Update 117 Experimental 2 is now Live on the Experimental Branch!
[previewyoutube][/previewyoutube]
Howdy folks!
At long last we have another Experimental Build for the Update 117 cycle. This Update introduces a new (WIP) scene called the Qualification Range. This Sandbox scene differs from most of H3's other Sandbox scenes in that there are ambient Sosigs that have a multi-state behavior scheme. The first behaviors we've gotten working are a loop between grabbing a lane to shoot at, and returning to an Ammo station when they run out of ammo. The plan is to add a few more to these to create a more organic and lively range simulation.
Beyond that, this update includes a bunch of enhancement to the Destructible door system designed to generalize their behavior. Patrols spawned in the Grillhouse scene drop keys for the doors, the reset buttons are back, and a bunch of things are moving into place that will allow modders to start adding Destructible door to their maps (starting next week).
Anywho, if you'd like to see what else has changed check out the devlog above. As always, leave a bug report in the bug reports section of the forum or discord if you run into issues!
Have a wonderful weekend!
-Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
[h2]Full Changelog - Update 117 Experimental 2[/h2]
[h3]Additions[/h3]
[h3]Changes:[/h3]
[h3]Fixes:[/h3]
Howdy folks!
At long last we have another Experimental Build for the Update 117 cycle. This Update introduces a new (WIP) scene called the Qualification Range. This Sandbox scene differs from most of H3's other Sandbox scenes in that there are ambient Sosigs that have a multi-state behavior scheme. The first behaviors we've gotten working are a loop between grabbing a lane to shoot at, and returning to an Ammo station when they run out of ammo. The plan is to add a few more to these to create a more organic and lively range simulation.
Beyond that, this update includes a bunch of enhancement to the Destructible door system designed to generalize their behavior. Patrols spawned in the Grillhouse scene drop keys for the doors, the reset buttons are back, and a bunch of things are moving into place that will allow modders to start adding Destructible door to their maps (starting next week).
Anywho, if you'd like to see what else has changed check out the devlog above. As always, leave a bug report in the bug reports section of the forum or discord if you run into issues!
Have a wonderful weekend!
-Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
- Right click H3 in Steam
- Go to Properties
- Click Betas
- Click The Dropdown
- Select Experimental!
[h2]Full Changelog - Update 117 Experimental 2[/h2]
[h3]Additions[/h3]
- Added New WIP Scene: Qualification Range
- Added New Melee Weapon: Brown Bess Bayonet
- Added 8 Door Keys to the Item Spawner
- Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
[h3]Changes:[/h3]
- Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
- Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
- Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
- Sosigs in “Idle” and “Pathto” states will now actually talk.
- All Pipscope internal settings are now serialized when saving them as attachments.
- Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
- Reset Windows & Doors buttons are back on the Scene Fight Panel!
- When a door initializes, it now initializes to a random key-type if it has a lock
- Stevens 124c now has a suppressor mount.
- Brown Bess now has bespoke mount for its Bayonet
- Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
[h3]Fixes:[/h3]
- Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
- Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
- Fixed Point To Teleport map on Scene Panel (i think?)