2.6 Changelog:
Fixed
- Fixed wheels clipping through on BE jeep model.
- Fixed some texture stretching on NF's VF model.
- Fixed NF SMG3 ejecting shotgun shells.
- Fixed the NF & BE shotgun animation speed.
- Fixed the BE shotgun muzzle flash.
- Fixed an issue with firing RPGs.
Changed
- Added additional weapon attachment points to the NF Medium Tank, NF Light Tank, BE Medium Tank & BE Heavy Tank models.
- Removed sabotage DoT on everything but turrets.
Script Changes
Vehicle Armor
- Plain Armor
- Health 40 -> 60
- Composite
- Health 40 -> 60
- Reactive
- Health 100 -> 120
- Reflective
- Health 80 -> 100
- Regenerative
- Health 40 -> 60
- Regeneration 0.15 -> 0.1
- Absorbant
- Weight 12 -> 10
- Cost 12 -> 10
- Health 40 -> 20
- Speed to Damage Modifier -0.0001 -> -0.0002
- Bioweapon Damage Modifier 1 -> 0.5
- APBulletResist 0.5 -> 0.75
- Budget
- Health 40 -> 60
- Brittle
- Health 100 -> 160
- Speed To Damage Modifier 0.0001 -> 0.00033
- Bioeapon Damage Modifier 1 -> 2
- KineticResist -0.5 -> -0.3
- APBulletResist -0.5 -> -3
- Capacitive
- Health 100 -> 140
- Regeneration -0.06 -> -0.05
Vehicle Chassis
- Jeep (NF & BE)
- massCenterOverride "0 0 0" -> "0 0 -1"
- massoverride 1500 -> 1750
- faststeeringrate 0.75 -> 1
- Wheel Mass 300 -> 325
- frontbrakefactor 1 -> 0.5
- rearbrakefactor 0 -> 0.5
- NF Jeep
- keepuprighttorque -> 1
- BE Jeep
- Wheel Radius 18 -> 20
- AFV
- Health 300 -> 200
- NF LT
- Health 200 -> 150
- APC (NF & BE)
- Health 250 -> 150
- Medium Tank (NF & BE)
- Health 300 -> 200
- Added 1-slot ML
- BE Heavy Tank
- Max Missile Launchers 3 -> 2
- Added 1-slot ML
- NF Heavy Tank
- Max Missile Launchers 6 -> 4
- Added 2 1-slot MLs
Unmentioned from Previous Release
- Walls (NF & BE)
- Cost 25 -> 15
- Refinery (NF & BE)
- Carcass Removal Time 15 -> 10
- NF Vehicle Factory
- Recycle Time 5 -> 20
Infantry Classes
Scout is now renamed to Assault
- Assault
- InfantryBulletResist 0.35->0.4
- InfantryMortarResist 0.0-> -0.2
- InfantryExplosiveResist 0.0-> -0.2
- InfantryMineResist 0.4->0.0
- Max Concussion Ammo 2->1
- Engineer
- InfantryMineResist 0.4->0.0
- Can now carry concussions
- Max Concussion Ammo 2->1
- Rifleman
- InfantryMortarResist 0.1-> -0.1 //Riflemen are more mobile now, so they are getting a small weakness to mortar to compensate
- Default grenade is now Explosive
Infantry Weapons
- NFHMG
- Max Damage 15->20
- Min Damage 7->9
- BEASt
- Falloff 1500->900 //this was an error I made last time
- Shotguns
- Max Damage 36->42 (per pellet)
- All Pistols
- Melee Damage 40->70
- SMG3
- Now has functioning killicon
- Melee Damage 40->90
- "DuckingKick_X_FullSpread_Max" 1->3
- "DuckingKick_X_FullSpread_Min" 0->1.5
- "DuckingKick_X_NoSpread_Max" 0.5->2
- "DuckingKick_X_NoSpread_Min" 0->1.5
- "DuckingKick_Y_FullSpread_Max" 0.1->3
- "DuckingKick_Y_NoSpread_Max" 0.05->1
- "ProneKick_X_NoSpread_Max" 0.5->1
- "ProneKick_X_NoSpread_Min" 0->0.5
- Concussion and HE Nade
- Grenade Timer 2->3