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02/03/2010 15:45:55
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Location: UK
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Changes submitted to cvs. These fall into 2 categories - bug fixes and balance
It will help people keep an idea as to what changes are pending.
These will get incorporated probably into the next build.
Bug Fixes
Tank speed was getting reset by freezing weapons
When buying levels of Loaded Engineer, the artifact order was incorrect for the first game
Balance Changes
The rod is now not available to any Extreme or Specialist subclass, except Extreme AM
Sentinel Specialist now has Armor Vampire 10 rather than 15
Extreme Monsters now only has Loaded Healing 1 not 2 to limit the healing it can do. Regen level is now maxed at 2 rather than 5.
Extreme Monsters - Lava Skaarj now costs 10 points, and you have to get to level 20 rather than 17
Skilled Weapons now has resupply 5
AM/WM now has denial 2
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02/05/2010 18:47:28
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Ok, some more balance fixes.
All AM hybrids now have the rod. All Extreme and Specialist SubClasses, including Berserker, do not have the rod (except of course Extreme AM). Rod has now been amplified slightly for the Extreme AM
All Medic hybrids have level 5 Advanced Damage Reduction, level 5 Loaded Monsters and 6 monster points. Also Intelligence 2. This is with the Loaded Healing 2 and the Experienced Healing 2
All WM hybrids have Advanced Damage Bonus 5 and level 4 Vampire, to go with the Loaded Weapons 2
The AM/MM hybrid no longer has Energy Shield 1, as not worth it
All Engineer Hybrids have level 7 Shield Regen, Level 2 Armor Regen and level 6 Construction Health Bonus.
AM/Eng now has drip 2 rather than 3
WM/Eng now has shield regen 7 rather than 10, for consistency
All Extreme or Specialist subclasses now get Ghost 3.
Extreme AM now starts with adrenaline maxed, and can get surge 4 and drip 5. The drip also works with an artifact running for the Extreme AM. May have too much adrenaline now.
Weapon Proficiency per weapon is displayed as a message when you change weapons
Link turret fire speeded up, and should work with the triple
Ion Tank added for Vehicle Specialist
EDIT: Monster Damage reduced from 10% to 5% per level
Main things outstanding of the things agreed in other threads are
Possibly the Ion Turret or the auto-turrets for the Turret Specialists
Showing the health bar in black for HardCore players. Not having much luck with this one.
Extra types of artifact attacks for Extreme AM - possibly Chain Beam and MiniBlast. When added, may need to reduce the current surge/drip level?
Extreme WM and Extreme Eng may need a bit more
Some other bug fixes
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02/07/2010 08:28:16
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Link turret alt fire beam halved in length
Lava skaarj increased to 12 points each
Goliath health increased from 400 to 500. Still not quite as high as the paladin
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02/08/2010 11:21:48
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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For the Extreme AM Surge has been put back to 3 from 4, and Drip has been put back to 4 instead of 5. It looks like these power boosts were not necessary.
Oh, and Lava Skaarj are 16 points each.
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02/09/2010 12:46:49
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Szlat
Wicked Sick!
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Finally got a fix for the black bars above HardCore players for medics and engineers.
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02/10/2010 14:12:20
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Szlat
Wicked Sick!
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Have submitted the current implementation of Chain Lightning and the timer for artifacts.
So Chain Lightning is still blue for the moment, and may need balancing. And the artifact timer counter is like the engineer one, for the moment - until we work out a better way.
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02/20/2010 17:20:02
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Location: UK
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Tank gets Ultima 3
Sentinel Specialists get slightly longer range on sentinels
Turret Specialists get Ion Cannon - it is very powerful, but has a very slow fire rate, so should be balanced. However that will depend upon the map.
Have submitted a +1 artifact, to up a weapon by +1. But it will not be in the configuration yet. I think it needs more discussion with Druid
Added Class General, as a jack of all trades class
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02/28/2010 09:04:27
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Increased the speed of Engineer link gun projectiles. So it still fires slowly, but the projectiles move faster. Should help the link be a bit more accurate.
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03/04/2010 17:40:28
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Have submitted changes to consolidate the Interaction files. 7 files have been deleted.
Have allowed all hybrids to get the relevant awareness skills. So for example a Medic/Engineer hybrid can get MedicAwareness 2 and EngineerAwareness 1, but not the WM/AM Awareness.
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03/06/2010 03:24:12
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Location: UK
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Extreme Monsters subclass could only buy level 1 Loaded Healing, so Medic Awareness limited to level 1 as well.
FireBall artifact added for AMs.
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03/08/2010 16:40:21
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Added Eject command.
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03/09/2010 02:21:58
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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Adrenal Surge removed from Berserker SubClass
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03/10/2010 15:48:45
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
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PoisonBlast artifact added for Extreme Medics
Remote Booster artifact added for Extreme Medics (KeyBind is "SelectRemoteBooster")
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03/12/2010 17:10:56
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Added Resupply 5 for Extreme Weapon Masters.
Changed Turret linking as detailed in another thread, so less bonus and xp is given for links.
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