Patch 0.0.6.11327a #18

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opened 1 year ago by JonathanMcCaffrey · 0 comments
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<@&800777444029628427> Happy Holidays! For Christmas/Hanukkah/[Insert Holiday Here] , we present!:
================================== Patch 0.0.6.11327a ==================================
Gameplay:
General Changes

  • Map texture improvements.

We wanted to make the very early game a bit more interesting so your scouts can now try to deny your opponent from scouting, and you can also try to hide early tech close to the Bastion:

  • Added a weapon on the scout that can only attack other scouts (ground scout only). 12 damage, 400 range, 1 sec cooldown.
  • The Bastion can now attack from the beginning of the game.

We've noticed that each game stage (early-game, mid-game and late-game) is progressing too rapidly, we often see the mid-game skipped entirely, so we're trying to stretch out the tech tree by increasing upgrade and research structures' build time. We've also added one new research structure for each faction
Structure build time changes:
Q’rath:

  • House of Fading Saints: 40 -> 60.
  • Eye of Aros: 36 -> 60.
  • Bearer of the Crown: 52 -> 80.

Aru:

  • God Heart: 50 -> 60.
  • Red Vale 36 -> 60.
  • Deep Nest: 38 -> 70.

Research Time Changes:
Aru:

  • Blood Mother's Fervor: 80 -> 100.
  • Godflesh Bark: 60 -> 75.
  • Ambush: 80 -> 100.
  • Pursuit Ligaments: 60 -> 80.
  • Resinant Deploy: 50 -> 60.
  • Birthing Storm: 80 -> 100.
  • Blood Plague: 80 -> 100.

Q’rath:

  • Icon of Khast’eem: 43 -> 60.
  • Fortified Icons: 43 -> 60
  • Zephyr Range: 43 - > 50
  • Hallower Speed: 35 -> 60.
  • Wings of Ken’Latir: 30 -> 60.
  • Blades of the God Head: 45 -> 120.

Aru changes:
General:

  • Amber Womb now requires God Heart to build again.

We wanted to make Ichor a more generalized Harrier, and not super specifically focused on anti-light. We also wanted it to have a proper place in the early game.

  • New building added: Murder Hollow. Requires Altar of the Worthy and unlocks the Ichor. Costs: 100 Alloy, 50 ether, 25 Second build time.
  • Ichor is now constructed from the Altar of the Worthy.
  • Ichor upgrades moved to the Murder Hollow.
  • Ichor supply decreased from 4 to 3, cost decreased from 100 to 80, life decreased from 90 to 80 and damage changed from 32/22/12 to 22/18/14.
  • Ichor Speed Upgrade (Pursuit Ligaments) cost increased from 100 Alloy, 100 Ether and 80s -> 100 Alloy, 150 Ether and 100s.

Ichor burrow was useless, so we replaced it with something that hopefully allows the ichor to scale and do it's job through the mid and late game, with a hope that it will be able to pick off units from enemy armies.

  • Replaced Den Instinct with Hypertrophic Diaphragm. Gives Ichors +2 range and applies a -30% falling-off movement speed debuff to enemy units. Researched at the Murder Hollow. Requires Red Vale. Cost: 100 Alloy, 120 Ether, 80s.

We wanted to make the Bloodwell a more competitive option compared to the other spells Aru has available to them.

  • Decreased Bloodwell pyre cost from 50 to 35.

Mala:

  • Added really cool new animations to the Incubator.

Xol:

  • Xol herself now has +1 damage block.
  • Great Hunt duration changed from 20 to 25 seconds to have consistency with Prophet of the Hunt summon duration.
  • Great Hunt Max Vision range changed from 6 -> 4.
  • Removed the %hp aspect of Xol 3rd attack on structures (No more base snipes with just Xol summons, you know who you are).

Having Bone Stalkers break both the “Ranged units have less movement speed than Melee units” rule and the “Alloy T1 does less damage vs heavy” rule was a bit too much, even for a vanguard. As such, we’re nerfing bone stalker dps vs heavy by around 10%.

  • Bone Stalker deals 10 damage vs heavy (down from 11)

We didn’t like hunting grounds being dumped aggressively on enemy bases, so we changed it to hopefully play more like setting up traps. We also added the ability to collect trophies with it such that it’s not at odds with the Prophet of the Hunt ability.

  • Hunting Grounds now applies a Hunting Stance to all units in its range as soon as a unit fires, and then the field disappears (double damage on first hit still happens).
  • Hunting Stance now gives 30% attack speed down from 50%.
  • Units in Hunting Stance now apply a trophy debuff to enemies for 2 seconds, granting their supply worth of trophies to Xol if killed within the buff’s duration.
  • Hunting Grounds pyre cost from 50 to 25, cooldown from 60 to 15 (activation time is still 10 seconds).
  • Hunting Grounds can now be interrupted by killing a 10HP entity in the center of its telegraph area (You do not get the pyre back).

No permanently invisible worker lines allowed. We also figured that being able to counter hunting grounds with hugs would be nice.

  • Hunting ground hidden changed from 0 to 2. It also triggers to enemy units attacking friendly units. This is to prevent you form hiding your workers forever.

Q’rath:
Whoops! We failed to implement the Absolver Deploy time part of the deploy time upgrade last patch. Should be fixed now. In addition, we’re making small changes to help Q’rath be a tad more active early on.

  • Absolver Deploy time changed from 2-> 2.5 sec. Undeploy changed from 1.5 -> 2 sec. Absolver deploy upgrade changed: New Deploy speed: 1.5 sec. Undeploy: 1 sec. Upgrade time increased from 20 sec to 60 sec.
  • Zephyr damage increased from 16/21/26 to 19/24/29.
  • Magi cost decreased from 75/75 to 50/75.

We decided Orzum wasn’t defensive enough so we added this ability:

  • Sentinel Deploy added to the game. Once Sentinel is deployed, it blocks incoming enemy missiles at a range of 500 units. The Sentinel loses 15 shields per missile blocked. Will not block missiles when it has less than 15 shields.

Zephyr changes! We didn’t like how Q’rath had to choose between anti-air and teching up, so we combined zephyr tech into the main tech path. In addition, this means that you can get Zentari and Zephyr upgrades simultaneously in the early game, hopefully enabling Q’rath’s early game composition to come together more quickly and effectively.

  • Created the structure "Monastery of Izur" for Q'rath. Requires Legion Hall and Unlocks Soul Foundry. Allows Legion Hall to produce Zephyrs (moved from Reliquary). Cost 150 alloy, 25 ether and takes 35 seconds to construct. Zephyr upgrades moved from Reliquary to Monastery.
  • Changed Zephyr Range name to Monk Lord's Icon.
  • Windstep upgrade now requires Reliquary to research.
  • Increased the ether cost of Reliquary from 25 to 50.

Ajari:

  • Salvation now puts units in stasis during the duration of its effect.
  • Added a placeholder bubble on units in stasis.
  • Tower healing can no longer target invulnerable units.
  • Heaven’s Aegis changes: Pulses out a 20 second duration barrier to units in 700 range every 4 seconds instead of barriers refreshing automatically (if in range) every 4 seconds. Heaven’s Aegis now has a 4 second telegraph (it takes 4 seconds to set up)

Trying to make the Saoshin a decent support unit again!

  • Saoshin changes: Life: 180 -> 140, Shield: 200 -> 70, Cost: 100/50 -> 75/75. Saoshin attack range increased from 80 to 400. Damage reduced from 30 to 18. Can now hit air targets.
  • Removed Saoshin leap autocast.
  • Added Intervention leap which is targeted and applies speed, healing and hallowed ground at landing. 30 second cooldown, 250 radius, 35 heal, 40% decaying speed boost over 3 seconds, removed mana cost, 350 cast range, can be fast casted.

Coop Mission 2 changes
Map layout

  • The starting base has a second entrance. It is blocked when playing on Normal difficulty

Foundry activation

  • Power Conduits now appear when the Competitors reached 80% of the Foundry's activation. They are heavily guarded.
  • The Foundry activation is paused as long as there are Power Conduits present in the map
  • Changed the spawn rate of enemy units that attack the Foundry activation areas.
  • When Competitors own units on a Foundry activation area, raise the spawn rate of enemy units toward that specific Foundry activation area. The spawn rates increases depending on the selected difficulty.
  • Naz'ra Golems spawned for the enemy team now attack the central Foundry activation area.
  • The Foundry activation process is now displayed as a percent instead of a large value.

Power Core escort

  • The Power Core escort cannot be activated when the Foundry activation reaches 80%.
  • Updated the Helper text above the Escort activation area to inform the player when the Escort can't be activated.
  • Hide the Helper text above the Escort activation area after it gets locked down.

Objective changes

  • Activating the Golem Foundry isn't the mission's victory condition anymore.
  • Added new objectives after the Golem Foundry activation

Objective panel

  • New version of the objective panel
  • The objective panel displays the new objective when they are relevant.
  • Update the size of the objective panel when an objective is added or removed.
  • Failed objective now have a red background

Bugfixes

  • Fixed the selection of difficulty settings
  • Enemy attack waves spawn properly
  • Fixed a bug where the Power Core could be stuck on one of its checkpoints.
  • Prevent crashes and errors by disabling auto-build for the Enemy team.
  • Fixed the walking animation for Naz'ra Golem's placeholder model.
  • Fixed an edge-case where the last enemy reinforcements wouldn't spawn if the Enemy Destruction Phase would start with too few remaining enemy structures.
<@&800777444029628427> Happy Holidays! For Christmas/Hanukkah/[Insert Holiday Here] , we present!: ================================== Patch 0.0.6.11327a ================================== **Gameplay:** **General Changes** - Map texture improvements. *We wanted to make the very early game a bit more interesting so your scouts can now try to deny your opponent from scouting, and you can also try to hide early tech close to the Bastion:* - Added a weapon on the scout that can only attack other scouts (ground scout only). 12 damage, 400 range, 1 sec cooldown. - The Bastion can now attack from the beginning of the game. *We've noticed that each game stage (early-game, mid-game and late-game) is progressing too rapidly, we often see the mid-game skipped entirely, so we're trying to stretch out the tech tree by increasing upgrade and research structures' build time. We've also added one new research structure for each faction* **Structure build time changes:** **Q’rath:** - House of Fading Saints: 40 -> 60. - Eye of Aros: 36 -> 60. - Bearer of the Crown: 52 -> 80. **Aru:** - God Heart: 50 -> 60. - Red Vale 36 -> 60. - Deep Nest: 38 -> 70. **Research Time Changes:** **Aru:** - Blood Mother's Fervor: 80 -> 100. - Godflesh Bark: 60 -> 75. - Ambush: 80 -> 100. - Pursuit Ligaments: 60 -> 80. - Resinant Deploy: 50 -> 60. - Birthing Storm: 80 -> 100. - Blood Plague: 80 -> 100. **Q’rath:** - Icon of Khast’eem: 43 -> 60. - Fortified Icons: 43 -> 60 - Zephyr Range: 43 - > 50 - Hallower Speed: 35 -> 60. - Wings of Ken’Latir: 30 -> 60. - Blades of the God Head: 45 -> 120. **Aru changes:** General: - Amber Womb now requires God Heart to build again. *We wanted to make Ichor a more generalized Harrier, and not super specifically focused on anti-light. We also wanted it to have a proper place in the early game.* - New building added: Murder Hollow. Requires Altar of the Worthy and unlocks the Ichor. Costs: 100 Alloy, 50 ether, 25 Second build time. - Ichor is now constructed from the Altar of the Worthy. - Ichor upgrades moved to the Murder Hollow. - Ichor supply decreased from 4 to 3, cost decreased from 100 to 80, life decreased from 90 to 80 and damage changed from 32/22/12 to 22/18/14. - Ichor Speed Upgrade (Pursuit Ligaments) cost increased from 100 Alloy, 100 Ether and 80s -> 100 Alloy, 150 Ether and 100s. *Ichor burrow was useless, so we replaced it with something that hopefully allows the ichor to scale and do it's job through the mid and late game, with a hope that it will be able to pick off units from enemy armies.* - Replaced Den Instinct with Hypertrophic Diaphragm. Gives Ichors +2 range and applies a -30% falling-off movement speed debuff to enemy units. Researched at the Murder Hollow. Requires Red Vale. Cost: 100 Alloy, 120 Ether, 80s. *We wanted to make the Bloodwell a more competitive option compared to the other spells Aru has available to them.* - Decreased Bloodwell pyre cost from 50 to 35. Mala: - Added really cool new animations to the Incubator. Xol: - Xol herself now has +1 damage block. - Great Hunt duration changed from 20 to 25 seconds to have consistency with Prophet of the Hunt summon duration. - Great Hunt Max Vision range changed from 6 -> 4. - Removed the %hp aspect of Xol 3rd attack on structures (No more base snipes with just Xol summons, you know who you are). *Having Bone Stalkers break both the “Ranged units have less movement speed than Melee units” rule and the “Alloy T1 does less damage vs heavy” rule was a bit too much, even for a vanguard. As such, we’re nerfing bone stalker dps vs heavy by around 10%.* - Bone Stalker deals 10 damage vs heavy (down from 11) *We didn’t like hunting grounds being dumped aggressively on enemy bases, so we changed it to hopefully play more like setting up traps. We also added the ability to collect trophies with it such that it’s not at odds with the Prophet of the Hunt ability.* - Hunting Grounds now applies a Hunting Stance to all units in its range as soon as a unit fires, and then the field disappears (double damage on first hit still happens). - Hunting Stance now gives 30% attack speed down from 50%. - Units in Hunting Stance now apply a trophy debuff to enemies for 2 seconds, granting their supply worth of trophies to Xol if killed within the buff’s duration. - Hunting Grounds pyre cost from 50 to 25, cooldown from 60 to 15 (activation time is still 10 seconds). - Hunting Grounds can now be interrupted by killing a 10HP entity in the center of its telegraph area (You do not get the pyre back). *No permanently invisible worker lines allowed. We also figured that being able to counter hunting grounds with hugs would be nice.* - Hunting ground hidden changed from 0 to 2. It also triggers to enemy units attacking friendly units. This is to prevent you form hiding your workers forever. **Q’rath:** *Whoops! We failed to implement the Absolver Deploy time part of the deploy time upgrade last patch. Should be fixed now. In addition, we’re making small changes to help Q’rath be a tad more active early on.* - Absolver Deploy time changed from 2-> 2.5 sec. Undeploy changed from 1.5 -> 2 sec. Absolver deploy upgrade changed: New Deploy speed: 1.5 sec. Undeploy: 1 sec. Upgrade time increased from 20 sec to 60 sec. - Zephyr damage increased from 16/21/26 to 19/24/29. - Magi cost decreased from 75/75 to 50/75. *We decided Orzum wasn’t defensive enough so we added this ability:* - Sentinel Deploy added to the game. Once Sentinel is deployed, it blocks incoming enemy missiles at a range of 500 units. The Sentinel loses 15 shields per missile blocked. Will not block missiles when it has less than 15 shields. *Zephyr changes! We didn’t like how Q’rath had to choose between anti-air and teching up, so we combined zephyr tech into the main tech path. In addition, this means that you can get Zentari and Zephyr upgrades simultaneously in the early game, hopefully enabling Q’rath’s early game composition to come together more quickly and effectively.* - Created the structure "Monastery of Izur" for Q'rath. Requires Legion Hall and Unlocks Soul Foundry. Allows Legion Hall to produce Zephyrs (moved from Reliquary). Cost 150 alloy, 25 ether and takes 35 seconds to construct. Zephyr upgrades moved from Reliquary to Monastery. - Changed Zephyr Range name to Monk Lord's Icon. - Windstep upgrade now requires Reliquary to research. - Increased the ether cost of Reliquary from 25 to 50. **Ajari:** - Salvation now puts units in stasis during the duration of its effect. - Added a placeholder bubble on units in stasis. - Tower healing can no longer target invulnerable units. - Heaven’s Aegis changes: Pulses out a 20 second duration barrier to units in 700 range every 4 seconds instead of barriers refreshing automatically (if in range) every 4 seconds. Heaven’s Aegis now has a 4 second telegraph (it takes 4 seconds to set up) *Trying to make the Saoshin a decent support unit again!* - Saoshin changes: Life: 180 -> 140, Shield: 200 -> 70, Cost: 100/50 -> 75/75. Saoshin attack range increased from 80 to 400. Damage reduced from 30 to 18. Can now hit air targets. - Removed Saoshin leap autocast. - Added Intervention leap which is targeted and applies speed, healing and hallowed ground at landing. 30 second cooldown, 250 radius, 35 heal, 40% decaying speed boost over 3 seconds, removed mana cost, 350 cast range, can be fast casted. ***Coop Mission 2 changes*** **Map layout** - The starting base has a second entrance. It is blocked when playing on Normal difficulty **Foundry activation** - Power Conduits now appear when the Competitors reached 80% of the Foundry's activation. They are heavily guarded. - The Foundry activation is paused as long as there are Power Conduits present in the map - Changed the spawn rate of enemy units that attack the Foundry activation areas. - When Competitors own units on a Foundry activation area, raise the spawn rate of enemy units toward that specific Foundry activation area. The spawn rates increases depending on the selected difficulty. - Naz'ra Golems spawned for the enemy team now attack the central Foundry activation area. - The Foundry activation process is now displayed as a percent instead of a large value. **Power Core escort** - The Power Core escort cannot be activated when the Foundry activation reaches 80%. - Updated the Helper text above the Escort activation area to inform the player when the Escort can't be activated. - Hide the Helper text above the Escort activation area after it gets locked down. **Objective changes** - Activating the Golem Foundry isn't the mission's victory condition anymore. - Added new objectives after the Golem Foundry activation **Objective panel** - New version of the objective panel - The objective panel displays the new objective when they are relevant. - Update the size of the objective panel when an objective is added or removed. - Failed objective now have a red background **Bugfixes** - Fixed the selection of difficulty settings - Enemy attack waves spawn properly - Fixed a bug where the Power Core could be stuck on one of its checkpoints. - Prevent crashes and errors by disabling auto-build for the Enemy team. - Fixed the walking animation for Naz'ra Golem's placeholder model. - Fixed an edge-case where the last enemy reinforcements wouldn't spawn if the Enemy Destruction Phase would start with too few remaining enemy structures.
JonathanMcCaffrey added this to the Getting Back project 1 year ago
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