Skirmish Beta 2

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Dev Change Log

Front End Changes

● An Options Menu​ that allows you to change your settings and remap your keyboard shortcuts. (Currently only available from the Main Menu.)

● Unlimited lance value option now available - Steiner Scout Lance, reporting for duty.

● The lance preset dropdowns now only show those for the chosen cBill bracket.

● Empty Lance slots are now allowed if “Require Full Lance” is false. (Now showing: Atlas v. Swarm of Locusts.)

● Customizing a lance sets the preset to "NONE".

Gameplay Changes

● Firing Accuracy: ​We’ve revised how Shot Difficulty modifiers translate into a percentage chance to hit; it’s now simpler to explain and parse. Your base chance to hit with a ranged attack is 65% + 2.5% per point of Gunnery skill. This is then reduced for each point of Difficulty. The first 10 points of Difficulty reduce your chance to hit by 5% each. All points past 10 reduce your chance by 2% each.

● The EVASIVE state has been revised and consolidated with movement to-hit modifiers.

  • The farther a ‘Mech moves (by any type of movement), the more EVASIVE charges it receives, up to a maximum of 6.
  • Each EVASIVE charge makes the ‘Mech +2 Difficulty to hit with ranged attacks. ○ Each time an EVASIVE ‘Mech is attacked, it loses one EVASIVE charge.
  • The EVASIVE state is lost when the ‘Mech has no EVASIVE charges remaining, or becomes UNSTEADY.

● New Sensor Lock behavior​: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges.

● New Evasive Move behavior: ​This unit generates an extra EVASIVE charge from movement actions (up to the maximum of 6).

● The Firestarter BattleMech!​ We’re excited to see how flamers change your gameplay.

  • Flamers deal heat damage to targets, and can be fired during melee attacks like other Small Weapons - but come with a very limited amount of ammo.

● MechWarriors available in Skirmish now have two abilities​.

● Morale System replaced with Fury.​ Fury is gained when ‘Mechs take structure damage, lose locations, and are destroyed. When the FURY meter is full, you may FOCUS a MechWarrior for one turn, causing their attacks to always hit and ignore COVER, GUARDED, and EVASIVE.

● Crits are more frequent and more powerful.​ Specifically:

  • Components only require a single hit to be destroyed by a crit (instead of 2)
  • Weapons no longer have a “misaligned” state - the first crit damages them, the second crit destroys them.

● Stability works differently now​ - it accumulates slower and also bleeds slower, and in larger discrete chunks.

  • These discrete stability pips now display in the UI.
  • ‘Mechs permanently lose one stability pip when they lose a Leg (one stability pip turns red.)
  • UNSTEADY is not automatically removed if you don’t move; instead, two stability pips are removed (which *could* remove UNSTEADY.)
  • A normal move bleeds off one pip of instability.
  • Sprint and jump don’t remove any instability.
  • Bracing still clears all instability.

● Rear-shots now consider arms and legs as part of the hit-table,​ they no longer always hit one of the rear-torso locations (however, these tables are weighted significantly towards the rear torso locations.)

● When Mechs get knocked down, they get bumped back in the initiative track by one phase​ for their next action, down to a minimum of Phase 1

● A/C damage has been reduced​ (previous: 25/50/75/100, current: 25/45/60/100) for AC2, 5, 10, and 20 respectively

● Global heat has been tuned down ​by about 10%.

● Indirect Fire: your Tactics skill now determines your penalty; so high tactics means lower penalty.

● Standing in Rough Terrain gives you a defense bonus against melee attacks.

● Heads have slightly more structure, and LRM volleys ignore the head location when clustering (if the attack didn't hit the head in the first place.)

● Called Shot: gunnery now determines your base to-hit instead of tactics; tactics determines how much additional weight your selected location for the called shot gets.

● Updated Called Shot Popup so it shows % likelihood of different parts being hit.

● PPC now applies a to-hit penalty to the target when it hits, for the target's next turn.

● Change heat multiplier from 1.65 to 1.5.

● Change all head structure amounts from 15 to 16 - prevents AC10 one-shotting (given the current 60 pt damage at least)

● Water mask updates:

  • Changed move cost from 1 to 1.5
  • Changed heat sink multiplier from 2 to 1.5 (i.e. Water doesn't increase heat dissipation as much - previous: 200%, current: 150%).

● Melee attacks against Prone or Shutdown Mechs should always hit.

UI Changes

● Units that will be able to have LOS on YOU if you make a prospective move are now highlighted with an eyeball icon (even if they are blips.) This should help indicate asymmetric LOS situations.

● New indicator for rotate-in-place. Just click the unit to see its targeting cone and reposition as desired.

● Increased the rotate-in-place threshold from 15 to 22 - should make rotate moves easier to achieve.

● Weapons sorted on the weapons panel based on the order they’re fired.

● Show a called shot floatie over the target when a called shot happens.

● Extra messaging when ammo explodes.

● Changed verb for confirming melee action from "Attack" to "Melee".

● Don't allow blips to be targeted for DFA.

● Improvements have been made to the warning UI for heat & stability bars.

AI Changes

● Don't allow Last Man Standing units to sensor lock.

● Add a multiplier that makes Called Shot targets more attractive when calculating vulnerability.

● Add support for AI using Focus ability.

● Sprint To Combat now respects Lance Spread Distance.

● Created "Last Man Standing" Dynamic role.

● Changes to support scouts for lance defs, tuning changes for sprint, and tuning for the scout role.

● Changed move to-hit thresholds from 60/180/300 to 60/140/220.

● Fix an observed case of far away units not sprinting to combat.

● Support Called Shots.

● Removed behavior where AI would sometime charge towards combat when that would overly expose them to weapons fire.

● Created influence factor to try to avoid being where lethal damage could be inflicted on the moving unit.

● Brace less when defensive.

● Support multi-targeting.

● Targeting: pass in more targetLocations and targetIsEvasive flags to allow us to calculate expected damage in case the AI decides to sprint.

● Test for hostiles behind me when we would choose to brace.

● Do not reserve if hostile units could attack us from behind.

● Substantial rewrite of sprint vs regular move influence map calculation engine.

● Clean up influence map calculations for units far away from combat.

● Made influence factors have a "regular" and a "sprint" weight. Miscellaneous

● Set a tiny visibility range for when a ‘Mech is shut down, so the player can see incoming weapons fire against the shut down ‘Mech.

● VFX tweaking for default AC/10/20's to have that nice big chunky tank cannon effect.

● Added a delay to firing small weapons after melee.

● Jump sequence timing adjustments.

● Attempting to further harden against the fastest clickers in the world.

Bugfixes

● Fixed Pilot.MaxTargets so that it returns 3 if you have the MultiTargeting ability, and 1 otherwise.

● Fixed weird toasts when mechs fall down.

● Bresenham line test - don't check at every step!!! Just check the beginning and the end of the line. Should save about a third of our processing time from Bresenham lines!

● Fixed a bug where right leg damage was never factored into movement, and left leg damage was factored twice.

● Make sure that when Mechs restart, they always sink heat to the correct level

● Make sure the final attack in a mission plays out before we show "mission complete" dialog, so players can appreciate their victory.

● Make sure overheating mechs only do the shutdown step if they haven't shut down already.

● Made Mech variant display in the targeting computer.

● Fixed the location displayed for called shots.

● Fixed incorrect values being shown on damage floaties, when target was braced or in cover

● Fixed discrepancy between jump destinations shown and reachable

● Fixed: weapon slots shouldn't show % when hovering on blips

● Fixed bug where using multi-fire deselected all used weapons.

● Fixed rounding errors in UI when displaying percents.

● Fixed up Evasive floaties & descriptions to say Evade instead of Dodge.