CC_10 Changelog

Development area for FreeAllegiance's Community Core.
Xeretov
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Post by Xeretov »

CC_10 should be going out sometime this week. Here are the changes:

CODEChanges from CC_09b to CC_10
---------------------------------------

****Key - (New value) [Old value] <Notes> ****

Global
- Added separate floating icons for TP probes and prox so they can be modified
- Added separate texture for chaff so it can be modified
- Supremacy
- PW Mini-AC <All levels> dispersion increased (0.008) [0.005]
- EW Disruptor 3 descriptions fixed <Leftover typo from DN>
- XRM Anti-Base <1 & 2> per-missile cost removed (0) [20]
- XRP Anti-Base <1 & 2> per-missile cost removed (0) [20]
- Shipyard
- XRM Hunter-Killer <All levels>
- Damage class changed (DM18) [DM04]
- Missile speed increased
- Lock time reduced (0.5) [1/1/0.75]
- Arming time reduced (1.5) [4/3/3]
- XRM Hunter-Killer 1
- Number of missiles per rack increased (10) [5]
- Countermeasure resistance increased (3.5) [2]
- XRM Hunter-Killer 2
- Number of missiles per rack increased (10) [5]
- Countermeasure resistance increased (4) [2]
- XRM Hunter-Killer 3
- Damage reduced (550) [600]
- Number of missiles per rack increased (12) [5]
- Countermeasure resistance increased (5) [2]

Belters
- Supremacy
- Fighter/Bomber scale corrected (16.28) [18.08]

Bios
- Faction Attributes
- Paydays halved (-0.5) [0]
- Expansion
- New base hitbox <Courtesy of Compellor>
- Supremacy
- Fighters <All levels> scale increased (13) [10.3]
- Fighter/Bomber scale corrected (15.89) [11.33]

Dreghklar
- Tactical
- New base hitbox <Courtesy of Compellor>

Ga'Taraan
- Expansion
- New base hitbox <Courtesy of Compellor>
- Supremacy
- New fighter hitboxes <Courtesy of Compellor>

Gigacorp
- General
- Specmine (Ca) now provides relay lead indicator
- Garrison
- New Lxy Patroller texture <Courtesy of Xeretov and Andon>

Omicron Hive
- General
- Cockpit locations on small ships corrected <Courtesy of Weedman>
- Supremacy
- PW A-B Hammer <2/3> damage reduced (32/41) [40/56]
- PW LA-B Hammer <2/3> damage reduced (16/20.5) [20/28]
- Fighter/Bomber scale corrected (22) [18]

Rixian Unity
- Garrison
- Heavy scout no longer has lead indicator
- Supremacy
- Picking up other factions' Mk.2 AB weaponry will now grant Rix EW Stinger2 <And vice-versa>
- Fighter/Bomber scale corrected (22.85) [20.84]
- Tactical
- Picking up LRM Hunter or LRM/SRP Killer will now grant Rix the equivalent level Combat Drone <And vice-versa>
- Picking up Ion Blaster 2 will now grant Rix Station Drone 2 <And vice-versa>
- Shipyard
- Picking up XRM Hunter-Killer will now grant Rix the equivalent level PW Lancer <And vice-versa>
- Picking up SRM Tacnuke 2 will now grant Rix Hvy Station Drone 2 <And vice-versa>

Technoflux
- Garrison
- Scouts <All levels> scale increased (15.75) [15]
- Expansion
- Interceptors <All levels> scale increased (21) [20]
- Supremacy
- Fighters <All levels> scale increased (21) [19.8]
- Fighter/Bomber scale corrected (25.66) [24.2]
- PE Gat Gun <2/3> sprite size corrected (1/1) [1.5/2]
Freyja
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Post by Freyja »

Nice, 9.10. :)

Though;

QUOTE Gigacorp - General - Specmine (Ca) now provides relay lead indicator[/quote]

Is weird, I thought nothing was going to perk specs, apparently it is. Bizzare.
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SP4WN
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Post by SP4WN »

Can someone explain to me/point me to the place where it was decided that Rix gets backwards tech compatibility now and TF doesnt....

Seems really silly to allow people to tech up from Rix or for Rix to be able to tech up from other factions, when TF cannot....Unless I'm completely off the ball here, in which case feel free to shove a sammich in my mouth.
Xeretov
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Location: Canada

Post by Xeretov »

SP4WN wrote:QUOTE (SP4WN @ Aug 16 2010, 02:59 PM) Rix gets backwards tech compatibility now and TF doesnt....
Which pieces of TF tech are you referring to here?
SP4WN
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Post by SP4WN »

Plasgens Vs Prox mines

PW Gat Vs standard gat

etc etc.
Xeretov
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Location: Canada

Post by Xeretov »

SP4WN wrote:QUOTE (SP4WN @ Aug 16 2010, 03:05 PM) Plasgens Vs Prox mines

PW Gat Vs standard gat
Both of those have been linked since before CC.

Just off the top of my head, the only piece of TF tech that isn't linked to something else by now are their Hvy AB cannons.
Last edited by Xeretov on Mon Aug 16, 2010 7:08 pm, edited 1 time in total.
SP4WN
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Post by SP4WN »

Ok il insert the sammich myself. For some reason I have either not noticed them or havent picked up a peice of TF tech since it was implemented.
Xeretov
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Location: Canada

Post by Xeretov »

Using ICE will save you from excessive sammich consumption in the future. :P
TheDevil
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Post by TheDevil »

@#(! I was too slow!
Last edited by TheDevil on Mon Aug 16, 2010 7:13 pm, edited 1 time in total.
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SP4WN
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Post by SP4WN »

Roger that, Everything else is looking really good btw :)
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