- Fixed payload sources not being deactivated correctly
- Fixed player autotargeting units that cannot be hit [Mobile]
- Fixed inconsistent & jittery arrow animations for all bridge blocks
- Fixed screenshake permanently moving camera position when panning
- Fixed bullet heal percent being displayed as 0 when <1
- Fixed packet error occurring on core capture
- Fixed editor brush slider being displayed below text
- Fixed generators not saving item consumption cooldowns
- Fixed units not being able to build when core is empty and the build cost multiplier makes a block free
- Mods: Fixed JSON mass drivers not having a default bullet set
- Mods: Deprecated ExtendingItemBridge / LiquidExtendingBridge; use ItemBridge/LiquidBridge instead
- Removed "extension" animation for item/liquid bridges
- Removed mend projector orange phase tint (was too similar to overdrive projector)
- Removed mouse&keyboard option, it was never actually implemented [iOS]
- Removed block flow rate option - there is little reason to turn it off
- Made certain units with payloads automatically drop them near targets
- Logic: Fixed jump instructions not copying destination
- Made drill/extractor shading more realistic when rotating (Contributed by @sk7725)
- Minor tweaks to blast/laser drill spinner sprite
- Tweaks to thermal generator & coal centrifuge effects
- Improved UI slider appearance
- Steam: Renamed misleading "Local Servers" section to "Open Games & Local Servers"
- Tweaked block plan skip algorithm to reduce switching (Contributed by @buthed010203)
- Allowed mining of sand with double-click-to-mine enabled (Contributed by @buthed010203)
- Launch pads can now be disabled (but not individually!)
- Allowed pickup of derelict blocks
- Increased shale oil yield
- Made containers/vaults explode significantly less violently when linked to core - should not be a liability anymore
- Added new core landing animation
- Added new core launch animation for campaign
- Added graphics option to skip all launch/landing animations
- Added hint explaining derelict block mechanics
- Added tooltips for certain settings
- Added descriptions for new content
- Added display of fragmentation bullet stats
- Added sector import statistics
- Added approximate range circle when placing illuminators
- Added Call methods to play sounds on clients from servers
Flying unit AI has been improved:
- For AI teams, flying units will now correctly prioritize certain types of structures when attacking
- Eclipse prioritizes reactors, Antumbra prioritizes generators, horizon targets factories, etc
- Higher-tier flying units will no longer stop at "irrelevant" targets like walls or turrets
- For player teams, flying units will move straight to the enemy core
- This behavior aims to be more consistent with ground unit AI
The unit ammo system/rule has been redesigned:
- Removed resupply point block
- Made units resupply items from containers, vaults and cores, to be more consistent with power ammo
- Assigned different ammo items to many units
- Oct no longer acts as a mobile resupply point, as it cannot reasonably carry all different ammo types at once
- Mods: AmmoType is now an interface, and the AmmoTypes class has been removed. Create new Item/PowerAmmoType instances instead.