G.D.F. PHALANX: Missile Defense Protocol · public · first seen
Fixes
The Music volume slider now controls the music.
Volume sliders now reach 0% and 100% at the ends of the bar.
Money and energy no longer build up before everyone has placed their bases. The economy starts when the match does.
Multiplayer: clients can now bulldoze buildings and rubble.
Multiplayer: bulldozing and rubble clearing by the host and AI now show up for all players, so the map stays the same for everyone.
Multiplayer: if the host refuses a placement because your map was out of date, your map now corrects itself.
After a Mk II mech is lost and replaced, the replacement can be upgraded to Mk II again.
Mechs, missiles and AA interceptors no longer fly through hills and cliffs.
Mechs no longer get stuck in a walking or attack pose when their target is destroyed by someone else.
Mechs sent at the same target now land spread out and fly home on separate paths.
A mech whose bay was destroyed no longer stands inside the new mech of a rebuilt bay; it waits beside it.
Balance and gameplay
Mech raids now use energy. Each Mech-Bay holds a 45-energy charge that a raid uses up while the mech fights. Raids last as long as before.
After a raid, the bay recharges what was used from your energy before the mech can launch again.
Defending your home island costs nothing.
Auto attack now has five settings: Off, 25%, 50%, 75% and 100%. This sets how much of a weapon Auto may use; the rest stays ready for your own targets and, for mechs, home defence.
Campaign Mission 10, Turning Point, is easier:
Enemy commanders start with fewer bases and fewer free buildings.
Your team starts with more money and space, and your allies get starting defences.
The grace period is longer: 60 seconds, up from 40.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 5297721 | 33864287515469217 | 4482039018591808202 |