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  • ...been used" logic was never actually tracking whether it had seeded such a room previously for that floor * Two new sizes of "test only" room types have been added. These are used during tutorials as well.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • ...d for a while where, in solo only, if you left a region to go to the world map and then went right back into the region within about 10 seconds, the art a ...up an enchant container that would generate an enchant but you don't have room, it displays a message that your enchant inventory is full, and you keep th
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...ir stash rooms. Previously, the game could add as many of these per stash room as it might randomly decide to do. ...hat explains what those are (and how they are different from regular world map missions).
    363 KB (62,010 words) - 19:50, 1 February 2015
  • * The strategic overview topics for the overlord and for world map monsters now mention that the red-glowing-tile effect marks which tiles the * Now when world-map-monsters are summoned (either pre-overlord lair spawns, post-overlord-emerg
    304 KB (51,505 words) - 19:51, 1 February 2015
  • * Massive Enemy and Room Balance Overhaul from Misery ...Defend (now last for a room), SignalTriangulator(This now reveals the boss room rather than teleporting you straight there), Beaming Probe and Incinerator
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ...iraling out of control is not. We had slowed so many aspects of the solar map down already in order to avoid that feeling elsewhere, but the passive shif ...AI model will need some reworking before that's possible, and there's not room for such a rework pre-1.0.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ** Load a savegame: Galaxy map, paused, centered on last planet you were at. ** Generate a map in lobby: galaxy map framed in the view, not centered on your planet.
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...scover that a number of Shield Generator structures have been added to the map. These structures will be invulnerable to damage until you capture the plan ** As part of this, the deepstrike danger galaxy map view has been updated to reflect all of this, and have the proper details i
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * Map types: ** Lots of work on the Maze map types, though they were originally coded by me (and ported to AIW2 by Keith
    415 KB (70,286 words) - 16:17, 13 April 2021
  • * When hovering over icons on the solar map, it no longer highlights all the icons of that same image; just the icon yo ...to blend with planet overlays and cause oddities at far zoom on the solar map. Now the outpost overlays always render at a lower layer than the planet o
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * Added some explosives around the generator in the Two Factor challenge room for players without a launcher. ...issues in the Two Factor challenge room that could potentially prevent the room clear from triggering normally.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • ...ectively inaccessible until the player has dealt with other hazards in the room. ...n some fashion. May be able to use this fact against other enemies in the room, may not be. Assume they can shoot over everything except indestructible w
    40 KB (6,127 words) - 18:16, 15 July 2018
  • * Fix some bugs in map generation where people were seeing either weird errors or hangs. * Fixed a bug with the credits getting funky offset the further down you scrolled.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ...resource to pull it from (presumably energy, but you could use missiles or credits if you wanted) **if that's outside the room or in an indestructible within-room wall it tries to walk it back towards the player
    40 KB (6,698 words) - 12:54, 5 January 2018
  • ** Otherwise there will be lots of the map with nothing interesting in it. * Fixed a bug with the dynamic zoom levels on the galaxy map where if the galaxy was taller than it was wide, it would not give you quit
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * 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 * IMDrawLine3D now actually works in the galaxy map as well as the planet view.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...ne opened the customization window before closing both of the initial city map tutorial messages. ...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
  • * Updated in-game credits to thank players who helped us with several ideas/bugs/etc during the 5.0/L ...longer (for now) constructed during the game, the Hybrid Facilities galaxy map filter will now display data for all planets you've ever scouted.
    367 KB (58,728 words) - 12:16, 16 September 2017
  • * Fixed bug where the galaxy-map planet intel overlay would not display the top two rows of icons (if any) f * The way that links between planets are drawn in the galaxy map has been altered substantially:
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...n the prior version when you walked into the impassible ocean on the world map. * The intro credits have been updated to include all of the alpha testers.
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ** 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