Cortex Command

Cortex Command

Vault Survivors
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Update: 7 May, 2019 @ 5:08am

-Edited some of the items and bodyparts to be made of more accurate materials.
-Removed some redundant sprites and pieces of code from the files.

Update: 9 Nov, 2017 @ 8:49am

-Security Helmets will transfer less damage to the head, reducing the rate of head explosions when the helmets get hit.
-Rebalanced all Shotguns. They now have chances to damage armored targets at point blank and they also have increased stopping power.

Update: 1 Jun, 2017 @ 11:03am

-Edited some of the image files and redundant/unneeded code strings.
-Reduced the size of most wound and metal dent decals on body parts, armor and weapons.

Update: 14 May, 2017 @ 8:32pm

-Units and their limbs will now drop bottlecaps when gibbed, which can be collected via tools or by simply walking over them. Broken armor pieces also drop bottlecaps.
-Bottlecap mines will also drop 1 bottlecap upon detonating.
-Vault Dwellers and Wanderers walk a little faster now.
-Vault Wanderers now also have the Gunslinger Perk in addition to the Sharpshooter one to give this faction a little bit of an advantage.
-Fixed a bug in the explosives sounds, which contained code trying to load strings no longer present in the files.

Update: 8 May, 2017 @ 7:31am

-Added a new unit, Vault Overseer. It's the brain unit of this faction. Technically, it's a regular Vault Dweller but with the perception and skill boost of brain units.
-Vault Wanderers now have the Sharpshooter perk, which allows them to get an aiming range bonus with sniper rifles when crouching.
-Added a new Scenario, Vault Breach. It's mountain with a small vault-like bunker in it. It also has custom bunker modules and objects.
-Edited the Loadouts to add the new brain unit and made some other changes.
-Fixed the Police Baton using wrong materials and attack flash.

Update: 3 May, 2017 @ 8:49am

-Frag Grenades now have 2 settings, Default Grenade or Booby Trap. Booby Trap Mode will make it work like a mine but with a poor detection method.
-Bottlecap Mines now have a more effective detection method but a longer detonation time. They won't explode if the actor is standing on them and stays put.

Update: 1 May, 2017 @ 6:59am

-Added a new weapon, 44 Magnum Revolver. It's the same one used by the NCR but this one is upgraded with a scope.
-Edited some of the faces so they look less evil.

Update: 26 Apr, 2017 @ 9:06am

-Added a new explosive, Bottlecap Mine. It has a medium blast radius and it doesn't always detect movement but will most likely cripple or kill when it does.
-Rebalanced all projectile weapons. They now use more realistic ammo types from a file.
-Bullets fired from Revolvers will deal less damage the longer they travel.
-Shotgun buckshot will deal less damage the longer they travel and have a lot less armor penetration now.

Update: 24 Apr, 2017 @ 12:34pm

-Edited the Grenade Rifle so its grenades are timed instead of impact and reduced the size of their explosions.
-Changed the hunting rifle firing sound for a less noisy variant.

Update: 22 Apr, 2017 @ 11:12am

-Added a new weapon, Plasma Scattergun. It's basically a plasma shotgun with a very short range but it does a lot of damage, specially at close range.
-The new weapon is not in the Loadout but the AI is still likely to use it.
-Changed the R91 Assault Rifle firing sounds with the correct ones.
-Fixed a mistake in the Frag Grenade file, which was asking for the sprite in the Super Mutants mod, causing the game to crash if that mod is not installed.