diff --git a/core/src/mindustry/content/UnitTypes.java b/core/src/mindustry/content/UnitTypes.java index dd2a344c1e..fe692a9f85 100644 --- a/core/src/mindustry/content/UnitTypes.java +++ b/core/src/mindustry/content/UnitTypes.java @@ -3684,8 +3684,8 @@ public class UnitTypes{ rotate = false; shootY = 0f; beamWidth = 0.7f; - repairSpeed = 2.2f; - fractionRepairSpeed = 0.04f; + repairSpeed = 3.1f; + fractionRepairSpeed = 0.06f; aimDst = 0f; shootCone = 15f; mirror = false; @@ -3750,8 +3750,8 @@ public class UnitTypes{ shootCone = 15f; mirror = false; - repairSpeed = 2.5f; - fractionRepairSpeed = 0.04f; + repairSpeed = 3.3f; + fractionRepairSpeed = 0.06f; targetUnits = false; targetBuildings = true; @@ -3826,8 +3826,8 @@ public class UnitTypes{ shootCone = 40f; mirror = true; - repairSpeed = 1.3f; - fractionRepairSpeed = 0.02f; + repairSpeed = 3.6f / 2f; + fractionRepairSpeed = 0.03f; targetUnits = false; targetBuildings = true; diff --git a/core/src/mindustry/entities/comp/LegsComp.java b/core/src/mindustry/entities/comp/LegsComp.java index 2eff75bf07..99576f666e 100644 --- a/core/src/mindustry/entities/comp/LegsComp.java +++ b/core/src/mindustry/entities/comp/LegsComp.java @@ -173,16 +173,18 @@ abstract class LegsComp implements Posc, Rotc, Hitboxc, Flyingc, Unitc{ //create effect when transitioning to a group it can't move in if(!move && (moving || !type.legContinuousMove) && i % div == l.group){ - if(floor.isLiquid){ - floor.walkEffect.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor); - floor.walkSound.at(x, y, 1f, floor.walkSoundVolume); - }else{ - Fx.unitLandSmall.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor); - } + if(!headless && !inFogTo(player.team())){ + if(floor.isLiquid){ + floor.walkEffect.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor); + floor.walkSound.at(x, y, 1f, floor.walkSoundVolume); + }else{ + Fx.unitLandSmall.at(l.base.x, l.base.y, type.rippleScale, floor.mapColor); + } - //shake when legs contact ground - if(type.landShake > 0){ - Effect.shake(type.landShake, type.landShake, l.base); + //shake when legs contact ground + if(type.landShake > 0){ + Effect.shake(type.landShake, type.landShake, l.base); + } } if(type.legSplashDamage > 0){