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Changelog

3,398 bytes added, 16:14, 17 March 2020
This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos or inconsistencies with [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
 
= Upcoming =
'''Version 5.5''' - Game mechanics changes, new ammo types
 
Changes to [[Recoil]]:
* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots.
* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.
** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.
** Accuracy windows and effects of going over ADT once and twice will also be updated.
 
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''critical failure''' effects:
* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.
** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.
** '''Failures to fire (misfires)''': No changes.
** '''Failures to feed''':
*** If '''2 or less''' occurred during the same string of fire: As stovepipes, but every one cancels '''three''' highest scoring shots instead (again, excluding critical failures).
*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.
** '''Failures to burn''': No changes.
 
New [[ammunition types]] for pistol and rifle calibers:
* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.
** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.
*** Recoil 1-2: ADT +4 shots
*** Recoil 3-4: ADT +3 shots
*** Recoil 5-6: ADT +2 shots
*** Recoil 7-8: ADT +1 shots
* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.
** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.
* Retail ammunition using these new projectiles is now also available.
 
= January 12th 2020 =