Update 120 Experimental 5 is now Live on The Experimental Branch!
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Howdy folks!
It's that same Experimental Build time again! This week we've got a brand new gun (The Martini Henry Khyber Pass Obrez), and a full rework of the falling block rifle code. The og Martini Henry and Sharps Cartridge Conversion have been rebuilt to run on it.
Take & Hold scoring has gotten another pass (though we still have a few bugs in it). The final scoring ranges SHOULD be closer to what they should be now. Let us know what you think!
As always let us know if you run into any bugs!
Peace,
Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!
[h2]Full Changelog - Update 120 - Experimental 5[/h2]
[h3]Additions:[/h3]
[h3]Changes:[/h3]
[h3]Fixed:[/h3]
[h3]WIP Notes:[/h3]
Howdy folks!
It's that same Experimental Build time again! This week we've got a brand new gun (The Martini Henry Khyber Pass Obrez), and a full rework of the falling block rifle code. The og Martini Henry and Sharps Cartridge Conversion have been rebuilt to run on it.
Take & Hold scoring has gotten another pass (though we still have a few bugs in it). The final scoring ranges SHOULD be closer to what they should be now. Let us know what you think!
As always let us know if you run into any bugs!
Peace,
Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!
[h2]Full Changelog - Update 120 - Experimental 5[/h2]
[h3]Additions:[/h3]
- Added New Weapon: Khyber Pass Martini-Henry
- Added New WIP Utility Prop: Sosigquin (poseable sosig)
[h3]Changes:[/h3]
- Take & Hold Scoring Further Adjusted.
- Rebuilt Falling Block Firearm class to have a more natural interaction schema
- Rebuilt Martini Henry to use new Falling Block Class
- Rebuilt Sharps Cartridge Conversion to use new Falling Block Class
[h3]Fixed:[/h3]
- Fixed Left Handed Quickbelt Orientation FINALLY
- TNH Ammo Reloader no longer detects flintlock weapons and tries to spawn cartridges for them (they have no cartridges that are compatible with the game’s core cartridge systems)
- Fixed M76 bolt drop when removing an empty magazine
- Fixed barrel smoke not following muzzle on Schofield Model 3, Webley Revolver, and MP412REX
- Fixed incorrect ammo mappings on some sosigguns
- Ammo Reloading Panel now correctly detected attachable weapons when held
- Fixed TNH Ammo reloader playing wrong sound when successfully reloading a clip
- Fixed TNH Object constructors not updating their visual lock state when one constructor unlocks a category
- Fixed (possibly very long running) bug in how Take&Hold selects a ‘safe’ supply point relative to a hold point. This may have been the cause of having hold phases start and sosigs ina nearby supply point shooting at one immediately, for ages. I don’t know how this didn’t break more things for a long time (maybe it was).
- Fixed some exotic errors in the Sentry Patrol system used by Northest Dakota (thanks O-Deka_K, i would have never found that)
- Fixed foresight direction for H416A5
- Fixed SW500 speedloader using incorrect model and cartridge poses
- Fixed sosiggun ammo array length that was causing like 6 bugs in seemingly unrelated places
- Fixed broken metadata on M76
- Fixed broken rail lengths on H416C
- Fixed issue where ammo reloader in tnh would sound spam from ammo box
- Fixed P38 Ejection Direction
[h3]WIP Notes:[/h3]
- The Toolbox has a non-functional panel atm for setting clothing on the Sosigquin. It will be added in full in the next update.