
- Battlezone 2 recycler variants Patch#
- Battlezone 2 recycler variants code#
- Battlezone 2 recycler variants plus#
This is Not a Drill: Made Shabayev go a little further past the falling cliff so it doesn't fall on her. This should make them guard the things they're supposed to. This is Not a Drill and A Simple S&R: Fixed incorrect uses of Defend() command on some Enemy units. On Thin Ice: Fixed ISDF Recycler being added back into a group with turret. On Thin Ice: Tweaked distance for Recycler to trigger Ice caps to reduce false positive triggers, also only made the mission Fail if the Recycler actually falls into the water. We Have Hostiles: Set goal "hardware" crate's health high enough that it can't be 1 shot killed with dual laser. Snow Blind: Fixed dropship facing direction. Snow Blind: Made Turrets clear dropship on their own instead of following the player. Snow Blind: Redid quake ground shake code, added falloff to the quake so it doesn't abruptly cutoff. Snow Blind: Tweaked dropship door sounds to sync correctly. This is Not a Drill: Made Dropship door sound come from the dropship. On Thin Ice: Made the sound of Ice Cracking and Rhinos use 3D positions. Core: Set enemy turret bases to neutral after the turret part is dead. Rumble in the Jungle: Made the mission fail if you lose your Recycler. Hole in One: Made mission fail if the convoy reached the hole. The Wormhole: Allow level to progress even if the player Snipes and steals a ship then changes ships and lets a friendly AI pilot take over the ship. Made various singleplayer mission's Dropships un-killable. New defaults for audio props have been set. Tweaked 3D sound curve distance scaler. Engine sound for hovercraft was reduced to better balance the game audio. Broken 3D sound was fixed and enabled as default. Fixed a bug where if you click on 'Single' followed by either 'Archive' or 'Full Brief' quickly, the planet information will then appear on the wrong page Some characters are not in the game’s font and still can’t display.

Steam usernames now display with strange characters better. Options: remove maximum lighting distance and forced terrain LOD distance Options: remove "chrome far" setting and cleaned up unused "animate chrome" Made paths occupied by the enemy less likely to be traversed by some AI. Increased the engagement range of turrets to handle mines from a greater distance. Fixed a crash in HazardCells by removing redundant CleanPathing in PostRun. Fixed Constructor target lead issue where the target was moving when the Constructor is stationary. It previously ignored the water height, so vehicles fell beneath the surface. Fixed the reported surface height for water overlapping collision mesh. Command Center ground reticle improvement. Fixed broken animations for some buildings when destroyed. Fixed the Perlin noise function that Earthquake, Seismic Wave, and several other systems use so they produce smoother results
Battlezone 2 recycler variants code#
Fixed an implicit simulation rate dependency in the AI aiming code that made some units overshoot at higher simulation rates and “headbang” violently. Added support for allowing a file to be renamed while open (fixes an editor crash). Fixed an issue with extractors being offset from the intended position. Arc Cannon and Satchel Pack now use visible collision. Fix to Satchel Charges, they now use owner's reticle (sight) matrix and better orient the pack to the surface they are placed on. Fixed a "jolt" after un-deploying deployable-turrets if collided with whilst deployed. The game now hides lights and effects if hidden or not detected in satellite view.
Battlezone 2 recycler variants plus#
Improvements made to the minimap and shell map (gamma-correct blending, lighting, plus terrain shadows.)

A pathing fix was made to prevent units from wandering off.
Battlezone 2 recycler variants Patch#
Thank you for the amazing feedback you've been giving us to help resolve these issues, and we have another patch with focus on the multiplayer coming in the near future!

There's also tons of other fixes that have been made, as well as optimisations. We have improved the AI, resolved some multiplayer resync issues, and prevented multiple crashes. The patch today is a large one (as you can see the notes) and thankfully it addresses some of the larger concerns you have been letting us know about.
