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Condense internal storage display for carriers and multiple transports #6112

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116 changes: 20 additions & 96 deletions changelog/3809.md
@@ -1,118 +1,42 @@
# Game Version 3809

## Bug Fixes
Fixes various reported issues.

<!-- Remove header when empty -->
With gratitude to all those who took the time to report issues,

## Balance
Jip

- (#6060) Make shields absorb ACU explosions.
## Balance changes

Both mobile and static shields absorb full damage from ACU explosions. For example, this prevents ACU explosions from killing all engineers inside shielded bases/firebases or killing all units in mobile-shielded T2 armies.
The structure part of static shields still takes reduced structure damage from ACU explosions.
- (#6099) Decrease rate of fire of the Cybran TML

- (#6073) Allow Mongoose and Hoplite to fire from transports.
It can now fire a tactical missile every 3 seconds instead of every 1.5 seconds. Other factions can fire a tactical missile every 6 seconds.

- (#5901) Increase UEF T3 MAA's DPS and damage, and swap its speed with Aeon's T3 MAA.
## Bug fixes

- Cougar: DPS: 176 -> 206, Damage per volley: 1200 -> 1400, Speed: 3.3 -> 3.5
- Redeemer: Speed: 3.5 -> 3.3
- (#6099) Fix a bug where the lobby would reject players with a nickname of just 2 characters

This brings its DPS closer in line with other factions, lets it 3 shot strategic bombers instead of 4 shot, and lets it better escort Titans/Parashields.
Redeemer's extra speed wasn't very necessary for its role within Aeon, so it was chosen to be swapped with.
- (7905d0) Fix a bug where the UEF ACU would get confused and steer away from targets right outside the attack radius of the primary weapon

- (#5874) Fine tune the balance of the Tech 2 Navy stage.
- Uashavoh: T2 Destroyer (XSS0201):
- AntiTorpedo RateOfFire: 0.26 --> 0.3
- Salem Class: T2 Destroyer (URS0201):
- BackUpDistance: 5 --> 10
- Cooper: T2 Torpedo Boat (XES0102):
- Health: 1750 --> 2000
## Other changes

- (#5895) After receiving several buffs, the Seraphim Tech 3 Submarine Hunter has become too oppressive, especially in larger formations. These changes aim to bring it back in line, while keeping its identity.
- Yathsou: T3 Submarine Hunter (XSS0304):
- Damage: 290 --> 380
- RateOfFire: 0.25 --> 0.22
- MuzzleSalvoDelay: 0.7 --> 1
- MuzzleSalvoSize: 5 --> 4
- DPS: 363 --> 338
- Torpedo Defense RateOfFire (x2): 0.15 --> 0.1
- (#6099) Add basic anti-spam protection against taunts

- (#6043) The `BuildRate` and `BuildTime` stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.
- Tech 1 Radars
- BuildRate: 14.08 --> 13
- Tech 2 Radars
- BuildRate: 21.46 --> 20
- BuildTime: 845 --> 780
- Tech 3 Radars
- BuildTime: 2575 --> 2400
- Tech 1 Sonars
- BuildRate: 14.08 --> 13
- BuildTime: 127.5 --> 125
- BuildCostEnergy: 1275 --> 1250
- Tech 2 Sonars
- BuildRate: 15 --> 20
- BuildTime: 1680 --> 780
- BuildTime: 2120 --> 1040 (Seraphim)
- Tech 3 Sonars
- BuildTime: 750 --> 1200
- BuildTime: 900 --> 1400 (Cybran)

- (#6082) The `BuildRate` and `BuildTime` stats of several Shield Generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.
- Tech 2 Shield Generators
- BuildRate: 13.66 --> 0 (Aeon)
- BuildRate: 12.98 --> 20 (Seraphim)
- BuildRate: 19.95 --> 20 (UEF)
- Tech 3 Shield Generators
- BuildTime: 5841 --> 5800 (Seraphim)
- BuildTime: 4988 --> 5000 (UEF)

## Features

- (#6079) Make various structures easier to place to help with base building.
- All Tech 3 Power Generators, Tech 3 Mass Fabricators, Tech 3 Artilleries, Shield Structures, Land Factories and Air Factories:
- MaxGroundVariation: 1.0 --> 1.1
- All Game Enders except for the Scathis:
- MaxGroundVariation: 1.0 --> 1.2

## Graphics

<!-- Remove header when empty -->

## AI

- (#6046) Fix issue with T2 static artillery not receiving any surface threat during blueprint pass over.

## Other Changes

- (#5668, #6066) Rework Seraphim weapon modules

- (#6067) Fix a performance issue related to AIs and their transport logic

- (#6041, #6055) Clean up the blueprint-files of various structures.

- (#6042) Improve annotations for `OnMotionHorzEventChange` and `OnMotionVertEventChange`

- (#6086) Ensure that the Cooper's hitbox aligns with its model
- (#6079) Introduce additional leeway to placing large structures on uneven terrain

## Contributors

With thanks to the following people who contributed through coding:

- Relent0r
- Basilisk3
- Rowey
- Jip
- lLl1l1

With thanks to the following people who contributed through binary patches:

<!-- Remove when empty -->

With thanks to the following individuals who contributed through model, texture, and effect changes:

<!-- Remove when empty -->
- Basilisk3

And, last but certainly not least - with thanks to those that took part in constructive discussions:

<!-- Remove when empty -->
- Sheikah
- Brutus5000
- Sladow
- Farms
- Tatsu
- Melanol
- relentless
131 changes: 131 additions & 0 deletions changelog/3810.md
@@ -0,0 +1,131 @@
# Game Version 3809

## Bug Fixes

- (#6102) Fix Ahwassa's bomb dealing full damage to ASF.

- (#6106) Fix partially built units not transferring properly in Full Share.

## Balance

- (#6060) Make shields absorb ACU explosions.

Both mobile and static shields absorb full damage from ACU explosions. For example, this prevents ACU explosions from killing all engineers inside shielded bases/firebases or killing all units in mobile-shielded T2 armies.
The structure part of static shields still takes reduced structure damage from ACU explosions.

- (#6073, #6094) Allow Mongoose to fire from transports.

- (#5901) Increase UEF T3 MAA's DPS and damage, and swap its speed with Aeon's T3 MAA.

- Cougar: DPS: 176 -> 206, Damage per volley: 1200 -> 1400, Speed: 3.3 -> 3.5
- Redeemer: Speed: 3.5 -> 3.3

This brings its DPS closer in line with other factions, lets it 3 shot strategic bombers instead of 4 shot, and lets it better escort Titans/Parashields.
Redeemer's extra speed wasn't very necessary for its role within Aeon, so it was chosen to be swapped with.

- (#5874) Fine tune the balance of the Tech 2 Navy stage.
- Uashavoh: T2 Destroyer (XSS0201):
- AntiTorpedo RateOfFire: 0.26 --> 0.3
- Salem Class: T2 Destroyer (URS0201):
- BackUpDistance: 5 --> 10
- Cooper: T2 Torpedo Boat (XES0102):
- Health: 1750 --> 2000

- (#5895) After receiving several buffs, the Seraphim Tech 3 Submarine Hunter has become too oppressive, especially in larger formations. These changes aim to bring it back in line, while keeping its identity.
- Yathsou: T3 Submarine Hunter (XSS0304):
- Damage: 290 --> 380
- RateOfFire: 0.25 --> 0.22
- MuzzleSalvoDelay: 0.7 --> 1
- MuzzleSalvoSize: 5 --> 4
- DPS: 363 --> 338
- Torpedo Defense RateOfFire (x2): 0.15 --> 0.1

- (#6043) The `BuildRate` and `BuildTime` stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.
- Tech 1 Radars
- BuildRate: 14.08 --> 13
- Tech 2 Radars
- BuildRate: 21.46 --> 20
- BuildTime: 845 --> 780
- Tech 3 Radars
- BuildTime: 2575 --> 2400
- Tech 1 Sonars
- BuildRate: 14.08 --> 13
- BuildTime: 127.5 --> 125
- BuildCostEnergy: 1275 --> 1250
- Tech 2 Sonars
- BuildRate: 15 --> 20
- BuildTime: 1680 --> 780
- BuildTime: 2120 --> 1040 (Seraphim)
- Tech 3 Sonars
- BuildTime: 750 --> 1200
- BuildTime: 900 --> 1400 (Cybran)

- (#6082) The `BuildRate` and `BuildTime` stats of several Shield Generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.
- Tech 2 Shield Generators
- BuildRate: 13.66 --> 0 (Aeon)
- BuildRate: 12.98 --> 20 (Seraphim)
- BuildRate: 19.95 --> 20 (UEF)
- Tech 3 Shield Generators
- BuildTime: 5841 --> 5800 (Seraphim)
- BuildTime: 4988 --> 5000 (UEF)

- (#6104) Reduce TML HP and add a Death Weapon
- HP: 1500 --> 900
- Death Weapon
- Damage: 750
- AoE (UEF/Aeon/Sera): 2
- AoE (Cybran): 3

## Features

- (#6079) Make various structures easier to place to help with base building.
- All Tech 3 Power Generators, Tech 3 Mass Fabricators, Tech 3 Artilleries, Shield Structures, Land Factories and Air Factories:
- MaxGroundVariation: 1.0 --> 1.1
- All Game Enders except for the Scathis:
- MaxGroundVariation: 1.0 --> 1.2

## Graphics

<!-- Remove header when empty -->

## AI

- (#6046) Fix issue with T2 static artillery not receiving any surface threat during blueprint pass over.

## Other Changes

- (#5668, #6066) Rework Seraphim weapon modules

- (#6065) Refactor collision beam modules

- (#6067) Fix a performance issue related to AIs and their transport logic

- (#6041, #6055) Clean up the blueprint-files of various structures.

- (#6042) Improve annotations for `OnMotionHorzEventChange` and `OnMotionVertEventChange`

- (#6086) Ensure that the Cooper's hitbox aligns with its model

- (#6091) Count cargo for veterancy when a transport or carrier is killed

## Contributors

With thanks to the following people who contributed through coding:

- Relent0r
- Basilisk3
- Rowey
- Jip
- lLl1l1

With thanks to the following people who contributed through binary patches:

<!-- Remove when empty -->

With thanks to the following individuals who contributed through model, texture, and effect changes:

<!-- Remove when empty -->

And, last but certainly not least - with thanks to those that took part in constructive discussions:

<!-- Remove when empty -->
12 changes: 6 additions & 6 deletions engine/Sim.lua
Expand Up @@ -145,7 +145,7 @@ end
--- creates a beam, which then needs to be attached to a bone
---@see AttachBeamToEntity(emitter, entity, bone, army) # to attach the beam to an entity bone
---@see CreateBeamEmitterOnEntity(object, tobone, army, blueprint) # to create an attached beam emitter at once
---@param blueprint string
---@param blueprint FileName
---@param army Army
---@return moho.IEffect
function CreateBeamEmitter(blueprint, army)
Expand All @@ -156,7 +156,7 @@ end
---@param object BoneObject
---@param tobone Bone
---@param army Army
---@param blueprint string
---@param blueprint FileName
---@return moho.IEffect
function CreateBeamEmitterOnEntity(object, tobone, army, blueprint)
end
Expand Down Expand Up @@ -425,7 +425,7 @@ end
--- Creates a unit from a blueprint for an army, at a position with quaternion orientation
---@see CreateUnit2() # simple version
---@see CreateUnitHPR() # heading-pitch-roll version
---@param blueprint string
---@param blueprintId string
---@param army Army
---@param x number
---@param y number
Expand All @@ -436,20 +436,20 @@ end
---@param qw number
---@param layer? number
---@return Unit
function CreateUnit(blueprint, army, x, y, z, qx, qy, qz, qw, layer)
function CreateUnit(blueprintId, army, x, y, z, qx, qy, qz, qw, layer)
end

--- Creates a unit from a blueprint for an army, at an X-Z map point with a heading
---@see CreateUnit() # quaternion version
---@see CreateUnitHPR() # heading-pitch-roll version
---@param blueprint string
---@param blueprintId string
---@param army Army
---@param layer? number
---@param x number
---@param z number
---@param heading number
---@return Unit
function CreateUnit2(blueprint, army, layer, x, z, heading)
function CreateUnit2(blueprintId, army, layer, x, z, heading)
end

--- Creates a unit from a blueprint for an army, at a position with heading, pitch, and roll
Expand Down
7 changes: 4 additions & 3 deletions engine/Sim/Entity.lua
Expand Up @@ -281,9 +281,10 @@ end
function Entity:IsValidBone(bone, allowNil)
end

---@param instigator? Unit
---@param damageType? DamageType
---@param excessDamageRatio? number
---@overload fun():
---@param instigator Unit
---@param damageType DamageType
---@param excessDamageRatio number
function Entity:Kill(instigator, damageType, excessDamageRatio)
end

Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/Dead01_s1_prop.bp
Expand Up @@ -53,7 +53,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 5,
ReclaimMassMax = 0,
ReclaimMassMax = 0.5,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/Dead01_s2_prop.bp
Expand Up @@ -53,7 +53,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 5,
ReclaimMassMax = 0,
ReclaimMassMax = 0.5,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/Dead01_s3_prop.bp
Expand Up @@ -53,7 +53,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 5,
ReclaimMassMax = 0,
ReclaimMassMax = 0.5,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/Groups/Dead01_Group1_prop.bp
Expand Up @@ -37,7 +37,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 40,
ReclaimMassMax = 0,
ReclaimMassMax = 4,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/Groups/Dead01_Group2_prop.bp
Expand Up @@ -37,7 +37,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 40,
ReclaimMassMax = 0,
ReclaimMassMax = 4,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/LV_Dead01_s1_prop.bp
Expand Up @@ -53,7 +53,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 5,
ReclaimMassMax = 0,
ReclaimMassMax = 0.5,
ReclaimTime = 5,
},
Interface = {
Expand Down
2 changes: 1 addition & 1 deletion env/Lava/Props/Trees/XDead01_s1_prop.bp
Expand Up @@ -53,7 +53,7 @@ PropBlueprint {
},
Economy = {
ReclaimEnergyMax = 5,
ReclaimMassMax = 0,
ReclaimMassMax = 0.5,
ReclaimTime = 5,
},
Interface = {
Expand Down