Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
update:
- Coastline tweaks
- Changed death zones into damage zones which allows map makers to specify the damage per second.
- AI tweaks to defending. The AI will no longer defend a capture point that doesn't have a nearby enemy flag. (This also means that they won't use the turrets of such points, something I'm still figuring out how to solve in a nice way)
- Made it possible to specify that the AI should never defend certain points.
- cloud ANOTHER ONE cloud
update:
- Added support for the new tool features in the game, most notably:
- Added support for one way neighbors (This needs testing from custom levels to make sure it works in all cases, etc)
- Mod loader will detect and report problematic vehicles (vehicle prefabs with more than one vehicle component on them)
- Added some fallback code for common weapon bugs
- Probably some coastline tweak I'm forgetting
- No new clouds ☹
update:
- Added parachutes!!!! (press space when falling to use)
- No fall damage yet but it's coming up
- Fixed railgun not damaging tank armored vehicles
- Fixed a silly typo in the ufo cinematic
- Parachutes are gonna be really buggy, so let me know what I need to fix in #beta-branch-feedback - Steel
Beta branch update:
- Fixed AI using parachute at really dumb moments
- Made AI planes and helicopters fly slightly higher so there's more room to deploy parachutes
update:
- Improved swimming (swimming is now done in first person and is much more controllable, but the soldier will still dive in third person when jumping into the water etc)
- Added water effects when firing weapons into the water
update:
- Updated the way AI fires automatic weapons, they will now hold the trigger down for longer bursts. Makes them a little more trigger happy and a little less accurate because of recoil
- Fixed a parachute bug when entering vehicles
- Fixed actor moving their torso when seated in vehicles
- Entering a vehicle with teammates will no longer cause the teammates to leave. This does not apply when you have squadmates, the teammates will then leave to provide room for your squadmates.
Anotha one:
- Added dogfighting AI to the planes, they will now do evasive maneuvers to avoid anyone tailing them.
- Made the fighter slightly more manouverable and boosted its health slightly
- Fixed an issue where the first person weapons would be hidden when entering passenger seats
- Added size value to vehicles, so AI no longer thinks it needs to aim super well to hit really large vehicles
- AI will now sometimes drop targets when they leave vehicles etc, which for example makes pilots a little less likely to shoot parachuters from a plane they just shot down.
update:
- Trying to fix a bug with billboards on trees for mac/linux (IE the tree images that pop up when you're really far away from them). They have been invisible for mac/linux(?) users on custom maps. This patch may fix it, so it would be great if a mac user could load up a custom map with trees such as eddscast's omaha beach: https://steamcommunity.com/sharedfiles/filedetails/?id=1332938482 and see if they still render images when far away and wether or not they are pink!
update:
- Added soldier names (They are really silly right now, a mix between moderators, youtubers and memes haha, I'll probably fix 'em later)
- Added scoreboard (Default key is tab)
- Added kill indicators
- Trying out occluded weapon sounds, if a soldier fires a weapon behind a wall, it will play slightly muffled, IE slightly lower volume and with some bass removed
update no. 2
- Added a new system for reflection (reverb) sound to weapons. Instead of creating a separate reflection sound for each weapon, you can now specify which type of reflection out of 5 a weapon should have. This system also allows reflection on AI weapons which the old one didn't.
- The new reflection system allows different reflections based on if a weapon is fired in an open field or in a tighter area such as a town.
- Reflection sounds make weapons sound a lot cooler!!!!! airhorn
- This means that the reverb audio for custom weapons is being phased out and will no longer work!!! (I don't think anyone really used this anyway, so it's not a big loss)
- I'll upload updated tools that allow you to set the reflection type soon. For now they will be automatically applied for any existing custom weapons.
- Some minor tweaks to the audio levels ingame
update no. 2 & 3:
- Minor fixes to reflection sound on vehicle prefabs
- Added support for the forceSniperAimSensitivity mode
- Added toggle for kill indicator in options menu
- Added missing kill indicator toggle to options menu
Update:
- Added killcam
- Reworked how you respawn when dead. Just press fire to trigger a respawn, or press the loadout key to choose a spawn point.
- Fixed reverb sounds not being affected by sound effect volume setting
- Reverb sounds can now have different volumes per weapon.
- Fixed custom weapon projectiles (such as explosions) not being affected by sound effect volume setting
- Fixed ragdolls sometimes freezing in water
- Fixed Rob's bot name
update:
- Added AI focus distance (Makes it so an AI engaging in close quarters battles, for example at 50 meters cannot immediately target an enemy significantly further away) Makes it so AI prefer to battle enemies at close range (if there are enemies in close range, otherwise they'll target you anyway :P).
- Reworked hitbox damage slightly. Weapons will now deal less damage in the lower part of the body (such as leg shots)
- Boosted damage of SL-Defender and RFB. SL-Defender can now one shot kill people in the chest area.
- Nerfed Condor (Revolver) damage slightly.
- Minimap vehicle blips will now appear at the position of the vehicle itself, rather than on the individual seats. This prevents a problem where multiple vehicle blips would be slightly offset from each other which looked weird
update:
- Increased rendering distance from 2 to 4 km
- Moved the close clip plane closer to the player, which will prevent seeing through walls at high FOV/when leaning into a wall
- Some changes to shadows to prevent them from creating artifcats at the new render distance.
- These changes will be automatically applied to existing custom levels and vehicles too
update:
- Added transport helicopter (still work in progress, so model/materials/weapons/ai/stuff are not done yet)
- Transport helicopter is available on Dustbowl and Archipelago
- Reworked transport ai mode on vehicles. AI will now take these vehicles and exit when they arrive at the point they want to take over. Any gunners/drivers will stay in the vehicle to provide cover.
- Tweaked helicopter AI, they will now be slightly less prone to crashing
- F8 and/or middle mouse will now toggle smooth mode in spectator camera (previously only middle mouse did this)