1.44 RC2-Heavy Armor units walk faster, walk cycle adjusted.
-Grenades have more of a 3D effect when hitting something, making them better for AoE and less powerful against single targets
-Shotguns redone so that half of their shots dissipate when it starts to reach longer distances (like in NS1)
1.4-GL 'Bounce' grenades will now detonate with MOs.
-'TSA Heavy Armor' unit with custom gibs added.
-Toned down the amount of blood that comes out of Standard/Jetpacker units.
-Added P.ortable S.iege C.annon just for fun. I recommend leaving it disabled by default.
-Added Combat Knife
-Updated loadouts to include new units and weapons.
-Included folder for scene mods
-Added new module icon.
1.3-Infantry armour suffers less from piercing, in turn the amount of hits and force things can take have been adjusted, including a new material for the body. Their squishiness now falls somewhere in-between Techion and Browncoats. They
may get a cost reduction in future iterations.
-Grenade Launcher has been Un-nerfed, back to v1.1 standards.
-I believe HMG spread is doubled, because it was the easiest way to simulate 2 barrels. This makes it true(r) to it's description.
1.2- Added Standard Infantry
- Changed jetpacks to use custom sounds, and buffed their output. JumpTime remains the same (1.5) but burst spacing is dramtically reduced
- Jetpacks now at least 50% less laggy (less AI use due to mobility, less glow particles)
- Nerfed dropped grenades gibbing explosion
- Actor prices increased
- Weapon prices increased
- Improved survivability of weapons
- Standard infantry, Jetpack Infantry no longer gib as coalition, for the most part
- Quick note on gibbing in general, I've only completed about 50% of the gibbing (if anyone wants to make my things explode more dramatically, just send me the completed gibs in a PM and I'll creadit you). By that I mean I've taken out all of the rustiness so there's a lot less, if any, orange hues and stuff when you die. Lots of blood and green/black armoured limbs!
- Actors more susceptible to being crushed and headshotted
- Nerfed GL range, added grenade spin for randomness
- Nerfed GL damage slightly
- Increased GL cost significantly
- Changed loudouts so they're easier to select and cancel out anything you don't need. The AI no longer spawn GL's. Instead of buying a full force they would buy 2 Grenade launcher units that would suicide. The grenade launcher is meant as a tactical weapon, not really a primary.
- Added "TSA Type II" Drop ship -> carries 2000kg, can take an RPG shot to the engine and still fly away
- Stated already but, mostly the buff to jetpacks was for the AI never actually getting to location with a "go to" command, as a result they are a lot more expensive
- Modified spreads for all weapons. They are entirely different than the 1.0~1.1 weapons. I just realized spread was rads and not degrees (Doh!)
- Because the Jetpacks were buffed, their weight was also increased and balanced to compensate, there IS a weight difference for Standard infantry and Jetpacker (jetpacker weighs more but has a very solid jetpack now) Head weight reduced to avoid dive-bombing too often.. the coalition head weighed SO MUCH by default.
1.1- Changed jetpacks to use custom sprite and emission.
- Changed Grenade Launcher to "Specialty Weapons" group as opposed to Primary.
1.0- Release