What changed
0 fixes4 additions2 changes0 removals
- Gameplay
- Maps
- UI and audio
- Server
addedArtillery Progress ReportSince we last showed you any of the artillery in action we’ve been adding fully functional limber carts containing Shell, Case & Canister rounds as well as being moveable in much the same way as the cannons themselves are. We’ve also polished a number of animations as well as having updated the firing particles of the cannons. Another addition is the displayed “Elevation Angle” shown in the lower left corner when turning the elevation screw of the cannon. This is the total of the barrel elevation as well as ground slope combined and should prove very useful for gunners wanting to shout out angles to the other crew members after successful hits. We have also added a 2nd quicker speed when strafing with the limber cart pole, the cannon trail spike and turning the elevation screw. This will allow crews the ability to quickly turn the pieces most of the way (holding shift) with the faster speed as well as use the precision of the slower speed (letting go of shift) to properly aim the piece.
addedArtillery Progress ReportWe have also populated all of the battlefields with the correct batteries at the correct locations (based on the exact key moments the skirmish areas portray) as well as added capturable forward battery deployments for each individual active battery (This is basically our way of giving the battery crews a forward spawn just as the infantry regiments have their flag spawns).
addedArtillery Progress ReportHere is a quick video we recorded of the above new additions.
changedArtillery Release Blockers DetailedLook into cannon firing sounds and particles not triggering for some clients when firing - once this is triggered it appears to be in place until a game restart.
addedArtillery Release Blockers DetailedSometimes the inserted shell is not removed correctly from the player, leaving him in a shell carrying animation pose without a shell and allows him to switch to the rammer as well, enabling him to both load (with the invisible shell he holds) and ram the cannon on his own without having to grab a new shell.
changedArtillery Release Blockers DetailedSometimes cannons and limbercarts will lose their proper physics behavior. Their proxy will be broken and they will be pushable by the player if they are walked into. They are also not allowing any seats to be interacted with in this state. This has been reproduced by having a limbercart (note: the cannon in this experiment did not break - the limbercart did however) interacted with/pushed, etc. so it is no longer in its default position on the skirmish area, then quit the game and rejoin the server. It will now be
War of Rights changes
addedSince we last showed you any of the artillery in action we’ve been adding fully functional limber carts containing Shell, Case & Canister rounds as well as being moveable in much the same way as the cannons themselves are. We’ve also polished a number of animations as well as having updated the firing particles of the cannons. Another addition is the displayed “Elevation Angle” shown in the lower left corner when turning the elevation screw of the cannon. This is the total of the barrel elevation as well as ground slope combined and should prove very useful for gunners wanting to shout out angles to the other crew members after successful hits. We have also added a 2nd quicker speed when strafing with the limber cart pole, the cannon trail spike and turning the elevation screw. This will allow crews the ability to quickly turn the pieces most of the way (holding shift) with the faster speed as well as use the precision of the slower speed (letting go of shift) to properly aim the piece.
addedWe have also populated all of the battlefields with the correct batteries at the correct locations (based on the exact key moments the skirmish areas portray) as well as added capturable forward battery deployments for each individual active battery (This is basically our way of giving the battery crews a forward spawn just as the infantry regiments have their flag spawns).
addedHere is a quick video we recorded of the above new additions.
changedLook into cannon firing sounds and particles not triggering for some clients when firing - once this is triggered it appears to be in place until a game restart.
addedSometimes the inserted shell is not removed correctly from the player, leaving him in a shell carrying animation pose without a shell and allows him to switch to the rammer as well, enabling him to both load (with the invisible shell he holds) and ram the cannon on his own without having to grab a new shell.
Hello everyone!
We thought it might be a good idea to give you all a bit of an update as to the progress we’re making regarding two of the most complex systems we’ve yet to develop: Artillery & The Platform System as well as list some of the release blocking issues currently stopping us from releasing artillery in its current state despite the great amount of anticipation surrounding it.
Artillery Progress Report
Since we last showed you any of the artillery in action we’ve been adding fully functional limber carts containing Shell, Case & Canister rounds as well as being moveable in much the same way as the cannons themselves are. We’ve also polished a number of animations as well as having updated the firing particles of the cannons. Another addition is the displayed “Elevation Angle” shown in the lower left corner when turning the elevation screw of the cannon. This is the total of the barrel elevation as well as ground slope combined and should prove very useful for gunners wanting to shout out angles to the other crew members after successful hits. We have also added a 2nd quicker speed when strafing with the limber cart pole, the cannon trail spike and turning the elevation screw. This will allow crews the ability to quickly turn the pieces most of the way (holding shift) with the faster speed as well as use the precision of the slower speed (letting go of shift) to properly aim the piece.
We have also populated all of the battlefields with the correct batteries at the correct locations (based on the exact key moments the skirmish areas portray) as well as added capturable forward battery deployments for each individual active battery (This is basically our way of giving the battery crews a forward spawn just as the infantry regiments have their flag spawns).
Here is a quick video we recorded of the above new additions.
Artillery Release Blockers Detailed
As we know just how anticipated the deployment of the first version of artillery is by many of you we have decided to give you a quick rundown of the current major release blockers we are working on fixing. Please note that this list is the current list and that it may grow in future internal playtests. It is also possible that several of the below issues are caused by the same bug.
Reset the state of artillery pieces when the round is over.
Look into cannon firing sounds and particles not triggering for some clients when firing - once this is triggered it appears to be in place until a game restart.
Sometimes the inserted shell is not removed correctly from the player, leaving him in a shell carrying animation pose without a shell and allows him to switch to the rammer as well, enabling him to both load (with the invisible shell he holds) and ram the cannon on his own without having to grab a new shell.
Sometimes cannons and limbercarts will lose their proper physics behavior. Their proxy will be broken and they will be pushable by the player if they are walked into. They are also not allowing any seats to be interacted with in this state. This has been reproduced by having a limbercart (note: the cannon in this experiment did not break - the limbercart did however) interacted with/pushed, etc. so it is no longer in its default position on the skirmish area, then quit the game and rejoin the server. It will now be