Mud-And-Blood (LUA) Change Log

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Viewing 15 posts - 16 through 30 (of 78 total)
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  • #9698
    Lance
    Moderator

    urb
    changes to 0.0.3 so far

    0.0.3

    – Added sprites for gibs
    – Added the flare action sprites
    – Added Fighter Strafe for Axis troops, also know as close air support (CAS)
    – Added a layer for planes to be drawn on top of everything
    – Reduced size of explosions for the strafe
    – Changed values of explosions, notably the panzerfaust.
    – Added artillery for Axis troops
    – Added gibbing
    – Added cue text (little informative text that floats above soldiers)
    – Changed a feature in the engine for some particle to leave trails. Used in gibbing when body parts leave blood trails.
    – Added various sounds notably artillery
    – Optimized the procedural reloading sounds to be more timely
    – Barrels and wheel barrows are destructible now
    – Added concrete bunker building
    – Added two type of ruined buildings which act as cover for troops who are located within
    – Added a wood pile placeable that provides cover to who stand behind
    – Re mixed the M3 Grease-gun sound
    – Gave a new load out to the Alpha testers 2 Garands, 1 Tommy, 1 Sten, 1 Shotgun, 1 M1919
    – Fixed a glitch where particles would bend their trajectories when flying. that one was very annoying. the joy of making your own engine.
    -Added different value for different covers.
    Ruins = 40% saving throw against successful incoming fire and is indestructible
    Big, small and tiny house = 50%
    Sand bag Bunker = 65%
    Concrete Bunker = 75%
    Trench = 75% and is indestructible

    #9700
    Lance
    Moderator

    urb
    Ruins = 40% saving throw against successful incoming fire and is indestructible
    Big, small and tiny house = 50%
    Sand bag Bunker = 65%
    Concrete Bunker = 75%
    Trench = 75% and is indestructible
    NEW
    fence = 50%

    #9701
    Lance
    Moderator
    #9702
    Lance
    Moderator

    0.0.3

    – Added sprites for gibs
    – Added the flare action sprites
    – Added Fighter Strafe for Axis troops, also know as close air support (CAS)
    – Added a layer for planes to be drawn on top of everything
    – Added directional cover that soldier can stand behind while their back is still exposed to incoming fire (Fences, cars ect..)
    – Reduced size of explosions for the strafe
    – Changed values of explosions, notably the panzerfaust.
    – Added artillery for Axis troops
    – Added gibbing
    – Added cue text (little informative text that floats above soldiers)
    – Changed a feature in the engine for some particle to leave trails. Used in gibbing when body parts leave blood trails.
    – Added various sounds notably artillery
    – Optimized the procedural reloading sounds to be more timely
    – Barrels and wheel barrows are destructible now
    – Added concrete bunker building
    – Added two type of ruined buildings which act as cover for troops who are located within
    – Added a wood pile placeable that provides cover to who stand behind
    – Added 3 types of fences and coded their destructibility
    – Re mixed the M3 Greasegun sound
    – Gave a new load out to the Alpha testers 2 Garands, 1 Tommy, 1 Sten, 1 Shotgun, 1 M1919
    – Fixed a glitch where particles would bend their trajectories when flying. that one was very annoying. the joy of making your own engine.
    – Fixed a visual glitch where a soldier that would lose LOS would keep aiming in that direction forever.
    – Fixed a glitch where if two soldiers were close to each other selecting them would select both.

    #9707
    Lance
    Moderator

    0.4 – 0.5

    Things that small arms fire can do to a tank:
    — break the commander viewPort (slow reaction time of the Tank)
    — break the driver’s viewPort (slow tanks in its turns and speed)
    — break smoke dispensers (can’t throw smoke if it had the ability to)
    — break the fire extinguishers (cant extinguish fires anymore if had the ability)
    — break antenna (cant communicate with infantry)
    — break the MG (turret Mg is inoperable)
    — med crate (cant heal troops anymore if it had the ability to)
    — ammo crate (Cant boost rof lenght of nearby troops)
    — tool box (can’t do field repairs if it had the ability to)
    — flag (can’t buff morale recovery if it had the option to)
    — ***kill the commander if he is out

    #9708
    Lance
    Moderator

    #9709
    Wanderjar
    Participant

    Tech notes
    feb-21-21 ver 0.0.2+ (early 0.0.3 dev work)

    more Sounds code work-
    Arty shell destruction sounds
    tree/shrub destruction sounds
    haybale destruction sounds

    Gib sprites work
    Blood trails/spray introduced for various gibs (blood effects lovingly hand coded with the number of Pi)
    Frag grenade explosion particles

    Early Cover mechanics coding
    Advanced weapon Jam coding and Jam Clearing
    Advanced soldier bleeding code support

    #9710
    Lance
    Moderator

    Here the main focus of 0.0.5 was vehicle implementation, one of the last steps before player functionalities kick in.
    So in this patch I have added the Panzer4 which is fully functional with a basic tank doctrine AI and damage system.

    The Opel also has been implemented and will drop troops to the front line then retreat.

    0.0.5

    – Buffed the German AI to make them choose a cover that is less crowded.
    – Added some sounds to the battlefield background sound generator
    – Adjusted damage and specs of a mortar explosion
    – Adjusted damage and specs of Faust explosion
    – Soldiers will reload their weapons if they have nothing better to do and on idle.
    – Added group select functionality (drag select from Recondo)
    – Added a green circle around troops that are selected
    – Added a point on the ground where troops will move
    – Pressing ESC will unselect troops
    – Giving a moving order now will cancel the shooting action on player-controlled soldier
    – Added axis armour and coded basic doctrine behaviour (stick with infantry, push the line when favourable etc..)
    – Added Axis Opel that drops infantry to the front line then retreats
    – Reworked the ballistic engine to deal with all occurrences (infantry vs vehicle, infantry vs infantry, vehicle vs Infantry and vehicle vs vehicle)
    – Made a spawn function for the enemy in preparation for the campaign mode requirements.
    – Implemented the vehicle functionality in the sound engine to generate proper sounds when driving, braking, moving turrets and revving according to distance from the user’s screen.

    Thanks for reading this and see you soon on the battlefield.

    #9711
    Lance
    Moderator

    urb
    Currently the Opel has 300 hit points, small arm fire does damage/10 on soft skin vehicles.

    Chow Yun Fat
    How come the two machine-gunners at the bottom recovered quickly when the Opel exploded?

    urb
    They prolly instantly succeeded their rolls, all soldiers in this demo have 30 morale and it is not moving up or down. So it is a possibility.

    Lance
    Bulk = I am sure this is suppose to have something to do with Reaction Speed and possibly Hand-to-Hand combat.
    More bulk = slower/lower ; Less Bulk Faster/ better.
    One can aim and fire a Carbine faster then a MG42 although right now in game it does not seam to factor in much. Reactions are almost instantly at times.

    Wanderjar
    You are quite probably right Lance however I have not seen any specific code that would indicate that yet
    It will probably come into play at a later date. Just like the standard soldier stats don’t matter at the moment regardless of weapon
    Everyone has the same 800 pixel vision 1000 pixel detectability
    Same rifle skill same morale numbers

    #9712
    Lance
    Moderator

    urb
    0.0.5

    – Added selection circle
    – Added some sounds to the battlefield background sound generator
    – Adjusted damage and specs of mortar explosion
    – Adjusted damage and specs of Faust explosion
    – Soldiers will reload their weapons if they have nothing better to do and on idle.
    – Added group select functionality
    – Added a green circle around troops that are selected
    – Added a point on the ground where troops will move
    – Pressing ESC will unselect troops
    – Giving a moving order now will cancel the shooting action on player-controlled soldier
    – Added axis armour and coded basic doctrine behaviour (stick with infantry, push the line when favourable etc..)
    – Added Axis Opel that drops infantry to the front line then retreats
    – Reworked the ballistic engine to deal with all occurrences (infantry vs vehicle, infantry vs infantry, vehicle vs Infantry and vehicle vs vehicle)
    – Made a spawn function for the enemy in preparation for the campaign mode requirements.
    – Implemented the vehicle functionality in the sound engine to generate proper sounds when driving, braking, moving turrets and revving according to distance from the user’s screen.
    – Added farm carts, they provide cover where the main body is.
    – Added cover values for the woodpiles
    – Added cover values for cars and additional angles they can spawn in.
    – Changed the default font to impact
    – You can now turn the UI ON or OFF with TAB
    – Fixed a bug when a placeable was removing during map generation its cover values would remain in the map.
    – Changed the squad loadout for 4xM1 1xBar and 1xTommy to simulate a fireteam.
    – Resized the car placeable to be more to scale with the environment.

    #9713
    Lance
    Moderator

    urb
    From the tester channel:
    From now on, every action after the loss of the line of sight, the soldier will do an experience roll +10 and if he fails will lower his rifle.
    This is to accurately represent those battle-hardened soldiers will keep their rifle up when there is a suspected enemy.
    This makes the firing action faster since the bulk of the weapon is not affecting the reaction time in this particular case.

    #9714
    Lance
    Moderator
    #9717
    Wanderjar
    Participant

    Thanks for the killed concrete bunker. I didnt have that one yet

    #9718
    Wanderjar
    Participant

    Good day folks, the latest Mud and Blood build is shaping the game even closer to its core direction. So far we are heading full speed towards the final intent which is being this very challenging but fun to play sandbox RTT (Real Time Tactics). Here’s what’s in the build this week.

    0.0.6

    – Cars will no longer block line of sight
    – Wood piles will no longer block line of sight
    – Fixed an issue with house deleting their own cover area
    – Fixed an issue with woodpiles not provide proper cover
    – Fixed an issue where soldiers would not listen to move orders if firing at an enemy.
    – Fixed an issue where some soldiers would interrupt their reloading sequences to take aim.
    – Added a feature that only experienced soldiers would keep remaining in alert stance (gun up) after a target has vanished from the line of sight.
    – Tweaked the rate of fire for semi-automatic weapons. Adjusted pause in between shots and length of grouping to be more realistic.
    – Slightly reduced the rate of fire of the bolt action rifle in order to better represent the time it takes to cycle a round in the chamber.
    – Semi-auto shooters’ behaviour will be more dictated by the experience of the shooter.
    – Troops will avoid firing at enemies that are engaged in hand to hand with friendlies
    – Troops will make an effort (but not entirely avoid) to stop firing at a down enemy.
    – Changed the version text colours and format on the bottom right
    – German snipers are now back in the spawn tables
    – Added the first batch of voice lines for Axis and Allies
    – Coded the portraits to select the appropriate soldier when clicked
    – The game will highlight the soldier on the ground that is corresponding to the portrait being mouse over by the player.
    – You can now shift-click portraits to select more than one soldier and/or can combine to shift drag select for more flexibility.
    – Coded specialties for the soldiers. Upon the first promotion (10xp) the player will be able to give a specialty to his soldiers amongst the 12 available. further promotions are not coded yet
    – Gunner has target switching ability coded. A gunner will engage the nearest target like any other infantry unit. However, any other target within 60 degrees of that initial target has a chance to be attacked as well.
    – Germans who spawn with a Machine gun will have the gunner abilities
    – Medic healing ability coded. A medic can heal any troops within 200 px + his XP per action by 1 point.
    – Germans can spawn with a medic bag and has medical abilities
    – Added the radio pack for soldiers who will carry a radio
    – Added the Faust pack which will identify which Axis soldiers are packing heat!
    – Coded the pack code which can pretty much attach anything to the back of the soldier and follow him in his action
    – Officer passive ability coded which can increase the morale of nearby troops

    This is it for this week’s update, I wish you all a good weekend and stay safe out there. If you have any questions let me know. The same goes for suggestions.

    Cheers

    -urb

    #9725
    Lance
    Moderator

    urb

    Where eagles dare!

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