BlackOpsFAF-Unleashed only for FAF v20

0

@Rowey it is likely better to phrase it as the minimum crash damage that is reduced, as the real crash damage depends on how the air unit ends up colliding with the terrain.

A work of art is never finished, merely abandoned

0

@jip may want to let the balance team aware of this too

"The needs of the many outweigh the needs of the few" - Spock

0

I've made them aware of it with the CZAR. But for completeness:

@Tagada / @TheWheelie : the crash damage reductions reduce the minimum amount of damage an air experimental can deal. Due to terrain intersection detectors an additional 1K to 2K damage can be dealt. Therefore your changelog is not accurate: the minimum crash damage is reduced, but not the actual crash damage.

A work of art is never finished, merely abandoned

0

Isn't the actual crash damage reduced as well? It's just that the value in the BP is the minimal rather than possible crash damage for some units.

0

The total sum is reduced, yes - but these are separate instances of damage

A work of art is never finished, merely abandoned

0

Hello friends. 😄

New issue with BlackOps after dev patch 3751.

Each faction has an Anti-Teleport tower, one at T2 and one at T3. These towers have suddenly started providing cloaking in the same radius as the anti-teleport range (brown intel circle).

Here's a quick cheated base that shows everything getting cloaked at the moment of completion.
Have confirmed that it is not a visual bug, and that the cloaking is legitimate (enemies can see radar blips, but no visual of structures without Omni units like t3 scouts).

https://replay.faforever.com/19405163

1

@Jip

this is the line that is no longer working:

self:DisableUnitIntel('unitScript', 'CloakField') -- Used to show anti-tele range

https://github.com/Uveso/BlackOpsFAF-Unleashed/blob/master/units/BAB4209/BAB4209_script.lua#L24

executing self:DisableUnitIntel('CloakField') without "unitScript" will disable the cloak correctly.

Do we fix this in the game or in the mod?

0

Good question, I'll look into it this weekend. For now you can fix it in the mod.

A work of art is never finished, merely abandoned

0

Also -

Cybran blackops t3 bot 'Shadow Splitter' has lost its cloaking ability.

No replay here. Just spawn units using cheat and you can see they won't cloak.

The toggle for cloaking ability appears on the UI with unit selected, but it does nothing.

0

thanks for reporting!

i also found several units in other mods that are not working.
Maybe we need to fix that in game after all.