Cortex Command

Cortex Command

GWTB Reds
Showing 1-10 of 19 entries
< 1  2 >
Update: 22 Jul, 2019 @ 6:14pm

-Getting hit in the head might knockback or flip soldiers, depending on the rounds hitting them. Heavies are the less affected by this.
-Edited the ammo.ini file so the rounds don't destroy terrain as easily and rebalanced most guns.
-Minor edits to most of the ini files and fixed some bugs found along the way.

Update: 7 Jul, 2019 @ 8:52am

-Removed dependencies on vanilla factions to avoid compatibility issues. Some code still reference stuff from the Base.rte content.
-Soldiers now make pain sounds when getting shot or damaged in general.
-Almost each soldier type has their own voice for pain and death sounds as a way to make each unit a bit more unique.
-Added stride movement sounds for the soldiers. Their bodies also make a different sound when they hit the ground.
-Ejected plane pilots will now play their fall scream once instead of looping until hitting the ground.
-Basic helmets can now be knocked off with explosions and heavy rounds.
-Metal clad bodyparts will now reduce health when hit, not just when destroyed.
-Updated the Ammo.ini with more general particles with different enough stats to be used as rounds for the available guns. All projectile weapons deal a bit more damage in general.
-Longswords and Crossbows from Knights only give their bonuses to either GWTB Knights or medieval units from other of my factions. They are also a bit more balanced in their damage output.
-Knights have better aiming range, which is specially noticeable with crossbows and other archery type weapons.
-Medics have better aiming range in general. It was a bit too short before.
-Greatly improved Tanks in all aspects. The AI moves them around more effectively, better looking muzzle flash, better gibs and general stats.
-Fixed a number of bugs in some lua files that would cause console errors and lag but still work.

Update: 6 May, 2019 @ 4:09pm

-Edited Flamers to be a bit less effective. They will only gib body parts made of armored flesh or weaker. They also don't push actors as much.
-Added an unused bodypart to most actors, Collar. It's merely for looks as it cannot be hit.
-The Armored Collar can be hit so it offers protection to the neck area now. Only the ones in Knights are decorative.
-Removed yet more redundant code from the files.

Update: 5 May, 2019 @ 8:42pm

-Reds Knights now use a jetpack instead of jumping so the ai can use them effectively.
-Removed some redundant pieces of code from the files.

Update: 30 Apr, 2019 @ 6:31am

-Added a new unit, Reds Spec Ops. They are lightly armored but are as sharp as a sniper plus their arms and legs cannot be hit.
-Added a new weapon, SMG-Reds. It's basically an assault rifle without the stock. Deals less damage but has faster rate of fire.
-Edited the look of Reds Heavies. They now look like the "Out of my way, scrublords" dude.

Update: 9 Nov, 2017 @ 6:14am

-Helmets will transfer less damage to the head, reducing the rate of head explosions when the helmets get hit.
-Reds Heavies have better armor but destroying their backpacks will decrease the effectiveness of their jetpacks.
-Reds Heavies and Knights can't aim completely up and down now.
-Reduced the aiming distance and accuracy for Reds Crossbows unless the user is a Knight.
-Rebalanced the Reds Shotguns. They now have chances to damage armored targets at point blank and they also have increased stopping power.
-Reds Flamethrowers are less powerful now but they will damage armored targets with heat. Heat will damage any unit it touches, even the user.
-Removed unnecessary files and strings from some of the script files.
-Edited the gibs for Reds Longswords and Crossbows.

Update: 29 Oct, 2017 @ 6:07am

-Added a new unit type, Reds Knight. They are completely clad in plate armor and have no jetpack so they jump instead. They also come with their own unique weapons.
-Added a new melee weapon, Reds Longsword. It's a powerful melee weapon capable of penetrating heavily armored targets. It might also disarm enemies.
-Added a new ranged weapon, Reds Crossbow. It's weaker and slower than most projectile weapons but it's really accurate and with a long aiming reach. It might also disarm enemies.
-Added the Knight perk. It allows Knights to attack noticeably faster with their unique weapons, the Longsword and the Crossbow.
-Reds Commanders have better aiming when firing with their faction handguns.
-The Sniper perk has been replaced with the Sharpshooter one used in the fallout factions to make them compatible with their sniper rifles.
-Rebalanced most weapons and made them use the same ammo type system used in the fallout factions.
-Fixed some missing strings the game was trying to load.
-Removed unnecessary files and strings from some of the script files.

Update: 21 Jan, 2017 @ 8:33am

-Reds Sniper Rifles get a small aiming range bonus when the user is a Sniper and crouching.
-Reds Sniper Rifles have less recoil so Snipers don't get displaced from their posts as much.
-Slightly reduced the noise made when firing Reds Pistols.
-Greatly reduced the noise made when slashing a Reds Combat Knife. Will only alert enemies at melee range.
-Slightly increased the push force and chances to disarm enemies with a Reds Combat Knife.
-Reds Combat Knife gets a small slashing speed bonus when equipped by anyone in the Reds Army.
-Reds Flamers and Knife wielding Reds soldiers from all classes will aggressively engage spotted enemies.

Update: 16 Jan, 2017 @ 7:31pm

-Added a new weapon, Reds Combat Knife. It can only damage unarmored bodyparts but it can disarm enemies.
-Reds Knieves become indestructible when equipped by anyone from the Reds Army.
-Increased the aiming distance for Reds Tanks a bit.
-Edited the AI in Tanks to stop them from facing left or right on their own. They will still do so when alerted.
-Soldier Ponchos, Commander Hats and Commander Trenchcoats are a bit heavier but more resistant to gibbing.
-Reds Commanders spawn equipped with a Pistol instead of an Assault Rifle now.
-Reds Pistols become indestructible and get a 3x aim distance bonus when equipped by a Reds Commander.
-Reds Flamethrowers take a bit longer to reload but they can hold more ammo.
-Reds Flamethrowers have new reload and empty gun sounds.

Update: 8 Jan, 2017 @ 7:40am

-Reds Drones now have a self destruct pie command and will also explode when their main body is gibbed.
-Hitting the instakill weakspot in a Drone will disable the unit without detonating it.
-There is a new way to reach the instakill weakspot without destroying the body. Hit between the backpack and the head at the right moment.
-Reds Drones now use fuel compatible with Flamethrowers so they can pick them up and equip them.
-Reds Flamethrowers are now compatible with Flamers and Drones from the other GWTB factions.
-Made some changes to troop, drone and vehicle prices.