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Base Assault v1.1 is LIVE!
29 April, 2010 - From: Rollin Hard @ Anarchic-X.com forums
The Anarchic-X Base Assault Mod has recently released the version 1.1 update. Here's what Rollin Hard had to say about the new features and bug fixes.
Base Health Behavior
We've decided to reduce the max basehealth on the bunkers. The reason for this is that the health values were too high, which just takes too long to open a base on the 1.0 version of the mod. The old value was 2 x 10000 and the tanks, bazookas and satchels damage around 200-300 points. If we were to setup the UO values, which was around 24500 for maxhealth, it would be more like on the 1.0 mod but UO tanks,flaks etc were more powerful and did 500-2000 damage points. To balance those behaviors, we decided to setup the base health to 2 x 7500, which is 15000 for max-damage until the bunker is open. Additionally, with the help of Gitman, we optimized the base healthbars which were just too static in the 1.0 version of the mod. With the new optimization, the player will notice on nearly every hit the base being damaged. We also added hit-indicators like on the playerdamage to give the player feedback if he really hit the base from a long distance.
Floating Mid-Air Healthpacks
With the help from Gitman and the source of our UO Bas mod, we were able to fix the problem of healthpacks being placed in mid-air when a player dies in a vehicle. With the new code, the healthpacks are correctly placed on the ground now.
Main HUD Layout
Because we lost some HUD info for the player due to the "Hardcore" mode of CoD:WW, we decided to bring back more information and re-enabled the weapon status and vehicle status on the right side. To make room for these additional icons and on-screen information, we had to modify some of the DemonMod HUD icons to get a cleaner HUD for the player. Additionally, we optimized the icon-flashing on the base icons if they are under attack. The delay of the flashing works much better now.
Announcers
Another optimization for the announcer delays, we changed back the German announcer voiceover sounds to the US version of the game. Version 1.0 had the German sounds from the German-localized version of the game.
Weapons
We fixed all versions of the M1 Garand. This weapon has a modification for the reload behavior, like it was in UO or CoD2. Since we have multiple versions of this gun in CoD:WW we added this modification to all versions now.
We added another modification to the satchel because of a spawn-entity problem. The satchel will auto-detonate after 10 seconds now because we want to prevent players from throwing out unlimited satchels without detonation. With our new supplypoints feature, you could do that.
We modified the bazooka and panzershrek to increase the damage on tanks and bases. Additionally, we decreased the Destabilization range to optimize the hit ratio and projectile behavior.
After we enabled back some HUD icons on the Hardcore mode we had to optimize and clean up the HUD behavior of the static turrets.
Vehicles
Since I figured out how to attach new Turretweapon files (main tank gun and gunner behavior), we optimized the custom Sherman tank from zeroy with a real .30cal sound for the gunner and modified hintstrings for the other tanks. Additionally, zeroy optimized the whole Sherman model to behave much better now, and you have the ability to damage the tracks like on the Panzer4 or T34.
The transport vehicles was not easy to include and took a lot of testing time. Because we need transport vehicles for different factions we used as base a Japanese truck for the allies vehicle and the well known halftrack for the Germans. Both vehicles can handle one driver and four passengers.
We already had finished flaks and paks but because of an engine problem we couldn't include them right now. We are working on another solution but this will take some more time to test. We had to reduce the tank count on all maps for the new transport vehicles because of the max vehicle limit of 16 for CoD:WW.
Because of our custom skins for the Sherman and US truck we had to add additional skins for the deathmodel. Reason is, if the Sherman or truck got destroyed, it still switched to the stock death skins. With the additional skins, this is fixed.
Supply Points
Because of the buggy behavior of placing satchels, bazookas and panzershreks on a map in Radiant, we were looking for a way where the player can refill these weapons without adding a lot of spawning weapons on several spots on the maps. So we created simple custom prefabs which interacts with the player like objectives. We placed different spots in our maps where the player can refill his satchels, bazookas and panzershreks to get a better defense against tanks or don't have to interrupt his base attacks.
Dynamic Attachments of the DemonMod
Because of several requests to balance the selection of dynamic attachments for scoped weapons and the disadvantage for the US team, we decided to add the ability to attach scopes to all rifles now. In this way you can dynamically attach a scope to the Springfield and M1 Garand weapon for example. Of course this also works for the Type99 rifle, Kar 98 and Mosin.
Current Projects
We definitely want to try to get the flak and pak working for our players. They are just awesome from our experiences from the developer tests. Next to this we'll work on new tank vehicles especially heavy tanks. We also want to put more attention to new maps now and we'll continue our work on Kursk, Foy and other awesome maps.
New Map
Along with the mod changes is an updated version of Cornrow Wallace's map, Bastogne.
Bastogne created by Cornrow Wallace
For a full list of the mod changes, click here.










