Ědjustments to the autoexplore system to allow for multiple autoexploring player fleets at once.Reduced message spam for hostile fleet detection.Ědjustments to the tax calculation system, changes only take effect now on turn.Hotkey for cycling between systems and colonies (default: Q, E).This patch continues with our bug fixes and quality of life adjustments, including some from recent feedback. Īs always, we appreciate the feedback, conversations, and support from all of you! Additional information on bug reporting tips can be found here. It helps us more quickly track down the bug and get it fixed. Please post on the forums, reach out to us via Discord or send an email: Saved games and clear steps to reproduce the bug are critical. Let us know what further changes you would like to see or if you have encountered any technical issues. Phased cloaked Xantus ships firing plasma torpedoes Human ships firing a combo of direct and indirect fire torpedoes In coming weeks we’ll do more deep dives on species models, other weapon types, and some of the various gameplay mechanics in Lord of Rigel! The material uses noise and gradients in the pixel shader so that the flare effects of torpedoes animate as they move. Torpedo effects are particle effects using a procedural material. Similarly, proton torpedoes can have the ENG modification and cause damage directly to a ship’s engine system so using them with anti-shield weapons like disruptor cannons is powerful. Plasma torpedoes lose damage over time and so work best in close range, combining them with cloaking lets you maximize their potential. Each torpedo type can also have unique behaviors. These can be very long if you stack lots of mods onto a torpedo, making them good alpha strike weapons. Torpedo weapons don’t have ammunition, but have long cooldown periods. Direct fire torpedoes (Ion, Proton) effectively act like beam weapons while indirect fire torpedoes (Antimatter, Plasma) are like missiles that can’t be shot down with point defense. Torpedoes use the attack rolls of missile weapons, and can be spoofed by ECM systems and enhanced by ECCM mods and special systems that improve missile accuracy. Torpedo weapons are unique in that there are direct fire and indirect fire (seeking) versions. Also we’ve made more progress on the auto ship design generator and build queues, again fixing reported bugs has been our priority. While this seems like a shorter patch in terms of fixes, it’s based on those reported by players. Quality of life: A warning for when selected custom primary or secondary colors may be too dark for in game use.This patch continues with our bug fixes and quality of life adjustments including some from recent feedback.
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