Ramshackle Playtest · published
[Fixes]
Fixed LC calculation for Armor Hole for large structures vs. equivalent volume of 3d armor
this was a mistake, the last setup was only tested vs. specific thin setups and we forgot to account for the high end. for example, multiple plates of 2d RHA should be close to a similar shaped hole armor in all configurations
Fixed a critical issue with network cache handling
Fixed an edge case where a driver set as default role:gunner wouldn't switch correctly
Fixed multipart guns reload w/ multiple loaders — math was lying
Fixed killfeed colors being wrong on team 2
Fixed unit detection from vessels, possible significant FPS increase
Fixed crew ergo being 1 physics frame behind (cause of top speed changing seemingly at random)
Fixed an edge case of several very thin armors clipped into each other not handling damage correctly
[Balance]
Hole armor should be less reliant on collider count/machining cost (should be a sidegrade/slightly more expensive to 3d armor in cost)
T-50 road wheel track tonnage nerf
Two-part cannon reload rebalance
12.8cm K40, 122mm D-30, 90mm M3, 85mm L5 — base reload + orientation weight tweaks
[Misc]
Spectator camera has smoother movement
Toggleable crew tracker UI
Hill w/ town on Conquer gamemode
More height variance on current gamemodes/biomes
AI tweaks — better, still janky
Vessel movement + traverse net sync big rework
Builder Integrity/LC readout + multi-select on some modules
More features for the model exporter
Reload display cleanup
Added cosmetics to new truck cockpit crew
DS + remote server console prep (dev)
Added 3 new soundtracks from FranMey