Arma 3
[Forges of Dorn] Astartes Abilities
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Update: 10 Jun @ 5:47am

FIXED:
🛠 Chapter Banner ability now works properly in multiplayer environments.
UPDATED:
⭮ Techmarine Turret Ability now includes a **'Crew Toggle'** feature in it's dialog screen before calling in Support:
– When spawning objects from the configured CBA settings list, it checks if a crew should be added based on the checkbox.
– Crates and other non-crewed objects will **never attempt to add crew regardless off the toggle.**
ADDED:
+ N/A
DELETED:
- N/A

As always, bug reports and feedback are welcome in the Discord!

Update: 23 May @ 7:10am

FIXED:
🛠 N/A
UPDATED:
⭮ N/A
ADDED:
+ Techmarine Turret ability now supports non-turret vehicle types like ammo boxes, etc.
+ Cloaked units no longer appear on Auspex scans while cloaked.
DELETED:
- N/A

Found a bug? Report it in my Discord!

Update: 24 Apr @ 2:28pm

FIXED:

🛠 Fixed typos in the Techmarine turret section of the CBA settings
UPDATED:

⭮ Added compatibility for Terminator and Dreadnought custom skeletons when hit by shockwave effects
ADDED:

+ Dreadnoughts (custom skeleton) can now use all abilities (no animations yet due to lack of available ones)
+ Added separate CBA settings to restrict or allow ability usage for Dreadnoughts, Terminators, and Space Marines
+ Added global toggle to bypass all skeleton restrictions (note: units with standard human skeletons do not have animations)

Found a bug? Report it in my Discord!

Update: 22 Apr @ 1:57am

FIXED:

🛠 N/A
UPDATED:

⭮ Some visual effects for entering Righteous Fury (Berserk mode) are now only visible to the corresponding player
ADDED:

+ Added a new visual effects and sounds for entering and leaving Righteous Fury
+ Added a toggle to switch Righteous Fury visuals between Red or Gold based on player preference

Found a bug? Report it in my Discord!

Update: 21 Apr @ 6:27pm

FIXED:

🛠 Camo Cloak bug where AI could still detect cloaked units has been resolved
UPDATED:

⭮ Chapter Banner's "planting" animation reworked — the flag now visually attaches to the Marine's hand before being stuck into the ground
ADDED:

+ Added new ability: Righteous Fury

Found a bug? Report it in my Discord!

Update: 21 Apr @ 9:13am

FIXED:

🛠 Chapter Banner now correctly repairs surrounding Marines' armor by executing local client-side checks to solve locality issues
UPDATED:

⭮ one of the Battle Cry’s fire effect has been replaced with a golden ash-like particle for a more fitting visual
ADDED:

+ New system to limit the number of Techmarine support turrets
  - Adjustable via new CBA settings or mid-mission using Zeus modules
  - HUD now shows reminder with current/max turret count when limit is enabled
+ Added icons and logo for the mod across relevant menus and modules
+ Camo Cloak ability now has a proper icon
+ Techmarine Zeus module now has a unique icon ('manage turrer limit')
+ Terminator units (custom skeletons) can now use all abilities (animations pending)

Found a bug? Report it in my Discord!

Update: 19 Apr @ 7:32am

FIXED:
🛠 Fixed a bunch of bugs

Update: 19 Apr @ 6:26am

FIXED:

🛠 Banner ability no longer spams 'exit' debug text and should now properly apply healing and repairs
🛠 Fixed issue where turret impact (trees/obstacles) would cause laser/text to stay on screen indefinitely
🛠 Cooldowns now properly reset after respawn or instant death (e.g. smashers/bloodthirsters)
🛠 HUD icons for abilities now disappear when opening or looking at the map
🛠 Fixed format issue with Techmarine turret array; crash on invalid entries should no longer occur

UPDATED:

⭮ Revised enemy presence check logic for Banner ability for more reliable triggering
⭮ Added distance check (default: 1km via new CBA setting) to limit Auspex ping visibility
⭮ Improved laser check for turret drop; will now disappear if object lands far from target or bounces on impact

ADDED:

+ Added new audio feedback when activating Battle Cry ability

Found a bug? Report it in my Discord!

Update: 18 Apr @ 12:47pm

- Battle Cry protoype

Update: 18 Apr @ 8:31am

- experimental Iron Halo Shield