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Development Branch Changelog

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22-08-2019
EXE rev. 146007 (game)
EXE rev. 146007 (Launcher)
Size: ~2.1 GB

 

DATA

  • Removed: Get in actions for empty drones (UGV / UAV / Autonomous Static Turrets / SAM Sites, etc.) (FT - T142713)
  • Fixed: The sidearm proxy on Heli Coveralls [LDF] in 3rd person view
  • Fixed: Footstep sounds of timber piles
  • Tweaked: Livonia bushes' resistance against armored vehicles
  • Fixed: The Skate Helmet was missing NOHQ and SMDI maps in-game
  • Fixed: Missing attachments in Arsenal after loading a save

 

ENGINE

  • Fixed: Script file paths were trimmed too aggressively in error messages
  • Like 14
  • Thanks 1

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28-08-2019
EXE rev. 146030 (game)
EXE rev. 146030 (Launcher)
Size: ~150.5 MB

 

DATA

  • Fixed: A typo in LDF Mk6 mortar backpack led to the creation of wrong weapon when assembling it (FT - T142948)

 

ENGINE

  • Added: "drawLocations" parameter for toggling location name drawing on the map (FT - T77593)
  • Fixed: Incorrect colour of thermal mode if first optic mode was day light only and second one was GHOT for example
  • Fixed: UAVControl would return either the driver or the gunner but never both
  • Like 6
  • Thanks 3
  • Haha 2

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13-09-2019
EXE rev. 146039 (game)
EXE rev. 146039 (Launcher)
Size: ~6.0 GB


DATA

  • Added: DLC parameter to configs of Tractor, Offroad (Covered) & Mini UGV - FT- T143422
  • Added: A new (5th) Utility for searching and listing of available script commands
  • Added: Support for an object's group for BIS_fnc_hasItem (the item will be searched in the inventory of all members of the group if a group is passed as param)
  • Tweaked: Reduced armed Striders' secondary ammo explosions
  • Tweaked: Portable weather station wind indicator rotation direction
  • Tweaked: Adjusted MAAWS position on characters' backs in order to fix clipping with some scopes in certain stances - FT- T143005
  • Tweaked: Body trail effect of some jets
  • Tweaked: Small LDF loadout adjustments
  • Changed: Moved Contact animations to the platform
  • Changed: Moved Contact music to the platform
  • Changed: Moved Contact hand-drawn map markers to the platform
  • Changed: Moved Contact hand-drawn font to the platform
  • Changed: Made the Chemical Detector part of the platform*
  • Changed: Livonia prop addons were decrypted to PBO
  • Fixed: Profile voices 09-12 were not working correctly - FT - T143719
  • Fixed: Flickering face on the back of the Tractor
  • Fixed: Offroad dashboard artifacts when HBAO was turned on
  • Fixed: Shading artifacts on leaflets
  • Fixed: Aileron movement for A164 & MQ-4
  • Fixed: The "InBaseMoves_assemblingVehicleErc" animation had a small movement defined which caused the character to move away from the original position when used in a loop
  • Fixed: AAF and CSAT ghillie injury materials - FT- T137525
  • Fixed: Eye flares popping up a low resolution texture upon first load
  • Fixed: The death screen is now showing a vehicle and its weapon in case an enemy was operating a vehicle

* Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay.

 

Potential Spoilers ("First Contact")

Spoiler
  • Added: Missing TI to the Alien Network's legs and core, and fixed other graphical artifacts
  • Added: Missing Post Process effects in Going Dark and Close Encounters
  • Added: Pistols to Krupin and Severov for that added Spetsnaz cool-factor in Carpe Noctem
  • Added: An extra check to ensure dialogue is playing in the right order when the alien arrives at the radio tower in Carpe Noctem
  • Tweaked: Raised an ammunition cover to avoid clipping in Anomalous Phenomena's hub
  • Tweaked: Reduced the time between untying Kesson and taking his blindfold off in Anomalous Phenomena
  • Tweaked: Made a slight adjustment to conversation sync, when Major Homewood complains about the sudden change of weather in False Negative
  • Tweaked: The road block composition has been adjusted in Going Dark
  • Removed: Disruptive save game during a blackout at the end of Carpe Noctem
  • Fixed: An exception case during the Mini UGV system check, where the player may have the arm already raised, is now handled in Close Encounters
  • Fixed: Several conversations in Close Encounters are now terminated when a task is completed prematurely
  • Fixed: The sampling anomaly task area in Close Encounters was a small distance from the main group of anomalies
  • Fixed: The sound effects on the Mini UGV disconnect were a second or two out of sync in Close Encounters
  • Fixed: The laptop now shows a black screen after the Mini UGV disconnect in Close Encounters
  • Fixed: There were some missing static sound effects during the Mini UGV disconnect in Close Encounters
  • Fixed: Cpt. Spender's remark about the lights flashing in the first contact scene came a few seconds too early in Close Encounters
  • Fixed: Going Dark will now fail if the player tries to reach the sinkhole black site too early
  • Fixed: LDF troops will now run, instead of walk, to investigate Cpl. Stype's distraction at the burn pit in Going Dark
  • Fixed: The AFO could be seen with binoculars at certain points in Going Dark, before the final scene
  • Fixed: Added additional fail safes for the blue-on-blue event, preventing laser guidance from the player's rangefinder in False Negative
  • Fixed: Exception dialogue from Squad Leader is now dependent on his line of sight towards the player in False Negative
  • Fixed: Matter balls had no TI when being carried by the Alien Entity
  • Fixed: Alien Entity 'lights' were not glowing in TI
  • Fixed: Some Alien Network's inner parts were not visible in TI in some LODs
  • Fixed: Various smaller issues in Anomalous Phenomena and Carpe Noctem

 

ENGINE

  • Added: The in scripting command can now be used also with strings
  • Fixed: Return value of attachedTo if the command was used on objNull
  • Fixed: Memory alignment issues
  • Like 15
  • Thanks 4

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13-09.2019
Size: ~475.7 MB


HOTFIX 

  • Fixed: music_f_enoch and music_f_enoch_music were missing in the previous Dev-Branch update
  • Like 7
  • Thanks 1
  • Haha 1

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18-09-2019
EXE rev. 146046 (game)
EXE rev. 146046 (Launcher)
Size: ~1.1 GB

 

DATA

  • Added: Very limited platform functionality for the vanilla Spectrum Device (documentation forthcoming)
  • Added: A new optional parameter to specify BIS_fnc_drawArrow's base width
  • Tweaked: The Print Config Utility will now show a selection dialog on multiple matches instead of auto-selecting the first match
  • Tweaked: BIN_fnc_isPaused was replaced by scripting command isGamePaused
  • Changed: Made the Spectrum Device part of the platform*
  • Changed: Moved APR and Blindfold overlays to the platform
  • Fixed: The position of subtitles changed when using the optics mode of the Spectrum Device Jammer antenna even when it was not needed
  • Fixed: Katiba GL muzzle flash in 3rd person view - FT - T144083
  • Fixed: Various object position issues on Livonia

* Note: this gear is primarily cosmetic; limited features are only available in the context of Contact's campaign and gameplay.

 

Potential Spoilers ("First Contact")

Spoiler
  • Tweaked: Anomalous Phenomena / Carpe Noctem - Parked and abandoned vehicles now have disabled electronics (some also will no longer start)

 

ENGINE

  • No significant EXE changes
  • Like 11
  • Thanks 3

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02-10-2019
EXE rev. 146056 (game)
EXE rev. 146056 (Launcher)
Size: ~1.1 GB

 

DATA

  • Added: This is War 6th Anniversary Remix music track into the game and Digital Deluxe Edition
  • Tweaked: Chemical Detector digit display precision
  • Fixed: Missing Contact music track durations added and incorrect durations were tweaked
  • Fixed: Error when the 'to' param was in format [x, y] in BIS_fnc_drawArrow
  • Fixed: Few errors after moving the Spectrum Device to the platform data

Potential Spoilers ("First Contact")

Spoiler
  • Tweaked: Alien Entity will now also engage vehicles

 

ENGINE

  • Added: Script commands triggerInterval and setTriggerInterval to make it possible to alter the trigger condition check frequency of detectors
  • Fixed: Some task commands returned nil when their argument was null
  • Like 10
  • Thanks 2

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09-10-2019
EXE rev. 146060 (game)
EXE rev. 146060 (Launcher)
Size: ~81.8 MB

 

DATA

  • Fixed: Various localization issues

 

ENGINE

  • Added: Script command getTextWidth
  • Tweaked: Enabled the waitUntil return value warning instead of break as default
  • Like 5
  • Thanks 2
  • Haha 2

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14-11-2019
EXE rev. 146115 (game)
EXE rev. 146115 (Launcher)

Size: ~ 415.6 MB

 

DATA

  • Added: Contact music tracks can be played by Zeus
  • Tweaked: BIS_fnc_startLoadingScreen - activated support for different loading screen resources
  • Fixed: Active camouflage on Box Trucks (broken distant LOD)
  • Fixed: Miscellaneous translation issues

Potential Spoilers ("First Contact")

Spoiler
  • Fixed: Issue where dialogue got stuck if the player entered the mini UGV before Čapek finished his biopsy probe briefing in Anomalous Phenomena

 

ENGINE

  • Added: allActiveTitleEffects script command to detect currently active title effects
  • Added: vehicleMoveInfo now returns sendSimpleCommand status
  • Fixed: Issues connected to V2 addon signatures
  • Fixed: Script compilation memory handling restored to its prior state
  • Fixed: createVehicleLocal behavior restored to its prior state
  • Fixed: Un-escaping double quotes in parseSimpleArray
  • Fixed: Incorrect return type for unitsBelowHeight when null was passed as group
  • Fixed: BattlEye -bepath parameter parsing (spaces)
  • Fixed: Crash when you request support for a soldier in your squad
  • Like 6
  • Thanks 3

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