Squad
SATCOM
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Opdatering: 22. feb. 2023 kl. 19:06

Recooked mod with "Share Material Shader Code" disabled

Opdatering: 14. feb. 2023 kl. 19:00

Attempted v4.2 compatibility fix (part 2)

Opdatering: 11. feb. 2023 kl. 10:11

mod id versioning file (.mi) hotfix

Opdatering: 11. feb. 2023 kl. 9:50

v4.2 compatibility update.
Note: May be unstable. SDK bug is currently preventing validation testing.

Opdatering: 6. feb. 2023 kl. 20:44

-- AA Turrets can shoot below horizon (0 degree pitch)
-- Corrected gravity scale that AA turrets use to determine how much to angle the shot upwards
-- Made changes to the turret's targeting logic to reduce effect where barrel angle jitters back and forth.
-- Turrets only attack vehicles or aircraft that have more than 0 health
-- -Changes to Tunguska/M163 tracer, and muzzle flashes removed from first person camera to improve fps while firing
-- Sandbox map asset material improvements to better match photorealism
-- Locked roles on AlBasrah USvINS (non seeding)
-- Fixed stray derrick at center of Outpost Seeding v2
-- Added new grass for Outpost
-- Outpost lighting changes
-- Underground Resource Depot asphalt material changed to be the same as the rest

Opdatering: 4. feb. 2023 kl. 12:31

-- Hotfix to include turret changes from last patch. (Sorry!)

-- New Sandbox Sunset lighting to better accommodate new landscape geometry
-- Removed floating PLA soldiers from outpost lighting layer

Opdatering: 4. feb. 2023 kl. 11:11

-- Hotfix for "passive income" UI to account for Ammo Factories
-- Passive income UI only shows 1 decimal place. Other visual changes passive income and HQ status/healthbar UI to make it less obtrusive
-- Corrected turret projectile spawner locations (possible fix for AA creating muzzleflash effects but not spawning bullets)

Opdatering: 1. feb. 2023 kl. 21:01

-- Unit factories will show 3d text to show what vehicle/aircraft is in progress
-- UI notification that shows when a point is captures will now show an icon to indicate if it's an oil derrick or artillery
-- Added UI for all players to indicate the team's passive income per second, and the number of oil derricks and artilleries currently captured
-- Fixed missing code to refund Insurgent rally after placement
-- Fixed bug where base defenses that were still being built would not auto-cancel when a prereq building is destroyed. This was only in place for regular buildings, but not base defenses.
-- Changes to oil derrick interior lights for more even interior lighting

Opdatering: 29. jan. 2023 kl. 21:04

UI Hotfix for vehicles not being accessible via scrollbar (on the Insurgent side, because they have so many!)

Opdatering: 29. jan. 2023 kl. 18:49

-- Reduced commander vote cooldown from 300 seconds to 30 seconds
-- Reduced staging from 2 minutes to 1 minute

-- Research Facilities now let you build a Tank Armory. Tank Armories are required for tank production. Tank Armories cost 2800 construction, and take 40 seconds to build. They consume 15 power points.
-- Research Facilities now let you build a "Control Tower" building. Little Bird, Apache, Hind, and Mi8TVK now require a Control Tower instead of a Research Facility. Control Towers cost 3200 construction, and take 40 seconds to build. They consume 20 power points.
-- Research Facility price, construction time, and power consumption reduced by exact price, construction time, and power consumption of the Tank Armory:
-- Research Facility price reduced by 3000 (from 8500 to 5500)
-- Research Facility construction time reduced by 40 seconds (from 96 to 56 seconds)
-- Research Facility power consumption reduced by 15 (from 55 to 50)
-- Changed model of Research Facility

-- Changed commander UI to use scroll bar when building/unit list gets too big
-- Changed commander UI to use double-wide list of strike/abilities

-- Increased capture radius for artillery (10m to 15m)
-- Increased capture rate for artillery and derricks (2.5% per tick to 4% per second)

-- Allowed larged walls to be connected
-- Reduced large wall health (500 to 390)

-- Changes to asphalt material used at resource depot for better visuals and contrast with construction/ammo markings

-- Specialist team scaling changed to 1 specialist unlocked per 5 players, 2 unlocked from beginning (12 Specialist for 50 players)
-- Specialist squad scaling changed to 1 specialist unlocked per 2 squadmates

-- Fixed (relatively new) bug where RU faction needed Research Facility to build MG Turret
-- Fixed (relatively new) bug where INS Logis would not spawn at start
-- Possible fix for AA turrets making muzzle effects but not firing (could not reproduce in SDK)