New version online!
Balance change log:
Build 34:
FAF custom changes:
ACU Veterancy:
Level1 = 20
Level2 = 40
Level3 = 60
Level4 = 90
Level5 = 120
Both Static shields :
ShieldRegenStartTime = 3,
SCU
buildtime = 21600 (from 12000)
buildpower = 30 for each arm (from 40)
T1 Bomber
Energy cost = 2250 (from 1400)
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Structures:
T1 and T2 fixed AA
now use a projectile with gravity off, so their "immobility" bug is fixed
T1 PD:
Damage = 30 (from 34)
T2 arty :
dottime = 3 (from 0.5) = the fire deals additional damage over 3 seconds instead of 0.5
T2 shield:
ShieldVerticalOffset = -3
T3 Shield:
ShieldVerticalOffset = -4
RailgunBoat:
For each weapon
Damage = 300 (from 200)
Rateoffire = 0.25 (from 0.4)
T3 Rocket artillery:
Bug with Aeon TMD fixed
Land Units:
ACU:
Orbital Bombardment upgrade:
MassCost = 1500 (from 2500)
Energy Cost = 75000 (from 100000)
Buildtime = 1500 (from 3000)
Range = 200 (from 120)
Each Missile deals 450 damages (from 300). Total = 4050 damages
Each missile gets DamageRadius = 5 (from 2).
T1 mobile aa / artillery
- artillery weapon:
damage = 25 (from 20)
Rate of Fire = 0.14 (from 0.20)
- AA weapon:
Damage = 15 (from 20)
AA weapon rate of fire = 1.2 (from 0.9)
T1 sniper tank:
All speeds = 2.3 (from 2.4)
T2 Mobile Missile Launcher
Rate Of Fire = 0.12 (from 0.13)
FiringRandomness = 0.8 (from 1)
T3 Super Heavy tank:
MaxAcceleration = 4 (from 1)
TurnFacingRate = 120, (from 90)
TurnRadius = 0, (from 5)
Plasma weapon range = 38 (from 35)
T3 mobile artillery:
Damage = 850 (from 1000)
Add line : DamageFriendly = true,
Now displays the target reticul that other artilleries have showing their AOE when using target ground.
SCU:
DamageRadius for default weapon = 1.2 (from 0).
Bullfrog:
2 AA weapons:
projectile = /projectiles/NParticleBlast1/NParticleBlast1_proj.bp (instead of dark matter)
Naval Units:
All Railgun units have a projectile that "eats torpedo" up to a value of 100 HP
Railgun boat:
Masscost = 1580 (from 1400)
Health = 2600 (from 2400)
Water vision radius = 45 (from 32)
For both weapons
Damage = 300 (from 200)
Rate of fire = 0.25 (from 0.45)
Destroyer
For both weapons
MaxRadius = 70 (from 80)
Damage= 30 (from 50)
DoTPulses = 7 (from 5)
DOTTIME = 3 (from 1)
Add line : InitialDamage = 125 (from 0)
Rate of fire = 0.3 (from 0.34)
Muzzle velocity = 35
DPS = 400 but if units move away from the burning fx, it's more 250-300 DPS
Cruiser:
AA weapon changed to look more like the Nomads SAM weapon:
Damage = 200 (from 275)
Muzzle salvo size = 4 (from 1)
Muzzle salvo delay = 0.1 (from 0)
Rate of fire = 0.65 (from 2)
Aircraft Carrier
Health = 18000 (from 20000)
MassCost = 4000 (from 3600)
AA Weapon type changed to the same as t2 static AA with these stats for each:
Damage = 20
DamageRadius = 1.5
Muzzle Velocity = 45
Projectile = /projectiles/NParticleBlast1/NParticleBlast1_proj.bp
RateofFire = 2
Air Units:
T3 Bomber:
Mass Cost = 1600 (from 1800)
Damage = 2000 (from 1800) (it deals 1200 damages frontloaded, then 800 over 3 seconds)
FiringTolerance = 6 from 3
Damage = 100 (from 200)
Dotpulses = 8
Dotime = 3 (from 1)
Initial Damage = 1200 (from 1000)
T3 Gunship:
Both Kinetic canons Damage = 250 (from 200)
DPS = 350
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Technical change log:
- Added a civilian truck and 2 variations of 1 civilian structure.
- Under water railgun projectiles collide and eat torpedoes. Also added slight target tracking to better hit.
- Added additional measures to prevent fusion missiles keep circling around a specific point.
- Additional code for tactical (artillery) missiles to handle Aeon TMD. No more weird behaviour of T3 rocket artillery rockets.
- Energy projectiles (Destroyer, T2 artillery) don't collide with torpedoes.
- AA unit weapons don't get stuck in the upright position.
- Increased energy projectile DOT values
- Changed shield Z offset to values by GPG to better be able to position structures under the shield.
- Mothership missile damage increased from 300 to 450.
- Cruiser fires 4 AA missiles per salvo instead of 1.
- Changed AA weapons on carrier to particle blaster (same as static T2 AA).
- Changed AA weapons on Bullfrog experimental to particle blaster.
- Attack reticle shown on T3 mobile artillery.
- Fixed potential bug where an T3 artillery gun does not have a master.
- Fixed potential bug for t1 tank buster where it doesn't have an exhaust animation or a ROF below 1.