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G.D.F. PHALANX: Missile Defense Protocol · public · first seen

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Patch notes · published by the developer

1.0.3: MP and other fixes

On Steam

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  • Multiplayer: if the host refuses a placement because your map was out of date, your map now corrects itself.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.

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