Campaign structure update and more #3552
Merged
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Depends on #3361. Do NOT test this without that PR artifact or a local build yourself. The commit is included here for convenience. Windows artifacts here (you must be signed into your GitHub account to download them).
Mainly:
Initial and first ever structure durability update.
- Build points/power/HP/Armors/Modifiers changed to better make sense based on strength.
- Wall upgrades spread out over missions for both the player and AI.
VTOL waves and VTOL weapon improvements.
- All VTOL weapons buffed considerably, spread out over more attack runs (to enjoy a little more flak).
- All missions with offmap VTOL spawns come in 3 waves now.
Notable other tweaks:
Hellstorm is a now an Incendiary Hellstorm.
Pepperpot stronger than Howitzer.
AG, Flashlight, MRP get weapon/research tweaks but still hold the exact same efficiency later on.
Ground Shaker obsoletes Howitzer again.
Nexus Cyborg armor nerf.
Nexus Cyborgs on the map use the right body in the template.
AC damage increased 50 -> 52.
VTOL weapon per-shot damaged nerfed and spread out through many attack runs so AA feels a little more important.
Couple timer nerfs for Beta 10/End so they feel better on Insane difficulty.
Adds a new cam_sounds global to hold all the sound files (no more hard to understand strings).
Hard/Insane mission completion power bonus modifiers match the rules.js ones (Hard gets a 5% bonus; Insane gets none).
Gamma 4 VTOL Strike tower is now the spawn object controlling VTOL spawns instead of infinite spawns.
Plasteel in Gamma campaign cause it's needed.
Pre-away missions have constant object "labels" now (whoa). Most notable is Beta-End which is essentially a pre-away mission.
I did a ton of script updates in the last few days so there may be a typo (or not). While I certainly biffer baker'd my way through every mission to check, I can only say I saw no errors. More eyes to spot any typos are appreciated.