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Просмотр полной версии : Space Pirates and Zombies Update Released


steam_news
04.10.2011, 02:13
Updates to Space Pirates and Zombies have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][br]- Added Damage Viewer (Turn on in options)[br]- Added Added Hotkey (Y) for auto turrets[br]- Added Drone research levelups will increase drone damage[br]- Added Invading marines can now steal data, blueprints, blackboxes and release specialists, based on hacking skill in crew research tree..[br] [br]- Changed Cannon boosters: lowered reload speed increase, added projectile speed, range, damage buffs.[br]- Changed Missile booster: lowered reload rate boost, added damage boost.[br]- Changed Beam booster, added damage and range boost[br]- Changed Grav missiles regen much faster[br]- Changed Increased torpedo speed, damage[br]- Changed Increased all missile damage[br]- Changed Increased hunter SRM ion damage[br]- Changed Increased SRM damage[br]- Changed Damage increase for micro missiles[br]- Changed Mothership shields stronger [br]- Changed Ion cannon converted to Energy damage type[br]- Changed Disruptor cannon and Pulse cannon damage reduced[br]- Changed Cloak damage lowered to 33% boost.[br]- Changed Allow turrets to fire on autofire if cloak disrupted (and probably player has fired recently)[br]- Changed Changes move to position AI to make it less orbity[br]- Changed Increased specialist storage by 1 per mothership level[br]- Changed Specialist drop rate increased[br]- Changed Specialist bonuses decreased (was destabilizing late game)[br]- Changed Late game zombie level increased[br]- Changed One sidequest drops a Godlike specialist (so can always get the achievement reliably)[br]- Changed Insane achievement should unlock expert too.[br]- Changed High capacity reactor, faster recharge, more expensive[br]- Changed Give fusion beam a good damage boost,[br]- Changed Overload/Focal emitter slight damage boost[br]- Changed Escort ships do not run from explosions, was too annoying.[br]- Changed Minefields will not track non hostiles, even if attacked. But the relation will lower if they are destroyed.[br]- Changed Minedroppers longer reload time.[br]- Changed Made civ torpedoes faster/more damaging[br]- Changed Disruptor cannon slightly slower reload, Pulse cannon still old faster speed. [br]- Changed Increased scanner ranges[br]- Changed Lowered mine damage a bit[br]- Changed Scanner mines can hunt non cloaked vessels too[br]- Changed More data for killing ships[br]- Changed Systems with more tech blueprints, tend to have higher level starbases[br]- Changed Increased sec4 base upgrade requirements[br]- Changed Zombie critters better infectors, but fewer[br]- Changed More hitchhiker critters on zombie ships[br]- Changed Zombie crittes move faster[br]- Changed Each zombie kill on a ship has a 50% chance of producing a new zombie onboard.[br]- Changed Increased invasion combat rate[br]- Changed Mines less health, less damage, higher speed[br]- Changed Armor slightly more resistant to projectiles[br]- Changed Hull more resistant to projectiles and lasers, weaker against missiles[br]- Changed Rebalanced reactors so smaller weapons register better. [br]- Changed Casting Stones mission less difficult[br]- Changed A system you just left cannot be invaded. This allows for better strategic decision making and pushing an invasion back instead of it leapfrogging over you.[br]- Changed Zombie invasions can be reinforced from neighboring stars. [br]- Changed Made fewer ally reinforcement ships, but made them tend to be larger.[br]- Changed Readjusted all difficulty levels. [br]- Changed Difficulty affects: Zombie critter combat prowess[br]- Changed Difficulty affects: Respec cost[br]- Changed Difficulty affects: Station upgrade Rez/Goon Cost[br]- Changed Difficulty affects: Blueprint cost[br]- Changed Difficulty affects: Relation improve cost[br]- Changed Difficulty affects: Bribe cost[br]- Changed Difficulty affects: Zombie intercept turns[br]- Changed Difficulty affects: Zombie intercept fleet size[br]- Changed Difficulty affects: Zombie invasion chance[br]- Changed Difficulty affects: Zombie invasion strength[br] [br]- Fixed Damage system optimized. Should help Zombie slowdown for some people.[br]- Fixed AI not allowed to shoot stuff in tractor beams[br]- Fixed Various typos[br]- Fixed Reversed Taskmaster and Foreman specialist skills..[br]- Fixed Hooked up Mediator specialist skill[br]- Fixed Speed Loader Specialist Skill[br]- Fixed "WINNIE MCDONAGH" Specialist[br]- Fixed Broken gender based specialist bonuses[br]- Fixed Eye Popper achievement can occur on FE[br]- Fixed Beams stuck in fire state forever.[br]- Fixed AI blowing up player ships should not cause relations change.[br]- Fixed When a ship is venting, sometimes the last vented crew member dies and the ship explodes. [br]- Fixed AI is obsessed with mine layers, people abusing them as decoys. [br]- Fixed A scanner hitting a mine layer will get the mine layer to chase you..[br]- Fixed "Oh its you" missions sets civs to enemy upon start[br]- Fixed Optimized cloaking code[br]- Fixed Mine targeting optimized[br]- Fixed Escape pods can be picked up sooner after launch, especially large ones[br]- Fixed Phantom blueprint drop fixed[br]- Fixed Moved weak spot on Jamison's Hammerhead Armor to the rear. [br] [br] Дальше... (http://store.steampowered.com/news/6422/)