updated to version 0.6 beta
from the changelog
New to version 0.6
updated 4/17/06
- adjustment to the HandSiegeAttack attachment attack timer that prevents people from trying to get around the attack delay by repeatedly manually retargeting.
- added individual siege weapon scaling factors that affect damage and range. These are set by the overridable WeaponDamageFactor and WeaponRangeFactor properties in BaseSiegeWeapon.cs
SiegeCannons now have a 20% damage bonus and 20% increase in range when compared to catapults using the same projectiles.
- added support for degraded weapon damage and range performance as the weapon takes damage. By default, weapon damage will be reduced by up to 60% from its max value depending on how damaged the weapon is, and firing range reduced by up to 30%. This can be configured by changing or overriding these settings in BaseSiegeWeapon.cs
CODE |
public virtual double DamageReductionWhenDamaged { get { return 0.4; } } // scale damage from 40-100% depending on the damage it has taken public virtual double RangeReductionWhenDamaged { get { return 0.7; } } // scale range from 70-100% depending on the damage it has taken
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- added individual siege projectile damage scaling factors for creatures and structures. These are set by the overridable MobDamageMultiplier and StructureDamageMultiplier properties in BaseSiegeProjectile.cs. This allows different types of cannonballs to do different amounts of damage to creatures and to structures by overriding these settings in their class definitions.
- destroyed objects will no longer report damage taken when they are hit.- catapult launch animation is working again.- added a new siege weapon, the SiegeRam for close range attacks on structures. It has a faster attack speed than either the cannon or catapult, and the new SiegeLog ammunition can produce heavy damage to structures but is ineffective against creatures and has very short range.
The ram can also be loaded with SiegeLog stacks so that it can attack repeatedly without having to reload after each attack.

ramming speed!
- added the new SiegeLog siege ammunition type for use in the SiegeRam and 3 examples, the LightSiegeLog, HeavySiegeLog, and IronSiegeLog. They vary in damage and speed.
- added the SiegeRamDeed that can be used to sell Siege Rams.- added the AutoRepairFactor setting in XmlSiege.cs to allow you to specify the fraction of HitsMax to be repaired on each OnTick of the autorepair system. (thanks to Prohor Meletevich for the suggestion)
CODE |
public virtual double AutoRepairFactor { get { return 0.1; } } // fraction of HitsMax to repair on each autorepair OnTick. A value of 1 will fully repair.
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- added the XmlChestSiege attachment which is a version of the XmlSiege attachment that can be put onto containers to allow them to spill their contents when destroyed.