Gameplay
Repeat Queue mode for factories
New Resource Mechanic:
All regions now generate resources as soon as they are captured, but building extractors generates more resources
New Tech Tree
Available when the Seed is selected
Techs can be continuously upgraded for an exponential cost
Metal Storage, Radioactive Storage, Logistics, Radar Range, Weapon Damage, and Unit Max HP function so far (others WIP)
Global Ability Prototype: Scan
Uses radioactives to reveal an area of the map temporarily
re-enable Reinforcements ordering directly from units
change the VP accumulation - now the game grants VPs to the player with the most Turinium Generators (and only the lead player - if there is a tie for first, nobody gets points this tick)
Issue move command to aircraft when r-clicking a capture node
Balance
Archer has slightly fewer HP
Drive Inhibitor now has double radius
Increased vision of pan slightly.
speed up medic a tiny bit so that he can heal while moving better
Armor changes! Only buildings, T3s, Brute, and Zeus are armored. Only Sentinel Turrets and Nemesis weapons are armor-piercing.
Apollo Flak Cannon now targets drones (after air)
Archer missiles no longer target air or drones
Prometheus Heavy Autocannon now targets drones/air last
T1 HP balance changed to reflect that there are 3 of them (so they have 40 HP a piece typically)
Updated the weapons to have more distinction between the primary weapon of a unit and the defensive such that the primary weapon tends to have better range than the secondary. Hence, if a unit closes in on that unit, its defensive stuff will start going off (all tested)
Archer rockets go off less often but are more powerful, prefer to target T2s instead of T1s.
Smarties will target air now as a low priority. However, their range has been reduced.
The Hercules primary weapon now fires only occasionally but does massive damage. Primarily focuses on T3s.
Artemis weapon range reduced to ensure that it is less than the Cronus's Cenatur missile array.
Chronus targets buildings as first priority.
General balance, relative to each other, of all weapons
The Fury will now attack ground units if no air units are available.
The Hades Nova bomb has been rebalanced to have less splash damage and prefers to target buildings. Will no longer target T1s.
General balancing of secondary and tertiary weapons on units to make them less potent than their primary weapons (before they were all very powerful with relatively little distinction).
Unit HP massively reduced (but relative to each other). T3s go from 18000 to 600, 9000, 7000. This also fixes text clipping issues.
decreased movement speed of Artemis
Decreased Artemis barrage count slightly
Nexus armor increased
Scout costs more metal to build
Nova bomb damage increased
Heal ray nerfed
Removed heal projector and protection from Hyperion
Gave Heal projector and Protection field to Prometheus
Balance updates to make the Prometheus the anti-T3 and the Hyperon the area dominator
Map Fixes/Balance
removed some maps that weren't up to standards; Drake, Keplar, Xendar
Aven - VP balance, minor terrain tweaks, first cosmetic pass
Deneb - minor balance/geography, cosmetic pass
Kralon - resource balance, geo tweaks, cosmetic pass
Proxima - geo tweaks, resource balance, rough cosmetic pass
Scorpio - Geo tweaks for pathing, resource balance, region balance, cosmetic pass
Cerius - minor changes to fix region connections, reduced metal. This is now a slow map
Seton - minor geo/region tweaks, resource balance, cosmetic pass
AI
AI more likely to build defenses at vp location
tweak to formation behavior at narrow pases
ai use less radioactives in early game
Fury will maneuver to use its cannons much more often
added bonus, it'll be able to lock on with its missiles more too
extra added bonus, the Hades should also be able hit targets more often
Capture order uses passive stance so that units ordered to capture will stay on target
Adjustments so units stay in firing range more effectively
Art & Graphics
improved particle lighting
new model for Medic T1
Adjusted camera angle
Particles now volumetric
Slight unit size increase
Nexus "tower" rotates to face enemies
UI
new cursor style to match the rest of the HUD
Flashing tech button when player can afford a new tech
First pass at "News of the Day" window in corner of main menu
Weapon ranges and order lines now show only for selected items, unless nothing is selected
New player ‘power’ list showing player’s strength and Victory Point ranking
Minimap/Strategic map improvements
combat flashes on map (and so do cutoff regions)
icons simplified for legibility (temp art)
Engineers now visible as icons
make camera view frustrum have an edge
tweak colors of maxi map a little
minor internal bug fixes
Control groups now displayed as icons
After Action Report stats screens
Naming Changes:
Seed now “Nexus”
Updated Naming convention: T3s are given the names of Greek titans, T2s have the names of Greek gods (typically).
Centaur renamed to Cronus.
Hercules renamed back to Hyperion
Energizer renamed to Medic
Building tooltips improved
Steam Avatar added to Profile button on Main Menu
Unit Panel now shows the aggregate health of all selected units
Sound
updated speech notifications
Rebalanced weapon sound volume, propagation, and priority to match the ‘tier’ of weapon
general volume adjustments
Updating Apollo Flak and Autocannon
New UI button click and mouseover
adding Creep1Missile, new ArtemisMissileBarrage, T3CentaurMissile, and Death Blossom first pass
Drag select and Attack move audio hookups
updating Centaur weapons
updating select sounds for units
updated T1 Light Plasma Laser
updated Thantos Rail and Senitinal Rail Cannon
updated radius of destruction sounds
Many more...
Lots of crash fixes
stability fix for loss of focus issue
crash rix related to choosing the random map option
crash fix for death of factory while searching for a place to build.
crash fix when destroying unit constructing something that is destroyed on the frame before and messages are in flight
Misc
When a player is kicked from a lobby that lobby no longer shows up in searches.
Lobby message channel bridge no longer requires NAT traversal. This makes joining a lobby much faster.
Bug fixes
fixed broken & mislabeled hotkeys
we THINK we fixed the instabuild / resources at -1 issue
Prevent Drones from showing up in empire tree
Disabled CreateMetaUnit button when only 1 unit selected
bug fix: deathblossom was firing with targets out of range
Making autosaves a bit faster
Upper bound on camera frame time
Disallowing starting games without any opponent in both skirmish and custom multiplayer
Prevent player from assigning enemy units to hot keys. (Theoretically not bad, but it would let the player warp to the unit's location when it's in the fog)
More protections against malformed units in empire tree
Correctly handle case where the connection to Steam is lost while in a lobby
BugFix for benchmark not reading current graphics settings if edited
Client has flickering resource counts in MP match.
multiple visual bug fixes on Research Matrix
multiple visual bug fixes on Metal Extractor
multiple visual bug fixes on Logistics Array
multiple visual bug fixes on Radioactives Extractor
multiple visual bug fixes on Power Relay
multiple visual bug fixes on Turinium Generator
old power resource removed from all building tooltips
“?” in chat no longer brings up console
Fix for canceling construction orders confusing engineers
fix air units slowing over impassable terrain
Do not allow the leave lobby prompt to stay up while the game is starting. This is not an ok time to back out of the lobby.
fix for glowy particles not glowing
remove Scan ability from centaur
Aven - map fix generator in unreachable basin area
weeellll, since you asked I've got one in mind, I'll start a new thread for it though. Thanks!
Thanks, 997 or so MB big update! I like.
This gave an initial review of the latest release, but I missed important content so I've removed the comments until I've played through some more games again. What an idiot!
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