In this update3
Full notes
Full Drone Sector update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
Drone Sector changes
Weapon Ammo Split
For a while now I have been wanting to add finer control over the weapons. I didn’t go full sandbox, but the new setup adds plenty of flexibility.
Previously, each weapon had multiple versions based on what ammo it used. Now every weapon can load from a list of compatible ammo types. Some ammo can even be shared between weapons, like several 120mm cannons using the same shells. Weapons define the firing behavior, while ammo defines what happens on impact.
The current UI for weapon and ammo selection is still rough, but I’ll improve it soon. First, I’ll focus on making the loadout flow smoother. Later, I’d like to add 3D representations of the weapons and shells in the editor, mostly for clarity, but also because it looks cool.
Steam post imageFirst iteration of damage type icons. Three of them are broad ammo descriptors, not damage types.
Damage Types
Ammo doesn't just have different damage numbers. Each type interacts differently with armor. Regular bullets, HE, and frag rounds are mostly negated by heavy armor, while AP, HEAT, and especially APFSDS can punch through.
Here are all of the damage types from my code that are already in use:
Ball / FMJ / OTM: Default rifle rounds. All infantry currently use these.
Armor Piercing: Anti-armor ammo for smaller calibers.
Sabot: Specialized for heavy armor, mainly larger cannons.
High Explosive: Default explosive. Strong vs. soft targets, weak vs. armor.
- High Explosive FragmentationHE with added fragments, larger effective radius.
High Explosive Anti-Tank (HEAT): Shaped charge for armor penetration. Defeated by reactive armor.
Burning: Fire and incendiary effects. Extra damage to buildings.
Shockwave: Kinetic blast from high-velocity impacts, like railgun strikes.
Here are more damage types that are in the code, but not yet in use:
Hollow Point / Subsonic / Buckshot: Weaker ammo types. Might get merged.
Fuel Air Explosive (Thermobaric): Devastating against infantry in cover and buildings.
Freezing: Might play a part in winter maps. Maybe there will be some fictional liquid nitrogen bombs.
EMP: Only effective against electronics. Might allow for special ways to disable vehicles.
Radiation: May appear in nuclear power plant maps. Troops might need radiation shielding gear. Some gunship weapons could also fire radiation similarly to laser.
Laser: Simple direct damage weapon. Might allow for blinding of infantry and armor.
Toxic gas: Might play a part in heavy industrial maps, especially if some storage containers get damaged. Troops would need gas masks in their gear.
Suffocation: Troops might need oxygen tanks.
Melee: Maybe I’ll use it, so it’s in the code.
Steam post imageDamaged vehicle with mobility kill. Crews can repair but must stay put for a while.
What’s Next
I'm cleaning up the systems so I could publish a new public demo build. I'm hoping to release the update in a few weeks.
All these systems are already part of the private playtest. If you want to take part in it:
Are there any damage types I'm missing?
Source
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