Thanks for the feedback guys.
Just a question, what is "repeat"? Is it the time between two attacks? I don't understand well.
Exactly right. And I updated the "answers" post to explain it.
"unpowered human structures will be removed immediately" should be "will be removed instead of marked" to make it less arbitrary.
Changed.
Building: "the HUD indicator is now 5 seconds per slice for both teams" you mean 2.5?
Ah, yea, looks like you're right. I was going off the SVN commit message.
Basi: "slash and grab range increased to compensate bounding box increase over regular basilisk (+3 to regular values)" I guess that only works if you are looking straight, but diagonally to corner of bbox increase is 5.19. Same for goons; 3.46 for maras.
Right, but, I'd say this is good enough. It'd surprise me if anyone had even noticed the deficiency.
Tyrant trample: "can longer be charged by walking into a wall" you mean "no longer"? And what is minimum height to kill RC in 1 hit? 
Fixed, and I don't know but it's 500 damage from the three-story drop on transit.
And what is the max alien regen modifier? x3x3=x9? in base near booster and +basi?
x3, healing auras don't stack (don't think they did in 1.1 either)
Booster poison: "lasts 10 seconds" should be "damage lasts 10 seconds"
Changed to "effect lasts 10 seconds"; damage is instantaneous.
What about building eggs on walls?
Hasn't changed (couldn't and can't).
Hovelport wouldn't increase alien mobility much if only grangers can use it...
Why increase it at all?
What's not clear to me (and sorry if it's been on the forum already): have the human weapons been changed or not? ... On the other hand, for years we got to drool over new or updated models of aliens and weapons. So, any change anywhere?
In case it wasn't clear from the title of this thread, I only listed
gameplay changes. I couldn't even tell you all the other changes that have been made if I wanted to. And for those that haven't even played any test games, you will see a few minor graphical enhancements in the beta but they are by no means final or comprehensive.
Does complimentary funds timer reset to max when u earn less then the amount u would get from it?
Thus it's better to in certain cases just sit and wait, just like with the old camper evos.
My suggestion would be to completely skip any "resets".
(Oh i just love pointing out those things even though I doubt it'll ever affect the gameplay in an actual game)
I'm aware of this, and if it were likely to have any affect on an actual game I'd definitely want the funds awarded every two minutes to be the normal amount minus the funds you earned in that period, if you earned less than the normal amount. I don't remember why we did it the simpler but "wrong" way, but I think it wasn't worth complicating the code to the degree necessary to implement it. Having no reset at all seems a bit silly.EDIT: Apparently my memory is going. Turns out I was wrong in thinking that the timer reset on killing things in 1.1, which means it doesn't currently either. Kev is right. Still seems a bit silly to me, but I kind of don't want to make any more changes at this time. Sorry for the confusion.EDIT 2: Correction again: kevlarman tells me that in 1.1 the timer in fact does reset on killing things, but it now does work the way he described: nothing resets the timer, you get free funds every X minutes.