Build 0.0.6.10852a #16

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opened 1 year ago by JonathanMcCaffrey · 0 comments
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Build 0.0.6.10852a

Gameplay

Ichor:

  • Vitals changed 100/40 -> 90/50 Life/Shield.
  • Damage decreased 38/28/18 -> 32/22/12 Light/Medium/Heavy.
  • Range decreased 5 -> 4.
  • Pursuit Ligaments (speed upgrade) cost increased 75/100 -> 100/100. Research time increased 60 -> 80 seconds.

Xacal:

  • Cost increased 75/25 -> 80/30.
  • Xacal damage increased from 12/18/24 -> 20/24/28.
  • Armor type changed Heavy -> Medium.
  • Movement speed increased 378 -> 380.
  • Xacal's flat damage reduction passive renamed Godflesh Bark -> Eox Sinew.
  • Xacal Double Damage upgrade removed.
  • Added new upgrade called Godflesh Bark. Godflesh Bark research has the same cost and research time as the old upgrade.
  • Godflesh Bark reduces incoming damage by 30% while the Xacal has Overgrowth.

Incubator:

  • Incubator cost changed 175/50 -> 75/100 Alloy/Ether. The Incubator's cost felt very at odds with the composition it was trying to help as masked hunters are already very alloy intensive so this should make these much more appealing.
  • Missile speed increased & Missile visual changed to a shooting Quitl. *This was actually missed from last patch notes but now the Quitl visual is working correctly and it's pretty cool tbh *

Absolver:
The Absolver was left much weaker than expected last patch and this was largely due to the bug below. After fixing this bug we found the Absolver went back to being a volatile rush demon and so we're trying gating some of that early power behind the upgrade

  • Fix issue with Absolver where it was only shooting one missile instead of two at the primary attack target effectively halving it's single target damage.
  • Weapon cooldown increased (attacks slower) 0.35 -> 0.45 seconds.
  • Absolver deploy speed research now also reduces weapon cooldown back to 0.35 seconds.

Saoshin:

  • Removed enemy unit movement slow on leap. They still smash without it

Quality Of Life

  • Added functionality to complete morphs in God Mode using the complete construction hotkey.
  • Ichor model and animation updated.

Bug Fixes

  • Fixed a Salvation exploit from deleting units. Units can now only be deleted while in God Mode. Structures remain unaffected.
  • Fixed the weird duplicate foliage on Embargo, Holdout and Fool's Bay that made it a strain to look at.
  • Removed Hallower Speed upgrade from Ajari. Also made the icon a hallower instead of an Ichor XD
  • Fixed a crash that could occasionally occur by dealing damage with a dead entity.
  • Fixed dummy attacks triggering events like real attacks.
  • FIXED A SUPER ANNOYING LOADING BUG THAT WOULD STOP GAMES FROM STARTING AND KINDLY LEAVE YOU WITH A MASSIVE LOG FILE.
    But seriously if you played last patch you probably want to check there aren't any really big log files. And remember that the button to go to the log folder will change once you've updated so you'll have to look up one folder for the previous version.

Frontiers
Many adjustments made here. A lot of tweaks to playable area, adjusting base and tower locations, fixing up of ramp behaviours, and aesthetic improvements. Best to see for yourself!

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Co-op Mission 2

Gameplay

  • Changed the layout of Coop Mission 2. Slightly reduced the number of paths, there are fewer pathing blockers and they are placed in locations where they significantly change the available paths.
  • Created the Power Inhibitor structure. This must be destroyed to gain foundry activation points. It will also provide a Naz'ra golem to the player that destroys it.
  • Added a score multiplier when there are multiple human players in the King of the Hill area. Players gain 1.5 times more points when there are 2 players with units in the King of the Hill area.
  • Raised the speed of Naz'ra Major Golems from 150 to 300.
  • Raised the King of the Hill score from 5000 to 8000.
  • Raised the King of the Hill score given by Power Conduits from 100 to 800.
  • Adjusted Player 1's Citadel at the natural base.
  • Raised the squad values for the attacks towards the foundry and the player's base.
  • Cooldown to launch enemy attacks towards the Foundry reduced from 120 to 60 seconds.
  • Added additional types of units that can spawn for the attack waves.
  • Removed North-West pathing blocker to Foundry.
  • Multiply the Victory score and the Power Conduit reward by the amount of human players present in the mission.
  • Added a large pack of enemy units on the escort activation pad. This prevents the players to activate the escort with too few units and fail it quickly.

QoL

  • King of the Hill's area has been multiplied by 4.
  • Added a visual cue for the Power Core's Speed buff range and Aura. And reduced the Power Core's speed buff and aura range to from 1000 to 600.
  • Change the color of the Power Core's circle decal depending on the amount of human players that have units near it. This lets players see clearly that there are multiple stages of movement speed buffs for the Power Core.
  • Play a sound notification when the number of human players that have units in the king of the hill area changes. The sound notification depends on the number of human players there.
  • Enemy attacks toward a human player's base will now cause a notification.
  • Increased the power core model size but reduce the unit radius for better pathing.
  • Enemy attack waves will no longer spawn inside the enemy bases.
  • MANY more polish improvements including visual indicators, mini-map pings, sounds, notifications and behavior tweaks.

Known Issues

  • Some paths the Power Core can take cause it to get stuck in the middle of the map. Sorry about that
_ _ **Build 0.0.6.10852a** **Gameplay** Ichor: - Vitals changed ~~100/40~~ -> 90/50 Life/Shield. - Damage decreased ~~38/28/18~~ -> 32/22/12 *Light/Medium/Heavy*. - Range decreased ~~5~~ -> 4. - Pursuit Ligaments (speed upgrade) cost increased ~~75/100~~ -> 100/100. Research time increased ~~60~~ -> 80 seconds. Xacal: - Cost increased ~~75/25~~ -> 80/30. - Xacal damage increased from ~~12/18/24~~ -> 20/24/28. - Armor type changed ~~Heavy~~ -> Medium. - Movement speed increased ~~378~~ -> 380. - Xacal's flat damage reduction passive renamed ~~Godflesh Bark~~ -> Eox Sinew. - Xacal Double Damage upgrade removed. - Added new upgrade called Godflesh Bark. Godflesh Bark research has the same cost and research time as the old upgrade. - Godflesh Bark reduces incoming damage by 30% while the Xacal has Overgrowth. Incubator: - Incubator cost changed ~~175/50~~ -> 75/100 Alloy/Ether. *The Incubator's cost felt very at odds with the composition it was trying to help as masked hunters are already very alloy intensive so this should make these much more appealing.* - Missile speed increased & Missile visual changed to a shooting Quitl. *This was actually missed from last patch notes but now the Quitl visual is working correctly and it's pretty cool tbh * Absolver: *The Absolver was left much weaker than expected last patch and this was largely due to the bug below. After fixing this bug we found the Absolver went back to being a volatile rush demon and so we're trying gating some of that early power behind the upgrade* - Fix issue with Absolver where it was only shooting one missile instead of two at the primary attack target effectively halving it's single target damage. - Weapon cooldown increased (attacks slower) ~~0.35~~ -> 0.45 seconds. - Absolver deploy speed research now also reduces weapon cooldown back to 0.35 seconds. Saoshin: - Removed enemy unit movement slow on leap. *They still smash without it* **Quality Of Life** - Added functionality to complete morphs in God Mode using the complete construction hotkey. - Ichor model and animation updated. **Bug Fixes** - Fixed a Salvation exploit from deleting units. Units can now only be deleted while in God Mode. Structures remain unaffected. - Fixed the weird duplicate foliage on Embargo, Holdout and Fool's Bay that made it a strain to look at. - Removed Hallower Speed upgrade from Ajari. Also made the icon a hallower instead of an Ichor XD - Fixed a crash that could occasionally occur by dealing damage with a dead entity. - Fixed dummy attacks triggering events like real attacks. - FIXED A SUPER ANNOYING LOADING BUG THAT WOULD STOP GAMES FROM STARTING AND KINDLY LEAVE YOU WITH A MASSIVE LOG FILE. ***But seriously*** *if you played last patch you probably want to check there aren't any really big log files. And remember that the button to go to the log folder will change once you've updated so you'll have to look up one folder for the previous version.* **Frontiers** Many adjustments made here. A lot of tweaks to playable area, adjusting base and tower locations, fixing up of ramp behaviours, and aesthetic improvements. Best to see for yourself! _ _ _ _ **Co-op Mission 2** ***Gameplay*** - Changed the layout of Coop Mission 2. Slightly reduced the number of paths, there are fewer pathing blockers and they are placed in locations where they significantly change the available paths. - Created the Power Inhibitor structure. This must be destroyed to gain foundry activation points. It will also provide a Naz'ra golem to the player that destroys it. - Added a score multiplier when there are multiple human players in the King of the Hill area. Players gain 1.5 times more points when there are 2 players with units in the King of the Hill area. - Raised the speed of Naz'ra Major Golems from ~~150~~ to 300. - Raised the King of the Hill score from ~~5000~~ to 8000. - Raised the King of the Hill score given by Power Conduits from ~~100~~ to 800. - Adjusted Player 1's Citadel at the natural base. - Raised the squad values for the attacks towards the foundry and the player's base. - Cooldown to launch enemy attacks towards the Foundry reduced from ~~120~~ to 60 seconds. - Added additional types of units that can spawn for the attack waves. - Removed North-West pathing blocker to Foundry. - Multiply the Victory score and the Power Conduit reward by the amount of human players present in the mission. - Added a large pack of enemy units on the escort activation pad. This prevents the players to activate the escort with too few units and fail it quickly. ***QoL*** - King of the Hill's area has been multiplied by 4. - Added a visual cue for the Power Core's Speed buff range and Aura. And reduced the Power Core's speed buff and aura range to from 1000 to 600. - Change the color of the Power Core's circle decal depending on the amount of human players that have units near it. This lets players see clearly that there are multiple stages of movement speed buffs for the Power Core. - Play a sound notification when the number of human players that have units in the king of the hill area changes. The sound notification depends on the number of human players there. - Enemy attacks toward a human player's base will now cause a notification. - Increased the power core model size but reduce the unit radius for better pathing. - Enemy attack waves will no longer spawn inside the enemy bases. - MANY more polish improvements including visual indicators, mini-map pings, sounds, notifications and behavior tweaks. ***Known Issues*** - Some paths the Power Core can take cause it to get stuck in the middle of the map. *Sorry about that*
JonathanMcCaffrey added this to the Getting Back project 1 year ago
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