O Increase charge and leap effectiveness. Leap is still 40 damage per second, Charge was increased from 100 damage per second to 160 damage per second.
O Lowered armory cost from 20 to 15
O Electricity can now attack two targets at a time instead of one
O Lowered gorge armor from 75 to 50 (shouldn't affect gorge lifespan, as they usually have extra armor when they die)
O HMG cost reduced from 20 to 15 (marines should be able to attack at tier 2 without it being a make-or-break effort)
O Increased cloaking speed threshold so skulks don't wink in and out when using stairs
O Increased cloaking time a bit (one second divided by your current level of cloaking, ie 1 second, 1/2 second, 1/3 second)
O Fixed bug where weapon doesn't deploy after being rescued from a devouring Onos
O Fixed bug where turrets could be fire before they were built by recycling and building turret factories
O When you use a phase gate, it checks to see if there are any structures blocking the phase gate. If there are, it blocks the phase. It then checks to see if there are any players blocking the phase gate. If there are teammates that have phased within the last 2 seconds, it blocks the phase. If the phase succeeds, it kills any players that are on the phase gate. So teammates have a 2 second window to get off the phase gate; enemies are telefragged instantly. Structures however can still block a phase gate, though this will likely change in a future version.
O Removed frame-rate dependence when building structures
O Fixed bilebomb exploit that could sometimes allow it to damage through walls
O Handicap can now be set in non-tourny mode. Message displays like active resource nodes message, every 20 seconds.
mudancas mais importantes (na minha opiniaum): mudanca no pg (pra evitar q um alien bloqueie o pg), bile bomb (na veil o gorge podia matar a rt dupla pelo duto embaixo, pra chegar lah soh com jp). bom patch... sem nd polemico... tem mais bug e exploit fixes do q mudancas no gameplay...