I opted to lower the power consumption for SAM instead of restoring the
original power values for FACT and PROC since those two are available to
the player as well and they would behave slightly different in this
mission than in other ones.
-Palette for decorations can now be defined under SelectionDecorations trait.
-Adds pip types Ammo and AmmoEmpty.
-LimitedAmmo PipTypes are now customizable.
-Adds art, sequences and rules entries for TS mod decorations that were missing/using a wrong palette.
-Adds PrimaryBuilding trait to TS weapon factories and helipads.
Machine gun seems to be under-performing vs. infantry
Give it 5 bursts instead of 4. Will allow it to kill E3s more effectively.
Despite this change, overall damage vs. Light armor is not increased since Release.
After playtesting, it seems the grenade is a *bit* too slow. Keeping it slow, but bringing its speed from 5 -> 7. (Original value was 12)
Looks reasonable.
Also giving 100% vs. infantry instead of 90%.
The recent armor change for turrets made airstrike no longer killed it.
Made Napalm do more damage to Heavy (and light); made Vulcan do less damage to Heavy so that airstrikes don't do too much damage to advanced towers, obelisks and SAM sites.
Units which cannot target walls (sandbags, chain-link fence or concrete) any longer:
Minigunner
Flamethrower
Hum-vee/Nod Buggy
Flame Tank (can still run over sand bags and chain-link fences)
Civilian
[sniper--already so]
When a BuildLimit on an actor type is set and nearly reached, you could
shift-click the build palette and it would show it had five more items
queued when really less are allowed to be built. This fixes it so that
only the allowed number of items is enqueued, and thus showing the
correct number on the build palette.
This is not a full fix, it merely restores the functionality
already present. The ScrollPanelWidget does not work right if
Align is set to Bottom but ScrollToBottom() isn't called after
adding items and there's not enough content to scroll.
It wasn't working right when the widget was hidden because it
wasn't receiving any Ticks. Instead of counting, we're now using
Game.LocalTick as the tick source.