Stormworks: Build and Rescue

Stormworks: Build and Rescue

Bungeling Raiders (Hostile A.I. Encounters)
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Update: Apr 12 @ 6:17pm

  • Added a quick hotfix to the bug introduced in Stormworks v1.14.2 where all seats with the Designator AI tag has the AI gunners getting axis 1 [a/d] and axis 2 [w/s] mixed up, which was preventing the enemy vehicle's from tracking their target and firing their weapons.
    A copy of the previous version of this addon has been saved just in case Geometa release a patch to fix this bug in the near future and the AI revert back to using the correct axis again.

Update: Mar 30 @ 10:13am

  • Made a couple more tweaks and optimisations to several of the existing vehicles to improve performance.

Update: Mar 28 @ 7:55am

  • Tweaked both of the Mako-class corvette's even further so that they're slightly easier to sink.

Update: Mar 21 @ 5:32am

  • Made the option to show the markers of the civilian traffic that are under attack separate from the those of the hostiles that have been spotted, that way players can choose to have them both off or on at the same time.

    Be warned that having both of the marker options turned off will mean that players will actively need to hunt down the Bungeling Raiders using only their own radars, sonars, eyes 'etc' and you will be more likely to run into them by surprise during one of the game's search and rescue missions.

Update: Mar 12 @ 5:40pm

  • Added the new flags from Stormworks patch 1.14.0 onto the Bungeling warships, as not only do they look better but removing the old blocks on pivots also reduces the amount of physics objects.
    At the moment they're just the plain blood red flags but I might eventually add textured ones at a later date.
  • Moved the IFF laser beacons further away from the Fire Control turrets on many of the Bungeling vessels, as I didn't realise just how wide the FOV on the laser sensor really was and it was sometimes still picking them up on it's periphery, causing them to occasionally hold fire when they shouldn't.

Update: Mar 10 @ 2:44am

  • Some additional tweaks to the helicopters to further improve their ability to strafe using rockets during attack runs and also to manoeuvring whilst in combat.

Update: Mar 2 @ 2:26pm

  • Tweaked the helicopters slightly so that they're a little less likely to crash.
  • Added a minor change to the script to help quickly fix those rare cases where the fire control turret glitches out.
  • The Basilisk ASW helicopter will now only drop it's torpedoes well within 1km of it's target, making it much more likely to score a hit.

Update: Mar 1 @ 3:55am

  • Tweaked the forward firing arc of the machineguns on the helos so that they're more likely to fire whilst performing a head-on attack run.
  • Changed the setting on the Basilisk's torpedoes so that they can acquire a new target whilst on course to the initial waypoint, since they don't have to worry about their own torpedoes doing a 180' and coming back around on them and it also makes them a little more accurate at longer ranges.

Update: Feb 28 @ 5:09pm

The Anti-Submarine Warfare (ASW) update.

  • Added two new vehicles to the roster, the Basilisk ASW Helicopter and the Requiem Torpedo Boat, both armed with acoustic homing torpedoes.
  • Added the option in the addon menu to enable/disable non-submarine vehicles that use torpedoes, such as the new helicopter and torpedo boat.
  • Added the option in the addon menu to choose a minimum vessel size as well as a maximum one.
    Be warned that this doesn't affect aircraft (they have their own option to be disabled in the game) and setting the minimum size to 3 and maximum size to 1 will result in no vessels spawning in.
  • Gave the enemy torpedoes a random 33% chance of being a dud upon launch, this is to make up for the fact that they use the deprecated sonars and thus can't be fooled by sonar noisemakers.
    They only have 1 warhead and have a max speed of around 55-60ish knots, so they can however be outmanoeuvred, blown up with gunfire, other torpedoes 'etc' and will even self destruct after about 1 minute, so they're not as overpowered as many people think.

Update: Feb 22 @ 8:12pm

  • Added another variant of the Orca attack submarine that is just armed with torpedoes, this means there's one with VLS missile launchers and another without, so players finally have the option to fight against at least one type of enemy submarine without having to enable missiles in their game.
  • Made some minor improvements to the enemy torpedoes so that they're more likely to focus on the player instead of turning back around and homing in on the submarine that launched them.