BioTrooper: Balanced Annihilation Speed Build – 2 / 3
BioTrooper: Balanced Annihilation Speed Build – 1 / 3
BioTrooper: Balanced Annihilation Speed Build – 3 / 3
JourneyWar: video6.avi
Zero-K: Zero-K v1.0.5.7
Some long-awaited balance changes in this one – whether they work as intended remains to be seen 😉
== Game ==
* Team commander ends mode is default ON
* Autoforce waits 75 seconds for missing people (instead of 30) and will not act unless at least two teams have at least one connected player
* Admin muting applies ingame as well as in lobby (but only if mute was applied before game started); individual player mutes to follow
== Units ==
Krow
* Acceleration 0.154 -> 0.08, brake rate 3.75 -> 1.8
* Speed 3.4 -> 3.3
* Reduced bomb count by 5
Sumo
* Cost 1900 -> 2000
* Range 430 -> 400
* Normalized sight distance to weapon range (was too high)
Big Bertha
* Cost 6000 -> 5000
* HP 4200 -> 4800
Goliath
* Normalized sight distance to weapon range (was too high)
Slasher
* Weapon no longer craters
== Interface ==
* Unit selection screen displays unit reload times
* Comm selection screen should no longer appear when spectating
* A warning appears at start of game if lava is enabled
== Chicken ==
* Redid defenses – now they draw from a common pool which fills with PAR and burrow kills
* Base tech penalty for each burrow kill is 40 seconds (from 60)
* White Dragon no longer stomps
* Tweaked aggro coloring in panel
== Misc ==
* Fixed Crabe script errors * Modified Venom and Crabe map icons
Zero-K: Zero-K v1.0.5.1
May’s first stable version brings with it both gameplay and interface improvements.
== Gameplay ==
* Added a resurrection award
* Added rising lava, controllable with modoptions
== Units ==
Slasher
* Cost 125 -> 140 (12%)
* HP 500 -> 560 (12%)
* Damage 32 -> 50 (56%)
* Speed 2.5 -> 2.8
Angler
* Missiles fire over 2.8s instead of all at once (Shadow will drop its bomb before being killed)
* Reload time 8 -> 10
Bantha
* Missiles are exclusively EMP; can be fired in a volley
* Loses the super optic blast
Leveler
* Doubled terrain smoothing effect
Dirtbag
* Leaves a smaller mound
Felon
* Range 450 -> 440
Licho
* Missile slower, turns better
All vehicles, tanks, hovers and ships accelerate 3x faster
Fixed some building yardmaps
Terraform costs half as much
All units prefer not to fire at unarmed targets (including Dirtbag and Razor’s Kiss)
== Graphics ==
* Changed comm teleport effect
* Tweaked sumo texture
== Interface ==
* Added progress bar for midgame join/rejoin
* Fixed a bug where mexes could be placed off their spots
* Float and Fire at Radar can be hotkeyed
* Pause screen no longer closed with right-click; Space-click for options instead
* Kamikaze units aren’t counted for resign on self-d
* Minimum weapon reload time for healthbar display can be changed
* Build ETA can be set to display only on holding down Shift * Fixes to pylon circle drawing
EvolutionRTS: Evolution RTS v3.4 released! GUI Improvements, New Balance, New Range Indicators, New Unit Buildpictures, New Map (Glacier Pass)!
You might wonder what happened for v3.0 – v3.3 .. Heh, funny story about that. SVN had some conflicting issues that I had to resolve before I could release. Unfortunately it took several tries before I finally fixed it. Moreover I discovered a little “gotcha” the other day.
Well, discovered is the wrong word. Remembered would be a bit more accurate. There is a data file that holds all GUI information. This data file is updated every time you run the game. I used to delete this file upon every game start, but a while back I change it so that there was no need (or so I thought).
Then I changed the GUI defaults again. Unfortunately because the old data file is still around you wouldn’t see any change. I have since changed this behavior and submitted the change to Desura, so you should see the new GUI changes in a day or so.
I discussed the new balance changes some time ago, but I feel that some rehashing would be beneficial:
Evolution RTS has been completely rebalanced using a new formula that makes much more sense. The units still do the same job as before, but now it has been balanced according to the way it was already set up. The end result is that the game is a lot more clear cut and easy to understand.
Lets just do a really quick rundown:
Piercing Damage: Now does a lot less damage to more lightly armored units. This is based on a semi-realistic principle and an armor piercing round would punch a hole but not necessarily do any real damage. Thus it is scaled as such. The deviation is of course economy structures, but that is based upon the idea that an armor piercing round going through delicate equipment would cause no end of damage.
Light Damage: Now light damage is actually predictable. It does 1:1 vs light armor and degrades vs heavier armor. As you can see from the chart, it is also rubbish vs buildings.
Medium Damage: Also much more predictable. Puts the hammer down on light armor, does 1:1 vs medium armor, and half damage vs heavy armor. Not much good for destroying buildings.
Note: Light and Medium damage suck vs buildings, but obviously if you level enough firepower at something it will fall eventually.
Explosive Damage: Explosive damage only takes a 50% deduction when impacting light armor. Based upon the theory that an HE round might penetrate light armor enough to do some damage. Predictably degrades vs heavier armor. From looking at it’s damage vs buildings, and simply the word ‘explosive’ denotes that explosive damage will be good vs buildings.
This is MUCH easier to understand and to explain.
Relevant wiki article (Notice the new damage chart): http://www.wiki.evolutionrts.info/doku.php?id=evolution_rts:armor
Spreadsheet for this chart is here: http://goo.gl/Oll7U
Then moving further, there is the addition of the custom rings widget:
Thanks to CarRepairer, Regret, and Niobium, I have a new widget that allows me to display ranges of things. So the ORB’s repair graphic will be replaced with a simple green ring. This is good because no more massive lag when you select 5 or 10 of them. Additionally, things such as buildrange and Energy Core collection range are defined, and a TON of other stuff.
Enjoy!
Zero-K: Zero-K v1.0.4.20
Metals spots has been tweaked slightly for automatic compatibility with more maps. In some cases a map was too broken for this so an override has been added.
Anti-gunship AA has been nerfed slightly in the continued attempt to make gunships more useful. Jethro is now a cloaky AA unit and hopefully some sort of Veh AA can fill Jethro’s old role.
The main UI changes are grid hotkeys for factory units and Outlaw has a button to constantly fire as well as an improved effect.
=== Metal Spots ===
UI:
* Size of minimap circle now independent of map size.
* By using larger metal icons the income visualisation can handle income up to 1000.
There are now configs for:
* Azure Rampart
* Charlie in the Hills v2.1
* EE-RiverGlade-v02
* Lava And Two Hills
* Porky_Islands
* TheBeachBeta
Fixes:
* May have fixed desync in finder algorithm.
* Fixed metal mult modoption.
* Slightly reduced spot merge detection range.
* Mexes with less than 0.2 income are discarded.
=== Balance ===
Jethro (cloaky AA):
* Now cloaks (0.1 static, 0.5 moving)
* Cost 100 -> 150
* DPS increased 50%
* Range 760 -> 700
* Speed 3.5 -> 2.9
Archangel (Jump AA):
* EMG dps is back to what it was before the XP change. This is a reduction of 30% from last version.
Cobra and Copperhead (flak cannons):
* DPS reduced 10% (to try and make Gunships better).
Quake (seismic missile):
* Cost 500 -> 400
=== UI ===
Factory build options now have grid layout hotkeys. These work a bit differently to structure grid hotkeys.
* Unit creation only requires one key press.
* The hotkeys are always active when Units tab and a factory is selected.
* Modifiers Shift (5x) and Alt (insert at start of queue) modifiers work with these hotkeys.
* These may conflict with how some current people like to use the UI so there is an is an option “Settings/Interface/Integral Menu/Disable Units Hotkeys” to turn it off.
Set Target and Cancel Target are now bindable through the menu Game/Commands tab.
Outlaw can be toggled on/off to constantly fire. Improved weapon gfx to be cleaner and more accurately depict the AoE speed.
=== Fixes ===
* Fixed some wreck names.
* ‘Anti-Armor’ units are now called ‘Anti-Heavy’ * Gauss now shoots through wreckages (it was suppose to and has done so in the past).
