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-harbor: Agatha spawns modified to pretend Masons blocking the exits
-harbor: stairs added
-seabattle: new tactical option for Agatha: one transport boat of each side will end right next to the ballista ships. So get a boat full of warriors and enter the ship.
-seabattle: transport boats speed lowered
-sound for smashing doors added
-sound for windmill added
-sound for podex added
-sound for cranes added
-animated cornharbor gate
-2nd agatha spawn in obj.1 changed
-podex wagon route optimization
-transport boat route in obj.5 fixed
-more details in obj.3 added
obj.1
-HUD progress bar for barricade
-more animations for podex
obj.2
-point volumes for using cranes
-general bot support
The most important ones:
-Obj.1 was confusing for new players, so Sir Podex is now a NPC on the wagon in obj.1. But dont panic, u can play him in new obj.4
-The chaos in obj.2 is reduced by new houses, "smaller" town and only 2 houses at once can be smashed now
-The harbor got two amazing cranes, so the Masons can lift their stuff onto the ships
-In new obj.4 Sir Podex must reach the ship so the Masons can set sail. No seabattle witthout Sir Podex onboard
-Sea battle: new island, only two ballistas, only 3 rescue ships
I requested your friendship to ask some questions if I may. Regarding how you did some things in the SDK. I promise not to be a bother, but you do make some awesome maps. This is regarding the Podex outfit. Also, if that's yer emblem, you'd love the 2 vids I made. I'll send you the links.
Rainfall
O'Fortuna
Sir Podex outfit is also my outfit ingame. I love the flowery emblem! ;)
thx Stefinger. im glad you like it and put it on your server :)
2. type: open acoto-cornharbor_p
3. add bots: addbots 10
-end bug FINALLY fixed. strange strange bug
-scoreboard icons changed
Obj.1
-push SP wagon kismet tweaked. should run "smoother" now
-deactivate all SP stuff at the end of obj.1, so noone can become SP running in tent etc.
-barricades 300hp
Obj.3
-push carts time increased to 50s
obj.4
-transportboats time decreased to 15s
-damage feedback when shooting rescue ships
-objective text only shown once, not everytime someone spawns
Obj.1
-points for destroying barricades for Mason
-points for defending barricades for Agatha
Obj.2
-different looking peasants
-points for breaking doors
Obj.3
-cart in air fixed
Obj.4
-shipsamount bug finally fixed
-HUDs updates
-some chatbox text changed
-postprocess settings tweaked
-terrain normal maps enabled
Obj.1
-be SP places redesigned
-be SP triggers fixed
-"press key" instead of "used" trigger for switching weapons
Obj.2
-stuck points fixed
-new saved villagers:rescue ships ratio
1:1
4:2
8:3
12:4
16:5
20:6
Obj.3
-capture area redesigned
Obj.4
-Rescueships amount working
- production lighting instead of preview^^
- triggers for tents fixed
- HUD GUI Updates for objectives etc.
-added tents to become Sir Podex
-deactivated healing for Sir Podex
-Sir Podex 400hp
-changed Mason spawn area layout
Obj.2
-mason: kill as many villagers as possible -> less rescue ships in obj.4: min. 1
-mason victory if all villagers are dead
-agatha: save as many villagers as possible -> more rescue ships in obj.4: max. 6
-more rescue ships
Obj.4:
-more rescue ships
-amount of ships depends on objective 2
New big update part 2
The chance that a noob becomes Sir Podex and wouldnt survive 5 mins is huge. So i have decided Sir Podex may die and respawn. Every part(mason spawn, outpost, mill) of the way has a tent that allows one mason player to become Sir Podex after his death.
Objective 2 is now a kind of "game balancing" objective: No faction can win this round... ok Mason could win if they kill all villagers so there is no reason for hunting rescue ships in obj. 4.:P
Furthermore objective 2 influences the amount of rescue ships the masons have to fight. If agatha does very well and saves nearly all villagers there will be 6 ships at the seabattle! Not easy for Sir Podex.^^
Ye the bots are amazing. Maybe an AI Sir Podex would turn around and run into the river...
Some changes in objective 2, because it still seemed to be too quick and easy for agatha, the game wont end if Agathas master their quest, but it will have influence if there will be 3 or 4 rescue ships in objective 4. More ships in the end means more time for agatha to fight the masons.
Obj.2
-villagers speed slowed down
-villagers spawn time increased
-4 rescue ships: everyone will set sail when 3 villagers arrive rescuezone
-if agatha could escort 12 villagers the game wont end but the masons will have to fight 4 rescue ships in objective 4 instead of 3
Obj.3
-one agatha spawn got more cover against archers
Obj.4
-more cover against archers
-mason ships got separate for agatha unaccessible spawn rooms, so the masons wont spawn anywhere at the ships and wont get spawnkilled
-collision fixed, 2 boats crashed into wood
-rain under the sea fixed
-if mason wins obj 2 there will be 3 rescue ships
-if agatha wins obj 2 there will be 4 rescue ships
votechangemap aocto-cornharbor_p
Obj.1:
- barricades 200hp
- aggressive culldistance + less collision + less vegetation for better performance
Obj. 2:
- HUDs closer to Houses
- Mason spawn take damage fixed
- villagers 50hp
Obj. 1: barricades 500hp
Obj. 2: points for killing villagers + villagers have sounds
Obj. 4: Teleport instead of Forward Spawn:
Masons are teleported near not inside their ships, so they have to run some meters to ballistas
Agathas are teleported near moving boats and the isle, so they have a shorter distance to Masons than before.
Obj. 4: 2 boats were crashing
Obj. 3
-Some lighting issues fixed
Obj. 4:
- 2more boats
Obj. 1:
- Only Sir Podex can push the wagon now! The wagon moves, if Sir Podex is onboard.
- Barricades HP increase up to 600hp
Obj. 2:
-More Villagers: 24
Mason has to kill +13 villgers
Agatha has to save +12 villagers
Obj. 3:
- Capture Time increase up to 90s
- Forward Spawn "should"(plz, plz, plz) work now
Obj. 4:
- Mason Spawn time increase up to 10s
- 7 hits needed to sink ship
- collision issue fixed
- AI pathing: so the bots find their way out of the ships to go diving :D
Here and there more lights
Fog settings set back to the blue ones
- Performance:
Cull Distance Volumes added
less rain, only obj 4 is rainy
less rain emitters
3 Agatha ships + 3 Mason ships + 3 Rescue ships: Agatha players have to run over wood, planks, a small isle or via 2 boats to reach the Mason ships and prevent the Masons from using their ballistas on the Rescue ships.
Version 6 is without rain and with crappy light for performance tests. I will update a optimized version as soon as possible.
Some changes:
- Objective 1 has changed a lot:
a) Because of the dumb AI, Sir Podex is now controlled by a player. At the beginning one Mason player should go into Sir Podex s tent to become him.
b) Besides the Masons have to push Sir Podex s wagon to Cornharbor. Why the wagon? This prevents the Masons from rushing through the objective.
c) Sir Podex should stay inside the wagon. From time to time he will get full health back. I think this is a good motivation to stay inside :P
d) At the outpost and near the mill i add barricades which have to be destroyed to go on with wagon: Two nice Hotspots for Agatha to fight the Masons.
I can't wait to give this baby a spin on Yarnu's server (when he gets it working :P)
- i changed the weather. A totally new feeling, but i am not sure what weather type i like more. sunny or rainy? hmm... ^^
- here and there some fixes: eg. the house HUDs will go away when villagers left them, so everyone knows which house is next to go to.
The capture point area is 100% clear now.
- point volumes added
- loadout volumes. yes!
- more details everywhere
- new height variations etc.
Check out new images
objective 3 got art yay
-known issue: house 5 peasants wait long until they start running
Remapped objective 1 because the path was too "open"
A lot of art in objective 2.
think about it ;)