EvolutionRTS: New loadscreens are coming!

New loadscreens are coming!

Thanks to smoth for making this possible! Pretty soon +Evolution RTS will have much nicer and more informative loadscreens. I haven’t gotten all of the details worked out just yet, but this is an example of one that I’m messing around with at the moment.
newloadscreens.png
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newloadscreens.png

EvolutionRTS: Evolution RTS Gaming Get-Together #11!

Evolution RTS Gaming Get-Together #11!

Time to make it happen again!

Got some new eyecandy in the form of new explosion effects (many).  Some new balance changes, the main change being that Bruisers and Bashers now have more range, making them more effective vs crushers.

Just like the last one, this even will be streamed live at http://www.twitch.tv/evolutionrts
*Evolution RTS Gaming Get-Together #11!* Time to make it happen again! Got some new eyecandy in the form of new explosion effects (*many*).  Some new balance changes, the main change being that Bruisers and Bashers now have more range, making them more effective vs crushers. Just like the last one, this even will be streamed live at http://www.twitch.tv/evolutionrts
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EvolutionRTS: So I have some awesome news…

So I have some awesome news…

5 hours and $51 bucks worth of donation later, EVOLUTION RTS HAS A WORKING POPULATION CAP GADGET!!!

So excited!!!

http://springrts.com/phpbb/viewtopic.php?f=23&t=31155

Thank you GoogleFrog ( http://springrts.com/phpbb/memberlist.php?mode=viewprofile&u=5924 ) !
I’ve posted on this before, but basically here is what I want: Per player supply cap (variable amount of course, preferably a modoption). Per unit supply usage (using customparams) So for example, with a supply cap of 100, in the unitdefs, I would define something like supply = 2, for that unit, …
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Zero-K: Zero-K v1.1.12.4

This stable exists to fix some compatibility issues with Spring 95.0+. However as I was making a stable release and seem to be the most active balancer I decided to do some balance tweaks as well. People like to know about these sorts of thigs

= Balance =

Large Shields:
* Regeneration rate 57 -> 50 charge per second.

Brawler:
* Cost 800 -> 760

Banshee:
* Turret tolerance 180 -> 90 degrees
This makes it worse at fly-overs and at shooting aircraft.

Stiletto:
* Cost 600 -> 550

Vandal:
* Damage 70 -> 80

Panther:
* Speed 3.9 -> 3.6
* Normal Damage 160 -> 180
* EMP Damage 800 -> 1600
* Reload Time 2.5s -> 3s
* Max Paralysis time 1s -> 2s

Reduced debris damage 50 -> 20. This is mainly because debris damage was previously 0 and Blastwing became ridiculous.

= Other Things =

Fixed fixedwing and bomber unit type detection in gadgets for 95.0+. This was causing the “bombers fail to shoot” issue and probably some others but nobody noticed those.

Fixed Tick ejection from transports.

Amphibious units now automatically float when a transport is told to load them.

– Updated Bloom shader to use in-shader Gaussian distribution. This allows for
resolution-independence, and seems to perform better, at least on 2-year-old or
newer graphics cards.

– Removed Blur and Glow Amplifier settings, and Dilate pass setting from Bloom
shader. Added Maximum Highlight Brightness setting, which sets the maximum
brightness that will be added to the scene.

– Modified bloom thresholding to smoothly threshold. Pixels near the threshold
add nearly nothing, and it scales linearly to Maximum Brightness.

Zero-K: Zero-K v1.1.12.0

This update includes a slight nerf to the Vehicle factory and some fairly dramatic changes to Jumpbots. Behind the scenes we are working on compatibility with the latest development versions of the engine.

Experimental Freaker change:
* Cost 240 -> 160
* BP 7.5 -> 5
* Health 650 -> 550
* Speed 2.25 -> 2.1
* Armed with a Slowbeam which has about 1/2 the range and 1/4 the DPS of Moderator.

The Placeholder is now buildable from the Jumpbot Factory. It is a support unit designed to suck opposing units into a clump and prevent them from escaping. Once some units are stuck they can be destroyed by the many short range AoE or face-melting weapons at the Jump Factory’s disposal.

Ravager:
* Speed 2.95 -> 2.9
* Projectile Speed 230 -> 215 (Thug is 200 for comparision).

Slasher:
* Cost 140 -> 150
* Damage 45 -> 40

Dominatrix:
* Post-capture reload 8s -> 12s

Gauss Turret and Scrubber projectiles can only damage each unit they pass through once. Other Gauss projectiles will gain this behaviour when we move to the new engine because it is difficult to implement in 91.0.

Air transports have gained the ability to eject their cargo mid flight.

Kodachi projectile is now ballistic instead of a missile. Kodachi and Firewalker projectiles have new effects.

Damage dealt by flying debris has changed. The amount of debris from a Blastwing explosion has been tweaked to compensate.

The stop command no longer cancels Newton firezones. There is a dedicated command for this purpose.

Polish unit descriptions have been added for many units.

The Cursed: The Cursed – new version released

“The Cursed” is a very unique FREE realtime-strategy game based on the Spring engine (Windows & Linux). The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh mixture of gameplay elements from many popular RTS games.

Zero-K: Much Awaited Orbital Sniper Base Cancelled, Licho Outraged

Following the success Orbital Sniper Technique in recent field trails, our top engineers have been hard at work designing a large scale Orbital Sniper Base to protect us from the impeding Chicken Threat. Disaster struck when, early in construction, a crippling issue was discovered with with a pivotal component to the design. After thoroughly checking their results our top scientists concluded that Surfboard is no longer transportable. Leading theorists suggest that a recent change to the Laws of Physics is at work. With this roadblock the entire Orbital Sniper Project has been scrapped.

Licho responded to this with the following statement:
* AoE 256 -> 192
* Damage 2500 -> 2000

Also:
* Brawler cost 850 -> 800
* Multi-Stunner, +12.5% AoE, +25% spread, +100% duration, +8.5% damage
* Disintegrator Gun, ~10% more reload time
* Shock Rifle, 5% less range * SLAM, +43% reload time, +35% damage