Howdy folks!
Hope you're all having a pleasant week. We've got a patch update for y'all today that is mostly about back-end changes, but we've slipped in some balance tweaks to Lucky Looter, and some bug fixes you folks have helped me track down (thank you so much).
We're moving with speed toward our 1.0 release, which we're now aiming for the 4th of July (what could be more appropriate). But we'll be getting the Workshop stuff all flipped on earlier, to make sure it's all working well on the Experimental branch, so our 1.0 day is more likely to go off without a hitch. More details in the devlog above.
Anywho, we're gonna get back to work. I hope you all have a wonderful weekend!
Peace,
Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
- Right click H3 in Steam
- Go to Properties
- Click Betas
- Click The Dropdown
- Select Experimental!
Full Changelog - Update 120 - Experimental 19
Changes:
- [TNH] Lucky Looter Weapon Tables now include more ‘big guns’ slightly fewer shotguns
- Looting characters no longer only get the base ammo when boxes of ammo spawn.
- Japanese Wiki is now linked on Splash page of Item Spawner
Fixed:
- [TNH] Fixed issue in classic hallways that made Rampart break in supply rooms adjacent to Yellow Hallways
- Fixed issue where wearing NVGs crushes the two controller model colors into one.
- Fixed incorrect ammo box scaling for 9x36mm flares
- SosigSpawnPoint Signals device now saves the selected sosig template
- Removed ancient out of date warning messages in Winter Wasteland
Internal API Changes:
- Take & Hold Characters can now specify a Vault file to represent them in the TNH Lobby. This system is now present, but the actual Vault files for all the characters have not been made yet
UGC Internal Systems:
- Loading of TNH_SosigLootTable, TNH_LootPoolDef, and EquipmentPoolAdditionalSpawnTables.
- Custom TNH Characters no longer set a custom leaderboard table ID, it is inferred from the module/character id.
- Some misc. fixes for fields on SosigEnemyTemplate that were not loading correctly.
