Mud-And-Blood (LUA) Change Log

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Viewing 15 posts - 61 through 75 (of 78 total)
  • Author
    Posts
  • #9794
    Stealingold
    Participant

    #9797
    Stealingold
    Participant

    #9801
    Stealingold
    Participant

    #9802
    The Masked Terror
    Participant

    youtube.com/watch?v=t3PFuavmNuA

    • This reply was modified 4 months, 1 week ago by Lance. Reason: trying to clean the link
    #9803
    Stealingold
    Participant

    #9804
    Stealingold
    Participant

    #9805
    Stealingold
    Participant

    #9809
    Stealingold
    Participant

    #9816
    Stealingold
    Participant

    #9817
    Frank Hyler
    Participant

    Here I sit with a glass of bourbon. This being the only thread in any forum that’s been active more recently than a few months.

    I started playing over a decade ago (when the website was still “unfairrandombrutailty”). Back, when I paid for a Lastwinter key which I’m sure I’ve still got written down someplace. For whatever reason MnB made an impression on me. Even though I was never active in the forums I’ve always had an account. MnB has been something I’ve kept up with fairly regularly, at least every couple of months over all the years. I’ve looked forward to and appreciated every update to the game and the series. This comment doesn’t really have a direction, I guess I wanted to thank y’all for all the work that’s been put in. The Steam stuff looks great so far, so many people (including myself) are going to love this.

    Cheers from a fan

    #9818
    Wanderjar
    Participant

    we’re really really really active on the discord. this thread is more of an archive of progress tbh

    #9820
    Lance
    Moderator

    Finally the implementation of the Classic MNB2 play into the game along with lots of updates.
    +
    0.2.0
    – Fixed Machine gunner range issues. (Bipod skill still wonky)
    – Medic “hang on” healing messages will not play for Germans
    – Wooden carts and wood piles will now have their cover removed when destroyed by explosives.
    – Disabled soldiers that are left behind still get checked for medals availability, if they are still alive when the patrol finishes
    – Bouncing Betty blast reduced by half
    – fixed a fault where Wespointer and Tactical Advantage skills were not resetting
    – Pushed back the flankers by 300 px (they spawn up to 900 px back now)
    – Change the screen sanity function to avoid empty fields when longer maps are generated
    – New player and German skill, airburst arty. A very potent large scale crowd control (Blue smoke for the Germans)
    – Iron cross bearers will now have 3 saves comparable to the veteran save your soldiers have.
    – SDKFZ will now spawn properly when Pz grenadier battle condition is on
    – Troops that are dead wont be affected by stun for obvious biological reasons.
    – Reduced damage of carbines by 10
    – Increased combat creep by 20%
    – Increased German hit-points generated by skill creep by 20%
    – Increased German base morale by 10
    – Mines will affect vehicles now
    – Mines can be disarmed by engies, Sappers and soldiers having a shovel
    – Fixed a ribbon (8) description
    – Super basic mnb classic implementation
    – 0.2.0a fixed floating equipment debug view

    #9822
    The Masked Terror
    Participant

    #9825
    Stealingold
    Participant

    #9826
    Lance
    Moderator

    Good run man.
    For those that are not following this closely on Discord.
    The difficulty has been doubled for Classic mode compared to MnB2 play.
    Anything past wave 50 is now like getting past wave 100.

Viewing 15 posts - 61 through 75 (of 78 total)
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