Forts
Alex Extra Upgrades
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Update: 25 Dec, 2022 @ 8:00am

The update patch note is on the following google doc link ( https://docs.google.com/document/d/1-qFnrSqN5w85elRhgZwoU7ZJfG3wswGSO7Bn_Zb-Ud0/edit?usp=sharing ) because the patch note doesn't fit in here lol

Update: 21 Jul, 2022 @ 3:09pm

-Adjusted Buzzsaws reload sound effects
-Fix: Buzzsaws lvl2, 3 and 4 didn't have an expire effect when all munitions are used
-Fix: Buzzsaw wasn't reflected by shields
-Fix: Instant shield repair time wasn't instant
-Fix: Cheap shield was full extrudable
-Fix: Desync problem when High Seas DLC is disable (Some effects caused this desync because of a non found effect which was inexistant)
-Fix: Buster's modded Depleted uranium projectiles didn't convert to splash, indefflaming or flaming version
-Fix: Armourdilo repairs stations repair radius boost was at 200% intead of 150%

Update: 9 Jul, 2022 @ 4:35pm

-Shield domes upgrades doesn't react like normal shield dome
-Reflection and Hit effects for Flak and Shotguns Flak shrapnels are wrong for some materials
-Some shields didn't reflect 20mm cannons projectiles
-Mine lvl5 doesn't have the integrated storage
-Boosted Control Ammunition trajectory preview isn't shown
-When AEU super Weapons is enabled, lvl2 20mm got the 150mm Auto reload sound effect
-Deckgun 2 barrels focus can't be upgraded with the improved munitions plant
-Some errors appears when DLCs aren't owned

Update: 25 Jun, 2022 @ 2:21pm

Updated all descriptions relative to the new description system

Update: 25 Jun, 2022 @ 1:59pm

Update: 25 Jun, 2022 @ 1:37pm

Update: 15 Jun, 2022 @ 5:23am

Fix: Smokestack lvl3 upgrade cost 200 energy instead of 2000
Fix: The mod caused some errors in my campaign

Update: 29 May, 2022 @ 12:40pm

-fix: Instant and cheap bracings weren't extrudable

Update: 29 May, 2022 @ 10:19am

Update: 29 May, 2022 @ 8:46am

Changes and Optimisations:
- Reworked mod organisation
- Reworked materials, projectiles, devices and weapons insertions
- ER Barret and R.A.P.P.E.R projectiles got a new trail effect
- Rewoked Flak Nuke projectile detonation animation
- Rewoked Nukes projectiles sprites
- EMP Nuke, EMP Rocket lvl5, EPL Nuke and SBE rocket projectiles got a new explosion effect
- Converted .png files to .tga for faster textures loading
- You can now convert materials to antigravity materials when you right click it
- Changed the Ultraconcentrated Laser fire effect
- Optimised MakeIndefFlamingVersion function
- Change HEAT explosions effects while Scattershot active
- Change shields doors sprites with Moonshine commander
- Added reload annimations details to buzzsaws
- Optimise some Trails for Splashed projectiles version
- Add a new destruction effect to Shield Dome, Runway, Harpoon, Deckguns and Orbital Laser

Fix:
- Some Traduction errors in English
- Some sounds were delayed before the start
- Ap snipers were groupable
- Ap snipers can now penetrate shields properly (heavy shields can be penetrated by blue and red sniper upgrades)
- Sprayer doesn't have the right prerequisite
- Weapons weren't groupable to vanilla ones
- All weapons got their own explosion effect -- in progress
- Inverted Flaknuke was less expensive than the normal one
- Flakshotgun projectiles no longer pass through materials for no reason
- Firebeams lvl3, lvl5 and Splashbeam fire animation wasn't accurate with the fire timing
- Lasers no longuer stop smokebombs and buzzsaws
- Sandbags weren't holding damage as said in the description
- Can't switch to Cheap Shield when you right click a material
- Non correct button animation when a material is selected
- I34 cannon fire effect was delayed
- Some sprites errors when ToG is disabled
- Doors sounds still eared with Phantom commander
- Smokes detonates just after guetting Splashed or Flamed
- Anti-Air didn't react to Vacuum projectiles Versions with Birdie's Guns mod
- Some upgrades from Moonshot DLC were selectable if Unlock All Weapons mod was activated

Balances:
- Reduced lvl3 machinegun damage (-50%)
- Increased lvl4 machinegun damage (+50%)
- Lvl4 machinegun projectiles expires after 10s instead of 7s
- Reduced lvl4 machinegun reload time (15s -> 10s)
- Increased Superminigun damage (+36%)
- Superminigun projectiles can now be reflected by slanted armor (~30°)
- Reduced lvl5 Barret reload time (30s -> 25s)
- Increased ER Barret direct damage (+40%)
- ER Barret and R.A.P.P.E.R projectiles damage is now boosted against metals materials type
- ER Barret projectile is now incendiary
- Reduced mortars green upgrades build time (~ -20%)
- Mortar projectiles are more resistant against AA during upgrades
- Reduced lvl4 mortar reload time (25s -> 20s)
- Increased lvl5 mortar reload time (25s -> 30s)
- Reduced Supermortar max fire power (-20%)
- Reduced Fast Nuke reload time (50s -> 35s)
- Reduced Flak Nuke reload time (65s -> 50s)
- Reduced EMP Nuke build time (-10%)
- Reduced cannon lvl2 reload time (35s -> 30s)
- Reduced cannon lvl2 projectile splash radius (- 12%)
- Reduced cannon lvl4 reload time (55s -> 50s)
- Reduced cannon lvl5 reload time (75s -> 60s)
- Reduced cannon lvl5 build time (-20%)
- Reduced cannon lvl5 projectile splash radius (- 5%)
- Reduced shotgun lvl3 metal upgrade cost (-60%)
- Reduced shotgun lvl3 reload time (12s -> 10s)
- Shotgun Flak-Flak projectiles detonates faster
- Reduced EMP Rocket lvl5 projectile EMP Radius (-50%)
- Increased EMP Rocket projectile EMP time (+50%)
- Reduced 20mm upgrades Fire Power (~-25%)
- Reduced lvl4 Firebeam reload time (45s -> 40s)
- Reduced lvl4 Firebeam build time (-15%)
- Increased Splashbeam reload time (40s -> 45s)
- Reduced EMP Smoke build time (-25%)
- Reduced Flashbang build time (-25%)
- Reduced howitzer lvl3 metal upgrade cost (~-15%)
- Reduced howitzer upgrades build time (~-10%)
- Reduced magnabeam lvl5 build time (-20%)
- Increased Instant Bracing price (+40%)
- EMP smoke has bean move to lvl4 smoke
- Lvl5 smoke now launches acidic smokes grenades to the enemy
- Cheap class is now strong against direct damage but weak against splash damage
- Instant class is now strong against splash damage but weak against direct damage
- Heavy armor and door are now weaker against lasers
- Reduce added splash damage with Splashbeam for some projectiles
- Remove HEAT affection for 20mms with Scattershot active (20mms already shoot 3 shots each burst while active)
- Missiles explode into swarms forward instead of backward with Seep commander
- Reduced damage reduction while Hurricane active
- lvl3 magnabeam now penetrates at a certain distance
- lvl4 magnabeam now does some damage
- lvl5 magnabeam (green upgrade) is now incendiary

The mod is now compatible with High Seas!