Difference between revisions of "V1.3.6.0"

From Zero-K
Jump to navigation Jump to search
(Created page with "=== Balance === Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust: * Cost 90 -> 85 Sniper nerfed in a way which spares...")
 
(Formatting and navbox.)
 
Line 1: Line 1:
=== Balance ===
+
== Balance ==
  
 
Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:
 
Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:
* Cost 90 -> 85
+
* Cost 90 85
  
 
Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:
 
Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:
* Reload 15 -> 18
+
* Reload 15 18
  
 
Recluse has a small buff to see if it can regain usefulness:
 
Recluse has a small buff to see if it can regain usefulness:
* Cost 300 -> 280
+
* Cost 300 280
  
 
Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:
 
Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:
* Cost 300 -> 240
+
* Cost 300 240
  
 
Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.
 
Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.
* AoE 256 -> 128
+
* AoE 256 128
* Projectiles 2 -> 10
+
* Projectiles 2 10
 
* Increased spray angle on projectiles.
 
* Increased spray angle on projectiles.
* Duration 20 -> 16
+
* Duration 20 16
* Cost 1200 -> 900
+
* Cost 1200 900
  
 
Fixed and slightly buffed gravity guns to compensate for engine changes.
 
Fixed and slightly buffed gravity guns to compensate for engine changes.
Line 24: Line 24:
 
Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.
 
Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.
  
 
+
== Sea Balance ==
=== Sea Balance ===
 
  
 
As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.
 
As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.
Line 31: Line 30:
 
Scallop redesigned as an effective underwater riot:
 
Scallop redesigned as an effective underwater riot:
 
* Much more able to hit fast things
 
* Much more able to hit fast things
* AoE 64 -> 100
+
* AoE 64 100
* Damage 180 -> 360
+
* Damage 180 360
* Reload 1 -> 2
+
* Reload 1 2
* Range 430 -> 230
+
* Range 430 230
* Sonar Range 300 -> 350
+
* Sonar Range 300 350
  
 
Hunter also redesigned as an effective riot with can outrange Scallops:
 
Hunter also redesigned as an effective riot with can outrange Scallops:
* Health 1850 -> 1200
+
* Health 1850 1200
* Damage 96 -> 186
+
* Damage 96 186
 
* Impulse significantly reduced.  
 
* Impulse significantly reduced.  
* Range 340 -> 350
+
* Range 340 350
* Reload 1.4 -> 2.2
+
* Reload 1.4 2.2
 
* Improved tactical AI
 
* Improved tactical AI
  
 
Typhoon speed buff (otherwise Hunter beats it):
 
Typhoon speed buff (otherwise Hunter beats it):
* Speed 2.5 -> 3.0
+
* Speed 2.5 3.0
  
 
Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:
 
Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:
* Health 375 -> 600
+
* Health 375 600
* Range 290 -> 210
+
* Range 290 210
* Reload 7.5 -> 5.5
+
* Reload 7.5 5.5
  
 
Enforcer:
 
Enforcer:
* Cost 900 -> 800
+
* Cost 900 800
 
 
  
=== UI ===
+
== UI ==
  
 
Banisher now has overkill prevention
 
Banisher now has overkill prevention
  
 
Replay control improved
 
Replay control improved
* speed buttons show current speed
+
* speed buttons show current speed
* there is an optional progress bar
+
* there is an optional progress bar
* clicking the progress bar jumps to the selected time
+
* clicking the progress bar jumps to the selected time
  
=== Misc ===
+
== Misc ==
 
* Widgets now call UnitDestroyed for enemy units that die in LoS
 
* Widgets now call UnitDestroyed for enemy units that die in LoS
 
* Dominatrix dish now has an open-up animation when finished
 
* Dominatrix dish now has an open-up animation when finished
Line 74: Line 72:
 
* Reworked start position shuffle. There are now 3 options: off, shuffle (shuffles among the boxes that currently contain people) and all-shuffle (shuffles among all boxes).
 
* Reworked start position shuffle. There are now 3 options: off, shuffle (shuffles among the boxes that currently contain people) and all-shuffle (shuffles among all boxes).
  
=== Bugfixes ===
+
== Bugfixes ==
 
* Fixed some stupid vector handling in tactical AI
 
* Fixed some stupid vector handling in tactical AI
 
* Fixed Reef antinuke being able to miss
 
* Fixed Reef antinuke being able to miss
Line 96: Line 94:
 
* Fixed some units having a middle wreck level that looked like debris but had full metal value (Stardust, Razor, Sonar, Fusion, Penetrator, Surfboard, Storage)
 
* Fixed some units having a middle wreck level that looked like debris but had full metal value (Stardust, Razor, Sonar, Fusion, Penetrator, Surfboard, Storage)
 
* Fixed bug related to destroying a plane while it is taking off
 
* Fixed bug related to destroying a plane while it is taking off
 +
 +
 +
{{Navbox changelog}}

Latest revision as of 18:20, 22 October 2022

Balance

Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:

  • Cost 90 → 85

Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:

  • Reload 15 → 18

Recluse has a small buff to see if it can regain usefulness:

  • Cost 300 → 280

Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:

  • Cost 300 → 240

Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.

  • AoE 256 → 128
  • Projectiles 2 → 10
  • Increased spray angle on projectiles.
  • Duration 20 → 16
  • Cost 1200 → 900

Fixed and slightly buffed gravity guns to compensate for engine changes.

Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.

Sea Balance

As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.

Scallop redesigned as an effective underwater riot:

  • Much more able to hit fast things
  • AoE 64 → 100
  • Damage 180 → 360
  • Reload 1 → 2
  • Range 430 → 230
  • Sonar Range 300 → 350

Hunter also redesigned as an effective riot with can outrange Scallops:

  • Health 1850 → 1200
  • Damage 96 → 186
  • Impulse significantly reduced.
  • Range 340 → 350
  • Reload 1.4 → 2.2
  • Improved tactical AI

Typhoon speed buff (otherwise Hunter beats it):

  • Speed 2.5 → 3.0

Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:

  • Health 375 → 600
  • Range 290 → 210
  • Reload 7.5 → 5.5

Enforcer:

  • Cost 900 → 800

UI

Banisher now has overkill prevention

Replay control improved

  • speed buttons show current speed
  • there is an optional progress bar
  • clicking the progress bar jumps to the selected time

Misc

  • Widgets now call UnitDestroyed for enemy units that die in LoS
  • Dominatrix dish now has an open-up animation when finished
  • Removed "Unploppable air facs" modoption
  • Stardust and Razor obey status effect when aiming
  • Chicken Queen will no longer land or start flying when disarmed
  • Reworked start position shuffle. There are now 3 options: off, shuffle (shuffles among the boxes that currently contain people) and all-shuffle (shuffles among all boxes).

Bugfixes

  • Fixed some stupid vector handling in tactical AI
  • Fixed Reef antinuke being able to miss
  • Fixed Chicken Queen being prevented from flying even without full EMP
  • Fixed Hovercraft Platform build area being shifted to the side
  • Fixed Claymore barrels homing back to the drop point when manually dropped in water
  • Fixed resigns during pause not causing game-over (making the game stuck because noone can unpause)
  • Fixed inflated multi-million Share Bear award values caused by finishing shared terraform
  • Fixed resign messages being filtered out by the chat
  • Fixed captured constructors being unable to area-mex
  • Fixed Ultimatum being able to target terraform
  • Fixed Reef texture being mostly black (now has a gray deck)
  • Fixed Raven dive not causing a slow-down when performed above deep water
  • Fixed Eco Panel resource bars being out-of-bounds when picking commander after game start
  • Fixed type map defaults not keeping speed bonuses equal (fixes eg. fast hovers on Geyser)
  • Fixed overkill prevention taking armor into account twice
  • Fixed units not having an aversion towards targeting disarmed targets when there are non-disarmed targets available
  • Fixed Dominatrix idle animation running when under construction
  • Fixed some outdated unit pictures
  • Fixed Geothermal Powerplant not emitting smoke when damaged
  • Fixed some units having a middle wreck level that looked like debris but had full metal value (Stardust, Razor, Sonar, Fusion, Penetrator, Surfboard, Storage)
  • Fixed bug related to destroying a plane while it is taking off