Changes All UI Strings are now localised Lava planets are now included in randomly generated systems Fabrication Sub, Nuclear Sub no longer buildable Modding Changes New mod-related function in common.js: getMountedMods(callback) - returns engine.call('mods.getMountedMods')
New Playable Units Adv. AA Defense "Flak Cannon" Flak Cannon: Powers anti-air defense turret. Metal Cost: 300 Health: 1000 Weapon Damage: 150 Splash Damage: 150 Splash Radius: 10 Rate of Fire: 1 Weapon Velocity: 10000 Weapon Range: 100 Targets Air Units only << Uses AA Defense Tower Temp Model >> Gunship Metal Cost: 540 Health: 100 Move Speed: 75 Turn Speed: 90 Acceleration: 75 Brake Rate: 75 Weapon Damage: 25 Rate of Fire: 4 Weapon Velocity: 150 Weapon Range: 80 Sniper Bot "Gil-E" Formerly Adv. Artillery Bot "Stomper" Sniper Bot: Long range, anti-land, and anti-ship bot Metal Cost: 540 Health: 200 Move Speed: 12 Turn Speed: 720 Acceleration: 120 Brake Rate: 120 Weapon Damage: 400 Rate of Fire: 0.25 Weapon Velocity: 1400 Weapon Range: 140 << Uses existing Adv. Artillery Bot Model >> Fabrication Bot Combat Fabrication: Builds Mines and repairs units Metal Cost: 300 Health: 150 Move Speed: 12 Turn Speed: 720 Acceleration: 120 Brake Rate: 120 Construction Demand: 15M 2500E Construction Range: 75 Can Build: Land Mine << Uses Fabrication Bot Temp Model >> Advanced Combat Fabrication Bot Advanced Combat Fabrication: Repairs units and builds battlefield structures Metal Cost: 1260 Health: 250 Move Speed: 12 Turn Speed: 720 Acceleration: 120 Brake Rate: 120 Construction Demand: 45M 5500E Construction Range: 75 Can Build: Land Mine, Teleporter << Uses Adv. Fabrication Bot Temp Model >> Land Mine Land Mine: Detonates when enemy combat units get too close Metal Cost: 150 Health: 5 Weapon Splash Damage: 500 (Does not damage Allies) Weapon Splash Radius: 5 Weapon Range: 5 Invisible Inferno Flame Tank: Short ranged, heavy armored vehicle Metal Cost: 225 Health: 500 Move Speed: 7 Turn Speed: 180 Acceleration: 70 Brake Rate: 70 Weapon Damage: 100 Rate of Fire: 4 Weapon Velocity: 500 Weapon Lifetime: 0.1 Weapon Range: 20 Weapon Firing Arc Pitch: 45 Weapon Firing Arc Yaw:45 Vanguard Vanguard: Short range, heavily armored vehicle Metal Cost: 675 Health: 2500 Move Speed: 7 Turn Speed: 180 Acceleration: 70 Brake Rate: 70 Weapon Damage: 1000 Weapon Splash Damage: 1000 (Does not damage allies) Weapon Splash Radius: 2 Rate of Fire: 4 Weapon Velocity: 500 Weapon Lifetime: 0.1 Weapon Range: 20 Weapon Firing Arc Pitch: 45 Weapon Firing Arc Yaw:45 <<Uses Sheller Temp Model >> Teleporter Teleporter: Teleports units from one to another. Metal Cost: 1500 Health: 4000 Energy Demand: 1000 Defense Satellite "Anchor" Defense Satellite: Defense Satellite" Metal Cost: 1200 Health: 10000 Move Speed: 10 Turn Speed: 90 Acceleration: 2 Brake Rate: 2 Damage: 400 Rate of Fire: 2 Weapon Velocity: 500 Weapon Range: 150 Targets orbital Units only <<Uses Adv. Radar Satellite Temp Model >> Orbital Fabrication Bot Orbital Fabrication Bot: Builds Orbital satellites and ships Metal Cost: 2400 Health: 1000 Move Speed: 20 Turn Speed: 75 Acceleration: 10 Brake Rate: 10 Construction Demand: 40M 5000E Construction Range: 30 Can Build: Teleporter, Adv. Radar Satellite, Orbital Fighter, Laser Platform, Solar Array <<Uses Adv. Fabrication Aircraft Temp Model >> New & Updated Unplayable Units Amphibious Bot [New] Metal Cost: 180 Health: 80 Move Speed: 12 Turn Speed: 720 Acceleration: 150 Brake Rate: 150 Weapon Damage: 10 Rate of Fire: 2 Weapon Velocity: 70 Weapon Range: 80 Bomb Bot [New] Metal Cost: 1000 Health: 500 Move Speed: 12 Turn Speed: 720 Acceleration: 120 Brake Rate: 120 No Weapon Hover Tank [New] Metal Cost: 225 Health: 125 Move Speed: 7 Turn Speed: 60 Acceleration: 7 Brake Rate: 7 Weapon Damage: 42 Rate of Fire: 1 Weapon Velocity: 150 Weapon Range: 100 Amphibious Tank "Flux" Metal Cost: 1575 -> 225 Torpedo Bomber "Albatross" Metal Cost: 250 -> 135 Nuclear Sub "Barracuda" Metal Cost: 4050 -> 4320
Updated Units Commanders Metal Storage: 800 -> 1000 Energy Storage: 12000 -> 20000 Units - Aircraft Air Scout "Firefly" Metal Cost: 135 -> 60 Fighter "Hummingbird" Metal Cost: 180 -> 135 Bomber "Bumblebee" Metal Cost: 270 -> 180 Weapon initial speed: 15 -> 50 Weapon max speed: 15 -> 50 Weapon splash radius: 2 -> 5 Adv. Fighter "Peregrine" Metal Cost: 810 -> 270 Health: 250 -> 405 Adv. Bomber "Hornet" Metal Cost: 1215 -> 540 Units - Bots AA Missile Bot "Stinger" Metal Cost: 225 -> 90 Acceleration: 150 -> 120 Brake Rate: 150 -> 120 Assault Bot "Dox" Metal Cost: 180 -> 90 Acceleration: 150 -> 120 Brake Rate: 150 -> 120 Rate of Fire: 2 -> 1 Weapon Velocity: 70 -> 150 Adv. Assault Bot "Slammer" Metal Cost: 1080 -> 360 Move Speed: 11 -> 12 Acceleration: 150 -> 120 Brake Rate: 150 -> 120 Rate of Fire: 2 -> 1 Weapon Velocity: 70 -> 150 Units - Vehicles Fabrication Vehicle Acceleration: 12 -> 120 Land Scout "Skitter" Metal Cost: 150 -> 75 Acceleration: 20 -> 200 AA Missile Vehicle "Spinner" Metal Cost: 225 -> 150 Acceleration: 10 -> 70 Brake Rate: 100 -> 70 Move Speed: 10 -> 7 Turn Speed: 70 -> 180 Tank "Pounder" Formerly "Ant" Metal Cost: 225 -> 150 Acceleration: 7 -> 70 Brake Rate: 7 -> 70 Rate of Fire: 1 -> 0.5 Adv. Fabrication Vehicle Acceleration: 12 -> 120 Adv. Tank "Leveler" Metal Cost: 1575 -> 450 Acceleration: 7 -> 70 Physics Radius: 5 -> 4 Damage: 500 -> 50 Rate of Fire: 1 -> 0.5 Adv. Artillery Vehicle "Sheller" Metal Cost: 1575 -> 575 Acceleration: 5 -> 500 Brake Rate: 50 -> 500 Weapon Splash Radius: 10 Weapon Velocity: 75 -> 200 Rate of Fire: 1 -> 0.25 Units - Orbital Orbital Fighter "Avenger" Metal Cost: 4950 -> 1000 Move Speed: 50 -> 20 Acceleration: 20 -> 5 Brake Rate: 45 -> 5 Orbital Sight Radius: 250 -> 100 Orbital Lander "Astraeus" Metal Cost: 12500 -> 1200 Health: 2500 -> 150 Acceleration: 75 -> 250 Brake Rate: 100 -> 250 Orbital Sight Radius: 250 -> 100 Orbital Laser "SXXX-1304" Metal Cost: 30000 -> 25000 Health: 3000 -> 1000 Move Speed: 150 -> 10 Turn Speed: 5 -> 45 Brake Rate: 2 -> 1 Orbital Sight Radius: 250 -> 100 No longer has Celestial Move Radar Satellite Metal Cost: 12500 -> 600 Health: 3750 -> 400 Energy Consumption: 7500 -> 500 Move Speed: 150 -> 5 Surface Radar Range: 1350 -> 360 Orbital Radar Range: 400 -> 360 Orbital Sight Radius: 250 -> 100 No longer has Celestial Move Adv. Radar Satellite Metal Cost: 39500 -> 3600 Health: 6750 -> 2000 Energy Consumption: 13000 -> 2400 Move Speed: 150 -> 5 Brake Rate: 2 -> 1 Surface Radar Range: 2350 -> 600 Surface Sight Range: 2350 -> 100 Orbital Radar Range: 800 -> 600 Orbital Sight Radius: 250 -> 100 No longer has Celestial Move Solar Array Metal Cost: 16200 -> 3000 Health: 3750 -> 2500 Energy Production: 23500 -> 4000 Move Speed: 150 -> 5 Brake Rate: 2 -> 1 Orbital Sight Radius: 250 -> 100 Units - Ships Fabrication Ship Move Speed: 10 -> 5 Turn Speed: 45 -> 15 Acceleration: 10 -> 5 Brake Rate: 10-> 5 Sea Scout "Sun Fish" Metal Cost: 335 -> 225 Move Speed: 12 -> 10 Acceleration: 24 -> 10 Brake Rate: 24 -> 10 Frigate "Narwhal" Metal Cost: 540 -> 360 Move Speed: 10 -> 4 Turn Speed: 30 -> 20 Acceleration: 10 -> 4 Brake Rate: 10 -> 4 Destroyer "Bluebottle" Metal Cost: 785 -> 450 Move Speed: 10 -> 3 Turn Speed: 30 -> 15 Acceleration: 10 -> 3 Brake Rate: 10 -> 3 Adv. Fabrication Ship Move Speed: 10 -> 5 Turn Speed: 45 -> 15 Acceleration: 10 -> 5 Brake Rate: 10-> 5 Battleship "Leviathan" Metal Cost: 8100 -> 4320 Move Speed: 5 -> 3 Turn Speed: 5 -> 15 Acceleration: 1 -> 3 Missile Ship "Stingray" Metal Cost: 7000 -> 4320 Move Speed: 10 -> 3 Acceleration: 1 -> 3 Brake Rate: 1 -> 3 Structures - Defenses Anti Nuke Launcher Rate of Fire: 1 -> 0.25 Adv. Artillery "Holkins" Damage: 2000 -> 5000 Weapon Velocity: 150 -> 200 Splash Radius: 10 -> 15 Splash Damage: nil-> 5000 Ammo Capacity: 5000 -> 100000 Ammo Per Shot: 5000 -> 100000 Firing Arc Pitch: nil -> 2 Firing Arc Yaw: nil -> 2 Min Firing Velocity: 50 -> 200 Max Firing Velocity: 150 -> 1200 Rate of Fire: 0.1 -> 0.05 Weapon Pitch Range: 90 -> 89 Weapon Pitch Rate: 15 -> 10 Weapon Yaw Range: 180 -> 360 Weapon Yaw Rate: 15 -> 10 Artillery "Pelter" Damage: 150 -> 300 Weapon Velocity: 125 -> 275 Splash Radius: 2 -> 5 Splash Damage: 150 -> 300 Ammo Demand: 1000 -> 200 Firing Arc Pitch: nil -> 5 Firing Arc Yaw: nil -> 5 Firing Standard Deviation: 2 Rate of Fire: 0.5 -> 0.2 Weapon Pitch Range: 90 -> 89 Weapon Pitch Rate: 30 -> 15 Weapon Yaw Rate: 30 -> 15 Wall Formerly "Land Barrier" Metal Cost: 200 -> 25 Health: 3000 -> 6000 Laser Defense Metal Cost: 1000 -> 600 Adv. Laser Defense Metal Cost: 2500 -> 1800 Health: 3000 -> 4000 Damage: 300 -> 200 Rate of Fire: 2 -> 3 Single Laser Defense Metal Cost: 500 -> 300 Damage: 40 -> 45 Rate of Fire: 1.5 -> 1 Can now be built by Commander Structures - Economic Energy Plant Area Build Type: Sphere -> Line Adv. Energy Plant Area Build Type: Sphere -> Line Structures - Factories Air Factory Can now issue Reclaim/Repair commands Factory Cooldown Time: 5 -> 2 Adv. Air Factory Can now issue Reclaim/Repair commands Factory Cooldown Time: 5 -> 2 Bot Factory Can now issue Reclaim/Repair commands Adv. Bot Factory Can now issue Reclaim/Repair commands Vehicle Factory Can now issue Reclaim/Repair commands Factory Cooldown Time: 5 -> 4 Adv. Vehicle Factory Can now issue Reclaim/Repair commands Factory Cooldown Time: 5 -> 4 Naval Factory Can now issue Reclaim/Repair commands Adv. Naval Factory Can now issue Reclaim/Repair commands Orbital Launcher Metal Cost: 6500 -> 2400 Construction Demand: 60M 4500E -> 20M 2000E Now buildable by non-advanced Fabricators Structures - Intelligence Adv. Radar Sight Radius: 100 -> 300 Radar now includes orbital units Deep Space Radar Metal Cost: 4800 -> 800 Energy Consumption: 6000 -> 600
Yeah it was (all of these are). There were no data changes to 59607. (I copied the official thread's title, forgot to add in the other build)
btw how do the landmines work? Are they invisible to enemies? Or how do they work so that they arent shot long before enemies come close?
It seems they are invisible. In yesterday's livestream, after Brad got eliminated, he watched one player run into a mine line and the units weren't shooting at them.
Mines are invisible, I only just saw this: Code: "recon": { "observable": { "ignore_sight": true, "layer": "surface_and_air" }, },
In live_game.css, I notice a new string of lines second catergory from bottom, above sandbox. It describes moving orbits. It is around the annihilate button description too. Is... is that for future asteroid orbit moving, to move it around planets?
Presumably. There's no corresponding item in the HTML with that class at the moment though (btn_change_orbit).
Did metal point distribution change in this build? Feels like it did, for the worse.. seems more uneven now than before.