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This update addresses the slightly overpowered stats on the reworked Venom. While we're at it, here are some improvements and fixes for Detriment. There is also a tournament this weekend which is open for anyone to join or watch. Details can be found
here.
Balance
Venom no longer two-shot stuns Redback, and is slightly more vulnerable to raiders.
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Range 250 -> 245
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Damage 70 -> 65
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EMP Damage 450 -> 400
Detriment has shorter reload and repair downtimes, as well as better pathfinding.
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Autoheal 20 -> 100
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Jump reload 120 -> 100
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Obliterator reload 45 -> 40
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Obliterator AoE 212 -> 256
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Obliterator no longer smooths terrain under structures (so turrets on spires no longer 'dodge').
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Footprint 6x6 -> 4x4 (This lets it move around terrain without issues)
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Hitvolume width reduced by 15.2%
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Hitvolume height reduced by 11.4%
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Fix AA laser only shooting with one barrel.
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Face beam is now unable to fire too far sideways.
Detriment is now a bit more resistant to Ultimatum because the Disingerator deals damage for each frame it is inside the target. In perfect circumstances Ulti removes 20.5% of its health per shot, down from 23.5%, but in reality Ultimatum will often require an extra shot to kill a Detriment.
Tremor is potentially a bit oppressive in dense team games.
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Speed 40.5 -> 37.5
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Range 1220 -> 1160
Gauss turret now has a much larger hitvolume. It was 12.5% thinner than Lotus, which was just silly.
Fixes and Features
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Knight, Thug and Hermit now jink at half the frequency, giving them time to aim.
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Added a Construction Effect graphics setting to the main menu.
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Increase Ultimatum target priority.
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Fix Phoenix effect on sea impact.
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Updated Unit Level Ups custom mode preset.
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Added support for unitdefs_mod.
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Fixed support for modding in extra weapons to units.
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Improved econ hint formatting slightly.
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Added live water configuration under 'Settings/Graphics/Sun, Fog & Water/Water' ingame.
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Fixed the sun and water on Skulduggery and Mechadansonia.
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Fixed Dante flamethower aiming visuals.