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Description
General Information about sprint reviews
As we will release a working iteration of the new framework after every sprint, everyone is invited to help with testing the sprint results.
The only thing to remember is that you should only report bugs in this issue, which are caused by the contents of this sprint (which are listed below). So it is vital to look at the content description to see what was actually added. Only by reading this you know what we've really intended to implement and defined as done.
I guess you understand that reporting things which weren't even planned to be part of the sprint won't help in any way.
This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months.
For serious playing use the latest stable release: v0.963a
Summary of this sprint
In Sprint 10 we added the first parts of the logistic and enemy commander modules. Also it comes with some bugfixes which appeared after sprint 9. It took longer than usual, as we're all having some new liablities and things appeared in 2019 we've to take care of. Therefore Sprint 10 also doesn't contain that much like in the sprints before. But we're confident, that we can get back to the old speed and content amount of the last year.
The logistic module brings functionalities to the logistic building:
Currently we've implemented two dialogs with this first part. The recycle dialog makes it much easier to recycle vehicles, provides a status overlay about what you'll get back and why. This will be a huge improvement compared to the old "go to vehicle, hope for action menu entry, recycle it", which was sometimes not as reliable as it should be.
And the second one is the resupply dialog which gives you the possibility to replenish your vehicles, even the "replenish resources" for the repair/ammo/fuel trucks. This comes directly with compatibility to the ACE resupply functionality, where resupply repair/ammo/fuel trucks is more common.
All of this with sensible CBA settings to adjust the experience to your personal playstyle.
Furthermore the enemy commander module will simulate strategical behaviour of the enemy troops. Means that the enemy commander will send convoys with reinforcements from bases to sectors or also from one sector with a huge distance to the frontline to sectors which are closer to the players terrain. Currently the functionalities are implemented and in the next iteration there will be the logic implementation to trigger these events. Additionally with functionalities for counter attacks on sectors, reconnaissance of player FOB positions and following attacks on them. After the enemy commander module will be finished in maybe 3-4 further iterations, it should provide a much more sensible experience concerning the enemy strategical behaviour which reacts naturally to the players progress.
That's it for now, the Testserver also got the latest missionfile, so it's up to date for quick tests from your side.
Content of this sprint
| Task | Description | PR |
|---|---|---|
| #529 | Enemy Commander pt1 | #566 |
| #533 | Logistic Station pt1 | #567 |
| #562 | Bugfixes for S9 | #564 |
Released sprint result
https://github.com/KillahPotatoes/KP-Liberation/releases/tag/v0.97S10
Official public Testserver
The latest pre-release missionfile is running on our public Testserver. Feel free to join and have a look at the current development state. We would highly appreciate any feedback and/or bug reports.
Name: KP Liberation Dev Testserver
IP: 195.201.56.254
Port: 2322
Needed Mods:
Bugs found so far
| Related Task | Description | Reported by |
|---|---|---|
| #517 | Limited camera in zeus estimate the height limit from the ground not from player height (issue if on Water) | @Wyqer |
| #529 | Vehicles could spawn at the same place and explode, when convoy is spawned. Needs some timing optimization | @Wyqer |
| #533 | Spacing between Logistic menu buttons isn't final | @Wyqer |
| #540 | Switching sides via preset change causes "pure chaos" (unverified) | @tyl3r99 |
| none | @Wyqer |
Sprint History
| Sprint | Quick Summary | Details |
|---|---|---|
| 9 | Permission and resources modules, second part of the garrison module, finished universal preset | #562 |
| 8 | Arsenal, complete settings overhaul and universal unit preset templates | #544 |
| 7 | Persistent sector garrison, build menu implementation part 4, common functions module | #520 |
| 6 | Own Respawn template, object manipulation in build menu, event based save/load | #505 |
| 5 | Freedom replaced with Liberty, extended CBA implementation, refactor mission init, build camera refactor | #494 |
| 4 | Player and Admin menu, building camera overlay | #471 |
| 3 | First UI overhaul, config guard, free build camera | #445 |
| 2 | Event handling and action manager | #427 |
| 1 | Basic CTI functionality: Intro, Spawn, FOB deploy, capture sector, win campaign | #404 |