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  • Explosion Damage Smoke ...n they are damaged down to 33% or more. Mobile military ships do not emit damage smoke even if they are large (this helps performance).
    47 KB (7,691 words) - 10:53, 16 September 2017
  • ...nge AI guard post with mid-power guns. Must be destroyed before humans can damage the AI Command Station on this planet. ...Guard Post]]<br/>Basic AI guard post armed with a single long-range, high-damage missile launcher.
    15 KB (2,291 words) - 04:52, 10 July 2016
  • ...nits are unique in that they are suicidal, and die on impact, dealing area damage. In many ways, they are like miniature, AI-Progress-free lightning warhead ...er grenades over a medium distance, and the grenades explode and deal area damage to enemies. These are less potent per-impact compared to AutoBombs, but th
    30 KB (4,946 words) - 13:07, 8 March 2015
  • ...er really high-guard-post-containing planets that are near to the player's area. On the higher difficulties, it makes neutering way more important, and al --Engine damage from 0 to 2
    41 KB (6,639 words) - 18:47, 1 February 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) - 15:31, 24 April 2018
  • *****The systems and bullet patterns denote how shots move, what their damage is, speed is, etc, etc, etc. **If a player is touching this ship, how much damage per second does that cause to the player? Default: 10.
    50 KB (8,387 words) - 13:20, 21 May 2018
  • ...t of AP for a unit, you can nevertheless now still see the preview of what damage a unit would do to a target. The tooltip shows as red, and it shows that y * The first time you damage squads of humans, squads of androids, or a vehicle with a crew, the game no
    85 KB (14,686 words) - 21:30, 2 July 2024
  • ...ips within its tractor range -- even those immune to normal Area of Effect damage.<br/>Spirecraft are built from a [[Spirecraft Mining Enclosure]] built by a ...and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]]
    5 KB (495 words) - 22:45, 2 April 2013
  • ...n broken the environmental threats and shrapnel doing the proper amount of damage. Now both sides work properly. ...s (of both the player and the enemies) were doing roughly 2x the amount of damage they should have been. This was causing players to feel like they were con
    89 KB (14,646 words) - 18:51, 1 February 2015
  • ** 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) - 16:37, 25 October 2018
  • ...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) - 16:22, 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) - 18:51, 1 February 2015
  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. ...what's going on and what to do about it. Players were confused where the damage was coming from, sometimes.
    37 KB (6,308 words) - 18:51, 1 February 2015
  • ...containing hundreds of secondary explosives. Blankets an area with light damage that is extremely effective against melee ships but equally ineffective aga ...ian]]<br/>Enormous gravity distortion effect slows enemy ships over a wide area. Middling firepower specially geared towards starships and other large tar
    10 KB (1,457 words) - 11:01, 21 August 2016
  • ...and Immunities|Immunities]] ||{{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] ...{AlgCtr}} | Shell ||{{AlgCtr}} | Heavy ||{{AlgCtr}} | Fusion Cutters, Area Damage, Armor Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Swallow, Nucl
    3 KB (267 words) - 22:52, 8 July 2013
  • ...lding and then destroy the cemeteries, etc. You have your entire district area to build in, and you can immediately build in it however you want to plan, * The area that an individual district can have in it is pretty darn small, but you ca
    208 KB (34,773 words) - 18:15, 5 June 2015
  • ...the Prison area in Stantonsburg you could actually get over to the squid's area. There is now a ravine blocking that. * In the Prison in Stantonsburg, the cutscene trigger area is now far larger, and then moves your characters into the appropriate posi
    78 KB (13,097 words) - 16:26, 2 February 2015
  • ...mmobile structures. They deal damage to any ship moving over them and self-damage in the process. Both AI and Human players can use them. Properly used, they ...br/>Enemy ships coming too close to these invisible traps will incur heavy damage. The minefield is also damaged, and eventually destroyed, in the process.
    3 KB (448 words) - 13:05, 29 November 2016
  • ...amount of damage as the base sniper turret, but which also inflicts engine damage. -Ships that damage engines will now prefer to auto-target those ships that are presently mobil
    48 KB (8,166 words) - 12:40, 1 February 2015
  • ...o longer prevent usage during the "off time", they just halve the outgoing damage of the spell. ...hance of these being found in any stash room, so use them judiciously. No area is more or less likely to have them.
    27 KB (4,441 words) - 20:27, 13 July 2015

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