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  • ** This only occurs if you have Improved set as your map populator. * Map type settings are now all integers internally (no FInts) but they can be sh
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...harmless) error messages that would show up on ship tooltips on the galaxy map view since the prior build. This was just some of our debugging code for d ...part of this, then added a new ExampleMod2 mod that adds a useless galaxy map options setting under a category called My Mod. It is disabled at present,
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ...really does a great job of capturing the spirit of the original Realistic map type in the original game. ** In Chris's opinion, this is now the most interesting map type in the game, being just the right amount chaotic and orderly. But it'
    161 KB (27,377 words) - 16:31, 24 April 2018
  • * Reimplemented scrolling story/credits on main-menu screen. ...lease, "event flare creators" like the mining golem would cause the galaxy map to display oddly and throw a bunch of errors.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • ...section of the credits roll, for the source code we adapted to develop the map untangler released in 6.044. * The lobby "Untangle Map" button now applies the untangling to all alternate layouts, not just the o
    209 KB (33,423 words) - 12:14, 16 September 2017
  • * Fixed an unsightly issue with the credits sometimes scrolling behind the main menu buttons depending on your screen r ...nstead to spawn both one red and one blue minotaur at random places on the map.
    132 KB (22,317 words) - 12:25, 31 January 2015
  • * Updated the player-community credits to reflect contributions during the 5.0-to-6.0 run. Thanks everyone! ...nd nebula-ally fleet) without increasing AIP much (if at all, depending on map layout and tolerance for deepstrikes), each AI homeworld now gets "nemesis"
    407 KB (65,607 words) - 12:09, 16 September 2017
  • * 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
  • * The overlord's "free casting" of world-map area-spells on the purified stratospheric citadels now cannot pick firestor ...oviding their movement-speed bonus, and also preventing the overlord/world-map-monsters from targeting/destroying them.
    14 KB (2,208 words) - 13:39, 14 July 2015
  • == Credits == * [[Valley 1:Art Credits]]
    3 KB (493 words) - 22:07, 1 February 2015
  • ...who have contributed more than 3 bugs/ideas that made changes in the game credits. ...was a room in Snow Hill that had a paper talking about the sickles in the room when there were bullets instead. Fixed.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • * Polished Credits display a bit (just removing excess scrolling room at the bottom, really). ...l-details tooltips for when the mouse cursor is hovering over an adventure map node (or a level in the Play->Levels menu or the Level Editor level selecti
    15 KB (2,604 words) - 12:25, 31 January 2015
  • ...ra missions at the end where you only faced a few bosses on a mostly empty map. ...s the game back to the main menu, since previously it just left you on the map screen with nothing to interact with, etc.
    48 KB (7,844 words) - 17:22, 2 February 2015
  • * Adventure map scrolling indicators now glow when scrolling is actually taking place in th ...ar on the intro screen when the game is first loading. There simply isn't room for them on the screen when it's that small.
    4 KB (579 words) - 12:26, 31 January 2015

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