Date: June 25, 2013
Highlights
- Sewlek's Balance Test Mod integrated
Changelog
Balance
Resource System
- Changed more Extractor health to Armor to be easier to weld up
- Minimum Team Resources when no RT active (counts as 0.5 active RTs)
- Removed “no res while dead” rule
- Reduced Personal Recource income per RT from 0.125 to 0.1
General
- Reduced Harvester cost to 8
- Drifters can now clear marine ghost structures
- Removed Med Pack cooldown from Marine Commander UI
- Marines have now a medpack pickup delay
- Removed vision obscuring effect of gorge spit
- Fixed Grenade Launcher not dealing full damage on direct hit
- Reduced Exosuit armor to 280, down from 400
- Increased exo armor upgrade to 45, up from 40
- Changed Puncture player damage scalar to 1.5 (was 1.25)
- Reduced phase tech and Obervatory cost to 10 t.res (were 15)
- Disabled gradual melee attacks
- Added concept of “soft targets” which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)
- Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger
- Movement code rewritten
Anti Spam
- Increase Crag, Shift, Shade cost to 15 (was 10)
- Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).
- MACs and Drifters are no longer able to attack
- Resource towers and command structures will now block re-creation for 5 seconds after destruction
- Added Supply limit for specific units (200 max per team)
- MACs can no longer weld each other
- Multiple MACs are no longer able to weld the same target
- Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once
- Shift energize no longer stacks
Frontiersmen
Marine Tech Tree
- Jetpack and single gun Exos are now available at 1 Command Station
- Mines tech research cost has been decreased to 10 resources (down from 15)
- Reduced Robotics Factory to 10 resources (was 15)
- Reduced upgrade to ARC robotics factory costs to 5 (was 10)
- Nano Shield is now a research at command station
- Arms Lab no longer requires an armory
- Welders no longer require a research
- Added small self weld when welding a structure or a player
- Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded
Exosuit
- Reduced exo cost to 40 (60 for dual minigun)
- Exos can now be nano shielded
- Exosuits can now use their thruster horizontal (use shift)
- Reduced exo thruster cool down reduced to 2.5 seconds
- Increased exo base speed to 6, up from 5
- Reduced claw damage to 30
- Miniguns now profit from weapon upgrades
- Toned down dual minigun damage to 70%
- Reduced vision obscurring effect from Bile Bomb on exo HUD
Flame Thrower
- Increased base damage
- No longer benefits from weapon upgrades
- Increase flame thrower magazine size to 50
- Removed flame thrower damage ramp up
- Reduced flamethrower weight
- Flamethrower can now burn up bile/Whip bombs and disables enemy structure functions
- Flamethrower can now burn up drifter clouds
Grenade Launcher
- Increased base damage
- No longer benefits from weapon upgrades
- Reduced grenade launcher cost to 15
- Increased grenade launcher reserve ammo to 28
- Whips no longer whack grenades
Shotgun
- Increased Shotgun rate of fire by 18%
- Reduced base damage to 170
- Adjusted shotgun spread
ARC
- Reduced ARC build time from 10 to 7
- Reduced robotics factory upgrade time from 40 to 20
- Reduced ARC movement speed by 33%
- Reduced ARC movement speed by 70% when in combat or on infestation
- ARCs are now properly affected by shades ink cloud
- Reduced ARC splash radius to 7, down from 10
Marine General
- Marines can now build on infestation (25% slower)
- All marine structures take damage to armor while on infestation
- Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)
- Marines can now always sprint (no more fatigue)
- Added ability for marine commander to temporary power individual structures
- Armories no longer heal armor
- Increased jetpack cost to 15 (was 10)
- Removed MAC EMP
- Extractors and command stations can now be Parasited
- Increased spawn time to 9 seconds (was 7)
Kharaa
Alien Spawn
- Each alien has individual spawn timer (10 seconds)
- An Egg is generated every 13 seconds (6.5 seconds for 12 player)
- Each Hive can have max of 3 eggs (6 for 12 players)
- Hives have now the hatch ability (2 eggs for 5 t.res)
Whip
- Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)
- Whips can automatically bombard once they are matured
- Reduced whip cost to 10 (was 15)
- Whips will now root and unroot automatically
Alien Tech Tree
- Personal upgrades scale now cost depending on life form (0 for Skulk, 2 Gorge, 3 Lerk, 5 Fade, 8 Onos)
- Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)
- Add Biomass: every structure grants bio mass which increases the health of life forms
- Scaleable upgrades (for example build a maximum of 3 Shells to get maximum efficiency for Carapace, Regeneration), 20 res per structure
- Celerity works now in combat and increases max speed by 1.5 m/s
- Regeneration works now in combat
- Adrenaline increases max energy and regeneration rate by 10% per level
- Added new shade upgrade which shows enemies and their health (Aura)
- Merged Silence and Camouflage (Phantom)
Fade
- Swipe damage down by 16%
- Fades are a bit easier to see during blink
- Blink is now always researched
- Shadow Step does not add any momentum anymore and can be researched with biomass level 5
- Increased range / accuracy of fade Vortex ability
- Disabled fade double jump
Lerk
- Spores are now tier 3 and bigger / cheaper to use.
- Umbra is now available at bio mass 3 (was 3 hives before) and damage reduction has been reduced
- Fixed weapon switch delays (umbra to bite and spores to bite)
Onos
- Changed Stomp to affect marines in a radius rather than being a shockwave
- Onos movement won’t be blocked by skulks, gorges and lerks anymore
- Reduced Gore range
- Reduced gore damage to 100
Gorge
- Hydras are now flammable
- Increased gorge build rate
Skulk
- Skulk moves now faster on walls
- Xenocide cant be cancelled anymore
- When dying by xenocide, skulk respawn time is reduce by 6 seconds
Infestation
- Cysts will block recreation in the area when destroyed for 4 seconds
- Cysts will autobuild once their parent is contructed
- Increased cyst build time to 4 seconds, removed cool down
- Increased cyst range and infestation radius
- Infestation receding is now twice as fast than growing
- Gorge Tunnel Entrances create now infestation when the other side is infested
Drifter
- Drifters can now be created during the hive is researching
- Reduced drifter cloud costs to 1 (was 2)
- Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)
- Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander
Alien General
- Crag, shift and shade can now always be build and can move
- Chamber triggered abilities require now the correct hive type
- Allow aliens to change upgrades (min gestation time 5 seconds)
- Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate
- Cloaked players are always slightly visible
- Regeneration works now in combat (5% of max health every 2 seconds)
- Rupture can now be cast directly on infestation, like Bone Wall
- Added Echo harvester to shift
- Added echo gorge tunnel to shift (only on infestation)
- Enemies are outlined with parasite only (damage will no longer trigger it)
- The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds
- Shift echo ability no longer requires maturity
- Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds
Fixes
- Fixed bug allowing the scoreboard button to be used while text chatting
- Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points
- The Onos player can now move their camera up and down while charging
- Fixed medpacks being picked up by dead marines
- Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas
SDK
- Fixed Lua io lib readline functions sometimes crashing if the line was too long
- Changed Shared.GetSystemTime() back to unix time
- Added Client.SetMouseSensitivityScalarX() and Client.SetMouseSensitivityScalarY() functions to adjust mouse sensitivity independently on the 2 axes
- The modding framework is automatically included again (this is so the Modding entry system is auto-loaded)
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