FortressCraft Evolved

FortressCraft Evolved

Enhanced Threat Scanner
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Uppdatering: 28 aug, 2018 @ 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.

Uppdatering: 27 aug, 2018 @ 19:36

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

Uppdatering: 26 aug, 2018 @ 7:50

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

Uppdatering: 25 aug, 2018 @ 11:59

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

Uppdatering: 24 aug, 2018 @ 3:02

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

Uppdatering: 23 aug, 2018 @ 17:20

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

Uppdatering: 22 aug, 2018 @ 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.

Uppdatering: 15 jul, 2018 @ 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.

Uppdatering: 11 jul, 2018 @ 6:27

- Fix regression bugs.

Uppdatering: 11 jul, 2018 @ 5:47

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