- A new auto-reset option for dead/lost loadouts - A new mechanism to confirm a player is active in a mission so that insta-losses won't lead to loadout deaths - A UI fix to rename the reset button to "Hardtide: Reset Loadout" for clarity.
I've also pushed an update to the server so that PBs and lifetime losses are tracked on a per-loadout basis, and I hope to add UI to expose that data sometime in the future.
Hey! Arbites is coming to Hardtide soon. After Fatshark reversed course on not allowing universal cosmetics, a decision I was very much against, I've now got a copy of the DLC and am working to implement the class!
I had no idea they decided to not allow universal cosmetics, but then I'm a broke ass who never buys cometics lol, I'm happy to know they changed their minds. I noticed my win streaks are actually being kept on my Arbiter, surprisingly
I didn't own any of the affected cosmetics, but I thought it was a really lame move so I refunded Arbites. Happy they walked it back so I could get in there and try it out...and do some testing!
On that note: yes, the system should be storing your win count for Arbites. It appears to be working for me, as there's really no limitation in the code that would prevent Arbites from being stored/counted/logged.
That being said, FS did change up how missions are handled. Of course, there's no Auric version of Damnation/Heresy any more. But in the code, Auric is still set to Challenge Rating 5, like Damnation, and I'm not 100% sure there's a clear way to differentiate between it and damnation. I'm looking into it!
I'll also be adding the Arbites to the scoreboard soon.
Auric is now a difficulty that kind of replaces Damnation, since thy stripped Sedition from the game, imo auric feels A LOT easier than it did before, so at this moment Auric feels kinda dead to play, auric maelstrom, on the other hand, still offers a good challenge.
NOTICE: I just fixed a server-side issue that would, under some circumstances, cause the first mission played by totally fresh loadouts to not be counted.
Thanks SO much to .silmeria. for bringing that issue to my attention!
Hello, wondering if there is a way for you to track being vote kicked from a match and prevent it from lowering your streak by one. It's only happened twice for me so not like it's the most common thing to happen. Don't ask me why I was kicked I joined a match killed a boss then poof kicked. Guess they had a 4th and didn't set it to private. Anyways, still my favorite mod and half the reason why I play now a days. Happy to see that I'm still holding both the Zealot damnation streaks now trying to the same on vet without the invis training wheels this time around.
Not sure if this is known or not but it seems even if you have the tracker for Rolling Steel missions turned off if you leave during the mission it will put a skull on your shield. It didn't end my run as it seemed restarting the game fixed it but I could see people resetting their loadout thinking that it bugged and ended their streak.
The little shield keeps vanishing and I have no idea why lol is there a way to add an option that resets its display on the screen to maybe force it into showing again?
It's not showing at all, but also, I recently tried to rescale my UI, since my monitor is 1080 and I always felt like the UI was too big. These are the mods I have right now, posting because no idea which one could be causing an interference, in case it's not related to me rescaling the UI:
Hey! So I spent some time installing some of the mods I didn't have from your list and wasn't able to replicate the issue. Question: is the win streak number still visible in the places where the shield and other icons aren't? It'll be hard to see, so you might need to really squint!
I have an annoying update, after I got in the game to take those screenshots, the shield came back? I don't know what to believe in anymore. I'll see myself out lol
1) The server-side detection of skipped matches, and the function that reduces win counts when a match is skipped on an active loadout, has been re-enabled. This was temporarily disabled after the breaking changes introduced in the Unlocked & Loaded update.
2) Additionally, a grace period has been added for online mode (on the server-side) that does not count a lost mission as a win streak-ending loss if it occurs within 45 seconds of joining the match. This amount of time may change in the future, depending on how big of an effect it has.
It's a rare-but-known problem because right now there's no "bad luck protection" in the mod. It's something that's come up several times, and I've spent a lot of time thinking about. I'm thinking I'm going to implement a very light-touch rule on the server sometime soon, something like if a match ends in a loss within 30 seconds of joining it, the loss won't end the streak...but I still have to put some more thought into it.
Hardtide v2.22 is out now with the following fixes:
- Fixed conflict with other mods that load the same package used for shield UI, which was causing shields to not load for some players in v2.20-v2.21 - Added checks and fixes for shields disappearing when they shouldn't or getting stuck in the "?" loading state
Thanks to Dorn, VxeR, dunnybanni and boneofimba for reporting issues and helping figure this out!
I've been using it for some time, while I love the idea behind it, the new timed mission is an RNG failure waiting to happen, which imo counters the purpose of this mod. I would love to have the ability to exclude that mission, because it's not impossible to join an ongoing one when the timer is up and lose the streak not because of skill, but because quick play match making fucked you over.
You're right. The new mission is quite unique in that you could be dumped into an ongoing mission, even before the timer is halfway through, with no possibility to make that mission a success.
74 comments
- A new auto-reset option for dead/lost loadouts
- A new mechanism to confirm a player is active in a mission so that insta-losses won't lead to loadout deaths
- A UI fix to rename the reset button to "Hardtide: Reset Loadout" for clarity.
I've also pushed an update to the server so that PBs and lifetime losses are tracked on a per-loadout basis, and I hope to add UI to expose that data sometime in the future.
Please let me know if you run into any issues!
Edit: Oh, when I close the game, the counter resets to 0, so that makes sense lol, hoping to see an update soon!
On that note: yes, the system should be storing your win count for Arbites. It appears to be working for me, as there's really no limitation in the code that would prevent Arbites from being stored/counted/logged.
That being said, FS did change up how missions are handled. Of course, there's no Auric version of Damnation/Heresy any more. But in the code, Auric is still set to Challenge Rating 5, like Damnation, and I'm not 100% sure there's a clear way to differentiate between it and damnation. I'm looking into it!
I'll also be adding the Arbites to the scoreboard soon.
Thanks SO much to .silmeria. for bringing that issue to my attention!
1:'dmf'
2:'afk'
3:'AlternateGrenadeIcons'
4:'animation_events'
5:'Archivum Messelina'
6:'AutoLoot'
7:'AutoTag'
8:'AutoVault'
9:'BioPage'
10:'bugfix_loc_markers'
11:'buy_until_rating'
12:'CareerColourOutlines'
13:'character_cosmetics_view_improved'
14:'ChatBlock'
15:'CollectibleFinder'
16:'commodores_vestures_improved'
17:'custom_hud'
18:'DarkCache'
19:'debuff_indicator'
20:'DefaultToHighestBlessingTier'
21:'default_to_strike_team'
22:'DiscordRichPresence'
23:'EmoteBoard'
24:'EmpowerUntilLimit'
25:'EquippedIconPlus'
26:'guarantee_ability_activation'
27:'guarantee_special_action'
28:'guarantee_weapon_swap'
29:'Hardtide'
30:'Healthbars'
31:'heretical_idol_marker'
32:'how_did_I_get_that'
33:'hub_hotkey_menus'
34:'Inventory2D'
35:'KeepSwinging'
36:'KillfeedImprovements'
37:'kill_tracker'
38:'LoadoutNames'
39:'MartyrsSkullAssistant'
40:'material_markers'
41:'MissionBrief'
42:'more_characters_and_loadouts'
43:'Mourningstar_dialogue_improved'
44:'name_it'
45:'NavMap'
46:'Nothing New'
47:'no_dodge_jump'
48:'NumericUI'
49:'outline_colours'
50:'PenancesForTheMission'
51:'penances_improved'
52:'PingMonitor'
53:'PlayerOutlines'
54:'Ration Pack'
55:'REALPRICES'
56:'RecolorBossHealthBars'
57:'red_weapons_at_home'
58:'scoreboard'
59:'show-current-penance-stat'
60:'ShowInsignias'
61:'Spidey Sense'
62:'StimmsPickupIcon'
63:'TalentRefundBelow'
64:'tome_markers'
65:'train_timer'
66:'Tree_Helper'
67:'true_level'
68:'view_locked_weapon_cosmetics'
69:'view_premium_character_cosmetics'
70:'weapon_cosmetics_view_improved'
71:'which_book'
72:'who_are_you'
1) The server-side detection of skipped matches, and the function that reduces win counts when a match is skipped on an active loadout, has been re-enabled. This was temporarily disabled after the breaking changes introduced in the Unlocked & Loaded update.
2) Additionally, a grace period has been added for online mode (on the server-side) that does not count a lost mission as a win streak-ending loss if it occurs within 45 seconds of joining the match. This amount of time may change in the future, depending on how big of an effect it has.
Please let me know if you run into any issues!
It's a rare-but-known problem because right now there's no "bad luck protection" in the mod. It's something that's come up several times, and I've spent a lot of time thinking about. I'm thinking I'm going to implement a very light-touch rule on the server sometime soon, something like if a match ends in a loss within 30 seconds of joining it, the loss won't end the streak...but I still have to put some more thought into it.
I appreciate the feedback!
- Fixed conflict with other mods that load the same package used for shield UI, which was causing shields to not load for some players in v2.20-v2.21
- Added checks and fixes for shields disappearing when they shouldn't or getting stuck in the "?" loading state
Thanks to Dorn, VxeR, dunnybanni and boneofimba for reporting issues and helping figure this out!
Please let me know if you run into any issues!
You're right. The new mission is quite unique in that you could be dumped into an ongoing mission, even before the timer is halfway through, with no possibility to make that mission a success.
I'll put some thought into this.