In this update7
Full notes
Full Ramshackle update
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What changed
- Balance
- Gameplay
- Server
- UI and audio
Ramshackle changes
Ramshackle PT2.5 Demo
Hello welcome back! This is going to be a mini playtest to coincide with Steam Nextfest. It includes new rank balance, battlemodes, emplacements, armor degradation, impact marks and much more.
New Ranks
Parts have been divided into 3 ranks, vessel rank is determined by the highest rank part in a design.
Parts costs have been adjusted to be a lot more 'flat' between ranks. As downranking a part isn't feasible anymore.
Classes Cost/Weight/Part-Count have been brought closer together and Increase in capabilities each rank.
The intent is to make each Rank feel unique and introduce new mechanics in finer steps.
Experimental 'Conquer' Battle Mode (PvP)
Each team has a large base that must be defended.
Bases have a collection of AI emplacements; AT & Mortars that will attack enemies and can be destroyed.
Vessels are given a unique dollar cost based on its LC & Rank.
Each operator is given a starting amount of 'Cash' which they can spend on vessels
Vessels will depreciate in value as they are used, and can be traded back in at anytime. The depreciated value will be put back into the players cash pool.
First team to push and capture the enemy base wins, If a team runs out of cash it is an automatic loss.
Experimental 'Defense' Battle Mode (PvE)
Similar setup to the 'Conquer' Mode, however the player team needs to just defend their base from waves of attacking AI vessels.
Player Team Capped at only 4 operators
Armor Degradation, Impact Marks, & Reworked HitReg
Impact marks are now applied to vessels, these are synced across clients and server and represent different projectile interactions.
Damage to armor is now voxelized and allows for specific sections of armor to weaken. Allowing for AP type shells to drill through armor with multiple shots to the same spot.
Shells can pass through created holes.
Degradation reduces material density and not Integrity.
Degradation amount is based on shells Kinetic Energy & Armor Damage stats.
Overhauled projectile management and hit syncing, should be faster, and more accurate.
Progression
We've enabled a limited form of level progression for this playtest.
Different Rank battles and parts are unlocked as you gain experience in battles.
Unlocks coincide with Ranks.
Completing Tutorials grants experience.
New Parts
85mm D5T, Rank III
T34 Medium Track, Rank II
T43 Medium Track, Rank III
Meteorite V8 Engine, Rank III
Meteor V12 Engine, Rank III
Random Stuff
New testdrive map customization menu
Lighting changes
Saving fixes
New engine SFX for Kharkiv V12
Improvements to tutorials
Source
Changelog.gg summarizes and formats this update. How we read updates.
