Search results

Jump to navigation Jump to search
  • * 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
  • ...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
  • ...or both had never been seen before. Now only bots that have been seen can attack cryopods, and only cryopods that have been seen can be attacked. ...too, though not very much. Anyway, the point is to make the day-1 stats (attack, not just health) a bit more different between the difficulties.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...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
  • ...years of community feedback. Basically if you lost your whole fleet in an attack it could take a long time to rebuild but often there wasn't much actual dan ...re made for 8.0, especially it's pushing an advantage during a large-scale attack. Balance dials have also been cranked to even-more-painful levels, and as
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Fixed some bugs where normal AI retreat/attack/etc orders were being sent to hybrids, which could cause dancing and indeci ** This will particularly help ships in Attack-Move actually start firing on targets (and stop moving) as they come into r
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...le barrier between them and the rest of the chunk; but since enemies don't attack slimes, unlike something like a crate, this makes it solely the player's op * _Substantially_ changed the math on how the player equipment attack powers are calculated. Hopefully this did not introduce any new bugs, but
    192 KB (32,418 words) - 19:50, 1 February 2015
  • * 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
  • ...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
  • ...iven directly in numbers, so the armor value is simply subtracted from the attack damage.<br/> ...x (Armor Boosts) - (Attackers Armor Piercing)) but to never be less then (Attack of Attacking Ship) x 0.2<br/>
    6 KB (974 words) - 13:18, 24 February 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
  • ...tem name instead of ???.<br/>This ability does indicate which wormhole the attack wave will emerge from. ...rmor Damage x:</b> || Every time this ships attack hits an enemy ship, the attack does the listed [[Armor]] Damage to the ship's armor as well as the normal
    17 KB (2,941 words) - 22:08, 1 February 2015
  • ...so if that's happening really early in the game you probably just need to attack more. ** And then after that you get AIP, threat, and attack, which are in many ways in order of importance there, too.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • **chainlight: Summons an invulnerable golem with a chain lightning attack * Raijin Golem primary attack changed following some tester feedback
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...s implemented: the queuing of some certain kinds of orders after movement, attack, traverse-wormhole, or whatever. ** Set Attack-Move Mode on or off
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...even more of a presence than what I had originally suggested, letting them attack adjacent planets and all sorts of cool things. ...attacked in an overwhelming fashion, and to group up and circle around to attack you in a better spot.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • 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
  • * 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
  • ...ernova weapon added. Requires 10 weapon points to fire (via primary weapon attack). Unleashes a supernova blast centered on itself with effectively planetary **Draugr's gravity generator now has the same range as its attack
    126 KB (20,934 words) - 21:28, 22 April 2022

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