OK, so 2 versions in one day
I'm deleting the 2.04 release post, changelog moved here.
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corrected version 2.04 so 2.05:
changelog:
2.04
- in 2.03 I forgot to change mutator's class name so in server browser you could see what mutator version
runs on server (name was ArmoredBeasts2Beta). Now changed to ArmoredBeasts204Beta and will be changed
with each new version (note that the mod name remains the same, only mutator class name shows version)
- time after which an tank feels "abandoned" and teleports itself back to respawn (when you parked it
under cover and went on foot to scout behid an obstacle and out of LOS...) was increased from 10
seconds to 2 minutes
- time after which abandoned disabled tank blows up itself increased from 10 to 30s, and better use
it to go away because the explosion can kill you
- dispersion of tank shells idoubled in comparison to 2.03. This should better model real
tanks in combat conditions, than data used in 2.03 which was derived from test firings on a test range.
The less accurate guns, Russian 76mm and German 75L48 can now have some problems hitting tanks at 1000+
meters... to not mention the 75L24 which is worst of all and good to about 500-700m. It doesnt' mean
you can't hit, just you will miss quite often. The value of hull-down position with only turret extending
will now be higher as turret is 2 times smaller target than the whole tank...
On the other hand, on ranges like 300-500m you will probably not notice any difference even with 76mm,
maybe that you can't hit always the exact point you aimed at.
- tank MG tracers now travel at 0.9 speed of normal tank MG rounds (normal rounds arrive a little faster).
In stock RO it was 0.5 (twice as slow as normal bullets), in AB 2.03 was 0.8.
- the driver's unbuttoned (open hatch) view restored on IS-2, as removing the hatch restricted driver's
visibility maybe too much. Real drivers had the visor and two periscopes looking at some angle left and
right, RO IS-2 tank doesn't have them and visibility trough visor only may be too poor. Especially in
solo-tanking, for full crew it would be ok. IS-2 driver vunerability to small arms fire while unbuttoned
removed as it never had his head out, as we know that there were no hatch. We assume it uses periscopes
in unbuttoned view and stays under armor.
- tank shell damage (AP and HE) against APCs tweaked, as it was too low in 2.03 and vehicles were hard to
destroy with tank shells. Now 1-2 AP shells are needed for halftrack or carrier, HE shells are better
against soft vehicles and one hit always does the job. (note: AP shells are not designed to kill reliably
lighlly-armored or non-armored vehicles, they are likely to fly trough not exploding and making light ot
no damage, unless they hit something hard (engine)... or something alive...
- exploding tanks now makes real damage, random in strenght and radius. I got irritated with standing along or
even on top of exploding tank (when I managed to get out 0.01s before the hit) and survive even unscratched.
In real life it could vary from no explosion at all, just burning and ammo cooking-off or a loud boom and
hatches flying in the air, to enormously powerfull explosion with all ammo and fuel exploding at once and
parts of tank flying everywhere, some to fell to few hundreds meters away. Such extreme tank explosion could
even destroy or set on fire another tank standing by.
So now explosion radius and damage are random, one time you my survive standing on top of it, only wounded,
another time with powerfull explosion you may get killed from 10m or more.
So run away from tanks that burn or are going to be blown up by next shell.
Max radius and damage of tank exlosion is similar to 122mm HE shell (20m), or Satchel charge from stock game.
- tanks burn a little bit easier (now burns with 65% damage, in 2.03 it was 70%). I changed this that the damage
is same as for "Red" tank icon, so now when you are red you know you are burning... ("red" means 65% of damage
and I can't change this number now, so I changed the burning threeshold to be the same as "red" tank icon).
- Panzerfaust damage is still being tweaked... it was also made less precise at long ranges (it's now similar
to pistols in accuracy... but of course it fly parabolic so first you have to know or guess the range
- At last resolved problem with Panzerfaust pickups
2.05
- Panzerfaust explosion sound restored to default for now, as custom caused some troubles
- new bug found (in original RO) and will be fixed for 2.06
http://www.amizaur.za.pl/files/ArmoredBeasts2_Beta_2.05update.rar