Most obvious example was the HHG.Invertebrate combatants once again wage war on home consoles in Worms Forts: Under Siege! As the title may suggest, there is a greater emphasis on defensive tactics in this edition of Team 17's long-running, darkly comical series, as the player's team of up to four worm warriors must develop and protect a heavily fortified base. Fixed an issue where some weapons/utilities SFX would loop at the start of every turn if the game was restarted during them being played.Fixed an issue where some players Avatars remained on screen obstructing play during online games.Probability of vertical landscapes in Ranked matches was too high - this has been greatly reduced.Landscape choice forced on host incorrectly after 10 seconds this now correctly waits for 30 seconds before forcing the decision.Fixed an issue where strike weapons would appear in cavern landscape crates.Fixed an issue where bringing up the Guide during online games caused slowdown.Dragon ball collision increased to stop it missing enemy worms at close range.Fixed ability to place a girder anywhere on the landscape - the useable distance for the girder has now been reduced.Fixed occasional non functional magnet and magnets likelihood of flying around the screen erratically after being hit.Fixed an issue where sometimes the placing of Magnets would be out of sync between client and host.Fixed an issue where sometimes worms were spawned in onto a mine at the start of a match. Fixed an issue where you couldn't move the camera while your opponent had their weapon panel open.Super weapon probability in crates reduced - Chance of Donkey removed from forts games.Bunker Buster was hitting slightly to the right of the aiming reticule - this is now fixed.Fire will now only burn the landscape between turns - this stops players losing their turn due to fire damage beyond their control.Fixed bug which made crates in Forts matches only land on the right hand side.
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