Forts
Tons More Guns
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Opdatering: 3. aug. 2021 kl. 22:48

> With Architect, the Repair Gun's and ERK's repair field last twice as long and heal twice as much

> Repair Gun no longer EMPs forts it is repairing

> Thermal Rockets are no longer a 'burst-fire' weapon, they no longer have 3 short reloads before a long cooldown and instead fire one burst and then have a long reload

> Artillery Missile's projectiles now deal a bit less damage

> Firebird's active gives Thermal Rockets and Artillery Missiles less incendiary radius

> Artillery Missiles during Scattershot's active have been buffed

. > 0.25 second pause between shots (was 1 second)

. > Firing the weapon now costs 25% less than normal (was 50% more)

> LAAS should now be able to damage Artillery Missile projectiles

> LAAS has gained some buffs vs structure, such as increased emp radius

> Minor bug fixes

Opdatering: 3. aug. 2021 kl. 13:04

> Firebird's active once again makes the Repair Gun and ERK fire-based weapons

Opdatering: 2. aug. 2021 kl. 22:53

> Due to the already precise nature of Artillery Missiles, Scattershot's active now doubles the amount of missiles fired but with a 1-second delay between shots. The catch? 1.5 times the firing cost, incredible inaccuracy, and a longer reload

> Repair Gun and ERK have been reworked!

. > Repair Gun now heals over time, instead of instantly

. > ERK is now able to rapidly heal Forts AND Cores, it still heals the same amount of core hp

. > ERK now costs a more to make and fire

. > Both the Repair Gun and ERK have a new (although a bit wip) healing visual effect as well as a lower minimum firing speed

Opdatering: 1. aug. 2021 kl. 23:26

> FINALLY made a thumbnail for the mod

> Artillery Missiles are now classified as a "mortar" projectile instead of a missile, meaning auto-AA can now properly target it (Don't worry, Seep and Warthog still affect it's thrust!)

> Changed the description of the Artillery Missile to better match the Cannon and Plasma Laser

> Artillery Missile now costs 3000 energy to fire (was 7000)

> Thermal Rockets are now more like their Armoury brethren

> Thermal Rockets can now be armored by Seep's active ability

> Thermal Rockets have a slightly longer "max heat" cooldown time and reload

> Reverted the Repair Gun's and ERK's projectile splash-heal and splash-emp range to their pre-nerf state, splash-incendiary remains the same

> Repair Gun projectiles now heal twice as much

> Other minor changes

Opdatering: 1. aug. 2021 kl. 15:05

> LAAS should no longer bring up errors when Tons More Guns is used with Endo's Arsenal

> Repair Gun, ERK, and LAAS now set things on fire when used with Firebird's active

Opdatering: 1. aug. 2021 kl. 2:20

> LAAS aiming cone is more narrower and mostly facing upwards

> LAAS affects hit missiles less often and for less of an effect

> Increased reload time of LAAS by 1.5 seconds

> Decreased firing cost of the Artillery Missile

Opdatering: 31. juli 2021 kl. 21:54

> Removed accidental Architect buff that applied her passive metal storage and battery buff twice

Opdatering: 31. juli 2021 kl. 17:12

> Decreased the splash damage radius of Artillery Missiles

> Decreased the incendiary radius of flaming Artillery Missiles

> Decreased the health of Artillery Missiles

> Slightly decreased the splash radius of Thermal Rockets

Opdatering: 31. juli 2021 kl. 14:51

> Emergency Repair Kit (the ERK's in-game name) has been renamed to "E.R.K."

> Repair Gun and ERK's emp radius now matches their new repair radius

> LAAS briefly emps on death

Opdatering: 31. juli 2021 kl. 14:43

> Reduced Repair Gun and ERK splash repair radius

> Reduced flaming Repair Gun and flaming ERK splash incendiary radius

> Made it more clear that the Shield Gun does not deal damage via added text in its in-game description