fix typos, improve medical rewrite cba text

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bux578 2016-11-03 11:12:18 +01:00
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@ -13,14 +13,14 @@ Just about two month ago we've released 3.7.0. A version that had most of the bu
A big shoutout to those who helped testing! Thank you.
We've used this approach for 3.8.0 aswell and hope that again most of the bugs have been fixed already and that you can enjoy ACE3 without annoying interruptions.
We've used this approach for 3.8.0 as well and hope that again most of the bugs have been fixed already and that you can enjoy ACE3 without annoying interruptions.
We will keep this approach for the future and invite you to join to test the release candidates. All information will be posted in our public chat to which you're invited too. You can access it here: [http://slackin.ace3mod.com](http://slackin.ace3mod.com){:target="_blank"}
So, why didn't we release any minor releases for 3.7.0 (e.g. 3.7.1)? In short: We didn't feel that it was necessary. During and directingly after the release we already had added new, awesome features so that we had to do a major release.
So, why didn't we release any minor releases for 3.7.0 (e.g. 3.7.1)? In short: We didn't feel that it was necessary. During and directly after the release we had already added new and awesome features so that we had to do a major release.
Two new features have made it into 3.8.0 which are blood splatters and ammo box cook off.
Wounded units now will leave more visible trails of blood on the ground which could make for interesting missions like escaping as a wounded soldier who is being tracked down by enemy combatants.
Two new features have made it into 3.8.0 which are "blood splatters" and "ammo box cook off".
Wounded units will now leave more visible trails of blood on the ground which could make for interesting missions like escaping as a wounded soldier who is being tracked down by enemy combatants.
When ammo boxes are destroyed the contained ammunition now will cook off in a multitude of small explosions and the boxes won't just sink into the ground.
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@ -35,10 +35,9 @@ With 3.8.0 the map tools will allow you to draw straight lines again. A feature
### Medical rewrite
If you're following ACE3 development on github closely you might already have spotted it: The medical system gets a huge rewrite. That's true, we're completely redoing the medical system. Until now the medical system has been a merge of the AGM and CSE medical systems. The AGM one kind of became what you know as the "basic system" and CSE's respectively the "advanced system". Being two separate systems it was always hard for us to improve one or the other without reworking the other one too. Not an ideal situation. Another issue we will address with this rewrite is the amount of influence a medical condition has on gameplay. An issue we've often heard from different communities aswell. There's an interesting discussion going on github with a lot of different ideas and feature requests. Worth a read. // link to that discussion
If you're following ACE3 development on github closely you might already have spotted it: The medical system gets a huge rewrite. That's true, we're completely redoing the medical system. Until now the medical system has been a merge of the AGM and CSE medical systems. The AGM one kind of became what you know as the "basic system" and CSE's respectively the "advanced system". Being two separate systems it was always hard for us to improve one or the other without reworking the other one too. Not an ideal situation. Another issue we will address with this rewrite is the amount of influence a medical condition has on gameplay. An issue we've often heard from different communities as well. There's an [interesting discussion going on github with a lot of different ideas and feature requests](https://github.com/acemod/ACE3/issues/3134{:target="_blank"}). Worth a read.
With the state machine system that has been introduced in CBA we're able to rewrite the medical system in a better and easier way.
Now it's possible to define all medical conditions as different states and show feedback (visual, audio and textual) during the transitions between states (e.g. "no pain" -> "in pain") or react to sudden changes. All with performance and modularity in mind.
With the state machine system that has been introduced in CBA we are now able to strictly define various health states of players such as unconsciousness or cardiac arrest and what can happen in those states. This allows us to massively declutter the code which will not only reduce the possibility of bugs, but also enable us to add more features and gameplay elements to the medical system - with no performance loss at all.
We're really looking forward to the result and how you will like it.