Update 17


- Completely reworked the secondary fire of the cannon. Instead of it being a big beefy game balance breaking cannonball, it is now a regular projectile, that explodes on all surfaces and deals damage in a massive radius. This damage is lower than a fully charged regular cannonball, but still enough to vaporise everything weaker than a major biomech.

- Cluster grenade's bomblets can no longer damage and explode each-other - This does make it more difficult to detonate it under the feet of high tier enemies and one-shot them.

- Added new sniper model - Sniper has been renamed to Railgun

- Removed scatter from unzoomed sniper railgun shots

- Made the Devastator's damage more consistent and raised its explosion radius. (Though explosion damage remains inconsistent, due to weird physics.)

- Added debris function to Custom Enemy Collision - No custom debris though, I didn't figure out how to do that

- Added an explosion effect to the basic effect options - This was mostly just for the nuke ball

- Artillery biomech now forces cannonballs to explode

- Fixed a bug about devastator shells also giving shotgun grenades

- Fixed an issue of enemies getting stuck on Atlantis lvl 2

- Fixed an issue of wrong starting ammo on Atlantis lvl 5

- Fixed a broken elevator and switch on Atlantis lvl 4

- Fixed the rocketeer's Netricsa file listing the wrong score value

- Panda boss has been reworked a bit


- Apparently multiplayer crashes on CRC checks now - I'd appreciate anyone helping out with that

- Still looking for a way to give secondary ammo its own counter and to fix the ammo icons from being so crowded

These are the files and folder that returning followers will have to replace: EntitiesMP.dll, GameMP.dll, ModelsF (effects, weapons and t3dgm folder), Levels (Atlantis levels if LevelsF), TexturesMP (interface/WSniper), Data and DataMP. Plus source folder (ModelsF/weapons) if you have the source files.

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