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  1. [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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  2. Minipatch notes for 3.1.3.1: Rocket Soldiers Redeye/Strela velocity down (500 -> 375m/s) Redeye/Strela range down (175 -> 170m) Flamethrower Fuel tank hitbox is less fragile (1.5x damage -> 1.25x) Snipers Enfield/Dragunov damage up (60 -> 67.5). Kinda forgot to do this along with the health updates for everything. Most importantly this is just enough to two-shot rocket soldiers on centre mass shots, there's not much else that this really affects. Added binoculars, to let them more easily warn the team about things they can't handle. Pistol removed. It's not like they need it when their rifle is good enough for CQC. Move speed down (6.5 -> 6). Speed just helps them killwhore and avoid death anyway and doesn't help much with defense. Medic MP5 ROF down (12.5 -> 12); overall DPS down 2.22% MP5 inaccuracy up (1.25 -> 1.5); forgot to actually include this previously Auto-regen is staggered; instead of being a constant 2.5HP/sec, it starts at 1HP/sec after 1 second, becomes 3HP/sec after 8 seconds, then 5HP/sec after 15 seconds - at which point he's regenerating as fast as a Tanya/Volkov. This is both a nerf in that it severely slows his ability to heal when in the middle of (or near) a fight, but also a buff in that he doesn't have to spend as long hiding when he's trying to fully recover from heavy damage. Armour cache now increases armour's damage reduction for direct hits from all "heavy" projectiles (12.5% damage reduction -> 25%). Does not affect bullet/flame/tesla weapons. Not significant but it can make a difference... except against V2s which do overkill direct damage anyway. Armour cache no longer stops flame weapons (Flamethrower, Flame Tower, Yak splash) from breaking armour. Armour cache now only restores 1 armour point per 5 seconds (was 999 armour). Of course, 1 point is still enough for all of armour's damage reduction abilities to kick in, so this mostly just prevents the cache from being used as an emergency full armour refill, makes disarming it more immediately beneficial since most weapons will break that small amount of armour almost instantly afterwards, and further incentivises flamethrowers since they can now armour-break even through the cache. Yak Range up (120 -> 140m) Damage to light vehicle armour up (0.9 -> 1); can now cleanly take out an Artillery in one strafe if all rounds hit. Splash damage up (7.5 -> 9) Overhauled physics and speed thresholds; speed loss while not holding W is reduced, ascent/descent speed increased, and the speed thresholds for damage/death are 2.5m/s less strict. Now you should never fall below the damage threshold unless you're not accelerating. "Reversing" outside the Airfield now causes gradual damage for as long as you hold the S key (10 times as much damage as slow movement) instead of instant death. This feature was originally intended to prevent backwards flying, but it also caused Yaks to die instantly if you happened to tap the S key while flying forward, even at high speeds. So now it still fills its intended purpose without causing that issue. You still shouldn't press S if you want to slow down - just let off the throttle. Fixed missing glass impact/bullet hole effects for the canopy. Refill Pad Simplified collision meshes, Minelayers shouldn't get stuck on them anymore. RA_CanyonRiver The large plateau behind the Allied silos/bar is no longer accessible.
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  3. Thanks for calling me a no one, you fruit.
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