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  • ** 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
  • * Medic Gunboat damage 300 -> 525. ...rs generally do their job, and can assist construction as well. A bit of a damage bump to hopefully increase their general usefulness.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** The Environmental RCI value now affects the usable land area increase rates. ** An amount of much overall hull damage and shield damage you took.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Fixed a bug in recent versions where the Spire Maw was not doing attrition damage to its contents. ** Gains build points as it takes damage, and spawns a Hydra Head when its build points are >= (max health)/(1+mark)
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...elds do an extra 50% damage. If the target armor is below 80mm does triple damage. ...he sub-units. These now comprise a significantly larger share of the total damage potential.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • * Elemental Damage ** A globe of insects bursts out of you, dealing area damage to anything near you, including background entities. The power of each clu
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * Human Cryopods are now immune to aoe splash damage. So directly shooting them with a rocket launcher will kill them, but hitt ...and Shotgun weapons could not damage tiles (mines, etc) with their splash damage (the direct hit worked fine).
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ** 'Hardened' mechanic; ships with this will reduce incoming damage > X to X. ** Attrition damage as a ship feature.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...the fact that shots on a hacked Officer would do much more than the listed damage. * Increased the damage of the DE Neinzul Siren (harmonic only) and the DE Zenith salvager (from 20
    134 KB (21,319 words) - 20:30, 14 September 2024
  • * When there is a stack of n number of ships, it already does up to n*x damage per shot from that stack, where n is at most 5, but lower if the stack is s ...ot extra for every 5 ships, which also is fine and leads to the same total damage output.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Neinzul Bomber Clusters changed the same way as normal clusters except new damage is 30k/60k/90k/120k/150k. ** Engine damage per shot from 150/250/350 to 5000/7500/10000.
    151 KB (24,808 words) - 19:48, 1 February 2015

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