Milestone 24

* Roadmap
* Roadmap/PC
* Roadmap/Wii
* Release Notes
* Release Notes/PC

## Milestone 24 - Monday, 21ˢᵗ April 2008

Summary:

* Bug Crunch
* First Delivery of Level Art Phase 4

Content Detail:

* BF Basics - Starfighter General - Flight Physics - Lock on warning
* BF Basics - Jedi Melee - Melee vs Melee – Jump attack
* BF Basics - Soldier AI - AI Actions - Cover
* BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
* General Gameplay – Spawn Screen

Game Design (Multiplayer):

* Bespin Phase 3 – Conquest
	+ 25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters we will support.
	+ All setups will be delivered equally to Phase 3 standard.
* Bespin Phase 3 - Hunt
	+ We will implement Ugnaughts and weapons functionality as per the game design.
* Bespin Phase 3 - Heroes vs. Villains
	+ We are aiming to get all 29 characters in, but not with all final behaviours.
* Yavin 4 Phase 3 – Conquest
	+ Will include currently agreed hero allocation
* Desolation Station / Death Star Construction Phase 3 – Conquest
* Dantooine Phase 3 – Conquest
* Dathomir Phase 3 – Conquest
* Kashyyyk Phase 3 – Conquest
* Dantooine Phase 3 – Hunt
	+ Gungan Booma and Disruptor Pistol will be implemented.

Gameplay Features (PC-only):

* BF Basics - Shooting - PC Vibration
	+ When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
	+ When Jedi hit/swipe
	+ Slight vibe when sprinting or boosting in a vehicle
	+ 1st-pass implementation, tweaked upon feedback.
* BF Basics - Starfighter General - Flight Physics - Lock on warning
	+ Lock-on indicator will be present as shown in mock-ups
	+ We are turning all heat-seaking missiles into homing missiles for simplicity as the distinction wasn't previously clear.
	+ Regarding a double lock-on, depending on the proximity of the second missile, the player will either avoid both or a second lock-on warning will kick in after the initial missile has been avoided.
	+ The communication that a missile has been avoided will be that the lock-on indicator disengages and depending on the orientation of the player, they will see the missile go past.
		- Note - Currently when in splitscreen mode there is an overlap of the lock-on warning.
* BF Basics - Jedi Melee - Melee vs Melee – Jump attack
	+ Feels powerful and can be used effectively
	+ Can be blocked
	+ Can be used in a double-jump
	+ Final damage dealt will be decided via playtesting
* BF Basics - Jedi Melee - Melee vs Infantry
	+ Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking.
	+ Damage from lightsaber will extend beyond visual effect.
	+ Damage to Stormtroopers should be 1-swipe kill.
	+ We will experiment with longer combos.
* BF Basics - Soldier AI - AI Actions - Cover
	+ Further refinement
	+ Class-specific actions - verified in Yavin Conquest
	+ Animation Variety - verified in Yavin Conquest
		- NOTE: Melee, Jedi, Heavy weapons classes across all factions will not take cover.
	+ Option to display cover volumes/props will be added to debug menu.
	+ Squads will use cover as much as possible, AI will use it according to threat assessment.
	+ AI can be flushed from cover.
	+ AI will remain in cover when no enemy is in sight if in ambush mode - triggered by designers.
* BF Basics - Soldier AI - AI Actions - Breaking AI patterns into states
	+ Further class-specific patterns, including Super Battle Droids, Snipers, etc.
	+ To validate, each of the classes will be on Tatooine as enemy and ally.
* General Gameplay – Jump Pack
	+ Dark Trooper will have jump pack behaviour
		- This is a player-related deliverable and will be similar to the jump pack functionality in BF2.
	+ AI jetpack usage is a separate deliverable.
* General Gameplay – Cluster Grenades
	+ • Hero throws 1 grenade that splits into 3 upon first bounce.
* General Gameplay – Zam Wessell's Pistol
	+ Pistol will have "High Damage" and an "Exploding Shot"
* General Gameplay – Gungan uses Boomers
	+ Gungans can throw a Booma grenade which will explode with a modified ion canon effect.
	+ Will include animation, tracer and explosion FX/SFX
* General Gameplay – Instant Action – Stats
	+ Further stats to be added to previous implementation.
* General Gameplay – Spawn Screen
	+ Will reflect work done in mock-ups (excluding Hologram shader)
	+ Will include Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest(will be the same as the regular Conquest spawn screen).
* General Gameplay – Improvements to evasive moves
	+ Control will return to player before move finished
	+ U-turn will incorporate 720° turn for starfighters
	+ Controls for triggering it will be further investigated.
* General Gameplay – Improved bailing from flying vehicles
	+ Player should leap from vehicle instead of simply falling out.
	+ Will investigate the player inheriting some of the vehicle's velocity.
* General Gameplay – Turret improvements
	+ Will be easier for the player to take out starfighters

Art (Planet Levels):

* Endor - Phase 3
* Death Star (Tributary Beam part) - Phase 3
* Cato Neimoidia - Phase 3
* Dathomir - Phase 3
* Yavin 4 - Phase 3
* Old Imperial Shipyard - Phase 3
* Tatooine - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Hoth - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Coruscant - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Bespin - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Desolation Station / Death Star Construction - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Droid Control Ship - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Star Destroyer - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Nebulon-B - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Interdictor - Phase 4
	+ Will reflect changes discussed in recent Story Scrub and Phase 4 Art meetings.

Art (Weapons):

* Ugnaught Mini-Arc Cutter
* Republic Rocket Launcher

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL
* Bug Crunch
	+ Aim for closure of 800 bugs prioritising As and B1s

## Milestone 12 - Monday, 21ˢᵗ April 2008

Summary:

* Focus on Bug Fixing

Gameplay Features (Miscallaneous):

* Focus on Battlefront Basics – See Main Schedule

Technical (General):

* Performance improvements
* All levels from other SKUs running on PC

Production:

* Deliver PC Build

## Milestone 15 - Monday, 21ˢᵗ April 2008

Summary:

* Additional Levels Running at 20fps
* First Pass At Jedi Combat

Gameplay Features (Miscellaneous):

* BF Basics - Wii-Specific Controls - Turrets
	+ revisions based on playtesting
* First-pass at jedi combat
* Ships rolling on Nunchuk or Wii Remote
	+ based on playtesting

Art:

* Tatooine - Phase 3 Preview
* Coruscant - Phase 3 Preview
* Bespin - Phase 3 Preview
* Star Destroyer - Phase 3 Preview
* Interdictor - Phase 3 Preview
* Nebulon B - Phase 3 Preview

Technical (General):

* Additional levels running @ 20fps
	+ Desolation, Hoth, Dathomir, Bespin + all capital ship-only levels.
	+ Stretch Goals - Dantooine, Kashyyyk
* Detail Geoms demonstrated on Endor trees
* Artificial horizon added to reticule in space

Production:

* Deliver Wii Build

# Hardware Prerequisites

## XBOX 360

* FLASH 6683
* XDK 6534.4

This is unchanged from the previous milestone.

Note: In order to play the game on XBOX360, each player now needs to sign in with separate profile to be able to play in splitscreen.

## PLAYSTATION 3

* SDK 2.1.0
* Target Manager 2.10.1.8.0

This is unchanged from the previous milestone.

Note: It is not possible to downgrade back to 1.9.0 once the update has been applied.

Note: All SDK related programs/firmware should be at 2.1.0 for the February 08 Milestone. It may be necessary after the upgrade to re-apply the settings in target manager to give the executable its custom stack size.

## WII

* Firmware 33.4.16
* SDK 3.1 Patch 4

Note: This is an upgrade from the previous milestone.

PC
--

* 1GB RAM, 3GHz P4 CPU, 256MB video card (shader 2.0)

This remains the same as the previous milestone.

# Setup / Art (ALL PLATFORMS)

Can play through Story mode from beginning to end

## Tatooine

* Art – (Phase 4) – NEW

	+ Reflects changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Story – Phase 3
* Training (Phase 3)
* Assault (Phase 3)
* Heroes vs. Villains (Phase 3)
* Hunt (Phase 3)
* Conquest (Phase 3)
* Wii art conversion (Phase 4) – NEW

## Coruscant

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Story (Phase 3)
* Conquest (Phase 3)
* Heroes vs. Villains (Phase 3)
* Wii art conversion (Phase 4) – NEW

## Bespin

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Splitscreen VBF
* Conquest (Phase 3) – NEW

	+ 25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters supported
	+ All setups delivered equally to Phase 3 standard.
* Story (Phase 3)
* Hunt (Phase 3) – NEW

	+ Ugnaughts and weapons functionality implemented as per the game design.
* Heroes vs. Villains (Phase 3) – NEW

	+ All characters are included in the character select screen with the correct loadouts but no additional work has been done specifically on their special weapon behaviours
* Wii art conversion (Phase 4) – NEW

## Endor

* Art (Phase 3) – NEW
* Story (Phase 3)
* Splitscreen VBF
* Conquest (Phase 3)
* Heroes vs. Villains (Phase 3)
* Hunt (Phase 3)
* Assault (Phase 2)
* Wii art conversion

## Kashyyyk

* Art (Phase 2)
* Splitscreen VBF
* Story (Phase 3)
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Hunt (Phase 2)
* Wii art conversion

## CIS Munificent (frigate) – (in Tatooine Conquest)

* Art (Phase 2)
* Wii art conversion

## Dathomir

* Story (Phase 3)
* Art (Phase 3) – NEW
* Shipyard (Phase 3) – NEW
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Wii art conversion
* Splitscreen VBF
* Shipyard Wii art conversion

## Yavin IV

* Art (Phase 3) – NEW
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3) – NEW

	+ Includes currently agreed hero allocation:

		- Republic – Anakin Skywalker, Tarfful
		- CIS – Asajj Ventress, Zam Wessel
		- Rebellion – Luke (Pilot), Leia
		- Empire – Sith Witch, Red Guard
* Reb Nebulon exterior
* Wii art conversion

## Hoth

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3)
* Assault
* Wii art conversion

## Mustafar

* Art (Phase 3)
* Story (Phase 3)
* Splitscreen VBF
* Conquest (Phase 3)
* Wii art conversion
* Heroes vs. Villains (Phase 3)

## CIS Cruiser

* Art (Phase 3)
* Conquest
* Wii art conversion

## Cato Neimodia

* Art (Phase 3) – NEW
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3)
* Wii art conversion

Note: The “Clear the area of all enemies” objective may sometimes appear to not complete after you have taken out all infantry units. This can be due to an infantry AI piloting a tank. It is necessary to locate the tank and destroy it and its pilot to clear the objective. This will be addressed in future builds.

## Desolation Station / Death Star Construction

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Story (Phase 3)
* Conquest (Phase 3) – NEW
* Wii art conversion

## Death Star (Tributary Beam part)

* Art (Phase 3) – NEW
* Wii art conversion

## Dantooine

* Art (Phase 3)
* Splitscreen VBF
* Story (Phase 3)
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Hunt (Phase 3) – NEW

+ Gungan Boobmba and arc-cutter implemented

* Wii art conversion

## Droid Control Ship

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Wii art conversion

## Death Star 2 (End of Endor)

* Art (Phase 3)
* Wii art conversion

## Nebulon B Frigate

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Wii art conversion (Phase 4) – NEW

## Republic Frigate – Acclamator II

* Art (Phase 2)
* Wii art conversion

## Interdictor (Imperial Medium Ship)

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Wii art conversion (Phase 4) – NEW

## Star Destroyer

* Wii art conversion (Phase 4) – NEW
* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings

# Code

## BF BASICS

### Shooting – PC Vibration

* When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
* When Jedi hit/swipe
* Slight vibe when sprinting or boosting in a vehicle
* 1st-pass implementation, tweaked upon feedback

### Starfighter General – Flight Physics – Lock On Warning

* Lock-on indicator present as shown in mock-ups
* We have turned all heat-seeking missiles into homing missiles for simplicity as the distinction wasn't previously clear
* Missile avoidance is communicated by the lock-on indicator disengaging and, depending on the orientation of the player, the missile going past

### Jedi Melee – Melee vs Melee – Jump Attack

* Feels powerful and can be used effectively
* Can be blocked
* Can be used in a double-jump

### Jedi Melee – Melee vs Infantry

* Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking
* Damage from lightsaber will extend beyond visual effect
* Damage to stormtroopers should be 1 swipe kill

### Soldier AI – AI Actions – Cover

* Further refinement
* Class-specific actions

	+ Details of behaviours at the end of this document.
* Animation Variety
* To be demonstrated on testroom\_AI
* Option to display cover volumes/props has been added to debug menu

### Soldier AI – AI Actions – Breaking AI patterns into states

* Further class-specific patterns, incl. Super Battledroids, Snipers, etc.

	+ Details of behaviours at the end of this document.
* To validate, each of the classes will be on Tatooine as enemy and ally

## General Gameplay

### Jump Pack

* Dark Trooper has jump pack behaviour
* This is a player-related deliverable and will be similar to the jump pack functionality in BF2
* AI jetpack usage is a separate deliverable

### Cluster Grenades

* Hero throws 1 grenade that splits into 3 upon first bounce

### Zam Wessel’s pistol shot

* Pistol now features high damage and an results in an exploding shot

### Gungans use a Boomba

* Gungans throw a Boomba grenade which explodes with a modified ion canon effect
* Includes animation, tracer and explosion FX/SFX

### Instant Action – Stats

* Further stats to be added to previous implementation.
* Complete list:

	+ Kill
	+ Deaths
	+ Suicides
	+ Headshots
	+ Time Spent Alive
	+ Shortest Time Alive
	+ Longest Time Alive
	+ Time Spent Crouching
	+ Time Spent At Turret
	+ Time Spent Walking
	+ Time Spent In Vehicle
	+ Distance Walked
	+ Distance Driven
	+ Escape Pod Trips
	+ Total Star Points
	+ Best Score
	+ Capital Ships Destroyed
	+ Vehicle Destroyed
	+ Fighters Destroyed
	+ Command Posts Captured
	+ Frigate Components Destroyed
	+ Consoles Destroyed
	+ Escape Pods Destroyed
	+ Turret Kills
	+ Games Played
	+ Times played as CIS
	+ Times played as Republic
	+ Times played as Empire
	+ Times played as Rebel
	+ Best Kill Streak
	+ Wins
	+ Losses
	+ Draws
	+ Best Team Score – NEW
	+ Biggest Win Margin – NEW
	+ Worst Defeat Margin – NEW
	+ Evasive Manouvers Performed – NEW
	+ Favourite Map – NEW
	+ Favourite Class – NEW

### Spawn Screen

* Reflects work done in mock-ups
* Includes Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest (are the same as the regular Conquest spawn screen)

### Improvements to evasive moves

* Control returns to player before move finished
* U-turn incorporates 720° turn for starfighters

### Improved bailing from flying vehicles

* Player leaps from vehicle instead of simply falling out
* Player inherits some of the movement velocity of the vehicle when bailing.

### Turret improvements

* Easier for the player to take out starfighters

## PLAYSTATION 3

* Several memory optimizations allowing for fewer out of memory crashes
* Split screen and LAN working with minimal testing
* More levels load in Galactic Conquest mode

## WII

* Wii Specific controls for turrets

	+ Aim – Analogue stick
	+ Zoom – Rotate remote L/R
	+ Fire - B
* First pass at Jedi combat
* Ships rolling on Nunchuk / Wii Remote
* Additional levels running @ 20fps

	+ Desolation
	+ Hoth
	+ Dathomir
	+ Bespin
	+ All capital ship-only levels
	+ Dantooine
	+ Kashyyyk
* Detail Geoms demonstrated on Endor trees
* Artificial horizon added to reticule in space

Note: Benchmark settings for Wii FPS validation are

* Select Level, Conquest, Clone wars era (if available), Medium map size
* Bring up conquest game settings and increase NPCs to 16 per side
* Launch game

PC
--

# Stage (PC only)

## Heroes & Villains

* Darth Vader
* Mace Windu
* Jango Fett
* Princess Leia
* Princess Leia (Post Episode VI)
* Lando Calrissian
* Zam Wessel
* Droideka
* IG88
* Rep. Clone Skytrooper
* Palpatine
* Darth Sidious / Emperor
* Darth Tyrannus / Count Dooku
* Darth Maul
* Chewbacca
* Tarrful
* Kota (blind)
* General Grievous
* Lobot
* Sith Witch 1
* Aayla Secura
* Anakin (ep3)
* Yoda
* Han Solo (new head)
* Young Obi-Wan
* Old Obi-Wan
* X1 (Act 1)
* X1 (Act 2)
* X1 (Act 3)
* X2 (Act 1)
* X2 (Act 2)
* X2 (Act 3)
* Luke Skywalker (Episode VI)
* Luke Skywalker (Pilot)
* Shara
* Falon Grey (Act 2)
* Ferroda
* Wedge
* Tortured Imperial Officer
* Ryder (Zev)
* Durge
* Padme (Episode II)
* Boba Fett
* Asajj Ventress

## Imperials

* Imp. Officer
* Imp. Stormtrooper
* Imp. Scout trooper
* Imp. Dark Trooper
* Imp. Shock Trooper
* Imp. Snow Trooper
* Imp. Pilot (Engineer)
* Imp. Guard
* Imp. Remnant (Alt. Stormtrooper) #1
* Imp. Remnant (Alt. Stormtrooper) #2
* Imp. Remnant (Alt. Stormtrooper) #3

## Rebels

* Rebel Marksman
* Rebel Soldier
* Rebel Soldier (Hoth)
* New Republic Soldier (Alt Rebel)
* Rebel Wookiee Warrior #1
* Rebel Wookiee Warrior #2
* Rebel Wookiee Warrior #3
* Rebel Vanguard

## Republic

* Rep. Clone Commander
* Rep. Clone Trooper
* Clone Sharpshooter
* Rep. Clone Jet Trooper (engineer)
* Rep. Clone Heavy Trooper

## CIS

* MagnaGuard
* Battle Droid
* Super Battle Droid
* Assassin Droid
* Pilot Droid

## Droids

* C-3PO
* R2-D2
* Medical Droid
* Ammo / power droid
* Imperial Probe Droid

## Beasts / Humanoids

* Rancor
* Ewok
* Ewok Variant #1
* Ewok Variant #2
* Ewok Variant #3
* Militiamen of Dantooine #1
* Militiamen of Dantooine #2
* Militiamen of Dantooine #3
* Gungan
* Tauntaun
* Jawa
* Kaminoan
* Dathomir Rebel #1
* Dathomir Rebel #2
* Tusken Raider
* Spoiled Clone Stormtrooper
* Spoiled Clone Wookiee
* Desolation Station Slave #1
* Desolation Station Slave #2
* Desolation Station Slave #3
* Ugnaught

## Space Vehicles

* Millenium Falcon
* Imp. TIE Interceptor
* Reb. X-Wing
* Sith Infiltrator
* Rep. Gunship (LAAT)
* CIS Gunship
* CIS Droid Starfighter
* Rebel V-Wing
* Rebel A-Wing
* Rebel Y-Wing
* Rep. Starfighter
* Rep. Jedi Starfighter
* Rep. ARC-170
* CIS Tri-fighter
* Imperial shuttle
* CIS Landing ship
* CIS Escape Pod
* Imp. Escape Pod
* Imp. Tie Fighter
* Imp. Slave 1
* CIS Strike Bomber
* Tie Bomber
* Rebel Dropship

## Ground Vehicles

* CIS Hailfire droid
* CIS AAT
* Rep. Clone Hovertank
* Snail Tank
* AAC-3
* Sith Speeder
* Imp. Speeder Bike
* CIS STAP
* Rep. BARC Speeder
* Rep. AT-RT
* Imp. AT-ST
* ATTE
* HTT
* T47 Snowspeeder
* Spider Droid
* Reb Medium Transport
* Imp. AT-AT
* Theta AT-AT Barge
* CIS MTT
* Combat Landspeeder
* AT-XR
* T5-B
* Rep. IFT
* Imp. IFT

## Weapons

* CIS Electrostaff
* Rep. Vibrolance (Power Lance)
* Reb. Reinforced Combat Staff
* Imp. Force Pike
* Rep. DC-15 Blaster
* Imp. E11 Blaster Rifle
* CIS E-5 Blaster Rifle
* Reb DH-17 Blaster Rifle
* E-3 Blaster Rifle
* Rep. Minigun
* Reb. Minigun
* Imp. Minigun
* Westar-34 Blaster
* Han Solo’s Blaster
* Reb E17d Sniper Rifle
* Rep. DC15x Sniper Rifle
* Imp. Modified BlasTech E-11s Sniper Rifle
* Zam Wessel Sniper rifle
* CIS Sniper Rifle
* Rep. DC17 Pistol
* Rep. Disruptor Pistol
* CIS Disruptor Pistol
* Reb. Disruptor Pistol
* Imp. Disruptor Pistol
* Imp. BlasTech SE-14r Blaster Pistol
* Zam Wessel Pistol
* Rep. Shotgun
* Reb. Shotgun
* Imp. Blast Cannon
* CIS Shotgun
* Rep. Grenade Launcher
* CIS Sonic Charge Launcher
* Reb Sonic Charge Launcher
* Imp Sonic Charge Launcher
* Rep. Rocket Launcher - NEW
* Reb HH15 Rocket Launcher
* Imp. MiniMag PTL Rocket Launcher
* Rep. Sorosuub Fusion Cutter
* CIS Arc Cutter
* Reb. Arc Cutter
* Imp. Art Cutter
* Rep. Fusion Cutter
* Rep. Thermal Detonator
* Barium Core Thermal Det
* Merrson Thermal Det
* Rep. Det Pack
* Rep. Mine (HX2)
* Golan Arms KE-6b Mine
* 3HX3 Mine
* Chewbacca’s weapon
* Sith Witch Lightsaber
* Kota Lightsaber
* X1 Lightsaber
* X2 Lightsaber
* Falon Grey Lightsaber
* Ferroda Lightsaber
* Dantooine Militiamen Rifle
* Jawas
* Princess Leia (Ep. IV)
* Anakin Lightsaber
* Yoda Lightsaber
* Obi-Wan Kenobi Lightsaber
* Mace Windu Lightsaber
* Grievous Lightsaber
* Aayla Secura Lightsaber
* Count Dooku Lightsaber
* Darth Vader Lightsaber
* Darth Sidious / Emperor Lightsaber
* Asajj Ventress Lightsaber
* Luke Skywalker Lightsaber
* Darth Maul Lightsaber
* Tarrful Weapon
* A280 Blaster Rifle
* Ugnaught Mini-Arc Cutter – NEW

## Props

* Laser Beam Turret
* Concussion Cannon Turret
* Generic Anti-Air Turret
* Generic Anti-Infantry Turret

# Known Issues:

Please refer to the BF3 Bug Database for additional information.

## PLAYSTATION 3

* Some story cut scenes don't play properly (eg Tatooine), but this won’t interfere with the playing of the level itself
* There is a problem with Kashyyyk involving inappropriate display of textures
* An issue with cube map conversion which makes some of the skies look somewhat gradiated
* The physics can be 'slippery' - characters have a little trouble going up steep slopes if they are walking slowly

## XBOX 360

* Skinned characters are missing in cutscenes
* Memory is still tight – Loading / playing several levels will result in running out of memory. We are investigating if it's a memory leak or just memory fragmentation
* Famerate is generally low (5 fps)
* HDR is too intense
* Texture streaming is slow and not loading all high res textures
* Splitscreen shadows are broken
* When going from in-game to frontend, streaming out level textures isn't done early enough which affects the frontend’s loading of the titlescreen background textures.
* The rumbling/pad vibration doesn't work on Xbox 360 in this milestone.

## WII

* Removed "Large"/"50 players" map size as there are never more than 32 players on Wii
* Removed environmental mapping from backgrounds until it can be done more accurately
* When offscreen NPCs now float along on the nav mesh (as part of some offscreen movement otimisation). Because this doesn't always hug the ground, sometimes NPCs are floating in the air when they come back on screen
* Most story levels fail at some point due of a lack of memory
* You spawn under Kashyyyk because of design changes not reflected in Wii assets

PC
--

# Optimisations / Fixes / General Commits Completed:

## General

* Made changes so the current sub objective is cleared when the level is restarted from the menu.
* Made profile stats save every time a new objective is set.
* Added an event for teams winning a game to the game modes.
* Adjusted levels to the updated AI system.
* Added fade from black to cutscene to the starts of the levels.
* Changed Galactic Conquest: ending a match now results on a loss.
* Space Only gamemode can be selected for Yavin, Coruscant and Desolation Station.
* Cutscenes are now streamed, and physics is properly paused during cutscenes.
* Changed the atmosphere. It now fades out at the horizon as viewer's altitude increases, and the atmosphere is added to the outer terrain instead. (BugID 1566)
* Fixed the objectives failing repeatedly in Story mode thus getting the game stuck.
* Fixed several issues on checkpoint loading.
* Fixed vehicle slot layout on most levels.
* Fixed players and NPCs becoming invisible after cutscenes.
* Fixed a number of cutscene crashes related to lighting, sound, fade-from-black.
* Fixed a problem where moving from a level to the next caused a crash when the first had a lightsaber in a cutscene.
* Fixed a crash that may occur when applying the Cato planetary bonus in Galactic Conquest.
* Fixed zones on several levels to avoid crashes.
* Fixed sky artifacts. (BugID 3513)
* Fixed an issue where a checkpoint restart failed when the save was done when using the ion cannon.
* Fixed checkpoint save while no objective indicators were visible.
* Fixed bugs. (BugID 4177, 4176, 4134.)
* Fixes horizontal portal for capital ships. (BugID 2177, 3920 )

## Bespin

* New scene descriptors.
* Added sentry guns and controls to clone era frigates.
* Set frigate backgrounds to appear in Conquest only.
* Fixed Lobot running to points problem.
* Fixed placement of 16-player mode spawners.
* Fixed landing splines and death volumes.
* Fixed AI orders to work with the new system.
* Fixed character list.
* Fixed Darktrooper spawns.
* Fixed strings and objectives.
* Fixed broken leaving area trigger.
* Fixed playable area triggers.
* Fixed spawner locations.
* Fixed nav in lower corridor.
* Fixed leaving playable area trigger on gas platform.
* Fixed archway spawners problem.
* Fixed the way that the death count of the dark troopers is done so it doesn't end too early.
* Fixed cutscene offset.

## Cato Neimoidia

* Turrets can now explode so mission can be completed.
* Fixed strings and objectives.
* Bug fixes.

## Coruscant

* New scene descriptors.
* Security turrets operational.
* Death triggers around the city expanded.
* Changed small death triggers to one giant one under the city - should prevent gaps being exploited.
* New AI functionality used.
* AI killing staggered to be less intensive at final ground objective.
* Fixed vehicle slot layout.
* Fixed strings and objectives.
* Physics blockers added - stop vehicles driving up ramps/indoors.
* Grievous removed due to broken animation.
* Updated signposting for cruiser missions.
* Fix for Yoda not having a lightsaber in Story mode.

## Dantooine

* Use the new AI system.
* Updated vehicle slots to new style.
* Talking heads updated.
* Fixed strings and objectives.
* Updated nav, triggers, spawners, prop positions. (BugID 4177, 4176)
* Fixed cutscene related bug. (BugID 3877)
* Added death trigger to solve issus. (BugID 1584)
* Fixed Venator naming problem. (BugID 4097)

## Dathomir

* Added new props to Shipyard.
* Cutscene now works.
* Added slow door closing mechanism.
* Door grinding added.
* Moved spawn points out of props.
* Fixed cover collision bug.
* Fixed Y-Wing bug.
* Fixed running into wall bug.

## Desolation Station

* New scene descriptor.
* Using new vehicle slot layout.

## Endor

* Altered command post and player spawner positions.
* Using new vehicle slots.
* Added Jet Pack jump splines.
* New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off.
* Hunt now has more selectable Ewoks from the menu.
* Pulled nav out round Ewok village.
* Changed Endor Conquest Setup.
* Fixed Interdictor remote turrets.
* Fixed strings and objectives.
* Fixed detail geoms.

## Frigates

* Taken escape pod buttons out of space maps.
* Added code for having interior guns on cruiser controlled form a console. (and the turret itself)
* Added continuous spark special effect for Shipyard doors.
* Added blockers to frigate hangars to stop characters from exiting the ship.
* Star Destroyer: Added health and HUD to reactor.

## Hoth

* Removed skybox artifacts (BugID 3513)
* Hoth infantry turret using redone model with gibs.
* Added open rear hangar doors.
* New ion cannon in right place, adding vistables to turrets and adding atst grouping prop for use in script.
* Making pickups visible.
* Made ties invisible at level end to prevent confusion.
* Added HUD icon for reactor core.
* Adding X1, snow troopers, and Shara to Story mode.
* Made the turret more powerful.
* Added vehicle blockers and making space flight funnel bigger in Story mode.
* Hoth LDR cubemap is now compressed.
* Removed door triggers.
* Fixed team numbering.
* Fixes to strings and objectives.
* Fixed ion cannon .
* Fix to Hoth not going onto the next level on completion.
* Fixed crash at level completion.
* Fixed vehicle slot layout.
* Fixed debris position.

## Kashyyyk

* Latest setup, new terrain and background.
* Changed Kashyyyk setup to fit new terrain.
* Added ground vehicles to Galactic Civil War Era.
* Tied in command posts with vehicle spawners.
* Changed escape pod splines.
* Changed cannon and turret positions.
* Added damage triggers.
* Fixed vehicle slot layout.
* Fixed navmesh on Kashyyyk.

## Mustafar

* Changed spawner positions.
* Changed escape pod splines.
* Changed cannon positions.
* Added cover props to level.
* Removed death trigger on bridge.
* Fixed vehicle slot layout.
* Fixed Ion Cannon.

## Tatooine

* Droid army added to the start of Story mode.
* Reduced funnel size.
* Fixed the naming of the shield generator console.
* Fixed a cutscene related crash.
* Added sniper points to Conquest mode.
* Made the Acclamator reactor use the correct shield prop.
* Fixed for the era flags not being present on the frigate interiors.
* Latest NPC setup for Story.
* Marching droid AI.

## Tatooine Training

* Fixed X1 take off at the beginning of training not working correctly. Ships now take off straight away.
* Fixed bug swapping weapons.

## Yavin

* Fixed using the wrong X2 in Story mode.
* Fixed leaving playable area triggers inside the temple.
* Fix landing pad leaving area trigger.
* Fixed bonus obj: killing tie fighters on Story mode.
* Changed heroes as they were the wrong way around (would prompt for tier 2 hero when it should prompt for tier 1 and vice versa).
* Fixed cutscene props in Yavin intro cutscene.
* Frigate interior game/mapmodes to save memory on Conquest mode.
* Fixed vehicle slot layout.
* Disabled bailing/exiting from X-wings for Story mode.

## Turrets

* Added manual zoom to remotes.
* Fixed the muzzle flashes of the four barrel remote turret to be shown correctly now.
* Made zoom modifications to auto turrets.
* Updated Munificent wing turret movement.
* Modified security turrets.
* Added the new damageable/repairable turrets.
* Slowed and widened CIS Cruiser guns.
* Prevented the character animation component from playing the animation when a laser is fired from a remote. This fixes the problem where Leia was playing her fire animation every time the hover turret fired it's laser. (BugID 3819)

## Weapons

* Various Rebel weapon bullet/fx fix.
* Added an clip size upgrade to all soldier blasters.
* Made the default rifle more accurate.
* Prevented weapon switches when the player is in a remote. (BugID 3634)
* New Tusken Raider Rifle and allocated to the character.
* New Ungnaught Arc Cutter and allocated to the character.
* Added new Magnaguard weapon. (with new animmaps)
* Added Ugnaught Hunt weapons.
* Added new Gungan specific disruptor pistol template. (BugID 2845)
* Added new animmaps for Han Solo and Leia's blasters.
* Made the lightsaber/melee weapon collision test much more frame-rate-safe.
* Fixed Yoda's lightsaber, it now also is smaller.
* Fixed Kota's lightsaber's colour.
* Changed default lightsaber length down to 1.0m. (to match Lucasarts official figures)
* Extended the damage from the lightsaber beyond what is drawn.
* Changed Kota and Sith Witch saber models in the stage.
* Tweaked cluster grenades.
* Added Durge and Dark Trooper cluster grenades.
* Altered cluster grenades to fragment in air if timer runs out before colliding.
* Cluster grenades timer tweaks.
* Added green trail for boomba grenade.
* Added new grenade explosion.
* Made changes to prevent flicking to bind pose on first grenade throw.
* Updated animation maps and gun state templates for melee weapons. Now uses appropriate grenade throwing animations. (BugID 2471 & 3461)
* Fixed detpacks to not stick to people. (only vehicles or ground)
* Reduced detpack throw distance.
* Fixed a crash caused when detonating a detpack.
* The CIS have inherited all the Rebel explosive weapon models. This includes the thermal detonators and proximity mines.
* Durge minigun now has infinite ammo. (BugID 3320)
* Added experimental mini-gun firing model. (Republic)
* Fixed minigun overheat particle effect to update position correctly until killed, and effect is killed if the gun is deleted.
* Re-added laser sliding to the miniguns.
* Fixed cloaking sniper for the CIS.
* Fixed cloaking in 3rd person for the Rebel sniper rifle.
* The gun of the Assassin Droid now cloaks.
* Tweaked the anti-vehicle gun.
* Flak bullets must now reach a certain distance (and height) from a launch point before 'arming' - they will still do laser impact.
* Rocket launcher reload speed increase.
* Rocket launcher double rocket firing added.
* Tweaked the single rocket: faster rate, tighter controls, only locks onto ground vehicles.
* Added damage to all concussion missiles.
* Tweaked sonic charge launcher.
* Fix for CIS shotgun - first person.
* Fix for CIS shotgun upgrade template.
* Fix for CIS e5blaster - first person.
* Fix for CIS e5blaster upgrade template.
* Fix for CIS sniper rifle - first person.
* Fix for Republic disruptor - first person.
* Fix for Tusken rifle - third person
* Fixed Durge Pistol - first person
* Fixed CIS Arc Cutter - first person
* Fixed cloaking of the rebel sniper in 1st person
* Fixed gun cloaking of the Assassination droid in 3rd person
* Fixed E3 blaster first and third person position.
* Fixed SBD rocket&blaster first person position.
* Fixed Imperial E11 Sniper rifle third person position.
* Fixed Zam Wessel Sniper Rifle first person position.
* Fixed Zam Wessel Pistol first person position.
* Fixed Han Solo Blaster first person position.
* Fix for Magnaguard's staff.
* Magnaguard pistol - corrected muzzle flash.
* Magnaguard pistol - correct bullets.
* Magnaguard pistol - new gun position and rotation third person.
* Fixed Tusken Raider rifle - first person.
* Bowcaster - fixed.
* Gaffistick - fixed and assigned to Tusken Melee.
* Wookie Combat Staff - fixed. (now third person)
* Imperial Forcepike - fixed to new scale.
* Fixed Republic DC15 blaster rifle - third person.
* Imperial forcepike fix.
* Rebel shotgun fix.
* Durge pistol fix.
* Zam Wessel Sniper rifle zoom fix.
* Rebel Shotgun fix.

## Characters

* Allowed the Gungan to throw grenades without having a primary weapon.
* Improved jump pack behaviour.
* Fixed problem of Magnaguard not playing ubiks.
* Fixed Leia's legs appearing in first person view. (BugID 3616, 3620 & 2639)
* Corrected Padme's load-out to bring this in-line with LEC design doc.
* Implemented new 6 stage jump animations in first person. (BugID 3136, 3147 & 3102)
* Fixed general Grievous's lightsaber position.
* Fixed Padme's secondary weapon - allocated DC17.
* Fixed Jango Fett's 3rd person posistion fix - new scale.
* Assigned Jawa weapons. (Arc cutter/Jawa Blaster)
* Fix for lod calculation for skinned characters now the same as for un-skinned, specifically related to zoom amount. (BugID 1311)
* Fix for Droideka ragdoll crash.
* Jedi can now be healed by health droids in Hero vs Villain.
* NPC's that are shot in the head won't die anymore playing the death animation, but they will explode.
* Fixed sniper characters becoming invisible when exiting a vehicle.
* Updated in-game switch character (class) so that characters which are not loaded in the current level don't cause the current player character to disappear.
* Included a reload/firing override. Previously we had a feature where the reload anim would be overridden by a fire command 43% through the animation and this was across the board for all weapons. This has now been reset.

## Vehicles

* Changed flying vehicle lerps.
* Fixed fake rolls on Strike Bomber, X-Wing and Tie Interceptor.
* Added a setting for vehicles to set a minimum distance from gun that bullets will funnel towards. This should help with restricting the aiming on vehicles such as the Rebel landspeeder from being able to shoot themselves where they currently can easily.
* Fixed the aiming from its own turret, as has been happening on some of the tanks.
* Added the Rebel Landspeeder to the debug menu.
* Changed the behaviour of hover vehicles in their unsalvageable state (i.e. after they've flipped over beyond sensible bounds); Instead of the vehicle health being drained slowly (or not at all in godmode) with the rider stuck on it, the driver will fall out of the speeder and the speeder will explode after a set amount of seconds.
* Fixed escape pod references for the various eras.
* Fixed some bad behaviour of ships following landing splines (including player auto-land).
* Fixed LAAT gun getting stuck.
* Fixed Tauntaun and ATXR.
* Changed deletion of abandoned vehicles: now does damage over time instead of deleting it right away.
* Fixed vehicle dismount for Republic AT-RT.
* Bug fix for invincible dead ships.
* Made a spiral death with a random 15% chance of nicer particles.
* Fixed the CIS Stap being able to climb all over buildings.
* Stopped vehicles driving up ramps/indoors.
* Stopped the vehicles from moving when the player switches to a hero, since the player was being dismounted and immediately run over by the still moving vehicle. (BugID 1454)
* Updated flying vehicle damage state effects.

## Player

* Melee combat improvements.
* Auto turning to face an opponent when you begin an attack.
* Lock on code - will keep the same target unless you release the lock button. (before it would search for targets even if you had one)
* Scaled the traversal derived from melee character animations.
* Damage scaling results in Stormtroopers hit with a lightsaber to be killed in one swipe.
* Improved Jump Attack.
* Fixed shooting through the walls/characters problem.
* Fixed bug with the logic for selecting which player/npc should be offered to be a hero vehicle.

## Camera

* Character camera collision now ignores other characters.
* Test for terrain when searching for the room that the camera is in. (BugID 1408)
* Changed manual zoom.
* Change the camera so that when characters collide with each other it doesn't zoom forward.
* Added new up down evade camera.
* Fixed third person cloak and when the player is driving a vehicle.
* Fixed coordinates in terrain height calculation for camera room lookup. (BugID 1408)
* Turned off hover vehicles fading out when the camera gets too close, instead: improved the camera collision detection so it gets pushed into a position above the vehicle instead of right in the middle of it.

## HUD

* Altered the HUD element standard message class so that it doesn't cause the icons in the team score messages to appear huge.
* Added clipping to the texture for the incoming missile HUD so that it is clipped to the correct screen in split screen mode.
* Made sure texture clipping works for both screens, not just the top one in splitscreen.
* Stopped the ship HUD/remote HUD from disappearing if you do a check point load (i.e. die in Story mode) whilst in a ship or on a remote.
* Fixed the get out prompt for the Rebel landspeeder (BugID 3518)
* Fixed a glitch with the command post capture on the point of interest HUD which causes it to display coloured for a frame when it is first being captured.
* Amended the command post icons on the point of interest display so that they display the faction icon when they have been captured.
* Fixed the respawn prompts, so that it will only try to add them for players. (it was trying to add them for NPCs which was causing crashes) (BugID 2911)
* Sorted out the respawn in message to make sure that they only appear in the relevant modes, and if there is a delay until respawn. (BugID 3595)
* Made sure the death respawn prompt is removed at the right time to make sure that the respawn in message displays correctly.
* Made sure the objective indicators serialise upon check point reload to stop them from disappearing. (BugID 3591 and others)
* Modified the stats gather functionality so that star points are only added in Instant Action and score display HUD so that it will only appear in Instant Action.
* Changed the implementation for various sections of the hero manager; Heroes spawn directly, rather than going through a menu.
* Fixed so that objectives and objective indicator work now on a checkpoint load.
* Changed the health component so that it will only apply the health multiplier if it is doing a non-runtime load. This fixes problems in Story mode whereby the player was ending up with huge amounts of health after doing a few checkpoints. (BugID 3667, 3006)
* Fixed the bonus objectives so that they will be immediately be displayed as new objectives.
* Made sure that players and NPCs have consistent flags. Disabled the flags which allow players to appear as points of interest in single player mode.
* Made a few corrections relating to the prop team colours and prop font colours, especially for the distances of objective indicators and command posts.
* Fixed a bug with the overcharge health bar display which was causing it to draw too long in certain conditions.
* Fixed the objective indicators not appearing for a specific type of remote turret. (BugID 3566)
* Added HUD icons for:
* CIS Disruptor Pistol;
* CIS Static Charge Launcher;
* Rebel Wookiee Combat Staff;
* Healthpack.

## Menu

* Improved general menu handling.
* Added level rotation feature. (only working now in single player)
Fixed a problem with GameMode Options not being stored.
Added some more faction related stats.
* Fixed an issue with the dialog box where the name of the menu event callback function was not safely copied to the string buffer.
* When the player activate the pause menu, all potentially active menus will be removed from the screen.
* Resolved an issue where selecting "Back" option in the end of match score page incorrectly triggered the "Restart" event.
* Now page back events will only trigger when there is a page to go back to.
* Changed the stats functionality, so that the score will be displayed in any Instant Action mode (i.e. Conquest, Hunt, and Heroes vs Villains), however they will only affect session unlocks in Conquest mode. (BugID 4113)
* Removed all unused menu items.
* Rectified issues where some textures have not been freed when its menu is removed from screen.
* Map Size is now selected when you choose a level, and only in Conquest Mode.

## Spawn Menu

* Auto-assign button is added to the faction select page.
* When teams are imbalanced, the player will be automatically allocated to the team with less players if auto-assign is selected.
* When teams are balanced, a random team will be assigned to the player.

## Character screen

* The class inventory panel now correctly retrieves all available weapons from the selected class template.
* Made changes so an idle animation is being played back on the Character Select menu.
* The character screen now display detailed character info including:

	+ player overall rank (currently this is fixed to rookie, as overall rank is yet implemented);
	+ class progress;
	+ class attributes;
	+ inventory item.

## Galactic Conquest

* Fixed an issue where the selected narrative was not correctly loaded when a scenario was previously selected.
* Planet Manager now correctly resets all planet states when the player resign from a scenario.
* Menu items for selecting scenario are now created on page load. This addresses the issue where menu items were not created when going back to the scenario page.

AI
--

* Made bots able to die.
* Added rule: only deflect blaster fire when trying to block. (Jedi)
* Added a timer to the flying AI pilot state so they wait a period of time before doing subsequent evasive moves from missiles.
* Don't do AI teleporting on 16 player maps.
* Stopped AI getting stuck in this state.
* The look around action can now take the base direction from the next nav waypoint.
* Added check to review if target is dead.
* Fixed "runnning" bug when told to walk.
* Fixed the landing code so AI and autolanding should work.
* New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off (easier to complete main objective 1 on Endor Story)
* Last AI setup changes (used in Tatooine Story)
* Changes to AI gun handling:

	+ The fire mode is now configured per weapon, rather than per character;
	+ The accuracy mode set by the AI state now overrides the character configuration, rather than vice versa;
	+ The weapon selection now selects a weapon if none is held;
	+ Setup sensible ranges for the BF sniper rifle template.

## Network

* Fixed a vehicle bug caused by swapping around in the seats before exiting in a net game.
* Fixed Jedi force power crash over network.
* Dedicated server will now auto-restart the game after 5 seconds.
* Added a message sent by the server to invalidate a spawn when the command post you are spawning to is lost, otherwise the client won't be able to spawn in this scenario.
* Fixed networked clients not dieing on a capital ship when it is destroyed.
* Moved the session advertising to the end of the loading process so the server will only be displayed once it is ingame.
* Fixed vehicles not firing over the network.
* Fixed dealing damage before the game mode component has been created.
* Fixed dedicated server crash when trying to use the camera's view when creating the HUD manager.
* Fixed objects attached to default room always being drawn.(BugID1081)
* Evasive moves in ships now break the lock on of AA guns.
* Fixed a bug with the how the GUI registers your team.
* Level Rotation now working in LAN games.
* Selected maps are cleared when entering the Level Selection Menu.
* Gamespy login leads to Create Game/Join game page.
* Fix for deleting all the props on a network game when the game has ended.

## Sound

* Fixed NPCs not making sounds.
* Fixed sound on cutscenes.

# Appendix A: Controls

Note: The controls have changed since the last milestone:

## PC Control Scheme (Default)

Note: PC vibration should work on any controller than registers itself as a force feedback controller.

## Xbox 360 & PS3 Controller:

The details below represent the Xbox 360 controller. The PlayStation 3 control layout will be identical.

Note: The PS3 SIXAXIS controls for flying are disabled by default. They can be enabled via the menu.

## Debug menu access (360):

Hold “BACK” (“Select” on PS3) for two seconds to enter the menu.

Press momentarily to exit the menu.

## Infantry controls:

The major modifications are the B button to roll, primary weapon switch, the vehicle entry and the roll.

## Ship controls:

Note: The control revision has affected the FLY cheat controls slightly:

# Wii controls

Note: The controls have been revised since the previous milestone.

Debug controls are mapped to the 4th Gamecube controller, navigated with the + pad and brought up with Start/X. A is select and B is back.

The controls menu now includes separate sensitivity for X and Y axes (through experimentation it has be found it is best to use a lower sensitivity on the Y axis, and maximum Y sensitivity may be reduced for this reason) and the ability to resize the elliptical dead zone. There is also a toggle to switch the functions of the A and B buttons (this document assumes the toggle to be disabled).

## Jedi:

Note: B actually just blocks swipe motions when Z is also held, preventing accidental left swipes when meaning to block.

# Appendix B: Class-Specific Behaviour Patterns

***Soldier Class***
**Overview:**

The soldier class is a general purpose class.  They are fast, efficient, and specialize in infantry combat.

### Characteristics:

* Will prioritize their blaster rifle when:

	+ attacking infantry
* May attempt to weapon strike an enemy if standing near to them

***Heavy Weapons Class***
**Overview:**

The heavy weapons trooper is essentially the anti-vehicle class.  He specializes in taking on both ground vehicles and overhead fighters.  He is heavily armored but slow moving.

### Characteristics:

* Slower moving class
* Should never take cover (this is especially true of the Super Battledroid)
* May switch to their minigun if:

	+ if attacking enemies within corridors / at a closer range
* Will try not to fire their rocket launcher if:

	+ near obstacles / friendly characters
* May attempt to weapon strike an enemy if standing near to them

***Sniper Class***
**Overview:**

The Sniper class is one of the fastest units on the battlefront and specializes in attacking from great distance.  A cloaking device allows him to navigate past enemies unnoticed.

### Characteristics:

* Fast
* Generally doesn't rush into combat - tries to keep at a distance as he isn't as useful up close
* Runs to and crouches at dedicated sniper points to pick enemies off at a distance
* May prioritize using the Sniper Rifle when:

	+ attacking a distant enemy
* May choose to switch to the Disrupter Pistol weapon when:

	+ attacking enemies at close-medium range
	+ attacking within confined interiors (corridors etc)
* May attempt to weapon strike an enemy if standing near to them

***Support Class***
**Overview:**

Essentially a mobile supply unit.  The Support Class can heal friendly units and also provide additional ammo through dropped supply packs.  He is equipped with a jetpack to aid navigation.

### Characteristics:

* They should consider using their ARC Cutter to:

	+ attack enemies at close range (after they've run up close to them)
* They should be using their jetpack to:

	+ traverse from lower levels onto higher levels / higher levels to lower levels / leap over tall objects
* They should switch to their Sonic Charge Launcher when:

	+ wanting to attack an enemy at medium / long range (due to the limited range of their ARC Cutter)
* May attempt to weapon strike an enemy if standing near to them

***Melee Class***
**Overview:**

The fastest and most powerful unit (with the exception of Jedi).  The limiting range of their primary weapon is their only weakness

### Characteristics:

* The fastest unit - will run frequently to get within range of enemies
* Their primary form of attack is their melee weapon.  They'll need to get close to enemies for this to be effective.
* Will never take cover

***Jedi Class***
**Overview:**

The ultimate class in BFIII.  They’re fast, powerful and great at any range.

### Characteristics:

* The fastest unit
* They should never take cover
* Their primary form of attack is their lightsaber.  They'll need to get close to enemies for this to be effective.

# Hardware Prerequisites

PC
--

* 1GB RAM, 3GHz P4 CPU, 256MB video card (shader 2.0)

This remains the same as the previous milestone.

# Setup / Art (ALL PLATFORMS)

Can play through Story mode from beginning to end

## Tatooine

* Art – (Phase 4) – NEW

	+ Reflects changes discussed in recent Story Scrub and Phase 4 Art meetings.
* Story – Phase 3
* Training (Phase 3)
* Assault (Phase 3)
* Heroes vs. Villains (Phase 3)
* Hunt (Phase 3)
* Conquest (Phase 3)

## Coruscant

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Story (Phase 3)
* Conquest (Phase 3)
* Heroes vs. Villains (Phase 3)

## Bespin

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Splitscreen VBF
* Conquest (Phase 3) – NEW

	+ 25 vs. 25 (of which a max of 16 per side are playable) is the largest number of characters supported
	+ All setups delivered equally to Phase 3 standard.
* Story (Phase 3)
* Hunt (Phase 3) – NEW

	+ Ugnaughts and weapons functionality implemented as per the game design.
* Heroes vs. Villains (Phase 3) – NEW

	+ All characters are included in the character select screen with the correct loadouts but no additional work has been done specifically on their special weapon behaviours

## Endor

* Art (Phase 3) – NEW
* Story (Phase 3)
* Splitscreen VBF
* Conquest (Phase 3)
* Heroes vs. Villains (Phase 3)
* Hunt (Phase 3)
* Assault (Phase 2)

## Kashyyyk

* Art (Phase 2)
* Splitscreen VBF
* Story (Phase 3)
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Hunt (Phase 2)

## Dathomir

* Story (Phase 3)
* Art (Phase 3) – NEW
* Shipyard (Phase 3) – NEW
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Splitscreen VBF
* Shipyard Wii art conversion

## Yavin IV

* Art (Phase 3) – NEW
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3) – NEW

	+ Includes currently agreed hero allocation:

		- Republic – Anakin Skywalker, Tarfful
		- CIS – Asajj Ventress, Zam Wessel
		- Rebellion – Luke (Pilot), Leia
		- Empire – Sith Witch, Red Guard
* Reb Nebulon exterior

## Hoth

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3)
* Assault

## Mustafar

* Art (Phase 3)
* Story (Phase 3)
* Splitscreen VBF
* Conquest (Phase 3)
* Heroes vs. Villains (Phase 3)

## CIS Cruiser

* Art (Phase 3)
* Conquest

## Cato Neimodia

* Art (Phase 3) – NEW
* Splitscreen VBF
* Story (Phase 3)
* Conquest (Phase 3)

Note: The “Clear the area of all enemies” objective may sometimes appear to not complete after you have taken out all infantry units. This can be due to an infantry AI piloting a tank. It is necessary to locate the tank and destroy it and its pilot to clear the objective. This will be addressed in future builds.

## Desolation Station / Death Star Construction

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings
* Story (Phase 3)
* Conquest (Phase 3) – NEW

## Dantooine

* Art (Phase 3)
* Splitscreen VBF
* Story (Phase 3)
* Multiplayer (Phase 1)
* Conquest (Phase 3) – NEW
* Hunt (Phase 3) – NEW

+ Gungan Boobmba and arc-cutter implemented

## Droid Control Ship

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings

## Nebulon B Frigate

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings

## Interdictor (Imperial Medium Ship)

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings

## Star Destroyer

* Art – (Phase 4) – NEW

	+ Reflects the changes discussed in recent Story Scrub and Phase 4 Art meetings

# Code

## BF BASICS

### Shooting – PC Vibration

* When the player shoots or gets hit - infantry, starfighters, ground vehicles and turrets
* When Jedi hit/swipe
* Slight vibe when sprinting or boosting in a vehicle
* 1st-pass implementation, tweaked upon feedback

### Starfighter General – Flight Physics – Lock On Warning

* Lock-on indicator present as shown in mock-ups
* We have turned all heat-seeking missiles into homing missiles for simplicity as the distinction wasn't previously clear
* Missile avoidance is communicated by the lock-on indicator disengaging and, depending on the orientation of the player, the missile going past

### Jedi Melee – Melee vs Melee – Jump Attack

* Feels powerful and can be used effectively
* Can be blocked
* Can be used in a double-jump

### Jedi Melee – Melee vs Infantry

* Player can attack single infantry without needing to be locked on, i.e. reduces forward momentum when attacking
* Damage from lightsaber will extend beyond visual effect
* Damage to stormtroopers should be 1 swipe kill

### Soldier AI – AI Actions – Cover

* Further refinement
* Class-specific actions

	+ Details of behaviours at the end of this document.
* Animation Variety
* To be demonstrated on testroom\_AI
* Option to display cover volumes/props has been added to debug menu

### Soldier AI – AI Actions – Breaking AI patterns into states

* Further class-specific patterns, incl. Super Battledroids, Snipers, etc.

	+ Details of behaviours at the end of this document.
* To validate, each of the classes will be on Tatooine as enemy and ally

## General Gameplay

### Jump Pack

* Dark Trooper has jump pack behaviour
* This is a player-related deliverable and will be similar to the jump pack functionality in BF2
* AI jetpack usage is a separate deliverable

### Cluster Grenades

* Hero throws 1 grenade that splits into 3 upon first bounce

### Zam Wessel’s pistol shot

* Pistol now features high damage and an results in an exploding shot

### Gungans use a Boomba

* Gungans throw a Boomba grenade which explodes with a modified ion canon effect
* Includes animation, tracer and explosion FX/SFX

### Instant Action – Stats

* Further stats to be added to previous implementation.
* Complete list:

	+ Kill
	+ Deaths
	+ Suicides
	+ Headshots
	+ Time Spent Alive
	+ Shortest Time Alive
	+ Longest Time Alive
	+ Time Spent Crouching
	+ Time Spent At Turret
	+ Time Spent Walking
	+ Time Spent In Vehicle
	+ Distance Walked
	+ Distance Driven
	+ Escape Pod Trips
	+ Total Star Points
	+ Best Score
	+ Capital Ships Destroyed
	+ Vehicle Destroyed
	+ Fighters Destroyed
	+ Command Posts Captured
	+ Frigate Components Destroyed
	+ Consoles Destroyed
	+ Escape Pods Destroyed
	+ Turret Kills
	+ Games Played
	+ Times played as CIS
	+ Times played as Republic
	+ Times played as Empire
	+ Times played as Rebel
	+ Best Kill Streak
	+ Wins
	+ Losses
	+ Draws
	+ Best Team Score – NEW
	+ Biggest Win Margin – NEW
	+ Worst Defeat Margin – NEW
	+ Evasive Manouvers Performed – NEW
	+ Favourite Map – NEW
	+ Favourite Class – NEW

### Spawn Screen

* Reflects work done in mock-ups
* Includes Spawn Screens for Conquest, Hunt, Heroes vs. Villains and Galactic Conquest (are the same as the regular Conquest spawn screen)

### Improvements to evasive moves

* Control returns to player before move finished
* U-turn incorporates 720° turn for starfighters

### Improved bailing from flying vehicles

* Player leaps from vehicle instead of simply falling out
* Player inherits some of the movement velocity of the vehicle when bailing.

### Turret improvements

* Easier for the player to take out starfighters

# Stage (PC only)

## Heroes & Villains

* Darth Vader
* Mace Windu
* Jango Fett
* Princess Leia
* Princess Leia (Post Episode VI)
* Lando Calrissian
* Zam Wessel
* Droideka
* IG88
* Rep. Clone Skytrooper
* Palpatine
* Darth Sidious / Emperor
* Darth Tyrannus / Count Dooku
* Darth Maul
* Chewbacca
* Tarrful
* Kota (blind)
* General Grievous
* Lobot
* Sith Witch 1
* Aayla Secura
* Anakin (ep3)
* Yoda
* Han Solo (new head)
* Young Obi-Wan
* Old Obi-Wan
* X1 (Act 1)
* X1 (Act 2)
* X1 (Act 3)
* X2 (Act 1)
* X2 (Act 2)
* X2 (Act 3)
* Luke Skywalker (Episode VI)
* Luke Skywalker (Pilot)
* Shara
* Falon Grey (Act 2)
* Ferroda
* Wedge
* Tortured Imperial Officer
* Ryder (Zev)
* Durge
* Padme (Episode II)
* Boba Fett
* Asajj Ventress

## Imperials

* Imp. Officer
* Imp. Stormtrooper
* Imp. Scout trooper
* Imp. Dark Trooper
* Imp. Shock Trooper
* Imp. Snow Trooper
* Imp. Pilot (Engineer)
* Imp. Guard
* Imp. Remnant (Alt. Stormtrooper) #1
* Imp. Remnant (Alt. Stormtrooper) #2
* Imp. Remnant (Alt. Stormtrooper) #3

## Rebels

* Rebel Marksman
* Rebel Soldier
* Rebel Soldier (Hoth)
* New Republic Soldier (Alt Rebel)
* Rebel Wookiee Warrior #1
* Rebel Wookiee Warrior #2
* Rebel Wookiee Warrior #3
* Rebel Vanguard

## Republic

* Rep. Clone Commander
* Rep. Clone Trooper
* Clone Sharpshooter
* Rep. Clone Jet Trooper (engineer)
* Rep. Clone Heavy Trooper

## CIS

* MagnaGuard
* Battle Droid
* Super Battle Droid
* Assassin Droid
* Pilot Droid

## Droids

* C-3PO
* R2-D2
* Medical Droid
* Ammo / power droid
* Imperial Probe Droid

## Beasts / Humanoids

* Rancor
* Ewok
* Ewok Variant #1
* Ewok Variant #2
* Ewok Variant #3
* Militiamen of Dantooine #1
* Militiamen of Dantooine #2
* Militiamen of Dantooine #3
* Gungan
* Tauntaun
* Jawa
* Kaminoan
* Dathomir Rebel #1
* Dathomir Rebel #2
* Tusken Raider
* Spoiled Clone Stormtrooper
* Spoiled Clone Wookiee
* Desolation Station Slave #1
* Desolation Station Slave #2
* Desolation Station Slave #3
* Ugnaught

## Space Vehicles

* Millenium Falcon
* Imp. TIE Interceptor
* Reb. X-Wing
* Sith Infiltrator
* Rep. Gunship (LAAT)
* CIS Gunship
* CIS Droid Starfighter
* Rebel V-Wing
* Rebel A-Wing
* Rebel Y-Wing
* Rep. Starfighter
* Rep. Jedi Starfighter
* Rep. ARC-170
* CIS Tri-fighter
* Imperial shuttle
* CIS Landing ship
* CIS Escape Pod
* Imp. Escape Pod
* Imp. Tie Fighter
* Imp. Slave 1
* CIS Strike Bomber
* Tie Bomber
* Rebel Dropship

## Ground Vehicles

* CIS Hailfire droid
* CIS AAT
* Rep. Clone Hovertank
* Snail Tank
* AAC-3
* Sith Speeder
* Imp. Speeder Bike
* CIS STAP
* Rep. BARC Speeder
* Rep. AT-RT
* Imp. AT-ST
* ATTE
* HTT
* T47 Snowspeeder
* Spider Droid
* Reb Medium Transport
* Imp. AT-AT
* Theta AT-AT Barge
* CIS MTT
* Combat Landspeeder
* AT-XR
* T5-B
* Rep. IFT
* Imp. IFT

## Weapons

* CIS Electrostaff
* Rep. Vibrolance (Power Lance)
* Reb. Reinforced Combat Staff
* Imp. Force Pike
* Rep. DC-15 Blaster
* Imp. E11 Blaster Rifle
* CIS E-5 Blaster Rifle
* Reb DH-17 Blaster Rifle
* E-3 Blaster Rifle
* Rep. Minigun
* Reb. Minigun
* Imp. Minigun
* Westar-34 Blaster
* Han Solo’s Blaster
* Reb E17d Sniper Rifle
* Rep. DC15x Sniper Rifle
* Imp. Modified BlasTech E-11s Sniper Rifle
* Zam Wessel Sniper rifle
* CIS Sniper Rifle
* Rep. DC17 Pistol
* Rep. Disruptor Pistol
* CIS Disruptor Pistol
* Reb. Disruptor Pistol
* Imp. Disruptor Pistol
* Imp. BlasTech SE-14r Blaster Pistol
* Zam Wessel Pistol
* Rep. Shotgun
* Reb. Shotgun
* Imp. Blast Cannon
* CIS Shotgun
* Rep. Grenade Launcher
* CIS Sonic Charge Launcher
* Reb Sonic Charge Launcher
* Imp Sonic Charge Launcher
* Rep. Rocket Launcher - NEW
* Reb HH15 Rocket Launcher
* Imp. MiniMag PTL Rocket Launcher
* Rep. Sorosuub Fusion Cutter
* CIS Arc Cutter
* Reb. Arc Cutter
* Imp. Art Cutter
* Rep. Fusion Cutter
* Rep. Thermal Detonator
* Barium Core Thermal Det
* Merrson Thermal Det
* Rep. Det Pack
* Rep. Mine (HX2)
* Golan Arms KE-6b Mine
* 3HX3 Mine
* Chewbacca’s weapon
* Sith Witch Lightsaber
* Kota Lightsaber
* X1 Lightsaber
* X2 Lightsaber
* Falon Grey Lightsaber
* Ferroda Lightsaber
* Dantooine Militiamen Rifle
* Jawas
* Princess Leia (Ep. IV)
* Anakin Lightsaber
* Yoda Lightsaber
* Obi-Wan Kenobi Lightsaber
* Mace Windu Lightsaber
* Grievous Lightsaber
* Aayla Secura Lightsaber
* Count Dooku Lightsaber
* Darth Vader Lightsaber
* Darth Sidious / Emperor Lightsaber
* Asajj Ventress Lightsaber
* Luke Skywalker Lightsaber
* Darth Maul Lightsaber
* Tarrful Weapon
* A280 Blaster Rifle
* Ugnaught Mini-Arc Cutter – NEW

## Props

* Laser Beam Turret
* Concussion Cannon Turret
* Generic Anti-Air Turret
* Generic Anti-Infantry Turret

# Known Issues:

Please refer to the BF3 Bug Database for this information.

# Optimisations / Fixes / General Commits Completed:

## General

* Made changes so the current sub objective is cleared when the level is restarted from the menu.
* Made profile stats save every time a new objective is set.
* Added an event for teams winning a game to the game modes.
* Adjusted levels to the updated AI system.
* Added fade from black to cutscene to the starts of the levels.
* Changed Galactic Conquest: ending a match now results on a loss.
* Space Only gamemode can be selected for Yavin, Coruscant and Desolation Station.
* Cutscenes are now streamed, and physics is properly paused during cutscenes.
* Changed the atmosphere. It now fades out at the horizon as viewer's altitude increases, and the atmosphere is added to the outer terrain instead. (BugID 1566)
* Fixed the objectives failing repeatedly in Story mode thus getting the game stuck.
* Fixed several issues on checkpoint loading.
* Fixed vehicle slot layout on most levels.
* Fixed players and NPCs becoming invisible after cutscenes.
* Fixed a number of cutscene crashes related to lighting, sound, fade-from-black.
* Fixed a problem where moving from a level to the next caused a crash when the first had a lightsaber in a cutscene.
* Fixed a crash that may occur when applying the Cato planetary bonus in Galactic Conquest.
* Fixed zones on several levels to avoid crashes.
* Fixed sky artifacts. (BugID 3513)
* Fixed an issue where a checkpoint restart failed when the save was done when using the ion cannon.
* Fixed checkpoint save while no objective indicators were visible.
* Fixed bugs. (BugID 4177, 4176, 4134.)
* Fixes horizontal portal for capital ships. (BugID 2177, 3920 )

## Bespin

* New scene descriptors.
* Added sentry guns and controls to clone era frigates.
* Set frigate backgrounds to appear in Conquest only.
* Fixed Lobot running to points problem.
* Fixed placement of 16-player mode spawners.
* Fixed landing splines and death volumes.
* Fixed AI orders to work with the new system.
* Fixed character list.
* Fixed Darktrooper spawns.
* Fixed strings and objectives.
* Fixed broken leaving area trigger.
* Fixed playable area triggers.
* Fixed spawner locations.
* Fixed nav in lower corridor.
* Fixed leaving playable area trigger on gas platform.
* Fixed archway spawners problem.
* Fixed the way that the death count of the dark troopers is done so it doesn't end too early.
* Fixed cutscene offset.

## Cato Neimoidia

* Turrets can now explode so mission can be completed.
* Fixed strings and objectives.
* Bug fixes.

## Coruscant

* New scene descriptors.
* Security turrets operational.
* Death triggers around the city expanded.
* Changed small death triggers to one giant one under the city - should prevent gaps being exploited.
* New AI functionality used.
* AI killing staggered to be less intensive at final ground objective.
* Fixed vehicle slot layout.
* Fixed strings and objectives.
* Physics blockers added - stop vehicles driving up ramps/indoors.
* Grievous removed due to broken animation.
* Updated signposting for cruiser missions.
* Fix for Yoda not having a lightsaber in Story mode.

## Dantooine

* Use the new AI system.
* Updated vehicle slots to new style.
* Talking heads updated.
* Fixed strings and objectives.
* Updated nav, triggers, spawners, prop positions. (BugID 4177, 4176)
* Fixed cutscene related bug. (BugID 3877)
* Added death trigger to solve issus. (BugID 1584)
* Fixed Venator naming problem. (BugID 4097)

## Dathomir

* Added new props to Shipyard.
* Cutscene now works.
* Added slow door closing mechanism.
* Door grinding added.
* Moved spawn points out of props.
* Fixed cover collision bug.
* Fixed Y-Wing bug.
* Fixed running into wall bug.

## Desolation Station

* New scene descriptor.
* Using new vehicle slot layout.

## Endor

* Altered command post and player spawner positions.
* Using new vehicle slots.
* Added Jet Pack jump splines.
* New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off.
* Hunt now has more selectable Ewoks from the menu.
* Pulled nav out round Ewok village.
* Changed Endor Conquest Setup.
* Fixed Interdictor remote turrets.
* Fixed strings and objectives.
* Fixed detail geoms.

## Frigates

* Taken escape pod buttons out of space maps.
* Added code for having interior guns on cruiser controlled form a console. (and the turret itself)
* Added continuous spark special effect for Shipyard doors.
* Added blockers to frigate hangars to stop characters from exiting the ship.
* Star Destroyer: Added health and HUD to reactor.

## Hoth

* Removed skybox artifacts (BugID 3513)
* Hoth infantry turret using redone model with gibs.
* Added open rear hangar doors.
* New ion cannon in right place, adding vistables to turrets and adding atst grouping prop for use in script.
* Making pickups visible.
* Made ties invisible at level end to prevent confusion.
* Added HUD icon for reactor core.
* Adding X1, snow troopers, and Shara to Story mode.
* Made the turret more powerful.
* Added vehicle blockers and making space flight funnel bigger in Story mode.
* Hoth LDR cubemap is now compressed.
* Removed door triggers.
* Fixed team numbering.
* Fixes to strings and objectives.
* Fixed ion cannon .
* Fix to Hoth not going onto the next level on completion.
* Fixed crash at level completion.
* Fixed vehicle slot layout.
* Fixed debris position.

## Kashyyyk

* Latest setup, new terrain and background.
* Changed Kashyyyk setup to fit new terrain.
* Added ground vehicles to Galactic Civil War Era.
* Tied in command posts with vehicle spawners.
* Changed escape pod splines.
* Changed cannon and turret positions.
* Added damage triggers.
* Fixed vehicle slot layout.
* Fixed navmesh on Kashyyyk.

## Mustafar

* Changed spawner positions.
* Changed escape pod splines.
* Changed cannon positions.
* Added cover props to level.
* Removed death trigger on bridge.
* Fixed vehicle slot layout.
* Fixed Ion Cannon.

## Tatooine

* Droid army added to the start of Story mode.
* Reduced funnel size.
* Fixed the naming of the shield generator console.
* Fixed a cutscene related crash.
* Added sniper points to Conquest mode.
* Made the Acclamator reactor use the correct shield prop.
* Fixed for the era flags not being present on the frigate interiors.
* Latest NPC setup for Story.
* Marching droid AI.

## Tatooine Training

* Fixed X1 take off at the beginning of training not working correctly. Ships now take off straight away.
* Fixed bug swapping weapons.

## Yavin

* Fixed using the wrong X2 in Story mode.
* Fixed leaving playable area triggers inside the temple.
* Fix landing pad leaving area trigger.
* Fixed bonus obj: killing tie fighters on Story mode.
* Changed heroes as they were the wrong way around (would prompt for tier 2 hero when it should prompt for tier 1 and vice versa).
* Fixed cutscene props in Yavin intro cutscene.
* Frigate interior game/mapmodes to save memory on Conquest mode.
* Fixed vehicle slot layout.
* Disabled bailing/exiting from X-wings for Story mode.

## Turrets

* Added manual zoom to remotes.
* Fixed the muzzle flashes of the four barrel remote turret to be shown correctly now.
* Made zoom modifications to auto turrets.
* Updated Munificent wing turret movement.
* Modified security turrets.
* Added the new damageable/repairable turrets.
* Slowed and widened CIS Cruiser guns.
* Prevented the character animation component from playing the animation when a laser is fired from a remote. This fixes the problem where Leia was playing her fire animation every time the hover turret fired it's laser. (BugID 3819)

## Weapons

* Various Rebel weapon bullet/fx fix.
* Added an clip size upgrade to all soldier blasters.
* Made the default rifle more accurate.
* Prevented weapon switches when the player is in a remote. (BugID 3634)
* New Tusken Raider Rifle and allocated to the character.
* New Ungnaught Arc Cutter and allocated to the character.
* Added new Magnaguard weapon. (with new animmaps)
* Added Ugnaught Hunt weapons.
* Added new Gungan specific disruptor pistol template. (BugID 2845)
* Added new animmaps for Han Solo and Leia's blasters.
* Made the lightsaber/melee weapon collision test much more frame-rate-safe.
* Fixed Yoda's lightsaber, it now also is smaller.
* Fixed Kota's lightsaber's colour.
* Changed default lightsaber length down to 1.0m. (to match Lucasarts official figures)
* Extended the damage from the lightsaber beyond what is drawn.
* Changed Kota and Sith Witch saber models in the stage.
* Tweaked cluster grenades.
* Added Durge and Dark Trooper cluster grenades.
* Altered cluster grenades to fragment in air if timer runs out before colliding.
* Cluster grenades timer tweaks.
* Added green trail for boomba grenade.
* Added new grenade explosion.
* Made changes to prevent flicking to bind pose on first grenade throw.
* Updated animation maps and gun state templates for melee weapons. Now uses appropriate grenade throwing animations. (BugID 2471 & 3461)
* Fixed detpacks to not stick to people. (only vehicles or ground)
* Reduced detpack throw distance.
* Fixed a crash caused when detonating a detpack.
* The CIS have inherited all the Rebel explosive weapon models. This includes the thermal detonators and proximity mines.
* Durge minigun now has infinite ammo. (BugID 3320)
* Added experimental mini-gun firing model. (Republic)
* Fixed minigun overheat particle effect to update position correctly until killed, and effect is killed if the gun is deleted.
* Re-added laser sliding to the miniguns.
* Fixed cloaking sniper for the CIS.
* Fixed cloaking in 3rd person for the Rebel sniper rifle.
* The gun of the Assassin Droid now cloaks.
* Tweaked the anti-vehicle gun.
* Flak bullets must now reach a certain distance (and height) from a launch point before 'arming' - they will still do laser impact.
* Rocket launcher reload speed increase.
* Rocket launcher double rocket firing added.
* Tweaked the single rocket: faster rate, tighter controls, only locks onto ground vehicles.
* Added damage to all concussion missiles.
* Tweaked sonic charge launcher.
* Fix for CIS shotgun - first person.
* Fix for CIS shotgun upgrade template.
* Fix for CIS e5blaster - first person.
* Fix for CIS e5blaster upgrade template.
* Fix for CIS sniper rifle - first person.
* Fix for Republic disruptor - first person.
* Fix for Tusken rifle - third person
* Fixed Durge Pistol - first person
* Fixed CIS Arc Cutter - first person
* Fixed cloaking of the rebel sniper in 1st person
* Fixed gun cloaking of the Assassination droid in 3rd person
* Fixed E3 blaster first and third person position.
* Fixed SBD rocket&blaster first person position.
* Fixed Imperial E11 Sniper rifle third person position.
* Fixed Zam Wessel Sniper Rifle first person position.
* Fixed Zam Wessel Pistol first person position.
* Fixed Han Solo Blaster first person position.
* Fix for Magnaguard's staff.
* Magnaguard pistol - corrected muzzle flash.
* Magnaguard pistol - correct bullets.
* Magnaguard pistol - new gun position and rotation third person.
* Fixed Tusken Raider rifle - first person.
* Bowcaster - fixed.
* Gaffistick - fixed and assigned to Tusken Melee.
* Wookie Combat Staff - fixed. (now third person)
* Imperial Forcepike - fixed to new scale.
* Fixed Republic DC15 blaster rifle - third person.
* Imperial forcepike fix.
* Rebel shotgun fix.
* Durge pistol fix.
* Zam Wessel Sniper rifle zoom fix.
* Rebel Shotgun fix.

## Characters

* Allowed the Gungan to throw grenades without having a primary weapon.
* Improved jump pack behaviour.
* Fixed problem of Magnaguard not playing ubiks.
* Fixed Leia's legs appearing in first person view. (BugID 3616, 3620 & 2639)
* Corrected Padme's load-out to bring this in-line with LEC design doc.
* Implemented new 6 stage jump animations in first person. (BugID 3136, 3147 & 3102)
* Fixed general Grievous's lightsaber position.
* Fixed Padme's secondary weapon - allocated DC17.
* Fixed Jango Fett's 3rd person posistion fix - new scale.
* Assigned Jawa weapons. (Arc cutter/Jawa Blaster)
* Fix for lod calculation for skinned characters now the same as for un-skinned, specifically related to zoom amount. (BugID 1311)
* Fix for Droideka ragdoll crash.
* Jedi can now be healed by health droids in Hero vs Villain.
* NPC's that are shot in the head won't die anymore playing the death animation, but they will explode.
* Fixed sniper characters becoming invisible when exiting a vehicle.
* Updated in-game switch character (class) so that characters which are not loaded in the current level don't cause the current player character to disappear.
* Included a reload/firing override. Previously we had a feature where the reload anim would be overridden by a fire command 43% through the animation and this was across the board for all weapons. This has now been reset.

## Vehicles

* Changed flying vehicle lerps.
* Fixed fake rolls on Strike Bomber, X-Wing and Tie Interceptor.
* Added a setting for vehicles to set a minimum distance from gun that bullets will funnel towards. This should help with restricting the aiming on vehicles such as the Rebel landspeeder from being able to shoot themselves where they currently can easily.
* Fixed the aiming from its own turret, as has been happening on some of the tanks.
* Added the Rebel Landspeeder to the debug menu.
* Changed the behaviour of hover vehicles in their unsalvageable state (i.e. after they've flipped over beyond sensible bounds); Instead of the vehicle health being drained slowly (or not at all in godmode) with the rider stuck on it, the driver will fall out of the speeder and the speeder will explode after a set amount of seconds.
* Fixed escape pod references for the various eras.
* Fixed some bad behaviour of ships following landing splines (including player auto-land).
* Fixed LAAT gun getting stuck.
* Fixed Tauntaun and ATXR.
* Changed deletion of abandoned vehicles: now does damage over time instead of deleting it right away.
* Fixed vehicle dismount for Republic AT-RT.
* Bug fix for invincible dead ships.
* Made a spiral death with a random 15% chance of nicer particles.
* Fixed the CIS Stap being able to climb all over buildings.
* Stopped vehicles driving up ramps/indoors.
* Stopped the vehicles from moving when the player switches to a hero, since the player was being dismounted and immediately run over by the still moving vehicle. (BugID 1454)
* Updated flying vehicle damage state effects.

## Player

* Melee combat improvements.
* Auto turning to face an opponent when you begin an attack.
* Lock on code - will keep the same target unless you release the lock button. (before it would search for targets even if you had one)
* Scaled the traversal derived from melee character animations.
* Damage scaling results in Stormtroopers hit with a lightsaber to be killed in one swipe.
* Improved Jump Attack.
* Fixed shooting through the walls/characters problem.
* Fixed bug with the logic for selecting which player/npc should be offered to be a hero vehicle.

## Camera

* Character camera collision now ignores other characters.
* Test for terrain when searching for the room that the camera is in. (BugID 1408)
* Changed manual zoom.
* Change the camera so that when characters collide with each other it doesn't zoom forward.
* Added new up down evade camera.
* Fixed third person cloak and when the player is driving a vehicle.
* Fixed coordinates in terrain height calculation for camera room lookup. (BugID 1408)
* Turned off hover vehicles fading out when the camera gets too close, instead: improved the camera collision detection so it gets pushed into a position above the vehicle instead of right in the middle of it.

## HUD

* Altered the HUD element standard message class so that it doesn't cause the icons in the team score messages to appear huge.
* Added clipping to the texture for the incoming missile HUD so that it is clipped to the correct screen in split screen mode.
* Made sure texture clipping works for both screens, not just the top one in splitscreen.
* Stopped the ship HUD/remote HUD from disappearing if you do a check point load (i.e. die in Story mode) whilst in a ship or on a remote.
* Fixed the get out prompt for the Rebel landspeeder (BugID 3518)
* Fixed a glitch with the command post capture on the point of interest HUD which causes it to display coloured for a frame when it is first being captured.
* Amended the command post icons on the point of interest display so that they display the faction icon when they have been captured.
* Fixed the respawn prompts, so that it will only try to add them for players. (it was trying to add them for NPCs which was causing crashes) (BugID 2911)
* Sorted out the respawn in message to make sure that they only appear in the relevant modes, and if there is a delay until respawn. (BugID 3595)
* Made sure the death respawn prompt is removed at the right time to make sure that the respawn in message displays correctly.
* Made sure the objective indicators serialise upon check point reload to stop them from disappearing. (BugID 3591 and others)
* Modified the stats gather functionality so that star points are only added in Instant Action and score display HUD so that it will only appear in Instant Action.
* Changed the implementation for various sections of the hero manager; Heroes spawn directly, rather than going through a menu.
* Fixed so that objectives and objective indicator work now on a checkpoint load.
* Changed the health component so that it will only apply the health multiplier if it is doing a non-runtime load. This fixes problems in Story mode whereby the player was ending up with huge amounts of health after doing a few checkpoints. (BugID 3667, 3006)
* Fixed the bonus objectives so that they will be immediately be displayed as new objectives.
* Made sure that players and NPCs have consistent flags. Disabled the flags which allow players to appear as points of interest in single player mode.
* Made a few corrections relating to the prop team colours and prop font colours, especially for the distances of objective indicators and command posts.
* Fixed a bug with the overcharge health bar display which was causing it to draw too long in certain conditions.
* Fixed the objective indicators not appearing for a specific type of remote turret. (BugID 3566)
* Added HUD icons for:
* CIS Disruptor Pistol;
* CIS Static Charge Launcher;
* Rebel Wookiee Combat Staff;
* Healthpack.

## Menu

* Improved general menu handling.
* Added level rotation feature. (only working now in single player)
Fixed a problem with GameMode Options not being stored.
Added some more faction related stats.
* Fixed an issue with the dialog box where the name of the menu event callback function was not safely copied to the string buffer.
* When the player activate the pause menu, all potentially active menus will be removed from the screen.
* Resolved an issue where selecting "Back" option in the end of match score page incorrectly triggered the "Restart" event.
* Now page back events will only trigger when there is a page to go back to.
* Changed the stats functionality, so that the score will be displayed in any Instant Action mode (i.e. Conquest, Hunt, and Heroes vs Villains), however they will only affect session unlocks in Conquest mode. (BugID 4113)
* Removed all unused menu items.
* Rectified issues where some textures have not been freed when its menu is removed from screen.
* Map Size is now selected when you choose a level, and only in Conquest Mode.

## Spawn Menu

* Auto-assign button is added to the faction select page.
* When teams are imbalanced, the player will be automatically allocated to the team with less players if auto-assign is selected.
* When teams are balanced, a random team will be assigned to the player.

## Character screen

* The class inventory panel now correctly retrieves all available weapons from the selected class template.
* Made changes so an idle animation is being played back on the Character Select menu.
* The character screen now display detailed character info including:

	+ player overall rank (currently this is fixed to rookie, as overall rank is yet implemented);
	+ class progress;
	+ class attributes;
	+ inventory item.

## Galactic Conquest

* Fixed an issue where the selected narrative was not correctly loaded when a scenario was previously selected.
* Planet Manager now correctly resets all planet states when the player resign from a scenario.
* Menu items for selecting scenario are now created on page load. This addresses the issue where menu items were not created when going back to the scenario page.

AI
--

* Made bots able to die.
* Added rule: only deflect blaster fire when trying to block. (Jedi)
* Added a timer to the flying AI pilot state so they wait a period of time before doing subsequent evasive moves from missiles.
* Don't do AI teleporting on 16 player maps.
* Stopped AI getting stuck in this state.
* The look around action can now take the base direction from the next nav waypoint.
* Added check to review if target is dead.
* Fixed "runnning" bug when told to walk.
* Fixed the landing code so AI and autolanding should work.
* New AI implemented to hold snipers in trees (fix bonus objective) and try to stop the Ewoks/guards charging off (easier to complete main objective 1 on Endor Story)
* Last AI setup changes (used in Tatooine Story)
* Changes to AI gun handling:

	+ The fire mode is now configured per weapon, rather than per character;
	+ The accuracy mode set by the AI state now overrides the character configuration, rather than vice versa;
	+ The weapon selection now selects a weapon if none is held;
	+ Setup sensible ranges for the BF sniper rifle template.

## Network

* Fixed a vehicle bug caused by swapping around in the seats before exiting in a net game.
* Fixed Jedi force power crash over network.
* Dedicated server will now auto-restart the game after 5 seconds.
* Added a message sent by the server to invalidate a spawn when the command post you are spawning to is lost, otherwise the client won't be able to spawn in this scenario.
* Fixed networked clients not dieing on a capital ship when it is destroyed.
* Moved the session advertising to the end of the loading process so the server will only be displayed once it is ingame.
* Fixed vehicles not firing over the network.
* Fixed dealing damage before the game mode component has been created.
* Fixed dedicated server crash when trying to use the camera's view when creating the HUD manager.
* Fixed objects attached to default room always being drawn.(BugID1081)
* Evasive moves in ships now break the lock on of AA guns.
* Fixed a bug with the how the GUI registers your team.
* Level Rotation now working in LAN games.
* Selected maps are cleared when entering the Level Selection Menu.
* Gamespy login leads to Create Game/Join game page.
* Fix for deleting all the props on a network game when the game has ended.

## Sound

* Fixed NPCs not making sounds.
* Fixed sound on cutscenes.

# Appendix A: Controls

Note: The controls have changed since the last milestone:

## PC Control Scheme (Default)

Note: PC vibration should work on any controller than registers itself as a force feedback controller.

## Infantry controls:

The major modifications are the B button to roll, primary weapon switch, the vehicle entry and the roll.

## Ship controls:

Note: The control revision has affected the FLY cheat controls slightly:

# Appendix B: Class-Specific Behaviour Patterns

***Soldier Class***

**Overview:**

The soldier class is a general purpose class.  They are fast, efficient, and specialize in infantry combat.

### Characteristics:

* Will prioritize their blaster rifle when:

	+ attacking infantry
* May attempt to weapon strike an enemy if standing near to them

***Heavy Weapons Class***

**Overview:**

The heavy weapons trooper is essentially the anti-vehicle class.  He specializes in taking on both ground vehicles and overhead fighters.  He is heavily armored but slow moving.

### Characteristics:

* Slower moving class
* Should never take cover (this is especially true of the Super Battledroid)
* May switch to their minigun if:

	+ if attacking enemies within corridors / at a closer range
* Will try not to fire their rocket launcher if:

	+ near obstacles / friendly characters
* May attempt to weapon strike an enemy if standing near to them

***Sniper Class***

**Overview:**

The Sniper class is one of the fastest units on the battlefront and specializes in attacking from great distance.  A cloaking device allows him to navigate past enemies unnoticed.

### Characteristics:

* Fast
* Generally doesn't rush into combat - tries to keep at a distance as he isn't as useful up close
* Runs to and crouches at dedicated sniper points to pick enemies off at a distance
* May prioritize using the Sniper Rifle when:

	+ attacking a distant enemy
* May choose to switch to the Disrupter Pistol weapon when:

	+ attacking enemies at close-medium range
	+ attacking within confined interiors (corridors etc)
* May attempt to weapon strike an enemy if standing near to them

***Support Class***

**Overview:**

Essentially a mobile supply unit.  The Support Class can heal friendly units and also provide additional ammo through dropped supply packs.  He is equipped with a jetpack to aid navigation.

### Characteristics:

* They should consider using their ARC Cutter to:

	+ attack enemies at close range (after they've run up close to them)
* They should be using their jetpack to:

	+ traverse from lower levels onto higher levels / higher levels to lower levels / leap over tall objects
* They should switch to their Sonic Charge Launcher when:

	+ wanting to attack an enemy at medium / long range (due to the limited range of their ARC Cutter)
* May attempt to weapon strike an enemy if standing near to them

***Melee Class***

**Overview:**

The fastest and most powerful unit (with the exception of Jedi).  The limiting range of their primary weapon is their only weakness

### Characteristics:

* The fastest unit - will run frequently to get within range of enemies
* Their primary form of attack is their melee weapon.  They'll need to get close to enemies for this to be effective.
* Will never take cover

***Jedi Class***

**Overview:**

The ultimate class in BFIII.  They’re fast, powerful and great at any range.

### Characteristics:

* The fastest unit
* They should never take cover
* Their primary form of attack is their lightsaber.  They'll need to get close to enemies for this to be effective.