Ramshackle Playtest 2
[p]Welcome to Playtest 2! this playtest will be open for 2 weeks.[/p][p]This is the first "vertical slice" of the new tier system replacement, called Eras, with modules with a tech level around 1939-1943.[/p][p]As so much stuff has changed we will be activly pushing updates to stay on top of the balance. Aswell as adding staged features and content throughout the test as we get a read on things.[/p][p]We highly recomend archiving old scenerios and creating fresh saves.[/p][p]Expect all previous designs to break. [/p][p][/p][p][/p]
Patch Notes
[h3]Backend[/h3][p]- Update to Unity 6[/p][p]- linux client now uses Vulkan instead of OpenGL[/p][p]- lots of serverside optimizations[/p][p]- new "Battle" channel for chat[/p][h3]Saves & Seam Cloud[/h3][p]- Vessel files are now `.blueprint`, with some compat for the old `.sterik` files (expect designs to be broken)[/p][p]- Added ablilty to save to steam cloud[/p][p]- Added workshop support* [/p][p] - *this will be enabled part way through the playtest until there are more designs[/p][h3]Designer[/h3][p]- Added Tutorials (WIP)[/p][p]- new Test Drive map (WIP)[/p][p]- Fixed undo/redo. Probably.[/p][p]- New measuring tape tool! access it with Mouse4. [/p][p]- Extrude direction editable in vertex-edit for armors[/p][h3]Shell Analyzer & Tools[/h3][p]- New advanced shell analyzer [/p][h3] Classes(Light, Medium, Heavy)[/h3][p]- Building point systems combined into Logistics Cost (LC) and Part Count (PC)[/p][p]- Threshold-based limits[/p][p]- crossing one of the many thresholds in the designer (mass, cost, part count, etc.) will move you to the next class up. All classes can be present in a battle, but they are limited by Deploy Cost.[/p][h3]AI Behavior[/h3][p]- Improved AI driving behavior[/p][p]- "Cancel Order" radial menu command[/p][p]- Added extra checks to prevent AI from getting stuck[/p][p]- AI can handle Assault gamemodes better[/p][h3]Gamemodes[/h3][p]- 7v7 Control & Assault gamemodes[/p][p]- 3v3v3, single-life KOTH gamemode [/p][p] - *this will be enabled part way through the playtest [/p][h3]Deploy & Respawn Systems[/h3][p]- Introduced a deploy budget system that varies per gamemode.[/p][p]- Added deploy cooldowns and a cooldown trade-in mechanic.[/p][p]- Fix insta-respawns[/p][p]- Implemented a minimum redeploy delay (10s)[/p][h3]HUD[/h3][p]- Added GUI scale settings for the battle HUD.[/p][p]- New bug reporter and feedback menu[/p][h2]Content[/h2][p]*Disclamer: More parts will be added during the playtest, the following is just a start point*[/p][p]- New starter vessels[/p][p]- New tracks: [/p][p] - A-13[/p][p] - KV-1[/p][p]- New collection of cannons:[/p][p] - 5cm kwk38[/p][p] - 7.5cm kwk37[/p][p] - 7.5cm kwk40[/p][p] - 8.8cm kwk36[/p][p] - 45mm F12[/p][p] - 57mm Zis[/p][p] - 76mm F34[/p][p] - 6pdr AP (Retooled)[/p][p] - 75mm AP[/p][p]- New engines:[/p][p] - Kharkiv i6 Diesel[/p][p] - Kharkiv v12 Diesel[/p][p]- New "2D" armor types[/p][p] - Riveted RHA[/p][p] - Bolted FHA[/p][p] - Steel RHA[/p][p] - Chainlink[/p][p]- New cannon SFX[/p][h2]Balance [/h2][h3]Physics[/h3][p]- All modules rescaled[/p][p]- Adjusted wheel traction and performed a traction balance pass.[/p][p]- track mass based on # of track links [/p][p]- Performed mass calculation passes on structure, armor, ammo, and components.[/p][p]- Updated part integrities and armor costs[/p][p]- turret traverse rebalance[/p][h3]Weapons[/h3][p]- reload, damage, penetration, shell velocity balance pass[/p][p]- New pressure damage system for shells[/p][h2]Known Issues[/h2][p]- Audio may cut out occasionally during lots of action[/p][p]- Player saves are based on steam name + ID, so don't change your steam name for now.[/p][p]- plates might extrude strangely with the new grab point system[/p]