Garry's Mod

Garry's Mod

MelonWars: RTS
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Mis à jour le : 28 févr. 2019 à 14h53

[̧҉̠̣̣͇̼̖̭͍͝R̢̛͔̲̲͎̩̕͢É̶̬̥͓͉̮͉͓̖͎̖̜̲̰̳̕͟͠D̡̳͕̺̣͚̮̠̖̀̕͜ͅÀ̶͜͡͏̪͖̹̲͖̼͓̰̳̦͇̼̺ͅC̶̸̮̮̹̣͕͉͕̼̙̻͎͍̫͍̯̲͠ͅŢ̶̻̺͈̜̙̖̥͓̣͖̼̫̘̟̪̲́͢Ḙ̷̡̟͍͓̘̙̝̟̪̦̫̤̠̮̮͍͍̣͘̕ͅD̲̫̠̤̱͕̝̹͓̜̕͟͜]̶̙̗̼͕͚͎̞̦͎̬̗̲̙͞

Mis à jour le : 28 févr. 2019 à 10h50

Added command mw_code

Mis à jour le : 28 févr. 2019 à 10h39

Fixed errors that popped up when the gamemode wasn't sandbox

Mis à jour le : 22 févr. 2019 à 16h54

+ Fixed a bug that gave you max water whenever you built a contraption
+ Made unit selection Clientside, making it way smoother even with lag

Mis à jour le : 6 févr. 2019 à 15h50

Patch notes:

Marine:
Spawn time: 1s->2s
Spawn time from barracks: 3s->6s
´´´This should make marines harder to spam and keep the pressure with them´´´

Gunner:
Power: 3->2
Spawn time: 3s->4s
Spawn time from barracks: 6s->8s
´´´Making them take up less power might make them more viable in late game´´´

Medic:
Self heal: 0.5->1
´´´This was a bit too slow´´´

Bomb:
HP: 10->15
´´´Bombs barely make it to the target, ever. This also helps them to not blow each other up so easily´´´

Nuke:
Power: 5->4
No longer spawns burried in the ground
´´´A bit more viability in lategame´´´

Turret:
Cost: 400->500
Spread: 40->50
´´´Making their spread larger makes them less effective against single targets, but just as effective when elevated and facing a hoard, or big targets. If you want precise point damage, you might want to use other units now.´´´

Tesla Tower:
Damage: 4->3
Attack speed: 2/s->3.33/s
Targets: 5->3
Energy per shot: 12->20
´´´This change gives them a bit more focused fire and more damage per second, in exchange for more energy consumption´´´

Mortar:
Cost: 2000->3000
Range: 500->700
Spread: 70->0 (for real this time)
Damage: 40->30
Shell arc is now way higher
Will now shoot at targets even if line of sight is blocked by the map
Added spin to the shells fire trail, for extra coolness
´´´The mortar is now a late game superweapon siege unit. It has pinpoint accuracy and the largest range in the game, making it suitable for long range harasment of turtling players. You will need to chase them down if you see them at your door´´´

Contraption Assembler:
Power: 3->1
Production time: cost/50 -> cost/100
If there is not enough power to build the contraption when it should be finished (this can happen if you produce units after you start the construction, because the power gets added after the contraption is built), the assembler will get stuck in standby until enough power is free.
´´´It was borked, now it might not be borked´´´

Radar:
Energy cost: 3->2
´´´It was a bit to expensive for the benefits´´´

Solar Panel:
Cost: 400->200
Production: 1e/s -> 0.4e/s
´´´This makes them take up more space, and maybe encourage the use of generators´´´

Big Relay:
Cost: 75->100
Can now be built anywere
´´´This is how they should have always been, allowing to produce the energy in one base and use it in another´´´

Steam Generator:
Production: 20e -20w /s -> 20e -5w /s
Nuclear Plant:
Production: 100e -40w /s -> 100e -20w /s
´´´The generators were too expensive to run. This should make them a viable alternative to solar power´´´

All energy buildings build time reduced from 10s to 3s, except Steam Generator and Nuclear plant, which were reduced from 20s to 10s
´´´It just took way too long to make a solar farm. Now it should be nicer´´´

Overclockers now spawn active
´´´Lag is a bicc´´´

Friendly fire from explosions reduced from x0.5 to x0.1
´´´This will make bombs way more viable, and not counterproductive in every single combat. Also, some friendly units might survive a nuke now´´´

You can no longer surpass the power limit by manually spawning or building contraptions (still possible with barracks but i dont have time to fix that today)
Fixed contraptions not saving or loading if the size was too big
Contraptions now get unfrozen automatically on load, so you can save them frozen
Fixed contraption parts being loaded in funny angles and positions
Fixed the broken progress bar on contraption assemblers
Moved the Jetpack up in the menu order to maintain the power order
Updated barracks description to reflect the spawning half price.

Mis à jour le : 22 janv. 2019 à 16h07

+ Unit spawn time is now on by default
+ Fixed the Water Reset bug
- Removed console prints

Marine:
Damage: 4 -> 3

Jetpack:
Can now fly through gaps
Power: 2 -> 1

Missiles:
Damage: 1 -> 2

Mortar:
Damage: 30 -> 40
Explosion radius: 100 -> 70
Power: 5 -> 3
Spread: 20 -> 0

Turret:
Cost: 250 -> 400
Spread: 12 -> 40
Fire rate: 1/s -> 1.25/s

Tesla tower:
Cost: 200 -> 300

Medic:
Cost: 400 -> 200
Cost as turret: 180 -> 150
Heal rate: 6 -> 4
Damage for heal: 50% of heal -> 100% of heal
Will no longer heal if it would result in death
Regenerates really slowly when not healing
Will no longer heal the main building

Nuke:
Power: 10 -> 5
Speed: 70 -> 50
Health: 65 -> 150

Medic Academy:
Cost: 2000 -> 1500

Missiles Production Line:
Cost: 5000 -> 3000

Sniper Shooting Range:
Cost: 5000 -> 3000

Mortar Production Facility:
Cost: 7500 -> 5000

Nuke Assembler:
Cost: 80000 -> 25000

Contraption Assembler:
Cost: 150 -> 1000

Mis à jour le : 22 janv. 2019 à 12h39

Added a few console prints to help me debug the water reset problem

Mis à jour le : 15 janv. 2019 à 19h40

+ Barracks now produce units at half the price of manual placing

All unit costs have been doubled:
Marine: 50 -> 100
Gunner: 200 -> 400
Medic: 200 -> 400
Missiles: 300 -> 600
Sniper: 500 -> 1000
Mortar: 1000 -> 2000
Nuke: 1500 -> 3000
Bomb: 250 -> 500

Marine:
HP: 100 -> 75

Gunner:
starting attack speed: 0.4 -> 0.6
spinup rate: 0.5 -> 0.6

Jetpack:
speed: 100 -> 125

Bombs can no longer be spawned as mines.

- Props from contraptions will now always spawn with their default material.
> Fixed bullets always missing certain props with weird origins.
+ Added a command to allow for anyone to use the admin menu: mw_admin_open_permits (0 or 1).
+ Added a button in the admin menu to spawn outposts, capture points and water tanks.

Mis à jour le : 2 janv. 2019 à 18h28

+ Added admin slider for changing base income (grand war bases provide x2 base income)
+ Fixed outposts, capture points and water tanks rising up when duplicated
+ Gray team can always spawn anywhere and doesn't need water (can go negative on water and still produce units)
+ All capturable entities now only show their capture progress if you are close enough (like the main base's health bar)
+ Fixed an exploit that messed up the power regained from losing welded units
+ Fixed mines not refunding power when removed

> Removed unnecesary "Ini" console print

> Some unfinished features from the custom campaign system will be visible but wont work yet

Mis à jour le : 30 déc. 2018 à 14h06

Happy new year!