Adds more powerful late and endgame combat capability to keep up with powerful enemies and huge biter bases. [[reupload]]
Version: 1.0.172 Date: Oct 20 2018 - Fixed crash on load with some users
Version: 1.0.164 Date: Oct 15 2018 - Rebalanced T2 flamethrower - Napalm rocket tech is no longer much more expensive than napalm shells - Tweaked plasma turret tech prereqs - Added option to make napalm not set trees on fire
Version: 1.0.160 Date: Oct 10 2018 - Rebalanced capsules - BobMods version of the Power Armor 3 recipe changed somewhat
Version: 1.0.148 Date: Sep 18 2018 - Added sticky turrets - Health alerts should now take priority - Fixed crash with Bob Warfare
Version: 1.0.144 Date: Sep 10 2018 - Added Supercavitating ammo type - Electric turrets no longer play low/critical alerts unless they have a zero idle drain, as non-drainless turrets would deplete entirely if power is lost - Tweaked a few tech costs - Made laser turret damage tech more uniform
Version: 1.0.138 Date: Sep 7 2018 - High-tier ammo now has some piercing damage - Ammo crate properly inherits damage from parent type - Fluid wagons no longer pop like balloons when bumped into - Shockwave turret rangeboost effectivity increased - Spitters will no longer stop just outside the range of a shockwave turret - Cheapened electric defence technologies - Turret range boost tech is now cheaper
Version: 1.0.135 Date: Sep 5 2018 - Shockwave turret damage technology now shows the effect in the tech screen - Moved shockwave turret earlier in the techtree, and replaced aluminum (if applicable) with nickel - Cannon turret now uses cobalt instead of invar - Acid turret now uses aluminum instead of cobalt - Fixed spurious turret alarms - Fixed some missing localizations - Added "weaponized electrical discharge" tech as a prereq for some defence technologies - Turret logi chests no longer show "no network" icons - Hid range-boost turrets from the bonus gui
Version: 1.0.132 Date: Sep 2 2018 - Rebalanced technology dependencies and recipes, with a focus on BobMods integration - Added command to silence the sounds from turret alerts for a user-specified length of time - T2 Flamethrower now requires Advanced Electronics 2 - Added option for more intelligent "low ammo" warnings, based on dealable damage and its relation to average enemy health at that evolution factor - Reduced concussion turret damage from 5x to 2x - Made concussion turrets available much earlier - Split incendiary ammo tech into pre and post uranium - Brought incendiary uranium ammo more in line with vanilla ammo DPS
Version: 1.0.120 Date: Aug 21 2018 - Redesigned robot and electric pole defence techs, they now have proper tiered and tech-level-dependent behavior - Added a radar defence tech - Trains and cliffs are now properly radiation-immune - Reduced reinforced-only wall strength from 4000 to 2000, and made it cheaper - Improved orbital strike performance