When you find any bugs in the game please post them here but do not post exploits!
Updates coming in tommarow 5/15/2016
Doctor Dread Administrator Posts: 1478
5/15/2016
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Big list of changes. It's 1AM here but these are coming out by midday:
- Tutorial money adjusted to go up with price of transports
- Carriers can now load "what they can" when given the order to. Starts with the smallest units first
- Repair for grouped units wasn't getting a bonus for being in a location with base or shipyard, they should now
- The set amount of turns getting stuck for loop and guard orders should be fixed.
- The "divide by size" mechanic for raid power was removed. Larger ground units should raid for appropriate amounts. Was a difficult and temporary mechanic. There might be a raid stat in the future. For now powerful ships can probably raid well
- Units left in space without a carrier take damage every round
- Bases and shipyards can now build higher level versions of the units, at a level equal to the bases level if desired. The construction time and cost go up appropriately but there is a 20% bonus on the time through a base
- There is now a 20% interest charged on your "debt" if your corp fund are below zero
- Construction time on all ground units has quadrupled(!)
- The upgrade cost bonus on units is being removed. it costs the full amount to upgrade units (used to cost 50%) there is a bonus to construction time when building higher level units through high level bases
- Many of the units combat stats have been tweaked. Smaller ships, like destroyers are cheaper but with less hit points. Hit points of tanks and suits brought down a notch. Some combat values against fighters was changed.
- The combat matrix on the Guide tab of the website shows the construction turns of units as well as there hangar and cargo
- Assets page altered to show size of units next to their level (x75 for example)
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