Version: 5.44 Spring Maps Freeware
Bug fixes for trollifier rain v1.26
– Fixes typo on line 660 causing an error.

Have there been any Recent Advances?
Version: 5.44 Spring Maps Freeware
Bug fixes for trollifier rain v1.26
– Fixes typo on line 660 causing an error.
Spring Maps Freeware
Bug fixes for trollifier rain v1.25
Fixes eta
HPBonus reworked. Every 30 seconds, the bonus goes up by 0.05.
Spring Maps Freeware
Bug fixes for trollifier rain v1.25
Fixes eta
HPBonus reworked. Every 30 seconds, the bonus goes up by 0.05.
This stable exists to fix some compatibility issues with Spring 95.0+. However as I was making a stable release and seem to be the most active balancer I decided to do some balance tweaks as well. People like to know about these sorts of thigs
= Balance =
Large Shields:
* Regeneration rate 57 -> 50 charge per second.
Brawler:
* Cost 800 -> 760
Banshee:
* Turret tolerance 180 -> 90 degrees
This makes it worse at fly-overs and at shooting aircraft.
Stiletto:
* Cost 600 -> 550
Vandal:
* Damage 70 -> 80
Panther:
* Speed 3.9 -> 3.6
* Normal Damage 160 -> 180
* EMP Damage 800 -> 1600
* Reload Time 2.5s -> 3s
* Max Paralysis time 1s -> 2s
Reduced debris damage 50 -> 20. This is mainly because debris damage was previously 0 and Blastwing became ridiculous.
= Other Things =
Fixed fixedwing and bomber unit type detection in gadgets for 95.0+. This was causing the “bombers fail to shoot” issue and probably some others but nobody noticed those.
Fixed Tick ejection from transports.
Amphibious units now automatically float when a transport is told to load them.
– Updated Bloom shader to use in-shader Gaussian distribution. This allows for
resolution-independence, and seems to perform better, at least on 2-year-old or
newer graphics cards.
– Removed Blur and Glow Amplifier settings, and Dilate pass setting from Bloom
shader. Added Maximum Highlight Brightness setting, which sets the maximum
brightness that will be added to the scene.
– Modified bloom thresholding to smoothly threshold. Pixels near the threshold
add nearly nothing, and it scales linearly to Maximum Brightness.