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Changes made after first Engineer Preview  XML
Forum Index -> Druids RPG Development
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I thought it might be useful to have a thread that just lists the changes made after the first Engineer Preview.
If discussion is required, can we discuss in separate threads please, and keep this one just for changes that have been made to code. Thanks.

  • Engineer Link Gun does not get thrown on death
  • AbilityConstructionHealthBonus was too powerful. I have reduced from 10 levels, cost 2,6,10,14,18,22,26,30,34,38 giving +30% per level (max +300% for 200 points), down to 10 levels, cost 2,4,6,8,10,12,14,16,18,20 giving +5% per level (max +50% for 110 points). Final decision to be made by Dru/Shan when they have time - I did this because it needed something on a temporary basis.
  • ArmorVampire was too powerful. I have reduced it from 10 levels, cost 10,15,20,25,30,35,40,45,50,55 giving +5% per level (max +50% for 325 points), down to 10 levels, cost the same giving +3% per level (max +30% for 325 points). As always, final decision to be made by Dru/Shan when they have time.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Fix made so that vehicles in VINV dont spawn with 199 health.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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  • Added a 'lightning rod' type sentinel. Doesn't do a lot of damage, but attracts the monsters. Useful in early waves, but doesn't last long.
  • Can now see health bar on sentinels.
  • Turrets restructured so have only 2 sentinels - the lightning sentinel and the standard sentinel. Have 3 turrets - minigun, link and ball. Link turret has been reduced in size from the original. Also added a 'MicroGun' as a lower-health derivitive of the minigun turret. Code and classes changed accordingly.
  • ShieldRegen regen rate increased.
  • Changed the way Engineer points are displayed. Awaiting feedback.
  • Work in progress - added Continuum's block, which you can spawn. There are some problems with this, but I thought I'd submit at this stage so others can play if they want to. You need the texture file and the animation file for the block. Note: these will change.

  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

  • Smaller Link Turret not perfect yet. Still some inconsistencies aligning link beam with weapon nozzle due to reduced size of link turret.
  • I added the Ball Turret before, but it ended up with no entrances. No good. Had to subclass it. So, you can use it now.
  • Blocks have been redone. No health bar, and you can't heal. But they fall down if you spawn them in the air. Still not quite got them resting on the ground - I think we will call them HoverBlocks. The blocks were redone by Continuum - you need the texture file and the static mesh now, not the animation.
  • Small Block added. It's like Block, but, well, smaller.

    EDIT: It looks like you get the Block health bar if you have awareness.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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  • Sentinels are now targeted a lot more by monsters.
  • Sentinels were getting ArmorVampire. I have stopped this to limit their lifespan
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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  • Fixed a minor bug where the log file was getting two errors logged each time a Lightning Sentinel was spawned
  • Big changes to the DruidLinkSentinel. Should now share xp when linked. However, occasionally I have noticed a bug whereby when you enter the link turret, the weapon is not created correctly, so you cannot fire. Investigating.
  • Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    Still chasing up the bug where you do not get the correct weapon when entering the turret. However, for information, if this happens, you can press 1 and it selects the weapon ok. Worth remembering.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    There was a bug in the KeysInteraction. I initially wrote it before Druid added the MonsterMaster class and before Engineers. The code did not like having multiple instances of the same artifact class in the inventory e.g. multiple DruidMonsterMasterArtifactMonsterSummon artifacts for the different monsters that could be summoned. It would get confused where abouts in the list it was.

    Now checks which instance it is as well as what class the artifact is.
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
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    The keys stuff now also downloads the configuration from the server rather than using the client ut2004rpg.ini file.
     
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