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Post by vaendryl on Feb 15, 2016 4:50:13 GMT -8
you can download it herepatch notes: Allies from a different faction (like the Union) should no longer try to intercept player missiles carrier repair skill now can only target Ryders 100% flak now displays correctly flak resistance is shown in the R&D screen healing is no longer modified by difficulty setting fixed space whale tax on victory screen. also added intel gained repair costs are no longer dependant upon HP levels at the end of battle, but upon all damage sustained during the mission. healing no longer reduces repair costs. made more attempts at fixing issues with a certain spoiler enemy, but hard to test. if issues persist please do report them. was not able to confirm the following reports: units have their flak value reset to 0 Sola's awakening doesn't take away its resource cost? if anyone can figure out what triggers these please let me know. known issues: sunrider R&D page still is missing some text if you sank Legion. loading a save from a battle from a previous version probably results in too high repair costs. fixed for next patch: mission retry after game over is buggered completely. [fixed] Bianca doesn't counter without All Guard active. [fixed] hovering over ships while the battle screen shows damage on multiple units will multiply the damage based on difficulty [fixed] gravity gun and injection rods order conflict, making injection rods stack and be permanent [fixed]
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Post by Nemjen on Feb 15, 2016 5:21:44 GMT -8
I'll have another session with our spoiler friend later this evening, just in regards to the 'Bianca' issue is this where she is under the effect of all guard? I thought by default she has a flak value of '0' and therefore did not counterattack. Histidine Drath - I need you.
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Post by vaendryl on Feb 15, 2016 5:23:45 GMT -8
you may have a point with the bianca. I'll have to check that.
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Post by Drath on Feb 15, 2016 6:58:26 GMT -8
I think Magpie is very likely to be right. Bianca has always been a curious case, an exception whereby her shotgun which is technically a Kinetic weapon can be used to counterattack. No other units with Kinetics possess such capabilities and they all need to have Assault weaponry to qualify for counters.
In MoA, the counter worked for Bianca, because there was no check for ship.flak > 0 and Bianca's shotgun was classified as Assault.
In Lib Day, the check for ship.flak > 0 was added (probably to deny FlakkedOff units) and while Bianca's shotgun is now a Kinetic, she was also given an added flag (weapon.force_counter) to qualify for counters. However it seems the check for ship.flak comes first, BEFORE the check for weapon.force_counter. As Bianca's ship.flak has always been 0 (so that she doesn't contribute to flak and defence against missiles), she doesn't get to counter either because of the above check.
I'm playing v12.3 and am lazy to recheck, but it appears to me from surveying the code if the weapon.force_counter flag is checked before ship.flak then the counter should trigger properly.
Credits to Histidine for finding this (yes I've never had a situation in Lib Day where I used Bianca to counter lol, she's just too slow to position properly) and kudos to Magpie for providing the key to resolving this. Admittedly this one is pretty obscure though, I really don't blame anyone for not picking it up earlier (this is not a beta 12 bug, it's also there in beta 11 and likely stretches all the way back to beta 8).
P/S - And thanks for the speedy patch Vaen, will try to reassess Funds based on new repair costs. My initial thoughts are that Paladin's Drawfire has become a more attractive option and Evasion and other defensive upgrades are looking slightly better than before.
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Post by Drath on Feb 15, 2016 22:24:27 GMT -8
My first battle in v12.3: Enemy destruction reward: 2170 repair costs: 1092 (yea I got unlucky with rockets here) tax: 215 net gain: 862 Intel gathered: 1736 So yea, everything is as it should be. I note that you tweaked tax to be 20% over enemy destruction reward for Intel gain. That is good because it would be odd to take more damage to get more repairs to reduce net gain and so reduce tax. Tax remains as 20% over net gain (repairs factored in) for Funds gain. It feels grrrreat to be poor!!! And I don't mean this in a sarcastic way, I actually do like having less Funds. Less Funds = easier to balance things and prevent battles from getting too easy. All in all, my impression is: /thumbsup with gusto! I followed my old playthrough style more or less, though I'm thinking I might focus more on damage avoidance in future battles. Some further thoughts: 1)The best way to use Liberty now is to NOT repair if there is no risk of anyone dying that turn. Rather focus on total damage avoidance via Disable or even improving damage via AimUp/dealing direct damage via lasers as a finisher. 2)Blackjack's Awaken may prove costly in terms of repairs. I'm fine with all this of course. A bit of a paradigm shift for returning players though, so it would be nice to mention this in Tips at start of battle and/or in patch notes at the very start of Liberation Day launch.
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Post by Marx-93 on Feb 16, 2016 2:50:22 GMT -8
It needs some of the files of 12.1 or 12.2, or I can install the patch directly on the fresh 12.0 version of Liberation Day?
Because yeah, while probably today and tomorrow I won't have time, I've returned! One week late as always, but that's as expected of me....
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Post by vaendryl on Feb 16, 2016 3:04:08 GMT -8
hey man yeah, latest patch has everything from the previous ones.
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Post by Drath on Feb 17, 2016 1:02:08 GMT -8
was not able to confirm the following reports: units have their flak value reset to 0 if anyone can figure out what triggers these please let me know. On 2nd battle of Lib Day (Ion Storm) and Arcadius STILL has no flak in a fresh v12.3 game. Alliance Cruisers appear ok though. Checked library.rpy in beta12.3 for Arcadius and the code says: self.flak = 0 self.flak_range = 0 Checked library.rpy in beta11 for Arcadius and the code says: self.flak = 40 self.flak_range = 1 Unless my download of library.rpy is somehow corrupted, I'd say that's the reason, as in library.rpy needs to be fixed. I'll fix it in my current game so that it's still valid, no worries. P/S - also checked other parameters for Arcadius, and everything else is the same as in beta 11, except for flak. Why was flak changed? No idea lol. All I know is Arcadius has been having flak40 with a range of 1 ever since MoA days. PP/S - Then again, come to think of it Arcadius doesn't really have an Assault weapon. I think I previously assumed it used pulse to down missiles but I could be mistaken. Please recheck to see what was actually intended here... is it meant to have flak, is it meant to counter, etc...
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Post by Samu-kun on Feb 17, 2016 1:39:02 GMT -8
Arcadius units now have no flak by design.
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Post by Drath on Feb 17, 2016 2:30:44 GMT -8
Thanks for the speedy reply, Samu-kun. I guess in a way it does make sense. A unit without Assault should not have access to flak and should not counter. So this change, while undoubtedly being one that favors the player, is logical and IMHO should be quite acceptable. I guess those Arcadius ryders will be eating major missile damage from now on. /Drath rubs his palms, expecting more carnage
As for the other cases of flak value resets to zero (Sunrider and Alliance Cruiser for me), I think I've traced it to the previous battle. This in-battle save that I reloaded has a PACT Support as the last unit standing and which had put FlakOff on Sunrider and 1 Alliance Cruiser.
This time I waited for the debuff to wear off before ending the fight and to my horror, Sunrider's and the Alliance Cruiser's flak were STILL zero AFTER the debuff had faded. Bianca's Restore made no difference either on Sunrider's flak but it did restore flak on a new FlakOff put on the Alliance Carrier by said PACT Support.
It seems new debuffs applied probably work fine (will have to double check to be sure), but existing debuffs from older saves may be bugged and become a permanent reduction.
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Post by Nemjen on Feb 17, 2016 13:45:45 GMT -8
was not able to confirm the following reports: Sola's awakening doesn't take away it's resource cost? You having issues replicating this flag from 'truebeliever'? Edit: Ooops guess I forgot to update my original post with the replication method. It occurs if 'Awakening' is used on turn one of the Nightmare Ascendant scenario, the bug does not seem to occur on turns following the first (or I am yet to fully replicate it in such a way that it can be used on later turns).
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Post by vaendryl on Feb 18, 2016 3:03:56 GMT -8
was not able to confirm the following reports: Sola's awakening doesn't take away it's resource cost? You having issues replicating this flag from 'truebeliever'? Edit: Ooops guess I forgot to update my original post with the replication method. It occurs if 'Awakening' is used on turn one of the Nightmare Ascendant scenario, the bug does not seem to occur on turns following the first (or I am yet to fully replicate it in such a way that it can be used on later turns). thanks, I'll take a look at that EDIT: in that mission this bug seemingly pops up because Sola starts the battle with awakening active. when you try to apply it when it's already there it refunds the en cost. however, due to a separate bug the HP cost is not refunded making it seem as though it ability activated when in fact it failed to.
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