Garry's Mod

Garry's Mod

MelonWars: RTS
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Update: 21 apr 2016 om 11:00

Jumping and Health Update:

+ Units now jump if they find themselves unable to reach their target position. If jumping doesn't work, they give up after a few tries.
+ Rocketeers will lower themselves to a third of the height, in case they are being blocked by an underpass.
+ Increased health of propellers and engines from 80 to 150
> Drastically increased health and cost of contraptions
- Main building Health reduced from 1000 to 500. Defense is important!
> Changed the color of teams:
> Magenta is now Purple
> Navy is now Pink

Update: 26 mrt 2016 om 22:04

Oops, minor update:
I forgot to actually set the prices for the different barracks. All done now, please read the change notes for this update below, in the Barracks Update II change notes.

Update: 26 mrt 2016 om 21:59

Barracks Update II:

I have managed to add a barracks for each unit. Hopefully this will help speed up the end game, when you have more money than you can spend. Also i greatly reduced the power cost of Barracks, so that you can have more with less penalization. You should read the Barracks Update change notes below if you haven't seen it yet, it explains how barracks work now.

Changes:
+ Added a barracks for each unit
> Buildings menu now has a scroll bar to see all buildings
+ Barracks power reduced on lighter units

Bug Fixes:
+ Fixed a bug in which units wouldn't go to the rally point

Update: 25 mrt 2016 om 20:14

Barracks Update:

This building was strange. It spawned units for free every so often, and it had no real porpose. Now im giving it a porpose. With the addition of spawn times for units, barracks will aid you in build an army faster. They work quite differently now. You can turn them on and off, and they now spend money on the new units. Units deployed from barracks don't need to go through the fragile spawning process, so they are ready to fight right away, and having multiple barracks can speed up the army building greatly. In the near future, im going to change the menu to have one building for each unit: a Bomb factory, a Medic academy, a Sniper range, etc.

Barracks Overhaul:
+ Unit build rate is now one third of the rate of individual spawning.
+ It can now be turned on and off, by looking at it and pressing the E key (the Player Tool must be deployed).
+ GUI now shows the time left to build the next unit, the spawned unit's rally point, if the barrack is active, and how much units it deployed.
- It now spends water when it spawns a unit.

Balance updates:
+ Spawning units as Turrets now costs one half of the power it would cost to spawn that unit as mobile (rounded up)
+ Drastically reduced spawning time
+ Increased speed of Nuke

Bug Fixes:
+ Fixed a bug that prevented the Nuke from having waypoints
+ Fixed units spawned as turrets not rendering the spawning effect transparent texture
+ The Start Game button now resets the Spawning Queue of all players
+ Fixed barracks spawning burried in the ground if Spawn Times where enabled
+ Fixed a bug in which turrets weren't targeted properly

Update: 14 mrt 2016 om 16:09

Bug Fixes:

+ Fixed several bugs concerning the Contraption Legalizer

Update: 14 mrt 2016 om 13:01

Spawning Update:

There have been quite a lot of changes since the last time i tested this, so i guess im gonna host a server soon and gather some people for testing. As of now, im working towards making defense less powerful and bullsh*t, so i've managed to make units become active after a few seconds, depending on the unit, to prevent a massive instant defense comeback, and also make barracks more useful as a side effect. I implemented a waypoint system to be able to give units a path of up to 10 waypoints to follow in order.

Gameplay changes:
> Units now take some time for it to spawn. While spawning, they cant attack or move, and they have 1 HP.
> Each time you spawn a unit, the "Spawning Queue" goes up, for the ammount of time that unit will be spawning. When you spawn another unit, the spawning queue time will be added to its spawning time.
> Getting a unit killed while its spawning does not reduce the spawning queue accordingly, so it can be quite punishing to loose units while they spawn.
> This feature can be toggled on and off in the Admin tab. It also doesn't get set by the StartGame button, so that you can choose if you want it or not.
+ You can now set up to 10 waypoints for units to follow in order, with SHIFT+RMB.

Balance changes:
+ Shredders now always gives 90% of the price of a unit on kill, as oppossed to 90% if its friendly, and up to 15 credits if its an enemy.

Visual changes:
> When selecting a unit to spawn, the cost will no longer be displayed if Free Units is enabled.
+ There is now a Spawning Queue timer at the bottom.

Bug Fixes:
+ Fixed a bug where pressing the right click would sometimes trigger the right click function multiple times
+ Changed refund condition from "Is at full HP" to "Didn't receive damage"
+ Fixed a bug that sometimes made units float in the air
+ Shredders can now propperly get hit by bullets
+ Fixed a bunch of exploits with the Sell Tool and the Shredder

Update: 11 mrt 2016 om 17:51

Sell Tool Update:

There is now a Sell Tool, under the Special tab. It should be used as a legal replacement for the remover tool. There might be ways to exploit it, but im not sure at the moment. Let me know if you find some glitch or workaround to abuse the tool, or if it doesn't work properly.

Changes:
+ Added the Sell Tool, which will give you 25% of an entities price back, or 100% if the conditions for refund apply. The sell tool can't sell mobile units if the refund conditions expire; these units can only be recovered with Shredders.
> The Remover tool should not be allowed outside of contraption building anymore.

Bug Fixes:
+ Fixed contraption not actually costing what they displayed.

Update: 8 mrt 2016 om 17:15

General Update:

Admin Menu Update:
+ The admin menu has been reconfigured
+ Start Game and Sandbox Mode buttons added. They just set up the preferences to the desired gamemode, and alerts all players of the change.

Contraption Changes:
> Increased damping in engines and propellers
+ Engine and Propeller's max health increased from 20 to 80
> Propellers take 20 seconds to start flying, to give the player the time to place them before the contraption flies off into the air. When a propeller finishes its cooldown period, it starts flying, and instantly finishes the cooldown of all nearby propellers.

Prop Damage Fix:
+ Fixed a problem that prevented melons from doing damage to a legalized prop, if it wasn't their target
+ Fixed melons not knowing where to hit certain props
+ Base props and Legalized props now properly recieve damage from all melon sources

Update: 7 mrt 2016 om 17:54

Help Update:

+ Added a new Help menu, inside the player tool. Hopefuly it will answer most of your questions. A category on Contraption Legalizing coming soon.

> Changed the spawning position of the 2x2 phoenix plate

Update: 6 mrt 2016 om 9:51

Minor Update:

Changes:
> Settings menu name changed to Team, and team selector is now centered

Bug Fixes:
+ Now i REALLY fixed melons shooting at proyectiles
+ Fixed units spawned from barracks incorrectly displaying their destination