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v1.0071 __General:__
- Max AI Invader count 4 -> 8
- Default builds minor updates.
__Bug Fixes:__
- **AI Desync Issues fixed.**
- AI in replays fixed.
- AI naming revised (starts at 1 instead of 0).
- AI Players button tooltip fixed.
- AI Players button highlighted if set to > 0.
- AI Players button renamed to AI Invaders.
- **RoF exploit eliminated.**
- Artillery class normalized to 34 RoF
- EKW class normalized to 32 RoF (excluding Peacemakers)
- Cryogenic class normalized to 30 RoF (excluding Peacemakers)
- Plasma class normalized to 22 RoF (excluding Peacemakers)
- Explosive cannons class normalized to 24 RoF (excluding Peacemakers)
__Chassis:__
- Aquila Energy: 3 -> 4
- **Bertha Energy: 15 -> 6**
__Weapons:__
- Mortar Damage: 120 -> 125
- RSC Damage: 150 -> 145
- RSC RoF: 34 -> 33
- **Pulse Laser Energy Usage: .125 -> .05**
- Pulse Laser Damage: 58 -> 50
- **Flame Thrower**
- Gravity: 0.0375 -> -0.001
- Max Lifetime: 175 -> 12
- RoF: 45 -> 2
- EMP 0 -> .008
- Damage .725 -> .75
- Damage to Shields: 0.0375 -> 5
- Effectively .00375 -> .5
- Radius: .375 -> .5
- Number of Shots 15 -> 1
- **Solar Incinerator**
- Gravity: 0.0375 -> -0.001
- Max Lifetime: 1000 -> 12
- RoF: 47 -> 2
- EMP 0 -> .00925
- Damage to Shields: 0.07 -> 9.5
- Effectively .007 -> .95
- Radius: .375 -> .65
- Number of Shots 15 -> 1
- **Ice Cannon**
- Gravity: -0.034 -> -0.001
- Velocity: 0.31 -> 0.16
- Max Lifetime: 12 -> 6
- Knockback: -0.0001 -> 0
- Damage: 50 -> 12.5
- Damage to Shields: 430 -> 250
- Effectively 43 -> 25
- Duration: 45 -> 10
- Weapon Path: Flak -> Multi Rocket
- **Blizzard Cannon**
- Gravity: -0.034 -> -0.001
- Velocity: 0.31 -> 0.16
- Max Lifetime: 12 -> 6
- Knockback: 0 -> 0.005
- Damage: 50 -> 25
- EMP: 3 -> 0
- Damage to Shields: 430 -> 500
- Effectively 43 -> 50 Damage
- EMP Duration: 1 -> 4
- Effectively ~1s of EMP state.
- Duration: 75 -> 15
- Energy Use 0.159375 -> .172
- Number of Shots: 2 -> 1
- Weapon Path: Flak -> Multi Rocket
- **The Absolute Zero**
- Gravity: -0.034 -> -0.001
- Velocity: 0.31 -> 0.16
- Max Lifetime: 12 -> 6
- Knockback: 0 -> 0.01
- Damage: 50 -> 75
- EMP: 3 -> 0
- Damage to Shields: 430 -> 1000
- Effectively 43 -> 100
- EMP Duration: 1 -> 8
- Effectively ~2 seconds.
- Duration: 115 -> 30
- Number of Shots: 4 -> 1
- Weapon Path: Flak -> Multi Rocket
- Cold Blue Weapon Path: Flak -> Cryogenics
[ 2024-04-24 18:05:59 CET ] [
Original post ]
Steel Symphony Steel Symphony Development Team Developer Steel Symphony Development Team Publisher Coming soon Release Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA Tags Game News Posts 27 🎹🖱️Keyboard + Mouse 🕹️ Partial Controller Support 🎮 Full Controller Support Controls Positive (10 reviews)
Review Score https://store.steampowered.com/app/2907220  Steam Store [0 B]Public Linux depots Inspired by JaGeX's Steel Sentinels , Steel Symphony is a 2D Action-Strategy platformer where players choose from an assortment of components to build their robot, or sentinel. The key to formidable customization is creatively balancing & optimizing statistics such as integrity, shielding, mass, weapon capabilities, modular arrange, and equipment carried. Chassis configuration, weapon loadout, and module selection constitute the essence of a sentinel: Chassis are selected archetypally dependent on class such as runner, jumper, flier, tank, colossus, etc... that are further configured to fill multiple roles. Weapons are chosen based on damage, range, rate of fire, energy dependency, area of effect, synergy with other weapons, and additional effects. Modules are delegated to give the sentinel protection, maneuverability, extra power, and/or more complex effects.
MINIMAL SETUP OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7 Processor: x64 architecture with SSE2 instruction set support. Graphics: OpenGL 3.2+. Vulkan capable. Storage: 1 GB available space
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