Difference between revisions of "V1.2.4.0"

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(Created page with " This version includes some nice unit AI improvements and continues the ongoing sea rework. There are some major changes to sea and the Amphibious factory should fare better o...")
 
(Updated formatting. Note sure what to do about units that have had their name changed. Either redirect the old link to the new page, or hide the link in the page (which would mean that should another name change happen, it would require going through all these logs again).)
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This version includes some nice unit AI improvements and continues the ongoing sea rework. There are some major changes to sea and the Amphibious factory should fare better on land. The most notable sea change is the addition of a depthcharge hovercraft, the Claymore, and the removal of Scalpels underwater missiles. The Claymore is quite a silly unit but we may as well try out something !Fun! before sea has any balance which can be broken.
 
This version includes some nice unit AI improvements and continues the ongoing sea rework. There are some major changes to sea and the Amphibious factory should fare better on land. The most notable sea change is the addition of a depthcharge hovercraft, the Claymore, and the removal of Scalpels underwater missiles. The Claymore is quite a silly unit but we may as well try out something !Fun! before sea has any balance which can be broken.
  
=== Balance ===
+
= Balance =
 
 
Added Claymore - a somewhat suicidal antiswarm depthcharge hovercraft. It fires Roach-sized depthcharges at short range with the hope that whatever it is targeting is far enough underwater to prevent it from killing itself. It does less well against surface targets. On land it is able to drop the depthcharge which will bounce around for a few seconds before exploding.
 
  
 +
Added [[Claymore]] - a somewhat suicidal antiswarm depthcharge hovercraft. It fires [[Roach]]-sized depthcharges at short range with the hope that whatever it is targeting is far enough underwater to prevent it from killing itself. It does less well against surface targets. On land it is able to drop the depthcharge which will bounce around for a few seconds before exploding.
 +
====[[Scalpel]]====
 
Scalpel can no longer shoot into water.
 
Scalpel can no longer shoot into water.
 
+
====[[Scallop]]====
 
Scallop Torpedo:
 
Scallop Torpedo:
* Damage 230 -> 140
+
* Damage 230 -> 140
* Reload Time 3 -> 3.5
+
* Reload Time 3 -> 3.5
  
 
Scallop Shotgun:
 
Scallop Shotgun:
* DPS increased by 33%
+
* DPS increased by 33%
* Range 280 -> 300
+
* Range 280 -> 300
 
+
====[[Duck]]====
Duck:
+
* Cost 150 -> 80
* Cost 150 -> 80
+
* Health 400 -> 240
* Health 400 -> 240
+
* Speed 2.7 -> 2.8
* Speed 2.7 -> 2.8
+
* Damage 430 -> 230
* Damage 430 -> 230
+
====[[Typhoon]]====
 
+
* Health 1700 -> 1750
Typhoon:
+
* Range 280 -> 240
* Health 1700 -> 1750
+
====[[Hunter]]====
* Range 280 -> 240
+
* Health 1300 -> 1700
 
+
* Speed 2.3 -> 2.4
Hunter:
+
* Range 340 -> 260
* Health 1300 -> 1700
+
* Reload Time 5 -> 4.5
* Speed 2.3 -> 2.4
+
* Has Crusader level AoE.
* Range 340 -> 260
+
====[[Snake]]====
* Reload Time 5 -> 4.5
+
* Cost 400 -> 350
* Has Crusader level AoE.
+
====[[Crusader]]====
 
+
* Cost 700 -> 550
Snake:
+
====[[Enforcer]]====
* Cost 400 -> 350
+
* Damage 860 -> 950
 
+
====[[Commander]]====
Crusader:
 
* Cost 700 -> 550
 
 
 
Enforcer:
 
* Damage 860 -> 950
 
 
 
 
Commander Torpedo:
 
Commander Torpedo:
* Can target Hovercraft.
+
* Can target Hovercraft.
* Damage 400 -> 220
+
* Damage 400 -> 220
* Reload 5 -> 3.5
+
* Reload 5 -> 3.5
* Range 350 -> 330
+
* Range 350 -> 330
 
+
====[[Repair Pads]]====
 
Repair Pads now drain energy when repairing. An individual pad has 2.5 Build Power.
 
Repair Pads now drain energy when repairing. An individual pad has 2.5 Build Power.
 +
====[[Moderator]]====
 +
* Cost 320 -> 300
 +
* Health 320 -> 450
 +
* Fixed script, it will now aim more rapidly.
 +
* Updated description.
  
Moderator:
+
= Unit AI =
* Cost 320 -> 300
+
====Retreat====
* Health 320 -> 450
+
* Air units are now diverted to Air Repair Pads when told to retreat.
* Fixed script, it will now aim more rapidly.
+
* [[Avengers]] use Boost when starting to retreat.
* Updated description.
+
* Jumpjet units Jump when starting to retreat.
 
 
=== Unit AI ===
 
 
 
Retreat:
 
* Air units are now diverted to Air Repair Pads when told to retreat.
 
* Avengers use Boost when starting to retreat.
 
* Jumpjet units Jump when starting to retreat.
 
  
 
Units skirmishing with Tactical AI now take height difference into account when determining how far away they should be from their target. Scallop now has different behaviour when underwater or on land to take advantage of its separate weapon characteristics.
 
Units skirmishing with Tactical AI now take height difference into account when determining how far away they should be from their target. Scallop now has different behaviour when underwater or on land to take advantage of its separate weapon characteristics.
  
=== Other ===
+
= Other =
* Zombie mode can be played on any map via a modoption.
+
* Zombie mode can be played on any map via a modoption.
* Active modoptions are displayed at the start of the game.
+
* Active modoptions are displayed at the start of the game.
* There is a modoption to mute spectators. This mostly deals with accidental abuse as lobby chat is still visible.
+
* There is a modoption to mute spectators. This mostly deals with accidental abuse as lobby chat is still visible.
* Puppy creation has a graphical effect.
+
* [[Puppy]] creation has a graphical effect.

Revision as of 16:39, 9 July 2021

This version includes some nice unit AI improvements and continues the ongoing sea rework. There are some major changes to sea and the Amphibious factory should fare better on land. The most notable sea change is the addition of a depthcharge hovercraft, the Claymore, and the removal of Scalpels underwater missiles. The Claymore is quite a silly unit but we may as well try out something !Fun! before sea has any balance which can be broken.

Balance

Added Claymore - a somewhat suicidal antiswarm depthcharge hovercraft. It fires Roach-sized depthcharges at short range with the hope that whatever it is targeting is far enough underwater to prevent it from killing itself. It does less well against surface targets. On land it is able to drop the depthcharge which will bounce around for a few seconds before exploding.

Scalpel

Scalpel can no longer shoot into water.

Scallop

Scallop Torpedo:

  • Damage 230 -> 140
  • Reload Time 3 -> 3.5

Scallop Shotgun:

  • DPS increased by 33%
  • Range 280 -> 300

Duck

  • Cost 150 -> 80
  • Health 400 -> 240
  • Speed 2.7 -> 2.8
  • Damage 430 -> 230

Typhoon

  • Health 1700 -> 1750
  • Range 280 -> 240

Hunter

  • Health 1300 -> 1700
  • Speed 2.3 -> 2.4
  • Range 340 -> 260
  • Reload Time 5 -> 4.5
  • Has Crusader level AoE.

Snake

  • Cost 400 -> 350

Crusader

  • Cost 700 -> 550

Enforcer

  • Damage 860 -> 950

Commander

Commander Torpedo:

  • Can target Hovercraft.
  • Damage 400 -> 220
  • Reload 5 -> 3.5
  • Range 350 -> 330

Repair Pads

Repair Pads now drain energy when repairing. An individual pad has 2.5 Build Power.

Moderator

  • Cost 320 -> 300
  • Health 320 -> 450
  • Fixed script, it will now aim more rapidly.
  • Updated description.

Unit AI

Retreat

  • Air units are now diverted to Air Repair Pads when told to retreat.
  • Avengers use Boost when starting to retreat.
  • Jumpjet units Jump when starting to retreat.

Units skirmishing with Tactical AI now take height difference into account when determining how far away they should be from their target. Scallop now has different behaviour when underwater or on land to take advantage of its separate weapon characteristics.

Other

  • Zombie mode can be played on any map via a modoption.
  • Active modoptions are displayed at the start of the game.
  • There is a modoption to mute spectators. This mostly deals with accidental abuse as lobby chat is still visible.
  • Puppy creation has a graphical effect.