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changelog.txt
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changelog.txt
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# March 2024
• [Proposed Units Rework Modoption] Rework to Whistler and Lasher added to modoption, which has the units switch between longer range tracking aa missiles and non-tracking ground missiles. Mauser, Quaker, Stiletto changes removed from modoption.
• [Mauser + Quaker] Rework from proposed_unit_reworks modoption moved to main game with a few additional changes. This rework aims to give these units a more mobile and aggressive role, which reduces the role overlap with the heavier T2 veh artillery options. Their ranges are reduced by 120, speed increased by 20%, acceleration increased 50%, health increased 20%, and accuracy is improved.
• [Stiletto] Rework from proposed_unit_reworks modoption moved to main game. This rework aims to give the stiletto a more specialized role for disabling specific targets while being less efficient as a defensive option against groups. The unit's metal and energy costs are doubled, buildpower cost increased 50%, health increased by 30%, paralyze time increased from 10s->20s, bomb count reduced from 5->3, aoe reduced from 240->200, emp damage per bomb increased 4000->6000
• [Banshee] Reloadtime reduced by 10% (DPS 34->38)
• [Dragon Claw] DPS reduced by 14% (185->159)
• [Razorback] Laser damage vs air reduced from 75% to 50%
• [Demon] Health reduced from 20000->18000
• [Crocodile and Cayman (T1 hovertanks)] Crocodile cost reduced 290m2600E->270m2400E, Cayman cost reduced 320m3300E->300m3100E
• [Salamander] EMP resist reduced from 95%->90%
• [Epoch and Black Hydra] Projectiles for main cannons increased in size, damage, and aoe, with a reduced fire rate
# February 2024
• [Grunt] Speed reduced from 84->81
• [Pawn] Speed increased from 84->87
• [Demon] Buildtime cost increased from 90000->120000
• [Thug/Mace] movement footprint increased to prevent them blocking each other's turrets when attacking
• [New Units] Demon (T3 cortex flamethrower mech), Salamander (T2 cortex amphibious tank, replacing Alligator) moved from release candidate modoption into the base game. Dragon rework (new model, flamethrower, light aa) moved to the base game. Flamethrower ship and Lightning ship moved from expandedT2sea modoption into the base game
• [Dragon] Fire rate of anti-air weapon reduced by half
• [Demon] DPS reduced from 2000->1600, unit no longer has amphibious
• [Lightning ship and Flamethrower ship] Light aa added so they can protect themselves from light air while raiding
# January 2024
• [Turtle] Added a weak anti-air turret so that an amphibious turtle attack is more difficult to counter
• [T1 subs] Eel (arm sub) speed increased 63->66, Orca (cor sub) speed reduced 60->57
• [T1 frigates] Ellysaw (arm frigate) cost reduced 390m2600E->380m2550E, Riptide (cor frigate) cost increased 410m2700E->420m2800E
• [Mauser] Cost increased from 270m4100E -> 320m4900E
• [Quaker] Cost increased from 360m4000E -> 400m4400E
• [Supporter] Line of sight increased 500 -> 600
• [Skater and Herring] 1000 range radar added to both units. The goal is to give players better intel surrounding their fleets when playing t1 sea, where the short range radar can help to create a middle ground between fighting blind and having full vision.
# November 2023
• [Release Candidate Modoption] Dragon rework is added to the list of units in the release candidates modoption. This updates the dragon model and changes its weapons. An anti-air turret is added so that the unit can deal with small amounts of T1 fighters, the front weapon is changed from a laser to a flamethrower, and the side turrets have been split from 2 medium to 4 smaller laser turrets.
• [Consul] Recluse removed from build list, Webber added to build list.
• [Air units] Armorclasses merged for all air units, meaning that fighters and bombers will take the same amount of damage as gunships.
- T1 fighters will kill other T1 fighters in 2 shots instead of 1
- T1 fighters will kill T2 fighters in 3 shots instead of 2
- Flak will kill T2 fighters in 2 shots instead of 1
- To make up for the extra durability, the cost of T2 fighters is increased
- Nighthawk (Cor T2 fighter) cost increased from 105m3700E -> 135m4750E, and weapon damage set to 500/shot
- Highwind (Arm T2 fighter) cost increased from 120m4900E -> 140m5700E, and weapon damage set to 750/shot
- The commander no longer deals extra damage against bombers
- Chainsaw and Eradicator damage per shot against fighters and gunships increased to match with previous damage against bombers
• [Quaker] Reworked to be larger with a heavier weapon, so that the T2 veh artillery has a similar asymmetry to the T1 veh artillery. Cost changed from 280m 3300E -> 360m 4000E, health increased 830 -> 1000, max speed reduced 54 -> 48, Damage per shot increased 300 -> 420, aoe increased 129 -> 144, reloadtime increased 4.25s -> 5s
• [Omen] Cor T2 radar vehicle's movement speed increased 36 -> 48 to be closer to arm T2 radar vehicle (57 speed)
• [Crawling Bombs] Movement speed while underwater reduced to 2/3 speed on land
• [Consul] Hound removed from build list, Sprinter and Platypus added to build list
• [Twitcher] Termite added to build list
• [Termite] Cost reduced from 700m 12000E -> 600m 9000E
• [Turtle] Cost reduced from 750m 18000E -> 750m 15000E
• [T2 Amphib Tanks] Paralyze damage taken reduced to 25%
• [T2 Cruisers] Fires 1 depthcharge at a time instead of 2 round bursts, projectile sped up and tracking improved
# October 2023
• [Webber] Reclaim speed increased from 100->150.
# August 2023
• [Shellshocker] Reworked to be the lighter version of t1 veh artillery while cor remains the heavy version. Reloadtime decreased 6.1 -> 4.3, damage per shot decreased 260 -> 182, inaccuracy reduced to 50% current area, area of effect reduced to 50% current area (-30% radius). Model size and collision volume decreased by 10%
• [Wolverine] Cost increased from 155m 2300E -> 170m 2500E. Model size and collision volume increased by 15%. Max health 640->750, max velocity 51->48.
• [Rocketeer] Damage per shot increased 10% (157->173), reloadtime increased 5% (3.8->4)
• [Aggravator] Damage per shot increased 10% (157->173), reloadtime increased 5% (3.8->4)
• [Laser/Lightning Weapons] targetmovererror set to zero for T2+ units.
- Hitscan weapons no longer randomly miss small fast moving targets.
- Affected Armada Units: Platypus, Welder, Titan blue laser, Thor side EMP lasers, Starlight.
- Affected Cortex Units: Duck, Sumo, Mammoth, Termite, Behemoth red lasers, Juggernaut heat ray.
- This matches existing behavior of Jaguar, Razorback, Thor main cannon, and Cataphract.
# July 2023
• [Whistler] Range decreased from 600 -> 575
• [Lasher] Damage per shot decreased 47 -> 43
• [Shellshocker] Reloadtime increased 5.7s -> 6.1s
• [Wolverine] Reloadtime increased 6.6s -> 7.2s
• [Dolphin] Cost increased from 165m 1400E -> 175m 1500E
• [Herring] Cost decreased from 230m 1600E -> 210m 1400E
• [Corsair] Depthcharge reloadtime decreased 2.24->2s
• [Oppressor] Depthcharge reloadtime decreased 2->1.9s
• [Tremor] The weapon's spread is now proportional to the distance between the tremor and its target. Fire rate reduced from 3->2 shots per second, damage per shot increased 100->150.
• [Veh Cons] Brake rates significantly increased, to prevent drifting into blueprints.
# June 2023
• [Shiva] Weapon reloadtime reduced by 33% (3s->2s), damage per shot reduced 33% (900->600), turret turnrate increased. Script and hitbox adjusted to reduce friendly fire.
• [Karganeth] Cost increased by 50% (1650->2500m), damage per shot increased by 50% (120->180 per shot, dps 400->600), health increased by 25% (10000->12500), model size increased slightly. Missiles automatically retarget midflight after current target is destroyed. Goal is to differentiate Karganeth and Shiva by increasing Karganeth's size and making it better at fighting single targets units while Shiva is better at dealing with large amounts of small units.
• [Tremor] Weapon reworked, now has a higher aoe, firerate, and impulse but lower damage per shot. The weapon is now stronger against groups of small units while significantly changing its strength against large units.
• [Incisor] Hitbox adjusted so incisors will fire more effectively in close formations, but will still obstruct each other's fire in large groups.
Bugfixes
• [Mines and Fiends] Fiends can now attack and damage mines.
• [Longbow and Messenger] Fixed rare case of door animation getting stuck and being unable to attack.
• [Eel] Shift aimpoint of Eel so it no longer barely outranges torpedo launchers.
• [Pitbull] Pitbull no longer blocked by T1 walls, it will correctly deploy and fire over T1 walls.
• [Resurrection] Fixed bug where units could sometimes be resurrected at full health instead of at 5% health.
# May 2023
[Commander] default enabled modoption "comupdate":
• Now immune to the D-Gun.
• Health 3350->4000. +Removed passive health regeneration.
• Wreckage metal 2000->1250.
• Death explosion inflict less damage.
• No longer susceptible to special damage modifiers from certain units, such as Light Laser Towers.
Bugfixes
• [Viper] No longer closed and armored when under construction.
• [Pitbull] Pitbull now closes into armored position after construction.
• [Wrecks and Heaps] Pincer got a heap. Duck got a wreck. Karganeth got a heap. Garpike got a heap. Wolverine got a heap.
• [Recluse] Recluse got new cruise missile behavior to drastically reduce incidences of friendly fire on cliff corners.
• [Gunslinger] Minor unit script edit to reduce friendly fire incidents.
• [Mobile Jammers] Now correctly turn back on after being damaged or stunned, and correctly turn off when stunned.
• [Air Factories] Fixed bug where it thought it had an aircraft on the buildpad and would stop producing units.
• [Nukes] Animation is now interruptible if a nuke was not fired, so an accidentally dropped target does not lock the silo into a long animation. Animation time standardized to 8.5 second door open time, and 30 second door close time.
• [RFLRPC] Ragnarok now correctly has a 0.4 reload time at 0 XP. Both Ragnarok and Calamity have animations tied to XP gain, so they properly animate faster and gain firerate increases with XP gains.
Other
• [Supporter] Reloadtime reduced from 1s->0.93s
• [Roughneck] Projectile speed increased 450->800
• [Viper] Animation tweaks. Retains heading when closing up. 6 frames (0.2 sec) added to deploy animation (total of 37 frames (1.23 seconds), to match pitbull time-to-first-shot. Time to close into armored state after going idle now set to 3 seconds, to match pitbull.
# April 2023
• [Grunt] Range reduced from 240->230 and health reduced from 290->270
• [Pawn] Damage per shot reduced from 10->9
• [Tick] Metal cost increased from 15->17
• [T1 Vehicle Scouts] Damage per shot increased from 30->35
• Targeting improvements to tiger tank and turtle tank
# March 2023
• [T3 Hovertanks] Depthcharges added and main turrets can no longer target underwater units
• [Thor] Speed nerf 60->54, spark forkdamage nerf 0.5->0.25 (now deals 750 damage as aoe instead of 1500)
• [Commanders] can no longer capture allied units
• [Seaplane Platforms] added sonar distance for armada: 600, cortex: 800
• [factories] tiny radar ranges removed + added large ranges for t1 air: 500, t2 air: 1000, armada seaplane: 750
# February 2023
• [missiles] antinukes/nukes/tacnukes/empmissiles no longer collide into enemy (air) units
• [Titan/Juggernaut] added foot stomp "weapon"
• [Advanced Exploiter] General fixing of cormexp behavior. Consistent rocket salvo of 5. No longer less armored when closed. Proper decoy for moho. Continues extracting metal when deployed and attacking.
# January 2023
• [Twin Guard and Beamer] Added 5 range to make sure that they can't be outranged by T1 rocket bots when firing at a different elevation.
• [Thor] EMP rocket now launches immediately. To compensate, overall missile flight time increased by 2.5 seconds. Model animation now reveals to opponent how many EMP missiles are loaded.
• [vehicle scouts] accuracies and turnrate increased, damage reduced slightly. Cortex more maneuverable but slightly slower than armada, with reduced health
• [Lightning Weapons] Increased consistency of fork damage. Lightning chaining now always occurs at the lighting bolt end point, instead of only when a unit is damaged. Removed double application of flanking damage multiplier.
• [Flanking Damage] Flanking damage changed from min=0.9, max=1.9 to min=1.0, max=2.0. Approximately 5% nerf to overall bonus damage from flanking. All damage deals full 100% frontal damage instead of 90% frontal damage. All unit health increased by 11% to compensate.
Consequences include:
• Wrecks are 11% more durable.
• Autoheal is 11% nerfed.
• Impulse of weapons increased by 11%.
# December 2022
• [Dragon Maw/Claw] Units now remember the location of revealed Dragon Maws/Claws even if fog-of-war covers them up.
• [Marauder] Change from tank movement to bot movement. Script fixes and torso turn rate buff to allow attacking while moving. Add 0.25 sec deploy animation to marauder AA cannons.
• [catalyst] Range -18% Nerf (2750 -> 2250), Area of Effect -26% Nerf (512 -> 380), Damage +60% Buff (2500 -> 4000)
Bugfixes
• [artillery] Script changes to prevent units from aiming at "illegal" out-of-firing-arc headings.
# October 2022
• [Warden] AimFrom point adjusted to center of unit, so the HLT cannot shoot outside of its range circle.
• [Thor] Range reduced 640->540, damage per tick reduced 320->300. Lightning chaining buffed, which better matches original intended behavior (forkdamage 0.33->0.5, maxunits 2->5, range 60->125). Overall script changes to make the commandfire EMP rocket, main tesla cannon, and side EMP turrets no longer interfere with each other. EMP rocket now takes starburst trajectory with a 3 second command delay.
# August 2022
• [Beamer] Script fix for continuous laser buffed effective DPS by 25%.
# August 2022
• [Torpedo gunships] weapon changed to match up with other torpedos (damage and speed), accuracy and targeting improved.
# May 2022
• [Sniper] speed: 30->33
# March 2022
• [Sabre] reloadtime 12% slower, range -11%
• [Stiletto] slower turnrate, 15 -> 10 sec paralyze duration, lower flight altitude
# January 2022
• [EMP-spider] health 850 -> 1000, increased turret turn speed
• [T1 walls] Removed energy cost + land walls: reduced metal cost 11 -> 8
• [T2 walls] Halved energy cost (~1000 -> 500) + rounded up metal cost 38/39 -> 40
• [Thor] EMP missile weapon is by manual fire only
# December 2021
• [Fido] cost: 270m->300m, 5600->6300E
• [Sniper] speed: 35.4->30
• [Zeus] unnerfed: dps 200->220
• [Fatboy] cost: 1500->1400m, 12000->11000E
• [Maverick] cost: 700->650m, 12000->11000E + range increases with experience 3x faster
• [Recluse] health increased (1050->1250) and weapon range increased (550->600) Burst 4->3 (no dps loss)
• [EMP-spider] now able to reclaim (100 buildpower), cost: 175->250m, 3400->5000E
# 2019 - 2021
General
• Enabled ground deformation
• Wreckage/heaps have the same HP as regular unit HP (~33% increase)
• Increased maxslope for all units 50% (the slope it allows to be build on)
• Units gain xp (ranks) faster, also relatively more health/firerate compared the the same old xp
• Removed the energy/metal make/use/storage from most non eco units
Units
• Commander wreckage is now 2000 metal instead of 2500
• Commander has 500 metal/energy storage (lose commander and default storage is also 500)
• Commander produces 2 metal (was 1.5)
• T1 metal extractors use 3 Energy to operate, also slightly reduced buildprice
• T2 metal extractors have 40% less metal storage (600)
• Ground scouts (vehicles/bot): 10% more LoS
• T1 vehicle artillery has faster projectile and does 2x more damage per shot, but also has 2x reloadtime.
• T2 vehicle artillery has 33% more health + same damage as t1 but with adjusted reload time to compensate
• Decreased cormaw damage 27%
• Arm Peewee damage reduced by 9%
• Core AK range reduced 240->225 and damage increased 6%
• Arm Warrior health and buildtime increased by 10%
• Arm Flash health increased by 5% and firing script improved
• Cor Instigator health increased by 2%
• Arm Stumpy turn rate reduced by 10%
• Cor Raider turn rate reduced by 10%
• Claw/Zeus: lightning chains again (up to 2 neighbouring units *0.33)
• Zeus: does 10% less damage
• Juggernaut: main weapon does 4x old damage/reloadtime
• EMP launcher: reduced range 10%
• Spy paralyzetime 45 -> 35 sec
• Spy is much more resistant to emp damage
• T2 Bot/Air Constructors can build Advanced Fusion + cost: +60 metal
• T2 Vehicle/Air Constructors can make the T3 Experimental Gantry
• Arm Guardian: Removed special damage to ships and commander, reduced low trajectory aoe from 128 to 100, increased low trajectory default damage by 20%, increased high trajectory default damage by 9%
• Cor Punisher: Removed special damage to ships and commander, reduced low trajectory aoe from 140 to 120, increased low trajectory default damage by 20%, increased high trajectory default damage by 18%, increased reloadtime by 8%
• Arm Ambusher: Removed special damage to ships and commander
• Core Toaster: Removed special damage to ships and commander, low and high trajectory damage increased by 20%, high trajectory cooldown increased by 14%
• Arm Big Bertha: Increased E cost to fire from 3000 to 5000
• Cor Intimidator: Increased E cost to fire from 3000 to 6000
• Arm Vulcan: Reduced E cost to fire from 14500 to 10000
• Cor Buzzsaw: Reduced E cost to fire from 15725 to 12000
Air
• Banshee: changed weapon to machine gun with more accuracy, 5 burst (instead of 3) but little less average dps (-10%)
• Air Fighters can no longer attack ground
• T1 construction plane E cost -30%
• LLT, HLLT, BEAMER, RL, RAD now transportable with T2/Heavy Transporters
• Torpedo bombers: Added 800 range radar+sonar, +10% los, -13% max velocity, reduced flight altitude 25%, split main weapon into 3-round burst (500 damage each instead of 1500), Increased cost by 21%
• Torpedo gunships: Targetting/tracking improvements, +17% los, added 535 range sonar
• EMP bomber: 20% slower (still slightly faster than t1 fighters)
Sea
• Ship/Hover/Amphibious transports removed
• Arm and Cor corvette health +25, Cor corvette M cost reduced by 5 (150->145)
• Arm and Cor frigate damage, speed, and health increased
• Arm and Cor destroyer E cost increased 50% (7.5E/M instead of 5E/M), turret turnrates adjusted, and arm destroyer's reloadtime increased from 1.2 to 1.6 with its damage increased to keep the same dps
• Cor Battleship and Black Hydra laser dps increased by 15%, and minor improvements to their speed/health/cost
• T1 sub damage -30%
• T2 sub killer reworked: speed increased, range decreased, reloadtime decreased, damage per shot decreased
• T2 battle sub introduced: has a high cost, long range, high damage, long cooldown, and is slow
• Arm and Cor depthcharge turrets: +31% health, +13% range, increased build time
• Arm and Cor hovertank speeds increased (+5% arm, +10% core), cor hovertank health increased 6%
Renamed units:
• Jeffy -> Ranger
• Pack0 -> Ferret
• Krogoth -> Korgoth
• Gaat Gun -> Warden
10.24
24/02/2019
Balanced Annihilation 10.24, the game this has been based on.