Forts
Tons More Guns
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Update: Sep 18, 2021 @ 3:14pm

> LAAS no longer acts at automatic anti-air, mostly due to the increased cost and lack of affecting anything other than missiles and rockets

Update: Sep 18, 2021 @ 3:03pm

> LAAS no longer has a heat mechanic

> LAAS has a longer reload

> LAAS costs more energy to fire

> Thermal Rocket's heat mechanic is fixed

> Thermal Rocket now cost a bit more metal to fire

> Thermal Rocket cooldown time increased

> Thermal Rocket reload time decreased

Update: Aug 27, 2021 @ 5:04pm

> Rearranged placement of the shieldgun and repairgun on the hud to mimic the placement of vanilla weapons' hud placement (cheapest on the left to most expensive on the right)

> Artillery Missile is now a bit cheaper to place

> Artillery Missile missiles now deal a total of 250 splash damage in a slightly increased range

> Adjusted the propulsion speed of the other states of artillery missiles, mostly to allow the LAAS and AA to be more effective against them at shorter ranges

> Removed Moonshine's increased shieldgun shield health passive ability

> Moonshine now makes LAAS deal 5 times the AA damage

> Thermal Rockets now have a more normal firing cone

> Slightly increased the reload time of Thermal Rockets

> Other minor changes

> Released the first version of the Moonshot Additions addon to this mod
mod-ception

Update: Aug 11, 2021 @ 9:39pm

> Added Chinese translations, special thanks to @han_karry#9160 on Discord for providing the translations!

> Fixed Thermal Rockets not having the correct overheat value, it should be able to fire 3 bursts before the long cooldown

> Updated Shockenaugh's Thermal Rockets not having the correct Artillery Missile stats during her active

Update: Aug 11, 2021 @ 5:38pm

> Forgot to apply Scattershot's new Artillery Missile changes to the workshop version of the mod

Update: Aug 11, 2021 @ 5:31pm

> Thermal Rockets now gain 2 extra rockets when used with Scattershot

> Artillery Missile's metal firing cost reduced by 25

> Artillery Missile projectiles now have a larger splash damage radius

> Artillery Missile now has a higher min firing speed so it is less likely to accidentally fire it way too slow

> Scattershot's active Artillery Missile no longer has a price change

> Various changes to Firebird's and Moonshine's actives to be based on the splash range of affected TMG weapons (where applicable) instead of an arbitrary number

Update: Aug 9, 2021 @ 9:45pm

> I forgot to apply Moonshine's LAAS changes to the file that affects the workshop version of this mod (basically, the workshop folder name of this mod is different than the one I use to develop updates)

Update: Aug 9, 2021 @ 9:34pm

> LAAS updated to be more visually consistent with the Shieldgun

>LAAS now has a more normal firing cone, allowing it to be used offensively instead of being almost completely defensive

> Buster and Moonshine now have pre-defined interactions with weapons in the mod

. > During Buster's active, Thermal Rockets and Artillery Missiles gain AP properties

. > During Moonshine's active, Thermal Rockets and Artillery Missiles gain EMP capabilities, Repair Gun and ERK projectiles become pulsing emp bombs

. > During Moonshine's active, LAAS beams gain 25% increased direct and splash damage, and 50% increased EMP duration

. > Moonshine passively increases the max and min aiming angles of the LAAS by 25%

. > Moonshine doubles the beam duration of the LAAS (1 sec to 2 sec)

. > Moonshine passively allows LAAS to deal anti-air damage

. > Moonshine passively doubles the health of the Shield Gun's walls

> Thermal Rockets have a longer delay between firing rockets (was 0.05 sec, now 0.2 sec)

> Repair Gun and ERK repair bursts no longer create impact force

> various fixes to commanders' interactions with the different Artillery Missile damage states

Update: Aug 6, 2021 @ 8:57pm

> A few changes to the cost of weapons

. > Shield Gun cost changed

. > LAAS cost changed

. > Repair Gun and ERK firing cost reduced

> Artillery Missiles now deal 200 total damage, was 300

> Flaming Artillery Missiles (both those created by firebeams and by Firebird's active ability) now correctly change state to a flaming version instead of a non-flaming version

> Internal change: fixed incorrect spellings of "artillery" in the mod's code

> Shield Gun's shield now regenerate 2.5 sec after being destroyed. While regenerating, ALL projectiles can pass through them

. > BUG: regenerated Shield Gun Shields have their max age reset, meaning they will last longer than those that have not been disabled

> LAAS no longer has a chance to affect missile-type projectiles. Missile-type projectiles hit by a LAAS will be affected

> Missile-type projectiles that have loaded in before this mod loads will now display an effect whenever they pass through a LAAS' beam

> With Seep, LAAS no longer returns missile-type projectiles to their source due to mass-desync errors this function caused

> attempted to allow Repair Gun and ERK healing bursts to repair Artillery Missiles and Warheads that have been damaged, DOES NOT EXIST IN THIS VERSION OF THE MOD

> Gave up on changing the mod's workshop thumbnail with every update, made a more permanent version to compensate

Update: Aug 4, 2021 @ 6:32pm

> Artillery Missiles now have damage 'states':

. > If hit once, the missile will lose some of its thrust and also start trailing smoke like a damaged warhead

. > If hit with a LAAS, it will not take damage but it will lose a lot of its thrust, consecutive LAAS strikes will not do anything

. > If damaged after being hit by a LAAS, it will lose all of its thrust and start smoking

. > if hit by an EMP rocket while at full health, it will take damage as well as lose all of its thrust

> With Seep, damaged Artillery Rockets explode into 5 incendiary mortars each. (15 total if all 3 rockets are destroyed)

> Thermal Rockets have regained their burst-fire gimmick, but they now only fire 3 rockets per burst and also cost less to fire one burst

> Shield Guns now work similarly to Smoke Bombs: Shield Guns will fire 3 shots with a fixed spread and each shot only creates 1 shield.

> Shield Gun shields now travel slower and do not last as long