Killing Floor 2

Killing Floor 2

Flying EDARs
Showing 1-4 of 4 entries
Update: 30 Jul, 2018 @ 3:57am

Refactored to fix an issue where the EMP blast wasn't being created.

Update: 29 Jun, 2018 @ 7:33am

Brief outline here, refer to commit messages on Bitbucket for more details.

  • Added spin out mechanic: DARs spin out and explode when decapitated.
  • Added hover mechanic: DARs hover below the ceiling.
  • Improved flight AI behaviour, including checks for whether flying is appropriate.
  • Fixed DARs orbiting around path nodes and players' heads.
  • Added more powerful spawn replacement system for flying DARs.
  • Added support for Endless mode.
  • Rebalanced DARs: reduced speed, health, armour and damage. However, they spawn more frequently now.
  • Goliath body and armour health now scales with players.
  • Adjusted the appearance of the stinger and goliath (draw scale and burnt/frozen visual effects).
  • Majorly refactored code - any mods that use the previous flight code will need overhaul integration code to use the new code. It should be easier to extend now.
  • Added replication and simulation for multiplayer (still needs work, particularly for spin out rotation).

Update: 4 Jun, 2018 @ 7:48am

Alpha clots are no longer replaced by bombers on wave 1. It was a bit too hard.

Update: 4 Jun, 2018 @ 6:03am