V1.3.11.3
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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.
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).