V1.3.5.1
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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- Fixed outdated Leviathan helptext (no longer has antinuke)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