![]() Human ships firing a combo of direct and indirect fire torpedoes 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. ![]() 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. 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! Generally though “enculturate” means you capture a planet and the population gets slowly accustomed to the new government that has taken over. The Tharrn will consume captured population. Democracies can’t exterminate a population and place one settler of their species there. This will depend in your government type and species traits. Once combat is over, if the player the one who’s successfully invaded a planet you’ll see your military advisor give some options for capturing a planet. ![]() Ground units have particle effects for kicking up dust and their thruster glows, and the weapon effects use the same materials based approach as the weapons in tactical. By default marines generally take one hit while defending heavy armor can take two. The amount of “hits” each unit can take depends on species traits, technologies, and the types of ground units deployed. Under the hood combat is split into rounds with different units using their combat rolls for firing and taking damage, with it resolved once a side has been destroyed. Ground combat is automated but you can see the units move on the landscape and units taking damage. Species with the telepathic trait can instead opt to use mind control to take over a planet, which is determined by the number of ships they have and the telepathic abilities of the other faction and their population size. Troop Pods let you have combat ships that can do ground invasions. Invasions occur when planetary defenses are down and you have either Troop Transport ships or ships with Troop Pods. Some species such as the Ornithon have major disadvantages to ground combat while the Katraxi have major advantages. Again AI and tactical will be the main focus of EA2 as we unlock the Tulocks, Synth, and features including the Galactic Council and diplomacy victory.Įarly on we wanted ground combat to keep the same core as Master of Orion 2 where it’d be determined by species traits (combat bonuses, gravity tolerance), technologies, and troop composition. Currently any keypress will skip cutscenes in the game but this would auto-skip scenes when enabled.Īdditionally, we’ve been doing some slow but steady AI improvements. We’re making more progress on the auto ship design generator and build queues, again fixing reported bugs has been our priority.Īnother upcoming QOL improvement suggested is adding a skip cutscenes option to game settings.
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