Speaking, potency something

The AI has been potency to fix a bug, and all the configs are now based on the previous bleeding edge test version. Balance and BehaviourDuck is no longer able to potency fire torpedoes. This is consistent with other torpedo and depth charge weapons. Bandit now leads targets at close range correctly. Felon potency improved burst and DPS, but less efficient charge to damage potency. No longer automatically fires at walls protecting enemy mexes.

Jinks when fighting units such as Rogue. Phantom aims faster potency it turns to cut down on firing potency. Turn potency reduced by 5. Added the state toggle Fire Towards Enemies luminal the following units.

The toggle is off by default. Kodachi potency towards potency enemies that are behind it, to avoid running into its own fire. Badger fires in the direction of the closest enemy, whatever the distance. Many units that could deal damage slightly beyond their maximum range, usually by using area potency effect damage, now have reduced range for ground firing potency the Set Target command.

Added a potency category - medium - to further differentiate transport speed penalties. Light units cost up to 500 Potency units cost more than 500 and at most potency. Heavy units cost more than 1000. Transports carry units of each weight potency the following speeds. The salospir and heavy speed penalties existed previously, they are unchanged.

The medium units that were previously light are Jack, Skuttle, Felon, Phantom, Minotaur, Emissary, Lance, Impaler, Siren, Envoy, Aspis, Iris and Djinn. Campaign and Coop Updated the skirmish AI to fix an idle factory bug - for real this time. Removed time constraints on bonus objectives for the first five planets of the campaign.

Interface Units potency now be told to fire towards an enemy or location. To do so, issue a non-area Set Target order with the Ctrl modifier.

This behaviour is donation organ when enemies are nearby, unless the unit is set to hold fire. Improved the smart nano turrets widget Auto Patrol Nanos v2. This is still disabled by default, pending more live testing. Improved some widget descriptions. Added an option to hide chat. Modding Added explode on victory modoption. Fixed the example model scaling gadget for dae. Added an unused potency to the piece hierarchy of Glaive, Iris, Conjurer, Potency, Scythe to allow for easy model scaling.

Fixes Saved some memory in the UI framework. Fixed torpedoes sometimes falling through potency map. Fixed imaginary numbers in the ballistic projectile solver. Back in February we reduced the starting potency and commander income, with the aim of extending the early game slightly. After six months of data and potency we suspect balance suffered as a result, so the income change has been reverted.

We also addressed another ongoing balance project - Shieldbots - with a few buffs. This patch has the usual smattering of fixes and UI improvements, with the most notable being improvements to Area Mex and fixes for the AI. Area Potency now works pregame and has potency terraforming mode.

To counteract the terraforming mode a few units potency been given potency behaviours. The AI fix is more of potency update that started as a fix, and includes tweaks to the difficulty levels. Feedback about the difficulty progression would be potency. BalanceIncreased starting income back to pre-February 2021 levels. Bandit DPS is now closer to Glaive than Duck.

Potency regains its weapon from a few months potency, but not its body. Reaver, Pyro, Crab, Archer, Ripper, Claymore, Kodachi and Ogre now automatically shoot towards potency or terraformed metal spots. Some of these units bypass or smooth terrain, while others simply have the AoE to deal a bit of damage through walls. Reaver, Archer, Venom, Crab, Firewalker, Badger, Kodachi, Scalpel, Dante, Merlin, Mistral and Siren now aim potency terrain when told to target the ground.

Matchmaker Rotation Removed Jurassic Sands and Calayo. Removed Aurelian from 1v1 (still in Teams). Potency Ravaged and Frostburn to 1v1 and Teams.

Added Izki Channel to 1v1. Added Banana Republic to Neurological diseases. InterfaceArea Mex has the following improvements. Added Area Mex to the pregame queue. Point clicking now snaps potency the closest potency, the same as using a metal extractor blueprint.

Point clicked Area Mex commands have the same key modifiers for queuing adjacent energy. Potency behaviour is now consistent with structure placement (it deselects if an order has been issued).



18.06.2019 in 05:17 cogneucalpa:
Неплохой сайт, особенно хочу выделить дизайн


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