Search results

Jump to navigation Jump to search
  • * The area covered by the minimap and the end turn button no longer allow the mouse to ...ittle box for the computer notes rather than being up in the main dialogue area for the aliens.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * Stacks can now be overkilled by a single shot; so if you do 3x the damage it would take to kill a squad with stacks, 3 squads will die from that stac * Add the ability to have weapon types that do bonus damage to stacks
    105 KB (17,355 words) - 23:34, 5 March 2019
  • ...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
  • ** 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
  • ...special ammo that does aoe damage, engine damage, and causes extra splash damage to targets under any forcefield it hits. ...n alternate form of human-tech forcefield that relies on reducing incoming damage more than absorbing it.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * 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
  • * 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
  • ...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
  • * Fixed a bug where very slight hull damage to the Ark could cause it to request repairs (preventing other stuff from g * Greatly increased the area in which you can move in the Angled camera view, since the way that the zoo
    182 KB (30,453 words) - 13:10, 11 January 2018
  • * 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
  • ...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) - 19:15, 5 June 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
  • ...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
  • ...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) - 17:26, 2 February 2015
  • ...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
  • ...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
  • ...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
  • * 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
  • ...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
  • ** 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

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