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Zero-K v1.8.3.0 - Bolas added, sea rework and balance tweaks

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Date Editor Before After
3/3/2020 5:08:43 AMUSrankSir_Lagsalot before revert after revert
Before After
1 After one round of playing amphbots against computers without knowing about the changes I was confused by the scallop's change of behavior, but I recognized why and I agree with it's implementation because it makes scallops in the water a lot more scary when they attack but it exposes them. This is a nice change :D. I think it will balance the sea battles nicely. I do however have a couple minor comments on balance. 1 After one round of playing amphbots against computers without knowing about the changes I was confused by the scallop's change of behavior, but I recognized why and I agree with it's implementation because it makes scallops in the water a lot more scary when they attack but it exposes them. This is a nice change :D. I think it will balance the sea battles nicely. I do however have a couple minor comments on balance.
2 \n 2 \n
3 Scallops: 3 Scallops:
4 a higher health Regen while in the water to match the rest of the floating amphbots 4 a higher health Regen while in the water to match the rest of the floating amphbots
5 \n 5 \n
6 all amphbots: (maybe) 6 all amphbots: (maybe)
7 give them a (5) second, sense damage, wait timer on their health regen. (this is mostly for bouys and Grizzlies) 7 give them a (5) second, sense damage, wait timer on their health regen. (this is mostly for bouys and Grizzlies)
8 \n 8 \n
9 Dagger: 9 Dagger:
10 The dagger can fire under water but it's currant inaccuracy makes it unlikely to impossible to hit things deeper underwater. a tweak here would be nice. 10 The dagger can fire under water but it's currant inaccuracy makes it unlikely to impossible to hit things deeper underwater. a tweak here would be nice. ( Edit: if the Dagger "longrange" fix adresses this that is great. )
11 \n 11 \n