Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

[ASV] Indomitus
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更新:9 月 6 日 @ 下午 8:16
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Sorry quick reupload, forgot to actually enable the Ragnarok in MP and didnt rename an _x hydra model

更新:9 月 6 日 @ 下午 8:09
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Indomitus v1.85

-Fixed no FPS view for Hellhammer
-Added Ragnarok Heavy tank to DKoK
-Fixed engineers being unable to dig trenches
-Increased price of Baneblade from 1300 to 1450
-Increasd price of Hellhammer from 1400 to 1650
-QoL pass on Basilisk fixing volumes, bones, rotational limits and other misc changes
-QoL pass on Trojan fixing volumes, bones, rotational limits and other misc changes
-QoL pass on Manticore fixing volumes, bones, rotational limits and other misc changes
-QoL pass on Griffon fixing volumes, bones, rotational limits and other misc changes
-QoL pass on Hydra fixing volumes, bones, rotational limits and other misc changes
-QoL pass on Wyvern fixing volumes, bones, rotational limits and other misc changes
-Qol pass on Devildog/Hellhound/Banewolf fixing volumes, bones, adding missing _xx textures, rotational limits and other misc changes
-Qol pass on Chimera/Command/LC/Dozer fixing volumes, bones, rotational limits and other misc changes

The QoL changes are much needed and bring almost all the vehicles in the mod up to the same standard that I am capable of as of now. A lot of those vehicles were ported back in January and Feb when I was still learning the ropes so a lot of bugs have been fixed with them. Just missing the stalk tanks and sentinels to get looked at.
The Ragnarok has been added and can now be used in Multiplayer.
Nerf to Baneblade and Hellhammer prices as they are too much an I-Win button.

This will be the last patch for a month and a bit as I am beginning to pack my house and move. Steel Legion is up next then Conquest hopefully by Christmas but we will see.

更新:9 月 2 日 @ 下午 2:37
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Indomitus v1.835

-Fixed AP and HE rockets not resupplying for AT & AT-Asst Soldiers
-Fixed large foxhole showing up for soldiers unable to dig them

更新:9 月 2 日 @ 上午 2:05
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Indomitus v1.83

-Fixed missing dk_mortar FPS view and icons
-Fixed DK psyker using wrong skin
-Fixed gas damaging soldiers with gasmasks or immunity (psyker,krieg,stormtroopers etc)
-Updated PDF skins
-Fixed gas slicer entities not deleting themselves after activation (maybe fixed crash involved with them)

更新:9 月 1 日 @ 下午 6:26
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Indomitus v1.82

-Removed extra guncrew from Quadlauncher call-in
-Added icons for Krieg Ammo crate & trailer
-Fixed missing FPS mode for DK_Quadlauncher
-Fixed Wyvern gun characteristics not ranging properly
-Increased spread of DK_Quadlauncher
-Fixed wrong ammo for DK_Colonel breed
-Fixed squads disappearing after three purchases
-Fixed Macro Barrage not spawning shells
-Fixed Airburst Basilisk Barrage not spawning shells
-Changed Cadian Mech Infantry call-ins to spawn inside Chimera ready to roll
-Cheapen Chimeras for Mech Doctrine by 25MP
-Experimental fixes to Valkyrie Rocket Runs causing crashes
-Fixed Main Menu Logo
-All weapon skills of Krieg breeds have been reduced by 1 level, but all Krieg troops made roughly 20-25% cheaper than other doctrine infantry
-Added unique PatherID for Rogal Dorns to improve pathfinding
-Fixed missing reload icon for plague weapons
-Added new DKoK Psyker
-Improved DKoK infantry textures
-Fixed Leman Russ volumes

更新:8 月 31 日 @ 下午 8:28
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-Fixed wrong ammo in 170mm Krieg Siege cannon

更新:8 月 31 日 @ 下午 8:24
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Indomitus v1.81 Electric Boogaloo

-Temporarily disabled duplicate units shared between Mechanised and Airborne doctrines as they require custom vehicles per doctrine. Explains missing units that should have been available since June (lol macro barrage)

These units will be reenabled once I create custom versions of all Elysian vehicles

更新:8 月 31 日 @ 下午 8:06
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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
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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
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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