Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 10, 2024 2:09 am Post subject:
The Desolated Future is not lost in someone's imagination. It is a work in progress!
Subject description: The title of this news post might not look optimistic at all! But it is!
Howdy! Freedom Fighter, the leader of The Desolated Future, has recently shared some progress done in the shadows with this project with the public. For those who are not acquainted with it, The Desolated Future is a total conversion for Yuri's Revenge, based on the Tiberian universe, set in a future where GDI and Nod fall to CABAL. The world ends up in the hands of the Forgotten, CABAL, and the invader Scrin.
Let's start with the "rise from the grave" announcement from Freedom Fighter here. I'm glad he is recovering from all the troubles he had recently:
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Hi guys! Sorry that it's been a while. Many things have happened since the last update. Work got the better of me, and I no longer had any motivation, you know, the work. This year has been a much-needed break for me. Early this year, I got a gig job that was not as physically and mentally demanding as my previous job in logistics. Say goodbye to those goddamned parcels coming in every monthly sales time/panic buying during pandemics. The pay's good, and I'm not as tired and stressed out. I got more freedom to manage my time. Unfortunately, late last month I was met with a road accident. The rental I drove, my source of income, was totaled, and it would take weeks for my insurance and rental agents to sort things out
So there was I, still waiting for updates regarding my case, with nothing to do at home. Thought, in the meantime, I should sort out my exercise routine, get a new bike maybe, and clear up some stuff that is overdue soon. Then I looked at the new mod releases and figured that I missed modding. It's been a while, so I am pretty rusty, and the last version I worked on was full of spaghetti coding. So now I decided to restart almost from scratch. Not to worry, tho, as most of the art, sounds, rules, and AI are intact; they just needed some copypasting...
I must say, however, that updates won't be quick. Until I can get back on the road again, I might be able to work on however much I can. I've just finished restoring The Forgotten's common units and the Wasteland Scavengers sub-faction. Their AI was mostly functional last I checked, so I can now proceed to the next subfaction. This time, however, I will work on CABAL before returning to The Forgotten and vice versa, which means Gamma Legion is up next! In the meantime, have a gander at what I've been up to:
Dreadnought
Dreadnought's Battle Box
Sandstorm in standard and barrage fire modes
Hope to work on this mod more And please, if you're driving out there, driving safely doesn't always cut it. Always be on the lookout for those who aren't.
The Watch Tower has a new attack. It will visually shine its spotlight at enemies within range, decreasing their armor by 10%, and will eventually sound off an alarm if it focuses on its target long enough, increasing the speed and firepower of nearby units and defenses by 25% for 20 seconds. It will sound off its alarm four times before resuming to shine on its target and will stop when either the target is destroyed/out of range or it gets disabled by EMP/low power. Enemies will also remain debuffed for an additional 10 seconds should they trigger its alarm.
Another structure that has received an update recently was the Forgotten Scrapyard:
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The Scrapyard neither spawns Mongooses for free nor does it provide a support power to paradrop in decoys anymore. Instead, it is now able to make fake copies of most tier 0 and 1 vehicles, including those of other factions and subfactions. It is also able to reverse-engineer captured vehicles, giving you more incentive to use Bandits for hijacking.
Decoys no longer have limited ammo. Thus, they will never suicide bomb the enemy when they run dry. This allows them to keep the facade up longer. You can still order them to self-destruct via deploy, but their bombs aren't very powerful for balance reasons. They also have half the health of real vehicles, and their weapons are one range shorter, enabling them to shield your forces by being in front of them.
The Engineering Bay no longer repairs surrounding vehicles, and the Skycrane is no longer buildable. Instead, it now functions like a classical service depot, repairing vehicles one by one and removing parasites from them. Meanwhile, the Skycrane can be spawned near it via a support power every six minutes or so.
Emergency Repair support power now costs $900 to use and will create a designated repair zone at the target area. Vehicles that enter this zone will be under repair mode. Any damages they incurred will be gradually repaired while the zone is active, but their speed and armor will be halved regardless of their health condition, so be sure to move fully repaired vehicles out. This also applies to the Wrecker and (not shown here) Snakehead Repair.
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