Added:
- Ramming! You can now ram targets by driving next to them and double-clicking with RMB. Units have a "weight" now indicated by 1, 2 or 3 lines next to the health bar. Ramming a unit of the same weight or less results in the target being moved 1 square in the opposite direction.
- Many new scenarios!
- Short transition animation between open/closing map.
Added several new abilities:
- Mega Beam Laser - Loads of damage, can be targeted manually, deals damage to all in its path.
- Mega Railgun. Massive damage, ignores shield. Can miss small, fast targets.
- Heal Drone - Take HP from MCV, give to target.
- Vampire Drone - Take HP from target, give to MCV.
Changed:
- Armour now is percentage based damage reduction. 10% armour = 10% reduction, 50% = 50% reduction, etc. This changes combat in quite some ways, requiring the player to be more careful of which targets to engage with which weapons.
- Weapon damage has been adjusted to new armour mechanic. Very few weapons do armour damage, though most abilities do. Ramming and mines also damage armour.
- UI has been adjusted to work with new armour mechanic.
- Upgrades have been adjusted to work with new armour mechanic.
- Difficulty curve now split in 7 unit levels instead of 3. This should give a smoother progression curve with less extreme spikes.
- Quests now place nodes individually allowing more reliable branching in multi-node quests.
Fixed:
- Enemies should now try to avoid mines/wrecks again.
- Event marker should no longer override eachother on the map.
- Fixed many spelling/grammar issues in scenarios.
- Fixed out-of-fuel scenarios where you wouldn't recieve fuel (Out-of-fuel scenarios may still spawn incorrectly)
- Side quests folow up nodes should now spawn properly.