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  • test area [[practice_area|Link to my practice area]]
    13 KB (2,142 words) - 22:23, 4 December 2010
  • ...nemy spy probes when they land hits. This was causing a lot of collateral damage and enemy ships waking up, depending on what race's flagship you had stolen * The Expand-Usable-Area action preview now tells you how much area it will convert per day.
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...other issues that we were having with efficiency and proper scale in this area. * The white ring around the planet area mysteriously stopped showing in the recent release, and we've decided to ju
    161 KB (27,377 words) - 16:31, 24 April 2018
  • *** 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
  • ...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
  • ...le, and keeps them from "clumping" and thus becoming easy targets for area damage attacks. ...ing scrap. The buzz bomb explodes on contact with its target, dealing area damage. If the planet is cleared of enemy forces, the marauders will remain in pla
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...all, so that is not applied there. It also does not apply to things like damage popups, or units fading in or out, for similar reasons. ...npc units that are "part of your team" in some way, now show the incoming damage meter above their stance icon, same as happens for your main units.
    173 KB (29,819 words) - 20:55, 17 June 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
  • * Fixed a bug that was causing the enemy health and damage multipliers (as you go down in floors) to not work properly on Misery diffi ...hit enemies and deal damage, or different ones if they hit and do not deal damage.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ** This also makes things a tad more efficient in that area. ...an extremely high resistance. Does a finite, but extremely high amount of damage spread across all targets. It's possible to have enough stuff on the planet
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...ly destroyed, in the process. The self inflicted damage is the same as the damage dealt so the [[AI War:Mine|Mines]] can attack 16 times before being destroy ==Area Mine==
    3 KB (458 words) - 03:57, 14 August 2016
  • ...re of targets shooting within range of their orbit, returning a portion of damage back to the sender. Cannot be loaded into the transport. ...m back with its inertia rockets. Ships that resist its knockback take more damage. Can load into trasnports.
    19 KB (2,923 words) - 20:21, 22 August 2021
  • ...ess time to get around the city it also gives wider vision (and deployment area) within the city. ...particles on all tiles within range rather than just those actually taking damage.
    48 KB (7,844 words) - 17:22, 2 February 2015
  • ** They also have the first vampiric attack, which heals them the amount of damage they do to enemies. * Microbosses will now chase you (or NPCs) from vastly further away in each area, rather than ignoring you until you get close.
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...enade Launcher|Grenade Launcher]]. This is can also be referred to an AOE (Area of Effect) attack. ...or EMP mine, this ship can still be affected unless they have an the Area Damage or EMP immunity as well.
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...ashes and gem rooms. Each region is guaranteed to have one secret mission area appear on the surface, and they are very often found in caves as well, each ...first goal is to battle your way through all of the monsters, to reach the area where the survivor is. Talk to them, and you begin the second part of the
    13 KB (2,285 words) - 04:14, 20 July 2012
  • If you already have at least one unit in a specific restricted area, and enemies are aware of that unit, then you can freely move in other unit ...area, and you do not wish to draw actual aggro, then you should leave that area. The enemies will immediately stop targeting your unit. It's assumed ther
    12 KB (2,120 words) - 12:09, 13 June 2024
  • ...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

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