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Dying light trainer pc 1.6.2
Dying light trainer pc 1.6.2











** Since it should be fairly rare that there are ships being released from guard duty with no hostile strength present, I think it makes sense to remove this weird edge case behavior, and just always release the threat for general use no mater which factions are in the game. If none of them were present in the game (or hostile to the unit becoming threat), then threat would available for use against any faction.

dying light trainer pc 1.6.2

** There was a small list of possible factions that could randomly be picked. * Stop AI threat from being targeted at a random minor faction, if there is not hostile faction with strength on the local planet. * Don't show that ships can't be supercharged, if fleet wide bonuses are disabled by galaxy settings. * Add "Use Balanced Golems" galaxy setting, that seeds the re-balanced golems, and force it on in Expert+. * Remove leftover duplicate direct science tech settings that were being tested during DLC2 development.

dying light trainer pc 1.6.2

#DYING LIGHT TRAINER PC 1.6.2 CODE#

* Cleanup some memory leaks and duplicate logging in the wave planning code when tracing. This is an issue, since allied multipliers are additive, whereas hostile multipliers are multiplicative. ** Also, tally the allied and hostile speed and damage multipliers separately, before combining them, to avoid the result depending on ordering. ** This was undoubtedly a copy-paste error. * Fix speed buff calculation to use allied speed multiplier instead of attack multiplier. ** When enabled, officers will turn into basic transports on death. * Add an option to enable officer permadeath for deathwish mode. * Move the flagship bail out when crippled checks to the scenario, and factor out the counterattack logic to its own function. ** This mirrors the logic for human empires, though it isn't currently visible anywhere. * Record a hacking event when a Necromancer flagship is crippled, if losing HaP. ** One removed any remaining corrosion damage. ** One handled the phylactery healing, and didn't then mark it as needing to be repaired. * Make the two places in GameEntity_Squad which handle crippling have the same logic. ** Use this to move the necromancer specific logic out of the scenario logic. * Add a DoOnAn圜rippleLogic_MyFactionUnitsOnly_HostOnly method to faction deep info. * When I was simplifying the logic for exogalactic attacks, to remove the option for using relentless waves, I accidentally made them always use them. ** Also fix a place where a faction index was being looked up in `World_`. ** Change a few more places where sim was depending on whether a player was actively controlling a faction. ** This was causing the logic for crippled flagships to run only for actions with an active player, (salvage and various bits of Necromancer logic). * Change a couple of places that check if a faction is currently controlled by a player, to intead check if it is a player faction. *** Also make it an error to specificy any of those values, in that case. ** Remove a bunch of unused attributes on hacks that complete instantly. ** Make a couple of hacks against elderlings that take 0s actually complete instantly. ** Convert Tech Vault hack to use the hacking menu abstraction. Discover more at CasinosFellow* Switch Minor Faction Beacon hack to use hacking menu abstraction. Selamat datang games qq online no 1 indonesiaĬheck out the best online casino in Australia fast payouts guaranteed. Stay updated with the best new online casinos at today. The best casino bonus website is Onlinecasinoinformatie Nederland. You can find the best quick casinos in Finland at /pikakasinot If you’re looking for the best online casinos, look here.ġWIN New site for betting and live casinos in India:

dying light trainer pc 1.6.2

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Dying light trainer pc 1.6.2