SpringFiles: Balanced Annihilation

Version:  7.78 Games Freeware

7.76 -> 7.78
27/06/2013
– Dots in Customformations are of consistent size depending on zoom and terrain height
– Fixed crash in Customformations when both mouse buttons were pressed at once
– Set Target can now be used with Customformations
– Fixed faction changing in coops
– Workaround for luaui crash on empty BA.lua
– In team com-ends, when game ends, units are destroyed in a wave of death, outwards from last com
– Fixed ambiguities in context build with radar, sonar & dragons eyes.
– AdvPlayerList gives a chat notification when m/e are shared to allies
– T1 Ships Revamp! (see below)
– Added map icon for anti-air & gave scouts a smaller map icon
– Fixed icon size when units are in ground/sea transports
– Fixed Startpoint Guesser sometimes not recognizing genuine startpoints
– Fixed passenger explosions on hover transport death
– Reduced Can maxspeed reduced 1.35->1.25
– Reduced Mercury/Screamer buildcost by about 10%
– Commando only auto-builds mines when movestate is roam
– Added draw/point spam blocker widget (default disabled)
– Made Specific Unit Reclaimer work with all types of constructor

— 02/06/2013 – T1 Ships Revamp (7.76->7.77) —

– Commanders now have an underwater weapon, a short range laser which fires when they are not building/repairing (dps similar to the existing red laser)
– Commanders can now build Floating Radar Towers

– T1 Torpedo launchers built by Commanders and Amphibious vehicles are now initially created on the sea floor and pop-up once when complete.
– Arm T1 Torpedo launcher reload time reduced (1.9->1.7), AoE increased a little (16->48 with 40% edgeeffectiveness)
– Core T1 Torpedo launcher reload time reduced (1.9->1.7), AoE increased a little (16->48 with 40% edgeeffectiveness)
– Both T1 Torpedo launcher turret turn speeds increased a little
– Both t1 Torpedo launchers have flighttime (1.35)

– Arm T1 Shipyard metalcost reduced (615->425), health increased (2990->3700), workertime increased (100->220), energymake added (+15)
– Core T1 Shipyard metalcost reduced (600->415), health increased (2990->3850), workertime increased (100->220), energymake added (+15)

– Arm Tidal Generator energycost reduced (412->288), health increased (256->358)
– Core Tidal Generator energycost reduced (417->292), health increased (253->354)

– Both T1 Floating metal makers energy build cost reduced 10%

– Core Amphibious lab metalcost increased (917->1192)
– Arm Amphibious lab metalcost increased (860->1118)

– Arm Floating HLT Energy Per Shot reduced (75->40), Reload time reduced (1->0.9), Target move error reduced (0.2->0.1), Special damage vs Commanders added (210->300)
– Core Floating HLT Energy Per Shot reduced (75->45), damage increased (210->231), Target move error reduced (0.2->0.1) Special damage vs Commanders added (210->250)
– Both Floating HLT Turret turn speeds increased a little
– Both Floating HTLs Energymake added (+5)
– Both Floating HLTs Buildtime reduced 5%

– Arm T1 Floating Anti-air Tower Metalcost increased (71->85), Health increased (252->340)
– Arm T1 Floating Anti-air Tower Weapon reload time reduced (1.7->1.2), damage increased (113->125)

– Core T1 Floaring Anti-air Tower Metalcost increased (72->86), Health increased (290->355)
– Core T1 Floating Anti-air Tower Weapon reload time reduced (1.7->1.2), damage increased (113->125)

– Both T2 Ressurection subs moved to T1, costs reduced a little, movement enhanced (Ressurection Workertime 450, Repair Workertime 250)

– Both T1 Construction ships Repair Workertime reduced (250->125), Build Workertime still 250.
– Both T1 Construction ships acceleration increased.

– Both T1 Construction ships added Dragons Teeth & Pop Up turrets (Arm Claw for Arm, Dragons Maw for Core) for anti-swarm coastal defense
– Arm Dragons Claw & Core Dragons Maw maxslope increased (10->18)

– Core T1 Scoutboat footprint reduced, renamed ‘Patrol Boat’, health increased (228->345), autoheal added (1.5)
– Core T1 Scoutboat laser redone, range increased (220->260), more rapid fire, about 40% more total dps

– Arm T1 Scoutboat footprint reduced, renamed ‘Patrol Boat’, health increased (224->345), autoheal added (1.5)
– Arm T1 Scoutboat laser redone, range increased (220->260), more rapid fire, about 40% more total dps

– Core Corvette metalcost reduced (367->294), energycost increased (1912->2294), energymake added (+3)
– Core Corvette weapons tweaked, energypershot reduced (20->5) & now do more damage at max range

– Arm Corvette metalcost reduced (378->302), energycost increased (2055->2466)
– Arm Corvette lasers replaced with EMG cannons, no energy cost, roughly the same dps.
– Corvette corpses health reduced, can now become heaps, metal reduced in line with unit metal cost reduction

– Arm Destroyer health increased (2575->3090), sight distance increased (490->550)
– Arm Destroyer Turret Gun reload time reduced (1.4->1.2), damage increased (160->175)
– Arm Destroyer Depth Charge tweaked (fires a little faster, lower damage, more AOE, less move accuracy)

– Core Destroyer health increased (2800->3360), sight distance increased (465->550)
– Core Destroyer Turret Gun damage increased (310->385)
– Core Destroyer Depth Charge AOE increased

– Arm T1 Sub handling improved, small autoheal added, sight distance increased, corpse metal reduced.
– Arm T1 Sub weapon AoE Increased a little, damage increased a little (600->650), accuracy improved

– Core T1 Sub handling improved, small autoheal added, sight distance increased, corpse metal reduced.
– Core T1 Sub weapon AoE Increased a little, damage increased a little (600->650), accuracy improved

– Arm Sea Transport metal cost reduced (919->735), energy cost increased (4639->6239), buildtime reduced (14538->10176)
– Arm Sea Transport small autoheal added (+5), sightdistance increased
– Core Sea Transport metal cost reduced (887->710), eenrgy cost increased (4768->6286), buildtime reduced (13663->9564)
– Core Sea Transport small autoheal added (+5), sightdistance increased

– Both Transport ships can now load and unload units again (workaround for an engine bug)
– Both Transport ships operate in any water depth

– Arm Advanced Shipyard Health Increased (4512->5415), energymake added (+25)
– Core Advanced Shipyard health increased (4416->5300), energymake added (+25)

folsombridge_1.jpgrockriver_0.jpgtartarus.jpgAuthor / Publisher:  silentwings

Zero-K: Special event – Raider weekend

This weekend, raider units of Zero-K can roam freely, galloping in valleys, making laser shows and shooting plasma at singularities.

Staple low tech defensive structures defender and lotus are offline for maintenance 🙂

Zero-K: Zero-K v1.1.6.0 (finally)

After a three-month delay, huge cost overruns and the resignation of the Czech president, a new Zero-K stable is finally out! This one makes long-awaited balance changes to some particularly notorious units, and swats a good number of the most annoying bugs. Enjoy!

(The engine update will have to wait a little longer, we’re still getting some bugs worked out)

== Units ==
Outlaw:
* Damage 50 -> 20

Glaive:
* HP 190 -> 200

Bandit (through many engine changes) ended up with DPS which was 20% too high. This has been fixed.

Annihilator:
* Cost: 1800 -> 2200
* Range 1250 -> 1200
* Aimpoint to make it less able to hide behind terraform walls

Sumo:
* Now has disruptor beams each does 250 damage and 500 slow damage every 2 seconds (was 60 damage every 0.5 seconds)

Wolverine:
* HP 380 -> 450

Pillager:
* HP 700 -> 840
* Raw turnrate 329 -> 400

Dirtbag:
* Changed mound shape such that bots cannot pass them. This alleviates the factory based hardcounter and forces Shieldbots to use Dirtbag more intelligently, mindless spam could hurt yourself. Impassible area is about the size of a Windmill.
* Cost 20 -> 35
* Multiple Dirtbags no longer spread out when jumping on a single point
* Units bounce off mounds, it is now much harder to trap units by jumping on them. Quake (Seismic Missile) causes units to bounce around in the effected area as well.

Antinuke:
* Coverage 2000 -> 2500

Crane:
* Inherits land/fly state from factory

== Fixes ==
* Fixed Leviathan tacnuke failing to fire
* Allied units obstructing a factory will automatically get out of the way
* Fixed a number of bugs with unit wreckages
* Fixed lag monitor returning units captured by the enemy if the original owner lags
* Fixed keybinds not working on first run
* Fixed various mistakes in Award gadget
* Carrier and commander drones are now captured along with their parent
* CAI checks if a mex spot is reachable before trying to cap it
* HLT fires from correct barrel
* Fix to Lups distortion effect
* Fix non-standard Spy self-destruct time

== Miscellaneous ==
* New awards: Loot & Pillage and Traffic Cop
* Head Hunter award counts captures that last to the end of the game
* “Overwhelming numerical advantage” threshold (when weaker team’s units are revealed) occurs at 25:1 unit value ratio, instead of 100:1.
* Hide comm processing debug messages
* Map Edge Extension only enabled by default on High and Ultra graphics * Easy Facing only affects factories