Indomitus v1.75
Indomitus - это мод вселенной Warhammer 40,000, полностью переработанный для того, чтобы вы могли насладиться потрясающими модами Assault Squad 2 40k, но на новом движке Gates Of Hell! В настоящее время в моде представлены две фракции с полным набором транспортных средств, монстров и оружия, и это ещё не всё. Indomitus расширяет и улучшает всё то, что вам нравилось в UMV 40k. Также были перенесены две полностью отполированные карты 1 на 1.
Indomitus — это полуреалистичное изображение Warhammer 40,000, созданное на движке GEM/GoH. Оно включает в себя несколько уникальных функций, таких как:
- Силовые Поля
- Магия Псайкеров
- Демоны
- Рукопашный бой
- Воздушно-десантная пехота/огневые точки
- Роботы и автоматизированные системы вооружения
В нём содержатся такие системы вооружения, как:
- Болтеры
- Плазменное оружие
- Мелта - оружие
- Ракеты "Охотник-Убийца"
- Пушки «Разрушитель/Победитель/Завоеватель»
- Чумные Пушки
- Лазерные пушки
- Тяжелые бомбардировщики
Игровые фракции, такие как:
1. Имперская гвардия:
- Кадианство — всеобъемлющая доктрина, основанная на качестве и универсальности
- Элизианские десантные войска — аэромобильная элитная пехота с расширенными возможностями поддержки с воздуха
- Стальной легион «Армагеддон» — высокомеханизированная доктрина с индивидуальным вооружением для техники
- «Корпус смерти Крига» — жёсткая оборонительная доктрина с использованием многочисленной артиллерии и осадных машин
2. Стражник-предатель:
- «Кровный договор» — универсальная доктрина, ориентированная на использование тяжёлой пехоты и танков-убийц для устранения брешей
- Мёбиан 6-й — жёсткая, надёжная оборонительная доктрина, в которой особое внимание уделяется газовым и чумным эффектам для уничтожения вражеских отрядов
Многопользовательский режим:
Многопользовательский режим полностью функционален и работает на всех доступных картах и режимах. Также доступны две карты для игры 1 на 1 в стиле Warhammer 40k, но мы ищем создателей карт, чтобы сделать возможным создание большего количества карт.
Завоевание наконец-то наступило!
Возьмите на себя командование Имперской гвардией (Гвардия Предателей появится позже) и сражайтесь с Гвардией Предателей на многочисленных аграрных мирах Крестового похода Индомитус!
Выберите один из четырех основных полков (только Кадия, остальные появятся позже) и решите, как вы хотите построить свою армию. Выберете ли вы элизийцев и специализируетесь на легкой воздушно-мобильной пехоте или пойдете по ветке Корпуса Смерти и будете бомбить врагов в варпе?
1. Особенности:
- Вражеские авиаудары в оборонительных и атакующих миссиях с использованием «Валькирий»
- Вражеские десантные операции в оборонительных и атакующих миссиях
- Случайный призыв демонов, если битва достаточно кровопролитна...
- Неприятные сюрпризы для тех, кто совершает самые гнусные ереси
- Динамическая музыкальная система, зависящая от того, за кого вы играете и с кем сражаетесь
2. Улучшения ИИ:
- ИИ отслеживает юниты игрока и эффективно контр-покупки
- ИИ контр-батареи контр-батареи игрока своими собственными батареями
- ИИ отслеживает свои собственные юниты и соответствующим образом балансирует свои силы
- ИИ имеет большую свободу действий в принятии решений и свободу действий юнитов
- ИИ будет случайным образом отдавать приказы определенным типам юнитов для разведки и охоты на игрока, если он не атакует
- ИИ будет участвовать во фланговых маневрах и избегать пассивного удержания точек
- Система доктрин, в которой ИИ будет случайным образом выбирать доктрину в начале битвы и покупать только соответствующие юниты
3. Сложность:
- Теперь сложность влияет на размер и частоту волн ИИ, а также на время подготовки!
- Новые экономические режимы: от «Тактического», в котором снижается количество очков действия для игрока и ИИ, до «Хардкорного», в котором ограничены ваши ресурсы, а против вас выступают огромные волны!
- Новое дерево технологий ИИ на 12 дней / 24 сражения
- Новые продолжительности кампаний, рассчитанные на определённые части технологического древа. «Крестовый поход» рассчитан на все 12 дней!
- Вам БУДЕТ брошен вызов, и вам ПРИДЁТСЯ отступить или начать заново. Экспериментируйте, экспериментируйте, экспериментируйте!
Patreon для подписчиков с ежемесячной оплатой или эксклюзивный доступ в чат для разработчиков
https://www.patreon.com/cw/Penguinofdoom
Discord: https://discord.gg/chdj99CTT6
-Fixed HKM penetration falloff. Now 200mm at all ranges
-Added Traitor Guard Conquest
-Added ATGM emplacement for all doctrines except Krieg (they will get new toys soon)
-Replaced old "stand" emplacements with higher quality ones
-Increased Whiteshield weapon skill by 1 star
-Updated discord links on main menu
-Rebalanced HP and stamina tiers
-Added Taurox and Tanith to IG Conquest
-Fixed porthole lasguns on chimeras not killing infantry
-Fixed chaos bolter turret being invincible
-Fixed dk_griffon not having engine sounds
-Fixed unarmed Taurox not being able to fire smoke launchers (added commander vision to it)
-Fixed DK Heavy Autocannon missing crewman in MP
-Removed Blightshore (Black_Sea_Coast) from Battlezones and Domination playlist until proper mission file is created
-Fixed messed up flag fortifications in Kurav City Port
-Fixed a bunch of issues with Contact Line
-Huge buff to the Krieg Rocketpod Sentinel. Now functions similar to the BM-24 but with rockets like a calliope
-Removed the "no_target" property from the Sentinels waist joint to see if it improves targeting with AT weapons. Keep it mind this means its a worse shot to take for RPGs so please update with feedback
-Fixed Bloodpact Command Chimera Pintle reload bug
-Made 40mm autocannon explosive VFX/SFX bigger
-Fixed mines remaining on DCG maps when on defense
1.73:
-Fixed errors with mission file for Hilltop DCG
-Fixed Elysian Airdrop Weapon Teams costing nothing in MP
-Removed ammo_trailer_ely from game as it was never made or intended
-Fixed forcefield deletion script when equipped on units that aren't supposed to use them
-Fixed "sniper" and "fieldglass" perks overwriting native vision fields
-Fixed some map errors on Fallen City
-Reverted bot lua scripting for battlezones/ammunition to use vanilla, will play with more scripted AI later
NOTE ALL PORTRAITS AND ICONS ARE WIP I NEED TO ADD NEW ONES AND IT TAKES A LONG TIME
NO NEW UNITS FROM THIS UPDATE ARE IN CONQUEST YET
New maps are denoted with bright green "Indomitus" text in the name
-Added Taurox (AC)
-Added Taurox
-Added Traitor Guard Fueltrucks
-Added BP Chimera with Pintle
-Added BP Colossus Bombard
-Added Moebian Salamanders
-Added Tanith First and Only infantry to MP Cadian DP call-in
-Replaced Malcadors with new updated model and textures and improved animations
-Updated to WAVE 1.5
-Reduced top speeds and reverse speeds of all light vehicles by 15-25% to bring in line with more lore-accurate values and to create larger disparity between classes. All chimera chassis vehicles have been balanced around a baseline of the Chimera (ML).
-Reduced horsepower of all light vehicles by 20% to reduce acceleration
-Increased projectile speed of vehicle based plasma weapons by 40%
-Increased range of vehicle based plasma weapons by 10%
-Increased accuracy of vehicle based plasma weapons by 20%
-Increased armor damage of vehicle based plasma weapons by 15%
-Removed armor pen fall-off from all vehicle based plasma weapons and increased penetration by 20%
-Revamped all MP rosters with all new units, DP call-ins and rebalanced timers, limits and costs.
-Limits added to all airstrike and artillery strike units
-Call-in timers based on GoH timers for easier familiarity
-Costs increased across board to be similar to GoH but still cheaper on average for most units
-Corrected issue with Lasguns and Autoguns having the wrong weapon classification so they were using the wrong weapon skill (lol) All infantry should be significantly more accurate with their lasguns and autoguns now
-Fixed bugged vision skills for certain breeds, there is now an additional tier of vision for elite recon units and lower quality recon units have better vision than before
-Added "steath" perk to all marksman/snipers
-Increased Hydra range from 150 to 170m and increased pen by 5mm
-Added binos and bino skill to officers missing it
-Fixed some assets not having obstacles enabled
-Buff to Longlas damage and accuracy when fully sighted
-Increased Longlas range to 135m
-Fixed hang-up when selecting centaurs for the first time in a session (also reduces loadtime by 10s)
-Further improved toxflamer aiming and added shotgun effect to the weapon but reduced range for balance
-Fixed aiming on salamander flamethrower variants
-Marauder armor reduced from 80mm to 60mm and airspeed reduced from 250kmh to 225kmh
-Touched up and fixed chaos heavy bolter turret
-Fixed Stalk Tanks tweaking out when walking
-Improved break animations for chimeras and general model improvements
-Improved Colossus Bombard open_driver and gun_b animations
-Improved Griffon model and break anims
-Added break anims to Trojans
-Added new voicelines to Conquest for call-ins and mission intros courtesy of Perry!
-Significantly reduced volume, pitch and tempo of sentinels at full engine rpm
-Fixed possession script not restarting itself and thus spamming warnings about gobbledegook
-Removed negative malus of trees for AI pathfinding. Light armored vehicles (chimeras), walkers and others will now opt to path through them instead of around
-Added new music tracks to the ambient and combat lists (3-4 new tracks and shuffled existing ones to hear lesser known tracks)
-Fixed some bugs with music script for MP
-Added 7 new MP maps (The Fallen City, Kurav City Port, Titans Folly, Pilgrim’s Rise, Ascension Spire, Ferrix Manufactorum, The Carrion Line, Contact Line)
-Added 15 new Conquest maps
-Fixed foggy winter environment
-Disabled broken bumpmaps on CTA fences and desert farm building
1.71:
-Updated break animations for leman russ tanks
-Updated break animations for colossus bombards
-Added 165 new flora from CtA for map-makers [40k_flora]
-Added 80 new decals from CtA for map-makers [40k]Landscape
-Updated every single(800+) construction entity with correct hitboxes, collision and props
-Added 75+ new contruction assets for Imperium
-Fixed long-las rifles using the "Lasgun" bullet damage curve instead of their own "LongLas" version. Should result in much higher damage across all ranges especially close. Also buffed damage by 5-10%
-Updated all DCG maps to fix all unpathable vehicle wrecks and to use fixed mapping props
-Updated modified MP maps to fix all unpathable vehicle wrecks and to use fixed mapping props
-Fixed Krieg engineers and heavy engineers being unable to dig large foxholes
-Fixed TG lascannons having 4 crew instead of 2
-Removed persistence from static basilisk turrets in Conquest
-Fixed AI engaging valkyries when they are untargetable
-Fixed Krieg reinforcement wave getting stuck in spawn if rapidly used. Now you only need to wait until both squads spawn before you place another
-Optimized and improved melee vehicle scripts in Conquest
-Changed the wave sizes to be larger and the waves to be spaced farther apart but modified the numbers so you will fight roughly the same amount of units within 30 min as you would with the previous system.
-Increased time before AI sends reinforcements on attack missions by 1-1:30 minutes
-Reduced the size of waves the AI sends when you are attacking them. (Biggest possible wave on attack missions is same size as the smallest defense wave)
-Removed ammo trailers and ammo crates from counting as cannons in bot lua logic (no longer counted as emplacements so you arent punished for having lots)
-Removed Valkyries and Tarantulas from counting as light tanks in bot lua logic (no longer counted as vehicles so you arent punished for having lots)
-Fixed possession script not firing
-Fixed SL Macharius VC/HKM missing VFX/SFX for hull autocannon and missing SFX for engine
-Added crushability to the factory pipes from vanilla maps with concrete bases
-Fixed DK Macharius Vulcan not having extra missiles for HKM
-Increased speed of plaguethrower projectiles to match flamethrowers and aim correctly at distant targets
-Fixed DK Grenadier Watchmaster using wrong icon causing Grenadier squads with a WM to have the normal Krieg icon
-Decreased reload of heavy mortar from 40s to 25s and increased range from 200m to 220m
-Disabled collision on baneblade sponsons and tweaked pathfinding profile to massively increase its manueverability on cluttered maps/areas
-Reduced score per kill from 5% to 4% of unit value in Conquest
-Modified AI flag capture behavior so they will prioritize defending their own flags over attacking the players and reduced likelyness of their squads recieving a seek&destroy order when on defense
-Reduced HP of player infantry from 200% to 150% on Normal to reduce the jump in difficulty when going to Hard
-Increased score required to win in Conquest from 1000 to 1500 but modified flag capture points per minute to the following:
2-flag maps:
Hold 0 flags = 0% → no score
Hold 1 flag = 50% → 35 min win
Hold both = 100% → 25 min win
These are without any kills being added to the values. Holding all flags will result in a win that occurs slightly faster than holding all flags in vanilla despite there being an additional 500 points required. This is because I wanted to reduce the impact of kills in a CTF style mode.
3-flag maps:
Hold 1 flag = 33% → no score
Hold 2 flags = 66% → 27 min win
Hold all 3 = 100% → 25 min win
FOR MAPPERS:
This is a link to a google sheet with every deleted and renamed mapping asset in the mod. Please update your maps accordingly using David's amazing tool https://lorddz.github.io/tools/
https://docs.google.com/spreadsheets/d/1HrpE12H_y0YdrFRovr9z2TtS5-_sNA5sBC3UEbhLA5g/edit?gid=1097630961#gid=1097630961
Tutorial for the tool:
1. Open the google sheet and navigate to the second page "Tool Rules".
2. Copy the "B" column and paste it into the "Rules" section of the tool.
3. Using the "Pick Folder" button, navigate to your map folder and upload them to the tool. It will parse for the .mi & map files itself so don't worry.
4. Download the zip after it has successfully replaced everything.
5. Overwrite your old mission and map files with the new ones from the zip.
6. DOUBLECHECK YOUR OVERWRITTEN MAPS!!! I have resized, reorientated and changed many entities so go through your maps and make sure they still look good and function.
Tips for mappers:
Use the rescale function (S) to change the sizes of entities you are using.
CHECK FOR PATHFINDING HITBOXES! Use (Alt+A) to display all the collision hitboxes. Certain vehicles can path through certain obstacles so it pays to know what is what. You can also disable parts of the collision hitboxes in the item properties on an entity by entity basis.
Lots of destructibility has been added to the walls and decor entities. General rule of thumb is that if it doesnt have the "unbreakable" collider, its generally destructible.
1.68:
-Added better turret hitbox for Malcador Defender
-Updated WAVE
-Fixed Light Autocannons not resupplying
-Fixed APHEBC 120mm shells not resupplying
-Fixed Salamander Heavybolter and Heavyflamer missing crewmember
-Fixed crash when selecting SL Captain
-Reduced cost of SL Colonel Squad
-Added stormtroopers to SL Field Marshal Squad
-Fixed more localization errors
-Fixed Malcador Defender missing turret thickness
-Fixed crash on launching conquest (editting version number in workshop uploader removed all my WW2 asset deletion code and crashed conquest lol)
-Fixed SL Valk missing local
-Fixed Gorgon crash when selecting it in Conquest
-Fixed SL Cav scouts having one too many men
-Fixed 9000 supplies on average
-Fixed random DK_Vox in SL command squad
-Fixed missing price for SL_Chimera_HKM
-Fixed Gorgon crash
-Added Steel Legion to Conquest
-Added Minotuar Siege Tank to Conquest
-Added Malcador Tank Variants to Conquest
-Added Gorgon to Conquest
-Added repair techpriest to all baneblade crews
-Reduced RP costs for dead-end vehicles
-Reduced MP and CP cost of Ogryns in Conquest
-Increased Chemcannon/Plaguethrower range from 40m to 60m
-Fixed Banewolf ranging issues
-Fixed Quadlauncher aiming issues
-Fixed Wyvern aiming issues
-Large accuracy increase to ripper autogun
-Slight accuracy increase to Elysian carriage autocannon
-Medium accuracy decrease to all 105mm artillery
-Increased thickness of Valkyrie wing armor by 20mm
-Increased HP of all airborne units by 25% (no more single RPGs shooting down valkyries)
-Fixed Valkyries not despawning inbetween attack runs
-Fixed Tarantulas starting deployed in subsequent battles
-Medium accuracy buff to single & twin-linked heavybolter weapons
-Medium accuracy buff to twin-linked multilaser weapons
-Fixed Multilaser Tarantula not being functional after deployment
-Added some missing icons
-Increased penetration of Punisher Minigun by 20mm
-Added 1000 more rounds to Punisher Leman Russ
-Significantly reduced AI CP cap on Tactical on later days
-Fixed penetration issues on the Demolisher and Pulveriser Cannons
-Added Elysian vehicle crew voicelines
-Fixed Colossus Bombard not getting resupplied
-Fixed Sentinels playing idle anims when aiming
-Fixed Valkyries not being able to fly over water or be deployed over water
-Improved angled penetration of 15/20mm autocannons
-Fixed corner peeking and vaulting animations
1.6:
-Made Compatible with latest patch (Roll forward version now)
-Increased Marauder airspeed and climb rate slightly
-Re-enabled the ability for rocketlaunchers to target air targets
-Updated Wave to 1.3
-Fixed daemonic weather reverting before all daemons were wiped from the battlefield
-Unit warnings for airstrikes and hotdrops occur 5s earlier
-Added minimap pings back to incoming hostile call-ins
-Increased time before hostile call-ins arrive by 5s
-Fixed lascannon and rocket run valkyries not making a second pass before RTB
-Increased targeting speed and weapon rotation speed of all valkyries
-Nerfed CP reduction of lower tier officer units by 5 CP and CW by 10
-Fixed a bunch of broken bump maps
-Fixed a bunch of non-orthogonal matrixs in animations such as tauros/leman russ
1.595:
-Fixed lascannons not firing in certain circumstances (Elysian Carriages, Valkyrie Lascannons)
-Fixed Lascannon Valkyries not having enough ammo to reload for subsequent runs
-Fixed Sentinel idle anims playing when trying to aim weapon. Aim state will be preserved for 5 seconds when aiming and if an idle anim is in progress when aiming begins, it will stop the animation and allow you to aim from whatever state the sentinel was in.
-Fixed Tarantula turrets not working upon activation and being unselectable
-Tarantulas no longer have collision when in an undeployed state
-Fixed Hotdrop variant valkyries being unable to load more than 1 passenger when landed (bad emit positions)
-Fixed Valkyries being engaged by AI when not deployed (Old conflict with anti-vehicle scripts forcing them to target stuff they can't see)
-Fixed some breed skill inaccuracies
-Fixed possession script changing units to the wrong team
-Fixed accidental removal of larger hotbar (sorry for remaking it again)
1.58:
-Fixed weird issues with valkyries floating under maps and majorly glitching out. I gave them a prop for a minimap icon right before release that inadvertantly gave them all the properties of an aircraft despite no longer being an aircraft
You will need to sell the Valkyrie or blow it up and respawn it in the resupply screen to clear any bugged valkyries within your conquest armies for existing saves
-Fixed crash on ig_autogun spawning due to typo
-Fixed inventory icons of ATGMs, RPGs, Voss Lasguns and Lucian Lasguns
-Rolled back some UI changes in Conquest menu until properly tested
-Added Elysian Droptroops to IG Conquest Tree
-Fixed the traitor Krieg reinforcements on dcg_hilltop
-Fixed banewolf projectiles not working
-Removed smoke grenades from chaos psykers4
-Fixed incorrect ammo count for Plague Sorcerer
-Fixed MP creeping barrage not following smoke and placement direction
-Fixed Leman Russ Mars bug where you could destroy the body by shooting the rear tracklinks
-Fixed Macharius_VC icon being too large
-Fixed Krieg LasDestroyer not being able to dig trenches
-Fixed deathstrike launcher inaccuracy when given AI fire orders
-Fixed numerous bugs with DCG maps
-Replaced Valkyries with brand new system to improve playability, usability and stablity (Guide will be proceeding patchnotes)
-Replaced Tarantula turrets with brand new system to improve playability, usability and stablity (Guide will be proceeding patchnotes)
-Fixed Ragnarok armor inaccuracies (improved)
-Fixed Marauders giving back SP in Conquest on resupply. Now correctly costs SP to rearm/resupply them
-Enabled building of aegis walls on "rock" terrain
-Added persistance to aegis walls and earthen pillboxes for conquest
-QA pass on Bloodpact and Nurgle chimeras to add more FX, Smoke launchers and general model/bug fixes that the Imperial Chimeras recieved
-QA pass on Tauros models to improve hitboxes, textures, randomized details, towing and extra seats
-Fixed meltaguns having unlimited range in 3TP and added slight gravity to bullet so it cant travel forever
-Elysian humanskin textures upscaled
-Fixed muzzleflash on handheld meltaguns and added flame effect to projectile (can be used to shotgun flames at soldiers again)
-Fixed bad obstacle volumes for Thudd Gun causing it to get runover a lot
-Fixed a bunch of missing/misspelt tips
-Removed jetpacks from Elysian droptroops as they technically have "gravchutes" which are fancy parachutes. Jetpacks will be tweaked and re-added with assault marines later
-Fixed meltaguns having infinite range in direct control
-Replaced plasmapistol with updated model
-Tweaked possession script to try and prevent infinite loops and possession not occurring
-Fixed ammo crates crashing in editor that used "supply_ammo_fixed"
-Fixed Hellhammer poor direct control aiming performance
-Nerfed penetration and armor damage of both the RPG and ATGM by 20%
-Switched research places of the Ragnarok and LR Ryza BC and reduced RP cost of Ragnarok by 2
-Reduced price of Ragnarok from 865 MP to 800 MP
-Updated conquerer barrel model
-Updated Ryza Battlecannon barrel model
-Updated Ryza Battlecannon mantlet model
-Leman Russ model improvements to both versions
-Improved autocannon model for emplacements
-Model & texture improvements to ATGMS, RPGs, Krieg Lasguns and Voss Lasguns
-Added new voicelines to Elysian Infantry (Vehicles and Emplacements to follow) Thank you Perry
-Reduced firerate of Missile Launcher Tarantula from 300 RPM to 120 RPM so it doesnt waste ammo
-Removed all WW2 breeds and multiplayer files to improve loading performance and reduce bloat
-Added Fueltruck to Krieg Conquest Tree
-New light howitzer added to DKoK with medium tow classification
-Quadlauncher downgraded to medium tow classification
-Added new towable carriage emplacements for Elysians
-New pack howitzer for Elysians
-Added indestructibility to the eagle_x and mechanicus_icon props for mission makers. They shouldnt move around or disappear when taking damage now.
-Reduced opacity of the capture zone boundry lines
-Huge UI update once again by KIBER too much to list
1.56:
-Replaced all Ostfront DCG maps with warhammer flavored versions (31 maps!) -ArcadianCallisto
-Shaforovo (2v2) replaced with warhammer themed version
-Barrikady (3v3) replaced with warhammer themed version
-Factory (3v3) replaced with warhammer themed version
-Glushkovo (3v3) replaced with warhammer themed version
-RadushaA (3v3) replaced with warhammer themed version
-Dubovka (4v4) replaced with warhammer themed version
-Hills (4v4) replaced with warhammer themed version
-Lysovo (4v4) replaced with warhammer themed version
-Nieman (4v4) replaced with warhammer themed version
-Olkhovat (4v4) replaced with warhammer themed version
-Shirayay (4v4) replaced with warhammer themed version
-Fixed inventories being cleared when units die to plague/gas
-Fixed Salamander tank trench being dug sideways
-Fixed krieg engineer traits so that construction engineers can build aegis/bunkers while combat engineers can build the normal fortifications
-Added missing ram volumes for centaurs to fix pathfinding
-Added ability to resupply artillery barrages for FAOs/FOOs at heavy ammo units (trailers/salamanders/trucks)
-Added ability to resupply pulverizer and deathstrike rockets from heavy ammo units (trailers/salamanders/trucks)
-Updated vehicle damage views with much better ones
-Added reload indications to psyker staves
Should be save-game compatible but unsure of how the new maps will work with persistance on the older maps. This will be the last update for about a month barring critical bugfixes as I and the rest of the modteam take a break.
1.45:
-Fixed LR_PC tanks in wrong order in research tree
-Fixed farshooting with bazookas
-Fixed friendly Lemanturm turrets appearing far too early (stage 1 instead of 7+)
-Increased camera base FOV and zoom levels to allow for greater zooming in and zooming out
-Fixed LR autocannon inaccuracy when shooting at targets
-Fixed missing barricade textures
-Added 5 new variants of LR to Moebian doctrine
-Fixed missing smoke VFX on plasmacannon projectiles
-Increased vehicle doctrine research cost from 1 to 3
-Increased ML sentinel research cost from 2 to 3
-Removed explosion VFX from plasma hitting sand terrain/entities
-Implemented new dynamic weather script with fine-tuned Indomitus friendly environments
*40 minute day/night cycle
*Randomly start at any time of day
*Daemons spawns change weather
-Salamander RP cost reduction
1.43:
-Added two more stages of AI research to bring total from 13 to 15.
-All AI vehicles except a select few have been pushed back 1 stage (2 battles) to allow players more breathing room before the next tech up
Indomitus v1.42
-Increased AI CP in day 10+ to allow for more balanced armies when they start buying high CP vehicles
-Slightly lowered AI CP multiplier on defense from x2.5 to x2.3 for standard eco
-Fixed some emplacements requiring fuel to move in Conquest
-Fixed Lemanturm turrets and static hydra turrets being marked for persistence and clipping into new emplacement spawns (requires a restart to take effect)
-Fixed missing mipmaps on multiple textures
-Fixed multiple missing bump maps on plys
-Fixed BP_Engineers spawning without helmets occasionally
-Fixed AI never buying motorized and mech squads in Conquest due to typo
-Fixed props on ammo trailer to prevent it from being counted as a vehicle
-Removed officers from bot buy list
-Reduced side sponson armor on Leman Russ to enable more weapons to overpen and damage the hull on sideshots
-Leman Russ hull will now break if front sponson armor is penetrated but hitbox was made smaller and tighter against hull to make it harder to hit.
-This change is due to overpenetration not working due to the volume shape unless an extremely powerful projectile penetrated (oppressor, lasdestroyer etc)
-This means this area is now a weakspot for weaker cannons to penetrate
-Fixed chimera pintle bug with misassigned crewslots
-Buffed Lascannon performance against sloped surfaces. Went too hard the first nerf so I'm rolling it back 50%. Should result in much better feeling lascannons against anything but absurd angles.
-Fixed user_control not being applied to crewless units belonging to the first player in Conquest
-Fixed spawned units (Tarantulas) not being assigned correct player tags resulting in DCG scripts telling them to shoot the player (need confirmation it doesnt still happen)
-Reduced size of infantry selection icon by 40%
-Added a failsafe trigger to make airstrikes stop spawning on the edge of map instead of the target indicated (need confirmation it doesnt still happen)
-Fixed Salamander missing unit icon
-Fixed call-in units having capture weight letting players capture points while invulnerable
-Fixed XML UI errors clogging up game.logs
-Renamed difficulty settings to better communicate to players what they are getting into
-Fixed naming convention of _industry_aero to _industry_euro
-Created new effects for lascannons penetrating armor, bouncing off armor, hitting the ground and hitting forcefields
-Improved the muzzle flash effects for hotshot and regular lasguns
-Fixed Salamanders not rotating to engage targets
-Improved lasgun hit effect on terrain
-Added RP back to bonus nodes and slightly (10%) increased MP gain from factories/bonus nodes
-Increased RP gains from 2 to 3 for the 5th to 9th battle won.
-Full rewrite of the bot purchase script. Numerous critical errors were identified using player saves (thank you kuikka) Caps + unit types should be properly respected now and allow for more infantry in lategame.
-Light redesign of the tech tree to remove redunant technologies and improve readability
-Many sidegrade vehicles have had their cost reduced, as well as weaker dead-end tech tree variants have had substantial cost reductions
-Demolisher cannon penetration nerfed by 25% and HE filler reduced by 15%
-Buffed krak round penetration for bolt pistols
-Added ability for needler to poison daemons
-Added around 100 new battlesector assets for map makers (THESE ASSETS ARE HEAVILY WIP PLEASE SAVE BEFORE PLACING THEY ARE POLY/VOLUME HEAVY WITH BROKEN OBSTACLES)
I am adding them early just to give you guys some ideas of what you can do with them. None will 100% crash you but they are sketchy right now until I recode them
1.3:
-Typo allowing players to try and buy Chaos LR Ryzas in Conquest
-Removed cannons from chainsword target priority
-Fixed valkyries causing crashes when used as map assets
-Tech tree slightly reorganized to look better. Some bugs with requirements and missing portraits fixed.
-Fixed possession script changing all player vehicles to AI control
-Due to the AI randomly choosing a player unit for an airstrike and that target determining the airstrike type, the majority have been anti-infantry strikes. I have added a 50% chance that if a human target is selected, it can swap targets to a vehicle.
-Disabled the deletion of the HKM missile past effective range to prevent a quant crash. It still does zero damage past 220 so dont try any farshooting
-Fixed dg_chimera_xx crashing when placed
-Buffed heat grenade pen from 75mm to 85mm
-Increased minimum units per wave by 2 on all difficulties but increased time between waves slightly
-Marauder rear vision visor reduced by 50%
-Fixed hover VFX playing on dead plague drones
-Fixed missing icons for different units
-Fixed bad TPS/FPS views for pintle trucks
-Added Medic to Whiteshield Officer Squad
-Added 100mm AT Guns to TG Conq
-Added Trucks to TG Conq
-Added Leman Russ Ryzas to TG Conq
-Added motorised and mechanized squads to TG Conq
-Fixed Melee targeting for both stalk tank types
-Fixed defensive turrets shooting at friendlies
-Fixed a bunch of errors with the _xx Ryza models
-Fixed Cadian Engineer sometimes spawning without helmet
-Fixed aim bloom on light autocannon weapons
-Fixed pintle mount depression on certain chimeras
-Improved AI buy params
-Changed Breacher squad to have 2 shotguns 2 autoguns instead of 1 shotgun 3 autoguns
-Fixed localization bugs
-Adjusted stage limits and changes for various units (opentop sentinels stop appearing after day 5 etc)
-Fixed 100mm AT Gun silhoeutte glitching
-Fixed human breeds in editor being sized up by space marine scripts
-Many new UI improvements thank you KIBER
1.04:
-Fixed valk spam bug (Had to do with attacker hotdrop logic also playing at the same time as defensive logic) They now arrive between 10-15 minutes
-Reduced Daemon spawn chances from 0-500 deaths in battles where the AI has not unlocked defensive emplacements
-Fixed Mortar FPS view crash
1.02:
-Fixed description for Economy Difficulties to be on the tooltip and not the button
-Fixed unlocked LR_BC_HB_FL, it is now buyable when unlocked and not unlocked without buying
-Fixed drop effect being called on inactive entities in conquest
1.96:
-Limited rocket amount from 18 to 6 on rocketpod valkyries to see if it resolves crashes involving them
-Doubled Autogun breeds ammo amount
-Fixed resupply issue with Vanquisher APCBCHE
-Fixed missing pintle gunner for Rogal Dorns
-Valkyries recoded and adjusted to hopefully fix crashes involving them. Also reduced armor from 40mm to 30mm and durability from 500hp to 250hp
-Autoguns buffed
-Damage increased from 60 to 70
-Spreading halted after 7th shot rather than decreasing to the 10th
-Firing distance tweaked for longer bursts in short range and taps at long range
-Accuracy on move increased by 30%
-Damage falloff improved at ranges beyond 20m by roughly 20%
-Relaxation time reduced from .25s to .20s
-Velocity increased from 700m to 725m
-RPM increased from 650 to 675
-Updated for 1.060.0
1.95:
-Fixed Sentinel target profile bug causing certain weapons to not engage them
-Fixed bad 3TP view for chimera_lc
-Nerfed Rocketpods across the board
-Range from 150m to 125m
-ROF from 200rpm to 125rpm
-Pen from 150mm to 100mm
-Spread massively increased with each subsequent shot
-Speed decreased from 175fps to 125fps
-Rocketpod rocket trail and explosion effect improved to be more visible and viscreal
-Fixed Leman Russ Mars pattern conquerer cannon bad foresight
-Fixed Cadian WS Plasmagun Sgt having wrong HP
-Fixed multilas resupply ammo costing way too much
-Fixed heavystubbers ineffectively engaging tracks of vehicles it can't pen
-Changed Vanquisher APCBC round to an APCBCHE round and fixed targeting
-Fixed a bunch of localization errors with ammo types and standardization
-Fixed missing localization errors for breeds
-Fixed baneblade not crushing antitank obstacles and not being affected by repair auras, melee attacks and biological attacks
1.91:
-Fixed missing ammo trailer for Allaround Doctrine
-Fixed missing Chimera HKM for Allaround Doctrine
-Added many new breeds to Cadian Conquest Roster
-Added Mine Detectors to all Engineer breeds
-Added more Bandages to all Medic breeds
-Reduced price of Heavystubber breeds by 30%
-Improved position of infantry portraits and names to better fit UI and framing
-Multi-Las and Heavybolter zeroing bonus per subsequent shot removed
-Multi-las ROF dropped from 700 to 650
-Heavybolter spread increased per shot
-Increased time to zero after aiming for Multi-las by 50%
-Increased Chimera passenger from 9 to 10 on all models capable
-Fixed TPS view on pintle mount Chimeras
-Fixed broken autocannon aiming on the LR Exterminator Ryza variants
-Improved Cadian helmet variety
-Improved Tarantula turret aiming (not great but slightly better convergeance and aiming behavior)
-Fixed small chaos plasmaguns never engaging vehicles (cmon how has no one reported this before)
1.88:
Steel Legion has been released!
They are taking the place as the Mechanized doctrine within the Imperial Guard. Specializing in armored assaults they are a primarily mechanized (duh) doctrine with access to new, cheaper Chimera variants utilizing pintle mounts and light autocannons. They also have access to the new Ryza Pattern Leman Russ tanks allowing them access to a more plentiful, cheaper tank to supplement their Chimera assaults with a late-game Deathstrike Missile Launcher to ensure complete destruction of the enemy.
Their weaknesses are smaller, less specialized dismounted squads, no tier 4 infantry , no special call-ins outside of the regular ones and their only Mars Pattern Leman Russ tanks are the Executioner and Vanquisher variants.
The Cadians are now an allround doctrine that lost their mechanized units and gained veteran infantry squads in return. No other changes have been made thus far
Custom Lasguns, Centaurs, Enclosed Basilisks & Eversor Assassins are still in progress and will be added as we approach Christmas
-Added Steel Legion
-Fixed Jubliee map music bugs
-Fixed nipple guns bugging out on Rogal dorn
-Fixed bad FPS view for Thunderer/Destroyer tanks
-Added regimental skins for all Imperial Guard shared equipment
-UI updated with new logos, missing cursors and cursor animations, numerous buttons and stubs. Thank you KIBER for your continued UI mastery
-Updated vehicle texmods in prepartion for conquest
-Added Howitzer and Heavy Lascannons to Imperial Guard
-Added hatch close/open sound effects to appropriate Vehicles
-Replaced pintle mount on Command Chimera with better animated version
-Added pintle mount to certain chimera models
-Fixed texmods not applying on certain maps
-Fixed Chimera FPS view
-Removed support weapons from lasgun squads in the Cadian, Deathkorps and Steel Legion doctrines
-Fixed bugged graphics on laser designator effect
-Updated selection graphics for regimental vehicles
-Added ability for AI to use Voxcasters to call in arty bombardments on vehicles (Basilisk rounds) or infantry in cover (Basilisk Variable Time Fuze)
As always, POST ANY AND ALL BUGS IN THE APPROPRIATE CHANNELS SO I CAN FIX THEM! You guys are the playtesters lol
(ASV) Indomitus v1.45 (1.060.0) - Modsfire.
(ASV) Indomitus v1.02 (1.060.0) - Modsfire.
(ASV) Indomitus v1.96 (1.060.0) - Modsfire.
(ASV) Indomitus v1.95 (1.059.0) - Modsfire.
(ASV) Indomitus v1.91 (1.056.0) - Modsfire.
(ASV) Indomitus v1.88 (1.055.0) - Modsfire.
| Как установить мод для игры – Call to Arms - Gates of Hell: Ostfront: Распаковать мод через программу 7zip в папку mods (если её нет, то создайте, только не в папке binaries). Подключить в меню игры, в разделе "Разное". WinRAR не подойдет для распаковки, он теряет некоторые файлы как и системный архиватор Windows. Подробнее со скриншотами в двух руководствах, первое руководство, второе руководство. |
Call to Arms - Gates of Hell: Ostfront


