0.3.5.0 ( Friday, 07 December 2018 )
Welcome to the second limited Infinity: Battlescape beta week-end.
We would like to remind you that the game is still in alpha (beta backers only have access this week-end) with full beta scheduled for early 2019.
Many assets are placeholder or work-in-progress. Ships are untextured, gameplay features are missing and UI is basic (no star map, no missions menu, no ship selection or upgrades menu). We will be
iterating both on the visual effects and gameplay in the coming months.
Although the current version is rough around the edges, we sincerely hope that you will like what we are trying to achieve and have fun.
A community event is planned on Saturday 8th December at 20:00 UTC on the server. Players will gather and try to play objectives to complete a full match (or two) in order to stress the server and test
the gameplay. We hope to see you in game !
Patch 0.3.5.0 changes:
Armor points implementation (reduction on hull damage model)
All ships now have armor points, which reduce incoming damage on the hull. The interceptor has no armor. Capital ships have a high armor which will cancel most of the damage from smaller ships.
Note that energy weapons (blasters) are not affected by armor, and obviously generate full damage on the shields
Introduced heat mechanics to engine component
All kinetic weapons produce heat points. Each ship can sustain a maximum amount of heat points. The heat bar is shown on the bottom-right part of the HUD ring, next to the energy bar.
When it reaches out 100%, kinetic weapons will be unusable for a few seconds. Energy weapons consume energy points and aren’t affected by heat mechanics.
This is an initial implementation. The idea is to add more external factors (environment, overcharge etc… ) that will eventually affect your ship’s heat dissipation rate.
Revamped (again) voice commands playback volume rules
Allies using a voice command should now be heard now matter the distance.
- Large ships now use dynamic mesh physics bodies. This should allow players to fly very close to the hull of capital ships. There are two important notes:
- As ships are constantly moving, you’ll probably be sent flying like a pinball if you hit a moving ship. Networked collisions can also cause interesting behaviors…
- Projectile hits are still performed using the ship’s bounding box. In the future we will replace it with more accurate collision meshes, too
- Added quick dampening of angular velocity when it’s over maximum angular speed threshold
- Revamped ships masses. They were not coherent before (a destroyer was only 3 times more massive than a corvette). This should result in more realistic behavior in ramming scenarios
Initial implementation for the new capital ships control scheme is underways. This is a massive work-in-progress. The current state is not satisfactory, however we’ve decided to release it publically to gather feedback on it in the early stages. So before testing it, please take into consideration that it’s only half playable and will still need major improvements to be considered a decent state.
By default, capital ships still use the old navigation-cursor based control scheme. To enable the new control scheme, use F4 to cycle through control schemes ( it’s after Direct mode ). Note that it’s possible to play in small ships with the capital ships control scheme too - it might even be a fun ride.
The way the new control scheme works is by decoupling camera orientation and ship orientation. You don’t need to hold any key to turn the camera around the ship. By pressing forward, you align your ship to the camera’s orientation, instead of accelerating. You can still strafe with the other keys, however to accelerate and start moving you have to use the target speed controls ( 1-9 or mouse wheel by default ).
At the moment, there are 2 main issues with this control scheme:
- If you want to orient your ship, you need to point the camera at the direction where you want to turn.
- The ship is in the way of the camera and often blocks the aiming marker, used for the large guns. More work on the camera behavior is planned in a future patch.
- It is now possible to cycle through control schemes in spawn or spectator modes
- Radial menus are now usable in direct Mode control scheme
- Formation resets to free when the target is lost
HUD / Camera:
- Added radar type preference to launcher settings dialog (ring, front/back, or both). Spherical radar is always turned on. The default is ring (no front/back radar)
- Team scores bar now shows up temporarily on HUD for 30 seconds when scores change
- Lead reticles are now displayed on top of other HUD 3D indicators (previously, they were below all other indicators!)
- Added low damage feedback warning on reticles
- Limited HUD negative FOV that made helmet go out of screen
- Turrets aiming helper dots are no longer displayed in spectator mode
- Increased opacity and brightness of information / meters in the HUD ring center
- Third-person camera is now reset to default view distance when the view changes
- Added parameters to control smoothing of camera movements in third-person mode
- Improved smoothing related to accelerations and angular velocity in third-person mode
- Removed hard-coded parameters for min/max view range, now set up in actors config files
- Updates to camera component for relative vs absolute mode
- Select nearest (default: G) will only target hostiles; will expand range and type to stations when there are no more hostile ships around…
- Increased navigation cursor’s max screen radius
- Reticles used for locking are now displayed even for turrets
- Added heat meter to HUD
- Added a heat alert when heat reaches its maximum and dissipates
- Auto assist and reverse mode now blink the system on the HUD
- Added alert when exceeding safe warp speed
- Added tip for opening the large zoom
- Minor HUD color tweak
- The spherical radar’s range dynamically adjusts based on the ship’s speed ( so in warp, the range might be hundreds or thousands of Km ). Default range is still 25 Km
- Increased voice command notification duration from 7s to 15s
- Tweaks to navigation cursor settings (deadzone, sensitivity), so that interceptor is slightly more precise to beginners
- Reset weapons cooldown to zero when ammo type is missile or torpedo
- Added a repeater gun. This gun, as its name says, fires shots in quick succession, then cools down for a few seconds. This is now the default light anti-aircraft defense for stations and the destroyer
- Added MK5 guns to Cruiser;
- Added Armor points to all ships;
- Weapons stats tweaks (spread, turn speeds, damage) to rebalance taking into account ships armor reduction
- Increased Destroyer roll dampener
- Cockpit alert light now takes power state into account
- Fixed collision damage localization which was calculated in world space instead of object space
- Fixed potential crash with deferred light pipe and shaders that don’t use atmospheric settings
- Fixed issues related to ghost keyboard help screen on initial spawn menu: escape or ctrl or chat were not working
- Debug menu (F12) can now be opened in spawn or spectator modes
Assets, graphics, performance:
- Reduced holographic scanlines in HUD composite shader
- Added client caching of mesh bodies for body components
- Added shadow map resolution power curve setting to better control shadow maps transitions agressivity
- Tweaked geometry rejection default settings
- Reduced max shadow pipe processing queue budget time from 5 ms to 3 ms per frame (will gain an FPS or two around stations)
- Gas giant color tweaks (config can now specify a user-defined color table)
- Tweaked clouds transparency function for gas giants (now based on camera distance for smoother transitions)
- New weapon meshes to replace the old placeholders
- Implemented LOD for weapon meshes / objects
- Weapon impact effects now scale depending on weapon parameters
- Tweaks to lights for station modules. They are now appear bigger
- Added placeholder lights to capital ships (destroyer, cruiser and carrier)
- Revamped impact effects and colors, now different for metal / shield vs kinetic / energy
- Tweaks to team paint colors
- Updates to hauler lights (they were incorrectly offset and appeared out of the ship)
- Swapped cap ship spawn dock’s default Z orientation
- Improvements and optimizations to lights in fighter and corvette bays
- Various stations materials upgrades and improved textures
This patch introduces a series of massive networking improvement, mostly affecting players with high latencies and/or unstable connections ( high packets drop ). The network stack was modified to increase redunduncy of packets in case of packets loss. Players with high-latency connections ( > 200 ms ) might consequently notice an increase of bandwidth, however the game’s stability and network smoothness should have vastly improved.
- Decreased orientation tolerance for error correction, for improved accuracy
- Implemented an adaptative server input buffer queue which grows or shrinks dynamically based on the client’s latency and connection stability. This should reduce error corrections and unwanted “loss of control” when the network is unstable
- The input buffer queue can still be set manually with /SetInputBufferSize N command, where N=0 to 64 which represents the queue size in server ticks. A value of 0 (the default) means “use adaptative mode”.
- Added a /GetInputBufferSize command to query the current input buffer size
- Added client network interpolation delay parameter, which can be changed with command /SetUPSDelay. Default value is 2.0. This affects how much in the past the client displays server actors
- Increased server lag compensation max history from 32 to 64 ticks
- Increased server max input queue size from 10 to 64
- Added client error correction smoothing for velocity
- More tuning for adaptative input queue on server side ( will now estimate initial connection latency )
- Added more information ( input queue size, framerate, tricount averages ) for server players list dialog
- Added max AI speed limit ( 500 m/s ) to avoid having bots fly at many km/s when engaging each others
- Matrix inverse optimizations
- Warning when damaged material does not exist (instead of an exception)
- Added minimum tesselation depth to terrain engine
- Renamed classification of hardpoints from MK1 to MK6