RUNNING WITH RIFLES

RUNNING WITH RIFLES

Overlord Defense
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Update: 21 mrt om 0:22

1.0.11

Update: 13 mrt om 19:39

1.0.10

- BALANCING:
* global rebalancing with focus on single player experience as priority (yay winnable now!)
* increased the number of allies dramatically to get a better battlefield feel
* new "normal" difficulty added
* hard and veteran difficulty very challenging but definitely winnable
* Flak36 now not respawnable anymore (repair it before it breaks entirely!)
* buffed the SDKFZ-222
* reduced the costs of most radio calls
* lowered the AI sight range in a pak36
* lowered the AI sight range in a Flak36
* increased the damage and the radius of an AT mine
* AT mine is now a "throwable" again and not a "vehicle" that is being spawned by a script
* mobile armory respawn time reduced from 5 to 3 minutes
* rank requirement for portable mortar lowered to 0XP
* rank requirement for the PAK36 lowered from 4000 to 2500XP (can only be carried one at time though)
* rank requirement for the FLAK36 lowered from 7000 to 6000XP
* Teller mine blast radius increased from 2.5 to 5m, and damage from 4.75 to 7.75
* Flammenwerfer 35 and M2 Flamethrower has slightly improved ballistics
* US Flamethrower operators can't damage themselves anymore
* mortar has slightly improved sight range
* US sniper now act as lonewolves
* removed the mine detector. It was rather a useless proof of concept eventually
* LMG42 speed penalty increased

- FIXES:
* fixed the sherman tank physics
* fixed the sub-tower offset of the Sherman MG
* fixed the soldier class with portable mortar to not carrying a weapon
* fixed high rank US units to make airstrikes but the actual bombs were not being spawned
* fixed portable mortar being a secondary weapon
* fixed AI navigation path issues at WN73

- IMPROVEMENTS:
* vehicle wrecks now pushable and removable (had been implemented in Vanilla in the meantime but mod not been updated since)
* added cooldown for most vehicle MGs (had been implemented in Vanilla in the meantime but mod not been updated since)
* added vehicle weapon priorities (had been implemented in Vanilla in the meantime but mod not been updated since)
* fences/barbwire now breakable (had been implemented in Vanilla in the meantime but mod not been updated since)
* added breakable fences (had been implemented in Vanilla in the meantime but mod not been updated since)
* vehicles are damaging themselves anymore (had been implemented in Vanilla in the meantime but mod not been updated since)
* bushes now hides ghost redering (had been implemented in Vanilla in the meantime but mod not been updated since)
* improved most hud textures (mainly with Edelweiss textures)

- MAP CHANGES:
* lowered some walls to reduce cover slightly and to make it easier to place deployable weapons behind it
* replaced the town church with the mirrored "French church"
* lowered the height of the platform where the church is located
* added a few walls/buildings here and there
* added a few AI navigation paths for vehicles
* added a transport truck for the wehrmacht
* added car wrecks
* added custom ambience sound (no birds!)
* few fixes here and there

- SCRIPT:
* reworked the script to have a last wave and not being ended by a timer out of nowhere
* added the Tiger tank (final wave support)
* added a proper campaign win screen and not just a "map win screen"
* added important commander messages about the battle phase in a red bubble and coming with a sound
* beach cleaner area slightly increased

Update: 23 mrt 2019 om 18:26

1.0.9

* script: minor balancing tweaks
* fix: elite soldiers and flamethrower operators are not immune to blast damage anymore, oops
* particles: minor particle tweaks
* calls: US naval artillery does more damage now and has increased blast radius

Update: 11 mrt 2019 om 9:00

1.0.8

* script: overall balancing tweaks to make it easier in solo, especially the first couple of waves
* vehicles: BMW R75 sidecar added
* vehicles: PAK36 rotation range increased from 30 to 57°
* calls: added BMW R75 sidecare drop radio call
* fix: vest of veteran flamethrower operator was not consuming when wounded through blast
* fix: M8 Greyhound and Sherman cannon not shooting through walls anymore
* fix: fixed misc sniper weapons animations
* fix: M2 mortar used the wrong map marker
* map: several map fixes here and there

Update: 11 mrt 2019 om 8:45

Update: 20 jan 2019 om 10:04

1.0.7

* map: fixed intersection between bunker platforms and cliffs which causes the AI to get stucked
* map: removed the PAK36 at the entrance of the village - it's now up to the player to add one
* map: added an armory at the southern village barn
* map: moved the southern village mobile armory to the castle
* script: overall balancing rework to make it easier in solo - still very challenging though!
* script: increasing the US mortarmen spawn score by 50%
* script: starting RP increased to 60 RP
* AI: flamethrower veterans added in later waves
* AI: Sentry veterans added in later waves
* textures: fixed Mortar mapview marker
* weapons: fixed ability to carry 2 mine detectors. Made no sense as not set as consumable
* weapons: fixed Flamethrower types to heal armored vehicles
* weapons: MG42 has higher speed penalty
* weapons: portable mortar projectile blast radius increased by 22%
* weapons: M7 Grenade Launcher ballistics reworked
* equipment: Teller mines are not avoided by AI driving vehicles anymore
* equipment: reduced cost of bandages from 10 to 5RP
* equipment: bandages are now respawnable
* equipment: sandbag resource commonness doubled
* equipment: PAK36 resource requirement lowered from 3000XP to 2500XP
* vehicles: Sherman tank immune to smaller projectile like grenades and slightly more penetration from AT weapons
* items: fixed player not spawning with a vest at the start of the round

Update: 13 jan 2019 om 8:18

1.0.6

* fix: few collision and pathing issues of ruins buildings fixed
* script: Naval artillery called on camping units in a marked area at the beach
* script: extra scripted reinforcement to add some more balancing possibilities on top of the player ai compensations which usually isn't satisfying enough with a lot of players
* weapons: some more overall weapon balancing
* animations: proper weapon animations taken from the Pacific DLC, instead of the vanilla ones
* vehicles: deployable vehicles can be destroyed by bumping them with vehicles
* vehicles: PAK36 added - effective vs. tanks
* vehicles: FLAK36 requirement raised (XP and RP)
* vehicles: wehrmacht transport truck is now also a mobile spawn point
* equipment: PAK36 deployable added
* equipment: Teller mines reworked to work as deployable vehicles instead of throwing projectiles. That way, they can be shot or removed with the mine clearing tool
* equipment: mine clearing tool added to the armory to remove mines

Update: 13 jan 2019 om 8:17

Update: 13 jan 2019 om 8:13

Update: 4 jan 2019 om 13:06

1.0.5

* map: extended the map by 2 bases, similar to Misty Heights in vanilla and added some Pacific DLC props
* vehicles: overall rebalance / price adjustment
* weapons: Flammenwerfer reworked to match vanilla
* weapons: some balancing tinkering overall
* particles: some particles rework/add overall to match more today's vanilla
* AI: sight range increased in mounted and vehicle guns
* equipment: bandages added
* equipment: morphine added in medic crates similar to pacific
* equipment: repair wrenches added
* vests: removed all "vests" from the armory to have only the strongest vest as optional purchase, player respawn with a mid-tier vest that simulates health, similar to dominance mode
* script: wave phases time increased by a minute each
* script: player can choose between "hard" and "veteran" difficulty, which are similar just that the latter has FoV enabled for more realism (default difficulty) which also makes the experience much tougher
* misc: lot of small fixes here and there