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[img]http://zero-k.info/img/news/3320.jpg[/img]
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[img]http://zero-k.info/img/news/3320.jpg[/img]
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The November patch is a large one, with four new maps added to the matchmaker pool, numerous balance tweaks, and many other improvements and fixes.
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The November patch is a large one, with four new maps added to the matchmaker pool, numerous balance tweaks, and many other improvements and fixes.
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The most notable balance changes are:
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The most notable balance changes are:
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* Armour now reduces damage by a factor of 3 rather than 4. This is to increase counters to armoured turrets and Crab, and to give Halberd space to be tankier while firing.
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* Armour now reduces damage by a factor of 3 rather than 4. This is to increase counters to armoured turrets and Crab, and to give Halberd space to be tankier while firing.
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* Hovercraft have their uniquely terrible slope climbing replaced with uniquely fast speed while turning. A bonus feels better than a penalty, and the old penalty was pretty obscure as well as limiting for map diversity.
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* Hovercraft have their uniquely terrible slope climbing replaced with uniquely fast speed while turning. A bonus feels better than a penalty, and the old penalty was pretty obscure as well as limiting for map diversity.
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* Limpet received its prophesied nerf now its power and general utility has been discovered.
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* Limpet received its prophesied nerf now its power and general utility has been discovered.
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* The ongoing small tweaks to vehicle raiders continue in an attempt to share some of the success of Rover with Hover and Tank.
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* The ongoing small tweaks to vehicle raiders continue in an attempt to share some of the success of Rover with Hover and Tank.
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* Swift no longer fires while landing. Its weapon maybe have to be buffed in the future to compensate.
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* Swift no longer fires while landing. Its weapon maybe have to be buffed in the future to compensate.
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New features include a command for easier factory plate placement and improved effects for Halberd and Buoy. Modding for many niche special abilities is much easier and a few edge case bugs have been fixed.
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New features include a command for easier factory plate placement and improved effects for Halberd and Buoy. Modding for many niche special abilities is much easier and a few edge case bugs have been fixed.
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= Matchmaker Pool =
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= Matchmaker Pool =
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[b]1v1 [/b]pool:
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[b]1v1 [/b]pool:
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* Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
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* Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
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* Removed Intersection, Ravaged, Crubick Plains, Frostburn, Izki Channel, Anvilwood.
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* Removed Intersection, Ravaged, Crubick Plains, Frostburn, Izki Channel, Anvilwood.
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[b]Teams [/b]pool:
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[b]Teams [/b]pool:
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* Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
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* Added Faultline, Doldrums, Random Plateaus, Shimmershore, Trojan Hills, Mecharavaged.
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* Removed Intersection, Ravaged, Crubick Plains, Frostburn, Aurelian.
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* Removed Intersection, Ravaged, Crubick Plains, Frostburn, Aurelian.
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= Balance =
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= Balance =
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[b]Armour [/b]damage reduction reduced 75% -> 66.6%. The following units were partially compensated.
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[b]Armour [/b]damage reduction reduced 75% -> 66.6%. The following units were partially compensated.
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*
[b]Halberd
[/b]health
1250
->
1600
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*
[b]Halberd
[/b]health
1250
->
1450
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* [b]Crab [/b]health 4000 -> 4200
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* [b]Crab [/b]health 4000 -> 4200
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* [b]Solar Collector[/b] health 500 -> 600
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* [b]Solar Collector[/b] health 500 -> 600
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[b]Hovercraft [/b]have increased mobility.
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[b]Hovercraft [/b]have increased mobility.
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* Rather than slow to 60% while turning like other vehicles, they keep all their speed.
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* Rather than slow to 60% while turning like other vehicles, they keep all their speed.
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* They climb slopes as quickly as other vehicles, rather than climbing much slower.
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* They climb slopes as quickly as other vehicles, rather than climbing much slower.
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[b]Quill [/b]turns faster because large turning circles are needlessly annoying on constructors.
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[b]Quill [/b]turns faster because large turning circles are needlessly annoying on constructors.
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* Turn rate 920 -> 1100.
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* Turn rate 920 -> 1100.
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[b]Dagger [/b]deals more damage, but not enough to affect its matchups against most raiders.
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[b]Dagger [/b]deals more damage, but not enough to affect its matchups against most raiders.
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* Damage 100 -> 110
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* Damage 100 -> 110
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[b]Scalpel [/b]is smarter.
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[b]Scalpel [/b]is smarter.
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* Overkill prevention fires less often at targets that are probably going to die.
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* Overkill prevention fires less often at targets that are probably going to die.
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[b]Dart [/b]swarms are slightly less deadly.
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[b]Dart [/b]swarms are slightly less deadly.
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* Damage 35 -> 32
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* Damage 35 -> 32
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* Slow damage 140 -> 128
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* Slow damage 140 -> 128
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[b]Fencer [/b]is the backbone of Rover, which seems particularly powerful, so can afford a small nerf.
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[b]Fencer [/b]is the backbone of Rover, which seems particularly powerful, so can afford a small nerf.
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* Cost 140 -> 145
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* Cost 140 -> 145
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[b]Kodachi [/b]is cheaper but finds it harder to deal free damage.
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[b]Kodachi [/b]is cheaper but finds it harder to deal free damage.
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* Cost 175 -> 170
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* Cost 175 -> 170
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* Range 215 -> 210
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* Range 215 -> 210
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[b]Limpet [/b]took years to be noticed, and it is finally time for its first nerf.
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[b]Limpet [/b]took years to be noticed, and it is finally time for its first nerf.
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* Cost 150 -> 160
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* Cost 150 -> 160
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* Speed 123 -> 120
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* Speed 123 -> 120
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* Damage 150 -> 120
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* Damage 150 -> 120
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* Slow damage of 1200 unchanged.
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* Slow damage of 1200 unchanged.
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* Overslow 5s -> 2s (matches Moderator)
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* Overslow 5s -> 2s (matches Moderator)
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\n
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[b]Cutter[/b] should not be outclassed by Hunter so early.
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[b]Cutter[/b] should not be outclassed by Hunter so early.
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* Cost 70 -> 65
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* Cost 70 -> 65
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[b]Swift [/b]is no longer a form of artillery, and boost is consistent with other abilities.
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[b]Swift [/b]is no longer a form of artillery, and boost is consistent with other abilities.
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* Can no longer fire while landing.
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* Can no longer fire while landing.
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* Boost recharge rate now obeys status effects.
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* Boost recharge rate now obeys status effects.
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[b]Faraday [/b]has less damage and stun uptime, on top of the general armour nerf.
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[b]Faraday [/b]has less damage and stun uptime, on top of the general armour nerf.
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* Damage 1200 -> 1100
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* Damage 1200 -> 1100
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* Reload 2.7s -> 2.9s (stun uptime 74% -> 69%)
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* Reload 2.7s -> 2.9s (stun uptime 74% -> 69%)
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[b]Faraday [/b]and [b]Gauss [/b]have more appropriate collision shapes.
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[b]Faraday [/b]and [b]Gauss [/b]have more appropriate collision shapes.
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* They now have flatter collision volumes when closed.
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* They now have flatter collision volumes when closed.
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* If they can shoot over a wall, their aim point is now adjusted so that enemies can shoot back.
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* If they can shoot over a wall, their aim point is now adjusted so that enemies can shoot back.
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[b]Commander Disruptor Bomb[/b] is now consistent with Limpet.
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[b]Commander Disruptor Bomb[/b] is now consistent with Limpet.
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* Damage 350 -> 210
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* Damage 350 -> 210
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* Slow damage of 2100 unchanged.
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* Slow damage of 2100 unchanged.
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*
Added
2s
overslow
to
Violet
Slugger
for
consistency
with
Limpet.
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*
Added
2s
overslow
for
consistency
with
Limpet.
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[b]Disco Rave Party[/b] is now consistent with Limpet.
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[b]Disco Rave Party[/b] is now consistent with Limpet.
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* Added 2s overslow to Violet Slugger.
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* Added 2s overslow to Violet Slugger.
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All slow pulses, besides the more continual pulse of Outlaw, now have a slow to damage ratio of 10:1, and 2 seconds overslow.
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All slow pulses, besides the more continual pulse of Outlaw, now have a slow to damage ratio of 10:1, and 2 seconds overslow.
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= Interface =
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= Interface =
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Dagger and Bolas radar icons are now consistent with other light/heavy raider pairs.
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Dagger and Bolas radar icons are now consistent with other light/heavy raider pairs.
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* Icon type Raider/Support -> Scout/Raider.
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* Icon type Raider/Support -> Scout/Raider.
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* This will be confusing at first, but the consistency should be worth it in the long run.
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* This will be confusing at first, but the consistency should be worth it in the long run.
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Factory plates are easier to place with the new factory plate command.
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Factory plates are easier to place with the new factory plate command.
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* Added a generic factory plate command that turns.
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* Added a generic factory plate command that turns.
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* It turns into the factory plate of the nearest factory in range of the mouse.
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* It turns into the factory plate of the nearest factory in range of the mouse.
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* It exists in the grid construction menu with hotkey BV.
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* It exists in the grid construction menu with hotkey BV.
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\n
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Fixed some texts:
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Fixed some texts:
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* "defense" -> "defence" (rather than a mismash of the two options)
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* "defense" -> "defence" (rather than a mismash of the two options)
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* "minimun" -> "minimum"
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* "minimun" -> "minimum"
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* "stun time" -> "max stun time"
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* "stun time" -> "max stun time"
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Other features.
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Other features.
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* Self-destructing a selection of units costing less than 1000 now never triggers autoresign.
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* Self-destructing a selection of units costing less than 1000 now never triggers autoresign.
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* Rectangle terraform now turns red when too large.
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* Rectangle terraform now turns red when too large.
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* Added Swift boost and jumpjet cooldown to selections panel.
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* Added Swift boost and jumpjet cooldown to selections panel.
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* Landed Swifts refund their boost.
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* Landed Swifts refund their boost.
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* Add Fire Towards Enemies to the hotkey menu.
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* Add Fire Towards Enemies to the hotkey menu.
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= Graphics =
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= Graphics =
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* Improved projectile effect and muzzle flare for Buoy and Halberd.
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* Improved projectile effect and muzzle flare for Buoy and Halberd.
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= Modding =
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= Modding =
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Many previously hardcoded abilities now have customParams or are configurable in LuaRules/Configs. While it was possible for mods to copy gadgets to configure such behaviour, it is now easier to do so in a configurable way. This includes:
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Many previously hardcoded abilities now have customParams or are configurable in LuaRules/Configs. While it was possible for mods to copy gadgets to configure such behaviour, it is now easier to do so in a configurable way. This includes:
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* Dirtbag mound.
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* Dirtbag mound.
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* Full interactions for sonar, radar and radar jamming (eg being disabled when disarmed).
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* Full interactions for sonar, radar and radar jamming (eg being disabled when disarmed).
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* Phantom firing while cloaked.
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* Phantom firing while cloaked.
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* Air transports.
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* Air transports.
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* Teleport beacon.
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* Teleport beacon.
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* Overshoot prevention for turrets.
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* Overshoot prevention for turrets.
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* Gravity weapons being allowed to Set Target allies.
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* Gravity weapons being allowed to Set Target allies.
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* Torpedoes not jumping out of the water when they hit the shore.
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* Torpedoes not jumping out of the water when they hit the shore.
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= Fixes =
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= Fixes =
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* Fix ward fire error spam on metal maps.
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* Fix ward fire error spam on metal maps.
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* Krow and Thunderbird now decloak during bombing runs. Previously Thunderbird would only decloak when bombing via attack order.
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* Krow and Thunderbird now decloak during bombing runs. Previously Thunderbird would only decloak when bombing via attack order.
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* Clean up metal spot detection code.
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* Clean up metal spot detection code.
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* Improved base64 encoding memory usage.
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* Improved base64 encoding memory usage.
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* Fix commander name tags displaying the AI host's name instead of the AI's.
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* Fix Scylla firepoint offset/clipping.
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* Fix Scylla firepoint offset/clipping.
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* Fix special weapons not updating their image and text in some cases (eg select a Swift then a Charon).
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* Fix special weapons not updating their image and text in some cases (eg select a Swift then a Charon).
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* Fix SLAM rocket model.
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* Fix SLAM rocket model.
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* Fix stretched Dart track texture.
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* Fix stretched Dart track texture.
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