Forts
Alex Extra Upgrades
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Update: 5 Mar, 2022 @ 11:10am

-Completely change the mod sound design (mp3 files replaced by a single Bank file for faster sounds load, better stereo quality and accurate with Forts sounds design)
-Fix: E.P.L nuke doesn't have the right fire sound with Seep
-Fix: Flak Shotguns pass through materials without detonating
-Fix: Cheap Door switch context was not in the right color

Update: 5 Mar, 2022 @ 11:09am

Update: 16 Feb, 2022 @ 6:54pm

-Fix Atmosheric Generator metal storage (3000 --> 300)
-Fix some English orthograph errors
-Balance Hurricane's Auto howitzers (+5% of global damage and more resistance against AA)
-Balance flashbang can now disrupt nukes
-Add a Help Screen device for starters

Update: 5 Feb, 2022 @ 10:00am

-Scattershot:
-Add: HEAT shells for 20mms and Howitzers while active
-Add: Swarms are reflected by Instant and Heavy shields
-Add: New active icon for affected projectiles
-Balance: Reduce HEAT direct damage
-Balance: Increase 20mms RoundPeriod by 20% while active
-Seep:
-Balance: Reduce the amount of detonated swarms for Nuke and FastNuke
-Shockenaugh:
-Balance: Reduce affected projectiles splash damage while active
-Hurricane:
-Add: Cannons are semi-automatic
-Firebird:
-Add: Background bracings don't catch fire
-Warthog:
-Balance: Reduce affected projectiles impact

Update: 8 Jan, 2022 @ 4:38pm

-Fix: Sniper upgrades can targuet missiles without Buster
-Fix: Sniper upgrades lasers sight wasn't at the correct place
-Fix: Snipers wasn't affected by Eagle Eyes
-Balance: Sbe rocket do less impact
-Balance: Super Rocket Launtcher do less impact and splash radius
-Balance: Decrease HEAT projectiles splash damage with Scattershot active
-Balance: Decrease Hurricane balanced projectiles damage wile active
-Balance: Decrease Shrap projectiles splash damage with Shockenaugh active
-Balance: Increase howitzers round period with Hurricane active
-Balance: Decrease HE projectiles impact with Warthog active

Update: 22 Dec, 2021 @ 2:01pm

Fix: missed damaged missiles convertion to Indefflaming

Update: 22 Dec, 2021 @ 12:38pm

-Fix: Missed Nuclear versions for projectile which're modified by commanders active

Update: 22 Dec, 2021 @ 8:01am

-Fix: Diesel generator and Atmospheric generator didn't have description in English and Chinese
-Fix smokes spread multiplier due to the recent game update
-Fix missed mortars Trails effects with Firebird
-Fix: Fire radius wasn't boosted for some projectiles with Firebird active
-Fix: Missed marked weapons with Firebird active
-Fix: Missed APsniper active sound effect with Armordilo's active
-Fix: Machineguns reload frames weren't accurate with reload time
-Fix: Snipers arm effect wasn't at the correct place
-Fix: Cannons casing ejection wasn't at his correct position
-Fix: Smokes Rotor effect doesn't match with fire speed
-Fix: Missing Firebeams Overheat effect
-Fix: Missing damaged Indefflaming warhead
-Fix: Missing Splashed, Flaming and IndefFlaming Seep's missiles to swarm shutdown detonation
-Fix: Other projectiles versions wasn't afected by commanders who change projectiles effects
-Balance: Decrease Atmospheric Generator and Diesel Generator consumption
-Balance: Decrease Scattershot HEAT splash damage
-Balance: Decrease snipers direct damage (still have the same direct damage to weapons)
-Balance: Weapons upgrades metal cost is reduced by 5% with Pinchfist instead of only lvl1 weapons
-Balance: Increase Shotmortar fire speed
-Balance: Increase Shotmortar deviation
-Balance: Decrease Howitzers ugrades fire speed
-Change: Shockenaugh shrapnels detonation is now forward instead of backward
-Change Phantom snipers sound effect
-Decrease Diesel Generator's ambient for ears confortability
-Add new casing eject sounds for snipers
-Add smokes sparks to Shotmortar and Supermortar fire effect
-Add new casing sprite for Ultrashotgun and SP Shotgun
-Add Flaming, IndefFlaming and splash interaction to projectiles which are modified by commanders
-Add a new Uranium H2 nuke explosion effect
-Optimised Projectiles versions functions (Find projectile for damaged detonation effect isn't needed for exemple)
-Optimised all projectiles trails (Splash trails and Moonshine EMP trails)

Update: 19 Nov, 2021 @ 2:15pm

-Modified projectile insertion (mod loading optimisation)
-Adjust lifespan of Flaming projectiles
-Adjust Splash trails effects
-Adjust build time for some weapons
-Adjust AI dificulty and priority with modded weapons
-Fix: French traduction orthograph
-Fix: English traduction orthograph
-Fix: Non correct damage boost for Buzzsaw (damage boost to foreground woods)
-Fix: howitzer projectiles don't block fire beams and magnabeams
-Fix: Armored projectiles can now be converted into splashed and indefflaming versions
-Fix: Materials details sprites
-Balance Splash projectiles
-Balance 20mm projectiles damage
-Balance Repair stations build time
-Balance Cheep and Instant class (Stiffness, compression , etc)
-Balance: Pillar has now default link length
-Balance: Flashbang live longer and take more time to reload
-Balance: Increase damage needed for commanders active
-Balance: Increase commanders active delay
-Balance: Increase 100mm HE reload time
-Balance: Missile Flak Swarms do less damage
-Balance: Decrease AT metal Buzzsaw round period
-Balance: Decrease Ultraconcentrated laser impact radius
-Change Magnetic Launtcher fire sound effect
-Change Ultraconcentrated laser fire sprite effect
-Change: I34 do penetration damage and do splash instead of direct damage only (Also cost more to fire)
-Add convertion context for Pillar
-Add Pillar damage animation
-Add Splash + IndefFlaming Version for smokes
-Add Damaged Version of Splash and Flaming nukes versions
-Trains mod compatibility


-Commanders:



- Scattershot:


- Cannons projectiles become a HEAT shell while active

- Add a new sound for 20mm with active
- Balance 20mms active

- Seep:


- H2 nuke detonate into 3 drunk nukes
- Missiles detonate into swarms if it touch a fort

- Optimised armored swarms number for FlakNuke detonation (less lag)
- Fix FlakNuke explosion effect
- Add new sounds for nuke upgrades

- Shockenaugh:


- Cannons and Howitzers projectiles explode into frags with commander active

- Replace the cannon fire effect with 20mm by the Raid Cannon sound effect

- Buster:


- Lvl5 Firebeam can convert some projectiles to depleted uranium

- Balance uranium age for 20mms and cannons
- Fix buster trail effects with modded projectiles

- Moonshine:


- Lvl5 Firebeam can convert some projectiles to EMP

- Phantom:


- Snipers upgrades are silent (new sound)
- Projectiles trails are invisible while active

- Architect:


- Techs take 25% less time to build
- Wood materials type hold 5% more

- Overdrive:


- Weapons upgrade time is decreased by 25%
- Add 2 new production devices

- Hurricane:


- Turbines produce 50% more energy while active
- Howitzers are semi-automatic while active

- Firebird:


- Instant bracing do not catch fire

- Warthog:


- Cannons projectiles are HE while active

- Fix non-applied damage and thickness to lasers
- Balance damage boost for lasers (now 10%)

- Eagle Eye:


- Machineguns, minigun and shotguns projectiles got a Flak effect

- Fix non-applied explosive ability for shotguns

- Pinchfist:


- All weapons cost 5% less metal to build (Upgrades excluded)

- Fix: 10% productions boost instead of 5% (nerf commander update compatibility)

- Spook:


-EMP enemy weapons for 7 seconds while active

- Armordilo:


- Reactor is repairable
- Projectiles direct damage become AP damage while active

- Fix non applied repair cost to materials
- Add new sniper sounds while actives

Update: 2 Oct, 2021 @ 8:41am

-Balance the ATmissile (do to mutch damage to weapons)