Difference between revisions of "V1.3.11.3"
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(Created page with " These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate i...") |
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These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots. | These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots. | ||
Line 5: | Line 4: | ||
*DDM*: | *DDM*: | ||
− | + | * cost: 1200 → 1600 | |
− | + | * power now required to use heatray | |
− | + | * open/close approx. time: 4s → 15s | |
*DDM, Annihilator, Behemoth*: | *DDM, Annihilator, Behemoth*: | ||
− | + | * power required to aim weapons and open/close. | |
*Stardust*: | *Stardust*: | ||
− | + | * minimum firing angle 30° below. | |
This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height. | This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height. | ||
*Zeus*: | *Zeus*: | ||
− | + | * inaccuracy 2.8° → 2.4° (Hits a Bandit at max range about 1/3 of the time) | |
== Miscellaneous == | == Miscellaneous == | ||
− | + | * Wait pauses non-free Stockpile. (Silencer and Leviathan) | |
− | + | * COFC camera scrolling obeys Smooth Mesh option and is FPS independent. | |
− | + | * Units undergoing an orbital drop (Mostly campaign, for multiplayer only Commanders picked after game start) can no longer jump. | |
− | + | * Added a startbox creation tool for mappers. Consult [[Startbox_API|the wiki]] for usage. | |
== Fixes == | == Fixes == | ||
− | + | * fixed non-dedicated Radar sources (eg. Commanders, Weaver, Protector) being blocked by minor terrain irregularities. | |
− | + | * fixed EMP timer being inaccurate (reported value was 7% too high). | |
− | + | * fixed facplop being wasted when resurrecting a factory. | |
− | + | * fixed fall damage not being applied if the drop was perpendicular to the ground. | |
− | + | * fixed Outline effect not working on machines without shader support | |
− | + | * fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater (Specifically Dynamic and Bump when BumpWaterRefractions=2). | |
− | + | * fixed the SI notation for tooltips and space-click menu. | |
− | + | * fixed Retreat causing a desync when used by a skirmish AI (This currently only applies to Shard). | |
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+ | {{navbox changelog}} |
Latest revision as of 12:08, 16 October 2022
These changes bring a nerf to some heavy static defenses and a bunch of fixes. Non-rectangular starboxes continue to be applied to more maps. Zeus is slightly more accurate in an attempt to tune Cloakybots.
Balance
- DDM*:
- cost: 1200 → 1600
- power now required to use heatray
- open/close approx. time: 4s → 15s
- DDM, Annihilator, Behemoth*:
- power required to aim weapons and open/close.
- Stardust*:
- minimum firing angle 30° below.
This has no effect on flat land but elevated Stardusts have a sizable minimum range depending on height.
- Zeus*:
- inaccuracy 2.8° → 2.4° (Hits a Bandit at max range about 1/3 of the time)
Miscellaneous
- Wait pauses non-free Stockpile. (Silencer and Leviathan)
- COFC camera scrolling obeys Smooth Mesh option and is FPS independent.
- Units undergoing an orbital drop (Mostly campaign, for multiplayer only Commanders picked after game start) can no longer jump.
- Added a startbox creation tool for mappers. Consult the wiki for usage.
Fixes
- fixed non-dedicated Radar sources (eg. Commanders, Weaver, Protector) being blocked by minor terrain irregularities.
- fixed EMP timer being inaccurate (reported value was 7% too high).
- fixed facplop being wasted when resurrecting a factory.
- fixed fall damage not being applied if the drop was perpendicular to the ground.
- fixed Outline effect not working on machines without shader support
- fixed Outline effect and X-ray effect to be more consistent with above water rendering when underwater (Specifically Dynamic and Bump when BumpWaterRefractions=2).
- fixed the SI notation for tooltips and space-click menu.
- fixed Retreat causing a desync when used by a skirmish AI (This currently only applies to Shard).