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Version 0.3.8 (a small release) is coming soon (it's currently awaiting authorization).

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Version 0.3.8 won't change to much about the game itself as I'm still busy with other things.
The new version will also include my Mod Launcher ;).
Changelog 0.3.8
Fixes
- increased the reacharge time of "Switch to Heavy Bolter" to 12, it had the wrong value
- the loading screen will now display the race-symbols
- the 'Knockback'-animation of the Tactical Marines will now stop correctly

Balancing
- increased the rate of fire and the accuracy of Plasma Guns
- decreased the cost to switch weapons (50 waaagh -> 0 waaagh)
- decreased the cost of the Scout's Artillery Bombardement (Req: 0, Waaagh: 250)
- increased the speed of Tyranid Warriors
- Hormagaunts in later armor-waves (20+) will now have slightly more health, Warriors a bit less

Gameplay
- added in hormagaunts that overjump your cover for later waves (20+)
- slightly changed warboss-behavior
- moved the 'Build Tarantel' ability of the Techmarine to level 2
- Techmarine now has a '360° Tarantel' (slightly more expensive: 360 req) on level 3
- Changed Devastator's 'Focus Fire' to use up energy and reduced the initial energycost to 20
- Scout upgrades reworked: Sight, Speed, Ballistics (lvl. 1-5)
- Sight:
Lvl 1: + 10%, + 2% Weapon range
Lvl 2: + 10%, + 2% Weapon range
Lvl 3: + 10%, + 3% Weapon range
lvl 4: + 10%, + 3% Weapon range
lvl 5: + 15%, + 5% Weapon range
- Speed:
Lvl 1: + 10%
Lvl 2: + 10%
Lvl 3: + 10%
lvl 4: + 10%
lvl 5: + 15%
- Ballistics:
Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time

Miscellaneous
-

Known Bugs
-

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