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  • ** This specifies the maximum amount of BASE damage that can be done from this system to a target ship of a given mark (the fir ...sic level, for just regular shots, this is a way to make something do less damage to mark levels of certain sorts, although I'm not sure that would really be
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The pause menu now properly shows attack powers of the enemies in terms of damage that makes sense, rather than as a percentage of your max health. ..., water damage, and temperature damage are now shown in the form of actual damage rather than in the form of a percentage.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ** The Environmental RCI value now affects the usable land area increase rates. ** An amount of much overall hull damage and shield damage you took.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • *** 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
  • ...ultiplayer bug where a number of spells were doing inconsistent amounts of damage depending on how many players were connected and compared to single player. * Rocket shrapnel is meant to damage players, even when players fire the rockets. However, it was also damaging
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...being able to heal itself on top of previously also being the best overall damage in that category. .... Health reduced from 1200 to 400. Damage reduced from 160 to 40. Added x4 damage if on planet for less than 15 seconds. Cost reduced from 250 to 200. Railpo
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...effects, and chunk effects) on the player would increase the power of fire damage-over-time effects on that player. This was particularly disturbing in Jour ...lot faster-paced and scary-seeming, although they don't do huge amounts of damage with each hit
    278 KB (45,949 words) - 19:51, 1 February 2015
  • ...there. This fixes a number of other very important things in an adjacent area. **** If you flood a tractor beam area with orbiters, then the tractors may uselessly grab them, leaving room for
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...legs enchant slot. Heavy characters are still unable to use falling speed/damage reduction enchants, or double/triple jump enchants. * Adjusted the volume of the male-taking-damage sound effects, as they were too quiet.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * Neinzul Bomber Clusters changed the same way as normal clusters except new damage is 30k/60k/90k/120k/150k. ** Engine damage per shot from 150/250/350 to 5000/7500/10000.
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ** Some things are changing in that area soon, so it was worth waiting on that. **** Large numbers of all the kinds of minefields, plus area-of-effect type turrets, for when you really want to booby-trap the heck out
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Elemental Damage ** A globe of insects bursts out of you, dealing area damage to anything near you, including background entities. The power of each clu
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...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
  • ...lace of this is a new, simpler, and far better "armor" system that affects damage output instead of hit chance. ...ation in this new version is the removal of all the internal ship-specific damage multipliers. In their place, we now have a small number of new "hull types
    183 KB (30,714 words) - 11:55, 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
  • ** 'Hardened' mechanic; ships with this will reduce incoming damage > X to X. ** Attrition damage as a ship feature.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...st wait while having zero cloaking points left and not taking any cloaking damage before it can re-cloak. The default is 5. * tachyon_range defines the circular area that is being irradiated.
    24 KB (4,001 words) - 10:09, 29 October 2022
  • * Human Cryopods are now immune to aoe splash damage. So directly shooting them with a rocket launcher will kill them, but hitt ...and Shotgun weapons could not damage tiles (mines, etc) with their splash damage (the direct hit worked fine).
    160 KB (26,781 words) - 17:21, 2 February 2015
  • * Fixed the AI Hunter / Killer and Fenrir prototype not actually doing any damage with the point beam. * Fixed an extraneous space in the text for a lot of damage bonuses.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • * 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
  • ...ling in an effort to prevent it from going crazy when there is a scrolling area somewhere else on the screen. * Put in a hackish fix to the achievements extra-scroll-area bug that has been super longstanding (since at least 2010).
    177 KB (28,387 words) - 17:36, 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
  • ...ps with varying degrees of engine damage (they ignore ships without engine damage). -Since ships immune to their own damage types are now effectively immune to reflected shots, their autotargetting w
    66 KB (10,612 words) - 11:54, 16 September 2017
  • ...seful to stack this up. reduction maxes out at 90% of original dmg. so 10% damage will always go through. ...'t get hit. so far so good. however regen value itself determines how much damage can be recovered in total.
    14 KB (2,264 words) - 05:33, 12 January 2019
  • ...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
  • ...it so that they can't have their numbers run off the bottom of the viewing area. ...nergy Wave, dealing 2500 damage, firing 4 shots every 6 seconds, with a 6x damage multiplier against units with mass of at least 5.
    50 KB (8,414 words) - 11:12, 15 October 2018
  • ** 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
  • ...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
    28 KB (4,560 words) - 19:50, 1 February 2015
  • 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) - 11:53, 16 September 2017
  • ...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

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