Forts
All Commanders ACTIVE At Once
Showing 1-10 of 12 entries
< 1  2 >
Update: 5 Mar @ 10:55pm

buster was on vacation, he should be back now

Update: 5 Mar @ 10:48pm

fixed commanders not "activating" in sandbox (they would still apply their weapon and projectile changes, just less of the more technical stuff like turbine disabling), fixed some sprite issues mainly regarding laser sights not appearing (with factions other than eagle empire) and scattershot's machinegun chamber detail being missing too, AP minigun now correctly switches factions as well

Update: 5 Mar @ 12:47am

fixed issue in which errors were spammed in replays, fixed a more technical issue in which commander scripts executed twice outside of sandbox

Update: 4 Mar @ 10:47am

fixed cannons sometimes not triggering their EMP when hitting, fixed some effects being offset far in front when hitting something

Update: 3 Mar @ 10:56pm

yet again fixed more effect issues, mainly within high seas projectiles like the bombs and deckguns, fixed the absolutely unplayable issue where high seas' missile silos did not inherit seep's fire delay reduction

Update: 3 Mar @ 8:49pm

now works without moonshot DLC, but without the three commanders it adds, fixed warthog's second chance not working, fixed armoured rocket not having depleted uranium impact effect and projectile

Update: 2 Mar @ 11:46pm

depleted uranium sounds are no longer as loud, fixed more effects again, mainly including high seas weapons

Update: 2 Mar @ 4:31pm

fixed moonshine EMP visual not triggering when a projectile hits a device

Update: 2 Mar @ 3:23pm

fixed some more effect related issues, AP minigun is now affected by hurricane and eagle eye (minus the instant firing since the fire sound would be off)

Update: 2 Mar @ 12:46am

fixed some effects (namely mortar impact), fixed armored rockets dying in one hit