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As of commit e3d0e80, roughly ordered by most significant first:
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As of commit e3d0e80, roughly ordered by most significant first:
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* Physics-sourced retreat bonus eliminated for Glaive, Bandit, Dagger, Scorcher, and Pyro. Scorcher still retains a strong retreating bonus due to heat ray mechanics.
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* Physics-sourced retreat bonus eliminated for Glaive, Bandit, Dagger, Scorcher, and Pyro. Scorcher still retains a strong retreating bonus due to heat ray mechanics.
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* Repair costs 25% energy and metal, 50% buildtime.
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* Repair costs 25% energy and metal, 50% buildtime.
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* Mexes cost 90 and have 750 hp.
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* Mexes cost 90 and have 750 hp.
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* Glaive, Bandit, and Scorcher have about 1.2x HP and 0.8x damage.
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* Glaive, Bandit, and Scorcher have about 1.2x HP and 0.8x damage.
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* Commanders start with a radar module.
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* Commanders start with a radar module.
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* All raiders and scouts have sight range increased between 12% to 20%. Notably, Kodachi now has sight range exceeding the usual 660 limit.
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* All raiders and scouts have sight range increased between 12% to 20%. Notably, Kodachi now has sight range exceeding the usual 660 limit.
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* Jumpjet Constructor cost 120 -> 140.
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* Jumpjet Constructor cost 120 -> 140.
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* Unarmed land constructors and wind generators have 1.2x HP.
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* Unarmed land constructors and wind generators have 1.2x HP.
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* Ripper damage 220 -> 250, range 300 -> 320, reloadtime 1.6333 -> 1.6.
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* Ripper damage 220 -> 250, range 300 -> 320, reloadtime 1.6333 -> 1.6.
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* Knight damage reduced from 240 to 230.
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* Knight damage reduced from 240 to 230.
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* Vehicle movetypes accelerate and break 20% faster.
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* Vehicle movetypes accelerate and break 20% faster.
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* Vehicle movetypes turn 60% faster.
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* Vehicle movetypes turn 60% faster.
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*
Bot
turn
20%
faster.
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*
Bot
movetypes
turn
20%
faster.
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* All turrets have sight increased from range to range*1.1+48 to prevent radar overshoot.
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* All turrets have sight increased from range to range*1.1+48 to prevent radar overshoot.
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* Starting resources 250 -> 300, to compensate for mex cost increase.
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* Starting resources 250 -> 300, to compensate for mex cost increase.
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* Dominatrix reloads after capturing nanoframes much faster (6s * buildProgress instead of 12s).
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* Dominatrix reloads after capturing nanoframes much faster (6s * buildProgress instead of 12s).
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Did I miss anything?
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Did I miss anything?
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@GoogleFrog Edit: Fixed acceleration mod. Added turn mod. Expanded list of "Raiders" to the three that are affected.
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@GoogleFrog Edit: Fixed acceleration mod. Added turn mod. Expanded list of "Raiders" to the three that are affected.
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