Difference between revisions of "V1.3.5.1"
Jump to navigation
Jump to search
(Created page with "=== Balance === * Roaches and Ticks are now visible when ejected from a transport mid-air * Gauss footprint: 2x2 -> 3x3 * Jump cooldown obeys status effects and is preserve...") |
(Formatting and navbox.) |
||
Line 1: | Line 1: | ||
− | + | == Balance == | |
− | + | * Roaches and Ticks are now visible when ejected from a transport mid-air | |
− | + | * Gauss footprint: 2x2 → 3x3 | |
− | + | * Jump cooldown obeys status effects and is preserved through morph | |
− | + | * Submarines taken out of water are targetable by land weapons and receive full damage from them | |
− | + | * Quill now has a nano-arm animation, replacing arbitrary 2s delay before building | |
− | + | == UI == | |
− | + | * Added Insert and Delete keybinds for building rotation. They coexist with the previous keybinds, this is to fix the German keyboard problem | |
− | + | * Ravager now skirmed by Slasher Tactical AI | |
− | + | * Added an option for mex circles to show owner colour | |
− | + | * Unit Marker improved: added factories to the mark list and you can now pick which units to mark | |
− | + | * Reorganised the help section of the F10 menu. There's now a basic ingame wiki here alongside the unit list | |
− | + | * Various improvements to Central Build AI | |
− | + | == Misc == | |
* LLT and HLT obey status effects when aiming | * LLT and HLT obey status effects when aiming | ||
* HLT will start re-aim animation after a shot faster (100ms after the beam ends, was 400-900 previously) | * HLT will start re-aim animation after a shot faster (100ms after the beam ends, was 400-900 previously) | ||
Line 21: | Line 21: | ||
* Removed OTA cursor set | * Removed OTA cursor set | ||
− | + | == Bugfixes == | |
* Fixed outdated Leviathan helptext (no longer has antinuke) | * Fixed outdated Leviathan helptext (no longer has antinuke) | ||
* Fixed Ferry Routes not working for captured/transferred units | * Fixed Ferry Routes not working for captured/transferred units | ||
Line 37: | Line 37: | ||
* Fixed camera zoom speed | * Fixed camera zoom speed | ||
* Fixed HLT turning the opposite way at different turn speed when giving an attack order at (90, 180) degrees from current heading | * Fixed HLT turning the opposite way at different turn speed when giving an attack order at (90, 180) degrees from current heading | ||
+ | |||
+ | |||
+ | {{Navbox changelog}} |
Latest revision as of 18:24, 22 October 2022
Contents
Balance
- Roaches and Ticks are now visible when ejected from a transport mid-air
- Gauss footprint: 2x2 → 3x3
- Jump cooldown obeys status effects and is preserved through morph
- Submarines taken out of water are targetable by land weapons and receive full damage from them
- Quill now has a nano-arm animation, replacing arbitrary 2s delay before building
UI
- Added Insert and Delete keybinds for building rotation. They coexist with the previous keybinds, this is to fix the German keyboard problem
- Ravager now skirmed by Slasher Tactical AI
- Added an option for mex circles to show owner colour
- Unit Marker improved: added factories to the mark list and you can now pick which units to mark
- Reorganised the help section of the F10 menu. There's now a basic ingame wiki here alongside the unit list
- Various improvements to Central Build AI
Misc
- LLT and HLT obey status effects when aiming
- HLT will start re-aim animation after a shot faster (100ms after the beam ends, was 400-900 previously)
- Morph can be queued while jumping
- Morph will no longer finalize mid-jump (waits at 100% until landing)
- Removed OTA cursor set
Bugfixes
- Fixed outdated Leviathan helptext (no longer has antinuke)
- Fixed Ferry Routes not working for captured/transferred units
- Fixed a Jumpjet GUI crash
- Fixed Slasher tactical AI being enabled by default
- Fixed Quake and Tremor causing a disproportionately large amount of dirt particles
- Fixed Commander area shield conversion module not being applied sometimes
- Fixed Wolverine water impact effect
- Fixed cursors from the default set (all from the static set and some from the animated set) not showing with hardware acceleration
- Fixed missile silo range indicator text not following camera rotation
- Fixed multiple game-over exploits
- Fixed dying jumping Recon commanders being teleported around the map
- Fixed multiple issues with Unit Selection Shapes, XRay and Outlines
- Fixed camera sometimes starting horizontally
- Fixed camera zoom speed
- Fixed HLT turning the opposite way at different turn speed when giving an attack order at (90, 180) degrees from current heading