Stormworks: Build and Rescue

Stormworks: Build and Rescue

Bungeling Raiders (Hostile A.I. Encounters)
Näytetään 11–20 / 44
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Päivitys: 22.2. klo 20.12
tekijältä Captain Robertson

  • Added another variant of the Orca attack submarine that is just armed with torpedoes, this means there's one with VLS missile launchers and another without, so players finally have the option to fight against at least one type of enemy submarine without having to enable missiles in their game.
  • Made some minor improvements to the enemy torpedoes so that they're more likely to focus on the player instead of turning back around and homing in on the submarine that launched them.

Päivitys: 3.2. klo 6.32
tekijältä Captain Robertson

  • Made the Griffon Assault Helo slightly more of a threat by swapping it's machine guns for light autocannons, enabling it to strafe it's target from longer distances.

Päivitys: 12.1. klo 9.39
tekijältä Captain Robertson

  • Moved the position of the flags on the Mako Corvettes. In the real world flags are only displayed on the stern when a ship like that is entering or leaving port, not whilst it's on active patrol at sea.

Päivitys: 12.1. klo 9.35
tekijältä Captain Robertson

Updated Bungeling Raiders (Hostile A.I. Encounters).

Päivitys: 9.11.2024 klo 15.28
tekijältä Captain Robertson

  • Fixed a bug that was causing some of the start menu settings to be ignored on loading a saved game.
  • Changed the markers so that they pop in sooner, as this was causing some of the younger and less patient players to get confused and think the addon wasn't working.

Päivitys: 3.11.2024 klo 6.12
tekijältä Captain Robertson

  • Made a couple of changes to the text in the starting options to make them a little less confusing to people with learning difficulties or those that don't speak English as their first language.

Päivitys: 29.10.2024 klo 14.35
tekijältä Captain Robertson

  • Finally implemented the long awaited feature for the hostile vehicle markers to be less cheaty, now they take a minute to appear after game start, are less precise and will fade in and out during play, this is to help prevent players using missiles with mid-stage GPS guidance from getting too many easy kills without using their own radar.
    If you're a content creator testing your own creations against the hostiles or just want the markers to be accurate and always on then all you need to do is type ?hostile_ai_debug in the console.

  • Fixed the bug that caused markers not to work correctly in multiplayer.

  • Improved the spawn code so that hostiles are clustered around the three main island chains but with patrols still going between them.

  • Fixed the issue where research points were being wiped each time an enemy vehicle was destroyed.

Päivitys: 21.10.2024 klo 16.52
tekijältä Captain Robertson

  • Improved the behaviour of the hostile AI when chasing and circling their intended target.

Päivitys: 14.10.2024 klo 5.49
tekijältä Captain Robertson

  • Tweaked the missiles used by the Whirlwind so that they self-destruct after about 20 seconds of flight time, otherwise if they miss their target they will go pitbull and fly around their initial waypoint for several minutes looking for a new target, often locking onto and hitting the very same Whirlwind that launched them.

Päivitys: 13.10.2024 klo 17.31
tekijältä Captain Robertson

  • Fixed a couple of minor bugs, including one that prevented the hostiles from moving on to their next waypoint after they had destroyed their last remaining target and a player was still within render distance.