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  1. [blurb]Oh deer. It looks like Romanov has been talking to Jerad2142 a bit too much lately. We have venison galore in this meaty update![/blurb] So, it's finally 2017 and it's time for our first blog this year! GI Update The Allied attack deer is a very versatile unit. It’s ability to sustain itself for long periods of time by eating grass from the environment makes it exceedingly useful for extended deployments. "Oh deer..." Allied Sniper The allied sniper is a great threat to any soviet infantry. Equipped with his trustworthy AWP, he is capable of decimating the enemy with his quickscoping and 1080noscope tactics, pwning every n00b that crosses his way. "Noot Noot" Soviet Doge The soviet doge is well suited for extended cold missions; in addition, by being a doge it is able to trick families into thinking it’s just a loving pet, when really it’s a super secret spy. "Many bites. Such hat. Very deadly. Wow!" Recruitment We are always hiring new team members to speed up AR's release! If you believe that you can help us out, you are more than welcome to help! The following positions are open: 2 Artists for modeling and texturing civilian buildings and props. 1 Artist for making nature assets (trees, bushes, etc.) 1 Character Artist 1 Texture Artist/Photoshop User (optionally Unwrapper) to help in texturing building interior objects If you wish to contribute to this project and believe you have the skills, give us a shout! If you would like to contribute to the game and believe you have the skills, don't hesitate to apply! If you don't know if you have the skills, send us a forum PM and we can chat. If you would like to help in areas not listed here, that is also more than welcome. To apply, just send @moonsense715 or @One Winged Angel a PM (Private Message) via the forums and let us know which position you wish to apply for. End Feel free to contact the team regarding testing applications for Apocalypse Rising and our other W3D projects and become an official W3D Hub Tester today!
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  2. [blurb]From the desolate world of Arrakis comes this update on the Guild and Tleilaxu's operation in the War of Assassins. Be wary of the horrors inside![/blurb] [thumb]thumb_woa.0.png[/thumb]Hello and welcome to this April Battle for Dune: War of Assassins update! We have a terrible habit of being silent, but that doesn't mean that we haven't been working!! The Guild and the Tleilaxu The current state of Arrakis: The 3 last Great House of the Landsraad have been fighting for control over Arrakis for what feels like an age, with each side looking to be on the brink of victory! As the fierce fighting in the sands rages on, two great Schools of the Imperium are content with the progress of their current plan and see an opportunity to carry it to the next phase. The Spacing Guild and the Bene Tleilax start being more aggressive with their top secret project of monstrous proportions, their first step is to take care of the current ground forces that could pose a threat to them and their operations. With ultimate control over all trade to and from the Desert Planet, they poison all food and water supplies with a mutagen. Troops from each House start feeling strange at first, then sick and after at the point of death. Slowly but then much faster the Garrisons of Atreides, Harkonnen and Ordos turn into Contaminators. Before anyone can react, all major ground forces are now mindless drones, looking to spread their virus and turn more into their ranks, all under the control of the Tleilaxu. A fairly young Bator (Commander) returning from Giedi Prime after a much deserved break from the fighting. Upon arriving to an Harkonnen controlled air zone near Carthag, Bator Adrian is bombarded by reports of what has unfolded on the surface in the absence of his Baron and is greatly disturbed. Touching down with a small escort force at their base in a region known as Spice, he and his troops detect readings of activity in an old ruined village, just off from an abandoned Atriedes base and go to recon the area... Horde Mode Welcome to our latest game mode, Horde (WIP name). In this game type you and your team (or alone if you are feeling up to it) are pitted in a small area against wave after wave of your past enemies and comrades, now in the form of vile Contaminators! The objective is to survive. You have 10 minutes to hold out and a shared pool of 25 deaths before it's game over. Throughout the course of the onslaught you are gifted additional weapons to aid you in their desperate fight with the unwavering drones that never stop hunting for you! Will you hold out until a Frigate comes to save you and your men, or will you join the ranks of the unrelenting Horde! A Knife in the back could come from any hand... I hope you enjoyed this April update, we promise to start rolling out more content in the very near future! As always you can keep following us here, on Facebook, Twitter and IndieDB!
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  3. [thumb]thumb_apb.h.png[/thumb] Red Alert: A Path Beyond Update GENERAL Reverted some netcode changes that may have been responsible for all the recent crashes. Please let us know if they keep happening! Reenabled hitbeeps, and they no longer trigger on damage-over-time effects. INFANTRY Clearing Charge explosion no longer deals distance-based damage and no longer gets blocked by terrain - any mines in their 10m blast radius are dead, no questions asked. They are also more effective at clearing multiple hedgehogs as a result. VEHICLES Added zoom cameras for Tesla Tank and Phase Tank. Tesla Tanks now reveal Phase Tanks on radar within 75m (which is the max distance of the radar anyway). Like with the Engineer's mine detector, other Soviets can see the Phase's radar marker. AI Tesla Tanks also emulate this by being the only bot unit that can detect stealth. Demolition Truck explosion damage to infantry down from 160 to 105. Supply Trucks/LSTs now only take 5 seconds to refill occupants' ammo. AT Mine damage reduced from 356.25/475 (Ore Trucks/everything else) to 250/150/200 (Light vehicles/Ore Trucks/everything else). However, they now instantly deplete all armour of the affected vehicles, so the damage of the first mine you trigger is a lot higher than that if you're using a big tank - best to never get hit by a mine at all, especially if there are enemies nearby! AESTHETICS New Hind sounds by @OWA. Aircraft rotors should now spin down at a rate appropriate for their sound. Blood effects for rocket/shell direct hits on infantry are a little easier to notice. MAPS RA_CamosCanyon_Bots Bots are now using an experimental version of Moonsense's AI that attempts to mimic player behaviour more. Here's how they've changed They have names now! They get money from dumps/silos, and will use it to actually purchase units instead of spawning as those units for free. Sometimes they attempt to attack in groups, and won't all charge down the same attack route. They can attack buildings now. This was doable before but wasn't worth the effort of implementing before since with the old AI they rarely got close to those buildings anyway - now they do! RA_Siege Added VIS. Changed saturation of objective messages to be more readable. RA_StormyValley Partisans are now using the updated AI that was introduced to every other bot in 3.0.8.0. This isn't all though. There will be more coming on April 1st. But I won't say any more than that... [blurb]Some changes are reverted, and some added aesthetics. More to come on April 1st, but we can't say any more on that...[/blurb]
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  4. This is so much fun. I wish we had this many people playing more often. Hopefully one day.
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  5. If the biggest problem with this game is "updates are too frequent," we'll take it.
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