Search results

Jump to navigation Jump to search
Results 1 – 21 of 21
Advanced search

Search in namespaces:

  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  • * Fixed a bug where at certain screen resolutions the inventory/store/customization background would not scale out to the side properly, thus res ...owing color. This is also now used on the loading screen and for the game credits.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • * While we were in the UI asset bundle, we went ahead and got the credits for DLC2 in there (thanks Badger for putting those together), and corrected * Split the staff and kickstarter credits out into two separate windows.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ...back from the store when she sells something. For other Exo drivers, the store is a useful tool. For Emma, shopping is a way of life (and death, to robot .... they come in 4 grades (orange, violet, blue, green), 9 of each. (regular store has always 12 items. 7 violet, 5 blue).
    7 KB (1,170 words) - 09:52, 12 June 2015
  • ** Currently we only store each string once in a save file and then look it up by index, but storing a ...meSynced settings directly from PlayerAccounts in the world object, and to store their data there, as well.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Both the campaign-world itself, and all of the factions within it, can now store "historical data" in the form of arbitrary strings, integers, and booleans ** This also neatly solves the problem of "we need to store some data for a new achievement or whatever other purpose, but to do so wou
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...ever have more than (cap - consumption) food stored. Now you can actually store up to the cap. ...ere they cannot lose. It's also thematically fitting that they could only store so much in this game, too.
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...ger suggested to Keith or myself, and so the circle goes round and round. Credits is always a bit divided, because it does take the original idea as a gamepl ** So the fact that we were starting to store the ParentWorld and ParentSquad and so on on those was actually a major pro
    415 KB (70,286 words) - 16:17, 13 April 2021
  • ...s://www.assetstore.unity3d.com/en/#!/content/16937 Texture Overview] asset store tool to help look into our texture scales and size usage throughout our pro ...been implemented, with all of the non-backer credits in there (the backer credits will be added later, since we keep getting new ones via backerkit).
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Basic Drone now costs 90 credits instead of 20 * Escape now closes the Credits window.
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...cenDelayedDeserializationBurst class, which uses a really efficient way to store network message for future deserialization. ...ees has instead just been removed, as it's not something we use and we can store that in different formats more easily.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ** The most you can store of either of these currencies is 200k points. * Put in code that rotates the main menu and the credits windows in different ways, just to be a bit fancier and also as a proof of
    154 KB (26,552 words) - 11:21, 1 August 2018
  • * The credits have been updated to include all of the players who have been added to the ..."is this contract valid to execute?" logic was checking "do I have enough credits?" only in the hypothetical no-choices made case, rather than also checking
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...resource to pull it from (presumably energy, but you could use missiles or credits if you wanted) ...t from this system hits the player, the player loses (shots_steal_credits) credits
    40 KB (6,698 words) - 12:54, 5 January 2018
  • **if the player has non-zero credits when the probation ends, the probation is failed **notably, used with Credits, this can increase the value of future credit drops
    40 KB (6,127 words) - 18:16, 15 July 2018
  • ...ll mode. This is very convenient for Steam, and for the download from our store. * When you are in the final boss room and have defeated the overlord, the credits now scroll across the bottom portion of the screen like they do in the main
    14 KB (2,208 words) - 13:39, 14 July 2015
  • ** No indication on their completion factor, but credits are awarded upon completion * Updated credits stolen during dispatch tooltip and rounded amount to nearest 25
    63 KB (10,632 words) - 10:14, 5 April 2024
  • * Reimplemented scrolling story/credits on main-menu screen. ...lable in the Unity version yet, though, and when we re-implement it we can store them in a separate file altogether.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone! ...with Floor(AIP/50) instead of actually AIP/50 due to the data type used to store the result; now that part does not get floored, allowing a more granular fa
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * The intro credits have been updated to include all of the alpha testers. *** You cannot store more than three dispatches.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • * The in-game credits have been updated to thank all players who made at least one suggestion or ** Nobles have to have a place to store all that wealth! But vagabonds want to steal from banks, and the presence
    150 KB (24,846 words) - 12:25, 31 January 2015

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