[WIP][Server] Dreadnought Balance Mod

Discussion in 'Work-In-Progress Mods' started by mjshorty, November 8, 2020.

  1. mjshorty

    mjshorty Well-Known Member

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    (BIG THANKS to Ferretmaster for helping me on the more technical updates, and to Cola_Colin for making the Rescaler mod to change the size of some units)

    https://github.com/dreadnought101/com.pa.dreadnought.dreadnought_balance_mod

    Zip Link -https://github.com/dreadnought101/com.pa.dreadnought.dreadnought_balance_mod/archive/main.zip

    Mission Statement: The goal of this mod is to make each unit and building have viability in competitive 1v1. Further than that, it is insured each unit will have layers of depth and complexity to them and move away from hard-counters into a more soft-counter focus where strategy and control wins you the game!

    There are some more extreme changes for testing and theory crafting, which may not be apart of the final ideal state of this balance mod.

    These are the balance changes to units for testing and theory crafting, specific details on forums or in notepad info but the basics are...
    -Major changes to Anti-Air: Revamped stinger to long range, high damage, yet low fire-rate AA. All AA no longer targets Icarus automatically, but have been given a slight increase in AOE for compensation.
    -Scouts have radar stealth
    -Cost decreases to T2 factories, fabbers, and defenses
    -Significant changes to Vehicle/Bot T1 units: Stryker/dox buffs to be more balanced against eachother on many different maps. Ant buffs. Grenadier and Drifter nerfs but still maintain their anti-T2 component.
    -Naval adjustments: Orcas fire low damage, high aoe torpedos. Narwhals are weaker but cheaper, and also have long range, low damage torpedos.
    -Reimagined Orbital economy: Jigs have their energy production/storage removed. Solar arrays are now an expensive, high energy output/storage unit.
    -Lob firing temporary units as a defensive structure instead of a dox factory. (Currently Typhoon squalls, but will move to something more unique)
    -Orbital Units are faster, have higher range
    -Missiles from Catapults/Bluehawks/Stingrays are faster (Hornets slower)



    KNOWN ISSUES

    Grenadier torpedos sometimes firing in a random direction when coming in range of a naval unit
    MLA fabricators and factories will build Legion stuff if the mod is enabled

    CONSIDERING (some ideas that may or not be implemented)

    -Lob revamp
    -Horsefly buffs and nerfs
    -Icarus revamp to have seperate air and ground weapons,
    -Omega extra anti-ground component
    - Jig explosion only affects buildings, Ares ground pound only affects buildings
    -Spark projectile always explodes
    -Hummingbird nerfs, Pheonix cleave changes

    (Under the hood dev stuff)
    -Added combat tags to Icarus, Angel, Firefly, Skitter and removed combat tag from combat fabbers due to associated client mods not working with this server mod.
    Last edited: June 30, 2022 at 7:19 AM
  2. mjshorty

    mjshorty Well-Known Member

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    FULL BASE CHANGES (Changes from current base game) [Updated as of patch 115854]

    ~Commander
    [TLDR: Increased Move speed, Uber Cannons hit harder, Torpedos less damage against commanders specifically]
    -Increased move speed from 6 to 8
    -increased uber cannon damage against structures from 25% to 72% (Roughly 500 damage a shot. Commander vs commander 0.25 is unchanged)
    -decreased commander Torpedo weapon vs commanders from 100% to 50%
    (Note: Allows commander walking to be more common and push out on the map. I also want to put wall damage to 150% but WIP.)
    (Note2: The torpedo change increases commander kill time for sea based engagements, due to it being significantly higher than land engagements that are around 204 dps including uber cannons, while sea based engagements are at 400 dps)

    ~Firefly (T1 Air Scout)
    -Added Radar Stealth
    (Note: Same as Skitter Note 1)

    ~Skitter (T1 Vehicle Scout)
    -Added Radar Stealth
    -Move speed 25 to 35
    -Metal cost 75 to 55
    -Health 10 to 15
    (Note 1: Rewards lone positioning and scouting in mid to late game)
    (Note 2 The movespeed buff allows skitters when built before the first fabs to reach the enemy base on small, and some medium maps before an air scout and icarus can be built and makes a ground only opener struggle.
    ~the health increase is to tank a shot from dox or strykers [they fire 2, so its only for partial hits],
    ~the metal cost is to bring it below the firefly, and between dox and stryker.
    ~Overall buffs to skitters are generally risk free due to the utility, non-combat nature of this unit and I want to reward positioning and scouting after the early game.)

    ~Stryker (T1 Vehicle)
    -Health decreased 60 to 50
    -Damage decreased 15x2 to 13x2
    -Movement Speed Increased 17 to 20
    -Weapon Muzzle Velocity Decreased 140 to 135
    (Dev Idea: Gives them more dart in-dart out mechanics, changes up the gameplay between them and dox and against other units)

    ~Ant (T1 Vehicle)
    -Turn rate decreased 120 to 90
    -Vision radius increased 100 to 130
    -Weapon firerate increased 0.55 to 0.525 (1 shot every 2 seconds to 1.9 seconds, 42 to 44 dps)
    (Dev Idea: Matches spark vision and better supports high range+low vision units)
    (Dev Idea: Ants a long time ago had a turn rate of 90. I intend to do 105, but want to see how this old, more predictive type of micro handles in the modern era. At the moment I believe ants are too responsive and reactive for the lumbering tank persona, and in gameplay terms they are good at kiting backwards quickly and I want to see if this helps fast units+projectiles catch out ants better)

    ~Drifter (T1 Vehicle)
    -Metal cost increased 225 to 235
    -HP reduced 250 to 225
    -Damage increased 120 to 160
    -Range increased 110 to 115
    -Decreased firerate from 2.5 to 3.2 (Fires once every 3.2 seconds)
    -Bullet velocity decreased 150 to 140
    -Vision range reduced 100 to 90
    (Dev Idea: Mostly designed around ants to survive 3 shots from drifters. HP reduced to give grenediers slightly more power against Drifters, and maintains the 2 shot kill of drifter vs drifter action. Overall goal is to make them less able to operate alone, and be more reliant on support units)

    ~Spinner (T1 Vehicle)
    -health reduced 160 to 130
    -Speed increased from 10 to 13
    -Increased Splash Radius from 0.75 to 1.5
    (Dev Comment: General AA speed increases to help with non-air oponer viability with health, damage, vision nerfs as compensation. The AOE aspect is for anti-icarus)

    ~Dox (T1 Bot)
    -Weapon Muzzle Velocity Increased 130 to 135
    (Dev Idea: Allows for more smooth micro and dox will have near 100% uptime when heavily microd
    Dev Update 2: Muzzle velocity to match strykers)

    ~Grenadier (T1 Bot)
    [TLDR: They get torpedos, are more expensive and bigger, small aoe and fires 4 projectiles, hit harder]
    -Metal cost increased 100 to 150
    -HP increased 80 to 120
    -Vision range reduced 100 to 90
    -Model size increased by 30%
    ~Main Weapon
    - -Firerate decreased 2.00 to 4.20 seconds
    - -dps increased from roughly 40 to 57
    - -Fires 4 shots instead of 2 a volley
    - -Damage increased 40x2 to 60x4
    - -Splash damage increased 30x2 to 24x4
    - -Full damage splash radius reduced 2 to 0.75
    - -Partial damage splash radius reduced 5 to 2.0
    -Torpedo Weapon added (Attacks water units, excluding hover units)
    - -Damage 50
    - -Firerate 0.5 (Fires 1 shot every 2 seconds)
    - -Range 60
    - -Land speed Velocity 70
    - - Water speed Velocity 40
    (Dev Idea: Makes Grenadiers less spammy in both unit amounts and how often they fire, and make their shots matter more against large or static units, and less powerful against small, fast units)

    ~Spark (T1 assault bot)
    -Vision increased 120 to 130
    -Projectile lifetime decreased 1.0 to 0.55
    (Dev Idea: Allows sparks to have some use later in the game with a small edge in utility)

    ~Stinger (T1 AA Bot)
    [TLDR: Makes it a stronger, long range, high damage yet low firerate AA]
    -HP 130 to 115
    -Metal Cost 120 to 140
    -Move Speed 16 to 13
    -Vision 100 to 90
    -Range 90 to 180
    -Damage 30 damage to 95
    -Rate of Fire 1.0 reduced to 0.33 (1 shot every 1 second to every 3 seconds)
    -Added splash damage with radius of 1.5 and 35 damage
    -DPS 30 dps to 32
    -Bullet lifetime increase 1.0 to 1.1
    -Model size increased by 50%
    -Stinger selection icon Increased from 10 to 12)
    (Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but lower dps overall.)

    ~Hummingbird (T1 Air Fighter)
    -reduced damage from 80 to 75.
    -Increased health 120 to 150
    (Dev Idea: Allows for easier partial heals from damage for both fireflies and Pheonix and reduces Fireflies impact slightly on heavy health T2 Air and Titan. May change to 70 which will have more significant ramifications for air fights.
    Update: Base game reduced from 150 to 120, rejected change as it felt it made an already fragile air problematic)

    ~Icarus (T1 Solar Gunship)
    [Split Laser beam into two separate weapons, removed targetting from AA sources such as spinners and galata]
    -Metal Cost increased 125 to 130
    -Movement Speed Decreased 50 to 45
    -Ground Damage decreased from 25 to 20
    -Air Damage unchanged [25]
    -Air gun range increased 70 to 150
    -Air gun fires 1 every 3 seconds
    -Air gun also has its own energy bar/drain rate of 100e/s but without 'banking'
    -Added Guardlayer + All to improve Icarus performance
    -Removed Icarus from AA targetting
    (Dev Note: Gives MLA a new option with Air to Air engagements, especially against Legion. Allows Icarus skill play to work around enemey AA, and vice-versa)

    ~Pelican (T1 Air Transport)
    -Decreased metal cost from 160 to 140
    (Dev Idea: Transports are a utility based unit, and are difficult to use and mass up in most parts of the game. I am concerned with their early game potential in rushing, so I am starting with a smaller tweak first)

    ~Piranha (T1 Naval)
    -range increased 105 to 110
    -metal cost increased 150 to 160
    -damage increased 20 to 24
    (Dev Idea: Piranhas with torpedo changes lock down shorelines even against defense structures and grenediar/drifter retakes, this will reduce that power but increase their early game presence in naval engagements and raiding, metal increase is to slightly slow down overwhelming an opponent
    Update: Patch decreased )

    ~Narwhal (T1 Naval)
    [TLDR: Narwhals get cost reduction and nerfs, making them more spammable and better to afford early game]
    -Health reduced 750 to 525
    -Metal cost decreased 450 to 350
    -AA Weapon firerate 3.0/s to 2.4/s
    -AA Weapon damage decerased 25 to 20
    -AA Weapon AOE radius increased from 0.75 to 1.5
    -Torpedo Weapon damage decreased 250 to 150
    (Dev Idea: Allows for air to play better around Narwhals but doesn't punish players for building narwhals early and getting caught out by early naval aggression)

    ~Orca (T1 Naval)
    -Added torpedo component
    -100 damage
    -AOE radius 25
    -140 range
    -Firerate 0.2 (1 every 5 seconds)
    (Dev Idea: Allows Orcas to hit Barracudas, but only trades in large numbers)

    ~Locust (T2 Bot)
    -Deleted from the game
    ...kidding.
    -build cost increased 260 metal to 250
    -health increased 60 to 80
    (Dev Note: Adjusted for factory changes weakening the unit incidentally)

    ~Colonel (T2 Bot)
    -Metal cost increased 6000 to 6500
    -Health increased 6000 to 8000
    -build arm range 30->35
    (Dev Note: Older vanilla stats but combined with a build arm range buff)

    ~Leveler (T2 Vehicle)
    -Decreased damaged from 300x2 to 225x2
    -Decreased partial AOE radius from 3 to 2 (full damage AOE 1 radius unchanged)
    (Dev Comment: I may prefer 250x2 so that ants+drifters will still get 1 shot even if partially hit, but I want to see a lowering of leveler damage overall as their dps is insane against high health targets, but still maintain that they can 1 shot many T1s, and easily kill slammers and other soft T2. I don't like that their AOE makes them good at handling groups as well and want to reduce it slightly)

    ~Storm (T2 Vehicle)
    -range increased 100 to 120
    -damage decreased 4x15 to 4x10
    -Splash decreased 10 to 7
    -velocity increased 100 to 120
    -lifetime increased 15 to 18
    (Dev Idea: takes 3 shots to kill bombers instead of 2, but increase range for more coverage and utility for larger armies present in later stages of game)

    ~Vanguard (T2 Vehicle)
    -Increased range 50 to 60
    -Decreased damage from 2000 to 750 (Including splash)
    -Increased fire rate from 0.5 to 1.0 (Fires 1 shot vvvvvvvvvvvvvvvvevery 1 second, instead of 1 shot every 2 seconds)
    -Radar increased 260 to 300
    -Jamming removed
    (Dev Idea: Makes it so Vanguards have a better role on the frontlines of an army, but also makes them less devestating if they are inside an enemy base as well as remove jamming and give them a little more of a defined radar role in ranged warfare)

    ~Pheonix (T2 Air Fighter)
    [TLDR: Longer range, fires 4 individual shots instead of 1]
    -health decreased 240 to 225
    -range increased 120 to 150
    -damage decreased 150 to 50x4
    -Split Pheonix weapon from 2 firing points to 4, and added seperate sockets so each fires individually rather than in succession.
    -Firerate decreased from 0.33 to 1.0 x4 (each weapon gets their own firing timer now)
    -missile speed increased 150 to 250
    -Bullet lifetime 2.0 to 1.5
    -range increased 120 to 150
    (Dev Notes: I want to differentiate the T2 fighter more from its T1 counterpart and give it cleave, as the T2 fighter feels like a direct upgrade upgrade without its own quirks unlike most other T1 to T2 versions)

    ~Kestral (T2 Gunship)
    -Increased health 250 to 300
    -Range increased 60 to 80
    -Damage reduced 20 to 15
    (Dev Note: This is an older version from before a patch in the base game. I prefer this over the new one as the range makes kestrals feel better, as well as prefer more consistency instead of snowballing)

    ~Hornet (T2 Air bomber)
    -health reduced 600 to 250
    -move speed increased 30 to 40
    -metal cost 3200 to 1500
    -fire rate reduced in half from 0.5 to 0.25
    -range increase 190 to 200
    -Missile velocity decreased 160 to 100
    -Missile lifetimes reduced 15 to 8
    -vision radius increase 200 to 210
    -underwater vision radius 200 to 210
    (Dev Idea: Gives some small buffs to ease this paper-plane into prominence
    Update: Major changes made hornets essentially double in strength for double the cost. This version makes for a more precise macro element on how many a player uses and lets them get into hornets more quickly, as well as not overlap the Wyrm as much. However the projectile speed is nice, so that is added in.)

    ~Horsefly (T2 Air strafer)
    -Added Anti-Air component to flak cannon [Prioritises Anti-Air ground units first]
    -Changed air damage modifier from 0.5 to 1.0 [Horseflies do full damage vs air]
    (Dev Idea: The AA component is mostly for taking out slow, wide-hitbox targets like hornets, wyrms, angels, and other horseflies. Horseflies also have potency against Zues Titans now)

    -Stingray (T2 Naval)
    -Missile velocity increased 80 to 100
    -Missile lifetime reduced 15 to 8
    -Missile turn rate 0 to 45
    -Missile damage increased 1000 to 1250
    -Increased AA-weapon (not cruise weapon) splash radius from 0.75 to 1.5
    (Dev Idea: Gives naval units an answer to the long range hornet, as well as more potent damage against wyrms and horseflies)
    (Dev Note: 5 to 4 shot typhoon and 6 to 5 leviathan. Does not change 4 shot omega nor 3 shot wyrm)

    ~Atlas (Titan)
    -full Damage radius decreased 80 to 60
    -splash damage raidus decreased 135 to 120 (damage still 8000)
    (Dev Idea: General buffs to health but makes them slightly less devestating when they reach your frontline, would love to give more options of attacking later)

    ~ARES (Titan)
    [TLDR: Weakened it mostly, Ground Pound only damages structures, secondary weapons buffed however]
    -Health decreased 50000 to 40000
    -main guns
    - -Primary AOE radius reduced 5 to 2
    - -Partial AOE radius reduced 15 to 2
    -secondary weapons
    - -Range increased 220 to 360
    - -Firerate increased 0.7 to 1.0 a second
    - -Projectile speed increased 140 to 225
    - -Projectile lifetime increased 3.0 to 4.5
    - -(Turret pitch range increased 15 to 45 to help turret utilize full range)
    -ground crush (aoe around Titan)
    - -Does full damage to structures only [does inconsequential 2 damage to other things]
    (Dev Idea: Makes killing it easier, yet also gives a real use to secondary guns, ground pound only affecting structures allows melee units to counter ares)

    ~Astraeus (Orbital Transport)
    -Speed increased 25 to 50
    -Increased orbital speed
    (Dev Note: Intended to change capacity from 1 to 5. Despite actually working, was causing problems and was clunky)

    ~Avenger (Orbital Fighter)
    -HP increased 50 to 90
    -Speed/Accel 65 to 90 (brake 20 to 25)
    -Increased orbital speed
    -100 weapon range to 135 (36%)
    -weapon projectile speed increased 300 to 400
    (gets 3 shot by other avengers, 1 shot by everything else anti-orbital, next minimum is Omega at 65x2=130 [my version 45x2=90] and anchors at 200, Umbrella is 100)

    ~Hermes (Orbital Probe)
    -Speed/brake/accel 75 to 100

    ~ARKYD (basic orbital radar)
    -Speed/break/accel 15 to 20

    ~Artemis (advanced orbital railgun)
    -Speed 30 to 50 (brake/accel 10 to 20)

    SXX (orbital anti-ground laser)
    -Speed/break/accel 25 to 45

    ~Omega (Advanced Orbital Battleship)
    [TLDR: Its laser guns can hit ground and general quality of life buffs]
    -Metal cost reduced 14000 to 12500
    -Speed increased 15 to 25 (brake 80 to 120, acceleration 30 to 45)
    >Orbital Guns (4 turrets, 2 barrels each)
    -added ammo file (it currently uses the same file associated with the Anchor)
    -Decreased Laser-Weapons 65x2 to 45x2
    -Decreased Laser Turret Pitch Range from 120 to 95
    -Omega will now prioritize other orbital units first.
    -Laser Firerate decreased 2.0 to 1.5 (fires 1.5 times a second)
    >Anti-Ground Beam weapon
    -Main anti-ground beam-gun can now target seafloor units.
    (Dev Idea: Reduces cost slightly due to increased orbital factory cost. Adds quality of life changes)
    Last edited: June 30, 2022 at 6:53 AM
  3. mjshorty

    mjshorty Well-Known Member

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    FULL MLA BASE CHANGES STRUCTURES/FABS

    ~Orbital Navigation
    (Increases arrival spread to a planet)
    -"orbital_arrival_radius": 100, to 300
    -"orbital_arrival_unit_radius": 7.5, to 22.5-"planetary_arrival_cooldown_time": has been increased from 3.0 to 4.0 for most units, and 2.0 for Avenger/Hermes/Astraeus
    -Most units have been hemogenized to have identical movement between planets with some exceptions.
    >Hermes and Nuke remains extremely fast
    >Avenger/Astraeus have been increased to be faster than normal
    >Solar array has been increased to average speed
    >Unit Cannon has been slowed to average speed
    >Orbital Fab/ARKYD/Artemis/SXX/Omega/Advanced Radar/Helios/T2 Air fighter remain unchanged

    ~Barnacle (T1 Naval)
    -build range increased 65 to 95
    (Dev Idea: allows it to repair more safely and consistently)

    ~Stitch (Combat Fab)
    -Increased health from 50 to 65
    (Dev Idea: Lets them take 2 stray shots from grenadier and slightly bulks up the unit but is still fragile to most things directly)

    ~Vehicle Basic Fabricator
    -Speed increased 12 to 13
    (Dev Note: Gives vehicle 1st openers slightly better viability. Bot speed is still 16, and metal cost 150 vs 200 for distinct differences. May increase energy drain or reduce health of vehicle fabs slightly.)

    ~Naval Basic Fabricator
    -Health increased 100 to 200
    -Move speed increased 10 to 12
    (Dev Note: The naval fab has less health than the vehicle fab at 200, despite costing more, having less speed, and more threatening enemy units, not to mention T2 naval fab has more health than T2 vehicle)
    (Dev Note2: Allows for faster openings to cut down on the slow nature of early naval, as well as be less punishing when killing fabs that are far away from a factory spawn point

    ~Naval Advanced Fabricator
    -Build range increased 30 to 50
    -Changed deepwater to water-hover
    (Dev Note: This is mostly intended to be a quality of life change to help the adv ship build structures on land, as it does not have water-hover and can't get as close to shore as its basic naval fabricator counterpart)

    ~Advanced Fabricators [Vehicle/Bot/Air/Naval]
    ~Bot - 1800 to 1700
    ~Vehicle - 2025 to 1900
    ~Air - 2200 to 2075
    ~Naval - 2400 to 2225
    ~Each can now build all types of Titans [Atlas/Ares/Zues]
    (Dev Idea: Quality of life change, most players just relied on orbital fabs to build the desired titan)
    (Dev Note: Metal cost reduced rougly 10% across the board, more favoring naval, slightly less favoring bot)

    ~Solar Array (Advanced Orbital energy producer)
    -HP Increase 1000 to 7000
    -Metal cost increased 1600 to 5000
    -Energy production increased 3200/s to 11000/s
    -Added 100,000 energy storage (from 0)
    (Dev Idea: Solar-power is GREEN! and best! Basically this is the T3 energy producer, much like the Jig)

    ~Jig (Orbital Gas Giant Extractor)
    -HP increased 3000 to 6000
    -Metal Cost decreased 4000 to 3750
    -Removed 3,750 energy production (to 0)
    -Jig Explosion mainly affects buildings (units take 4 damage, structures take 4000)
    (Dev Idea: Refocuse orbital energy production to Solar Arrays, Jigs cover to many roles and were too strong for its value)

    ~Energy Storage
    -HP Reduced from 7500 to 5000
    -Metal Cost reduced 450 to 250
    -Storage increased 300,000 to 250,000
    (Dev Idea: Decrease cost so its easier to build earlier on)

    Advanced Metal Extractor (T2 Economy)
    -Health increased 3000 to 5000
    -Metal production decreased 18 to 17
    (Dev Note: I think production is slightly too strong, but at 1800 metal cost, it should have some strong health for its heavy investment

    ~Galata (T1 AA structure)
    -Increased AA Splash Radius from 0.75 to 1.5

    ~Single Laser Defense Tower (1 barrel)
    -Metal Cost decreased 225 to 165
    -Health Decreased 400 to 350
    -Range decreased 100 to 90
    -Damage decreased 60 to 35
    -Vision radius (+underwater vision) reduced from 130 to 110
    (Dev Idea: Adds more support against dox/strykers early game but is vulnerable to stronger T1 units, now 2 shots dox like it 2 shots strykers)

    ~Lob (T1 Defense Structure)
    -Fire rate increased 3 to 4.5
    -Metal Cost per shot increased 50 to 60
    -Ammo capacity increased 445 to 500
    -Ammo demand increased 13 to 15
    -Uses Squals (Drone) instead of Dox
    (Dev Idea: Turns the lob into a proper defensive structure instead of a makeshift factory. Will likely change squal's effectivness or cost soon.
    Update: Uses old numbers before april balance patch)

    ~Umbrella (Anti-Orbital Gun)
    -Bullet Velocity increased 1000 to 1250
    -Lifetime 3 to 2.4

    ~Anchor (Orbital Defense)
    -150 orbital range increased 150 to 200

    ~Catapult (Advanced Missile Defense)
    -Metal 2000 to 1750
    -Health 1500 to 1000
    -Missile velocity increased 80 to 100
    -Missile lifetime reduced 15 to 8
    -Firerate 0.4 to 0.2857 (Fires once every 3.5 seconds instead of 2.5)
    (Helps discourage constant catapult spam, but also allows for more strategic positions to be built with a metal cost reduction, and perhaps a vehicle push counter strategy)

    ~Advanced Laser Defense Tower (T2 Defense Structure - triple barrel)
    -Metal cost reduced 900 to 875
    -Health increased 4000 to 3500
    -Range increased 130 to 135
    -Damage increased 150 to 200
    -Fire-rate decreased 5.0 to 3.5
    (Dev Idea: I feel this turret obsoletes other turrets with its fire-rate, and would prefer it hurt higher health targets, while mass attacks favors a comprehensive turret line)

    ~Flak Cannon (T2 AA)
    -HP reduced 2000 to 1700
    -Metal cost reduced 900 to 750
    -Range increased 120 to 150
    (Dev Idea: General T2 defense buffs)

    ~Advanced Torpedo Launcher (T2)
    -metal cost reduced 1000 to 950
    -range increased 210 to 300
    -Rate of fire decreased 2.5 to 2.0/s
    -torpedo lifetime increased 5 to 7
    -Vision radius increased from 210 to 260
    -Underwater vision radius increased 200 to 260
    -Radar radius increased 210 to 310
    -Sonar radius increased 210 to 310
    (Dev Idea: General T2 defense buffs)

    ~Advanced Radar (T2)
    -Added 100 radius jamming
    (Dev Comment: Allows T2 radar to have a unique impact compared to spamming T1 Radar or having orbital radar. Also increases decision making in placement and can give consideration to building more than 1-2 of these in a game)

    ~Orbital Launcher (T1)
    -Cost increased 600 to 1000

    ~Orbital Factory
    -Cost reduced 6000 to 4000
    (Dev Note: The reduction is quite high, but still accounts for 1000 launcher, and 1300 orbital fab, and the units themselves are mostly cost-prohibitive to get early. I'm hesitant to reduce it all the way to 3600 though)

    ~T2 factories. (Vehicle/Bot/Air/Naval)
    -All Advanced Factory costs reduced from 4800 to 4400

    Adv Bot Factory
    -Metal Build Rate increased 45 to 60
    Energy draw per second 1500 to 1800
    30 energy per metal
    Roll off timer increased 3 seconds to 5

    Adv Vehicle Factory
    Metal build rate (60) unchanged
    Energy 2025 to 1800
    30 E/M
    Roll off time - 4 to 6.5

    Adv Air Factory
    Metal 45 to 60
    Energy 1500 to 1800
    30 E/M
    Roll off time - 2 to 5

    Adv Naval Factory
    Metal 60 to 72
    Energy 1750 to 2015
    28 E/M
    Roll off time - 6 to 9

    (Dev Note: I'm looking to have factories work better on their own without having to rely heavily on boosting, but not remove that mechanic entirely. I want to give players a reason to build multiple T2 factories, at least on medium and large maps)

    ~Unit Cannon (T2 Launcher Factory)
    -Metal cost increased 6800 to 7200
    -HP increased 18000 to 40000
    -Added Drifters, Infernos
    (Dev Idea: -Increased HP to be more in line with advanced factory HP for such a significant metal investment. Allows it to survive 1 nuke in orbital games)
    (Dev Note: -Testing filling out a roster for unit cannon, will look at the addition of storms and especially infernos closely)

    ~Anti-nuke launcher
    -Decreased building cost from 12000 to 5000
    -Increased anti-missile cost from 5000 to 9000
    -Increased Build rate from 60 to 92
    -Increased Energy Drain from 4000 to 6120 (roughly the same 66.7 energy per metal)
    (Dev Comment: Helps decrease reaction time/cost for the first missile from 17000 to 14000 but increases fully 3 equipped from 27000 to 32000. Also buildrate is increased to keep non-boosted silo build-times the same at around 80 seconds per shot)

    ~Nuke Launcher
    -Structure cost reduced 14400 to 9600
    -Missile cost increased 30000 to 34000
    -Metal Build Rate increased 90 to 120
    -Energy draw increased 6000 to 7500
    (Slightly reduces first shot by 400, but increases cost of follow up by 3000 as the second shot tends to nearly always finish an opponent before they can recover if the first lands. Also spiced up build rate to devalue boosting)
    Last edited: June 30, 2022 at 6:53 AM
  4. mjshorty

    mjshorty Well-Known Member

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    FULL LEGION CHANGES
    Last edited: February 25, 2022
  5. mjshorty

    mjshorty Well-Known Member

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    BUG CHANGES
    Last edited: June 24, 2022
  6. mjshorty

    mjshorty Well-Known Member

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    Patch 1.10
    Added and Rejected recent 115050 changes (Parenthesis notes changes that were rejected or kept the older values in balance mod. Adjusted BASE NOTES if you get confused)

    -(Stryker speed increased from 18 to 20)
    -Ant Increased 90 to 120
    -(Grenediar vision decreased 125 to 120)
    -(Spark Range decreased 70 to 65)
    -Mend advanced combat fabricator decreased 1200 to 1000
    -(Spinner Increased Rate of Fire 2.4 to 3.0) [may adjust to 2.7 later]
    -(Pirhanna range decreased 110 from 120)
    -(barracuda Submarine no longer has stealth)
    -Horsefly cost decreased 2000 to 1800
    -Angel cost decreased 5500 to 5000


    Patch 1.11
    ~Solar Array
    Added 100,000 energy storage (Adjusted ingame Info text to correlate)

    ~Jig
    Removed 50,000 energy storage (Adjusted ingame Info text to correlate)
    Removed 7,500 energy production

    ~Colonel
    Metal cost reduced 7000 to 6500

    ~Patch 1.12
    -Fixed issue with Pirhannas being hit by torpedoes

    ~Patch 1.13 (Patch 115186 adjustments https://planetaryannihilation.com/news/rainbows-unicorns-updates/#115186)
    -(Accepted Advanced Metal Extractor change from 15 to 16)
    -[Rejected Dox change from 50 to 180 acceleration temporarily for testing purposes]

    ~Patch 1.14
    -Fixed an issue where metal extractors were producing 24 metal instead of 16
    -Added various PewPewPew affects (thanks to mot for creating such a good mod)
    Last edited: June 24, 2022
  7. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.15 (Patch 115447 adjustments https://planetaryannihilation.com/news/rainbows-unicorns-updates/#115447)
    -(Accepted Orbital Launcher cost decrease from 1500 to 600 metal)
    -(Accepted Orbital Factory cost increase from 3600 to 6000 metal)
    -(Accepted Commander buildable Umbrella/Orbital Launcher)
    -(Rejected Dox move speed increase 18 to 19)
    -(Rejected Grenedier vision decrease [125] 120 to 115)
  8. mjshorty

    mjshorty Well-Known Member

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    ~Patch 1.20

    -Fixed an issue with the spinner not having proper targeting priorities
    -Fixed an issue with Advanced Torpedo launchers not able to be built on land

    -Added the T1 Spinner AA bot.
    (Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but lower dps overall.)
    ~HP 140
    ~Metal Cost 140
    ~Vision 130
    ~Range 180
    ~Damage 95
    ~Rate of Fire 0.33 (1 shot every 3 seconds)
    ~DPS 32
    (WIP increasing model size)

    -Significant Grenadier changes
    (Dev Idea: Makes Grenadiers less spammy in both unit amounts and how often they fire, and make their shots matter more)
    ~Metal cost increased 100 to 140
    ~HP increased 80 to 100
    ~Fire rate 2.00 [2.8s] decreased to 4.2s
    ~Damage increased 40x2 to 62x2
    ~Splash damage increased 30x2 to 46x2
    (WIP increasing model size)
    (possibly add ammo bar)

    -Vanguard
    ~Radar increased 260 to 300
    ~Jamming removed

    -Ant
    (Dev Idea: Matches spark vision and better supports high range+low vision units)
    ~Increase Vision 100 to 130

    -Advanced Torpedo Launcher
    ~Decreased range from 350 to 300
    ~Decreased Vision from 320 to 260
    ~Decreased Radar from 340 to 310
    ~Decreased Torpedo Lifetime 8 to 7
    ~Decreased Rate of fire from 2.5 to 2.0

    -Spinner
    ~Decreased Firerate from 3.0 to 2.7
    Last edited: January 16, 2021
  9. mjshorty

    mjshorty Well-Known Member

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    Patch 1.21

    ~Stryker
    -Weapon Muzzle Velocity Decreased 140 to 135
    -Health Decreased 60 to 50

    ~Dox
    -Weapon Muzzle Velocity Increased 130 to 135

    ~Narwhal
    (Dev Idea: Added weak but long range torpedo launchers to give it a small bit of presence against orcas+subs and pressure on torpedo launchers)
    -Vision+underwater increased 180 to 200
    -Added Torpedo Launchers
    - -50 damage
    - -225 range
    - -0.2 Firerate (fires 1 shot every 5.00 seconds)
    - -Velocity 5.0 (same speed as barracuda/orca)
    - -Lifetime 7 (how long the torpedo lasts before fizzling out)

    ~Grenadier
    -Added ammo bars for visual clarity (no gameplay changes...yet)

    ~Skitter
    -Added radar stealth

    ~Firefly
    -Added radar stealth (seems like something doesn't work when adding radar stealth to air units though)
    Last edited: February 11, 2021
  10. mjshorty

    mjshorty Well-Known Member

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    Patch 1.22

    -Angel can now counteract T1 Bot-AA Stinger's shots.
    -All Advanced Fabricators [Vehicle/Bot/Air/Naval] can now build all types of Titans [Atlas/Ares/Zues]
    (Dev Idea: Quality of life change, most players just relied on orbital fabs to build the desired titan)

    ~Stinger
    -Reduced vision radius from 130 to 100

    [Accepted all Patch 15529 changes including Orca/Catapult/Holkins/Orbital Fabber and excluding grenadier range decrease is already incorporated]
    Last edited: March 9, 2021
  11. mjshorty

    mjshorty Well-Known Member

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    Patch 1.23

    ~Hummingbird (T1 Air Fighter)
    -reduced damage from 80 to 75.
    Dev Idea: Allows for easier partial heals from damage for both fireflies and Pheonix and reduces Fireflies impact slightly on heavy health T2 Air and Titan. May change to 70 which will have more significant ramifications for air fights.

    ~Pheonix (T2 Air Fighter)
    -range increased 120 to 145
    -damage decreased 150 to 50
    -rate of fire increased 0.33 to 0.15 (fires 7.5 shots per second instead of 3)
    Dev Idea: Experimental changes. Will likely revert or reduce.

    ~Stryker (T1 vehicle)
    -Range increased 70 to 75 (base game 80)

    ~Dox (T1 bot)
    -speed increased 18 to 20 (base game 19)

    ~Narwhal (T1 Naval)
    -Metal cost reduced 400 to 350 (base game 450)
    -health reduced 750 to 550

    ~Grenadier (T1 bot)
    -Removed cosmetic ammo bar to reduce visual clutter.

    -Fixed bug with firefly air scout and radar stealth.
    Last edited: May 27, 2021
  12. mjshorty

    mjshorty Well-Known Member

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    Patch 1.24

    ~Lob (T1 Structure)
    -Uses Squals (Drone) instead of Dox
    Dev Idea: Turns the lob into a proper defensive structure instead of a makeshift factory. Will probably change squal's effectivness or cost.

    ~T2 factories. (Vehicle/Bot/Air/Naval)
    -Cost reduced from 4800 to 4500

    ~Orbital Launcher (T1 orbital constructor)
    -Cost increased 600 to 1000

    ~Unit Cannon
    -Metal cost reduced 10000 to 9500
    -HP increased 18000 to 40000
    Dev Idea: Increased HP to be more in line with advanced factory HP for such a significant metal investment. Allows it to survive 1 nuke in orbital games. Will try to make it buildable on water later.
  13. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.25 (Patch 115836 adjustments https://planetaryannihilation.com/news/fusion-updates/)

    -Added note that AA units did and do not prioritize Icarus. Also adjusted Galata to keep things consistent.
    -underwater vision being tracked, unsure what units are affected in mod version and regular version or if it even matters. Will keep an eye out, would like to be consistent with base game version perhaps.
    -Rejected spark vision reduction of 130 to 120
    -Accepted Grenadier vision decrease to 100 (down from 120 my version, 115 base game version)
    -Redid notes on stinger AA bot to include numbers from the base version, keeping significant differences intact.
    -Reduced splash damage of stinger from 95 to 35 in mod version
    -Increased bullet lifetime from 1.0 to 1.1 (Allows it to hit units at max range, but if they leave that range during when the shot was fired, it will fizzle out before hitting.)
    Last edited: June 25, 2021
  14. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.26

    (AA Changes note - Mostly for mass icarus issues, since an icarus quirk is that they bunch up its hard to click all individually in later stages when they are above 20+ the AOE will exploit it. The AOE is not enough to affect figheters/other units in a regular box formation.)

    Spinner
    -Fixed unintended issue with range being set at 100 instead of 130.
    -Increased Splash Radius from 0.75 to 1.5
    -decreased fire-rate from 2.7 to 2.4 (base game value)

    Stinger
    -Increased Splash Radius from 0.75 to 1.5
    -Decreased move speed from 12 to 10

    Under the hood dev stuff
    (Stinger selection icon Increased from 10 to 12)
  15. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.27

    Narwhal and Galata AA
    -Increased AA Splash Radius from 0.75 to 1.5
    (Added AOE to overlooked AA units to be homogenized with stingers and spinners from previous patch)

    Narwhal
    -Health reduced 550 to 525
    Narwhal
    -Added AOE component to torpedo
    -Radius 25
    -Damage = full
    (Allows T1 naval to have a sort of answer for large groups of naval units, especially submarines, but requires many narwhals or careful kiting [in which narwhals are slower than subs] in order to be effective. The HP nerf is designed to not change orca and barracuda attacks, but to focus on air vs narwhal concerns)

    Orca
    -Removed AOE component of torpedo

    Spark
    -Projectile lifetime decreased 1.0 to 0.55
    (Looking to add explosion at end of lifetime, so even when spark misses, it can hit something else, which at current range is a few units past the target)

    Stinger
    -Model size increased by 50%
    -(Dev stuff) Selection Icon increased 10 to 12

    Grenadier
    -Model size increased by 50%

    Drifter
    (Dev Idea: Mostly designed around ants to survive 3 shots from drifters. HP reduced to give grenediers slightly more power against Drifters, and maintains the 2 shot kill of drifter vs drifter action)
    -Damage reduced 125 to 120
    -HP reduced 250 to 240

    Ant
    -Weapon firerate increased 0.5 to 0.55 (1 shot every 2 seconds to 1.8 seconds, 42 to 46 dps)

    Orca
    -AOE component of torpedos removed

    Unit Cannon
    -Inferno, Drifter, Skitter, Storm are now buildable
    (-Testing filling out a roster for unit cannon, will look at the addition of storms and especially infernos closely)

    Advanced Metal Extractor
    -Metal production increased 16 to 17

    Single laser turret
    -Metal cost reduced 175 to 165 (Vanilla 225)
    -Health decreased 350 to 325
    -Vision radius (+underwater vision) reduced from 130 to 110

    Triple laser turret
    -Health increased 4000 to 4250

    (BIG THANKS to Ferretmaster for helping me on the more technical updates, and to Cola_Colin for making the Rescaler mod to change the size of some units)
    Last edited: December 14, 2021
  16. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.28

    -Stingray
    (Gives naval units an answer to the long range hornet, as well as more potent damage against wyrms and horseflies)
    Added Anti-Air component to cruise missile (No priority)

    -Hosefly
    (The AA component is mostly for taking out slow, wide-hitbox targets like hornets, wyrms, angels, and other horseflies. Horseflies also have potency against Zues Titans now)
    -Added Anti-Air component to flak cannon (Prioritises Anti-Air ground units first)
    -Changed air damage modifier from 0.5 to 1.0 (Horseflies do full damage vs air)

    -(Dev stuff, added various unit effects from pewpewpew mostly for my own sanity, but in turn created insanity inducing moments where the mod would crash instantly, has been fixed, but note to others, don't add Ammo Trails)
  17. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.30

    ~Ares
    (Will add changes to Stomp and Main guns later, mostly focused on small guns at the moment)
    -Finally fixed secondary guns (increased Pitch range from 15 to 45)
    -Secondary gun range increased 350 to 360 (Vanilla 220)
    -Secondary gun firerate increased 0.7 to 1.0
    -Ares health reduced 50000 to 40000 (Vanilla 80000)

    ~Unit Canon
    (Accidently made unit canons cost 85,000 instead of 8,500 before)
    -Reduced cost from 8,500 to 7,200
    Last edited: February 3, 2022
  18. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.31

    ~Advanced Fabricators
    (Dev Note: Metal cost reduced rougly 10% across the board, more favoring naval, slightly less favoring bot)
    Bot - 1800 to 1650
    Vehicle - 2025 to 1850
    Air - 2200 to 2000
    Naval - 2400 to 2150

    ~Advanced Factories
    (Dev Note: I'm looking to have factories work better on their own without having to rely heavily on boosting, but not remove that mechanic entirely. I want to give players a reason to build multiple T2 factories, at least on medium and large maps)
    -All costs reduced 4500 to 4400 (Vanilla 4800)

    Adv Bot Factory
    -Metal Build Rate increased 45 to 60
    Energy draw per second 1500 to 1800
    30 energy per metal
    Roll off timer increased 3 seconds to 5

    Adv Vehicle Factory
    Metal build rate (60) unchanged
    Energy 2025 to 1800
    30 E/M
    Roll off time - 4 to 6.5

    Adv Air Factory
    Metal 45 to 60
    Energy 1500 to 1800
    30 E/M
    Roll off time - 2 to 5

    Adv Naval Factory
    Metal 60 to 72
    Energy 1750 to 2015
    28 E/M
    Roll off time - 6 to 9
    Last edited: February 3, 2022
  19. mjshorty

    mjshorty Well-Known Member

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    Patch 1.32

    ~Drifter
    (More general nerfs, particularly focused on fast units that can counter drifters)
    -Bullet speed/velocity decreased 150 to 140
    -metal cost increased 230 to 235 (Vanilla 225)

    ~Astraeus
    (Intended to change capacity from 1 to 5. Despite actually working, was causing problems and was clunky. Health buff is a leftover change that makes it so air takes 3 shots to snipe an astraeus instead of 2)
    -health 150 to 225

    ~Grenadier (Major rework #2)
    (Increased damage output and reduced aoe to sharpen their role against heavy units and structures, while weakening their impact against light units/spam armies)
    -Health increased 100 to 120 (Vanilla 80)
    -Metal Cost increased 140 to 150 (Vanilla 100)
    -Size ratio from vanilla lowered from 50% to 30% model size increase
    -Main Weapon
    - -Increased projectiles shot per round from 2 to 4
    - -Main Damage changed from 2x62 to 4x36 (Vanilla 20x2)
    - -Main Damage radius reduced 2 to 0.25
    - -Splash Damage reduced 46 to 24
    - -Splash Radius reduced 5 to 1.5
    -Torpedo Weapon added (Attacks water units, excluding hover units)
    - -Damage 50
    - -Firerate 0.5 (Fires 1 shot every 2 seconds)
    - -Range 60
    - -Land speed Velocity 70
    - - Water speed Velocity 40
    [There is a strange bug where grenadier going into range where its first torpedo shot will go a random direction, easily replicatable when going in and out of range on the same, or different target]
    Last edited: February 3, 2022
  20. mjshorty

    mjshorty Well-Known Member

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    Patch 1.33

    ~Skitter (T1 scout)
    (~The movespeed buff allows skitters when built before the first fabs to reach the enemy base on small, and some medium maps before an air scout and icarus can be built and makes a ground only opener struggle.
    ~he health increase is to tank a shot from dox or strykers [they fire 2, so its only for partial hits],
    ~the metal cost is to bring it below the firefly, and between dox and stryker.
    ~Overall buffs to skitters are generally risk free due to the utility, non-combat nature of this unit.)
    -Move speed 25 to 32
    -Metal cost 75 to 55
    -Health 10 to 15
    -[Under the hood dev stuff Navigation] (Trying to get skitters to hover at range, but seems to not be working)
    -"group_preference": "back"
    -"aggressive_behavior": "follow"
    -"ORDER_Attack"

    ~Drifter
    (Tier 1.5 changes to make them more reliant on supporting units, and less able to operate on their own)
    -Vision reduced 100 to 90

    ~Grenadier
    (Tier 1.5 changes to make them more reliant on supporting units, and less able to operate on their own)
    -Vision reduced 100 to 90

    ~Orbital Factory
    (The reduction is quite high, but still accounts for 1000 launcher, and 1300 orbital fab, and the units themselves are mostly cost-prohibitive to get early. I'm hesitant to reduce it all the way to 3600 though)
    -Cost reduced 6000 to 4000

    ~Leveler
    (I think the leveler range is fine for MLA specifically, but I'm interested in balancing bugs and legion, and find levelers to be downright insane against them. Additionally this will help grenadiers counter levelers with a range difference as was seen with 145 to 140 ratio, and also accounts for my own metal+unit size increases that changes this matchup)
    -Range 140 to 130

    ~Hornet
    (Gives some small buffs to ease this paper-plane into a little more prominence)
    -Health increased 200 to 250

    ~Naval Basic Fabricator
    (Dev note: The naval fab has less health than the vehicle fab at 200, despite costing more, having less speed, and more threatening enemy units, not to mention T2 naval fab has more health than T2 vehicle)
    -Health increased 100 to 200

    ~Typhoon
    (The Typhoon is strong, but I don't feel this is the correct change, as it makes the unit less fun to use.)
    -Increased squall launch rate from 1.8 to 2.0 (Back to Vanilla value)

    ~Pelican (T1 Transport)
    (Transports are a utility based unit, and are difficult to use and mass up in most parts of the game. I am concerned with their early game potential in rushing, so I am starting with a smaller tweak first.)
    -Decreased metal cost from 160 to 140

    ~Stingray
    (Overlooked component adjusted to match other AA for anti-icarus purposes)
    -AA splash radius increased 0.75 to 1.5

    ~Stitch (combat fab)
    (Lets them take 2 stray shots from grenadier and slightly bulks up the unit but is still fragile to most things directly)
    -Increased health from 50 to 65

    ~Mend (Adv combat fab)
    (General combat fab buffs to help a relatively expensive unit survive a mere stray shot. Barnacles and Angels do not fall under this concern)
    -Health increased from 150 to 325

    (Under the hood dev stuff)
    -Added combat tags to Icarus, Angel, Firefly, Skitter and removed combat tag from combat fabbers due to associated client mods not working with this server mod.
    Last edited: June 23, 2022

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