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Modtools force seige
Modtools force seige




modtools force seige modtools force seige

Engineer: Build time from 10 to 15 seconds. Non-Turreted Vehicles: Can now fire at targets in front of them while moving Radar Structures: Increased vision range from 10c0 to 14c0. Beach Tiles: Fixed that vehicle crushers could pass over them Increased duration from 2 seconds to 5 seconds.

#Modtools force seige full

On Death Vision: Increased the range from half of unit normal vision to full vision. Bio Reactor: Added sounds for entering/leaving Brute Drop: Added a sound for the shuttles crashing down Hijacker: Fixed that capture sound could be heard through FoW Tesla Coil/Fence: Fixed that charging sound could be heard through FoW Chrono Legionnaire: Fixed that erase complete sound could be heard through FoW Prism Tower: Fixed that charging sound could be heard through FoW These features will stay turned off until OpenRA finally improves its sound engine. Enemy Airstrike initiated being the most important one Even EVA commands and warnings will no longer be played. They do break OpenRA’s sound engine causing sounds to overlap and, at some point, not being played at all. We disabled the following functions for RV: Ambient sounds on the maps Sounds for tech structures like Oil Derricks All army movement sounds (air and naval) Ground has already been disabled since 2021 Animal sounds: Due to OpenRA’s abysmal sound engine MustaphaTR’s sound advancements cannot be used any longer for RV even though these improvements did draw our game closer to the original RA2. Cosmonaut: When heroic they no longer rotate and stop facing the direction they are flying towards. Holograms: Fixed that they had missing cameo and no damage shown on the selection UI Armor-Piercing Bullets: Added visuals to Conscripts as well Rocketeer: When heroic they no longer rotate and stop facing the direction they are flying towards. B-52: Fixed that its husk uses the normal allied cargo plane voxel Veterancy: Veterancy icons on the cameos in both selection and production UI have been replaced with the ones from OpenRA RA1 Service Depots: Vehicles on SDs on water now use their land artwork Water placement: Fixed that you can place a building half on land, half on water on Urban tileset concrete shorelines Commander’s Power Units/Buildings: Are now visible on the production tab even without the CP taken Garrisonable buildings: Added flag animation to several buildings when garrisoned Boomer: Fixed an issue targeting structures on water with torpedos instead of their long range missiles Dreadnoughts: Fixed the bug that allowed it to shoot while moving Boris Bukov: Fixed that he can’t target buildings on water Psychic Sensor: No works for the previous owner even though you recaptured it. Selection UI: Fixed a crash with high UI Scale options






Modtools force seige