Updates




Release 0.7.0.120-Alpha     Update: 10/30/2012 
  • CatapultMod-0.7.0.120-alpha.zip
  • CODE--Updated to MC v 1.4.2, Forge v 6.0.1.302
  • CODE--Swapped over to using the new built-in support for EntityLiving to equip items/armor that came in 1.4. No real changes, but should minimize conflicts in the future, and makes things a little easier for me. Also allows for armor damage reduction.
  • NEW--Soldier Inventory and Control GUIs. Info will be posted on the wiki closer to release.
  • NEW--Soldier interaction with chest carts. See Soldier Inventory.
  • FIX--Fixed wrong model/texture used for preview in siege-engine crafting gui.
  • FIX--Soldiers now obey home ranges properly.
  • NEW--Different AI for each of three soldier classes--Soldier, Engineer, and Medic. Only medics may heal, and only engineers may repair. See Soldier Classes
  • NEW--Bandages--Used by medic classed soldiers to heal friendly targets. Three tiers are available, higher tiers imparting bonus to amount healed. Undecided cost/recipe. Also usable by players to heal any EntityLiving (villagers, pets, other players, soldiers, ??)
  • NEW--Repair Kits. Players and engineer classed soldiers can use these to repair vehicles. Replaces sticks. (Gates currently still use sticks, they may be updated soon as well).
  • FIX--Soldiers (Medic class) will now use bandages to heal. Each use consumes one bandage. Healing is still relative to level, + potential bonus.
  • NEW--Engineer classed soldiers will repair nearby injured vehicles (range set by heal range in control GUI). Consumes one repair kit per heal. Healing is based off of level + potential bonus from tool type.
  • NEW--Relabeled names on Chest Cart tabs to Food, Ammo, Tools, and Misc. Purely cosmetic for players, but soldiers use these tabs to resupply themselves; resupplying appropriate named-items from said tabs(i.e., they pull food from the food tab). More detailed info will be available closer to release.
  • NEW--Soldiers can be disabled from riding vehicles entire through the AI/control GUI--set the mount range to 0 / no. Any other value, and the soldier will look for vehicles to mount within the range listed. If a mounted soldier is set to not mount, he will periodically check and dismount.
  • ADJUSTED--Soldier health has been reduced, and is now also dependent upon class. Overall reduction is because their armor now counts towards incoming damage reduction. See Soldier Ranks
  • ADJUSTED--Soldier damage has been slightly adjusted, soldier class should be unchanged, but medics and engineers do slightly less damage. See Soldier Ranks and Classes
  • ADJUSTED--Cooldown on soldier healing and repairing has been increased to 5 seconds, up from 1. Healing scales with rank, and higher tiered tools give additional bonuses, so healing could be quite OP, but should be slightly more balanced now.
  • NEW--Medics can heal players in range, if they have bandages.
  • NEW--Soldiers can pick up items in the world (only active if they have the resupply option turned on). They will deposit any items they pickup into nearby chest-carts periodically. Any items that are for their class (food, ranged weapon ammo, tools) they will not deposit. See Soldier Inventory and Soldier Control.


Confirmed additional vehicles that will be added (of some sort, no ETA)
  • Siege Tower
  • Battleship/water based siege-engine. (gotta do it!) (maybe with the ability to transport a siege engine on it?)
  • Tier 2 Upgraded Vehicles for some vehicles (advanced models, altered characteristics, perhaps special abilities)(coming with research system)
  • Tier 2 Base Vehicles -- Some Vehicles will require advanced research before they can even be built (coming with research system)
  • Close-Range anti-infantry siege engine (likely a flame-thrower).

Confirmed TODO List - In no particular order, numbered for reference
  • Adjust Vehicle Ranges
  • More Vehicles (Siege Tower, Multi-Person Transport, a Boat!!)
  • More Hand Weapons(Crossbows(medium and heavy), flame thrower, mortar)--heavy may be a placeable turret
  • Vehicle Drop on death will be updated.
  • Sound Effects and particle effects
  • Source of Clay
  • Land Mine updates to include invisibility/camoflauge...Land mine detectors
  • Modularity--ability to turn vehicles/ammo/upgrade/structures on/off via config or plugins
  • Ballista penetrating through one block/through gates.
  • Cluster shot/grape shot for the cannon.
  • AOE damage ammo (no block break, only NPC damage)...some sort of cluster/grapeshot/claymore/grenade type thing.
  • Teir 2 vehicles
  • Research mechanics in order to be able to construct siege engines and upgrades, esp. teir 2


WOULD-BE-NICE (unconfirmed)
  • smoke ammo
  • cauldrons of boiling oil


Previous Version Release

No comments:

Post a Comment