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  • * The effect that adjusting your power level to weapons has on your attack range is now very very small, pretty much negligible. ...l ability has been completely used up..." messages were showing for normal weapons (which never run out of ammo and are never replaced; this is strictly for s
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ** On AOE weapons or beam weapons, this is a way to make sure that no one target absorbs too much damage. Fo ...e note that this applies BEFORE multipliers based on things like implosive weapons, or other things like that. As noted, this is just a cap on the initial ba
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * Fixed a bug where beam weapons and engineering repair beams and things like that were showing as pink on O ...en Spire Railfrigate from SpireShop mod has also been modified to fit. Its weapons values had been rounded upward, its secondary weapon hits 20 targets instea
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...ions it is only for vfx), but are now using it purely for purposes of beam weapons and chain lightning and such. ** This should be the final solution for a lot of beam weapons and engineer lines and hacking lines not appearing, or causing lots of perf
    646 KB (109,259 words) - 11:44, 22 September 2021
  • * Fixed a bug where Welding Laser and Shotgun weapons could not damage tiles (mines, etc) with their splash damage (the direct hi ...eir special categories (Energy Weapons, Projectile Weapons, Area-of-Effect Weapons), if any.
    160 KB (26,781 words) - 17:21, 2 February 2015
  • ...rangely, or things building too slowly or whatnot, or the visuals for beam weapons getting strange. ...k to the next, so this makes AOE weapons weaker against stacks, as well as weapons with a lot of overkill.
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...elf-suicide, and this thus gives the mirrors a free hand to use their main weapons to do a lot of damage earlier in large battles; and second, at the end of a ...ion, and were a fan-favorite request. These frigates fire high-range beam weapons that damage all enemy ships in a line, which is a completely new kind of ar
    28 KB (4,560 words) - 19:50, 1 February 2015
  • ...elf-suicide, and this thus gives the mirrors a free hand to use their main weapons to do a lot of damage earlier in large battles; and second, at the end of a ...ion, and were a fan-favorite request. These frigates fire high-range beam weapons that damage all enemy ships in a line, which is a completely new kind of ar
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...l that knocks you back when you fire) has been removed from all the player weapons, since this was causing issues with high level play. * Weapons were altered to show their stats (hopefully) more accurately.
    108 KB (18,595 words) - 17:35, 25 October 2018
  • * Mobile forms have a 2 burstfire weapons (zenith Howitzer and Zenith Mass driver) ...ret built to dissuade attacks against the Architrave and uses two powerful weapons for dealing with shielded and armored foes, respectively. While phased, it
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ...and secondary weapons, since there is a much larger quantity of secondary weapons in the game. * Extended the seeding range of early floors (Au) weapons.
    47 KB (7,365 words) - 20:22, 26 January 2024
  • * Began work on overhauling the tooltips for weapons: *** Weapons spawning ships can now display the icon of the ship instead of always displ
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * Spy probes now fire their weapons when you are within range 4000, rather than just within range 2000, which h * Shots from your secondary (automatic) weapons no longer wake up enemy spy probes when they land hits. This was causing a
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...ng had over 50k but under 80k range, but allows for modded planetary-range weapons that still do not prohibit a ship from moving towards targets if needed. === Seeding Adjustments To The AI Starting Special Weapons (MP Mostly, But Also SP) ===
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...the bonus objectives, nicer encyclopedia-style names for the monsters and weapons and such are now used, instead of their internal names as shown in the leve ...n now show up at the Forsaken Home to prevent you from carrying any of the weapons there out into the world.
    78 KB (13,097 words) - 17:26, 2 February 2015
  • ...in weapon. It was causing a unpleasant interaction with explode on contact weapons (i.e., they never "hit" the enemy and thus did not explode). * New weapons added: Plasma Shotgun, Warhog's Shotgun, Solar Flaregun, Stomper, Burstomat
    63 KB (10,263 words) - 17:36, 25 October 2018
  • ..., using the interior massive power network to fuel an ad-hoc assortment of weapons, propulsion, communications, construction, and hacking equipment. ...ines between things" of the type that we have for repair, tractoring, beam weapons, etc. This will let us do much fancier "laser beam spikes" and similar that
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...re mode is also a bit of a misnomer because this applies to more than just weapons systems. ...ges of the different types of systems like tractor beams, weapons, gravity weapons, and so forth ARE all now shown even beyond just placement mode, for your s
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...="Ship_Description_AcutianExecutor">Highly shielded, extremely fast-moving weapons, and the ability to deploy squadrons twice as quickly as normal.</ln> ...id="Ship_Description_BoarineTusker">A specialty flagship that has powerful weapons, very strong hull strength, and a faster deployment speed.</ln>
    11 KB (1,734 words) - 12:21, 8 May 2014
  • ...(unless stopped by some other object, in the case of human and spire beam weapons). ...ayer ships that are in low power mode no longer are able to recharge their weapons. Note that when this happens, the recharge bar will automatically be shown
    367 KB (58,728 words) - 12:16, 16 September 2017

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