Cortex Command

Cortex Command

Army of Darkness
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Update: 22 Jul, 2019 @ 6:53pm

-Getting hit in the head might knockback, flip or even behead deadites, depending on the rounds hitting them.
-All devices now make sounds when they break.
-Edited the ammo.ini file so the rounds don't destroy terrain as easily.
-Minor edits to most of the ini files and fixed some bugs found along the way.

Update: 7 Jul, 2019 @ 8:49am

-Added a new tool, Rusty Shovel. It's just a slightly edited Ronin shovel. It uses the mod's melee stats.
-Removed dependencies on vanilla factions to avoid compatibility issues. Some code still reference stuff from the Base.rte content.
-Edited the name of the faction, some units and weapons to keep their names simple.
-Split skeletons into two separated units, Warriors and Crossbowmen. Warriors are slightly stronger, and the later is better at ranged combat and might wear chainmail armor pieces instead.
-Skeleton heads will now drop a throwable skull when gibbed. It's comparable to Ronin throwable stones.
-Undead, Witches and Evil Ash won't throw their dialog lines when switching items anymore. They will do when commanded to search and destroy the enemy brain.
-Added stride movement sounds for the units. Their bodies also make a different sound when they hit the ground.
-This being a medieval faction will prevent modern ranged units from other factions from using crossbows as sniper rifles and vice versa.
-Javelins now need to be reloaded one by one when the quiver is empty. This was done so the AI switch to melee once it has thrown all their available javelins.
-Javelins now work in a different fahion. Instead of breaking, they now cause a single wound and cause damage. This makes their damage output less random.
-Edited all melee weapons. They are a bit more balanced in their damage output.
-Fixed a number of bugs in some lua files that would cause console errors and lag but still work.
-Fixed the brain unit being a Brain Robot instead of Evil Ash in the Loadouts file.

Update: 14 May, 2019 @ 10:20pm

-Initial Release.