Build 0.0.6.10745a #15

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opened 1 year ago by JonathanMcCaffrey · 0 comments
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Build 0.0.6.10745a

Co-op Mission 2

  • Added a new Co-op mission in its blockout version: Co-op Mission 2
  • Main Objective: Power up the Naz'ra foundry to reactivate the Golems to your side. Bringing more units to the Foundry powers it back faster. The enemy team will also try to take control of it.
  • Every 5 minutes, a derelict Power Conduit is unearthed. The team that Destroys the debris around it gives a power surge to the Foundry.
  • Secondary Objective: Escort a Power Core to its destination to reactivate a special BIG golem.
  • The Power Core moves faster for each player that has a unit near it.
  • The Power Core has a randomly selected aura. The reactivated Golem receives that same aura.

Gameplay

Economy
The general idea is to increase income across the board (roughly 11% for those curious, if you're into the details they can be found below). We want to see what effect it has on the game and based on the results could mean more changes in future. We look forward to seeing all the discussion around this and how it's feeling to play with the changes.

  • Alloy harvested per trip decreased 6 -> 5.
  • Resource cluster number of alloy nodes increased 3 -> 4. Begins with 2 unlocked.
  • Resource cluster capacity increased 3600/6000 -> 8000.
  • Bastion Alloy per tick increased 18 -> 20.
  • Bastion Alloy capacity increased 4500 -> 6000.
  • Ether node capacity increased 1200 -> 2000.
  • Ether mining tick interval decreased 3.2 -> 2.88 seconds (11% increase in income).
  • Acropolis & Grove Heart Alloy cost increased 350 -> 400.
  • Town Hall mining upgrade level 3 removed.
  • Town Hall mining upgrade level 2 now unlocks the remaining 2 alloy nodes and cost increased 75 -> 300.

Supply
This a big one! We're excited to be testing gameplay with higher maximum supply (and therefore bigger armies) when there are fewer players in the game. This is very experimental so it could change further but it has been testing well so we'd love to hear your feedback

  • 1v1 Supply Cap increased 160 -> 240.
  • Supply Caps are now based on the number of players per team. If a team has only one player that player will now have a Supply Cap of 240 (eg. 1v2 games would be 240 vs 160 + 160).

Neutrals

  • Neutral Towers will now only attack for 6 seconds after being attacked before going dormant again. You can still kill an expo with a neutral tower, it just takes a lot more dedication

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Orzum
Imperial Foundation:
We like the expand the empire feel but felt it was a little too easy to end up with the Citadel stand off

  • Pyre cost increased 25 -> 50.

Ajari
Salvation:
This is a variation we're trying to allow for a larger window for units to be saved and allow huge plays while not being overpowered in very large army scenarios. We would love to hear how you find it.

  • Pyre cost decreased 200 -> 150.
  • Duration increased 10 -> 20.
  • Units saved now cost 1 pyre per supply.
  • Automatically ends early if the player has less than 10 Pyre remaining. Can be manually ended early.
  • Now refunds 25 Pyre on activation so there is always a little Pyre to prevent it instantly ending after casting.

Qrath
Absolver:

  • Deployed weapon changed. The area around the primary target that the Absolver searches for other targets in will now scale based on how close the primary target is ie. at max range it will only shoot the primary target and point blank it will shoot many targets. This is testing how to make Absolvers less punishing to dance around but still very hard to push into.
  • Deploy time increased 2 -> 3 seconds.
  • Mobilize time increased 1.5 -> 2 seconds.
  • Absolver Deploy Speed Upgrade added. Costs 50/50 Alloy/Ether, 20 second research time. Reduces Deploy and Mobilize times to 2 & 1.5 seconds respectively. Available at House Of The Fading Saints.

Hallower:

  • Move speed decreased 335 -> 180.
  • Hallower Speed Upgrade added. Costs 100/75 Alloy/Ether, 35 second research time. Increases Hallower speed to 335. Available at House Of The Fading Saints.

Shar'u:

  • Vision increased 9 -> 10

Zephyr:

  • Windstep teleporting into hallowed ground effect changed from regenerating shields to reducing cooldown by 10 seconds (halves the cooldown).

Dervish:

  • Weapon range reduced by 50 but weapon damage cone length increased by 50. This should fix attacks whiffing completely on targets at max range.

Magi:

  • Magi deploy changed to deploy the closest Magi where they stand instead of at target location.

Saoshin:
The Saoshin has struggled with a split identity for a while now where it was a valuable support unit but also a frontline warrior. We've decided to lean into the frontline warrior direction to see if we can get a clearer identity.

  • Removed Intervention.
  • Added Autocast leap ability that applies a 10 second debuff reducing enemy attack speed by 25% in a 200 radius area.
  • Increased damage from 26 -> 30.
  • Weapon cooldown increased 1.2 -> 1.4.
  • Life increased 160 -> 180.
  • Shields increased 100 -> 200.
  • Movement Speed increased 380 -> 400.
  • Ether cost decreased 75 -> 50.

Firesinger:

  • Added new Research Psalm Of Fire which upgrades the Firesinger attack to hit in an area dealing 50% damage but also applying the burn. Researched from the Keeper of the Hardened Flame, 100/175 Alloy/Ether, 64 second research time.

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Mala
Red Harvest:

  • Quitl duration decreased 60 -> 9 seconds.

Aru
Aru tech tree updated:

  • The Amber Womb no longer requires a God Heart instead only requiring an Altar Of The Worthy. Watch out for the Ichor rush, I know I'll be doing it
  • Wraith Bow now require a God Heart.
  • Resinant still require a God Heart and a Neurocyte.
  • All research on the Neurocyte for Amber Womb units now require a God Heart.
  • Grove Heart morph to God Heart time increased 36 -> 50.

Resinant:

  • Mobilize time increased 1 -> 2.5 seconds.
  • Deployed weapon cooldown increased 2.14 -> 2.35
  • Undeployed weapon damage decreased 25/40/55 -> 25/35/45 light/medium/heavy
  • Small firing durations added to both weapons to tweak balance on overkill and micro-ability.

Ichor:

  • Ichor stabilize no longer affects allied units. Duration increased 6 -> 8. We know this wasn't feeling good so we're trying out this version to see if it has any merit

Bloodbound/White Wood Reaper:

  • Now 'Capslock' on the primary layer.

Masked Hunter:

  • Vision increased 8 -> 10
  • Offering flat damage bonus removed.
  • Offering move speed decreased 30% -> 15%.
  • Offering now gives 20% bonus attack speed.
  • Blood Mother's Fervor (Offering upgrade) now doubles the Offering bonuses i.e. increases attack speed 20% -> 40%, movement speed 15% -> 30%. And gives +1 weapon range (unchanged).

Bone Stalker:

  • Vision increased 8 -> 10

Thrum:

  • Vision increased 8 -> 9

Aarox:

  • Vision increased 7 -> 8

Underspine:

  • Vision increased 7 -> 9
  • Now 'E' on the primary layer.

Aerovore/Omnivore:

  • Added new Research Spore Burst which upgrades the air attack to hit in an area. Researched from the Neurocyte, 100/175 Alloy/Ether, 64 second research time.
  • Morph to Omnivore can now be used during construction of a structure. This will queue the morph to happen immediately after construction completes.
  • Construct Omnivore ability added on the secondary layer. This will use the above morph behaviour to create an Aerovore that will immediately morph into an Omnivore.

Misc:

  • Aru tech structures now spread Rootway. (Neurocyte, Red Vale, Deep Nest)
  • Hunting grounds will now be visible to all players (including on minimap) during it's set up time. No more surprise ambushes literally in their base

Maps

  • Added Coop Mission 2 to the Coop map tab.
  • Frontiers layout changed to 1v1 only & removed from 2v2 map list.
  • Canyon environmental art added & traitor bastion bug fixed.
  • Disabled motion blur on Holdout Coop map. Thy eyes rejoice
  • Lost province removed from 1v1 map list.

Visuals

  • Player one color brightened so the blue is visible in life bars at very low hp.
  • Changed Life bar to hold space for missing life so that missing vitals can now been seen as Life or Shield. Added a small indicator of where the shield portion starts that remains even with 0 shield.

Quality Of Life

  • Increase default FPS cap 30 -> 60

  • Added worker production toggle on main buildings.

  • Added Vanguard vital bar flair. This is being tested and may change form.

  • Disabled weapons are now hidden in the selection panel.

  • Added new Stabilize commands:

    • Pressing Space + S will now issue a "Hold Stabilize" command, units that can stabilize will stand ground and then ignore any move or attack move commands.
    • Pressing Space + A will now issue a "Break Stabilize Attack Move" command, this will break any Hold Stabilize commands and issue an attack move.

Hotkeys
Many hotkeys have been swapped and rearranged to try and provide the best experience possible, check command cards for updates. Apologies in advance for those who miss their tight expo timings

Bug Fixes

  • Fixed camera zoom vs terrain height issues.
  • Fixed Sceptre weapon arc preventing it from attacking units circling it.
  • Fix abilities with no target not always using the unit nearest to the cursor.
_ _ **Build 0.0.6.10745a** **Co-op Mission 2** - Added a new Co-op mission in its blockout version: Co-op Mission 2 - Main Objective: Power up the Naz'ra foundry to reactivate the Golems to your side. Bringing more units to the Foundry powers it back faster. The enemy team will also try to take control of it. - Every 5 minutes, a derelict Power Conduit is unearthed. The team that Destroys the debris around it gives a power surge to the Foundry. - Secondary Objective: Escort a Power Core to its destination to reactivate a special BIG golem. - The Power Core moves faster for each player that has a unit near it. - The Power Core has a randomly selected aura. The reactivated Golem receives that same aura. **Gameplay** ***Economy*** *The general idea is to increase income across the board (roughly 11% for those curious, if you're into the details they can be found below). We want to see what effect it has on the game and based on the results could mean more changes in future. We look forward to seeing all the discussion around this and how it's feeling to play with the changes.* - Alloy harvested per trip decreased ~~6~~ -> 5. - Resource cluster number of alloy nodes increased ~~3~~ -> 4. Begins with 2 unlocked. - Resource cluster capacity increased ~~3600/6000~~ -> 8000. - Bastion Alloy per tick increased ~~18~~ -> 20. - Bastion Alloy capacity increased ~~4500~~ -> 6000. - Ether node capacity increased ~~1200~~ -> 2000. - Ether mining tick interval decreased ~~3.2~~ -> 2.88 seconds (11% increase in income). - Acropolis & Grove Heart Alloy cost increased ~~350~~ -> 400. - Town Hall mining upgrade level 3 removed. - Town Hall mining upgrade level 2 now unlocks the remaining 2 alloy nodes and cost increased ~~75~~ -> 300. ***Supply*** *This a big one! We're excited to be testing gameplay with higher maximum supply (and therefore bigger armies) when there are fewer players in the game. This is very experimental so it could change further but it has been testing well so we'd love to hear your feedback* - 1v1 Supply Cap increased ~~160~~ -> 240. - Supply Caps are now based on the number of players per team. If a team has only one player that player will now have a Supply Cap of 240 (eg. 1v2 games would be 240 vs 160 + 160). ***Neutrals*** - Neutral Towers will now only attack for 6 seconds after being attacked before going dormant again. *You can still kill an expo with a neutral tower, it just takes a lot more dedication* _ _ ***Orzum*** Imperial Foundation: *We like the expand the empire feel but felt it was a little too easy to end up with the Citadel stand off* - Pyre cost increased ~~25~~ -> 50. ***Ajari*** Salvation: *This is a variation we're trying to allow for a larger window for units to be saved and allow huge plays while not being overpowered in very large army scenarios. We would love to hear how you find it.* - Pyre cost decreased ~~200~~ -> 150. - Duration increased ~~10~~ -> 20. - Units saved now cost 1 pyre per supply. - Automatically ends early if the player has less than 10 Pyre remaining. Can be manually ended early. - Now refunds 25 Pyre on activation so there is always a little Pyre to prevent it instantly ending after casting. ***Qrath*** Absolver: - Deployed weapon changed. The area around the primary target that the Absolver searches for other targets in will now scale based on how close the primary target is ie. at max range it will only shoot the primary target and point blank it will shoot *many* targets. *This is testing how to make Absolvers less punishing to dance around but still very hard to push into.* - Deploy time increased ~~2~~ -> 3 seconds. - Mobilize time increased ~~1.5~~ -> 2 seconds. - Absolver Deploy Speed Upgrade added. Costs 50/50 *Alloy/Ether*, 20 second research time. Reduces Deploy and Mobilize times to 2 & 1.5 seconds respectively. Available at House Of The Fading Saints. Hallower: - Move speed decreased ~~335~~ -> 180. - Hallower Speed Upgrade added. Costs 100/75 *Alloy/Ether*, 35 second research time. Increases Hallower speed to 335. Available at House Of The Fading Saints. Shar'u: - Vision increased ~~9~~ -> 10 Zephyr: - Windstep teleporting into hallowed ground effect changed from regenerating shields to reducing cooldown by 10 seconds (halves the cooldown). Dervish: - Weapon range reduced by 50 but weapon damage cone length increased by 50. *This should fix attacks whiffing completely on targets at max range.* Magi: - Magi deploy changed to deploy the closest Magi where they stand instead of at target location. Saoshin: *The Saoshin has struggled with a split identity for a while now where it was a valuable support unit but also a frontline warrior. We've decided to lean into the frontline warrior direction to see if we can get a clearer identity.* - Removed Intervention. - Added Autocast leap ability that applies a 10 second debuff reducing enemy attack speed by 25% in a 200 radius area. - Increased damage from 26 -> 30. - Weapon cooldown increased ~~1.2~~ -> 1.4. - Life increased ~~160~~ -> 180. - Shields increased ~~100~~ -> 200. - Movement Speed increased ~~380~~ -> 400. - Ether cost decreased ~~75~~ -> 50. Firesinger: - Added new Research Psalm Of Fire which upgrades the Firesinger attack to hit in an area dealing 50% damage but also applying the burn. Researched from the Keeper of the Hardened Flame, 100/175 *Alloy/Ether*, 64 second research time. _ _ ***Mala*** Red Harvest: - Quitl duration decreased ~~60~~ -> 9 seconds. ***Aru*** Aru tech tree updated: - The Amber Womb no longer requires a God Heart instead only requiring an Altar Of The Worthy. *Watch out for the Ichor rush, I know I'll be doing it* - Wraith Bow now require a God Heart. - Resinant still require a God Heart and a Neurocyte. - All research on the Neurocyte for Amber Womb units now require a God Heart. - Grove Heart morph to God Heart time increased ~~36~~ -> 50. Resinant: - Mobilize time increased ~~1~~ -> 2.5 seconds. - Deployed weapon cooldown increased ~~2.14~~ -> 2.35 - Undeployed weapon damage decreased ~~25/40/55~~ -> 25/35/45 *light/medium/heavy* - Small firing durations added to both weapons to tweak balance on overkill and micro-ability. Ichor: - Ichor stabilize no longer affects allied units. Duration increased ~~6~~ -> 8. *We know this wasn't feeling good so we're trying out this version to see if it has any merit* Bloodbound/White Wood Reaper: - Now 'Capslock' on the primary layer. Masked Hunter: - Vision increased ~~8~~ -> 10 - Offering flat damage bonus removed. - Offering move speed decreased ~~30%~~ -> 15%. - Offering now gives 20% bonus attack speed. - Blood Mother's Fervor (Offering upgrade) now doubles the Offering bonuses i.e. increases attack speed 20% -> 40%, movement speed 15% -> 30%. And gives +1 weapon range (unchanged). Bone Stalker: - Vision increased ~~8~~ -> 10 Thrum: - Vision increased ~~8~~ -> 9 Aarox: - Vision increased ~~7~~ -> 8 Underspine: - Vision increased ~~7~~ -> 9 - Now 'E' on the primary layer. Aerovore/Omnivore: - Added new Research Spore Burst which upgrades the air attack to hit in an area. Researched from the Neurocyte, 100/175 *Alloy/Ether*, 64 second research time. - Morph to Omnivore can now be used during construction of a structure. This will queue the morph to happen immediately after construction completes. - Construct Omnivore ability added on the secondary layer. This will use the above morph behaviour to create an Aerovore that will immediately morph into an Omnivore. Misc: - Aru tech structures now spread Rootway. *(Neurocyte, Red Vale, Deep Nest)* - Hunting grounds will now be visible to all players (including on minimap) during it's set up time. *No more surprise ambushes literally in their base* **Maps** - Added Coop Mission 2 to the Coop map tab. - Frontiers layout changed to 1v1 only & removed from 2v2 map list. - Canyon environmental art added & traitor bastion bug fixed. - Disabled motion blur on Holdout Coop map. *Thy eyes rejoice* - Lost province removed from 1v1 map list. **Visuals** - Player one color brightened so the blue is visible in life bars at very low hp. - Changed Life bar to hold space for missing life so that missing vitals can now been seen as Life or Shield. Added a small indicator of where the shield portion starts that remains even with 0 shield. **Quality Of Life** - Increase default FPS cap ~~30~~ -> 60 - Added worker production toggle on main buildings. - Added Vanguard vital bar flair. *This is being tested and may change form.* - Disabled weapons are now hidden in the selection panel. - Added new Stabilize commands: - Pressing Space + S will now issue a "Hold Stabilize" command, units that can stabilize will stand ground and then ignore any move or attack move commands. - Pressing Space + A will now issue a "Break Stabilize Attack Move" command, this will break any Hold Stabilize commands and issue an attack move. **Hotkeys** Many hotkeys have been swapped and rearranged to try and provide the best experience possible, check command cards for updates. *Apologies in advance for those who miss their tight expo timings* **Bug Fixes** - Fixed camera zoom vs terrain height issues. - Fixed Sceptre weapon arc preventing it from attacking units circling it. - Fix abilities with no target not always using the unit nearest to the cursor.
JonathanMcCaffrey added this to the Getting Back project 1 year ago
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