Version a0.7.10
Major balancing patch and bug fixes! Many Rank I Robots have been improved to be viable opening alternatives. Repair Masteries have been enhanced, along with other minor adjustments.
Balancing
Robots
Infantry
- UZ06: HP 10 -> 11, Damage 5 -> 6
- P.O.I.N.G. Unit: HP 15 -> 18, Speed 5 -> 4, Armor 3 -> 4, Resilience 1 -> 0
- Expert Geometer: Move 4 -> 5, Range 2 -> 1, Resilience 1 -> 0
Resource Gatherers
- EL-22 Turbine: Cost: kits 6 -> 4, stats adjusted accordingly. Its ability is now: +5 energy each time a Water tile is crossed.
- Military Repairer: No longer Ground-based, Move 3 -> 4, Armor 4 -> 3
- Flux: Move 3 -> 4, Range 3 -> 2
Buildings
Armories
- Laser Satellite: Cost 12 -> 13
- Air Tactics Center: Cost 11 -> 12
Factories
- The Shaper: Cost 8 -> 7
Labs
- Energy Channeler: Cost 10 -> 7
- The Galvanizer: Reduced the bonus from +3 Damage and +1 Aim to +2 Damage and +1 Aim for each Robot built.
- Time Accelerator: Cost 14 -> 10
Demolishers
- Fairground Spud: Cost 4 -> 6
Masteries
Armaments
- Piercing Bullets: Cooldown 3 -> 2
Destructions
- Death Wishes: Cooldown 3 -> 5
Meteorology
- Marine Calm: Cost :energy: 30 -> 10
Supplies
- Repair Ray: Cost :energy: 20 -> 10
- Remodel: Cost :energy: 30 -> 20
- Emergency Repair: Cost :energy: 35 -> 30
- Wrench Mastery: Cost :energy: 45 -> 30
Bug Fixes
- The description text for Mines and Plasma Factories now states "Starting from Round X" rather than "After".
- The calculation of kits and energy income for the next Round is now improved.
- If a Robot had Barrage Fire selected but no longer has the necessary range, it will now no longer attack.
