Cortex Command

Cortex Command

Warhammer 40,000: Imperium of Man
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Update: May 14, 2014 @ 10:24am

R20.8b!
+Extended laser AI tweaks to the dummy rounds of all the following weapons;
++Light Shotgun, Automatic Shotgun, Inferno Pistol, Meltagun, Multi-Melta, Melta-Cutter, Tarantula Multi-Melta
+As a result, the AI should utilize all of these weapons and tools more effectively. Although I would strongly recommend not giving them melta weapons.

Update: Apr 28, 2014 @ 3:40am

R20.8a! Laser tweaks.
+Adjusted 'dummy' rounds for all laser weapons (handheld + turret-based) to take advantage of the AIFireVel and AILifeTime properties, which should hopefully improve the AI's ability to engage targets using laser beam weapons.

If you have any feedback on these changes, I would love to hear it -- since if the AI has suddenly turned super-effective with laser weapons, I may need to rebalance them. I may also adjust some other weapons with unusual functions/fire methods (e.g. meltaguns) to use the same properties, so the AI is more capable with them if this turns out to be effective..

Update: Apr 27, 2014 @ 9:13am

R20.8! Turret adjustments.
+Increased survivability and combat-lifetime of all turrets and turret weapons by adjusting values, wounds, and materials.
+Switched Tarantula Multilasers over to using orange beam FX for consistency.
+Significantly increased Tarantula SAM launch velocity. These things do not fuck around if you are in their airspace.
+Tweaks to reenable always-explosive deaths for turrets.
+Further adjustments to Astartes Assault Cannon;
++New spin+firing SFX.
++Increased capacity by 100rnds and ROF by 500rpm.
++Massively reduced recoil.
+Changed default weapon sorting to be by type (las/plasma/etc.) rather than by size/weight.
+Imperial Guard is no longer enabled as by default as the faction for metagame.

Update: Apr 20, 2014 @ 3:33am

R20.7a!
+Updated all Faction Files for Unmapped Lands 2 and Void Wanderers by extension to make the following changes;
++ Retuned which weapons and items are issued to starting actors and the fact the Storm Bolter was repriced.
++ A few actors had their datacost/repcost tweaked too, to ensure players start with flight-capable actors no matter which faction they use.
++ A few items had their datacost/repcost tweaked similarly. Notably, the Lasgun w/ Bayonet (now has a very small data/rep cost), the Light Shotgun, and the Combat Shield.
++ The IG faction AIs will now use Elysian Stormtroopers to back up their regular Elysians.

Update: Apr 18, 2014 @ 1:18am

R20.7!
+Tuned Assault Cannon performance to bring it in line with the actual fluff and make it slightly less absurdly lethal.
+Tuned Heavy Stubber performance to make it slightly less absurdly lethal. It's still murderous up-close, but less so when aiming at targets further away.
+Bolter Inferno Bolts no longer create igniting fire particles, same as the recent Meltabomb tweak. No more risk of setting allies on fire.
+Increased Light Shotgun capacity by 100% (4->8). This also means it effectively takes twice as long to fully reload from empty, though.

Update: Apr 16, 2014 @ 11:11am

R20.6c!
+Elysian, Stormtrooper, and Elysian Commissar gravpacks can now be toggled in/out of their hover mode using the pie menu. By default, they are in hover mode; flight mode is for advanced users.
++For those unfamiliar with the hover mode; gravpacks will attempt to maintain a steady altitude of 200px above the ground, or hover 30px below any overhead scenery (to allow for easy movement in vertical bases). If there is no ground below the user, they will attempt to maintain current altitude, which makes them great at crossing bottomless pits.
+Increased strength of gravpacks, allowing for faster movement in both modes. Unless your actor is carrying some fairly heavy weapons, expect flight mode to be a little tricky to control.
+Meltabombs no longer create igniting fire particles that can somehow set null objects (like the observation points on BlockWars) on fire.
+Tweaked firepower of the M41-Pattern Automatic Lasgun. It can cause more wounding, but is slightly less effective against heavily-armoured opponents.
++Also tweaked the M41's accuracy values. It now loses accuracy slightly faster and can be much more inaccurate when fired from the hip) but the first aimed shot is always perfectly accurate.

I also accidentally disabled the Ultramarines in the last push (R20.6b) but this one fixes that.

Update: Apr 16, 2014 @ 11:05am

R20.6b!
+See patchnotes for R20.6c.

Update: Apr 15, 2014 @ 2:56pm

R20.6a!
+Fixed AI pathing that might have interfered with special flight/jetpack functions and health regen. Going to look into making the flight functions of the Elysian gravpack into a toggle since it's actually strong enough to provide flight without scripting.

Gravpack toggle coming in next update.

Update: Apr 15, 2014 @ 11:53am

R20.6!
+Increased Storm Bolter price (up to 375)
+Added two new Weapon Index options
+Added custom MinLethalRange and MaxLethalRange values to GSR, Stalker, Shotgun Slugs, and MSR.
+Tuned cost/impulsedamage/gibwound/gibimpulse/etc. values of various actors. In most cases, gibwoundlimits have been tuned down a little bit, but gibimpulselimits have been tuned up. Most actors were absurdly wound-resistant (even guardsmen!) to the point they'd probably die from bleedout rather than straight-up gib from sufficiently powerful explosions. On the other hand, many of them had very easily broken arms/legs/heads/necks/etc. compared to other vanilla actors.

Update: Apr 9, 2014 @ 10:19pm

R20.5a!
+ Updated the workshop preview image. Tiny update, I know.