![]() 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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