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  • ...nks to BadgerBadger and others for reminding us that insta-retreat is less fun for the meatbags. ...es are now in the new GUI style, and have a bit of an extra marker to them making it clearer they are textboxes.
    182 KB (30,453 words) - 13:10, 11 January 2018

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  • ...is is possible to do much smaller increments, which is very useful for not making things get insane. **** b) If you are evenly matched, then the stakes go up and up, making a withdrawal rather than a continuous grind eventually the wise move.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • == Alpha 1.000 == == Alpha 0.938 Release Candidate 7 ==
    160 KB (26,781 words) - 17:21, 2 February 2015
  • == Skyward Collapse Alpha/Beta Period Round Up == * Fixed a bug where Palladium was mistakenly making buildings of ALL sides invincible, rather than just the faction it belonged
    132 KB (22,317 words) - 12:25, 31 January 2015
  • ...now more aggressively updates its world coordinates for the mouse cursor, making sure that scrolling-based issues that could happen while your character was == Alpha 0.425 ==
    109 KB (18,636 words) - 19:51, 1 February 2015
  • ...s. It was a really useful period in that regard, and by the end of it the alpha was in a stable enough status that we did get some questions of "why not ju ...still in alpha status. Progress is steady, however, and people are having fun, which is the important thing.
    415 KB (70,286 words) - 16:17, 13 April 2021
  • *** So you can once again hold down while running left and right, making it trivial to get down any ladder, and ducking won't even come into play. * Fixed an issue that was making players slide down the side of crates slowly.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • == Alpha .711 == ** This isn't really a new feature, but earlier in pre-alpha we implemented a new inventory system (the current one), and the drop item
    26 KB (4,404 words) - 17:25, 2 February 2015
  • * Fixed a since-before-alpha bug that was causing +specific-slot-damage perks to simply not work at all. == Alpha .704 ==
    37 KB (6,308 words) - 19:51, 1 February 2015
  • ...to prevent one exploity thing that players were doing, but it's not worth making the entire game feel worse. ...impler and has some mechanics that advanced players can abuse but that are fun for new or midlevel players. If you hit the point where you feel like HA m
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...allows the nemesis spawns to counter an "early AIP" champion rush without making a more "normal AIP" approach massively harder to the point of stalemate. ** These don't have the penalty vs polycrystal (or scout) hulls, making them actually able to deal with bombers.
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...be used as an artillery battery on enemies planets, with a somewhat strong alpha-strike when exiting a wormhole. On defense building the full cap is less us ...n the main project, thus making the end projects folder smaller as well as making it so that we can compile the main game build faster.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...us feedback. We've made a number of improvements based on that in terms of making the game even easier to get into for new players. We sincerely thank each a ** The name of the player is now shown in green rather than yellow, making it stand out more compared to most other messages.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • ...insects is low, but there are a huge number of often-overlapping clusters, making it a deceptively powerful scroll. ...ce And Tips section is broken out into seven subcategories of information, making it vastly easier for you to find out what you want to know without having t
    192 KB (32,418 words) - 19:50, 1 February 2015
  • ...monsters no longer rises at a faster rate on higher difficulties; that was making monsters too damage-spongey on those sorts of difficulties. The health sca * Finally solved the knock-forward problem by making it be based on the angle between the firing player and the monster at the t
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...yal mode, it now mentions gaining influence with races, rather than saying making allies. The latter was technically a misnomer and definitely confusing. ...t could generate the first AI side (the freighters) as a pirate side, thus making other involved sides hostile to it when that would not normally be the case
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...at we had moved into the Core dll earlier today can now be moved back out, making them open-source again. That also means we can ditch ArcenCoreUIUtilities. ...an unfair advantage to you, as well as a source of MP desyncs, as well as making the economy fluctuate around unpredictably. Anyway, this has been a bug fo
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...finally found a solution to knowledge-raiding that's both balanceable and fun: * Each AI planet now picks 3 ship types to focus its reinforcements on, making each planet feel more distinct.
    223 KB (36,110 words) - 11:56, 16 September 2017
  • ...whole lot of things that would have come up to bite us during multiplayer alpha and beta were instead dealt with during this phase. Perhaps chief among th ...ing these ships into RAM, thus even further lowering the requirements (and making loading faster if you're on a really old machine).
    293 KB (50,070 words) - 11:33, 14 October 2020
  • [[AI War 2: Making Alpha Fun]] ...squad formations have been moved into the AIW2ModdingAndGUI project, thus making them a lot easier to mod. They are also now in their own asset bundle calle
    123 KB (20,999 words) - 17:37, 25 October 2018
  • This phase was meant to be all about multiplayer alpha and beta work, but that entire process wound up taking longer because we ex ** Additionally, we are now making sure that nothing can be delayed more than 10 seconds (even that is excessi
    394 KB (67,204 words) - 16:22, 13 April 2021

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