Released on 10.08.15
  • 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

    • Many more...

  • 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



Comments (Page 2)
2 Pages1 2 
on Oct 06, 2015

Yep, that sounds about right!

on Oct 06, 2015

Yep, I've repeated this too now:

1. Start by build 3 additional Engineers.

2. Set the 3 engineers to create Logistics Centers.

3. As the Metal resource drops below 0, hit the ESC key (this calls up the Pause menu).

4. Resume the game and order the Engineers to stop building the Logistics Centers. The Logistic Centres should just instantly complete.

5. Order an Engineer to build a Factory. it should also appear instantly.

6. SPAM!

 

Well done Krasmoth!

 

By the way, I am a Founder, but my status hasn't been recognised because of using Paypal or something? Uhhh... :-/

on Oct 06, 2015

Yep, works like a charm! Well done. Hopefully that means they can now debug it fast and push 0.55

on Oct 06, 2015

grapeshot

Yep, I've repeated this too now:

1. Start by build 3 additional Engineers.

2. Set the 3 engineers to create Logistics Centers.

3. As the Metal resource drops below 0, hit the ESC key (this calls up the Pause menu).

4. Resume the game and order the Engineers to stop building the Logistics Centers. The Logistic Centres should just instantly complete.

5. Order an Engineer to build a Factory. it should also appear instantly.

6. SPAM!

 

Well done Krasmoth!

 

By the way, I am a Founder, but my status hasn't been recognised because of using Paypal or something? Uhhh... :-/

 

Jumping in multiple games now to test this out.

 

Kudo's!

on Oct 06, 2015

Moved this to the other forum post...

on Oct 07, 2015

Great info!  Based on this we were able to repro it internally on the build you have, and verify it no longer repros after our internal fixes.

 

Thanks!!!

on Oct 07, 2015

That is awesome to hear, glad that we where able to help out. Hopefully we will see 0.55 really soon 

on Oct 07, 2015


Great info!  Based on this we were able to repro it internally on the build you have, and verify it no longer repros after our internal fixes.

 

Thanks!!!

 

This is great!  In the future just let us know what bugs you want us to try and group up on and we'll come together to knock them out!

on Oct 07, 2015

Fantastic! Can't wait for the latest build

on Oct 08, 2015

Awesome! now give us the latest build asap please...
i need to get my concept ideas up to show it to you guys but i need 0.55

on Oct 08, 2015

zychrias

This is great!  In the future just let us know what bugs you want us to try and group up on and we'll come together to knock them out!

 

weeellll, since you asked

I've got one in mind, I'll start a new thread for it though.  Thanks! 

on Oct 08, 2015

Thanks, 997 or so MB big update!  I like.

on Oct 08, 2015

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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