Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

[ASV] Indomitus
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更新:8 月 31 日 @ 下午 8:06

Indomitus v1.81

-Fixed glitched volume causing LR_DC_MM_FL_ENG not to drive forwards
-Fixed missing ammo crate (small/big) for IG Mechanised Doctrine

更新:8 月 31 日 @ 下午 6:53

Indomitus v1.8

-Death Korps Of Krieg has been added!
-Added example mission for triggers you must include in your own custom missions
-Fixed Plasmagun projectile missing texture
-Fixed numerous breed file errors
-Fixed auxiliary tank weapons still functioning after being damaged
-Added more ammo to resupply.inc that was previously missing
-Fixed plasma pieces not despawning after contact with ground and bugged delete states
-Zipped all mod contents into .pak files to help with load times and texture calling crashes
-Increased weapon skill of veteran cadians by 1 (2 to 3)
-Increased weapon skill of kasrkins by 1 (4 to 5)
-Increased weapon skill of veteran bloodpact by 1 (2 to 3)
-Removed devildog from Cadian roster and replaced it with Hellhound
-Removed LR with LC, Flamers & Plow and replaced it with LR Annihilator with PC
-Removed LR Vanquisher and LR Execution Engineer variant from Mechanized Doctrine
-Changed LR doctrine call-in for Mechanized doctrine to be a LR Engineer with LC/HB
-Added MP custom game options for 20,40,60,375 and 500 CP games
-Added new two new LR variants - Battlecannon with HB/HB and Demolisher Cannon with LC/HB or HB/HB
-Added Imperial version of Banewolf
-Reworked Demolisher, Pulveriser & Laser Destroyer weapon systems to be truer to lore
-Fixed damage views for Leman Russ and Baneblade tanks to accurately reflect component status
-Added missing trojan 3rd person view
-Fixed Elysian Color Sgt missing from roster
-Fixed issue where AI would engage dead possessed tanks
-Huge QoL pass on all Leman Russ models, fixing numerous bugs in regards to bones, gun_rots and volumes. They should feel a lot better to play with and crash less often or hopefully not at all when penetrated on strange angles.
-QoL pass on both Rogal Dorns to bring them up to Leman Russ standards
-Added crew stun & random chance to destroy the hull of Dorns & Russes if their sponsons are pierced
-Removed ability for lascannons to deflect
-Many extra bug fixes and small balance changes I forgot to note down over long nights
-New Cadian Regimental Banner
-Whole smack of new icons, flags and other UI elements by KIBER, our newest member to the dev team. You may recognize his work from the vanilla game

-Death Korps Of Krieg has been added!
The DKoK 226th Siege Regiment are the Astra Militarum Defensive Doctrine. Their infantry are high HP, high regen but low stamina and speed, trained to hold positions under heavy fire. They are immune to gas attacks and can dig larger shellscrapes, while their engineers can erect pillboxes.
Their emplacements are all brand new, ranging from twin-linked heavy stubbers to heavy autocannons all the way up to infamous "thud" guns and siege cannons. Their light vehicles include the Banewolf and the Cyclops (Salamanders are still WiP but are coming!).
They also have quite a few new medium vehicles such as the Leman Russ Demolisher, Destroyer tank chassis and a couple of new sponson variants of Leman Russ. For their heavy tanks they have the Hellhammer which is a Baneblade variant rocking a large caliber HE cannon (Ragnarok is also still WiP but coming!).
For call-ins they have a "Creeping Barrage" strike which you can use to walk a barrage onto an enemy position in front of your advancing troops. I opted not to give the Krieg any gas call-ins as that is the identity of the Nurgle themed factions, however their mortar system does include gas shells for your chemical pleasure.
They will feel slightly harder to play in PvP at the moment due to the lack of cheap transports to move their emplacements and slower troops around but soon as the Salamander is ready to go it will be included in a later update.

-Added example mission for triggers you must include in your own custom missions
There is a map/mission file named test that can be found in the editor and inside I have packaged up two sets of scripts. 40k_SP_Triggers contains melee activation scripts for players 1-8 for use in singleplayer/co-op missions. 40k_Triggers contains all the mission scripts required to run
Indomitus properly in both ONLINE & OFFLINE maps. When making a singleplayer mission, you must include both sets of trigger groups in your mission however remove the EXISTING melee script triggers from the 40k_Trigger group because they are designed for Team A/B and not player based.
If you don't remove the melee triggers from the 40k_trigger group and use both groups in your singleplayer mission, you risk things breaking and unnessesary lag from way too many scripts firing for the same events.
You must also include the events from the test mission as well, since they contain the critical events that start the scripts.

更新:8 月 16 日 @ 下午 11:13

Indomitus v1.76 Hotfix

-Texture optimization, reducation and overview completed. Duplicate textures removed and overall mod size reduced by 1 gig.
-Voice redos with some higher bitrate voices from DoW1 DE as well as new voices for commissar and Imperial Officers
-Fixed a bug where the tagging system was not functioning in non-Frontline MP game modes

更新:8 月 13 日 @ 下午 6:24

Indomitus Patch v1.75

*Major Changes*
-Replaced all Cadian Chimera/LemanRuss/Sentinel/Baneblade textures with new ones
-Fixed UVs & Textures on all Cadian Humanskins
-Updated Hydra & Wyvern Models
-Music system implemented into all MP gamemodes by default
-Improved pathfinding all around for all 40k vehicles
-Fixed Frontlines tagging system in MP, rejoice it will now function correctly!!
-Added toggleable Melee Behavior system to player-controlled Melee Centric units such as Bloodletters, Bloodcrushers and Cultists. Enabled by default on Daemons and enabled by default on Humans, it will force the unit to drop orders and attack the nearest enemy within 100m, prioritizing vehicles if they can be killed first.
-Improved bot melee unit behavior massively, they should no longer get confused and leave them at a capture flag being shot to death
-Removed vehicles slowing down when crushing trees, fences, posts and small misc entities

*Balance Changes*
-Reduced range of Blight Drone AC from 145 to 110
-Increased price of Blight Drone from 175mp to 190mp
-Reduced the price of all foot-mobile Elysian infantry to match Cadian line infantry and made the drop troops cost only 5-10mp more than the foot-mobile. This is to reflect the fact that the doctrine lacks heavy armor or AT and needs the ability to field larger amounts of infantry effectively. This should help the AI significantly as well.
-Reload of Plagueburst Mortar reduced from 3 minutes to 2 minutes
-Accuracy of Plagueburst Mortar Increased and range increased from 275m to 300m
-Doubled ripper shotgun damage from 125 to 250 and increased velocity by 100m/s
-Increased heavy stubber damage by 15 per round, increased firerate by 50 RPM and increased range by 5m
-Increased accuracy of TG and Cadian heavystubber substantially while leaving Elysian the same as it is supposed to be higher penetration and damage
-Added Blood Pact Hydra
-BP Minigun damage increased from 40 to 65 per shot
-Reduced cost of Basilisk and Griffon in MP. 700->525 and 500->375
-Reduced cost of Vindicare assassin from 375 to 250
-Doubled effectiveness of the "stealth" trait (Vindicare, Elysian Scouts)
-Elysian underbarrel GL reload speed decreased from 10s to 5s(HEAT penetration from 51 to 65, range from 60 to 80m but armor hp damage from 150 to 100) & (HE spread reduced by 30%)
-Buffed hotshot/hellgun weapons RPM from 500 to 625, penetration by 3mm and damage by 10
-Increased armor on marauder bombers by 5-10mm and HP by 150
-Massively increased range and aim tolerance of Marauder weapon systems to enable better gunship support

*Graphic Changes*
-Added dust effects to Blight drones
-Added custom exhaust fx to Daemonic vehicles
-Add custom plague explosion FX to Plagueburst Crawler and Banewolf. They also inflict a radius around them on explosion that will poison nearby infantry and rust nearby vehicles for 5 seconds
-Added (WIP) Steel Legion & Death Korps Humanskins
-Updated Kasrkin Humanskin and added Kasrkin Helmet
-New Hellgun and Stormtrooper backpack models
-Added (WIP) Ragnarok tank to editor
-Added new models for Cadian Veteran Lasgun, Longlas and Lasgun w/o Bayonet

*Misc Changes & Bugfixes*
-Added spammy plaguebolt spell to Pox Shaman
-Changed targeting parameters for Blight Drone to the same as light tank (was car before)
-Fixed Ruinous typo
-Fixed invisible helmets in DC with the three new cadian helmets
-Fixed bugged Leman Russ turret volume faces, left was bottom, right was top etc etc
-Added ability for Baneblades to push Light & Medium vehicles as well as crush hedgehogs, dragons teeth and large rocks
-Added Battlezones to Hellcenter (1v1) & Calderis Outskirts (1v1)
-Improved maximum climbing slope of all vehicles and emplacements by 5 degrees (75 to 80)
-Added new Kasrkin Plasmagun
-Re-enabled fire at will for Griffon on spawn
-Fixed Lascannons being affected by gravity and changed FPS from 1000 to 1250

更新:7 月 25 日 @ 下午 2:00

Indomitus v1.73 has been released

-Fixed Banewolf not having Plague_thrower fuel
-Fixed wrong turret names for Plaguecrawler and missing fuel
-Improved Plagueburst Crawler firing animation
-Replaced Bayonet-Lasgun with SM2 model
-Fixed floating cadian humanskins
-Added two new face variations to Cadians
-Added platform to AA Mgun on rogal dorn

This is the last update for awhile as I am going on vacation and not returning until early August. Please leave feedback about the bot behavior if its improved or gotten worse with the infantry priority changes as well as add balance suggestions to ⁠MP Balancing.

Hope to read lots of good & bad things about the mod upon my return!

更新:7 月 24 日 @ 下午 9:38

v1.72
-Added missing FX for fireball + plasmacannon
-Small buff to multilas damage and fall-off

更新:7 月 24 日 @ 下午 12:47

-Fixed Dg_Cultist portrait
-Fixed inventory ammo for Blight Drone
-Fixed Nurgle Chimera LC foresight not functioning
-Fixed missing vehicle status panel for Plagueburst Crawler
-Fixed wrong firing and ambient fx on chaos/nurgle plasma pistol
-Fixed bad terrain interaction with plaguethrower ammo
-Fixed wrong health tier for Moebian Brute Breed
-Increased price of gas barrage by 60mp
-Increased price of melee cultists by 1mp
-Increased price of DG grenadiers by 15mp
-Changed Heavybolter damage from 100 to 135
-Changed Heavybolter fall-off to:
{curve "bullet_bolter" ;// heavy bolters, damage 135
{0.07 1.50} ;// 10m 202d
{0.183 1.00} ;// 25m 135d
{0.5 0.75} ;// 65m 101d
{1.0 0.65} ;// 130m 87d
{2.0 0.25} ;// 260m 33d
}
-EXPERIMENTAL - Modified AI buy parameters to include more infantry

更新:7 月 24 日 @ 下午 12:30

更新:7 月 23 日 @ 下午 11:39

This update took a lot longer than expected due to my real life schedule being very busy. There has been a lot of backend work done on this update to create the plague/toxic effects as well as further groundwork for more advanced systems to come. As always, please report any bugs & suggestions to the discord/steam forums and hope you enjoy the Moebians :)

-Added Moebian 6th doctrine to Traitor Guard
-Added (3) new Cadian helmets to units
-Improved Cadian humanskins with SM2 assets
-Added chance for smoke grenades to spawn in the inventories of all lasgunners and autogunners
-Added assistant machinegunner breed to bloodpact & moebians
-Fixed Stalk tank no move animation bug, also reverted previous changes since it didnt fix crash. Found some typos in the roster for the stalk tank that mightve been causing the crash this entire time.
-Fixed sentinels not taking damage from melee
-Took gas nades away from everyone not supposed to have them
-Added airburst basilisk call-in to BP vox teams
-Fixed longstanding localization and icon bugs with units that have no crewmen (arty call-ins, crewless tanks with ???$name$)
-Improved weapon fx for psyker blast ammo
-Added Gore Mage & Plague Casters to Blood Pact & Moebian doctrines respectively
-Added Fireball spell to Goremages and Nurgle Miasma Cloud to Pox Shaman
-Increased AOE of Lightning Spell
-Increased Heavybolter firing sound volume
-Added a more intuative visual indication to damage being dealt to heavy infantry (bloodletters, bloodcrushers, ogryns) where the amount of gore/blood generated by a projectile indicates how much damage is being dealt to the unit
-Fixed gas blocking infantry from shooting
-Increased range of melee for daemons and modified pathfinding
-Fixed incorrect lascannon hit effects on flesh,steel,concrete and other surfaces
-Fixed incorrect plasmacannon hit effects on flesh,steel,concrete and other surfaces
-Improved fidelity and damage of kinetic penetrator call in
-Replaced old ASV ATGMs and RPGs with new Indomitus versions by Ebonhawke
-Added tabletop accurate loadouts to all Imperial Guard Sgts
-Changed Elysian & Cadian Command Squads to be tabletop accurate (Banner,Vox,Medic,Officer,Marksman,Plasma)
-Decreased cost of Marauder Bomber Call-Ins by 20 DP each
-Other misc bug fixes

更新:7 月 15 日 @ 下午 11:55

Quick hotfix to patch death brigade icon crash and slight 10% damage buff to handheld plasmaguns