FortressCraft Evolved

FortressCraft Evolved

Enhanced Threat Scanner
Showing 21-30 of 35 entries
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Update: 28 Aug, 2018 @ 5:05am

- 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 @ 7:36pm

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

Update: 26 Aug, 2018 @ 7:50am

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

Update: 25 Aug, 2018 @ 11:59am

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

Update: 24 Aug, 2018 @ 3:02am

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

Update: 23 Aug, 2018 @ 5:20pm

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

Update: 22 Aug, 2018 @ 5:41pm

- 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 @ 4:58pm

- 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 @ 6:27am

- Fix regression bugs.

Update: 11 Jul, 2018 @ 5:47am

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