Author Topic: 13-11-2016 Changelog  (Read 10077 times)

S1mancoder

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13-11-2016 Changelog
« on: November 12, 2016, 07:19:50 PM »

The list of changes here is not complete, its just what we would like to infrom players about:

- New fire, gas and smoke mechanics, now they can properly stack together (e. g. 2+ cocktails with each other) in same area, in a fashion when only the longest duration effect will stay.
- Added wind as part of weather system, it affects gas and smoke spreading outside of the buildings.
- Added colour-coded hitchance (25%< red, 25-50% orange, 50-75% yellow, 75%+ green), visibility on various backgrounds improved by font black outline.
- Explosion damage for new tiers (now for tier 5 and below) is scaled depending on distance to center of explosion: you get 100% at center and down to 50% at edges. All conditional explosives will be converted to this mechanics with time.
- New aimtime mechnics (for now only for direct non-melee attacks, added on weapons on tier 5 and below): all weapons will have new value AimTime in ms. Basic aimed and unaimed aimtime equals: unaimed - AimTime ms, aimed - AimTime + 400ms; but if you shoot target again within 400ms window after last shot ended you get so-called consecutive aimtime instead that is added on top of weapon firerate: unaimed - instant, aimed - (AimTime + 400ms) / 2. If weapon have Quick Draw trait then consequtive is always used. Example for TT-33 AimTime = 100ms, Firerate = 400ms: base unaimed aimtime = 100ms; base aimed = 500ms; conscutive unaimed aimtime = 0 ms (instant), consecutive aimed aimtime = 250ms. So if you shoot same target with aimed shots you will make 1 shot per 250ms from consecutive aimtime + 400ms from firerate = 650ms. All weapons will be converted to new aimtime mechanics.
- New fire spreading pattern with more consistent behaviour.
- Various bug fixes/mechanics fixes/adjustments/rebalances/minor additions.
« Last Edit: November 12, 2016, 07:22:05 PM by S1mancoder »
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mafiapl

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Re: 13-11-2016 Changelog
« Reply #1 on: November 13, 2016, 06:08:27 AM »

Brought to you by S1man and probably only by him.
Yet, some idiots cry that s1man is bad for aop. Same was for suff. Yet those people did all the work all the time, while cirn0 and john... well you can check their recent posts (not that they ll be any different from their other posts in past 2 years).
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antohha

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Re: 13-11-2016 Changelog
« Reply #2 on: November 13, 2016, 08:06:11 AM »

I miss suff :'(
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Simms

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Re: 13-11-2016 Changelog
« Reply #3 on: November 13, 2016, 08:31:34 AM »

I miss suff :'(
He's now an exile *spits*
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Teela

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Re: 13-11-2016 Changelog
« Reply #4 on: November 13, 2016, 11:50:40 AM »

Nice one s1man. Gonna try all of that once I got my internet back up and find the sock in which I keep my passwords.  :)
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Hawk

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Re: 13-11-2016 Changelog
« Reply #5 on: November 13, 2016, 02:07:10 PM »

Good work! Thank you for doing improvements for AoP! Nice!
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RazorRamon

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Re: 13-11-2016 Changelog
« Reply #6 on: November 13, 2016, 06:27:36 PM »

- New aimtime mechnics (for now only for direct non-melee attacks, added on weapons on tier 5 and below): all weapons will have new value AimTime in ms. Basic aimed and unaimed aimtime equals: unaimed - AimTime ms, aimed - AimTime + 400ms; but if you shoot target again within 400ms window after last shot ended you get so-called consecutive aimtime instead that is added on top of weapon firerate: unaimed - instant, aimed - (AimTime + 400ms) / 2. If weapon have Quick Draw trait then consequtive is always used. Example for TT-33 AimTime = 100ms, Firerate = 400ms: base unaimed aimtime = 100ms; base aimed = 500ms; conscutive unaimed aimtime = 0 ms (instant), consecutive aimed aimtime = 250ms. So if you shoot same target with aimed shots you will make 1 shot per 250ms from consecutive aimtime + 400ms from firerate = 650ms. All weapons will be converted to new aimtime mechanics.

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Letys

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Re: 13-11-2016 Changelog
« Reply #7 on: November 14, 2016, 07:15:06 AM »

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Wire

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Re: 13-11-2016 Changelog
« Reply #8 on: November 14, 2016, 10:41:45 AM »

- New aimtime mechnics (for now only for direct non-melee attacks, added on weapons on tier 5 and below): all weapons will have new value AimTime in ms. Basic aimed and unaimed aimtime equals: unaimed - AimTime ms, aimed - AimTime + 400ms; but if you shoot target again within 400ms window after last shot ended you get so-called consecutive aimtime instead that is added on top of weapon firerate: unaimed - instant, aimed - (AimTime + 400ms) / 2. If weapon have Quick Draw trait then consequtive is always used. Example for TT-33 AimTime = 100ms, Firerate = 400ms: base unaimed aimtime = 100ms; base aimed = 500ms; conscutive unaimed aimtime = 0 ms (instant), consecutive aimed aimtime = 250ms. So if you shoot same target with aimed shots you will make 1 shot per 250ms from consecutive aimtime + 400ms from firerate = 650ms. All weapons will be converted to new aimtime mechanics.


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Wipe

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Re: 13-11-2016 Changelog
« Reply #9 on: November 14, 2016, 12:24:50 PM »

Brought to you by S1man and probably only by him.
Oh man, you have no idea...
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Games are meant to be created, not played...

Stem Sunders

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Re: 13-11-2016 Changelog
« Reply #10 on: November 14, 2016, 06:24:27 PM »

Meanwhile in the Devidential bunker...

Spoiler for Hiden:
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Count Matthew

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Re: 13-11-2016 Changelog
« Reply #11 on: November 15, 2016, 10:43:52 AM »

Brought to you by S1man and probably only by him.
Oh man, you have no idea...

You doing some work Wipe? :)
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Wipe

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Re: 13-11-2016 Changelog
« Reply #12 on: November 15, 2016, 12:40:14 PM »

Nah, but i know it never matters who posts changelog; all devs had their part in making new shiny stuff alive - and this one isn't an exception :]
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Count Matthew

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Re: 13-11-2016 Changelog
« Reply #13 on: November 15, 2016, 06:01:53 PM »

Nah, but i know it never matters who posts changelog; all devs had their part in making new shiny stuff alive - and this one isn't an exception :]

Completely agree! :)
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clochard

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Re: 13-11-2016 Changelog
« Reply #14 on: November 15, 2016, 08:18:11 PM »

we can still blame cirno.
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