Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. = AI doesn’t play until the 20 second mark in certain conditions Chariot from Legion) from having the same behavior.įix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected. That blocked derivative units of the same type (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead. Units usually get their behaviors from their classes (e.g. Remote servers are still available for larger games, just the game defaults to local servers for smaller games. Use -local-server-max-players flag on the client to override this limit. Games are hosted by default locally (instead of remote servers) and limited to 6 slots.Retrained AI values, so the AI will play more competitively with the new balancing tweaks.Added UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.Added Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.The Major Grump - 3v3,4v4,5v5 (Multi-planet, includes Gas Giant).Phang Shores XL - (Phang Shores, but with an extra planet!).Phang Shores - 1v1,2v2,3v3,4v4 (Naval Island Spawns).Inconceivable Field - 5v5 (includes Gas Giant).AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:Ĭelebrating 10 years since we originally announced the game on Kickstarter, new battle lines have been drawn across the galaxies - 7 new maps, balancing updates, local multiplayer support, and a host of improvements have come online.ĭive back in to annihilate the enemy.Fixed a crash associated with Mass Teleport.Add custom armour types AT_Custom0 to AT_Custom9.Implemented fully functional area loading for transports with carrying capacity of more than 1.Added additional CUSTOM# unit_type tags (highest available being CUSTOM58).Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list.Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time.Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods').Nukes no longer disappear from the Nuke launcher if it is powered off.Exploit where Orbital units are able to immediately shoot upon arriving has been removed.T1 Naval Factory can no longer be blocked in a way that prevents production.Orbital Factory and Solar Array icons correctly mark units as advanced.Angel Missiles and repair fabricator come from the correct locations on the unit.Max_health decreased from 400 to 360 (now 3-shot for drifters instead of 4 and 5-shot for Double laser turrets instead of 6)ĭamage increased from 90 to 100 (DPS increased from 360 to 400) This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines. The default area build type and spacing for a number of structures has been changed.All Air units now leave wreckage upon destruction.All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface. All factories will now deploy currently building units if they are powered down but assisting units finish the building process.Transports will now always move to units, units never move to Transports.However, it’s time for another update! We have some quality-of-life improvements and fixes served up alongside your portion of balance tweaks! The last couple of balance changes have resulted in some most interesting tactics emerging on the galactic battlefields!
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