Jerad2142 Posted 1 hour ago Report Share Posted 1 hour ago This patch was not originally meant to focus on crime, but after watching people play, especially KTFF, I realized the crime system had become overpowered and broken. Crime-related changes are now the main focus of this update, alongside several bug fixes and smaller tweaks. TARTGETED RELEASE: Late tonight or tomorrow. New Stuff Added the Undervolted Plasma Torpedo Launcher It has vastly more ammo than the traditional Plasma Torpedo Launcher, but also does less than 1/10th the damage and explosive range. The only way to acquire this weapon is from Cops working for the SCPD. This was added to nerf the SCPD - the OG Plasma Torpedo Launcher was vastly OP, especially with infinite ammo. Added a Humvee for Area 69 Main reason for this addition is I decided it was weird to have military soldiers come out of a police Humvee, so now they get their own car. Basically an HD version of the GDI Humvee. This Humvee has the physics of the other hummers in the game. Equipped with a 25 round machine gun with incendiary rounds. Added more reader boards to SCPD - two in the desert, one at Eric’s Autos, and one at the Arctic Airstrip. This is an ongoing effort of the governor of San Casina to advertise more high scores and other info. San Casina has realized its catch-and-release program for criminals is not working, so it has partnered with Flock Cameras and become a security state instead of fixing the core issue. These cameras can easily be run over or shot down, and they can also be repaired by the street sweeper. Both destroying and repairing them count toward high scores. If a Flock camera stays destroyed for more than an hour and a half, the city will repair it with magic. More Crime Overhaul I redid the math for gaining crime bounty. If you’re in pathfind, you get 100% of the bounty; if you’re outside of pathfind, you only get 10%. That value is then multiplied by (wanted level+1)/11. The final formula is: (InPathfind ? 1.0 : 0.1)*((wantedLevel+1)/11)*CrimeValue[CrimeType]. I repurposed and reworked an old crime system. Originally, killing cops would call in other cops. The system has now been expanded so that any crime can call cops, and after committing a crime, you will remain noticeable for roughly 30 seconds. The crime point scaling system is multiplied by 16 to determine the distance that cops can be called from. The Arrested/Killable Icon for collecting bounties now displays properly (it requires you be on the pathfind grind for at least 60 seconds). The Pathfind detection system has been tweaked. There is now a 5-second cooldown before you are considered not pathfindable, which should reduce the chance of vehicles doing jumps being counted as non-pathfindable. This cooldown does not apply to the bounty system; you must still be pathfindable for that to count. Once you reach wanted level 5, cops can track your cell phone using previously existing logic. You can now drop your cell phone, and cops will treat that dropped phone as your last known location instead. Reworked how bounties are calculated. Bounties are now based on crime type instead of the old RNG-based code. Assault = $1,000 Murder = $10,000 VehicleTheft = $500 VehicleAttacked = $1,000 VehicleDestroyed = $2500 GenericTheft = $330 AssaultingOfficers = $5,000 CopCarsDestroyed = $5,000 MilitaryEquipmentDestroyed = $25,000 DrugDealer = $1,000 SecurityCamera = $100 Heinous Crime = $100,000 Added the Heinous crime, which is applied when killing shipping ships or AI passenger planes. Reworked how EXP and wanted-level progression work. The system now follows a smoother curve. Listed below is how many kills it takes to level up if you are seen by cops or cameras, with one kill counting as about 25 points: Level 1 – 2.6 Kills Level 2 – 7.1 Kills Level 3 – 14.47 Kills Level 4 – 25.88 Kills Level 5 – 43.36 Kills Level 6 – 69.84 Kills Level 7 – 109.64 Kills Level 8 – 169.15 Kills Level 9 – 257.84 Kills Level 10 – 389.72 Kills Here is the crime pointing scaling (Old system besides the heinous crime): Assault = 2.5 Murder = 25.0 Vehicle Theft = 7.5 Attacking Vehicles = 2.0 Vehicle Destruction = 15.0 Theft = 1.0 Assaulting Officers = 5.0 Destroying Cop Cars = 10.0 Destroying Military Equipment = 75.0 Drug Offenses = 3.0 Destroying Security/Flock Cameras = 1.0 Henious Crimes = 625.0 Two more high scores have been added: one for reaching 5 PLECOSTOMUS and another for reaching 10 PLECOSTOMUS. Remade how police vehicles spawn: Delorean, Crown Vic, Charger, and Bugatti spawn at the base wanted level. Wanted level 3+ police hummers will start to show up. Wanted level 4+ Area 69 hummers start to replace the other cop vehicles. Wanted level 5+ the Police Destroyer starts to stalk the ocean. Wanted level 6+ SWAT hummers (which have future soldiers) join the mix). Wanted level 9+ enforcers appear and replace all the previous. Wanted level 10 the police heavy APC joins the fight. Also rebalanced how weapons are spawned on passengers of vehicles via wanted levels: Civilians: 0 – food, knives and swords, pistols, 2 – shotguns and submachine guns, 3 - rifles. Police: 0 – tasers and pistols, 1 – shotguns, 2 – rifles, 3 - sniper rifles, flack cannons, 4 – gatling guns, rocket launchers. Military: 0 – shotguns, 1 – submachine guns, 4 – rifles, 5 - machine guns, gatling guns, 6 – sniper rifles, flack cannons, 7 – rocket launchers. Future Soldiers: 0 – energy pistols, 5 – energy shotguns, 6 – volt submachine guns, 7 – volt rifles, 8 – volt sniper rifles, 9 – undervolted plasma torpedo launchers. Tweaks Gatling tank is now spelled correctly, I totally didn’t learn how to spell it form C&C Generals. The Police Enforcer with the Plasma Torpedo Launcher now has a custom mounted version of the weapon that does less than 1/3rd the firepower and 30% the explosive range. Police and SWAT hummers now have more torque than their civilian counterparts (they used to be worse than the civilian variant). Hamina-class Missile Boat, Komar-class Missile Boat, Mark V Special Operations Craft, Pirate Ship, and the Gunboat now all use a much stronger armor and health type. Police Charger now has more armor - I’m not sure if it was a typo on my part but the previous instance had no armor at all. The Sea Monster is now named the Buck Ness Monster due to multiple rename requests. The Plasma Torpedo Launcher used by SCPD is now a fake version, which allows me to use LOD on it. After a lot of testing, I pinned this weapon down as a major source of client-side lag. Fixed a bug with the arrest messaging system not displaying when a player was killed/arrested and thus lost their bounty. Scrolling Marquees now show all disaster events. I’ve been forgetting to update that code for a while. Made a centralized function for detecting if AI can target an object - previously there was a ton of AI code that had different condition checks to see if they could attack a target. This slowly got out of sync over time and has lead to issues like some AI attacking players that were targeting Scuds as well as some other odd edge cases. In addition to the change above, Cop AI has been improved so it moves toward the player’s controlled vehicle or object. For example, cops will go to the Scud Launcher instead of the targeting object, or to the object holding the RC remote for a remote-controlled car. Driving police job vehicles now vastly increases the detection range of the bounty hunter job (General Camo suggestion). Bug Fixes Some ant spawners that were outside of pathfind. Red doors were updated in Renhalo incorrectly, which allowed players to fall into the void. Made some zones in the race track higher into the air, I had reports that players could jump some of them. All Police Enforcers now have proper weapon names. SCPD now properly blocks Ion Cannon Uplinks and Scud Launcher uplinks (not sure how long this has been broken for). Police Hotline now shows player bounties and wanted levels. It was still using the old bounty system, so it was never listing anyone. Calling the police hotline when you have a wanted level of 3 or higher now makes them properly triangulate you. Cops now properly arrest players instead of just standing there all brain dead. A69’s nuke will no longer chase the player into their next life, previously if you died the nuke would still show up and blast the hell out of you when you had no bounty. Destroying/Killing things with the scud launcher/ion cannon now says “X killed Y while targeting VEHICLE” instead of piloting. If an AI vehicle is destroyed by something the occupants can’t attack the occupants will no longer charge out and attempt to attack said object. Some more possible BlueHell fixes. Fixed some building specific announcements not showing up on the reader boards. Police Destroyer now marks criminals as seen if it sees them. Added a new flag and fixed two existing flags that were turning solid black due to light gen. Hovercraft should now make water sounds when hovering over the water. Crash Fixes Fixed an end game crash related to the Ogel system. Fixed a crash related to ambulances. 0 Quote Link to comment Share on other sites More sharing options...
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