Holy mother of Change Logs...
I'm still going through (and the Spec Forces changes look AWESOME), but this... just this...
The Shards in the Fallen Spire campaign now move 4x as fast (still immune to all forms of speed-boosting, combat style, etc) and the response "chase spawns" now happen about 4x as often. Thanks to Eternaly_Lost and others for periodically raising laments at the length of time it can take to get one of those things back home.
Thank you. I used to go start folding laundry, cooking dinner, and general chores when moving one of these, checking in on the game every 15 minutes or so.
and, because Keith never giveth without taking away...
Added roughly (there's some randomization) one "brutal pick" to each AI homeworld on difficulties 7+.
Oh gods, we're back to triple Raid Engine possibilities on 10/10... and that may be a 'good' day, from what those core posts look like.
Artillery Guardian: Multiplier vs UltraHeavy from 3 => 5.
Multiplier vs Heavy from 2 => 5.
Multiplier vs Turret from 2 => 5.
Fixed bug where it had a multiplier vs Artillery of 0.1, now that's a multiplier vs Scout.
Base damage per shot staying at 160k*mk (base and bonus cap-dps now in range of laser guardian's new numbers).
Health from 1/5th normal guardian health to 1/2.
This thing really didn't need any help... a MK III could already lock down a Dyson in testing. Ah well. The rest of the guardians just got DANGEROUS... and that nerfing of the Laser Guardian is nice.
Alright, I'm sure these were hashed, re-hashed, discussed, dissected, rebuilt, destroyed, and Keith ran with his ears bleeding at some point or another, but wow, that's a lot of changes.
The reinforcement adjustments are massive... how is the reinforcement preferences working out? That looks damned intriguiging.