HomeGamesUpdatesPricingMethodology
Steam News6 September 20187y ago

Update Notes: Unit Anchoring

What's new? This update introduces the ability to anchor units to the ground, essentially turning these units into custom static structures. The update also brings several general improvements and changes.

Full notes

Full Uncrewed update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes2 additions5 changes0 removals
  • Gameplay
  • Balance
  • Fixes
changedWhat's new?This update introduces the ability to anchor units to the ground, essentially turning these units into custom static structures. The update also brings several general improvements and changes.
changedAnchoringTo anchor a unit to the ground, first a Mount needs to be constructed on any standard-sized build pad, and then the unit can be either dropped, or moved there. Provided the unit is equipped with an Anchor module, it will automatically attach itself to the mount. From there the unit can be detached, or rotated in-place (90 degree increments).
addedAnchoringAs mentioned in the previous announcement, when anchored, units become completely immovable, and thus will no longer experience recoil, or be susceptible to ramming. Anchored units are automatically repaired, recharged, and restocked via their mounts; though the repair speed is slower than that of dedicated repair facilities.
addedOtherOther changes and improvements introduced with this update include:
changedOtherUnits will now try to use not just the closest, but the best repair facility available. For example, units will generally prefer repair pads that are surrounded by repair bays.
fixedOtherFixed an issue where Skymagnet equipped fliers were unable to transport some very large units.

Uncrewed changes

changedThis update introduces the ability to anchor units to the ground, essentially turning these units into custom static structures. The update also brings several general improvements and changes.
changedTo anchor a unit to the ground, first a Mount needs to be constructed on any standard-sized build pad, and then the unit can be either dropped, or moved there. Provided the unit is equipped with an Anchor module, it will automatically attach itself to the mount. From there the unit can be detached, or rotated in-place (90 degree increments).
addedAs mentioned in the previous announcement, when anchored, units become completely immovable, and thus will no longer experience recoil, or be susceptible to ramming. Anchored units are automatically repaired, recharged, and restocked via their mounts; though the repair speed is slower than that of dedicated repair facilities.
addedOther changes and improvements introduced with this update include:
changedUnits will now try to use not just the closest, but the best repair facility available. For example, units will generally prefer repair pads that are surrounded by repair bays.

What's new?

This update introduces the ability to anchor units to the ground, essentially turning these units into custom static structures. The update also brings several general improvements and changes.

Anchoring

To anchor a unit to the ground, first a Mount needs to be constructed on any standard-sized build pad, and then the unit can be either dropped, or moved there. Provided the unit is equipped with an Anchor module, it will automatically attach itself to the mount. From there the unit can be detached, or rotated in-place (90 degree increments).

As mentioned in the previous announcement, when anchored, units become completely immovable, and thus will no longer experience recoil, or be susceptible to ramming. Anchored units are automatically repaired, recharged, and restocked via their mounts; though the repair speed is slower than that of dedicated repair facilities.

Other

Other changes and improvements introduced with this update include:

  • Units will now try to use not just the closest, but the best repair facility available. For example, units will generally prefer repair pads that are surrounded by repair bays.

  • Fixed an issue where Skymagnet equipped fliers were unable to transport some very large units.

  • Fixed an issue where some hotkeys would conflict with text input boxes in the unit designer.

  • Fixed an issue where healers set to auto-heal would automatically charge their targets up to 50%. Now automatic charging will occur when the charge falls below 50%, and will continue until either the unit is fully charged, or other more critical target becomes available.

  • Balance changesPlasma Thrower now deals more damage (18.0 DPS), its targeting speed has been increased, and the cost has been reduced (80 Pellets, 45 Heavy Pellets).
  • General minor bug-fixes and improvements.

Source

Steam News / 6 September 2018

Open original post

Changelog.gg summarizes and formats this update. How we read updates.