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Регистрация: 28.07.2007
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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:
- Added Damage Viewer (Turn on in options) - Added Added Hotkey (Y) for auto turrets - Added Drone research levelups will increase drone damage - Added Invading marines can now steal data, blueprints, blackboxes and release specialists, based on hacking skill in crew research tree.. - Changed Cannon boosters: lowered reload speed increase, added projectile speed, range, damage buffs. - Changed Missile booster: lowered reload rate boost, added damage boost. - Changed Beam booster, added damage and range boost - Changed Grav missiles regen much faster - Changed Increased torpedo speed, damage - Changed Increased all missile damage - Changed Increased hunter SRM ion damage - Changed Increased SRM damage - Changed Damage increase for micro missiles - Changed Mothership shields stronger - Changed Ion cannon converted to Energy damage type - Changed Disruptor cannon and Pulse cannon damage reduced - Changed Cloak damage lowered to 33% boost. - Changed Allow turrets to fire on autofire if cloak disrupted (and probably player has fired recently) - Changed Changes move to position AI to make it less orbity - Changed Increased specialist storage by 1 per mothership level - Changed Specialist drop rate increased - Changed Specialist bonuses decreased (was destabilizing late game) - Changed Late game zombie level increased - Changed One sidequest drops a Godlike specialist (so can always get the achievement reliably) - Changed Insane achievement should unlock expert too. - Changed High capacity reactor, faster recharge, more expensive - Changed Give fusion beam a good damage boost, - Changed Overload/Focal emitter slight damage boost - Changed Escort ships do not run from explosions, was too annoying. - Changed Minefields will not track non hostiles, even if attacked. But the relation will lower if they are destroyed. - Changed Minedroppers longer reload time. - Changed Made civ torpedoes faster/more damaging - Changed Disruptor cannon slightly slower reload, Pulse cannon still old faster speed. - Changed Increased scanner ranges - Changed Lowered mine damage a bit - Changed Scanner mines can hunt non cloaked vessels too - Changed More data for killing ships - Changed Systems with more tech blueprints, tend to have higher level starbases - Changed Increased sec4 base upgrade requirements - Changed Zombie critters better infectors, but fewer - Changed More hitchhiker critters on zombie ships - Changed Zombie crittes move faster - Changed Each zombie kill on a ship has a 50% chance of producing a new zombie onboard. - Changed Increased invasion combat rate - Changed Mines less health, less damage, higher speed - Changed Armor slightly more resistant to projectiles - Changed Hull more resistant to projectiles and lasers, weaker against missiles - Changed Rebalanced reactors so smaller weapons register better. - Changed Casting Stones mission less difficult - 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. - Changed Zombie invasions can be reinforced from neighboring stars. - Changed Made fewer ally reinforcement ships, but made them tend to be larger. - Changed Readjusted all difficulty levels. - Changed Difficulty affects: Zombie critter combat prowess - Changed Difficulty affects: Respec cost - Changed Difficulty affects: Station upgrade Rez/Goon Cost - Changed Difficulty affects: Blueprint cost - Changed Difficulty affects: Relation improve cost - Changed Difficulty affects: Bribe cost - Changed Difficulty affects: Zombie intercept turns - Changed Difficulty affects: Zombie intercept fleet size - Changed Difficulty affects: Zombie invasion chance - Changed Difficulty affects: Zombie invasion strength - Fixed Damage system optimized. Should help Zombie slowdown for some people. - Fixed AI not allowed to shoot stuff in tractor beams - Fixed Various typos - Fixed Reversed Taskmaster and Foreman specialist skills.. - Fixed Hooked up Mediator specialist skill - Fixed Speed Loader Specialist Skill - Fixed "WINNIE MCDONAGH" Specialist - Fixed Broken gender based specialist bonuses - Fixed Eye Popper achievement can occur on FE - Fixed Beams stuck in fire state forever. - Fixed AI blowing up player ships should not cause relations change. - Fixed When a ship is venting, sometimes the last vented crew member dies and the ship explodes. - Fixed AI is obsessed with mine layers, people abusing them as decoys. - Fixed A scanner hitting a mine layer will get the mine layer to chase you.. - Fixed "Oh its you" missions sets civs to enemy upon start - Fixed Optimized cloaking code - Fixed Mine targeting optimized - Fixed Escape pods can be picked up sooner after launch, especially large ones - Fixed Phantom blueprint drop fixed - Fixed Moved weak spot on Jamison's Hammerhead Armor to the rear. Дальше... |
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