G.D.F. PHALANX: Missile Defense Protocol · public · first seen
Multiplayer sync
- Mechs get host-assigned NetIds. Launches, deaths and raid returns are host events, and a 1s mech roster binds client mirrors, retires ghosts, creates missing ones and corrects home pad, HP, upgrade and ground position. Clients no longer choose orphan adoptions or end raids.
- A 1 s charge roster syncs every launcher's and mech pad's ammo and refuel state.
- The rig's 150 s timeout no longer ends real matches' 5 s econ/clock corrections.
- Results-screen stats match on clients: replayed launches count, missile kills carry their
origin in EvDamage (with spareCamo), and EvEcon carries the counters.
- Client auto-fire retries a refused shot after 0.1 s instead of a full interval.
Gameplay and UI
- One orphan per Mech-Bay;
- mechs walk around water and ignore targets they cannot reach.
- Energy hover card on launchers and mech pads
- F4 latency readout;
- map preview slots are 1-based with a pin on your island; upgrade tool stays on after an upgrade.
Balance
- ICBM silos get Factories at half effect (12.5% per Factory, floor 0.55).
- Mech Mk II refit: $25 for x2 stats (was $40 for x3).
| Depot | New manifest | Previous manifest |
|---|---|---|
| 5297721 | 8704977457599069049 | 6078016519490640819 |