Cry of Athena cover
Cry of Athena screenshot
Steam
Genre: Simulator, Strategy, Indie

Cry of Athena

FIRST RELEASE OF NEW OPTIMIZED NPCS + MULTIPLE TEAMS

The first version of the new optimized NPCs are now available and we are calling all testers to try it! They can be spawned in hundreds instead of dozens before lagging. They are relatively basic at the moment, things like melee combat and close up physics are still being worked on and there are many features still needing to be carried over - eventually these NPCs will have the same capabilities as the old less optimized physics AI such as command, armor values, etc. They will also come in individual variants later, as of now they can only be spawned in formation. Your goal is to try them out, push them to the limit, and give your highest priority requests for things to be improved upon or added to next!

Tester Objectives:

  • Test out, record, and give feedback the new optimized NPCs: they currently come in formations 1) Line Infantry Formation 2) Hoplite Formation.
  • Have them fight various units including the new Napoleonic Cavalry!
  • Note: waypoints apply to ALL formation teams.
  • Test out the 4 teams available, these only apply to the formations currently
  • Make huge epic battles! Try all three new maps
  • If there are any crashes, send a screenshot of the Crash Reporter popup window that appears
  • Give us your general reaction and feelings about the new systems!
  • Give requests on what you want to see next for these NPCs (systems like command, melee, individual NPCs, etc).

Three Levels You Should Visit To See NPCs Showcased:


  • Napoleonic Formations
  • Desert Ruins
  • Soviet Run Demo

These maps are also more optimized than voxel maps!

A Heads Up About That Release Date



Hello all!

We wanted to make this post to inform of you of Cry of Athena's progress. Testing is now in full swing, and starting with the "Blue Danube" trailer, we've begun our effort to bring more awareness to the game!

We’ve had many testers join our ranks in the meantime (NOTE: Testing is now closed due to having enough testers, but join the Discord below to see if more opportunities show up). Already, we’ve received a ton of useful feedback, and it’s allowed us to take note of all the things we must do to make the game ready for launch. As you might imagine, the list is quite long. The true scope of the game has begun to reveal itself!

Let’s jump to another topic for a second: who we are!

We are a tiny team. We all have obligations in real life that, for now, prevent us from working on this full time. We intend to focus on CoA full time as we close in on the release date, but putting a roof over our heads comes first! In fact, there is currently only one programmer (Kami, also the project lead) and he is needing to work a separate day job for a month or two before diving back into developing CoA full time.

Like many of you, we're also lifelong gamers, and that means we have a strong opinion about which studios we really want to emulate. And something that we’ve embraced is the idea of releasing a game only when it’s ready. After all, this will be the first title proudly developed by our company, Simulated Minds.

Lord GabeN once said, “Late is just for a little while. Suck is forever. We could try to force this thing [Half-Life] out the door, but that’s not the company we want to be…that’s not the relationship we want to have with our customers.”

Because we take that ethos seriously, we are announcing that we are delaying our initial release date, and the new release date is to be decided. Needless to say, the extra time spent refining the game will be time well spent.

A commonly asked question is whether this is coming for Quest - the short answer is yes, it will be developed after the Steam release. There'll be more details on this in the months to come.

Thank you for being a part of this journey with us, and tune into the official Discord for updates and to learn about testing:

https://discord.gg/cryofathena

Demo End Date + Builds 141-150 Update Log

First off is the list of changes to the game between Builds 141 and 150. Below that is the end date for the demo, what that means, and what's next.



CoA Build 141-150 Summary



Major Changes:




  • C4 and Detonator Added
    - For VR: Pick up detonator and grab C4 off chest, then stick the C4 to objects before detonation
    - Non VR: Hold left click to see trajectory and throw, then right click to explode
    - Disclaimer: C4 is currently undergoing testing, so it may cause crashing at some points, use at your own discretion.
  • Crusader Knight character added to game
    - Crusader AI added to list (Claymore and Mace variants)
    - Crusader shield WIP
  • Unarmed soldiers will look for weapons and pick them up
    - Applies to both the Unarmed NPC and any NPC's that lose their weapons
    - Prioritize weapons or enemies depending on distance
    - Recommend making them pick up physics guns!
  • Hitting Gun With Melee Knocks It Out Of AI Hands
    - Fists and blunt weaponry can knock enemies' weapons out easier
    - Certain weapons are hard to disarm such as rifles and muskets (for close combat purposes)
  • Added Artillery, Mortar, and Napalm Radios (found at the end of the weapon list)
    - Added radio communication sounds when calling in strikes using radio - also applies to Radiomen
  • Restoration god power now heals units and burns zombies/infected
  • Ranged units set target by closest visible enemy rather than purely the closest unit, which previously made them ignore enemies until they could see the nearest one. Allows for more dynamic ranged fights.


Damage Overhauls

  • Chest and neck shots will do several times more damage than hitting other regions
  • Stomach shots do higher damage but not as much as chest hits
  • player bullets do more damage toward AI
  • AI let go of second grip on gun when dying
  • Fixed not falling over if leg shot out
  • Shooting chest or leg may make them fall over
  • Melee damage ignores damage reduction multiplier to arms and legs
  • Melee AI dismember each other more easily without causing more overall damage to health
  • Blunt damage knocks out enemies or knocks them down at least
  • Punches also knock them down and apply force
  • Burning units face direction of where they randomly run with varied speeds
  • Fire AOE modifications to radius and exposed variables



General Changes And Fixes

  • Talos takes reduced damage from ranged (10%)
  • Changed angular velocity strength of character arms to stop them from flopping around during movement
  • T 72b Tank Ensure Death
  • Radio Hand Rotation
  • Fixed Talos not dying to explosives
  • Caps Lock Hides UI
  • Slide Grab Bug Fix
  • Large melee weapons like halberd, great axes can cause dismemberment, launches enemies, and can now cause destruction to buildings. Revised movesets for non-vr character.
  • Decreased default game volume for new players
  • Grenade pull pin sound replaced/fixed
  • Humanoid units can be pinned down (weighing them down will prevent them from standing up)
  • Decreased AI arrow damage by 1/5th
  • Optimized main menu island and first tutorial by making it non-voxel for now
  • Optimized ranged AI visibility check (see if they can hit target before firing)
  • Fixed laser attachment pointing to origin point of map bug


Demo End Date:


The demo will be concluding on Monday November 20th at 10 am PST. This may come as a surprise for some of you but the demo was intended to only be available between October 9th to October 16th as part of Steam Next Fest, but due to player requests, we decided to extend it and let many more people enjoy it over a longer time span.

By November 20th, it will have been up for 42 days, which is 35 days more days than we initially intended! In that time, we've updated the game 25 times (that's just by time of this announcement, there likely will be several more before November 20th), adding various new features, bug fixes, and modifications as requested by the community. There are much more changes to come with optimization/performance improvements being among the top priorities.

We hope you enjoyed playing the game or continue to have fun will it until the end date.
Some of you are likely wondering if the demo will return: the answer is yes, albeit in a smaller form.
As it currently is, the demo is much larger than we intended. This was mostly because of time constraints that we didn't have time to decide what should be in the demo and what shouldn't, but we're glad we released this version because we received amazing feedback and learned that players enjoyed the amount of content and gameplay mechanics offered.

If you are willing to help, you can continue to have access to the game as a tester.
Testers play the game and record footage which helps us devs substantially to improve the game. In return, testers receive the game for free on release and can play the game anytime.
Join the Discord and look for #tester-signup-instructions to see more details. You can also join if you just want to follow development, make suggestions, and be part of the community!

Until next time,
Cry of Athena Dev Team

Builds 136-140 Update List

CoA Build 138-140 summary:


  • Zombies can zombify other humanoid units
  • Allow ranged units to fire out of trenches/defilades and generally target enemies better
  • Fixed zombies spamming damage and made AI fist melee much more polished and reliable
  • AI punches do 1.5x headshot damage instead of 20x (multiplier was like a bullet previously)
  • Melee AI damage others more reliably and fixed damaging others even when not attacking
  • Non-VR player flying camera moves faster
  • Fixed Orcs Having Human Charge Vocal
  • Fixed non-vr player character slow motion not slowing sounds, slightly sped up slow motion
  • Fixed footsteps overriding other sounds


Advanced injuries:

  • When legs are dismembered, units will still be alive but struggle to stand back up, eventually bleeding out
  • Shooting arms/hands off will disarm units and make them use their fists instead
  • Units run around when on fire and cannot attack
  • Explosions overhaul - explosions do tiered damage depending on distance: if close then likely death, if medium distance then likely to dismember legs but they are still alive, and if further then only knocks down units.


Dev notes: Major improvements to how injuries are handled in a first of a series of many upgrades to the injury system. Zombification has returned. Much more content and features to come.

CoA Build 137 summary:


  • Substantial VR melee rebalancing: bladed and blunt weapons do more appropriate damage
  • Units are more easily dismembered by fast swings of bladed weapons
  • Stabs do much more appropriate damage (very little damage previously)
  • Allow destructible debris to damage units it hits
  • Fixed getting stuck on save screen for non-VR
  • Fixed Quick/Auto Saves not appearing in list
  • Player speed slowed slightly


Dev notes: This is the first of more melee balancing and improvements to come, as always feel free to give feedback as it evolves.

CoA Build 136 summary:

  • Great hammer significant upgrade/rebalancing: now launches and dismembers enemies
  • Added Tartarus Music: "Three Headed Hound"
  • Decreased Size of Blood Decals
  • Zombies don't stunlock themselves when attacking
  • Fixed "Effects" graphics setting not appearing



Dev message to players: Reminder that the demo will not be around forever in its current form with the amount of content it has, check out the previous announcement for details. Come join us in the Discord to discuss the game and what's next.

Update 19.5: Level Editor, Flatscreen, AI Improvements/Fixes; Various Bug Fixes

Changes:



  • Level Editing: Players can toggle between freeform spawning anywhere or only where there is pathing for AI for their level
  • Level Editing: Undo/Redo buttons
  • Added confirmation pop-up before saving a level in flatscreen mode
  • Renamed "Levels" button to be "Load/Save Levels" to be more clear
  • Level editing props hologram adjustments
  • Reduced horse health because it was tanking too many bullets
  • Sorceress AI improvements: less jittery movements; no more back strafe bugging out
  • Hephaestus Melee Damage Increased
  • Physics zombie run cycle modification to allow it to run straighter
  • Cavalry can turn more sharply now and go longer distances before circling back around for another charge
  • Greek Island Main Menu: made ruins more navigable for movement;made slope to waterfall more smooth so units don't get stuck
  • Greek Island Main Menu: made watchtower and palm trees climbable


Bug Fixes:



  • Fixed Cavalry not saving and loading properly. Cavalry now spawn correctly on custom maps
  • Fixed Cavalry Not Targeted by Ranged Units
  • Fixed Cavalry premature dead body deletion
  • Fixed Can't Stab Elephant
  • Fixed Zombie Can't Target Elephant
  • Flatscreen Character: Fixed issue where reloading the weapon while holding the magazine would cause the gun to glitch out
  • Flatscreen Character: Fixed issue where could not rotation hands with 1 or 4 when menu was opened and closed
  • Flatscreen Character: Fixed issue where left hand would not be able to be moved sometime after play
  • Flatscreen Character: Fixed bug where player could not fire minigun in Flatscreen mode
  • Fixed god scale down into mortal mode not spawning player directly below
  • Fixed Line Infantry/Riflemen Chasing Enemies Without Interruption
  • Fixed blood decals floating in the air
  • Fixed Sorceress standing idly after death
  • Fixed Elephant Not Targeted By Sorceress
  • Fixed RPG AI rocket floating in air after launched
  • Fixed Cavalry Launching Talos
  • Cavalry: Fixed Slow Speed Downhill
  • Fixed Giant A posing after death
  • Fixed Flatscreen camera not showing physics gun line (right click)
  • Fixed Barghest causing units to glitch out if dropped and alive after bitten


Dev Log:



Update 19.5 is a series of improvements and bug fixes based on feedback, footage, and reports given on Update 19. It also adds some features like being able to spawn things either freeform or only on pathing for the level editor as well as a streamlined undo/redo button. AI behaviors are also improved and various bugs were fixed. We'll be needing many more tester videos so get some if you can - thanks for the footage and feedback so far! Stay tuned for some large updates coming in the near future..

Major Update 19: Voxel Landscapes; Battle Elephant/Cavalry AI; Flatscreen Mode

Major Changes:



    <*> Voxel landscape deformation and level editing system implemented (first version)
    <*> Can be found on Parnassus_Voxels
    <*> Flatscreen mode added for CoA
    <*> Flatscreen player character implemented (tutorial can be found in Tutorial document)
    <*> Physics based Battle Elephant AI implemented
    <*> Physics based Greek Cavalry AI implemented
    <*> Main Menu island implemented
    <*> Player character upgrades (in detail below)
    <*> Weapon upgrades (in detail below)
    <*> Added “Floating Island” - empty levels with several different biomes: Desert, Grass, Gravel, and Ice


Player Character/Player Weapon Upgrades



  • Updated overall player physical character system to V3
  • Includes new systems under development to be revealed at a later date
  • Added hip holsters to store any weapon at the player’s hips
  • VR Hand Grabbing Logic has been improved.
  • VR Grab-Pulling has been improved.
  • Improved pulling VR pawn over the edge of buildings when reaching the top
  • Falling animation if in air
  • Hid spawn icons on hand
  • Added player vignettè setting to pause menu
  • Added slashing damage to all stab weapons (they can now stab from all angles instead of just one, which was previously the tip of the blade)
  • Ballista bug fixes
  • including fixing ballista inability fire below a certain angle
  • Polished all stabbable weapon stab logic
  • Polished hand grabbing of all weapons and props
  • Improved Arrow and thrown weapon logic
  • Attachment system: Improved physics bounds and grab locations

Important Changes:



  • Slight size variation for all units when each are spawned
  • Large units take reduced damage from other large units so they can have prolonged fights rather than killing each other in one attack due to overwhelming amount of damage (minotaur, cyclops, elephant, Talos)
  • Prevent large units from falling over when grabbed in mortal mode (Talos, giant, minotaur, cyclops, gorgon, scorpion, centaur)
  • NPC performance optimizations (elephant, barghest, cavalry)
  • Musket default size increased
  • Removed Linear Angle, the 45 degree ramp and renamed Long Linear Angle to Ramp
  • New smaller geometry added to level editor
  • Added German armbands for each team for riflemen and SMG versions
  • Punches were doing too much damage and killing most humanoids in one hit
  • reduced damage in each tier to around 1/4th to 1/5th of original value
  • Gun melee damage also often did one hit kills
  • reduced damage to 1/4th to 1/5th of original values
  • Removed tracks that were too “epic” from music list and retained sandbox music

Bug Fixes



  • Fixed giants standing after death due to wounding animation not playing
  • Fixed giant causing momentary lag when spawned
  • Fixed physical zombie killed in one hit to head
  • Everglades: fixed spawning clipping under level near river
  • Fixed barghest accelerating in slow motion
  • Fixed barghest spazzing out when attacking non-human characters
  • Significant barghest optimizations
  • Significant zombie optimizations
  • Fixed Zombies not attacking
  • Prevent Talos bleeding when hit (since he is made of metal)
  • Fixed artillery projectiles going through ground instead of exploding
  • Fixed Meteora going through ground instead of exploding
  • Fixed AI rockets not impacting ground and exploding
  • Renamed artillery sporadic to Artillery (Random/Persistent) to be more clear
  • Javelin deletes self instead of getting suspended in air
  • Decreased recoil on Mac10 (no suppressor)
  • Fixed Sniper AI rifle orientation
  • Fixed Commando only spawning in with red team material
  • Fixed giant hands being crooked



Dev Log:


Has it really been 3 months since the last update? Kept you waiting huh? Thanks for your patience, testers, Update 19 is finally out and consists of major updates like the voxel landscape editing and deformation, new physics AI, flatscreen mode, and upgrades to the player system among many other important changes as listed above. As mentioned before, it took a while because we were overhauling the player character and upgraded to a new UE4 version. Note that flatscreen mode is still relatively basic and lacks a few core features that VR has such as level editing but you can already spawn things and set up battles, use the voxel tools, and you can play as a flatscreen character - it is already a lot of fun. Other features mentioned are also in their infancy so do give us feedback. The tester bulletin has been updated with new goals - we're looking forward to feedback and videos, this is a huge update!.

Some goals for testing:



  • Test the new volume for music (previously was overly loud) and let us know about the overall tempo and mood of the chosen music. The tracks originally included epic trailer music for the game, but we found that it was often too epic for the amount of action taking place on average.
  • Try out the new voxel terrain system by either sculpting your own levels or destroying the terrain using various explosives.
  • Test out the new physics AI - the cavalry and the battle elephant!
  • Test out flatscreen mode by choosing the third option under Cry of Athena besides play in SteamVR and OculusVR.
  • Let us know how you feel about the first version of the main menu that you first spawn into.

Update 18: WW1 Trench Level, Catapult NPC, 33 New Props

AI Additions:



  • Catapult NPC added: siege weapon that launches a volley of rocks at enemies, good at hitting crowds of enemies. Turns and moves slowly so is weak against spread out or fast moving enemies. Currently AI-controlled only.
  • Bomber NPC is now a full physics NPC (previously was the older non-physics zombie with an explosive barrel)

Maps



  • WW1 Trenches level added
  • New music track made for Trenches plays in level
  • Added 33 new physics-based props to the “Props” menu in the Level Design menu (and to the “Weapons” menu in the Battle Spawn menu)
  • Converted all loose objects in maps to props
  • Ensures they can be saved/deleted via the menu
  • Added ability to save/load props spawned in map

Bug Fixes



  • Ballista: Fixed issue where grabbing the rod would cause player to be pushed back
  • Ballista Bolt: Fixed issue where it would be improperly grabbed when in God mode
  • Prevent musket and rifle infantry from killing player in one hit due to bug
  • Fixed issue where guns would destroy themselves after a period of time in inventory
  • Fixed issue where stab weapons sometimes faced the wrong direction when stored in inventory
  • Ensure the Waypoint flag does not stack on top of itself when spawn button is spammed.
  • Reduced performance cost of bullet impact from player and AI MG Gunner
  • Napoleonic Infantry: Added musket preview in hologram


Dev Log:


Hey folks, been a while. You might be wondering why updates are further apart - we’re working on much larger systems instead of smaller, easier additions/bug fixes that only took a week or less to implementations in previous updates. Among the big stuff we’re working on are upgrading Unreal Engine versions, adding new player systems (like swimming, resizing players, side holsters, etc.) and working on more fully physics AI, each of which are big tasks that take longer to implement than the series of bug fixes and implementations you saw in updates before. These bigger changes will of course take more time so you won’t see them in-game for a time. In this update, we’ve made some new additions including the catapult, the first of many AI controlled siege weapons, the WW1 trenches level, and many more props to use in the level editor!

Update 17: Ballista Siege Weapon Added, Major Fixes to Crashing and Freezing

Crashing Fixes:



  • According to logs, the destruction system was causing a huge amount of the crashes, even if destructibles weren't present on the level.
  • Disabled destruction system and replaced all destructible buildings and objects with static variants (destructibles were mostly on Everglades and the pillars in Labyrinth Gunfight).


Freezing Fixes:



  • Many AI behavior tree systems (almost 2 dozen of them) had a major bug which froze the game. This was due to NPC’s trying to decide if they should engage in close range or far range behaviors, but there was no behavior path for ranges in-between the two values, so the NPC’s infinitely looped through checks until it froze the game. This was the cause of almost all the freezing, and has been fixed.


General Additions/Improvements:


  • Implemented and added Ballista as a spawnable turret to Weapons menu, as per request. Ballista does huge damage to crowds and also single targets. Must be cranked to reload - don’t miss!
  • Fixed Godscale hands doing immense damage while barely nudging enemies
  • Increased arrow damage by 3 times previous amount
  • Fixed Valley Hilltop Defense missing shadows
  • Added small elevation changes and terrain texture variation to Parnassus Flat
  • Decreased Ladder damage
  • Turned off preset grip on two handed guns for now because grabbing it rotated the weapon on the yaw axis too much
  • Blood splatter from old AI optimized to have fewer particles
  • Modified ranged damage multiplier vs player to be less because AI projectiles disproportionately were killing players


Menu Changes



  • Moved all gameplay options from the Wrist menu to the Pause menu
  • Added “Delete All” button to the delete menu. This clears the entire level of units, weapons, spawners, god powers, bodies, and decals.
  • Fixed issue where pressing “Delete Weapons” would destroy attachments on held weapons and weapons in player’s inventory
  • Fixed issue where selecting primary menu buttons would not select/deselect correctly.


Bug Fixes



  • Fixed bug where turning the music on and off would not work properly
  • Fixed issue where turret & attached gun would try to destroy each other
  • Fixed issue where clearing weapons would destroy attachments on gun held in hand or in player's inventory which causes soft crash in game
  • Fixed issue where deleting weapons would delete mags out of holsters
  • Ensure objects clean themselves up when needed and do not hang around in memory


Dev Log:


This week we focused down on the crashing and freezing issues players had, which we knew was a big obstacle to having a full, fun session. We removed all instances of destructibles from the project because according to crash logs that system was the cause of many random crashes. Destructibles will eventually return when we upgrade to using a new destruction system. We also resolved freezing caused by conflicting AI behaviors. In all, there should be much less incidence of crashing/freezing.

Thanks to your testing footage and crash logs, we have been able to resolve almost all of the game crashing/freezing by replicating the battles you made.

Biggest addition to the game this week, as requested by a few of you - the Ballista. The Ballista turret is now in the game in the Weapons Menu. It does heavy damage to large crowds and single targets like Talos.

Update 16: Green Skull Event Pt 2; Various Bug Fixes

The “Return To Labyrinth” Halloween (PART 2) event is live 🎃 !! First two testers to find the Green Skull in the Labyrinth will each receive $10 Steam gift cards! Important notes in the bullet points below. Happy hunting.




  • Keep in mind there are Red and Blue skulls in the Labyrinth, these do not count. Truly a trick instead of a treat!
  • Only those who have not won before are eligible to win a gift card
  • God mode is disabled temporarily
  • Once you've found it, let it be known in the #tester-chat!
  • If you found the Green Skull, submit your footage below!
  • Submit Footage of Finding the Green Skull Here!


General Changes and Improvements:




  • Green Skull added to Dark Labyrinth for Halloween event
  • Fixed AI not working in the Dark Labyrinth
  • God mode turned off temporarily for Dark Labyrinth
  • Fixed fireball hands blowing up in hand
  • Laser and flashlight can be attached to musket
  • Fixed issue where grabbing/releasing bow would cause string not to animate
  • Fixed issue where fired arrow would collide with player and not shoot in expected direction
  • Smooth rotation max turn speed increased substantially
  • Updated rotation to match with hologram for MG turret
  • Fixed Rifleman Arms/Head spazzing
  • Fixed Rifleman Muzzle Flash Direction
  • Lightning no longer strikes dead bodies
  • Fixed Rifle AI Bullet Not Hitting Zombies
  • Riflemen type AI hold rifle at better angles when using fixed physical animation properties
  • Fixed Rifleman AI Cannot Melee Zombies
  • Player footsteps are attached to player instead of simply spawning at step location (does not sound like player is being followed anymore)
  • Added "Clear God Powers" button
  • Ladder can now do damage
  • Fixed bug where props could sometimes permanently do no damage
  • Fixed bug where player could be hurt/killed by props
  • Fixed issues where some god powers sometimes would not detect the ground
  • Fixed bug where duplicate god mode player hands are spawned at once




Update 15: Various Bug Fixes/Improvements: God Hands Fixes, MG Turret Fixes


General Additions and Improvements



  • Clear decals button added
  • Fixed Player Team button not pressable bug
  • Fixed deactivated buttons in godscale not getting properly reactivated when enabled again in mortal mode
  • Fixed Player Options Team Button material drawing in front of Menu Laser
  • Modified Collisions of Landscape Meshes to Be More Accurate
  • Godscale height calibration breaking game bug fixed
  • Height shown in height calibration should be more accurate
  • Default volume level of music lowered
  • Quick Load menu soft lock bug fixed
  • Disabled "MoveTo" command setting in Units Menu


God Hands Fixes and Improvements



  • God hands now pick up bodies with much less jank and awkward weight
  • Removed drag from God Mode hands
  • Increased positional/angular position strength to make God hands more 1:1
  • Increased mass of God Hands to reduce jankiness of picking up objects
  • Increased distance grab trace distance
  • Disable distance test for stabbing while in God Mode to allow God Hands to stab units freely


MG Turret Fixes and Improvements



  • Stop firing the turret when the AI is turned off
  • Stop firing turret & clear target if there's no valid target or the target is dead.
  • Updated recommended MG turret spawn with updated MG turret spawn
  • Allow player to grab static MG turret base
  • Ensure ammo doesn't spawn at waist if infinite ammo is on for weapon
  • Will add version of MG turret with limited ammo
  • To prevent stretching arms, hands will release if custom max distance reached and small time duration passed
  • Fixes MG turret arm stretching while still allowing movement flexibility
  • MG turret rotation now matches that of other units'