Milestone 26

* Roadmap
* Roadmap/PC
* Roadmap/Wii
* Release Notes
* Release Notes/X360
* Release Notes/Hoth Build

## Milestone 26 - Monday, 16ᵗʰ June 2008

Summary:

* Focus on Battlefront Basics

Game Design (Multiplayer):

* Coruscant Preview – Assault
* Coruscant Preview - Heroes vs. Villains
* Bespin Preview – Assault
* Bespin Preview - Hunt
* Bespin Preview - Heroes vs. Villains
* Cato Neimoidia Preview – Assault
* Mustafar Preview - Heroes vs. Villains
* Yavin 4 Preview – Assault

Game Design (Story):

* Tatooine Training Ground Preview

Gameplay Features:

* BF Basics – Shooting – PS3 Vibration
* BF Basics – Shooting – 360 Vibration
* BF Basics – 3rd-person camera improvements
	+ Ability to switch between 1st person, over-shoulder cam, and BF2-style cam
	+ 3rd person camera can be angled downwards (for BF2 style cam)
	+ Camera needs to make sure it never gets right behind characters head (e.g., when strafing and turning in opposite directions, or character close to background geometry)
	+ Switch sides on button press and rolls
	+ Engineer camera improvements
	+ Sprint camera improvements
* BF Basics - Ground Vehicles (Walking) – Slope Handling
	+ Walkers can only climb up low gradient slopes
	+ Improvement to character controllers to allow larger walkers to collide and handle slopes properly.
	+ Please verify in Hoth Walkers Test Room.
* BF Basics - Ground Vehicles (Walking) – IK on lowest bones
	+ Feet will align with terrain on slopes
	+ Camera will be tied into feet movement to give better feedback to player.
	+ Please verify in Hoth Walkers Test Room.
* BF Basics - Ground Vehicles – Firing
	+ Barrels have recoil
	+ Shotgun firing for the Snail Tank, as in BF2
	+ Lasers in flight have some variation in relative position
	+ Camera will have subtle recoil
	+ Muzzle flash lighting will be correct for all vehicles
	+ Smoke from non-laser cannons
* BF Basics - Jedi Melee - Melee vs. Melee – General (Further Work)
	+ Combo moved to an upper body 4-part, consisting of:
		- Swing Right->Left
		- Swing Left->Right
		- Swing Under Right->Left
		- Swing Under Left->Right
	+ Charge spin attack on the right trigger
	+ Anti-clockwise Spin only
	+ Lose right stick
	+ Overhead at the end of sprint (Full body animation)
		- NOTE - There will be a placeholder animation for charge.
* BF Basics - Force Powers - Complementary Effects - Delivery 1
	+ Force Pull
	+ Force Push
	+ Force Storm
	+ Force Lightning
	+ Force Stun
* BF Basics - AI - Soldier AI - AI Actions – Patrol State
	+ **This is already visible in MS25.**
	+ Verify on Tatooine Training
	+ Ferroda, X1 and X2
* BF Basics - Soldier AI – Squad Specifics – Group Movement and Combat Patterns
	+ Further combat pattern improvement
	+ Gesture animations implemented
	+ Squad leader should be evident via gestures given and formation position when not in combat.
	+ Demonstrable on Tatooine story.
* BF Basics - AI – Soldier AI – Squad Specifics – Gesture Animation Integration
	+ This can be seen on human skeleton squad leader.
	+ Gestures = "Move To", "On Leader", "Target Spotted" and "Take Cover".
* BF Basics - AI – Soldier AI – Heavy Weapons-specific AI Behaviours
* BF Basics - AI - Soldier AI - Sniper-specific AI Behaviours
* General Gameplay – Landing ship explosions
	+ CIS Landing Ship - Please verify on Tatooine Story.
	+ Hoth Transport
* General Gameplay – Animated ship explosions
	+ Munificent
	+ CIS Cruiser
	+ Star Destroyer
	+ Interdictor
	+ Acclamator
	+ Nebulon-B
	+ Tibanna Gas Platform hitting Star Destroyer
* General Gameplay – Falcon - AI turrets always fire, easier for player to get missile locks
	+ AI Turrets will fire when there is a target within range
* General Gameplay – Command Post Capturing
	+ Base CPs will be harder to capture
	+ HUD POI will disappear when player is close by
	+ HUD will have capturing bar as shown in mock-ups
* General Gameplay – VBF - Escape Pods - Escape Pod After touch
	+ Should be able to re-orientate escape pod within a cone to land within playable area.
* General Gameplay – VBF - Escape Pod replenishes ammo
* Art – HUD – Reticule + Lock-on Icons
	+ As in mock-ups
* Art – HUD - Weapon Swapping
	+ As in mock-ups
* Art – In-game menu, Main menu, and Play menu
	+ As in mock-ups
* Art – Controls menu
	+ As in mock-ups
* Art – Scoreboard (during / post games)
	+ As in mock-ups
* Art – Frontend – Attract mode
	+ Will play a video after a designated amount of time on the Press Start screen
* Art – Frontend – FRD and LucasArts Logos In-game

Art (Weapons):

* Republic Electro-Lance

Art (Animations):

* Heavy Assault Walkers
	+ AT-ST
	+ AT-XR
* Bespoke Weapons – All 3rd Person
	+ Han Solo
	+ Leia
	+ Jango Fett Wrist
	+ This does not contain throwing of health/ammo and detpack (basically anything thrown that is NOT a grenade) throws.
* Human #1 Projectile Hit Reacts - 2nd Pass
	+ Please verify on Clone Trooper
	+ Front Torso
	+ Back Torso
	+ L. Arm 1
	+ L. Arm 2
	+ R. Arm 1
	+ R. Arm 2
	+ L. Leg
	+ R. Leg
* Force Sprints - Delivery 1
	+ Asajj Ventress
	+ Darth Maul

Narration:

* First Text Drop ~30,000 words

Audio:

**NOTE**: Audio will lead on PC. Declared here to show tie-in with Animations etc.

* Heavy Assault Walkers/Vehicles
* Frontend Menu
* Soldier Gestures

Technical (General):

* XBL/XLSP Functionality
* X360 running at improved framerate

Production:

* Distributed automated load testing of the nightly build with screenshots
* Deliver Xbox 360 Builds
	+ NTSC
	+ PAL
* Deliver PS3 Builds
	+ NTSC
	+ PAL

## Milestone 14 - Monday, 16ˢᵗ June 2008

Summary:

* Focus on Battlefront Basics

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 16 - Monday, 16ᵗʰ June 2008

Summary:

* Focus on Battlefront Basics

Art:

* Hoth - Phase 3 Preview
* Damaged Star Destroyer - Phase 3 Preview
* Kashyyyk - Phase 3 Preview
* Death Star (Tributary Beam part) - Phase 3 Preview
* Death Star 2 (End of Endor) - Phase 3 Preview
* Mustafar - Phase 3 Preview
* Banking Clan Communications Frigate (Munificient Class) - Phase 3 Preview

Technical (Rendering):

* Additional effect during cloud layer transitions

Technical (General):

* Split-screen functionality

Production:

* Deliver Wii Build

# Hardware Prerequisites

## XBOX 360

* FLASH 6690
* XDK 6995.1

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 2.2.0
* Target Manager 220.2.23.0

This is unchanged from the previous milestone.

## WII

* Firmware 33.4.16
* SDK 3.1 Patch 4

Note: This is unchanged 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)

Note: Base CPs are larger CPs which take longer to capture than regular CPs. Initial implementations of these can be found on

* Coruscant
* Bespin

Only a small number of levels feature these as the concept has yet to be evaluated extensively and the added gameplay value requires assessment. We’d greatly appreciate feedback from LucasArts in this area.

Also note that these Base CPs are using placeholder graphics – a scaled-up version of the regular CP graphics.

## Tatooine

* Art – (Phase 3) – NEW – due to follow in an interim build
* Story – Phase 3
* Training (Preview) – NEW
* Assault (Phase 3)
* Heroes vs. Villains (Preview)
* Hunt (Preview)
* Wii art conversion (Preview)

## Coruscant

* Art – (Phase 3) – NEW – due in June 16th build
* Story (Phase 3)
* Assault (Phase 3)
* Heroes vs. Villains (Preview) – NEW
* Assault (Preview) – NEW
* Wii art conversion (Preview)

## Bespin

* Art – (Phase 3) – NEW – due to follow in an interim build
* Splitscreen VBF
* Story (Phase 3)
* Hunt (Preview) – NEW
* Heroes vs. Villains (Preview) – NEW
* Assault (Preview) – NEW
* Wii art conversion (Preview)

## Endor

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

## Kashyyyk

* Art (Preview)
* Splitscreen VBF
* Story (Phase 3)
* Multiplayer (Phase 1)
* Assault (Phase 3)
* Hunt (Phase 2)
* Wii art conversion (Pre-Phase 3) - NEW

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

* Art (Phase 2)
* Wii art conversion (Pre-Phase 3) - NEW

## Dathomir

* Story (Phase 3)
* Art (Preview)
* Shipyard (Preview)
* Multiplayer (Phase 1)
* Assault (Phase 3)
* Wii art conversion (Preview)
* Splitscreen VBF
* Shipyard Wii art conversion (Preview)

## Yavin IV

* Art (Preview)
* Splitscreen VBF
* Story (Phase 3)
* Assault (Preview) – NEW
* Reb Nebulon exterior
* Wii art conversion (Preview)

## Hoth

* Art – (Phase 3) – NEW – due in June 16th build
* Splitscreen VBF
* Story (Phase 3)
* Assault (Preview)
* Wii art conversion (Pre-Phase 3) - NEW

## Mustafar

* Art (Phase 3)
* Damaged Star Destroyer Art (Preview)
* Damaged Star Destroyer Wii art conversion (Pre-Phase 3) - NEW
* Story (Phase 3)
* Splitscreen VBF
* Assault (Preview)
* Wii art conversion (Pre-Phase 3) - NEW
* Heroes vs. Villains (Preview) – NEW

## CIS Cruiser

* Art (Preview)
* Assault
* Wii art conversion (Preview)

## Cato Neimodia

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

## Desolation Station / Death Star Construction

* Art – (Phase 3) – NEW – due to follow in an interim build
* Story (Phase 3)
* Assault (Phase 3)
* Wii art conversion (Preview)

## Death Star (Tributary Beam part)

* Art (Preview)
* Wii art conversion (Pre-Phase 3) - NEW

## Dantooine

* Art (Phase 3)
* Splitscreen VBF
* Story (Phase 3)
* Assault (Phase 3)
* Hunt (Phase 3)
* Wii art conversion

## Droid Control Ship

* Art – (Phase 3) – NEW – due to follow in an interim build
* Wii art conversion (Preview)

## Death Star 2 (End of Endor)

* Art (Phase 3)
* Wii art conversion (Pre-Phase 3) - NEW

## Nebulon B Frigate

* Art – (Phase 3) – NEW – due in June 16th build
* Wii art conversion (Preview)

## Republic Frigate – Acclamator II

* Art (Preview)
* Wii art conversion

## Interdictor (Imperial Medium Ship)

* Art – (Phase 3) – NEW – due in June 16th build
* Wii art conversion (Preview)

## Star Destroyer

* Wii art conversion (Preview)
* Art – (Phase 3) – NEW – due to follow in an interim build

Note: The following issues affect multiplayer modes and are under investigation

* Navmesh issues result in AI getting stuck in places
* Issues with capital ship turrets prevent them from working reliably
* Some POI's want re-labelling (Republic Frigate to Republic Acclamator for example)
* Some environmental audio in capital ships or on ground isn't playing
* Bug with auto-land on Coruscant causes vehicle to crash into scenery
* Stability issues with Space-only assault maps
* Stability issues on frigate destructions

# Code

## BF BASICS

### Shooting - PS3 Vibration

* All player firearms have a vibration function associated with them

### Shooting - 360 Vibration

* All player firearms have a vibration function associated with them

### 3rd-person camera improvements

* Ability to switch between

	+ 1st person cam
	+ Over-shoulder cam
	+ BF2-style cam
* 3rd person camera can be angled downwards (for BF2 style cam)

	+ Note that the crosshair positioning differs from BF2 stylings
* Camera ensures it never gets right behind characters head
* Switch sides on button press and rolls
* Engineer camera improvements

	+ Camera drops away when using jetpack and returns upon landing
* Sprint camera improvements

Note: The Droideka intentionally does not turn transparent when obstructing the camera. This is due to rendering issues.

### Ground Vehicles (Walking) - Slope Handling

* Walkers can only climb up low gradient slopes
* Improvement to character controllers allows larger walkers to collide and handle slopes properly
* Verifiable in Hoth Walkers test room

Note: AT-TE requires re-rigging as the front legs are lacking IK to meet terrain

### Ground Vehicles (Walking) - IK on lowest bones

* Feet align with terrain on slopes
* Camera tied into feet movement to give better feedback to player
* Verifiable in Walkers test room

### Ground Vehicles – Firing

* Barrels have recoil
* Shotgun firing for the Snailtank, as in BF2
* Lasers in flight have some variation in relative position

	+ This means that, as the lasers travel down their path, bolts are not always paired but fired at staggered intervals
* Camera has subtle recoil
* Recoil-enabled vehicles
	+ Rep Clone Hover Tank
	+ Reb T5B
	+ Rep ATTE
	+ CIS AAT
	+ Rep IFT
	+ Rep IFT
	+ Reb AAC
	+ Reb T5B
	+ CIS Snail tank
* Muzzle flash lighting correct for all appropriate vehicles:

	+ IFT Tank Green
	+ Clone Tank Blue
	+ AAC Red
	+ AAT Orange
	+ Snail Tank Red
	+ Hailfire Orange
	+ AT-XR Blue
	+ AT-ST Red
	+ STAP Yellow
	+ Rebel Speeder Red
	+ AT-RT Red
	+ BARC Red
	+ Sith Speeder Red
	+ Imperial Speederbike Red
	+ MTT Green
	+ HTT Red
	+ AT-TE Green
	+ AT-AT Red
* Smoke from non-laser cannons

### Jedi Melee - Melee vs. Melee - General (Further Work)

* Combo moved to an upper body 4-part, consisting of:

	+ Swing Right to Left,
	+ Swing Left to Right,
	+ Swing Under Right to Left,
	+ Swing Under Left to Right
* Charge spin attack on the right trigger

	+ Anti-clockwise Spin only
* Right stick functionality dropped
* Overhead attack is executed by attacking as you release sprint

Note - There is a placeholder animation for charge moves

### Force Powers - Complementary Effects - Delivery 1

* Force Pull
* Force Push
* Force Storm
* Force Lightening
* Force Stun

### Soldier AI - AI Actions – Patrol State

* Verifiable on Tatooine Training

	+ Ferroda
	+ X1
	+ X2

### Soldier AI - Squad Specifics - Group Movement and Combat Patterns

* AI Following improvements

	+ Better movement planning, syncronised movement for squads only

Note: Squads move between points in formation but these formations will be less apparent during firefights rather than point-to-point movement. Squads prioritise self preservation over shadowing the player

* Further combat pattern improvements

	+ Current improvements come from general AI improvements and fixes in AI Actions, combat states and weapon usage. Squad-specific improvements should be noticeable in cover usage.

Note: Cover usage is highly dependent on level setup and, in current form, demonstrable behaviour will vary from level to the next

* Gesture anims implemented

	+ This will be demonstrated in testroom\_patrol.res (accessed by the game launcher) by a squad leader performing the following gestures in sequence:

1. On Leader
2. Move To
3. Take Cover
4. Target Spotted

* Squad leader evident via gestures given and formation position when not in combat

Note: Gestures are implemented in the context of current level situation and triggered automatically by squads. So, the squad leader plays these anims when context commands/allows for such thing.

### Soldier AI - Squad Specifics - Gesture Animation Integration

* This can be seen on human skeleton squad leaders
* Demonstrable shortly after starting Desolation Station Story and in testroom\_patrol.res

### Soldier AI - Heavy Weapons-specific AI Behaviours

* Please refer to Appendix B: Class-Specific Behaviour Patterns for details

### Soldier AI - Sniper-specific AI Behaviours

* Please refer to Appendix B: Class-Specific Behaviour Patterns for details

## General Gameplay

### Landing ship explosions

* CIS Landing Ship - verifiable on Tatooine Story
* Hoth Transport

### Animated ship explosions

* Munificent
* CIS Cruiser
* Star Destroyer
* Interdictor
* Acclamator
* Nebulon B
* Tibanna Gas Platform hitting Star Destroyer

### Falcon - AI turrets always fire, easier for player to get missile locks

* AI Turrets will fire when there is a target within range

### Command Post Capturing

* Base CPs are harder to capture
* HUD POI disappears when player is close by
* HUD has capturing bar as shown in mock-ups

### VBF - Escape Pods - Escape Pod After touch and replenishes ammo

* Able to re-orientate escape pod within a cone to land within playable area

	+ Verifiable on Hoth and Tatooine, Clone Era

## Art

### In-game menu, Main menu, and Play menu

* As in mock-ups

Note: The ticker-tape text below the main menu will not be present in this build

### Frontend – Attract mode

* Plays a video after a designated amount of time on the “Press Start” screen

### Frontend – FRD and Lucas Logos In-game

* Displayed ahead of the initial “Press Start” screen

# Animation

## Heavy Assault Walkers

* AT-ST
* AT-XT

## Bespoke Weapons – All 3rd Person

* Han Solo
* Leia
* Jango Fett wrist blaster

## Human #1 Projectile Hit Reacts - 2nd Pass

Verifiable on Republic Trooper

* Front Torso
* Back Torso
* L. Arm 1
* L. Arm 2
* R. Arm 1
* R. Arm 2
* L. Leg
* R. Leg
* Crouch Front
* Crouch Back
* Cover L
* Cover R
* Cover Crouch L
* Cover Crouch R

## Force Sprints - Delivery 1

* Assaj Ventress
* Darth Maul

# Audio

## Heavy Assault Walkers/Vehicles

### AT-AT

* atat\_start
* atat\_stop
* atat\_steadyloop
* at\_at\_footstep\_snow
* at\_at\_atmos\_ext\_step
* at\_at\_movement
* reb\_jetpack\_stop\_mono
* at\_at\_chin\_laser
* infiltrator\_missile\_mono
* vehicle\_explosion

### AT-ST

* atst\_leg
* atte\_smallleg\_piston
* reb\_jetpack\_stop\_mono
* wpn\_atrt\_chinlaser
* laat\_missile
* hovertank\_explosion

### T5-B

* vehicle\_t4b\_startup
* vehicle\_t4b\_shutdown
* vehicle\_t4b\_run\_mono
* vehicle\_t4b\_idle\_mono
* ioncannon\_shortzap
* iftt\_missile
* turmove\_t4b\_mono
* vehicle\_t4b\_cannon
* hovertank\_explosion
* vehicle\_t4b\_brake
* vehicle\_t4b\_boost

### AT-XR

* atxr\_footstep
* atxr\_piston
* reb\_jetpack\_stop\_mono
* wpn\_atrt\_chinlaser
* laat\_missile
* vehicle\_explosion

### Hailfire Droid

* hailfiredroid\_rolltostart
* hailfiredroid\_rolltostop
* Hailfiredroid\_engine\_steady
* Hailfiredroid\_idle
* Hailfiredroid\_wheel\_loop
* hailfiredroid\_steadyrumble
* hailfiredroid\_laser
* hailfiredroid\_missile
* vehicle\_explosion

### AT-RT

* atrt\_movement
* atrt\_piston
* reb\_jetpack\_stop\_mono
* wpn\_atrt\_chinlaser
* laat\_missile
* vehicle\_explosion

### AT-TE

* atat\_steadyloop
* atte\_legwithpiston
* atte\_bigleg\_piston
* reb\_jetpack\_stop\_mono
* atte\_frontblaster\_fire
* repstarfighter\_missile
* turnmove\_aat\_mono
* wpn\_turret\_republic
* vehicle\_explosion

### Tauntaun

* tauntaun\_mount1
* tauntaun\_dismount1
* Tauntaunidle
* tauntaun\_footsteps
* tauntaun\_reactleft

## Front End Menu

* gui\_updown
* gui\_select
* gui\_start
* gui\_back
* gui\_barred

## Soldier Gestures

Beckon, Don't go, Give weapon, Go left, Go right, Hold on me, Point back, Point down, Point left, Point right, Point up, Push up, Retreat, Stand idle, Run, Aim pistol

### Rebels

* GEBE\_XXX\_REBEL
* GEDG\_XXX\_REBEL
* GEGW\_XXX\_REBEL
* GEGL\_XXX\_REBEL
* GEGR\_XXX\_REBEL
* GEHM\_XXX\_REBEL
* GEPB\_XXX\_REBEL
* GEPD\_XXX\_REBEL
* GEPL\_XXX\_REBEL
* GEPR\_XXX\_REBEL
* GEPU\_XXX\_REBEL
* GEUP\_XXX\_REBEL
* GERE\_XXX\_REBEL
* GESI\_XXX\_REBEL
* GERU\_XXX\_REBEL
* AIMP\_XXX\_REBEL

### Empire

* GEBE\_XXX\_EMPIR
* GEDG\_XXX\_EMPIR
* GEGW\_XXX\_EMPIR
* GEGL\_XXX\_EMPIR
* GEGR\_XXX\_EMPIR
* GEHM\_XXX\_EMPIR
* GEPB\_XXX\_EMPIR
* GEPD\_XXX\_EMPIR
* GEPL\_XXX\_EMPIR
* GEPR\_XXX\_EMPIR
* GEPU\_XXX\_EMPIR
* GEUP\_XXX\_EMPIR
* GERE\_XXX\_EMPIR
* GESI\_XXX\_EMPIR
* GERU\_XXX\_EMPIR
* AIMP\_XXX\_EMPIR

### CIS

* GEBE\_XXX\_CIS
* GEDG\_XXX\_CIS
* GEGW\_XXX\_CIS
* GEGL\_XXX\_CIS
* GEGR\_XXX\_CIS
* GEHM\_XXX\_CIS
* GEPB\_XXX\_CIS
* GEPD\_XXX\_CIS
* GEPL\_XXX\_CIS
* GEPR\_XXX\_CIS
* GEPU\_XXX\_CIS
* GEUP\_XXX\_CIS
* GERE\_XXX\_CIS
* GESI\_XXX\_CIS
* GERU\_XXX\_CIS
* AIMP\_XXX\_CIS

### Republic

* GEBE\_XXX\_REPUB
* GEDG\_XXX\_REPUB
* GEGW\_XXX\_REPUB
* GEGL\_XXX\_REPUB
* GEGR\_XXX\_REPUB
* GEHM\_XXX\_REPUB
* GEPB\_XXX\_REPUB
* GEPD\_XXX\_REPUB
* GEPL\_XXX\_REPUB
* GEPR\_XXX\_REPUB
* GEPU\_XXX\_REPUB
* GEUP\_XXX\_REPUB
* GERE\_XXX\_REPUB
* GESI\_XXX\_REPUB
* GERU\_XXX\_REPUB
* AIMP\_XXX\_REPUB

## XBOX 360

* XBL/XLSP Functionality

+ This will follow in an interim build

* Improved framerate

	+ Multithreading optimisations: more processing spread across all xbox360 cores, slightly improved tasks scheduling/overhead
	+ Skinning processing latency reduced
	+ Some low level optimization when setting renderstates
	+ Performance of memory defragmentation improved

## PLAYSTATION 3

* Improvements to memory management
* Vibration implemented
* FRD’s automated testing now takes place within PS3 target memory limits

## WII

* Additional effect during cloud layer transition

	+ More detailed planet texture
	+ Improved fog for space/ground
	+ 3D clouds Details
* Split screen functionality

	+ Includes character select screen and talking heads
* Improved skinning
	+ Characters should no longer have gaps. Most evident in Rebels
	+ Cutscene characters are now fully articulated
* Art (Pre-phase 3)

	+ Hoth
	+ Damaged Star Destroyer
	+ Kashyyyk
	+ Death Star (Tributary Beam)
	+ Death Star 2
	+ Mustafar
	+ Banking Clan Communications Frigate
* Debug items

	+ GOLD debug menu present in this build
	+ Crash logs will be working again
	+ On screen crash information states if the crash is in the CPU or GPU

# 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 (Episode III)
* 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
* 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
* Rep. Electro Lance / Static Pike – NEW

Note: To view the Static Pike use the Game Launcher to select the model to load directly into the Stage. The model is located at:

game\assets\bf\ob\_gl\_v188\weapon\rep\rep\_vibrolance\_cutscene

This can be seen in game – Instant Action, Clone Era, Republic Melee Trooper

## Props

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

# Known Issues:

The following is a summary of non platform-specific issues mentioned throughout these release notes:

* Jedi Melee - Charge spin attack on the right trigger
	+ Anti-clockwise Spin only
	+ Note - There is a placeholder animation for charge moves
* 3rd-person camera improvements

	+ Note: The Droideka intentionally does not turn transparent when obstructing the camera. This is due to rendering issues.
* Ground Vehicles (Walking) - Slope Handling

	+ Note: AT-TE requires re-rigging as the front legs are lacking IK to meet terrain
* Soldier AI - AI Following improvements

	+ Note: Squads move between points in formation but these formations will be less apparent during firefights rather than point-to-point movement. Squads prioritise self preservation over shadowing the player
* Soldier AI - Further combat pattern improvements

	+ Note: Cover usage is highly dependent on level setup and, in current form, demonstrable behaviour will vary from level to the next
* Soldier AI - Squad leader evident via gestures given and formation position when not in combat

	+ Note: Gestures are implemented in the context of current level situation and triggered automatically by squads. So, the squad leader plays these anims when context commands/allows for such thing
* Front End, Main Menu - As in mock-ups

	+ Note: The ticker-tape text below the main menu will not be present in this build
* The Stage - Rep. Electro Lance / Static Pike – NEW

	+ Note: To view the Static Pike use the Game Launcher to select the model to load directly into the Stage. The model is located at:

	game\assets\bf\ob\_gl\_v188\weapon\rep\rep\_vibrolance\_cutscene

	This can be seen in game – Instant Action, Clone Era, Republic Melee Trooper

Note: The following issues affect multiplayer modes and are under investigation

* Navmesh issues result in AI getting stuck in places
* Issues with capital ship turrets prevent them from working reliably
* Some POI's want re-labelling (Republic Frigate to Republic Acclamator for example)
* Some environmental audio in capital ships or on ground isn't playing
* Bug with auto-land on Coruscant causes vehicle to crash into scenery
* Stability issues with Space-only assault maps
* Stability issues on frigate destructions

Please also refer to the BF3 Bug Database for additional information on known issues

## PLAYSTATION 3

* Numerous memory issues persist. These are the cause of most crashes. These are being investigated
* Checkpoint saving doesn’t work. This is being investigated.
* Cato Conquest runs is presently exceeding memory limits

## XBOX 360

* The video player is bugged and colours appear on the green side. A new player is being prepared and will feature in future builds once available
* Hologram effect on the character select screen is broken but will be fixed for next milestone.
* LAN/System Link is not working correctly – clients can’t join. This will be fixed for the next milestone.
* Cato Conquest runs is presently exceeding memory limits

## WII

* Splitscreen issues
	+ Player 1’s pointer appears twice when using the GUI
	+ Player 2’s faction choice always results in matching Player 1’s faction
	+ Splitscreen shaders are simpler to allow the GPU to render two scenes. As a result specular and other rendering effects are switched off in splitscreen
* Capital ships have not been split up into destructible parts yet. This may cause some of them to move strangely on destruction
* Framerate has dropped slightly from previous build
* Part streaming memory gets fragmented over time intermittently causing objects not to appear. This is under investigation.
* On-screen keyboard isn’t functioning
* Some reticules are missing
* Frontend background sometimes fails to appear

# Optimisations / Fixes / General Commits Completed:

## Levels

### General

* Fix for restart crash
* Set default era for Freeplay mode. This will stop Freeplay levels from running out of memory because of loading all possible frigates
* Fixed a bug with the ammo droids not giving ammo back to every gun in the inventory
* Fixed a crash on Hoth (and possibly other levels) due to random spawners being set up incorrectly
* Fix to crash on checkpoint restart as targeting component was ticking when not everything had been serialised in
* Fixed an issue where a Heroes VS Villains match did not correctly restart. (BugID 11870)
* Fixed a crash when leaving Hunt mode
* Removed extra Ugnaught health to aid balancing in Hunt mode
* Fix for crashes in Galactic Conquest mode. And story mode
* Level settings: Default to 25 AI per side, longer hero spawn duration
* Fixed a bug where restarting a level or reloading a checkpoint while in a vehicle would cause the player to be unable to move when on foot again
* Attract mode enabled by default for June Milestone
* Republic Acclamator: Moved player spawner so NPCs will not spawn inside of the AT-TE. (BugID 12225)
* Added Patrol testroom for milestone, showing gestures, working in perfect loop.
* Fix for a crash when the player dies in a spaceship
* Added LucasArts logo and BF3 trailer movie

### Bespin

* General
+ Changed Frigate cannons and moved shield generator console
+ Added AI only cloud car
+ Fixed bugs with droids, doors and the Rebel dropship
+ Fixed spawn points to help stop embedding
+ Added Planetary Cannon Console
+ Linked ships to CPs, Capital Ship LODS and AA guns
+ Added Base Command Posts

* Story

	+ Fixed a bug where the objective to eliminate the remaining Imperials wasn't able to complete. (BugID 7528)
	+ Fixed Lando not typing bug
	+ Improved Lando's AI
	+ Fixed nav mesh problem that made AI look bad. (BugID 7159)
	+ Fixed the mission from not failing properly if you kill Lobot. Mission will fail is you kill the Lando in the beginning of the level. The Lando at the end of the level is invincible for AI, but if the player kills him, the mission will fail as well. (BugID 6223)
	+ Fixed the mission from not failing properly if you destroy your X-Wing. (BugID 7278)
	+ Added new gas platform destruction animation

### Cato Neimoidia

* Updated setup
* Added cover props and the new shield
* Also fixed some bugs

### Coruscant

* General
	+ Fixed Freeplay, frigate bounding boxes, floating glasses
	+ Changed LOD ships in orbit, fixed frigate CPs
	+ Added moving ships, cover and LOD ships
	+ Added Base Command Posts
	+ Fixed Hailfire droids in space bug
* Story

	+ X1 mocap animations added to start
	+ X1 animations added to the jet room (too dark to work with at the moment)
	+ X1 and General Grievous animations added. (needs code fix for world space animation)
	+ Killing friendly no longer completes objectives. Killing X1 fails objectives
	+ Added Planetary Consoles and changed some flying vehicle spawners to ground vehicle spawners
* Trailer

	+ Updated setup, camera and Ion Cannon
	+ Scripted Ion Cannon to fire on troopers playing animations
	+ Scripted droids to get on guns
	+ Changed Ion Cannon camera for better view of bullet
	+ Reverted bullet size to get rid of massive Ion Cannon rocket
	+ Changed movement on capital ship Ion Cannon to avoid camera going upside down
	+ Spawned legions for Ion Cannon to target
	+ Implemented new functions that clamp Ion Cannon to a certain radius and fire ratio
	+ Changed the remote guns on capital ships, they now fire at other capital ships
	+ Tweaked nav mesh for ground

### Dantooine

* Removed some capital ship flying vehicles from spawning on Acclamator. (BugID 7709)
* Moved nav mesh and CP because their position was too low. (BugID 10515, 10411)
* Fixed hanging issues
* Animations added
* Story: drop ships added
* Changed names on ground-to-space cannon controls

### Desolation Station

* General

	+ Fixed space funnel bugs.
	+ Tweaks and bug fixes.
	+ New glass and hangar doors.
	+ Fix for AI only being able to fly the A-Wing fighters. (BugID 9357)
* Story

	+ Door slides correctly now
	+ Tie fighters escort you to the hangar, included objective indicators
	+ More asteroid defense turrets
	+ Re-jigged starting speech so you don't get overwhelmed by on-screen-essays
	+ Pointed the "transport flying to the Death Star", at the Death Star
	+ Redid the start section so you have a nice panorama of the key sections of the level. (transport, Death Star etc)
	+ Gave your squad some actual real life orders
	+ Wookiee guns are visible when they are freed
	+ When ambient ships are deleted, their drivers are now deleted too, so you don't occasionally get a dead Imperial engineer bounce off your bonnet
	+ Introduced walking AT-ATs at the start of the level
	+ Disabled guns on imperial shuttle

### Dathomir

* Made setup changes so Dathomir can be completed.

### Endor

* Story
	+ Updated the story, objectives and setup
	+ Fixed the Ewok guide
	+ Implemented the new AI
	+ Mission now fails when killing Shara

### Hoth

* General

	+ Added moving LOD ships, LOD ships, third ATAT and changed billboards
	+ Scaled down shield dome slightly as it was intersecting vehicle spawners
	+ Removed shield and billboards, disabled loading of landing splines in Echo Base, stopped A.I flying ships in the ground hangars
	+ Changed the nav mesh, added Star Destroyers and Mon Calamari, added X-Wings, fixed escape pod splines on Interdictor
	+ Updated and tidied up. (spawners, triggers, splines)
	+ Fixed shield size
	+ Fixed offset for Hoth anti-infantry turret camera
	+ Fixed remote turret consoles, rotated Interdictor, splines and landing volume
	+ Fixed strings on Shield Generator Consoles
	+ Removed tauntans and moving Star Destroyer
	+ Altered bottom funnel size to stop leaving battle front message appearing when using escape pod
	+ Removed shuttles from Interdictor hangar
* Story

	+ Fixed intersecting Rebel prisoners
	+ Added Shara coming into Star Destroyer. (although she doesn't do anything yet)
	+ Fixed the Ion Cannon to point at the Star Destroyer
	+ Fix to checkpoint related crashes

### Mustafar

* Added props to block off campaign only area and added damage trigger to kill off players in a lava spout. (BugID 10914, 11054)
* Made a few tweaks to CPs and spawners
* Setup updated to fix bugs (BugID 11536, 11141, 11343, 11347, 11448)
* Removed some props. (in bugreport described as crate like objects) (BugID 10630)
* Added death trigger for landing pad spawn point and named spawner. This is a fix for the player not dying when he jumps into the lava wells. (BugID 11898)
* Fixed console team numbers. (BugID 12224)
* Changed names on ground-to-space cannon controls.

### Munificent

* Fixed CIS Droidfighters in CIS Munificent to not clip through floor.

### Tatooine

* General

	+ Spider droid remote guns don't disappear when it dies. This fixes the aiming on player issue
	+ Conquest: Clone era escape pods can now be steered by the player
	+ Improved escape pod splines for the steering ability on clone era
	+ Hunt: Fixed the Jawas from getting stuck running up against a wall.(BugID 11516)
* Story
	+ Added lots of speech
	+ Added new player squad
	+ Made improvements to the squad movement.
	+ Made surviving Cantina troops join player squad.
	+ Reduced ship speed around the Control Ship to make space combat easier
	+ Instant Action: Removed flying vehicles in small map size. (BugID 9530)
* Training

	+ Latest setup, should work all they way through
	+ Fix to landing problem

### Yavin

* Instant Action: Fixed the Ion Cannon console not showing up on medium map size. (BugID 9687)
* No Frigates: Moved some spawners to fix bugs. (BugID 9777, 10291)
* New setup. Added more medical/ammo droids

## Cutscenes

* Fixed a bug where first person guns were appearing floating in cutscenes. (BugID 8154, 7054)
* Cutscene sound will now stop when a cutscene is skipped. (BugID 6189)
* Fix to stop Story levels hanging when cutscene starts due to sound not being preloaded
* Cutscene lightsabers draw the swing
* Fixed the background for cutscene 07 in Dantooine Story
* Updated buildfiles with scene 16 animations and specific compression for cutscene 06
* Updated the DarkTrooper model and added a cutscene specific version of X1 in act 3 with facial and finger animation
* Updated background for several cutscenes, implemented cutscene 16, and added the Imperial Shipyard to cutscenes 14 and 14a
* Updated cutscenes 04, 06 and 08. Added new versions of scene 15 and 16a
* Added cutscene for Tatooine Training

## Weapons/Turrets

* Spider Mines, Hover Turrets and DetPacks now self destruct when the owner character dies. Also tweaked the hover turret bobbing
* Fix to turrets auto firing when player has got out of a vehicle firing
* Added support for collision for double-ended melee weapons
* Sniper rifle damage now works, although graphic effect still won't always display
* Fixed remote guns on board of the Acclamator
* Auto turrets now rotate while looking for a target and will track them as they move around. They also have a bobbing motion and recoil when firing
* Spidermines now have a variable target search rate dependent on the number of jumps performed, and have an extended targeting range for their previous target only
* Fixed grenade throw when holding rocket launcher in third person
* Made Bespin turrets do less damage and fire more often
* Fixed the first person position for the Imperial sonic launcher and Imperial shotgun
* Homing missiles will now spiral towards target when locked on.
* Fix for logic bug with remote turrets; they can now hit people!
* Unlocked the minigun weapon on all heavy class infantry at the start of the game
* Health Packs will now stick to ground on first contact, but still bounce off of walls and steep slopes
* Revised bullet length and speeds on both the shotgun and minigun so that they have better visual feedback when firing
* Fixed Republic minigun unlock
* Spidermine target prediction is now limited of tries, if they fail to find an attachment point, they will detonate
* Disruptor/Diffusion Pistols now charge fire
* Spidermines will now appear in first person when attached to player, this is not yet supported over the net. Also mines will self destruct if the attached player dies and just disappear if they accept a hero prompt
* Added a check in the grenade cycle so that it will only switch to it if you have one or more remaining in your inventory. (BugID 11656, 11679, 11654, more)
* Fixed weapon position for Imperial blaster
* Fixed weapon position for sonic charge launcher
* Fixed gun position for Imperial SE14 pistol
* Fixed gun position for Rebel sniper pistol
* Fixed the Ugnaught mini Arc-Cutter
* Fixed AAT sidegun barrels rotating around a different point to the guns they're attached to
* Implemented 'Shotgun firing for the Snailtank, as in BF2'
* Changed the minimum burst fire time for the miniguns from 1 to 3 seconds
* Resolved Ion cannon view Z-fighting issues. Added an extreme zoom for the trailer level
* Added new homing settings for infantry homing launcher. Solves problem of rockets spiralling straight into the ground
* Fixed some pathfinding issue, enhanced sniper vision

## Vehicles

* Fixed AAT side guns not firing
* Fixed the T5B missile fire so it fires from both sides
* Reduced rope fire time for grapple gun on Snowspeeder
* Improved looking recoil for tanks
* Fixed the LAAT so that passengers do not fall through the floor when exiting
* Tweaks to ATRT & T5B handling
* Bug fix to limit downward turret movement on T5B to prevent it damaging itself
* Turrets on vehicles now auto fire when the player is in them
* Hero vehicles auto fire when anybody is in them
* Turrets on the Millennium Falcon have been separated and the setup has been added (guninfo, remote descriptions) so AI can fire when anybody is inside
* Fixed a crash on load when serialising vehicles without secondary weapons
* Escape pod replenishes ammo when landing
* Fixed tracked vehicles going crazy in build version
* Auto-landing and Imperial Shuttle landing fixes: Auto-land button and HUD prompt will not override each other incorrectly now. Also make the Imperial Shuttle close its wings when entering an auto-land
* Made bailed out vehicles take damage and explode
* Made shots fired from vehicles not damage the vehicle itself if they accidentally hit them
* Fixed a bug where the CIS AAT was line-testing down, hitting it's turret, thinking it was embedded in the ground, and floating rapidly upwards.
* Changed T5-B to say T5-B instead of T4-B
* Fixed the snowspeeder grapple rope. It should work again
* Physics collision fix with walker capsule
* Fix for shaky grapple gun on the back of the snowspeeder.
* Fixed some tauntaun handling and collision bugs
* Upped ATAT health, as explosions look particularly bad
* Fix to stop ships exploding when people land them
* Fixed bug with Snailtank wheels constantly spinning
* Animated deaths for walkers. (ATAT and ATST)

## Characters

* Fixed IG88 weapon position
* Fix for Darth Maul's lightsaber not being held properly
* Fix for hand positioning of Darth Maul's lightsaber
* Increased Jedi running (not sprinting) speed to reflect the new animation; stops them from looking like they are hobbling
* Fixed third person position for Gungan and Rebel sniper
* Fixed Darktrooper first person position
* Fixed Droideka gun assert and fixed a crash due to assuming all characters have secondary weapons
* Fix to crash when characters don't have grenades
* Fixed a problem with the CIS character grenade throws
* Fixed the Rancor using the default death animation instead of ragdoll
* Fixed the Imperial Royal Guard so he actually has a melee component
* The jetpack no longer takes collision damage like a simple physics prop, so the sky trooper no longer takes damage when rolling
* Fix for Sky Trooper jetpack appearing in first person
* Fixed Darktrooper Arc-cutter first person position
* Fix for super-speed (hero characters run) run being stopped by small slopes

## Player/Camera

* Updated walking vehicle cameras
* Camera tweaks to first person cameras for vehicles
* Fixed a bug with saber lock. Now you can start a roll whilst sprinting
* Implemented shaking camera recoil for ground vehicle turrets and secondary ground vehicle weapons
* Changed weapon switching to only switch players' currently active weapon with players active weapon
* Tweaks to cameras of several vehicles including bug fix for T5B
* When grenades are cooked in first person the grenade is now visible in the player's hand
* Added new cameras, and camera switching dependent on rolling
* Fix for crash when taking a disruptor pistol from a Republic sniper
* Fixed a bug where you would constantly switch grenades when you are on a remote
* Don't allow the player to swap weapons with Ewoks
* Fixed some bugs with the player auto-land when in a flying vehicle
* Made the debug fly-camera persist on the player entering and leaving vehicles
* Small tweaks to camera positions for standard infantry cam and also BF2-style cam
* Altered Snow Speeder camera
* Fix for the sprint camera not knowing when player is sprinting
* Fixes to all character cameras following code changes

	+ Note: Will need tweaking on an individual basis but this will stop the camera going under the floor etc. with certain characters
* Added missing camera shake to the Rebel HTT secondary weapon
* Camera shakes should now work for all droids, Grievous, Droidekas and Gungans

## Controls

* Combo attack changed to be upper body four-part, by a tap of the right trigger, comprising of:

	+ Right -> Left;
	+ Left -> Right;
	+ Upper Right -> Left;
	+ Upper Left -> Right
* Overhead (full body) triggered by pressing attack button whilst sprinting
* Charge-Release-Spin mechanic introduced on the right trigger: Breaks out of charge/charged state when sprinting/rolling/jumping; Release of the trigger when charged produces a spin
* Removed the use of the right stick so that when you're not locked on, but are holding the lock-on button, you can turn
* First pass at 4-way blocking with attacker's animation being interrupted on impact (returning to idle state)
* Changed block to a toggle on 'X'
* Sprinting now results in block turning off
* Fixed the engine debug menu. Controls: backspace (pc) and select (360 pad)
* Fixed character not firing with PS2 pads on PC

AI
--

* Flying AI don't wait for passengers for a long time when all passenger spaces are full
* Fix to flying AI checkpoints reload issue
* Stop AI from fighting when fleeing ships
* Attacking AI will now break off their fight easier to avoid so many collisions from occurring. Also, breaking off now does special manoeuvres
* Dynamic patrol zones are now based in front of the dynamic prop to make AI fly into of the player more
* Basic implementation of "flee to escape pods"
* Changes to AI handling of jetpacks. Also, NPCs can now run out of fuel
* Added support for AI to spawn in crashing escape pods
* Tweaked Rancor behaviour
* Fixed bugs for AI teleporting
* Flying vehicle AI improvements
* Fix for the game crashing if NPCs in vehicles get assigned to squads
* Prevent NPCs from mining areas when inside a vehicle
* Increased search distance for snipe pads/cover pads especially for Hoth
* Fixes to flying AI spline following so they come off the splines less
* Follow mode added, for squads and scripted movement
* Fixed the setAIInvisible bug. Also prevents people from targeting other "invisible" people
* Reduced likelihood of AI requesting ammo to 5%

## HUD/GUI

* General

	+ General code improvements on the GUI handling
	+ Winner banner at End Game Page shows the correct colour
	+ Added new BF Slider for the menus
	+ Improved Scoreboard Page
	+ Weapon switch panel with some basic functionality. Press right on D-pad to activate
	+ Works for grenade switching and all weapons. Displays the weapon name of the weapon you have selected. Visible on Republic Rocket Launcher, rest still needs to be setup by a designer
	+ HUD elements are no longer visible when the game ends
	+ Fixed the missing compass images for the HUD
	+ Fixed a crash with Scorebar when game was ended and the player was not in the game
	+ Fixed a crash with Debug Option "Let me win" when the player was not in the game
	+ Fixed Scorebar size when displaying Scoreboard
* Frontend

	+ New Main Menu
	+ Single and Multiplayer options have been organised in the PLAY menu
	+ Use of new font "RETROSTYLE" and textures
	+ PC Gold: "Go to Main Menu" option on the splash screen now loads the new Main Menu
	+ "Cinematics" is now placed under Progress menu. (temporary, until a clear design has been agreed on)
	+ Button prompts are moved to overlaid on top of the console
* Pause Menu

	+ Updated layout: The new menu will only contain these 5 options:
		- Back to game;
		- Respawn/Load check point;
		- Options;
		- Restart;
		- End Game.
* Ingame Menu

	+ Fixed a crash that happens when loading the video option menu
	+ Added 2 textures for the pause menu
	+ Re-Added "End Game" button to End Game page
* Control Configuration Menu

	+ Added new configuration menu for game pad controller. Two presets have been added for testing purposes only
* Reticules
	+ It is now faster to get lock on in the Millennium Falcon
	+ Hero vehicles now have their own lock-on radius, made bigger to get lock on easier
	+ Added new reticules for each gun type, including animations
	+ Changed reticule behaviour so that it will now fade in and out by an adjustable amount of time
	+ Changed reticule behaviour so that the reticule will only turn blue if if is directly over that player and isn't auto aiming at the enemy
	+ Sorted flying vehicle reticule
	+ New reticule scale values. (BugID 10962)
	+ Added the reticules to the ships to look like the concept art. This includes the reticule, chase lockon, missile lockon, new brackets, a new target lead, and a new ship horizon
	+ Fixed a bug where the reticule of players entering vehicles/remotes would disappear if the player was sprinting
	+ Fixed the player auto-aiming to stop them locking onto the wrong things.
	+ Fixed the lead position on the flying vehicle reticule
	+ Health bars now display for a short time after the reticule moves off them and then fade out
	+ Stopped the reticule fading out for ships when they move fast
* Awareness Arrows

	+ Now using different colours for different awareness arrows
	+ Setup VBF arrows so they are more in-line with the original concepts
	+ Resized the awareness arrows so that they are more in proportion and closer to the original concepts
	+ Changed scales of various player awareness arrows
	+ Fixed player awareness arrows HUD messages
	+ The text colour of the guide mode now matches the colour of the arrow selected
	+ Text is removed after reaching the target or when the player leaves the arrow
* Messaging and objective indicators

	+ Added the HUD messages for the guide mode, as per concept art
	+ Fixed a bug with the HUD prompts so that the "land in the hangar" prompt will only be set if the ship is flying to prevent it from overwriting the "take off" prompt. (BugID 6003)
	+ Implemented different warning messages when reaching max altitude with flying vehicles having one (basically for snow speeders)
	+ Stopped the objective indicators displaying when you are on a vehicle or remote. (BugID 9824)
	+ Made the alpha for objective indicators always 1
	+ Added the new capture bars, as per concept art
	+ Added Team Score Bar HUD element
	+ Re-worked the team score messages so they no longer display the command post icons but the faction icon instead
	+ Changed the command post icons on the point of interest so that they fade out when the player gets close
	+ Fixed the moving spawn point indicator. Also possible fix for other similar issues. (BugID 10513)
	+ Disabled brackets around ground vehicles when the player is in a Starfighter. Also, removed the position lead and horizon reticule for ground vehicles
	+ Added code support for HUD display for the guns that can charge fire (e.g. the Disruptor pistol)
	+ Added weapon names for Republic heavy trooper's weapons needed for the weapon switch HUD display
	+ Removed some noise and friendly fire radio messages because there is only one sound effect for it which gets repetitive

## Particles/Effects

* Re-enabled laser-sliding on all laser weapons from vehicles for deliverable 'Lasers in flight have some variation in relative position'
* Force lightning tweaked. Force power push now won't be drawn for every target
* Fixed a bug where the swing trail was drawn by default before the first swing of the melee weapon was performed
* Added lightning based force power
* Added push and pull force power shaders
* Fixed the glows so they don't crash when you load a level after a level which had glows in it
* Shadow fixes for terrain and light beams
* Holograms applied to talking heads and the character selection screen
* First pass at making the laser fire look good
* Weather and dust effects now use shaders
* Fixed shadow angle clamping. Shadows will no longer stretch from shallow angle sun direction
* Last ground position is taken into account when rendering Droideka shield ground effect. (BugID 6637)
* Atmosphere shader now supports alpha blended objects
* Made improvements on force stun effects
* Snow particles update: Improved wind, snowflakes hitting the camera
* Fixed animated exploding capital ships
* Fixed snow, heat haze and black&white effect
* Fixed the ground vehicle muzzle flashes
* New stun effects and new updated version of force effects
* Fixes to alpha rendering glitches
* Made the players particle effect on ships high priority when a player is driving it
* Falling snow effect for Hoth
* Vehicle turrets: recoil for T5B tank, new AAT setup, recoil for Snailtank, better recoil speeds for IFT, new muzzle flashes for AAT, T5B, CHT, AAC, Snailtank.
* Added 'smoke from non-laser cannons' to ground vehicle remotes
* Added proper light values to all the muzzle flashes
* Improved hologram overlapping, fixes character select bug
* Fixed animated walking vehicles (including tauntaun) not casting shadows
* Fix for cloaking failing to work. This also should improve framerate when playing as a sniper as it avoids a load of expensive grenade cycle code

## Network

* Fixed a crash on network games, when NPC spawns using a melee character

## Sound

* Added sound effects for BF3 specific frontend and in-game menus
* Pause menu: Added sound effects
* Fixed the sound maps leaking memory
* Soundmap fix for Ugnaught arc cutter. (BugID 8969)
* Adding lots of new sounds, fixed sounds, optimised sound handling
* Added sound to Imperial arc cutter
* Added gesture sounds
* Fix to a crash in the sound code. (BugID 11605)
* Fixed some wrongly mapped soundmaps. (lightsaber should have been jedi. Pilot Luke was also affected)
* Implemented gesture speech
* Added ATAT walker footstep and ambience sounds
* Added scene 16b. Also added Tatooine Training pre-rancor cutscene

## Miscellaneous

* New gamelauncher with gold version option

# 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.

Note: Some special characters from the Wingdings font are used in the tables below. Wingdings is a TrueType dingbat font included in all versions of Microsoft Windows starting with version 3.1.

## Debug menu access (360):

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

Press momentarily to exit the menu.

## Ship controls:

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

# Wii controls

Note: The controls are unchanged from 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).

# 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

## XBOX 360

* FLASH 6690
* XDK 6995.1

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.

Note: If creating your own 360 ISO's then “bf\_gold.xenon.xex” should be renamed to

“default.xex”.

Note: For best stability all levels should be run following a hardware reset.

# Cato Neimoida

## Preview – Assault

* Clone ERA

	+ Large = Does not load. Will follow in next build.

# Yavin IV

## Preview - Assault

* Clone ERA

	+ Medium = Loads Successfully – Low frame rate for the first 15-20 seconds of game play
	+ Large = Loads Successfully – Intermittent crashes. For further information please refer to the bug database.

# Multiplayer

* After approximately 5-10 minutes of game play players are unable to respawn after death.

# XLSP (New)

* To access the XLSP server through the front-end:

	+ PLAY->MULTIPLAYER->XBOXLIVE->JOIN XLSP GAME
	+ The server name is 'BF3DedicatedXLSPServer'
* At this time the server can only be restarted manually. We will leave this server running, however all testing should be carried out between the times of 08:00-10:00 so that it can be restarted if necessary during our working hours.

## BF3: June MS26 Hoth Build Release Notes

* Real-time shadows on characters pop in and out due to code issue – currently being addressed
* Beam shader in one of the corridors in Echo Base (corridor leading off the left-hand bunker) is currently being rendered behind a vertex alpha’d wall – this will be addressed
* There is a vertex alpha problem just outside the main echo base hanger door, on the terrain to the right of the door. This is an easy fix, but at this stage would have meant a whole new Lightmap. Will be fixed for next delivery
* Initialisation bug on the hill by the ATAT. Only happens once when the player first spawns. This is being addressed
* Beam shaders are currently receiving shadows from the player, which they should not. This will be addressed
* Top framework of Echo Base main door will have mechanical runners added to the texture instead of it being black
* Lightmap anomalies on the outside of the outpost on the far side of the map. These will be amended