In this update14
Full notes
Full Ramshackle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Compatibility
- Performance
- Workshop
- Maps
Ramshackle changes
Welcome to Playtest 2! this playtest will be open for 2 weeks.
This is the first "vertical slice" of the new tier system replacement, called Eras, with modules with a tech level around 1939-1943.
As so much stuff has changed we will be activly pushing updates to stay on top of the balance. Aswell as adding staged features and content throughout the test as we get a read on things.
We highly recomend archiving old scenerios and creating fresh saves.
Expect all previous designs to break.
Patch Notes
Backend
Update to Unity 6
linux client now uses Vulkan instead of OpenGL
lots of serverside optimizations
new "Battle" channel for chat
Saves & Seam Cloud
Vessel files are now `.blueprint`, with some compat for the old `.sterik` files (expect designs to be broken)
Added ablilty to save to steam cloud
Added workshop support*
*this will be enabled part way through the playtest until there are more designs
Designer
Added Tutorials (WIP)
new Test Drive map (WIP)
Fixed undo/redo. Probably.
New measuring tape tool! access it with Mouse4.
Extrude direction editable in vertex-edit for armors
Shell Analyzer & Tools
New advanced shell analyzer
Classes(Light, Medium, Heavy)
Building point systems combined into Logistics Cost (LC) and Part Count (PC)
Threshold-based limits
crossing one of the many thresholds in the designer (mass, cost, part count, etc.) will move you to the next class up. All classes can be present in a battle, but they are limited by Deploy Cost.
AI Behavior
Improved AI driving behavior
"Cancel Order" radial menu command
Added extra checks to prevent AI from getting stuck
AI can handle Assault gamemodes better
Gamemodes
7v7 Control & Assault gamemodes
3v3v3, single-life KOTH gamemode
*this will be enabled part way through the playtest
Deploy & Respawn Systems
Introduced a deploy budget system that varies per gamemode.
Added deploy cooldowns and a cooldown trade-in mechanic.
Fix insta-respawns
Implemented a minimum redeploy delay (10s)
HUD
Added GUI scale settings for the battle HUD.
New bug reporter and feedback menu
Content
*Disclamer: More parts will be added during the playtest, the following is just a start point*
New starter vessels
New tracks:
A-13
KV-1
New collection of cannons:
5cm kwk38
7.5cm kwk37
7.5cm kwk40
8.8cm kwk36
45mm F12
57mm Zis
76mm F34
6pdr AP (Retooled)
75mm AP
New engines:
Kharkiv i6 Diesel
Kharkiv v12 Diesel
New "2D" armor types
Riveted RHA
Bolted FHA
Steel RHA
Chainlink
New cannon SFX
Balance
Physics
All modules rescaled
Adjusted wheel traction and performed a traction balance pass.
track mass based on # of track links
Performed mass calculation passes on structure, armor, ammo, and components.
Updated part integrities and armor costs
turret traverse rebalance
Weapons
reload, damage, penetration, shell velocity balance pass
New pressure damage system for shells
Known Issues
Audio may cut out occasionally during lots of action
Player saves are based on steam name + ID, so don't change your steam name for now.
plates might extrude strangely with the new grab point system
Source
Changelog.gg summarizes and formats this update. How we read updates.
