Rusted Warfare - RTS

Rusted Warfare - RTS

Virsenian Glory Remake BETA 0.7.11
Ergebnisse 1–10 von 31
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Update: 14. Sep. um 2:53

Hotfix.

Update: 13. Sep. um 9:21

Changelog.
Main:
- Balance improvements;
- Bug fixes;
- Howitzer reload time of all calibers reduced by 2 times;
- Priority targets were added for each aircraft depending on the installed weapons. Thus, fighters will not fire at armored vehicles, and attack aircraft will not fire at infantry, etc.;
- Damage of AT grenades to armored vehicles reduced by 25%;
- Damage of [Hussar] to passengers equals 0, HP reduced by 100;
- Damage of [Lancer] to passengers equals 0, HP reduced by 100;
- New random event [Cruxian Missionaries], a squad aggressive towards all players (in addition to small arms, they use Molotovs), which appears next to the mine closest to the center and begins to capture it in order to rebuild it into a barracks. The barracks produces additional troops for its defense. After a successful capture, they move to the nearest uncaptured mine. They do not attempt to intentionally attack player units or buildings if they are not on the way to the mine. When destroying units, there is a small chance that they will drop a small Fresquit box (5 F);
- New random event [Rain], slowing down the speed of units by 10%. Can be found on all maps except snowy ones;
- New event [Snowstorm], which slowly kills freezing infantry. To combat the negative effect, a temporary building [Bonfire] has been added, which will warm up nearby infantry. In addition, buildings and troop compartments of armored vehicles can be used to heat infantry. Found on snow maps;
- Now armored vehicles and buildings will have a thin strip under the HP scale, the color of which is tied to the team color. Team color flags have been removed from all buildings. It is recommended to enable team color in the settings for the stability of the mod;
- Soldiers with AT weapons and AT guns have been given an AT mode, when enabled, they will ignore other units and shoot only at armored vehicles. The function is especially useful for AT units inside other armored vehicles;
- Neutral [Pillbox] is now captured by the nearest player forever, without the possibility of it being intercepted by the enemy;
- HP of all [HQ] has been reduced from 6000 to 4000;
- All armored vehicles go into "uncontrollable" status after destruction. During this status, the armored vehicle is completely invulnerable to damage for a while, moves in a random direction (ignores player orders), while firing at the enemy. The unit will self-destruct as soon as the timer expires or if it crashes into something;
- The visibility radius from [Trench] is reduced by 20%;
- The speed of bullets of all small arms is increased by 2-3 times, and the visual effect of the tracer is improved, due to which the load on the effect limit is reduced by 4 times;
- The CMG caliber (a machine gun on turrets, which is a transition between VMG (machine guns in the hull) and HMG (a turret, the main weapon of which is a machine gun) will be removed and replaced with HMG. This will mainly have a positive effect on Rennland and Nostov;
- Each faction now has its own unique machine gun sound, which will help distinguish armored vehicles and add originality;
- Complete rework of aviation. Unnecessary (within each faction) air support has been removed, new types have been added, such as Zeppelins and Gyrocopters;
- Damage of all air defense machine guns to aviation has been reduced by 50%;
- The rate of fire of all HMG machine guns has been standardized to 0.15 (instead of 0.2, 0.25 and 0.3 depending on the unit);
- Damage of all autocannons to aviation has been increased by 50%;
- Improved sounds;
- HP of all cavalry has been reduced to a standard of 500 HP (except [Statsu Cavalrymen], they have 400) HP), maximum movement speed has been increased by 40%;
- Now, the team that holds fewer mines than the enemy receives a 20% bonus to MP on each cycle and 40% if the enemy has captured more than 60% of the mines (the bonus does not work in the first 6 minutes of the game, i.e. 2 cycles);
- New mechanics: evacuation of the wounded. Now, special medical units will have the ability to request rescuers who will deliver the wounded from the battlefield to the unit. Upon reaching a certain number of delivered wounded, a standard [Rifleman Squad] for the selected faction will appear. When evacuating enemy wounded, the player receives 20 MP for each soldier;
- [Logistical Upgrade] has been removed, now the ability to transfer resources will be unlocked automatically after the 12th minute of the match (a notification will also appear in the chat). Up to 12th minute it will be impossible to transfer resources.

Changes in factions.
Rennland:
- New unit [TMS S.14], a universal APC;
- New unit [Circa L.26], a light tank with AT or AA capabilities;
- New unit [Skorder JF.199], a light tank with AA capabilities;
- New units Zeppelins [Mikelana JLB.1921], [Dalko JLA.1920] and [Dagsholm JLK.1926];
- [Machine Gun Nest] and [Machine Gun Nest x4] HP decreased to 1000, [Machine Gun Nest x2] HP decreased to 1500.
Velia:
- [Artillery Bunker] replaced with [Bunker with Howitzer], price and characteristics changed;
- Truck [ZFS Vz.14] is divided into 2 separate units with their own upgrades and characteristics;
- HP upgrades for [Mine] [Mine-Bunker] increased by 1000;
- New assault gyrocopter [Flachka Vz.28];
- New panti-tank gyrocopter [Kotov Vz.28];
- New transport gyrocopter [Duckinku Vz.27];
- New reconnaissance gyrocopter [Razhiya Vz.26].
Nostova:
- The [Bunker] sprite now differs depending on the installed upgrade, and the attack radius of both upgrades has been increased to 270 degrees. The [AT Gun] upgrade has been replaced with [Heavy Autocannon], the price has been changed, it is only available in the Terror Doctrine. Construction time has been increased by 2 times, HP has been reduced to 2000;
- [AT Machinegunners Squad] have added 10 rounds to the magazine;
- [TPK-23] armor has been increased to 6;
- [Ferahnuma T-2] HP has been reduced to 1100;
- [UTT-26] HP increased to 2200;
- [Statsu Lancers] now available in all doctrines;
- [Statsu Squad] price increased from 300 MP to 360 MP;
- [Dimitry S.22] attack range decreased from 900 to 800;
- [MT-28E Nyura] price decreased by 5 F;
- [Armour-Piercer Squad] price decreased by 80 MP;
- New unit Zeppelin Propaganda [Kust-Va-Mil DR/226].
Gallitia:
- Faction split into 3 doctrines;
- New production unit [Flankguard HQ], contains allied units;
- New [Specialist Assault Squad], soldiers with fire ammunition that have a chance to set the target on fire;
- New [Militia Squad], a random set of soldiers for a fixed price;
- New [Cavalry Sniper], a sniper on horseback, capable of shooting on the move, but with a debuff to maximum speed;
- New unit [Tasso M1], an ultra-small tankette for one soldier with various modifications;
- New unit [Cavalletta M7], a tankette with 2 large missiles installed on the turret for direct fire;
- New unit [Escorpio 23/3], a tank destroyer with good anti-infantry weapons;
- New unit [Conejo 19/2], an armored car with AT rifles in the turret;
- New unit [Sicani A2], a medium tank with a machine gun with incendiary ammunition;
- New unit [Yilan A1], a tank destroyer armed with incendiary ammunition;
- New zeppelin [HT MKIV Flamboyant];
- New gyrocopter [HC27 MKII Skyguard];
- New upgrade for [Amphibious Trailer], allows you to load [MKII Hetfield] into it;
- [Sniper Nest] cost increased to 300 MP, manual reload required for shooting;
- [F23 Wyvern] cost decreased by 100 MP and 10 F, HP decreased to 700, armor to 8;
- [MF24 Oreklion] HP increased to 2500, added 2 machine guns to the roof turret. The number of these units in reinforcements decreased to 2;
- [Rifleman Squad] cost increased from 460 MP to 500 MP;
- [Propaganda] skill cost increased from 5 F to 10 F;
- [AT Rifleman Squad] cost increased from 400 MP to 540 MP;
- Durability of all mobile headquarters increased to 1000 HP in mobile mode and to 2000 HP in stationary mode.
... full list: https://drive.google.com/drive/folders/1sn3xaeFB8_L_VZDxJGmfg

Update: 1. Jun. um 8:37

Nostova mine hotfix.

Update: 1. Jun. um 5:09

Changelog.
Main:
- Balance improvements;
- Bug fixes;
- Cover mechanic range increased by 20 at all levels;
- Field guns, machine guns and gun trailers standing on an empty trench receive a bonus to defense and attack range;
- Trenches are no longer neutral and can be captured. Trenches connected to each other cannot be captured by the enemy if there is at least one allied soldier in them. The ability to repair them has also been added;
- Annihilation mode has been replaced with Conquest mode (reserves). Read more about the mode in the updated "Modes" tip;
- HQ have been reworked. HP has been reduced to 6000, regeneration has been removed. Now after their destruction, fragments remain (invulnerable), which can be restored again. Also in this state, it is possible to request reserve squads (free). If the HQs of the entire team become debris, they will self-destruct and the team will lose;
- New event "reinforcements", spawns a small infantry squad near the headquarters of all players;
- New event "fog", temporarily worsens visibility and attack range of units;
- Damage of all [Assaulter] to buildings is reduced by 5 times, damage to infantry is increased by 50%;
- Damage of all [Submachine-Gunner] to buildings is reduced by 5 times;
- The delay between bursts for all [Stormtrooper] is reduced by 33%;
- Each faction has a unique upgrade for T1 Mines;
- The mechanics of capturing mines have been changed. Now, to capture, infantry (as well as some light armored vehicles) must approach the mine closely and wait for it to be captured (this will be visually visible with the help of the capture ring, which will be painted over) - the more infantry, the faster the capture. It is impossible to damage the T1 mine, its other improvements are add-ons that block capture and can be destroyed.

Changes in factions.
Rennland:
- Division into 3 doctrines;
- [Elvdyr LV.1923] infantry protection inside increased by 1 level (including the level of protection with improvement);
- [SF.183] price decreased 350 MP 20 F> 250 MP 15 F, infantry protection level inside increased;
- [Artillery Strike] cost decreased 25 F> 15 F;
- New unit [Artillery Trailer], shoots on the move;
- New unit [Ulf-Jagare FA.1921], flamethrower tank;
- New squad [Jäger Squad], capable of moving through mountains.
Nostova:
- The Terror doctrine feature has been transferred, now instead of a second T3 mine, you can upgrade the mine to T3 an unlimited number of times, but on the condition that there is no more than one T3 mine;
- The cost of [Artillery Strike] has been reduced 30 F > 20 F;
Gallitia:
- Now officers can use propaganda to force enemy infantry to retreat.

Update: 4. Mai um 3:53

Trenches hotfix.

Update: 4. Mai um 2:52

Changelog.
Main:
- Balance improvements;
- Bug fixes;
- All AT shells are sped up by 25-50%;
- New Covering mechanics. Infantry receives a bonus to armor if there is a tank nearby. Read more in the "Covering" tip;
- Reworked shooting mechanics during a bayonet attack, now shooting occurs only during a bayonet attack, and not separately. Thanks to this, the soldier runs after the target like other soldiers during a bayonet attack;
- All old trenches have been redesigned, they are now more convenient and versatile. Factions that do not have trenches have now also received them. Trenches connected to each other receive a defense bonus;
- New neutral unit [CTPAH Combine], will appear on some maps;
- New neutral unit [Motorboat], will appear on some maps;
- Damage of all AT Grenades decreased by 25%;
- Fighter now patrols the landing point when using Transport Aircraft, call price has not changed;
- Range of all artillery with automatic fire mode increased by 100.

Changes in factions.
Rennland:
- Attack range of [SF. 183] increased 600 > 800 (taking into account the range increase mentioned earlier).
Velia:
- [Kichiya-1F] and [Kichiya-1D] can now tow trailers;
- Attack range of [Autocannon Bunker] increased 375 > 400;
- Attack range of [Zhmot K21] increased 600 > 800 (taking into account the range increase mentioned earlier).
Nostov:
- [APT-16] damage decreased by 33% for all targets except buildings;
- [RPT-27] significantly increased damage to infantry;
- [Statsu Lancers] HP decreased 600 > 500;
- [S-22 Dimitry] attack range increased 750 > 900 (taking into account the range increase mentioned earlier).
Gallitia:
- [AT Gunner], reload decreased by 33%, delay between shots decreased by 2 times;
- [MH22 Walross] HP decreased 1800 > 1400;
- [Bomberman] damage to all targets increased by 2 times;
- [Defensive Artillery] damage to buildings decreased by 25%, delay between shots increased from 5 to 6 seconds, firing range decreased from 500 to 400.

Update: 21. Apr. um 11:37

Changelog.
Notes about the previous update:
- A feature was added to Terror Tactics that increases the [T3 Mine] limit to 2, and not to Propaganda Tactics, as it was mistakenly indicated earlier;
- The HP of [UTT-26] was decreased 2800 > 2000;
- The damage of [Autorifleman] to buildings was decreased by 5 times.
Main:
- Balance improvements;
- Bug fixes;
- New game mechanics: retreat and rally point. Allow soldiers to retreat if necessary to the specified rally point, ignoring suppression and with increased movement speed. More details in the "Rally Points & Retreat" tip;
- The visibility radius and firing range of [Marksman] and [Stormtrooper] increased by 75;
- [Stormtrooper] delay between shots in a queue was decreased by 3 times;
- [Marksman] rate of fire decreased by 20%;
- Damage of AT guns and TD vehicles to armored vehicles decreased by 20%.

Changes in factions.
Nostova:
- [MT-28 Shurets], missiles now reduce morale 4 times less;
- [Elite Submachinegunner] HP increased by 100, armor to 3.
Gallitia:
- [Defensive Artillery], shells now reduce morale 4 times less, call radius decreased to 600;
- HP of Mobile Headquarters decreased by 50%;
- [Brookridge-Dunn "Swallow" Glider] no longer deals death damage, but leaves fire puddles.

Update: 16. Apr. um 7:52

Changelog.
Main:
- Improved balance;
- Bug fixes;
- Full update of faction descriptions;
- New visual effects when selecting units;
- The new faction is the State of Gallitia, currently with 1 doctrine available;
- Engineers - now they can be put in any armored vehicle, but sitting inside, they will not be able to repair;
- Rifle damage increased by 40%;
- Machine gun (HMG soldiers) damage to buildings has been reduced by 50%, armor-piercing tape damage to buildings has been increased by 25%;
- The damage of assault and Marksman rifles has been increased by 25%;
- Amphibians that have the possibility of installing a crane for minor repairs and collecting crates of resources also have the opportunity to disassemble the wreckage of armored vehicles underwater;
- Units with the ability to repair and restore/disassemble debris have the ability to do this while moving, without the need to deploy, as well as lay mines;
- Other units with the repair function have the ability to collect cargo and disassemble wrecks;
- Howitzers of all calibers received a 10-25% larger projectile explosion radius, as well as x2 damage to armored vehicles;
- The cost of all transport aircraft has been reduced by 20-30%;
- New mechanics - Flooding. Flooding can occur in amphibians and ships, the more units they attack, the greater the level of flooding, which causes permanent damage. Flooding is eliminated if the unit is not attacked or if it comes to land or ford;
- A lot of work has been done on configuring AI (or rather, manually prescribing certain behaviors to them), which has made them much more active in the game. They use skills (artillery strike, aircraft call), as well as faction features, and retreat if repairs/treatment are necessary. Although the AI has not become more honest, it will be much more interesting to play against it now. Unfortunately, it is impossible to force AI to spend resources more often if there are a lot of them, you can only force AI to spend absolutely everything on something specific, but in our case, the first option will have a much better effect, as well as add more elements of randomness. In addition, players can give orders to the AI. Read more in the "Allied AI" hint;
- Improvements of large houses to field barracks have become cheaper 300 MP and 20 F > 200 MP and 10 F;
- [Mortar Bunker] now fires 1 powerful projectile into the specified area;
- New neutral buildings [Coastal Bunker] and [Pillbox] will appear on some maps;
- Now all the buildings protect the soldiers inside from bayonet attack;
- All mines have been replaced with [Minefield] of different sizes and specializations, and they can also be detected by anti-invasion units.;
- The entire cavalry is now immune to suppression;
- All grenades and bombs with timers now do not collide with other units, nor are they repelled by explosions;
- All guns (but not autocannons) now hit or almost hit infantry, but have a 50% lower blast radius;
- The prices of all tanks (not related to tankettes) have been lowered by 15-20%;
- Barricades are now unarmored if they have not been completed;
- AT grenade damage increased by 20%, blast radius increased by 15%;
- The [Order to Defend] has been changed, now infantry gets +12 armor and +100 radius, and armored vehicles +18 armor, but the deceleration of the order has been increased by 2 times;
- Other minor fixes.
Changes in the factions.
Rennland:
- Price [Elvdyr LV.1923] 400 MP 35 F > 400 MP 30 F;
- Price [Lavik-Vasa J206] 250 MP 15 F > 250 MP 10 F.
Velia:
- [PT Shooter] armor penetration increased from 5 to 20;
- New unit [Vz.27 "Vampire"] capable of connecting to enemy mines and stealing freskit;
- New unit [Pane Vz.20] MLRS;
- New upgrades for [Kichiya-1] self-propelled guns (AT cannon) and Flamethrower. The available improvements depend on the chosen doctrine;
- The acceleration rate of the rocket [Rocket launcher] has been increased by 5 times;
- The price of [AT Grenade] and [Shock Grenade] has been lowered from 3 F to 2 F;
- New improvement for [Djokov K17] x4 HMG air defense system.
Nostova:
- Heavy tank [TPT-21 Sokov] 2000 HP > 2400 HP, added an additional twin machine gun in the main turret;
- The acceleration rate of the [RPT-27] rocket has been increased 5 times, the price has been lowered from 3 F to 2 F;
- The price of [Molotov] has been lowered from 3 F to 2 F;
- A feature has been added to Propaganda Tactics that increases the [T3 Mine] limit to 2.
Gallitia:
- Lots of new units, price and performance rebalancing.

Update: 15. Feb. um 12:50

Changelog.
Main:
- Balance improvements;
- Bug fixes;
- New visual effects when selecting units;
- New feature: Resource Multiplier. Now, before the start of the match, players vote for one of the proposed options within 30 seconds. The selected multiplier affects both resources. Read more in the "Resource Multiplier" in tips;
- Due to the introduction of the Resource Multiplier, the production time of units has been completely rebalanced and standardized. Thus, the production time of squads and armored vehicles has increased by 50%-100%. This will not only help prevent an early rush at high multipliers, but also add significance to the construction of several identical production buildings at once;
- Tank armor has been increased by 10%-15%;
- All portable (not to be confused with hand-held!) HMGs have been given an air defense mode;
- Other minor fixes.

Faction changes.
Nostov:
- New unit [S-22 Dimitry] heavy artillery gun.
Velia:
- New unit [Koyot M11] amphibious support vehicle;

VGM mode.
- Minor fixes and improvements.

Update: 1. Feb. um 7:45

Changelog.
Main:
- Balance improvements;
- Bug fixes;
- When the driver dies in the [Horse-Drawn Carriage], the trailer is automatically uncoupled;
- If any builder is placed in the first slot (i.e. as a driver) in a neutral vehicle, the vehicle will automatically unload everyone inside;
- 3 new skins;
- Other minor fixes.

VGM mode.
- The technical cost of Corrupts squads has been increased by 50%, which makes the beginning of the scenario much easier;
- The behavior of allied AI in the Surrounded scenario has been reworked, now they behave more logically.