Archive for November, 2012


Posted by Data in Cave Vehicle Engine, Cortex Command - November 29th, 2012

A new test build of the Cave Vehicle Engine appears! So much great stuff: external editor windows for separate monitors, huge improvements to the robot editor, a new FlipBot concept that is a potential solution to the ugly 2D sprite flipping animation problem. Miro demonstrates how it all goes down in these two new videos:

a complete walkthrough on how to build your own robot in the game:



Posted by Data in Cortex Command - November 24th, 2012

Cortex Command is 50% off on Steam during their short Autumn Sale! Coinciding with it, there’s a new version out, with these improvements below. Some of the most significant fixes and enhancements are in the area of A.I., which is thanks to the hard work of Stefan “Abdul Alhazred” Winberg:

  • The AA-Drone now shoot SAMs at enemy craft at point blank range, unless the target is close to a friendly brain.
  • Fixed a bug that would cause craft to self destruct when sitting still for a long time and being under player control.
  • Fixed missing turret/mech loadouts for some techs, upped goldcost and slightly nerfed armor of silver man and whitebot.
  • Went over and touched up every single techion gun sprite, looked a bit tame compared to the actors.
  • Changed Imperatus actor standpaths for added badassery.
  • The meta fight skirmish AI now pick safer brain LZs.
  • Fixed a bug that made the human AI ignore enemies in some circumstances.
  • Fixed a few loadout errors. Fixed a Ronin script that sometimes caused error messages to be printed to the console.
  • Added a disarmer to every engineer loadout preset.
  • Gave the giga pulsar the same particles per tracer as the pulse rifle, making the giga pulsar the superior choice for sustained fire, as well as an increased magazine size from 50 to 80.
  • Improved the human AI gold dig behavior.
  • Added the Yskely and Grasslands Mining Outpost for the Bunker Breach scenario.
  • Fixed a bug that stopped the AI from spawning units in the Harvester, Massacre and Survival scenarios.
  • Added a strong border layer to the bottom of most scenes. Helps prevent actors from digging too deep and falling off the bottom of the scene.
  • Adjusted Human AI aim time. Actors shoot sooner but should miss more often.
  • Fixed several bugs in the gold dig AI. Tweaked the human AI targeting and aiming.
  • Made the human AI look for weapons when entering sentry mode unarmed.
  • Updated the new rocket launcher’s targeting system so the missiles can be locked on to the ground.
  • The new rocket launcher is now known as the Browncoat “ML-03 Flash”.
  • Fixed an issue withe the AI where some behaviors could cause actors to ignore alarm events.
  • The Skirmish Defense activities now remember what tech you fought the last round and picks another tech for the next round.
  • Made the gold-dig behavior move in a straight line to the gold rather than along the path with the leas obstacles.
  • Added the Dummy to both the Light and Heavy Infantry groups so the skirmish AI only spawn dummy AHumans.
  • Removed the “Brain Versus Brain” activity to avoid confusion among new players (and reviewers). The same functionality is supported by Skirmish Defense.
  • Changed the Browncoat “ML-03” to “ML-02” and made the missiles slightly stronger. Browncoat incendiary cannon (CA-01 Firestorm) and shotgun (IN-02) made stronger.
  • Fixed a bug in the Bunker Breach scenario that would cause AI counter attacking units to go idle.
  • Fixed a path-finding bug that occurred when mining for gold, and an issue that made the AI think some close range weapons had a blast radius
  • Impulse Cannon no longer useless, new Browncoat Missile Launcher made slightly stronger.
  • Browncoat weapon grip strengths increased slightly, Browncoat units no longer made of cheese.
  • Added the “Wave Defense” activity. Increasingly longer waves of enemies, with time in edit mode in between waves.
  • Encapsulated the AI to make modding easier. It can now be initialized with a single function call.
  • Wave Defense: Made edit mode between waves optional.
  • Actors on AI-teams now ignore the fog when shooting and searching for targets.
  • The AA-drone no longer replenish its missiles between battles.
  • Fixed bug on Ronin Heavy’s randomized armor when placing the unit from the build menu.
  • Improved gold dig AI and situational awareness of brain actors.
  • Lots of tweaks/improvements to the Nailer-based weapons
  • The human AI now reloads any held weapon before digging for gold.
  • Made the AA-Drone look for targets slightly faster and gave the SAM a small acceleration boost.
  • Campaign end game triggering logic fixed and improved. Now, If the team in the lead is the only team left with any undeployed brains, the game ends and they win. This avoids the unwinnable game state.