good at shield as they are supposed to, but they still dont insta-remove yellow shields.
  • Research facility now restocks shops.
  • fixed pathfinder trying to path through locked doors
  • Fixed a crash bug related to alarm actors rig rendering.
  • added ai so that the metalfaces dont jump-kick while trying to roll-deflect

v107 Alpha

Released August 15, 2012.

Alterations:

  • Gas flames are not non-instant in the extension of the flame which makes them work better with bullet time.
  • Button and Sensor triggers can now require both an id, or just an actor or item type, or both.
  • Shield belt logic has been reworked. It now takes equal damage from all direction and instead of just deflecting all damage less than 1, it now has a fast recharching buffer which all weapons damage, and when the buffer runs out, the panic charge is issued giving a temporary high damage resistance.
  • Beam gun ammo drain is less exponential at higher powers.
  • Plasma weapons used to insta-gib shield wearing characters due to a bug, now the yellow shield correctly reports the damage done to the plasma bullet reducing its energy by the correct amount.
  • Plasma weapons do less damage and more heat damage, meaning only hurting enemies will leave them with more relative health if left to cool off. (used to be equal amounts which rarely contributed to any strategy)
  • when starting a new map directly from an old one through menu, teams and players are remembered as good as possible.
  • 3 different activate_physics actions have now been merged to 1, and added the “grouped” boolean that will activate them all and glue them together.
  • The double jump has been changed. It is now a “kick” and you can perform the kick once per jump, but it gets stronger if you charge it up by running. You can now double jump (kick), while rolling which will give you a speed boost in the direction you are facing in the roll.
  • The jet shoes have been simplified, they initial blast that they generated has been removed and the regular flame has been made stronger in and more predictable in relation.
  • If you fly head-first into the ground or a wall while using jet, you will knock yourself out.
  • During a jet shoe burn, you can no longer roll.
  • Changed close editor key to F1
  • Slugger and matter bullets are not also affected by forward speed.
  • Improved throwing physics, more natural speed of objects while rolling especially
  • Boomering movement has been redone.
  • slow effect on metalfaces on successful hit has been removed in an attempt to increase control and lessen annoyance. (being hit while rolling will still eventually force you out of the roll)
  • the aim flow while autoaiming has been tweaked to go down more as well as only being active when sneaking, and not ducking. So, sneak to make carefully timed shots, duck to panic shoot as centrally as possible towards targets.
  • Weather, time of day, night sky configuration is less “smart” and more absolute
  • Throwing spikes are now droppable and pickupable
  • Debris flying off of actors now renders less backgroundish for 3 seconds until it fades to gray.
  • Campaign is now called Adventure since Campaign sounds too militaristic.
  • Tags have been added to maps which can enable and disable large chunks of the level. Functionality is limited now but it is mostly in preparations for adventure.
  • Slight red tone on damage done on targets.
  • Bounty disabled the valuable pickup hud since it got too cluttered
  • Picking up valuables now has a much faster disappearing fade if you have more than 1 pickup in que or if you are far away from the pickup location.
  • Enhanced heat effect
  • Reduced damage from lava and burners, but retained the heat damage so that you can escape unscathed more likely if you don’t die.
  • Plasma guns now apply their damage over time on contact, dependant on charge and speed of bullet, however, all plasma guns also have increased rate of fire, accelerator has 2 ammo, and boost increases overheating only 20% of the previous increase. On top of that, plasma weapons now cool down faster if they are moving (rolling, running and so forth)
  • A fully charged punch is now considered a threat for the generation of bullet time, albeit rather small.
  • Punch has slightly better boost when punching ground to make it slightly more usable
  • When an actor is made to loose the grip for example when hit the regaining of grip is now smooth instead of jerky.
  • acceleration running now takes into account in you are already moving in a speed higher than your normal speed and consideres itself accelerated
  • sliding now requires either holding duck or roll to maintain it which should result in less annoying feeling of being stuck in a slide
  • paste a multi layer paste into a single layer. (edit -> paste in one layer)
  • Bullets and grenades have been rebalanced when it comes to weight.
  • Wires now propagate the signal with a slight delay making loops and a bunch of other stuff possible.
  • Added 8 new rail-based weapons.
  • Rudimentary water added. Missing a lot of effects though.
  • Updated graphics for a lot of tiles
  • Added a bunch of tiles, among them snow and desert and stuff.
  • Added DM maps Rooftops, Tower, Rocketcity, Desert and Ruin, CTP map Snowfall, survival maps Research Facility and Sandswept, BO maps Hard Rock, Reactor , Scrapyard and Hidden ruins.

Bug-Fixes:

  • Split screen now plays sounds correctly for both views
  • localization files are now loaded from the my documents location too.
  • Jet shoes had acquired a strange bug in some version which made jumping with it sometimes jerky (is now smoother)
  • fixed the difference between placing snap and drag move snap.
  • Menu now howevers on where it was left after going to menu instead of being misaligned by the “return to game”
  • Hints for keyboard keys has been extended, now includes numpad keys and some other missing buttons.
  • teleporting 2 people no longers gets them stuck in perpetual teleportation
  • scoping long range weapons could make the aimer fall off the camera bounds, fixed!
  • Enemies would sometimes not be able to move up slops if far away from the view which resulted in some strange behaviour in some survival maps
  • Hack Device now works while it should not really be used since its behaviour might change.
  • Beheaded metalface heads now are correctly rotated
  • Beheaded heads where likely being rendered twice and are now correctly in the background.
  • Camera now makes sure to include the whole actors and then a little bit more around to keep at least most of the hud in the screen at all times.
  • Merged actor shaders so that different effects can fade between each other like heat and deflect.
  • auto aiming and klonk and flashbangs now works
  • low charged punches no longer create absurd speeds on shrooms and bird. Close combat attacks have been recoded and works better, also code has been consolidated into a better structure and should make it easier to add more.

Version History