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  • * In-game audio cues, for things like planets under attack, now work for all players in MP (not just planets of the host), and will wo ** The attack notifications on planets relating to you are now moved into this, and will
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Fixed an issue where attack notifiers could throw exceptions or give empty color tags as text. ...no one target absorbs too much damage. For instance, if a super powerful attack has a ton of damage that can be divided among 100 targets, but only 1 targe
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...they can be Hostile to the player, but aren't part of the AI's coordinated attack force ...he guards would all die in the fire of their parent. Now they go free and attack you, as was always intended.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ** Engine power, Attack, Mass, and AiP. ...ossible, but focusing if there are fewer targets than shots, OR if told to attack one specific target, it will fire EVERYTHING at it.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Previously, Independent units could still attack bandit keeps and monster caves, even though they could not hurt the bandits * The health and attack power on Dark Elves has been increased 10x, making them truly terrifying on
    150 KB (24,846 words) - 12:25, 31 January 2015
  • ...y adjusted base damage per shot to 360 from 120. Furthermore increased its attack range from 3K to 4K. It now has just as much DPS as a single one of the Mar ...t will still take quite a while to ramp up to producing raider frigates to attack with.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Potentially make fireteams more willing to press home an attack until all the enemies are dead ** They will also no longer always attack just humans, they will happily much on any entity that comes near them.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • * Field Study camps add to a global attack modifier for your stuff attacking monsters of the categories present in the * Now when rogues would attack you, instead of just taking cheap shots during the interturn they queue a b
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ** Base Attack from 63 => 32. ...ttack of brimstone cyclones has been reduced from 60 to 15, and the ranged attack of their shots has been increased from 10 for 15.
    278 KB (45,949 words) - 19:51, 1 February 2015
  • Most military ships get an [[Attack Multipliers|Attack Multiplier]] against 3 or 4 Hull Types. Ships that get no hull bonuses tend In-game when looking at the ship description pop-up, the Attack Multipliers are near the middle in green text.<br/>
    564 bytes (84 words) - 22:17, 1 February 2015
  • * 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

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