FortressCraft Evolved

FortressCraft Evolved

Enhanced Threat Scanner
Ergebnisse 21–30 von 35
< 1  2  3  4 >
Update: 28. Aug. 2018 um 5:05

- Fix for long range Unity update which can prevent alarm play at longer ranges or not facing the machine direction.
- Fix for audio maximum distance fade out not being honored.

Update: 27. Aug. 2018 um 19:36

Change allowed alarm resource allocation to test/resolve ongoing issue.

Update: 26. Aug. 2018 um 7:50

Change alarm trigger to avoid possible attack start trigger miss on lower FPS.

Update: 25. Aug. 2018 um 11:59

Change alarm audio source root to test/resolve ongoing issue.

Update: 24. Aug. 2018 um 3:02

- Change alarm trigger condition to test/resolve ongoing issue.
- Detailed logging enabled to test/resolve ongoing issue.

Update: 23. Aug. 2018 um 17:20

- Tweak process for loading audio data in audio source objects.
- Remove incorrect logging message.

Update: 22. Aug. 2018 um 17:41

- Fix alarm id value not being saved correctly. Fix occurs on world start following a start with this update and correction of settings one more time.
- Global alarm setting is now in central data file to avoid clashes.
- Individual machines can now opt to use their own alarm instead of the global alarm.
- Loaded audio data is now cached.

Update: 15. Jul. 2018 um 16:58

- SpiderBot now appears on radar.
- Alarm should now resound if a new attack starts while the attack is still in progress with enemies from the prior attack.

Update: 11. Jul. 2018 um 6:27

- Fix regression bugs.

Update: 11. Jul. 2018 um 5:47

- Playing alarm sounds will now continue when entering/exiting rooms.