Change log build 31 31-7-2012

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Change log build 31 31-7-2012

Postby Brute51 » 31 Jul 2012, 20:57

I'm expecting a new version of Nomads available soon. In anticipation of that, here's the change log.


Balance changelog for build 31

Rejoice: trees have been tweaked, no more issue when ACU spwan!

Naval units:
T1 Frigate:
AA weapon now an unguided rocket (similar to t1 mobile AA)

T3 sub:
Energy cost = 36000 (from 30000)
Buildtime = 14400 (from 13000)
Missile weapon rate of fire = 0.08 (from 0.13), DPS = 300 (from 487.5 DPS, there was a mistake)
Muzzle salvo delay = 0.8 (from 0.5)

Battleship replaced by heavy destroyer:
health = 28000
7000 mass
55000 energy
buildtime = 25200
Plasma weapon damage = 420 for two weapons = 428 DPS
Stingray weapon range = 45; rate of fire = 3 = 60 DPS
Railgun weapon rate of fire = 0.5 = 100 DPS
Rocket-Flak anti air weapon similat as the t2 mobile AA

Land Units

All hovering units are now 20% slower on water instead of 25%.

ACU and SCU sniper upgrade:
addrange = 30 (from 28)
AddRateOfFire = 0.33, (from 0.25)

ACU 2nd gun upgrade:
energy cost = 2250000 (from 130000)
Mass cost = 4000 (from 3000)

t1 tank :
health = 250 hp (from 260 hp)

t1 sniper tank:
Energy cost = 300 (from 240)
Mass cost = 56 (from 48)
Buildtime = 300 (from 240)
rate of fire = 0.1 (from 0.125), DPS changed to 30 (from 37.5)

T2 Mobile missile launcher:
AOE = 2 (from 3)

T3 Super heavy tank:
plasma weapon rate of fire = 0.14 (from 0.15), total DPS changed to 320 (from 332)

T3 engineer:
custom FAF buildrate = 20 (from 15)

Air Units
T1 interceptor
hitbox increased to be the same as other faction

T1 scout
hitbox increased to be the same as other faction

T2 gunship
Health = 860 HP (from 900)
torpedo weapon
damage = 100 (from 250)
rate of fire = 0.25 (from 0.1), same DPS as before.

T3 Bomber:[
weapon changed to prevent it to crash the game : 1800 damages ; 8 AOE

Structures:
T1 AA static gun:
Muzzle velocity = 50 (from 45)
TurretPitch = 0, (from 45)

T3 Shield generator:
Mass cost = 2000 (from 2500)

T3 Rocket Artillery:
Damage radius = 2 (from 3)
Firing Randomness = 0.8 (from 0.7), weapon is less accurate

Experimental Units:
Crawler:
Health = 42000 (from 46000)

Bullfrog:
Dual Plasma canon range = 65 (from 75)
Dual Plasma canon now the main weapon instead of the gattling gun, so that the Bullfrog doesn't get in range of the shorter range weapon when you don't want it to.

Beamer
Mass cost = 13200 (from 11200)
Energy cost = 195000 (from 15000)
Buildtime = 13000 (from 12000)
Damage= 500 (from 550), DPS = 2500 (from 2750)
custom veterancy for FAF (before was 25/50/75/100/125):
Level 1 = 32
Level 2= 64
Level 3 = 96
Level 4 = 128
Level 5 = 160

Comet
custom veterancy for FAF ((before was 25/50/75/100/125):
Level 1 = 32
Level 2= 64
Level 3 = 96
Level 4 = 128
Level 5 = 160


Other changes:
- New gun and speed enhancement icons
- New models for the T3 gunship, TMD and the T3 heavy artillery slave
- New T2 heavy tank to replace the T2 assault bot
- New T3 heavy destroyer. The battleship is no longer available.
- New tarmacs (the stuff under structures)
- Strategic icon for the intel probe. This makes it easier to recognize when in air
- Changed some unit and weapon descriptions to be unit database friendly
- Reduced ASF size to 73% of what it was
- Increased sizes of land and air factories
- Bug fixed: On rare occasions artillery stopped firing completely
- Bug fixed: Effects no longer visible through shroud: Comet heat refraction effect and T2 artillery projectiles
- Bug fixed: Fusion missiles don't fly around the target after it died before the missile impacted
- Bug fixed: railgun projectile stays underwater
- Bug fixed: crashing game because of lots of T3 bombers cured by changing the carpet bombs to a single large AOE bomb. Might revert back to carpet bomb if we can fix it.
- Problem fixed: Trees are now cleared at game start by ACU explosion. Also tree fire spreading reduced and code cleaned up for better game performance.
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