Search results

Jump to navigation Jump to search
  • * Fixed a bug where an AI ship that was trying to attack a human ship was still in low-power mode and thus restricted to hurling its * Bombers (and thus tanks, see above) base attack power increased to 3x of what it was, special hull-type-bonuses cut to 1/3r
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Now if surface monsters attack you before act 4, instead of initiating battle mode they just hit you once, ** But that attack cannot bring your building below 1 health.
    59 KB (9,843 words) - 15:39, 19 November 2015
  • ...olspan="2" | [[AI War:Why Do Enemy Waves Get So Large?|Wave & Reinforce]] Multipliers ...oles. The result is that you generally take more losses the first time you attack a planet but you have a much easier time keeping it from reinforcing if you
    24 KB (3,558 words) - 16:52, 18 May 2019
  • ** Attack rate from 80/70/60 to 160 for all 3 marks (this means it used to fire once ** Base attack power from 3200/4800/6400 to 6400/11000/15000.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • * Blue and Black whale (and their spawn) melee attack power increased by 25%. * Fixed a bug where higher tiers of Clinging Fetor did not get higher attack power.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...by a large and scary-looking human-made piece of machinery that nobody can attack. * Rework the logic for the "Ships are in combat" and "Major attack detected" voice effects so as to not spam the player with announcements.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...what spot do I attack from?" logic to handle the recently added ability to attack underground targets and to consider "in range of the surface above the targ ...is case really wasn't warranted. Since we've added the right-hand sidebar attack notifications and ability to cycle through them, that's actually a lot more
    208 KB (34,773 words) - 19:15, 5 June 2015
  • * Also decreased the AIs counter-attack multiplier a bit for each Difficulty due to the above. ...p... which you would think would be okay, but might have been missing some multipliers, we're not sure. At any rate, making a change to that we now just go ahead
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * The slug fiends now have a slowing attack. ...rks have been moved from level 1 to level 2, and the +Attack (Ammo) I and +Attack (Secondary) I have been moved from level 2 to level 1.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ***Found in your ships tool tip as "Attack Multiplier" and in the [[AI War:STATS_Button_Overview#Reference_Tab|referen ...ities (like immunity to missiles), Force Fields protecting the target or , Attack Ship Immunities (like Forcefield Immunity) will affect the final damage num
    4 KB (674 words) - 19:48, 1 February 2015
  • ...iven directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...x (Armor Boosts) - (Attackers Armor Piercing)) but to never be less then (Attack of Attacking Ship) x 0.2<br/>
    6 KB (974 words) - 13:18, 24 February 2015
  • ...so if that's happening really early in the game you probably just need to attack more. ** And then after that you get AIP, threat, and attack, which are in many ways in order of importance there, too.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • **chainlight: Summons an invulnerable golem with a chain lightning attack * Raijin Golem primary attack changed following some tester feedback
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...or both had never been seen before. Now only bots that have been seen can attack cryopods, and only cryopods that have been seen can be attacked. ...too, though not very much. Anyway, the point is to make the day-1 stats (attack, not just health) a bit more different between the difficulties.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...even more of a presence than what I had originally suggested, letting them attack adjacent planets and all sorts of cool things. ...attacked in an overwhelming fashion, and to group up and circle around to attack you in a better spot.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...years of community feedback. Basically if you lost your whole fleet in an attack it could take a long time to rebuild but often there wasn't much actual dan ...re made for 8.0, especially it's pushing an advantage during a large-scale attack. Balance dials have also been cranked to even-more-painful levels, and as
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Fixed some bugs where normal AI retreat/attack/etc orders were being sent to hybrids, which could cause dancing and indeci ** This will particularly help ships in Attack-Move actually start firing on targets (and stop moving) as they come into r
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...le barrier between them and the rest of the chunk; but since enemies don't attack slimes, unlike something like a crate, this makes it solely the player's op * _Substantially_ changed the math on how the player equipment attack powers are calculated. Hopefully this did not introduce any new bugs, but
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...all determined relative to one another, we were able to adjust two central multipliers to affect the following changes: *** Seeded like Black Hole Machines, etc. Doubles attack power of all allied (i.e. AI) units on planet.
    123 KB (20,999 words) - 17:37, 25 October 2018
  • Most military ships get an [[AI War:Attack Multipliers|attack multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend Note that Attack Multipliers are not tied to the type of ammunition a ship fires, although a ship can be
    4 KB (544 words) - 20:20, 15 May 2015

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)