Update log
Full Hot Dogs, Horseshoes & Hand Grenades update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Balance
- Fixes
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
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!
Full Changelog - Update 120 - Experimental 4
Additions:
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
Take & Hold Scoring Changes:
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
Changes:
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
Fixed:
Fixed incorrect capacity and round type configurations on a bunch of Sosigguns
Source
