== v0.9.9.4 ==[Spoiler]Added CaptainBenz's Catapult model and updated some spider textures. Fixed Initial States handing of Priority. All units have a Nanoframe Priority and constructors additionally have Constructor Priority. Tactical AI:
-
AA, skirms all gunships.
-
Added enemy velocity prediction.
There are particularly noticeable improvement to poor turn rate units such as Dominatrix and Scalpel. Reverted 25% Krow bomb reduction. That change was sneakily included in only in the previous stable. Fixed CAI's windmill nanoframe spam. Increased Panther's accuracy vs fast small units (Flea and Glaive). Fixed bug where Outlaw would slow down allied repair. Vindicator range reduction. Now it must fly over ground units to shoot them. It cannot snipe commanders with no retaliation.
-
The lasers now have spherical range
-
Range reduced 350 -> 300.
Added optional circular area command for manually bound Set Target commands. Fixed set target's overzealous target tracking when targeting a cloaked unit. Fixed small command menu quirk that occurred when it was clicked on with a terraform command selected.
== v0.9.9.3 ==[Spoiler]Balance:
-
Mace range 370 -> 355
-
Scalpel projectile slightly faster and with less acceleration
Added hovering unit state icons:
-
Icons hover over units when shift is held to indicate firestate, movestate and armorstate.
-
Configure icon activation and size though "Settings -> Interface -> Hovering Icons"
-
Free Factory and Low Power icons are integrated into the system so prevent overlaps.
Terraform:
-
Changed extra cost function from area to perimter.
-
Thin wall cost is unchanged, large areas are cheaper.
-
Leveler, Banisher and Goliath projectiles smooth terrain.
Bugs:
-
Fixed missing debris for Gunship Factory.
-
Fixed state update upon unit transfer between teams.
-
Fixed core selector crash.
-
Possibly fixed occasional extra commander on rejoin.
Added a nice looking exit menu to workaround muffa's crash that could be triggered with the default engine exit menu. Mobile Cloaker and Shield now flee enemies. As with all unit AI use hold position to enabled it only for the fight command and click the light bulb to always disable it. Catapult can now target gunships. Replaced extremely powerful CAI commanders with commanders that players could feasibly start a game with.
== v0.9.9 ==[Spoiler]Version number++ because the number bloat was getting really silly. General
-
Fixed smart retargeting of slow weapons
-
Fixed marker placement when units are transfered due to lag/AFK
-
Fixed solars closing and "under attack" sounds playing when "hit" by a friendly Outlaw
-
Aircraft factories float rather than resting on seafloor
-
Chicken: Replaced egg AI selections with a single egg modoption
Balance
-
Fixed an issue where missile cruiser had considerably lower stats than intended
-
Fixed torpedo frigates not having sonar
-
Fixed EMP missile homing when it should not
-
Screamer missiles are free to stockpile
-
Scorpion has a new multi-stunner special attack
GUI
-
Jumpjet GUI is drawn for queued orders even if the last order in the queue is such that the start position of jump is not precisely known (construction, area orders)
-
Removed the massively annoying blinking of point tracker
-
Initial States includes gunship strafe
Graphics
== v0.9.8.8 ==[Spoiler]Kodiachi. Attempted to make it worse vs Raiders and Riots and a bit easier to use.
-
Doubled turret turn speed.
-
Turnrate 616 -> 750.
-
Damage 300 -> 120.
-
Groundfire duration 200 -> 300 (a static unit should receive the same damage
as before).
Outlaw. More range and slow to make it better vs the longer ranged raiders.
-
AOE: 512 -> 600 (this is diameter)
-
Wavefront speed reduced 40%. This makes it worse against fast low hp things
so it doesn't completely WTFOMG them.
-
Damage 100 -> 75
-
EdgeEffectiveness 0.75 -> 0.95 (better damage at range)
-
Reload Time: 0.9 -> 0.85
-
Slow Damage: 36 -> 55
Pyro. Was probably accidentally buffed with engine and prediction change.
-
Range 280 -> 260
-
DPS reduced 15%
Thug. Increased weight by ~12.5%
-
Cost: 160 -> 180
-
HP: 850 -> 960
-
Shield: 1100 -> 1250
-
Regen: 15 -> 18
-
Starting power 650 -> 850 (I think 2/3 starting sounds nice).
-
Damage 150 -> 170
Felon:
-
Starting power 600 -> 800 (for consistent 2/3 with Thug)
Firestorm:
-
Health 580 -> 660 (survives 1 Haxor)
Banisher:
-
Reverted Double ROF
-
Range 400 -> 460 instead
== v0.9.8 ==[Spoiler]Infrastructure:
-
special 1v1, ffa, team and coop autohosts - do map picking and balancing automatically when you start and end game. Tag the maps!
-
each map can have starting commands set - like boxes, metalmult etc
-
server side unified springie admins
-
global mute, lobby ban and site ban penalties are now working
-
on starred autohosts use !map to let it pick next map
Game:
-
on "team" game autohosts smaller team players also get extra comm (not just on PW)
== v0.9.6.1 ==[Spoiler]General
-
Added a voice command widget (Windows only)
-
Implemented the Strider hub. This builds all the units previously exclusive to the Athena (from which they have been removed), as well as the missile sub, battleship and carrier (no longer buildable at the shipyard).
-
(Re)added the Surfboard, a transport from which land units can fire
-
Fixed Missile Silo not working properly
Modules
-
Fixed aiming/firing issues with torpedo module
Chicken
-
Fixed excessively fast teching in chicken
-
Fixed chickens inappropriately going after human/CAI players on their team
-
Chicken/burrow count rises less dramatically with playercount in large games
-
Speed Queen has more health
Interface
-
Playerlist is much slimmer now; uses icons instead of text for ping/CPU indicators. A numerical reading is still available from the mouseover tooltip. Also fixed some bugs with player display.
-
Core Selector: default number of buttons reduced from 8 to 6 (can be changed in settings). Comm selection hotkey more responsive.
== v0.9.6 ==[Spoiler]Several fixes for important bugs in this quick post-Christmas update. Changelog includes v0.9.5.1 changes. Fixes
-
Fixed bombers trying to attack with no ammo
-
Fixed "Hadron collider" unit launching exploit. Buildings can no longer be placed in open factories.
-
Fixed Strike Commanders always having cloak
-
Jumping resets a unit's velocity again
-
Chicken: Fixed resetting of tech timer to its lowest possible value each time a burrow was killed
-
Slowing weapons now affect construction speed
-
Fixed Storage description
-
Healthbars cannot show negative health values.
Interface
-
Fixed Ctrl+C selection of commanders with more than one commander
-
Commanders can now have their initial fire and move state set through the menu. Game -> Unit AI -> Initial States -> Misc
-
Command menu tabs can be scrolled with [,] and [.]
Balance
-
Flamethrower weapons now lead their targets more reliably (as a side effect, they may look odd with LuaShaders off)
-
Catapult: cost 4000 -> 3500; AoE 96 -> 128; HP 4500 -> 4000
-
Thug beefier: HP 800 -> 850; Shield 1000 -> 1100; Shield regen 14 -> 15
-
Tick: Param time 30s -> 25s; Damage 4k -> 3.5k
-
Behemoth: cost 3000 -> 2500
-
Firewalker is more accurate
-
Bandit turret turns 55% faster
Graphics
-
Pyro has a new texture
-
VR Grid no longer obscures weapon effects and the like
-
Behemoth has a flashier weapon effect
== v0.9.3.1 ==[Spoiler]Christmas comes early for good boys and girls! Santa's bringing a new version, with lots of bugfixes and an awesome increase in framerate! (Unfortunately, we also had to reset your widget settings and keybinds. Sorry about that. You should back up Documents/My Games/Spring/uikeys.txt if you modified it manually.) Engine
-
Should no longer crash on default settings with Intel cards
-
Implemented a new terrain rendering system (much much faster)
-
Improved pathfinding
General
-
Added awards for building mexes and doing damage with commanders
Modules
Balance
-
Felon: HP 1000 -> 1400, cost 700 -> 650
-
Dominatrix works faster on damaged units; cost 400 -> 420
-
Typhoon (corvette): HP 2400 -> 2200, damage per shot 11 -> 10
-
Shipyard HP increased 50% (4000 -> 6000)
Graphics
-
New Welder (tank constructor) model
-
Fixed missing subs and precision bomber weapon effects when hitting underwater targets
-
Improved Skeeter, Pillager and Crabe weapon FX
-
Krow corpse scaled down to fit unit
Interface
-
Fixed crashes in player list and unit XP display
-
Added Map category to widget list
== v0.9.0 ==[Spoiler]Engine
-
Linux desyncs should be fixed
-
Vehicles maintain speed on turning properly
-
Reduced pathfinding lag and improved "flow"
-
Heightmap changes (e.g. terraform) invisible outside LOS
-
Radar plane LOS not based on ground position
-
Players are no longer defeated if they lose all units (including /take) as long as their allyteam is alive.
-
Units target things that they can no longer see for a lot less time
-
Units no longer attack recently captured units
-
/advshading command replaced with /advunitshading; analogous /advmapshading command added (try this if you're experiencing lag or graphics-related crashes)
-
/dynamicsun command added - toggles dynamic sun shading. May be buggy, recommend disabling.
Large blocky map texture and extreme CPU drain from the start of the game are known issues that affect a few players. Try to fix these with '/advmapshading' and '/dynamicsun'. Otherwise update graphics drivers and if problems persist create a ticket. Lobby
-
It is now possible to set "Data folder" where all content is stored (maps, games, engine, configs, logs) -> for people who run c: on small SSD
-
Fixes to default configs
General
-
Fixed Spidermonkey egg issues
-
Commanders which forgo a weapon at level 1 can keep the free peashooter at level 3
-
Pylon locked
Balance
-
On-fire effect from Firewalker, Inferno and corresponding commander weapons much shorter (so it expires quickly if you leave the burning area)
-
Moderator does 33% less slow damage
-
Slow effect capped at 50%
-
Merl cost reduction (800 -> 700) and damage increased (650 -> 700)
-
Puppy range increase (145 -> 155) and health increase (60 -> 80)
New unit, Felon. A heavy shieldbot walker which uses shield charge to power it's fun.
-
700 cost
-
Slow speed
-
Shielded
-
Accurate LLT range
-
It uses shield charge to fire, use with Thugs and reduce it's damage output by shooting it.
-
Discharge from full shield does 1600 damage in 2.4 seconds
-
DPS is 27 when drained and reliant on regen.
Modules:
-
Hellfire Grenade burns a much larger area; reloads more slowly and costs more
-
Disruptor bomb does 25% more slow damage
-
Kodachi AoE down to almost what it used to be
-
Gauss rifle a bit stronger
-
Missile launcher range down (450 -> 415) - now requires two range modules to outrange LLTs
-
Standoff Rocket a bit cheaper
GFX
-
Fixes to VR grid; disabled on all default settings except maximum
-
Improved large napalm effects
GUI
-
Fixed many playerlist issues
-
Core selector should work in spectator mode
-
Fixed incorrect values reported by resource bar
-
Fixed randomness in music player
== v0.8.13.4 ==[Spoiler]Gameplay
-
Fixed some bomber behaviour issues.
-
Fixed Scorpion not being radar invisible when cloaked.
-
Dominatrix has more speed; turret turns faster.
Modules
-
Assault Cannon and Missile Launcher do more damage and have more range.
-
Gauss Rifle reloads faster.
-
Slasher unpacks 20% faster.
-
Slow Beam and High Power Servos a bit cheaper.
Visuals
-
A VR grid is drawn around the map.
-
Player list should work properly now.
-
"Night" effect: Start at dawn instead of midnight (configurable).
== v0.8.13.3 ==[Spoiler]Chat fix. It is now always open by default and autohides if 'minimised'. Module costs:
-
Hevy masheengun 100 -> 125
-
Rawket lawnchair 150 -> 125
-
Aerea sheelde 400 -> 450
Re-enabled target on the move. == v0.8.13.2 ==[Spoiler]
Overdrive fix. It now should work entirely this time which is a first.
== v0.8.13.1 ==[Spoiler]
Decoupled reserve metal from storage structures, reserve is now controllable with a slider bar on the resource bar. Energy is also reserved at the metal reserve level, does not affect non-constructor energy drain.
Overdrive behaviour improvement (may fix a bug that occurs at high energy).
Scorpion fixes.
Added minimisation buttons to Minimap, Chat and Playerlist.
== v0.8.13.0 ==[Spoiler]Interface
-
Playerlist ping goes up to 999 seconds (to show rejoin)
-
Chat and Playerlist have option to not hide on ESC
-
Healtbars in unit selection and tooltip are now colored.
Bugs
-
Fixed patrol orders in gunship factory queue
New Stuff
-
Added Zenith, 30k cost superweapon that calls down reclaimable and hazardous asteroids.
-
Added Scorpion, 3k cost all terrain cloaky mech.
-
Added Assault Cannon and Missile Launcher commander weapons. Arty upgrades from Assault Cannon instead of riot.
BalanceEMP missile
-
Removed unintentional homing
Jethro
Archangel
-
health 1050 -> 1500 (now in line with Tarantula)
-
removed jump charge time.
-
Increased aim speed dramatically (4.5x) because it could aim much slower than turn. This was annoying to use and unrequired.
-
Made bullets fire properly on fixedwing (engine brokenness)
Copperhead:
-
Fires properly on fixedwing (engine brokenness)
Shadow:
-
HP: 1250 -> 1200
-
Speed: 10 -> 8.8
Snake (light sub)
-
HP:1100 -> 1250 (2 shots from prec bomber and sniper sub)
Serpent (sniper sub)
-
Damage 1200->1100
-
HP:2600 -> 2300 (So that its HP can be cut while still 3-shooting other sniper subs).
Torpedo Frigate
== v0.8.12.0 ==[Spoiler]
-
storages now reserve the metal stored. To use it you need to set construction to high priority. Morphing or weapon reload (nuke) automatically taps from reserve.
-
clan icons and avatars are visible in lobby and ingame. New playerlist shows rank icons and clan icons too (only works 100% for people who use Zero-K lobby).
-
ingame GUI streamlined - playerlist, console with chat history and epic menu can be all displayed/hidden by pressing escape. Console appears when you start typing text. Important ally and enemy chat messages appear in bubbles.
-
text to speach is silent for spectators
== v0.8.11.0 ==[Spoiler]Design:
-
Made some tweaks that should hopefully improve vehicle movement
-
Commanders of disconnected people spawn at 30s instead of 2 minutes
-
Bad target category improvements for Dominatrix and Reaper
-
Fixed shipyard footprint etc. issues
-
Chicken: changed some tooltips; added a new supporter chicken; made queen health scale with arrival time; added tech time floor
-
Removed reload bonus with xp.
-
Double commander recipient in planetwars now also has double storage. This is to prevent excess at the start of the game.
-
Added target setting on the move functionality. It can be completely controlled with hotkeys but by default it will keep a unit's target when an explicit attack command is cancelled by a move command.
Simplified armour system:
-
Razor's Kiss damage reduction 0.2 -> 0.25
-
Pitbull damage reduction 0.15 -> 0.25
-
Pitbull health 2250 -> 3000 to compensate
All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33. Interface:
-
Nano turret added to Unit AI -> Initial States menu under Static.
-
Changed style of terraform icons.
Balance:
-
Krow bomb reload time 20s -> 30s
-
Hammer projectile even slower
-
Napalm missile and Firewalker:Ground fire duration increased 1.5x, DPS halved
-
Slight tracking added to prec bomber, it can hit subs that jitter out of the way
-
Venom damage 800 -> 600
-
Bantha cost 12000 -> 10500
Graphics:
-
New Shield texture, small jitter effect for large shields.
-
Added some pointless flashing lights to things
== v0.8.10.0 ==[Spoiler]We've introduced some new models, and implemented a brand new (experimental) faction system for PlanetWars. Lots of other changes too, be sure to read the whole changelog! ----- PLANETWARS NEW ROUND! ----- New PlanetWars homeworld system:
-
each clan can select one empty planet as their home (if they have enough influence spread through galaxy on unocuppied planets). Influence is moved from those spread planets to new home.
-
at any point, clan can "consolidate" influence from spread unowned planets back to homeworld
-
only clan founder or people with rights can perform this action
-
free planets for clans after first battle removed
Factions:
Introduced taxes:
-
influence generates $2 per 100 influence for owner
Introduced corruption:
-
corruption reduces planet income (mines and tax). Corruption depend on ratio between first and second clan influence
Introduced decay:
-
if there is a corruption on the planet,each clan loses 10 influence every turn
Changed fleet behavior:
-
fleet capacity - it does not represent max total ships anymore, but ships you can deploy at one planet. This fixes issue with jumpgates etc
-
bombing also reduces influence by 3% and 10% if there are no more structures
tweaks:
-
clan domination malus decreased and capped at -70
-
max clan size 8, no matter the player skill
-
game can be started again even if composition score is not good
-
mines nerfed
------ GUI: ------
-
Added widget; Replace Cloak Con Orders (disabled by default). It turns repair and reclaim orders into move orders if given to a cloaked constructor. This is to prevent unfortunate accidental decloak when navigating a wreck field with Rectors or cloaked Commanders.
-
Added terraform tooltip that shows hotkeys for each type of command when using that command.
-
Tactical AI no longer activates when a unit is set to hold position and an attack command is given by the player (now it required fight to activate).
-
Fixed transport AI wait bug (transported units were sometimes kept in "waiting" state)
-
Added a new minimap icon for Pylon and adjusted the Geo/Fusion one. Some very small units, mostly mobile bombs, are now displayed as minimap icons at lower than default zoom levels.
------ GAME BALANCE: ------ Commander Modules:
-
Sheild drain 6 -> 12 (to be equal to mobile shield)
-
Energy cell back to correct value (+6e), cost reduced (250 -> 225).
-
Removed range bonus from Nanolathe
Commander Weapons: Dgun:
-
12% more damage
-
33% wider AOE
Gauss Rifle:
Riot Cannon:
-
AOE 136 -> 128
-
Damage 250 -> 240
-
Range 290 -> 270
Shotgun:
Almost all death explosions crater 12.5% less to make the terrain a bit more Vehicle friendly. Faraday:
Hammer:
-
Range 860 -> 820
-
Speed 1.72 -> 1.62
Thug:
-
Shield regen rate 12 -> 14
Dominatrix:
-
Cost 420 -> 400
-
Capture decay rate 5% -> 4%/s
-
Delay before degrade 2 -> 5s
Dante:
-
Missile range 520 -> 460
-
Cost 3600 -> 3500
-
Speed 1.7 -> 1.75
Tacnuke Missile:
Firestorm:
Shadow:
Behemoth:
-
New model (Mr Bob)
-
Damage 300 -> 600
-
Reload 6 -> 10
-
Range 1650 -> 1850
-
Shot is slower and arcs
Krow:
-
Flipped model (flys 'forwards'), restricted arcs. Can now only fire 2 guns at any point on the ground.
-
Damage increase 50% to compensate for arc loss.
-
Health 17000 -> 17500
-
Can fire missile storm below it every 20 seconds, manual fire.
-
Removed gravity beam, missile storm replaces it.
Fixed slow weapon interaction with Stiletto and Krow burst weapons, the burst is now slowed. Chicken:
-
Spires do more damage
-
Burrows should no longer spawn in lava
------ GRAPHICS ------ New Recluse, Venom, Tarantula and Weaver models. by CaptainBenz. == v0.8.9.1 ==[Spoiler]
-
Chicken: reduced Toad flooding; fixed Diggers and Spires; tube spawns based on aggression rating change for the previous wave rather than current total; fixed a div0 error
-
Rapier HP down some more (1400 -> 1300)
-
New animations for Glaive
-
Terraform spawns at ground height as visible to the player; fixed having LoS
-
HLT cost 400 -> 420; fixed wreckage value
-
Standardized comm hitvolumes
-
Fixed an error with slowbeam weapons
-
Fixed nanolaser flare
-
Fixed normalmaps for some units
-
Fixed jumpers leaving tracks on the ground while in midair
-
New jump animation for Archangel
-
Seismic missiles work against terraform in progress
-
Updated some unit descriptions
== v0.8.9 ==[Spoiler]
-
Nanospray converted to a nanolaser at lower graphical settings; works with Lua shaders off (e.g. minimum settings)
-
Modules
-
Reworked Plasma Artillery conversion:
-
Basic version has medium damage and rate of fire, with some inaccuracy (particularly against moving targets).
-
High Caliber Barrel makes it comparable to the old artillery module.
-
Napalm Warhead sets targets on fire briefly, but does not create a fire cloud. To get the fire cloud effect, both High Caliber Barrel and Napalm Warhead are required.
-
All combinations have a shorter base range than the old arty module.
-
Companion Drone will not fly further than 450 m from the parent commander (half of previous range).
-
Disruptor Beam no longer has a range advantage over Slowing Beam.
-
Gunships
-
Rapier HP 1500 -> 1400
-
Brawler HP 2400 -> 2800
-
Banshee can fire 60° off-axis (from 45°)
-
Chicken
-
Overhauled the system for greater transparency. A single value, the player aggression rating (aggro), controls chicken responses to tech.
-
Positive aggression ratings cause the chickens to spam more and produce defenses.
-
Negative aggression ratings cause the chickens to tech faster and produce more Toads. At sufficiently low values, the chickens can use special abilities to bypass defenses.
-
Added a new flyer chicken, the Roc.
-
Faraday delay between shots 2.4s -> 2.8s
-
Defender damage 110 -> 105
-
Crabe can cancel its curling before completion
-
Fixed an occasional error with Stiletto attack runs
-
Readded comm selection announcements
-
Advanced camera disabled by default
== v0.8.8.2 ==[Spoiler]
-
Fixed a general interface crash
-
Fixed several issues with Core Selector
-
Fixed factory build progress in main menu not displaying
-
Fixed high-level comms trying to fit into gaps they can't
-
Fixed Companion Drone doing 10% the damage it should
-
Fixed cruise missiles (from silo) not counting towards damage dealt
-
Jugglenaut no longer attempts to use its gravity guns on gunships
-
Shadow works properly when given a fight order while on Fire at Will
-
Jethro and Bantha do a bit more damage
-
Removed ally comm selection announcement
-
Planetwars: Buildings should no longer spawn in lava
-
Voting GUI now has a 1s delay between votes (to prevent spamming)
== v0.8.8 ==[Spoiler]
-
Game interface:
-
new "selector" bar, shows idle constructors, commanders factories
-
ally chat is automatically converted to speech (with Zero-K lobby)
-
chat bubbles stack to bottom, only ally chat and point bubbles appear
-
go to last alert button for minimap
-
only ally chat makes "ping" sound
-
changed default layout
-
main menu layout tweaks and improvements
-
bomber ammo icon displays for specs
-
Lobby:
-
removed rarely used features - quickmatching, follow, auto ready
-
page loading in progress indicator for browser
-
settings tab overhaul - easy way to pick one of graphics details presets
-
after engine crash, lobby offers to switch to minimal config
-
initial game resolution is set to match desktop resolution
-
Zero-K lobby now distributes proper default configs with bindings and settings optimized for ZK
-
PlanetWars:
-
team balancing tweaks
-
it is now possible to buy/sell influence from "locals" - at any time, at high (buy)/low (sell) prices
-
Unit properties:
-
Krow behavior fixed; now comes with a gravity gun
-
Stiletto attack run length reduced by 33%
-
Dante rocket salvo fires twice as fast (takes half as long to finish)
-
Concussion Shell has more AoE and impulse; Disruptor Bomb does a bit more damage
-
Plasma Containment Field no longer affects Heavy Machine Gun
-
Shadow dives to hit targets under shields by default; can be made to never dive, dive against any target, or to always fly at low altitude.
-
Misc:
-
replaced commander teleport effect at start of game with a better one
-
commanders grow dramatically in size with levels
-
fixed Chicken Suicidal difficulty
== v0.8.7.2 ==[Spoiler]
-
Fixed gravity guns targeting statics
-
Fixed edge-of-startbox bug
-
Fixed issue with Cloak Fire State applying to units it shouldn't
-
Licho HP 2800 -> 2600, range 700 -> 500
-
Ultimatum cloak cost 10/50 -> 8/24
-
!PlanetWars: Numerically smaller team gets free comms assigned to best players to make up for the difference
-
Chicken
-
Burrow wave bonus down
-
Burrow queen time up
-
Queen
-
Base HP increased
-
HP reduced on early appearance
-
Retains paralyze and capture damage when morphing, can't morph when paralyzed
-
White Dragon drops an egg
-
AI picks its own comm instead of whatever parent player picked
-
Pit Bull uses a gauss cannon instead of the old rocket launcher
-
Bantha HP 35000 -> 36000
-
Cluster Bomb has a bit more range
== v0.8.6 ==[Spoiler]Inverted commander icon scheme (commanders use the nice icon and Ultimatum uses the square shoulders ugly icon). Skuttle impulse to 25% (that is assuming the impulse weapon attribute is linear). Cursors for Jump and Special Weapon added. Fixed commander wreckage tooltip. It now carries the commander name and space click shows modules and weapons. Commander base cost 1600 -> 1200. This only affects things that attack vs cost (capture) and the value of wreckage. Unit mass equation changed.
-
Old Mass = `9*(cost*0.5 + hp*0.1)^0.55`
-
New Mass = `6.5*(cost*0.5 + hp*0.125)^0.6`
Masses have changed by no more than 10%, cheap things are lighter and expensive ones are heavier. Fixed Tick being left out of EMP resist change. Remove automatic firestate change from Tick when it burrows or unburrows. Removed Wolverine morphs since it can't get XP for them Scalpel can morph to Penetrator. Gnat
-
Speed 10 -> 8
-
Damage 400 -> 320
Reaper cost 900 -> 850 Puppy Range 120 -> 145 (originally 190) Infiltrator:
-
Speed 2.707 -> 2.55
-
Cost 200 -> 280
-
Para Time 40s -> 35s
-
Cloak Cost while static: 0.2 -> 4 (Skuttle 5)
-
Cloak Cost while moving: 1 -> 12 (Skuttle 15)
Venom speed 2.85 -> 2.7 Rogue AOE 68 -> 75 Fixed Racketeer aiming issue. 'Medium' ships now go anywhere light ones can as medium and light is a hard distinction to make. Sub
-
HP 900 -> 1100
-
Damage 500 -> 410
Reduced Recon Commander Chassis base HP:
-
1: 2250 -> 1800
-
2: 2750 -> 2400
-
3: 3600 -> 3150
-
4: 5000 -> 4000
Ultimatum healthbar no longer hidden from enemies. Licho shot explodes when it reaches where the target was - stops the missile from flying around in the air. Can now shoot at fixed wing. Jugglenaut has a laser fire sound and gravity beams now pass through shields (in line with the Newton change). Fix for giving attack commands to enemy airpads with bombers. Commander spawning fixes:
-
Fixed bug that gave players 2 commanders in a certain situation.
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Default Commanders are now spawned 2 minutes into the game for all teams that have not yet spawned a commander.
Alternate Battlecom model in use to fix strange and rare desync bug (no visible change). Units with shields are now completely unable to be cloaked because the shield is still visible. As such cloak module on a shielded commander will do nothing. Removed Venom, Faraday and Tick EMP resist. No EMP resistance remains. Fighters no longer collide. Light transports can no longer carry commanders around. They can also not carry heavy things such as Sumo and Goliath. If you ever wonder whether something can be carried use this simple equlation `6.5*(cost*0.5 + hp*0.125)^0.6` > 365. Added ingame structure spawns for planetwars. Structures built on planets now appear ingame for dirty mercenaries to pillage haphazardly. == v0.8.5 ==[Spoiler]==TLDR== Removed many special rules around commander (emp resist, hidden HP etc..) Many module and weapon rebalanced, most notably:
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Autorepair 25hp/s -> 20hp/s
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Fixed Range and Damage adjustments (were cumulative)
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Fixed Speed changes not stacking, will make many Adv HP actually slow people down
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Heatray and Sunburst damage nerfs.
Changed EMP system. Paralysis percentage/time will not change when the unit is damaged. Paralysis threashold required to stun a unit is still based on current health. Infiltrator EMP damage 15000 -> 8000 (as system changed) Fixed Sumo and Gnat scripts. Added a widget that allows players to individually configure the starting state of their mobile units through the menu. Added Team Commends mode as a test, defaults to OFF. When enabled if at any time an ally team has no commander the entire ally team will explode. Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score. ==Full== Many special behaviour rules removed for the commander:
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No longer Fireproof (as in it could not be set on fire)
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No longer 90% EMP resistent
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Removed extreme heavyness (about 2x the value it should have had) will increase with levels, mass = ((cost/2 + health/10)^0.55)x9
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Health is now unhidden from opponents.
Activatable weapon abilities (comm specials, dante) can now take units as targets instead of the ground below. This should make firing more reliable as when a unit is the target the shot will be aimed higher so will not be blocked by as many things. Also aircraft can now be aimed at. Commander morph time = 20, 25, 30 dependant on level (increasing with level). This means drain rate is dependant on modules cost. Pure slow weapons do half their slow damage to shields, composites (disruptor, purple bullet modules do just normal damage):
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Moderator
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Slow Beam weapon module
Modules\Weapons:
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Plasma Containment Field adds %30 to weapon range regardless of the weapon type (only for the 3 weapons the module affects)
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Autoflechette Mod reload time penatly -50% to -40%
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Heatray damage 30 -> 25
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Sunburst damage 2500 -> 2400
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Concussion shell impulse less crazy, upped damage a bit to compensate. Loses the gauss effect.
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Auto Repair rate 25 hp/s -> 20 hp/s
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Decloak radius 100 -> 75, same as every other unit.
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Fixed Range and Weapon percentage bonuses being cumulative
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Fixed Speed changes not stacking. So Adv HP Slowdown works properly as does the Speed Increase Module.
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Personal and Area Cloak modules set the decloak radius of the Commander to 150.
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Napalm Warhead now causes Plasma Artillery to shoot Firewalker-like shots.
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Gauss rifle weapon now shoots much faster and has more damage to compensate. As gauss deals damage to units as it passes through units this makes Gauss better against small things as they would only collide with the projectile once. This is similar to the fix for the Hovercraft Raider.
Some module costs also changed but these are updated without a version release so hard to keep track of. Level 3 and 4 Commanders are more explosive. Recon Commander Changes:
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Loses Damage Bonus (was 5%, 10%, 15%)
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Removed base speed increase with levels. Replaced with percentage speed increase; 7.5%, 15%, 30%. These numbers yield very similar speeds to the old base speed increase, the difference is only apparent when speed affecting modules are used on the Commander.
Changes to EMP system.
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EMP percentage or time no longer changes when Health changes. As in no more repairing for faster regen or and taking damage does not increase paralysis time.
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A unit is still easier to EMP when on low Health, EMP damage that needs to be dealt to a unit to stun it is still equal to it's current health.
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So in effect dealing (or healing) normal damage to a unit scales EMP health such that the EMP percentage or timer does not change.
Infiltrator EMP damage 15000 -> 8000 (as system changed) Fixed Sumo aiming for good, now using a mathematically thought out implementation instead of a random jumble of trig. Fixed Gnat aiming script. Fixed Blastwing producing energy when landed (negative cloak cost). Fixed Line Of Sight for Recluse, Rogue and Commanders. LOS for units with less than 545.5 is always >= 1.1*weapon range.
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Commanders now follow this rule, LOS maximum is 600.
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Other 2 units just had LOS adjusted slightly to account for the small range changes they had a few versions ago.
Added new award: Share Bear. Share at least 5000 metal worth of units to a teammate and you're eligible to win. However, receiving units from teammates subtracts from your current score. Space-clicking on a commander will display all modules it has, as well as its paid-for cost. Blastwing back to fire at will be default. Changed target catergories:
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Penetrator and Annihilator now shoot at Fixedwing though they prefer not to.
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Goliath, Blackdawn and Brawler now shoot at Fixedwing and Gunships, prefer not to. Brawler has fire tolerance (ability to fire sideways) 60 -> 50.
Brawler and Blackdawn were tested. Brawler is really bad against air, it misses all the time. Blackdawn is even worse except for against Krow as Krow is a large target. Added a widget that allows players to individually configure the starting state of their mobile units (state when the unit is created or given to you). States include:
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Firestate
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Movestate
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Cloak
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Tactical AI
Found under Spanner -> Unit AI -> Initial States. Finally removed Constructor buildable mine. Added Team Commends mode as a test, defaults to OFF. When enabled if at any time an ally team has no commander the entire ally team will explode. Goliath, Blackdawn and Brawler can now shoot at air.
== v0.8.4 ==[Spoiler]Important changes:
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Hopefully eliminated cloak field ATI bug for good
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New unit, Disco Rave Party
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Puppies much weaker
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Bombers can be controlled after dropping bomb
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Windmills turn into tidal generators on water
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Multithread warning time increased to 30 seconds, does not disable interface
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Fixed exploit where locked units could still be built without disabling the unlock system entirely
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Multiple fixes to chicken; increased anti-lag threshold and allowed burrow spawning when anti-lag is on
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Fixed allied CAI picking the player's commander for him/her
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Commanders remain functional while morphing
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Units become easier to paralyze when damage
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Lightning units do a bit less paralyze damage to compensate
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Vandal and Catapult do slightly more damage, Brawler and Tremor have slightly more range, Racketeer has more AoE and is cheaper
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Krow slower, shorter range
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Reworked seismic missile
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Starlight requires no energy
Many modules have also received price tweaks over the past two weeks, so you may wish to check the available selection again.
== v0.8.3 ==[Spoiler]
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Fixed Commander shield + 2 weapons
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Fixed battle commander brokenness
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Fixed crash due to some module combos
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Nerfed Skuttle Damage 10k -> 8k
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Nerfed Krow speed (93%) and range (87%)
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Increased comm HMG range to Riot Gun range
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Fixed jamming missing for commander cloaker
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Potential workaround for teal fog bug
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Using Licho OD which is apparently better than the 0.8.2 version.
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Added Mr.Bob Screamer and Jump Factory model
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Fixed Carrepairer's camera (apparently)
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Fixed ferry points
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Nuke now unlock, shieldbots swapped with cloakybots for unlock
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Better interface for Auto Assist widget, state toggle and default setting
through menu.
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Fixed mex overdrive failure to update income if a mex dies on a large raidius
map (Think Azure), this was never a feature.
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Buffed commander rocket launcher
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Classic comms are selectable if not on Springie
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Land at command default to off for aircraft
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Sprung
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