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  • *** Area mines granted per hack remains 20. Starting count on battlestations is 60 i ** Gains immunity to zombify, devour, and high exotic damage resistance.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ** This specifies the maximum amount of BASE damage that can be done from this system to a target ship of a given mark (the fir ...sic level, for just regular shots, this is a way to make something do less damage to mark levels of certain sorts, although I'm not sure that would really be
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...there. This fixes a number of other very important things in an adjacent area. **** If you flood a tractor beam area with orbiters, then the tractors may uselessly grab them, leaving room for
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...since its a melee unit. Reduced base damage accordingly and gave it bonus damage to low energy units (so it synergizes with normal cestus) ** These things are somewhat durable and return 100% of damage taken, 150% return for Royal version
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...en haring off to the other corner of the map because they could get better damage against some target. ...tion could kill AI command stations indirectly through plasma-siege splash damage.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...ed metal flows, have been hardened against the sort of multi-threaded pool-area shenanigans that have plagued entity orders until recently. * AutoBombs damage increased from 90 to 130, now has a 2x multiplier against 80mm armour and b
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...being able to heal itself on top of previously also being the best overall damage in that category. .... Health reduced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpo
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Stacks can now be overkilled by a single shot; so if you do 3x the damage it would take to kill a squad with stacks, 3 squads will die from that stac * Add the ability to have weapon types that do bonus damage to stacks
    105 KB (17,355 words) - 23:34, 5 March 2019
  • * The pause menu now properly shows attack powers of the enemies in terms of damage that makes sense, rather than as a percentage of your max health. ..., water damage, and temperature damage are now shown in the form of actual damage rather than in the form of a percentage.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...special ammo that does aoe damage, engine damage, and causes extra splash damage to targets under any forcefield it hits. ...n alternate form of human-tech forcefield that relies on reducing incoming damage more than absorbing it.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ** Blade damage from 60k*mk => 50k*mk. *** So, rather than tweak it around more, we'll just leave the mkI damage as-is and make the other marks linear with it. The allowed bonus in that r
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...legs enchant slot. Heavy characters are still unable to use falling speed/damage reduction enchants, or double/triple jump enchants. * Adjusted the volume of the male-taking-damage sound effects, as they were too quiet.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...ultiplayer bug where a number of spells were doing inconsistent amounts of damage depending on how many players were connected and compared to single player. * Rocket shrapnel is meant to damage players, even when players fire the rockets. However, it was also damaging
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...effects, and chunk effects) on the player would increase the power of fire damage-over-time effects on that player. This was particularly disturbing in Jour ...lot faster-paced and scary-seeming, although they don't do huge amounts of damage with each hit
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...u would just get 1. The reality is that you've probably dealt 15 worth of damage if you killed 15 ships, but it's possible that you only dealt, say, 12 ship ...20, 20, 20. So depending on the size of stacks at AI planets and how much damage your ships were inflicting to entire stacks this might be a big difference
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...st wait while having zero cloaking points left and not taking any cloaking damage before it can re-cloak. The default is 5. * tachyon_range defines the circular area that is being irradiated.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • ...ns to hit the area that the cloaked ship is in, the cloaked ship will take damage as normal (but will not be revealed). ...n fields are a form of radiation that hit all enemy ships within a certain area around the field generator, draining the cloaking points of the ships they
    18 KB (3,012 words) - 21:16, 7 August 2022
  • ...tering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships. ...shots. Reclaims enemy ships it kills (reclaimed ships have health = half damage inflicted by reclamator).
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * Fixed the AI Hunter / Killer and Fenrir prototype not actually doing any damage with the point beam. * Fixed an extraneous space in the text for a lot of damage bonuses.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Some things are changing in that area soon, so it was worth waiting on that. **** Large numbers of all the kinds of minefields, plus area-of-effect type turrets, for when you really want to booby-trap the heck out
    287 KB (48,412 words) - 12:06, 3 July 2019

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