Nomads release notes

General Discussions about The Nomads.

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Nomads release notes

Postby CookieNoob » 01 Apr 2017, 22:06

today I released V63 featuring:
  • bug fixes
  • orbital bombardment changed to a tml like ability
  • hover effects now have the same color as the player
  • balance changes
  • another set of nomad taunts
  • new sonar model (with animations)
  • t3 hover tank changed to t3 amphibious tank
  • nomad worldborders (temporarily, same as UEF but with different coloring)
  • acu upgrades redistributed
  • navy factory rolloff points fixed
  • reduced salvo size of t1 arty
  • order panels rescaled to accomodate more buttons
  • fixed several issues with t3 static arty, i.e. when a non-nomad player builds one or when a nomad player gives the arty to another player
  • flashing build animation tuned down a bit
  • nomad shield improved (surface and central effect)
  • camera tracking adjusted to only track projectiles of the units it's supposed to (i.e. stratbomber, tml based units...)
  • nerfed t3 static arty a bit
... and many more features and fixes!
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: New Nomads update

Postby CookieNoob » 13 May 2017, 23:36

update V64 changes (mainly bugfixes):
  • t2 mobile arty balance changes
  • titan wasnt stunned by emp tank
  • nomad taunts for other localizations than US
  • navy factory hitbox
Check out the next level of maps: viewtopic.php?f=53&t=13014
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Re: New Nomads update

Postby CookieNoob » 13 May 2017, 23:41

V65 changes (highlights):
  • capacitor changed to an upgrade and works similar to overcharge now
  • better AI support
  • trees were not disappearing after being killed
  • adjecency lines on water surface (underwater crazyrush mexes)
  • aircraft carrier launching animation working properly
  • death animations for ships fixed (also when ships are dropped on land with the comet)
  • added "only ground" toggle for t1 arty/aa
  • attackmove for t1 arty/aa stops at arty range when using anti-air mode
  • thruster effects of the orbital frigate always visible now
  • nomad text color in lobby
  • various bugfixes
  • compatibility with latest FAF update
Check out the next level of maps: viewtopic.php?f=53&t=13014
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Re: New Nomads update

Postby CookieNoob » 09 Jul 2017, 11:25

V66 (small hotfix since a FAF patch was deployed earlier than expected):
  • fix adjacency slowing down arty firing cycle
  • rename shader to fit naming convention
  • fix adjacency lines for underwater adjacency created on the water surface
  • temporarily removed nomad font color

V67 (highlights):
  • several changes for the nomad campaign
  • t2 radar upkeep changed to fit latest faf balance changes
  • fix t2 transport unfolding when killed
  • increase the tread size of beamer
  • hitbox and footprint of experimentals enlarged (they could get stuck on engies that were building them)
  • fix overcharge sound
  • fix destroyer impact decal spawned underwater
  • fix wall segment wreckage using strange model
  • change order of t2 air factory buildmenu (put field engy on the side of the menu)
  • fix t1 arty not shooting on ground units
  • mod manager "selected mod" texture missing
  • thruster effects of t2 transport stop properly now
  • change remaining lobby elements to orange
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: New Nomads update

Postby Exotic_Retard » 14 Jan 2019, 21:19

Hello everyone!
Today we are very happy to release Nomads V 74!

This release is very special because it marks a new step in Nomads development, bringing in a lot of new changes, and the beginning of a graphics overhaul for the faction!

You can play the latest version of the mod right now, by selecting nomads from the featured mod list in the play tab.

Changes for this version:

Model Replacements
The nomads mod is a little out of date on its graphics, and so the units are being remodelled and refreshed! As we go along, we are also improving behaviour, usability and code quality for these units, so stay tuned for further improvements!

Here are the units changed for this patch:
Image

From left to right, we have:
T2 Mobile Missile Launcher
T1 Light Assault Vehicle (not bot!)
T1 Tank Destroyer
T1 Medium Tank
T3 Air Superiority Fighter

Balance Changes + Bug Fixes

The balance team have been working hard to make sure that the Nomads faction stays up to date with the latest official balance changes! There has been various balance changes that have been commited.
We have also refactored the Nomads Nuke to fix a handful of bugs that it was causing. The nuke's explosion damage has been doubled, and fixed. Veterancy on the nuke has also been fixed, and the code has been refactored for future changes that may appear in FAF.

Our aim is to maintain the cleaning of existing Nomads code to ensure that we optimise as much as possible.

We have also replaced the Nomads logo with a fresh, clean-cut version, that you will find in the lobby when you play.

As mentioned before, we are always looking for new developers to help us with our work. If you are interested in contributing, or even leaving a suggestion, or simply want to keep an eye on our progress as we continue our work on this mod, feel free to join our Discord server here: https://discord.gg/eV3wmAX

We look forward to hearing from you, and thank you for your continued support!

Sincerely,
The Nomads Development Team
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Re: Nomads release notes

Postby Exotic_Retard » 11 Jun 2019, 16:47

Hello everyone,
Today its time to release Nomads V 76

You can play the newest version right now by clicking the nomads featured mod from the list on the side of the client, enjoy!

Changes for this version:

Model Replacements:
This patch we have redone the T1 mobile anti-air/artillery!
A multi-purpose missile launcher on a tracked base, this functions in the same way the previous unit did, but now with much more style!
Image

Image
The rear turret has flaps that unpack when the missiles are ready to fire, and there is also a front radar that tracks its targets!

Balance Changes + Bug Fixes:
A couple of important bugfixes made it in this patch, such as a problem with the ACU overcharge not draining energy correctly, now it works just as its supposed to, and has been changed to a single projectile as opposed to the old-style burst.
Capacitor has been rewritten from the ground up and is now better than ever, draining energy while charging up in a continous manner. You can cancel it mid-charge, but be careful as it decays very quickly!
A few units had the anchor ability but didnt really need it, so they got it removed, along with some rebalancing to make them all work again.
A bug where shield damage overspilling into regular damage when using EMP weapons against shielded units was fixed.
A bug where torpedo launchers targetted T1 tanks was fixed.

There have also been a lot of behind the scenes changes, with a lot of code updates to fit better standards, touching a lot of units and files.

As mentioned before, we are always looking for new developers to help us with our work. If you are interested in contributing, or even leaving a suggestion, or simply want to keep an eye on our progress as we continue our work on this mod, feel free to join our Discord server here: https://discord.gg/eV3wmAX

We look forward to hearing from you, and thank you for your continued support!

Sincerely,
The Nomads Development Team
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Re: Nomads release notes

Postby Exotic_Retard » 14 Jul 2019, 11:48

Hello everyone,
Today its time to release Nomads V 80

You can play the newest version right now by clicking the nomads featured mod from the list on the side of the client, enjoy!

Changes for this version:

Model Replacements:
This patch we have redone orbital command frigate!
Image
Its the ship that spawns at the beginning of the game, and performs useful functions such as launching the intel probes for the ACU, deploying the T3 artillery satellites, and performing orbital strikes!

You can also see it in the first mission of the nomads campaign, which has also been updated, and is available here: https://github.com/FAForever/NomadMissions

In later patches we plan on working on it more, adding better animations, and changing the ACU drop pod to come from this frigate.

Additionally, we have been hard at work changing the shaders for the game!
Image
The shaders for construction of buildings now build from the bottom up and in general look much better than before!

Image
Here you can see different buildings in various stages of construction:
Image
We can expect more tweaks to the shaders in the coming patches, making the game look better than ever!

Balance Changes + Bug Fixes:
The mod has been updated to be more in line with the latest FAF balance patch, with all the nomads analogues tweaked to match their FAF counterparts better.
The T1 land tank is no longer hover, but a regular tank, like the UEF, cybran and seraphim. (The Nomads lab is still hover though)
The abilities panel has been rewritten behind the scenes, and now displays abilities that are unavailable, such as TMLs that arent yet loaded. More changes are to come soon!
We have also tracked down and fixed a long standing issue causing a large amount of lag in the game, especially on higher game speeds. Nomads is running smoother than ever!


As mentioned before, we are always looking for new developers to help us with our work. If you are interested in contributing, or even leaving a suggestion, or simply want to keep an eye on our progress as we continue our work on this mod, feel free to join our Discord server here: https://discord.gg/eV3wmAX

We look forward to hearing from you, and thank you for your continued support!

Sincerely,
The Nomads Development Team
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Re: Nomads release notes

Postby Franck83 » 15 Jul 2019, 13:57

This is gold work !

Any tutorials about modding shaders ? could be useful !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: Nomads release notes

Postby Uveso » 16 Jul 2019, 03:45

Last but not least,

the Nomads mod got many updates for the AI (GPG and Sorian AI)

Also my AI has full Nomads support!
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Re: Nomads release notes

Postby Exotic_Retard » 18 Sep 2019, 20:57

Afternoon,
Today its time to release Nomads V 83
This patch contains 137 commits, just a couple of months after the previous one, making Nomads the most actively developed project on FAF! Thanks to everyone who contributed to the mod so far for making this possible!

You can play the newest version right now by clicking the nomads featured mod from the list on the side of the client, enjoy!

You can talk to us, see what we do, get help with modding supcom from the resident experts and much more here:
Nomads discord server: https://discord.gg/eV3wmAX

Changes for this version:
New beamer model:
Image
We are extremely happy to be able to show off our newest model of the beamer! Fully animated, and looking better than ever, you will be able to play with it right now!
Just as before, the beamer is able to fire from the experimental transport, but instead of being amphibious, it is now a hover unit, so you can spread chaos across the seas as well as on land!

This would not have been possible without the excellent work of Armaster, who through countless hours perfected the design of the unit, leading us to what we have today.

Shader Updates:
This patch we have exciting changes in the world of shaders!

Image
For the first time ever, we have added support for team-coloured shaders into the game! For now we are using this as a better method for colouring the nomads hover effects, as well as changing the colour of the beamers beam.
Image
We are looking at changing more effects in later patches, but we dont want to overdo things. Your feedback is very welcome on which effects you would like to see these methods implemented in, just leave us a message on our discord server!

A key change we worked on this patch was a rework of how the orbital bombardment upgrade for the ACU works!
Image
The upgrade is now split into two - light and heavy bombardment, which works similar to a TML, but with missiles fired from space instead!
Image
The light bombardment upgrade is two missiles, and the heavy one is eight! The damage is spread over an area, and is less precise than conventional TMLs, but can damage many units at once instead.

This is all thanks to Apofenas, who worked an awful lot to get the requirements for the bombardment upgrade just right.

Balance Changes + Bug Fixes:
T2 units got a few tweaks to their movement speed
The beamer got a little less dps, and a little more HP. Additionally it is now a hover unit and not amphibious.
T1 units got a slight nerf overall
T3 static artillery got a rework to its targetting code, so it should now work much more robustly, and be easier to handle in general, with everything being done from the building itself, rather than the satellite.
The orbital frigate got some quality of life changes, making it follow the acu better when its upgraded as well as general code cleanup.
The acu can now order orbital bombardment from the acu panel.
Many unit descriptions were fixed, spelling and grammar issues corrected, and in general improved!
much more!

Undieing gratitude goes to:
Spoiler: show
Armaster - his work on the beamer made it into what it is today
Apofenas - his work on the balance of the mod led to drastic improvements of the behaviour of the beamer, t3 static artillery, acu bombardment, and much more!
speed2 - fixes for black hole code and support for nomads campaign ai would have been impossible without him
StevenC21 - our newest developer! he went from never touching a line of code to irreplaceable contributions to the mod in the much needed areas of effects, strings and polish
Uveso - the resident expert on the ingame AI, he was responsible for critical fixes regarding various game modes and AI support
All those who left feedback on the mod on our discord server, helped with suggestions and gave comments and criticism, you know who you are!


As mentioned before, we are always looking for new developers to help us with our work. If you are interested in contributing, or even leaving a suggestion, or simply want to keep an eye on our progress as we continue our work on this mod, feel free to join our Discord server here: https://discord.gg/eV3wmAX

We look forward to hearing from you, and thank you for your continued support!

Additionally, if you are looking for help, advice or support on modding supcom in general, or how to do what we do, you are more than welcome to join and ask questions. We are also offering any content and source files we created, so you can get all the resources we use, some of which is extremely exclusive!

Sincerely,
The Nomads Development Team
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