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Post by vaendryl on Feb 19, 2016 0:41:44 GMT -8
get it herepatch notes: fixed mission retry after game over. bianca now counters properly even without all guard active gravity gun and injection rods no longer conflict multi-damage weapons and abilities no longer go hay-wire when rapidly moving the mouse over ship icons while damage is displayed (based on difficulty setting) after firing a missile or torpedo weapon no longer deselect the attacking unit Union battleship only available after mission 5 (on a new game) fixed tooltip error on Suppressive Fire. stacking Shield Jam on a unit on which the buff is about to expire now extends the duration by 1 turn using Awakening on the Seraphim while already awakened refunds HP cost in addition to energy cost. now without it crashing at the end of every battle! yay known issues: Sunrider R&D page still is missing some text if you sank Legion. fixed in next version: Ending the battle with a summoned battleship still active no longer makes the order permanently unavailable. [fixed] The Alliance Battleship summon order is not available in the store until after mission 3 [fixed] Activating a weapon removes the 'cancel movement' button. [fixed] The Liberty's shield drone should now properly give 10 more shielding when 'All Guard' is active. [fixed] screenshot menu button now works during battle. the hideUI button does nothing in battle. [fixed] disable lite now affects support abilities and also movement cost. [fixed] spoiler enemy (and others) should no longer melee from a distance intercept icon and percentage will now be displayed on top of the to-hit-chance window buying an upgrade with intel no longer restocks full torpedoes. attached proper icon to gravity gun shield drone should now properly give the shield gen back to the liberty after battle if it's still out when battle ends. confirmed changes: armor now counts only once against melee attacks. many thanks for all the reports. if I broke anything new with this patch please let me know
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Post by Marx-93 on Feb 19, 2016 4:11:11 GMT -8
Union battleship only available after mission 5 (on a new game) Yeah, I can confirm if you continue an old save from 12.3 the Union battleship is still there to purchase. I'll religiously wait until mission 5 for now (perhaps later make a new playthrough in waifu mode to check if it happens). On a related note, when are the MIRV torpedo supposed to unlock? Just after mission 1 they aren't there, however in the warning they give you before mission 2 (when you can choose to go the store and quicksave) it's suddenly there. Given the introduction of splash damage in mission 2 (which I couldn't see because I obliterated those destroyers in a panic; I don't want to repeat another surprise like the ironhogs...), I suppose the point was to unlock it after mission 2? I mean, it's not a like a big point, given that even if you purchase it you won't be able to use it for half the mission, but it kinda bothers me.
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Post by Nemjen on Feb 19, 2016 10:05:49 GMT -8
Hehe the response times with these patches is really prompt vaendryl - Thanks for your continued hard work. I'll give 12.4 a visit later this weekend, got my mind set on making some progress with Danganronpa: Trigger Happy Havoc first.
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Post by vaendryl on Feb 19, 2016 11:31:28 GMT -8
Marx-93: MIRV torpedo's unlock after getting the first torpedo damage upgrade, so you could actually buy them right away Magpie: Danganronpa is awesome played it on PSP a while back. highly recommended!
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Post by Somasam on Feb 19, 2016 15:20:19 GMT -8
Can I ask, what are the fuel rods?
From what I understand, based on the affection points or something, we either get fuel injection rods or a cloaking device for the Phoenix. I've only ever gotten the cloaking device (probably because I always salvage the ryuvian falcon wreck) and I am unaware of what the fuel rods actually do, and I am very curious of how it chooses which you get.
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Post by Nemjen on Feb 19, 2016 16:47:08 GMT -8
Can I ask, what are the fuel rods? Fuel rods? Do you mean the 'Ongessite Injection Rods'? They give you access to the order 'all power to engines' (halves en requirement on movements for two turns). Both this and the 'Cloaking Field Generator' are available from the store after the first scenario. vaendryl: I can see why you recommend it, just cleared the first chapter and loving it so far.
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Post by Marx-93 on Feb 20, 2016 2:06:37 GMT -8
Fuel rods? Do you mean the 'Ongessite Injection Rods'? They give you access to the order 'all power to engines' (halves en requirement on movements for two turns). Both this and the 'Cloaking Field Generator' are available from the store after the first scenario. vaendryl: I can see why you recommend it, just cleared the first chapter and loving it so far. Actually, you only get the Ongessite injection Rods if you're above a certain affection level with Icari (if you choose to save the diplomats you basically need to choose her in almost every decision). I think the cloak field generator needs something similar...? I can confirm I have neither.
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Post by Nemjen on Feb 20, 2016 3:17:44 GMT -8
Fuel rods? Do you mean the 'Ongessite Injection Rods'? They give you access to the order 'all power to engines' (halves en requirement on movements for two turns). Both this and the 'Cloaking Field Generator' are available from the store after the first scenario. vaendryl: I can see why you recommend it, just cleared the first chapter and loving it so far. Actually, you only get the Ongessite injection Rods if you're above a certain affection level with Icari (if you choose to save the diplomats you basically need to choose her in almost every decision). I think the cloak field generator needs something similar...? I can confirm I have neither. Ah I see, guess I was just lucky in my previous decision pickings to have both.
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Post by vaendryl on Feb 20, 2016 5:47:08 GMT -8
Actually, you only get the Ongessite injection Rods if you're above a certain affection level with Icari (if you choose to save the diplomats you basically need to choose her in almost every decision). I think the cloak field generator needs something similar...? I can confirm I have neither. You need at least 5 points of affection with Icari to unlock the Cloak field generator. It's actually impossible to get it if you saved the diplomats as you'd have to choose to talk to her 3 times at the beach, which is not an option. This makes me think maybe I should set the requirement to 3 points or higher :/ Only by not telling the truth about Ongess to the press do you get the upgrades "Liquid Ongessite Fuel" (which reduces the movement cost of the Blackjack and the Paladin) and "Ongessite Injection Rods" (which unlocks the "Power to Engines" order). Morality does not power your engines.
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Post by Histidine on Feb 20, 2016 6:51:26 GMT -8
You can actually get cloaking after saving the diplomats (I have one) with an imported save. Using the "reselect choices from MoA" screen: You get +4 affection points from sacrificing the diplomats.
Back in MoA (from which affection points are copied 1:1 during LD import): You get +1 affection points from agreeing to upgrade her jail cell to a bunk, after she gives Kayto information when first captured. You get another +3 affection points from agreeing with her to let the diplomats die. But you don't lose any of those points when reversing your decision with the 300 CP. So after that you just need to talk to her and Kryska on the beach once (+1 affection) or side with her during the ryder safety dispute with Kryska (+2 affection).
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Post by Blackhead on Feb 20, 2016 7:06:44 GMT -8
Actually, you only get the Ongessite injection Rods if you're above a certain affection level with Icari (if you choose to save the diplomats you basically need to choose her in almost every decision). I think the cloak field generator needs something similar...? I can confirm I have neither. You need at least 5 points of affection with Icari to unlock the Cloak field generator. It's actually impossible to get it if you saved the diplomats as you'd have to choose to talk to her 3 times at the beach, which is not an option. This makes me think maybe I should set the requirement to 3 points or higher :/ Only by not telling the truth about Ongess to the press do you get the upgrades "Liquid Ongessite Fuel" (which reduces the movement cost of the Blackjack and the Paladin) and "Ongessite Injection Rods" (which unlocks the "Power to Engines" order). Morality does not power your engines. I don't know if I like this from a designing standpoint, isn't that encouraging the player to 'farm' affection points for certain items, rather than making their own choice. As it stands you could argue that Marx for example made the wrong choices altogether, because he didn't get any bonus items at all, which puts him in a disadventage. Wouldn't it be better if you had 2 items (a,b) and two routes (A,B). Both routes would be mutually exclusive: if you went for A you get a, and can't get b. If you went for B you get b, and can't get a. Of course items a,b have to be decently balanced. Just my two cents, I think it would be a lot fairer that way.
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Post by Drath on Feb 20, 2016 7:07:03 GMT -8
PACT destroyers now use 30EN to launch rockets and therefore can launch 3 a turn (instead of just 1 a turn in beta11), LMAO. I was shitting my pants there for a sec when I let one live. I was very lucky that my flak net caught all but I doubt I will be so lucky a second time. They are must kills now in whatever given situation, that includes expending CP on SRW to get near. This is where an overall changelog from beta11 to beta12 would be appreciated and result in less trauma... and repairs. Arcadius flak change, PACT destroyer superrocket EN cost change, etc... Morality does not power your engines Lol, that's a good one.
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Post by Drath on Feb 20, 2016 7:10:33 GMT -8
You need at least 5 points of affection with Icari to unlock the Cloak field generator. It's actually impossible to get it if you saved the diplomats as you'd have to choose to talk to her 3 times at the beach, which is not an option. This makes me think maybe I should set the requirement to 3 points or higher :/ Only by not telling the truth about Ongess to the press do you get the upgrades "Liquid Ongessite Fuel" (which reduces the movement cost of the Blackjack and the Paladin) and "Ongessite Injection Rods" (which unlocks the "Power to Engines" order). Morality does not power your engines. I don't know if I like this from a designing standpoint, isn't that encouraging the player to 'farm' affection points for certain items, rather than making their own choice. As it stands you could argue that Marx for example made the wrong choices altogether, because he didn't get any bonus items at all, which puts him in a disadventage. Wouldn't it be better if you had 2 items (a,b) and two routes (A,B). Both routes would be mutually exclusive: if you went for A you get a, and can't get b. If you went for B you get b, and can't get a. Of course items a,b have to be decently balanced. Just my two cents, I think it would be a lot fairer that way. If you don't tell the truth about Ongess, you will probably be able to get Cosette and therefore Havoc on your side. An extra ryder would be worth far more than an extra item. I don't think the extra items are that strong anyway. I did without either in previous betas.
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Post by vaendryl on Feb 20, 2016 7:53:23 GMT -8
You can actually get cloaking after saving the diplomats (I have one) with an imported save. Using the "reselect choices from MoA" screen: You get +4 affection points from sacrificing the diplomats.
Back in MoA (from which affection points are copied 1:1 during LD import): You get +1 affection points from agreeing to upgrade her jail cell to a bunk, after she gives Kayto information when first captured. You get another +3 affection points from agreeing with her to let the diplomats die. But you don't lose any of those points when reversing your decision with the 300 CP. So after that you just need to talk to her and Kryska on the beach once (+1 affection) or side with her during the ryder safety dispute with Kryska (+2 affection).
It seems you can get more affection points by actually playing MoA than just what the choices at the start of LibDay can give you. I didn't know :/ well, I guess it's fine as it is. I pretty much just added Cloak because I think it's nifty, rather than because Sam made me. Its tactical advantage is fairly minor anyway, as regular stealth already makes it unlikely the phoenix is targeted and it still doesn't allow you to take out support units with impunity. also, affection levels are so underused anyway I wanted them to do something. I'd have added more if I had thought of any at an earlier time, but most units already have interesting unique upgrades. That's actually an unforeseen consequence of setting the Sunrider's MIRV rocket to 30 (from 60) earlier. the destroyers actually use the same weapon (as defined in the code) and changing the cost of one changes the other. maybe that's fair? dunno. the Havoc on your side? wouldn't that be nice
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Post by Marx-93 on Feb 20, 2016 8:28:22 GMT -8
Agreed on the PACT destroyers. Let one live to check what it did, and he basically blasted everything. Though Vaen, if you don't mind me asking, where the splash effect is determined in the code? I've found a splash multiplier of 0.5 for some weapons with the central hex doing full damage, but in the check I did the PACT destroyer did 0.5 damage to everyone.
Also, no need to worry about the extra items (though I admit the cloaking field sounds nice). While the extra order would be nice with all these CP (even the maximum of 5000 ends small), I kinda want to aim for the MIRV and the super Vanguard Upgrade. Though morals, heh, I actually think that decision is one of the more devious you can take, purposefully sabotaging Admiral Grey's political career. In exchange I kinda want something rocket related for supporting Grey in (bluffing) the nuke of Ongess.
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Post by Drath on Feb 20, 2016 10:23:05 GMT -8
That's actually an unforeseen consequence of setting the Sunrider's MIRV rocket to 30 (from 60) earlier. the destroyers actually use the same weapon (as defined in the code) and changing the cost of one changes the other. maybe that's fair? dunno. Suggest keep PACT destroyers the way they are right now. They have a max of 8 rockets. If they only use 1 a turn, it'll take the whole battle before they even finish. Some battles are finishable in 4 turns. As you can see here, people aren't really scared of it. They hate PACT Supports a lot more. Also we've had too many decisions in our favor lately, MIRV down to 30EN, Arcadius no flak. So yea, I say keep it as it is. It's time to have a rocket unit for PACT that overshadows Pirate Ironhogs, and aren't rockets are supposed to be PACT's specialty anyway. the Havoc on your side? wouldn't that be nice Hmm the way you're putting it makes me think I'm probably mistaken. Well perhaps I am, but it was hinted all along that Cosette might join the Sunrider: the number on her plugsuit, being able to spare her, having affection values for her, etc. Not saying that's what Sam is going to do in the final version... or hell maybe in a future game (not even sure if Lib Day is the last as it is), but in my mind the Ongess rods/fuel were somewhat early compensation for not having Cosette. True or not, you guys decide xD
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Post by vaendryl on Feb 20, 2016 14:14:50 GMT -8
The splash code is in the classes file. if you search for class SuperRocket you'll find all relevant code in the fire method. I'm not aware with any issues regarding the splash reduction counting for all hexes though. As for getting Cosette on your team, you get an option at the start of LibDay to kill Cosette in exchange for the wishall. No small price. I wonder how that would play out later then
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Post by Marx-93 on Feb 20, 2016 14:50:36 GMT -8
The splash code is in the classes file. if you search for class SuperRocket you'll find all relevant code in the fire method. I'm not aware with any issues regarding the splash reduction counting for all hexes though. As for getting Cosette on your team, you get an option at the start of LibDay to kill Cosette in exchange for the wishall. No small price. I wonder how that would play out later then I swear that I only saw half the damage on my units... can it be that it was aimed at an empty hex? Hum.. going on mission 4, and well, I'll test it tomorrow (gotta go sleep) with a little bit of luck. But I kinda see a way to drop 3 nightmares out of the bat, leave the leftover with less than a 1k HP and the Falcon with less than half its health in basically 4 moves. Ah rockets, I missed you. MIRV rockets are indeed pretty cool. Now, hope that vaen didn't include something like "null flack off" on bosses...
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Post by vaendryl on Feb 20, 2016 15:18:37 GMT -8
iirc PACT destroyers can't aim its AoE at empty hexes, but the Boss can. This boss btw is in fact resistant to flakoff, but not immune. I'll check if I can confirm an issue with splash reduction when I get back home.
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Post by Marx-93 on Feb 20, 2016 15:40:47 GMT -8
Eh, don't bother, it works well with my MIRV rockets, I checked. I probably missed something. Seeing as Drath is being pounded by Torpedo Destroyers he probably would have noticed it if something was amiss.
BTW, do you plan to add the possibility of starting the mission without all the units deployed? Without the skirmish feature it's kinda bothersome to always set up some checks, and it kinda makes sense to avoid using all merc units if you thing they won't be of much use and can get destroyed, or simply want an extra challenge.
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Post by vaendryl on Feb 20, 2016 15:48:40 GMT -8
hmm, interesting. I may be able to make a dialogue box appear or something. Sam will probably nix it though, as we're prolly too close to release to add untested stuff. well, I think it's really likely we'll have some more patches after the real 1.0 release. maybe we can squeeze that in then.
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Post by Drath on Feb 20, 2016 19:57:44 GMT -8
On enemy destroyer super rocket damage: Actually I'm still finding the figures a bit wonky. Worth rechecking as Marx stated. Had a Destroyer do 1000+ to main target, 700++ as splash damage. Observed floating damage figures. However the damage reduced an Alliance Cruiser who took splash damage from 1200 to 81 hps (this is on SW). 1)1000 actual dmg on main target on SW is fine with me. It should be brutal. But the classes.rpy states dmg of the rocket at 500? (I might be reading it wrong though, as there are a few super rocket entries) 2) Splash dmg at 75% is again fine with me and the observed floating figures appear to support this but actual dmg taken by checking hp after the strike doesn't tally for splash dmg targets. Observed: 700+ Actual: 1100+ On Cosette: Admittedly I hadn't really thought much about the wishall and deciding against her. Seems like the player would be pretty screwed in that case lol and yea I do suppose it would be quite unfair. So yea perhaps I misread the whole thing. I decided to gut her anyway even when I felt it was very likely that she might join, so it's actually nice hearing it from you that it may not turn out to be so. I will be happy to gut her without a second thought in future playthroughs
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Post by vaendryl on Feb 20, 2016 20:17:37 GMT -8
On enemy destroyer super rocket damage: Actually I'm still finding the figures a bit wonky. Worth rechecking as Marx stated. Had a Destroyer do 1000+ to main target, 700++ as splash damage. Observed floating damage figures. However the damage reduced an Alliance Cruiser who took splash damage from 1200 to 81 hps (this is on SW). 1)1000 actual dmg on main target on SW is fine with me. It should be brutal. But the classes.rpy states dmg of the rocket at 500? (I might be reading it wrong though, as there are a few super rocket entries) 2) Splash dmg at 75% is again fine with me and the observed floating figures appear to support this but actual dmg taken by checking hp after the strike doesn't tally for splash dmg targets. Observed: 700+ Actual: 1100+ I'll do some more stress testing on te superrocket when I get back home then. missile damage upgrades also play a role and everything gets complicated very quickly. On Cosette: Admittedly I hadn't really thought much about the wishall and deciding against her. Seems like the player would be pretty screwed in that case lol and yea I do suppose it would be quite unfair. So yea perhaps I misread the whole thing. I decided to gut her anyway even when I felt it was very likely that she might join, so it's actually nice hearing it from you that it may not turn out to be so. I will be happy to gut her without a second thought in future playthroughs Fufufu.
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Post by Drath on Feb 20, 2016 22:26:25 GMT -8
On enemy destroyer super rocket damage: Actually I'm still finding the figures a bit wonky. Worth rechecking as Marx stated. Had a Destroyer do 1000+ to main target, 700++ as splash damage. Observed floating damage figures. However the damage reduced an Alliance Cruiser who took splash damage from 1200 to 81 hps (this is on SW). 1)1000 actual dmg on main target on SW is fine with me. It should be brutal. But the classes.rpy states dmg of the rocket at 500? (I might be reading it wrong though, as there are a few super rocket entries) 2) Splash dmg at 75% is again fine with me and the observed floating figures appear to support this but actual dmg taken by checking hp after the strike doesn't tally for splash dmg targets. Observed: 700+ Actual: 1100+ I'll do some more stress testing on te superrocket when I get back home then. missile damage upgrades also play a role and everything gets complicated very quickly. Ok what I was referring to in my post above was the PACT Destroyer's AoE rocket, not Sunrider's MIRV torpedoes (so I don't think the player's missile upgrades play a part here). I checked library.rpy and can find a few entries (which is what confused me): First there was PACTDestroyerRocket(Missile) with dmg 700 and EN cost 50 but I don't think this is the right one as checking the PACT Destroyer entry reveals self.default_weapon_list as SuperRocket.
Then we have BossRocket(SuperRocket) with dmg 600, EN cost 70, eccm 25, fires 3 rockets which again doesn't seem to be the right one.
Then we also have SunriderMIRV(SuperRocket) with dmg 1200, splash reduction 0.5, which is obviously the player's rocket and not concerned with it right now. Finally I checked classes.rpy and found: SuperRocket(Missile) with dmg 500, EN cost 30 and eccm 10 I decided that the one in classes.rpy was the correct one I was looking for, however the expected damage still doesn't match up with observed damage.
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Post by Somasam on Feb 20, 2016 22:46:08 GMT -8
Well, in regards to Cosette, what happens to her by default (without use of wish all) is also affected by affection points if I remember correctly. If you have 2/3 possible points (or 2/2 when just starting libday without MoA data) then she will by default be spared and the wish all can be used to kill her. If you have less than 2 points, she by default dies and the wish all allows you to save her. Hoping something gets done with both her and the wish all though, I hate having both just sit there, especially when I made the pragmatic choice to rebuild the Havoc. (and potentially give cosette a key to cell if I need her to do the job no one else wants to do...)
That actually brings up a really big issue I have currently with the use of affection points however. As someone above stated, you can get way more affection points by importing data from MoA into LibDay than if you just use the choice system for LibDay. This seems like a pretty major issue if a lot of nice gear and how the story plays out is determined by affection points. While I did enjoy MoA, I don't think I would enjoy having to go back through everything just so I can get all the affection points I should have. I also find this to be slightly annoying since there have hardly been any choices in Lib Day thus far to change our affection points and our standing with the crew. I think I remember Samu saying that he was wanting to cut out the post mission chats with the crew, but it really seems a shame that we are not able bond with the crew this time around.
Also, if anyone would be able to help me with this, does Ava actually prefer to be greeted professionally, or friendly? Can't quite tell which she prefers more.
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Post by vaendryl on Feb 21, 2016 2:21:54 GMT -8
Ok what I was referring to in my post above was the PACT Destroyer's AoE rocket, not Sunrider's MIRV torpedoes (so I don't think the player's missile upgrades play a part here). I checked library.rpy and can find a few entries (which is what confused me): First there was PACTDestroyerRocket(Missile) with dmg 700 and EN cost 50 but I don't think this is the right one as checking the PACT Destroyer entry reveals self.default_weapon_list as SuperRocket.
Then we have BossRocket(SuperRocket) with dmg 600, EN cost 70, eccm 25, fires 3 rockets which again doesn't seem to be the right one.
Then we also have SunriderMIRV(SuperRocket) with dmg 1200, splash reduction 0.5, which is obviously the player's rocket and not concerned with it right now. Finally I checked classes.rpy and found: SuperRocket(Missile) with dmg 500, EN cost 30 and eccm 10 I decided that the one in classes.rpy was the correct one I was looking for, however the expected damage still doesn't match up with observed damage. I just did some testing. I'm not seeing anything wrong. first of all, PACTDestroyerRocket(Missile) was probably a placeholder Sam made but was never used. instead I made the SuperRocket class which actually does AoE damage. this is the weapon that the PACT destroyers get. the SunriderMIRV class inherits nearly everything except splash damage reduction and damage value the basic SuperRocket class does 500 base damage with 0.25 reduction times the distance to the center, but the AoE range is always 1 (so far). On space whale the damage gets multiplied by 1.45 if it's the AI attacking the player (which is the case here). that means (500-armor)*1.45=~725 damage to the center target, and ~543 damage tot he surrounding units. I'm seeing exactly these figures when forcing an enemy to use this weapon on the Sunrider while it's surrounded by ryders while in SW mode. this is both damage displayed as actual damage registered. on waifu/VN-mode the modifier is 0.25 so I expect (500-armor)*0.25=~125 damage on the center target and around 93 damage on surrounding units. I've confirmed this is exactly the case. both in displayed damage as registered damage. you seem to be getting higher damage numbers, but I can't reproduce it. :/ mind you, there was a bug before the current version where the effect of difficulty modification was amplified if you move the mousecursor over units while the damage is being displayed. maybe even before that (while the rocket it traveling). this was initially reported as an issue with the vanguard cannon but affected all multi-damage scenarios. this should no longer happen in version 12.4a I took a look the affection values in MoA. these are the first 4 choices you should make to get Ava to like you, to give an indication: "It's been a while" +1 "It'll be just like old times again." +1 "Just like old times, Ava." +1 "Sorry, regular protocol." +1 So, she likes it when you're relaxed with her, reminisce about the past but be strict with others.
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Post by Marx-93 on Feb 21, 2016 3:37:49 GMT -8
Oh, so the multiplier for the destroyer is 0.75? I thought it was 0.5, like the Sunrider, that explains my impressions.
Also, remember what i said about the falcon? Scratch that, I can actually finish it off in one turn with all the Nightmares. Even I was impressed: buff stacking+MIRV rockets+improved storage does magnificent wonders... (now I'm wondering if to continue with my plan to have use only 2 rockets and at least fight the boss for a while, as perhaps there are reinforcements, or just say screw it and kill everything in one turn).
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Post by Drath on Feb 21, 2016 4:02:41 GMT -8
mind you, there was a bug before the current version where the effect of difficulty modification was amplified if you move the mousecursor over units while the damage is being displayed. maybe even before that (while the rocket it traveling). this was initially reported as an issue with the vanguard cannon but affected all multi-damage scenarios. this should no longer happen in version 12.4a Ah that was the issue indeed. I reverted back to 12.3 when 12.4 had issues, forgot to reinstall 12.4a on my laptop and it slipped my mind that 12.3 did indeed have this bug. Just retested on 12.4a and I can no longer reproduce the bug. Damage values are correct. Sorry for the confusion.
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Post by Nemjen on Mar 1, 2016 10:36:43 GMT -8
vaendryl : Something that I have being curious about with the changes between 12.4a and 12.5 now looking quite heavy and no further beta builds planned - are you going to be okay internally testing all these changes before release or do you want a few of us to skim over it before it goes live?
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Post by vaendryl on Mar 1, 2016 12:44:26 GMT -8
vaendryl : Something that I have being curious about with the changes between 12.4a and 12.5 now looking quite heavy and no further beta builds planned - are you going to be okay internally testing all these changes before release or do you want a few of us to skim over it before it goes live? Good question!
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