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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

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