Cortex Command

Cortex Command

Z Red Steel Soldiers
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Update: 22 Jul, 2019 @ 6:05pm

-Edited all robot heads so hitting them might knockback or flip robots. It's more noticeable on weak robots like Snipers and Grunts.
-Edited the Flamer Gun to work in a similar fashion to the one in the original game and fire bolts of flames instead of working like a flamethrower.
-Edited the ammo.ini file so the rounds don't destroy terrain as easily and rebalanced most guns.
-Minor edits to most of the ini files and fixed some bugs found along the way.

Update: 7 Jul, 2019 @ 8:40am

-Added a new unit type, Z Red Tank. It's a light tank with a decent amount of firepower. It's heavily armored but it has a pretty obvious weakspot.
-Added more dialog lines for all steel soldiers but Zod. Most of them are the unused strong language lines from the original game.
-Removed dependencies on vanilla factions to avoid compatibility issues. Some code still reference stuff from the Base.rte content.
-Most robot parts and all weapons are made of a custom material based on the Military Stuff one. They are slightly stronger.
-Updated the Ammo.ini with more general particles with different enough stats to be used as rounds for the available guns. All projectile weapons deal a bit more damage in general.
-Robot legs and arms will now reduce health when hit, not just when destroyed.
-Fixed a number of bugs in some lua files that would cause console errors and lag but still work.

Update: 9 Jun, 2019 @ 6:34am

-Added metal hit sounds from the Z: Steel Soldiers game. Most limbs and devices use these sounds now.
-The brain unit now wears a better looking hat. The hat is also a bit more accurate to the one Zod from Z wears.
-Rockets will detonate on direct hits like they used to. This is closer to how it works in the original game. Rockets have a lot of mass so they can cause damage on their own apart from their explosion.
-Rocket explosions are not directional and safe for the user at close range anymore. The explosions are also smaller but with more sharpnel so they are deadlier against groups.
-Already dead steel soldiers won't speak their pain dialog lines when shot. There are rare cases their bodies don't settle and still behave as if they were alive.
-Edited the gibs in all units again for better gibbing effects.
-Made some misc small changes and removed some redundant pieces of code from the files.

Update: 2 Jun, 2019 @ 5:16pm

-Split the backpacks into light, medium and heavy backpacks. They have different weight compensation and damage resistance stats.
-Increased the weight of some of the weapons.
-Machine Pistols are considered secondary weapons now so the brain unit will use their main weapon first.
-Sniper Rifles are in the Sniper Weapons category now.
-Rocket Guns now fire more effective rockets. They will detonate just before hitting something, meaning the sharpnel won't completely recoil back on direct hits.
-Increased the recoil transmission in Rocket Guns by 4 times the previous value. The effects are reduced by weight so Toughs are the less affected units.
-Most weapons have less or no recoil transmission, meaning less actor pushing when firing.
-Made some misc small changes and removed some redundant pieces of code and sprites from the files.

Update: 27 May, 2019 @ 6:23am

-Edited the faction logo so it looks better than the current one.
-Edited the faction loadout so all the templates use dropships only.
-The Brain unit's hat now has its own custom gibs.
-Laser and Rocket Guns are now considered heavy weapons instead of light weapons.
-Reduced the firing rate of Laser Guns since they are deadly weapons.
-Fixed a muzzle flash in Laser Guns that would appear at random.

Update: 26 May, 2019 @ 5:40pm

-Added more brain unit dialog for the form squad, go to, sentry, patrol, gold dig and brain hunt pie commands.
-The Brain unit's head is a bit more resistant to damage now.
-The Tough steel soldiers are now a bit more stronger but also heavier. They have different arms and legs and heavy duty jetpacks.
-The Sniper steel soldiers are even lighter now, which also means weaker. They have different legs.
-The Pyro steel soldiers now use a different torso, which protects part of their jetpacks.
-Laser steel soldiers now use a green visor, similar to what all steel soldiers appear to wear in the original game. Also, their heads are a bit lighter.

Update: 25 May, 2019 @ 12:07pm

-Added more steel soldier dialog for the form squad, go to, sentry, patrol, gold dig and brain hunt pie commands.
-Added a "Taunt" pie command for the brain unit, which allow players to make the brain unit throw taunt dialog lines from Z: Steel Soldiers' Zod.
-The brain unit now has a chest plate for better torso armor. It's stronger than the Tough's chest plate armor.
-Edited the sprites and magazine placement in some of the weapons so they look better and a bit more accurate to the weapons in the original game.
-Edited the gibs in all bodyparts and weapons so their destruction is better looking.

Update: 24 May, 2019 @ 11:43am

-Added a "Taunt" pie command, which allow players to make steel soldiers throw taunt dialog lines from the original Z game.
-Edited the Sniper Rifle to fire rounds at double the speed so the shots arc less.
-In addition to a longer aiming range and a faster reload boost, classes using their weapon of choice will also be more accurate with them.
-Edited some of the weapons to be a bit less effective so their respective classes get more noticeable boosts when using them.
-Jetpacks can be damaged now. When heavily damaged, they will have trouble lifting their robots.
-Some bodyparts and armor pieces are heavier now, which also means they are more resistant to damage.
-Removed some redundant pieces of code and sprites from the files.

Update: 23 May, 2019 @ 7:54am

-Added a new unit, Red Laser. These are similar to Pyros but with a slightly longer aiming range, better perception but less armor and less speed.
-Added a new weapon, Laser Gun. It's a cumbersome but effective long range energy weapon. Red Laser units get aiming range and firing speed bonuses with this weapon.
-Edited the perception of all units. Red Generals have the best perception while the rest get a reduction depending on the class.
-Adjusted the prices of some of the units and weapons.

Update: 22 May, 2019 @ 10:17am

-Added a new unit, Red General. It's the brain unit of the faction. As resilient as a grunt unit but much more skilled in combat. He comes with his own unique weapon and dialog lines.
-Added a new weapon, Machine Pistol. It's a fully automatic handgun comparable to a Machine Gun. It's not sold in the store since it's unique to Red Generals.
-Added a new unit, Red Pyro. It's a close quarters unit similar to Psychos in stats but slighly slower and more armored. Its weapon of choise is the Flamer Gun.
-Added a new weapon, Flamer Gun. It's a short range weapon able to make short work of any robot, if close enough.
-Weapons cannot be hit and work better when in the hands of their respective classes now. This means they reload faster and have a longer aiming range.
-Edited the Machine Gun magazine to be more accurate to the one in the game, both in looks and placement in the weapon.
-Edited grenades to be impact sensitive, like the ones in the original game. This means they might explode when dropped too.