Update 120 Experimental 4 is now Live on The Experimental Branch!
[previewyoutube][/previewyoutube]
Howdy all!
We've got another Experimental build for y'all this week. Continued iteration on the new Take & Hold game modes, scoring, salvaging Sossiguns, and some advancements to the ammo counter attachments (to finish them).
As always let us know if you run into any bugs!
Peace,
Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
[h2]Full Changelog - Update 120 - Experimental 4[/h2]
[h3]Additions:[/h3]
[h3]Take & Hold Scoring Changes:[/h3]
[h3]Changes:[/h3]
[h3]Fixed:[/h3]
Howdy all!
We've got another Experimental build for y'all this week. Continued iteration on the new Take & Hold game modes, scoring, salvaging Sossiguns, and some advancements to the ammo counter attachments (to finish them).
As always let us know if you run into any bugs!
Peace,
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 Experimental1!
[h2]Full Changelog - Update 120 - Experimental 4[/h2]
[h3]Additions:[/h3]
- Added UI Interface to Ammo Counter Attachments
- Added 4 new Typeface Options for Ammo Counter Attachments
- Added Change Interval and Frame Delay options to Ammo Counter Attachments
[h3]Take & Hold Scoring Changes:[/h3]
- All ‘Alert’ based Scoring Bonuses (implicit penalties) have been removed
- Damage/Health Remaining bonuses are now ranges instead of binary bonuses
- Kill/Style/ Bonuses now apply to Hold Point Guard Sosigs as well.
- There is now an ‘execution time’ bonus between the first and last Hold Point Guard being killed, clamped between a 5 and 25 second time range. The min time clamp is to ensure sosigs dying to bleed-out (while being already effectively downed) doesn’t negatively impact an otherwise ‘perfect’ fast clear
- Hold completion time bonus increased
- Hold kill distance bonus removed (encouraged a stupid meta)
- Inflated the base Hold Completion by so new scores will slowly supplant old scores
[h3]Changes:[/h3]
- Changed how Sosiggun Ammo Scavenging works. Magazines will only be retrieved up to the capacity of magazines that you already possess for a gun. They will only be loaded up to the amount of rounds in the Sosiggun being scavenged. And Sosigguns that do not visually have magazines cannot produce them.
- Adjusted the ammo capacity of some Sosigguns
- Configured all sosigguns to know whether they should produce scavenged magazines
- Changed the total number of targets one needs to destroy in Blitz mode. This amount increases (up to a limit) based upon the current Hold Phase.
- Tweaked a bunch of Take & Hold point sequences for Institution
- Ammo Counters should now save their settings
[h3]Fixed:[/h3]
- Fixed incorrect capacity and round type configurations on a bunch of Sosigguns