Hotfix 2.2.1-b8336
If you missed the 2.2 update, you can check the patch notes for it HERE
🆕 New Features and Content
-
**Added **dynamic display of stability in unit overlays and unit details
-
It can be challenging to know whether a unit will crash or not based on the weight class icon alone, without seeing the internal stability value
-
Stability depends on unit types and armor classes and changes with movement, shielding, dashing and other events; so having it displayed can help you make informed decisions during combat
-
Stability numbers on overlays and unit details refresh dynamically, reflecting all the contributing factors as combat plays out
-
You can see the new UI element in the screenshots below:
-
**Added **two toggles to disable the notifications in the top right corner of the screen:
-
The two new "Show notifications" toggles are located at Settings > Game > World UI and *Settings > Game > Combat UI *
-
With the setting disabled, only the critical notifications will continue to appear (game saving, overdrive damage, errors on deployment)
-
With the setting enabled, you will see secondary notifications about loot, unit status, inventory changes and more (previous default)
🔁 Changes
-
**Changed **the "Unstoppable" pilot action to gain stability that is one point under the maximum, preventing draws against fully uncrashable units like turrets
-
**Changed **some behaviour around pinned units
-
Pinned units no longer get maximum possible stability and instead possess normal stability for a given unit type
-
Pinned units can be crashed, interrupting the pinned state
-
Pinned units can be impaled with a spike launcher, interrupting the pinned state
-
**Changed **Contract squad pilot levels - they will now be randomly promoted to level 3-5 instead of staying at level 1
-
**Changes **to railguns (check Fixes section for more!)
-
Reduced railgun projectile speed based on how many obstacles a projectile has penetrated, improving hit registration and making railgun shots easier to dodge when they've passed through multiple obstacles
-
Reduced railgun penetration by ~30%
-
Reduced projectile speed of RF Flux railgun splitter from 1000 to 500m/s to make fragmentation more reliable at low frame rates
-
Changed the inputs for accessing unit editing from the Squad menu on controller and keyboard
-
Empty slots, filled pilot slots and filled unit slots now have separate input hints, with filled slots pointing out how to reach the edit button (e.g. "edit unit: Y")
-
Y links to edit unit from filled unit slot (X/Z on keyboard)
-
Y links to edit pilot from pilot slot for consistency (in addition to d-pad up) (X/Z and arrow keys on keyboard)
-
B on edit button brings you back to a filled slot instead of jumping to exit button (ESC on keyboard)
🛠️ Fixes
-
Fixed each contract difficulty being infinitely repeatable without leaving the base. Each completed difficulty is locked until you complete a fight with your squad, resupply, camp or travel.
-
Fixed the incorrect spread of rewards on contracts of all difficulties. Easier contracts are intended to spawn fewer rare parts.
-
Fixed the warnings about the player squad triggering on contract deployment
-
Fixed province modifiers inserting unintended rewards into contract scenarios
-
Fixed province modifiers inserting unintended units into contract scenarios
-
Tentative fixes to a handful of exceptions that could occur across the game
-
Fixed several localization issues (correct localization not being used, localization not being displayed correctly etc)
-
Fixed allied tanks not being able to retreat
-
Fixed Enter on keyboard and X/square on controllers not focusing the exit button after finishing combat
-
Fixed the main menu sub-screens not closing when clicking the 'Continue' button to load the latest save, causing the confirmation dialogue to overlap with other UI
-
Fixed the "reset on inactivity" setting resetting prediction time without resetting the inactivity timer, causing time to jitter back and forth in some cases
-
Fixed camera movement and rotation not resetting the inactivity timer
-
Fixed the UI not re-enabling timeline scrubbing when the UI hidden via Numpad + is forced back on by entering the pause menu
-
Fixed the attack prediction not considering railgun penetration
-
Fixed the railgun penetration not registering exit hits on the environment
-
Fixed the railgun SMG and railgun splitter displaying incorrect weapon classes
-
Fixed the ceiling collision being set one meter higher than intended on all underground levels, allowing projectiles to disappear into the ceiling
-
Fixed dashes and movement actions being allowed to reach the top of the underground levels
-
Fixed the event log in battle spamming notification SFX even when closed
-
Fixed lossless screenshots preserving rendered alpha, making UI in lossless screenshots look semitransparent
-
Fixed the spike collisions being slightly too short to pin enemies at an angle
-
Fixed impaled units not losing spikes when hitting edges of the map, causing them to fly out of bounds or jitter at the border when impaled
-
Fixed impaled units not recording velocity correctly, causing them not to push other units
-
Fixed impaled units phasing through collisions
-
Fixed impaled units not playing hit react animations
-
Fixed overzealous logging for a few features bloating log sizes and causing hitches while playing
-
Fixed the out-of-bounds unit crash logic triggering within level bounds
-
Fixed AstarPath potentially initializing too many threads and causing a NotSupportedExceptions on machines with over 64 available threads
-
Could be one of the causes behind the rare issue where players can't move in the overworld!
-
This fix is retroactive and should not require a restart of your campaign!
Комментарии 0
Гостевые никнеймы не подтверждают личность. Все комментарии проходят проверку владельцем сайта.
Обсуждение ещё не началось.