[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

    Makes various 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
    -Scouts have radar stealth
    -Cost decreases to T2 buildings and increased strength, especially factories and defenses
    -Significant changes to Vehicle/Bot T1 units which include Stryker/dox buffs and Grenadier cost increase and strength changes
    -Naval adjustments
    -Reimagined Orbital economy
    -Lob firing temporary units as a defensive structure instead of a dox factory


    KNOWN ISSUES

    ARES secondary guns not using full range

    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 AOE component
    - Jig explosion only affects buildings, Ares ground pound only affects buildings
    -Spark projectile always explodes
    -Hummingbird nerfs, Pheonix cleave changes
    Last edited: January 12, 2022
  2. mjshorty

    mjshorty Well-Known Member

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    FULL BASE CHANGES (Changes from current base game) [Updated as of patch 1151447]

    ~Firefly (T1 Air Scout)
    -Added Radar Stealth

    ~Skitter (T1 Vehicle Scout)
    -Added Radar Stealth

    ~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.

    ~Stryker (T1 Vehicle)
    (Dev Idea: Gives them more dart in-dart out mechanics, changes up the gameplay between them and dox and against other units)
    -Health decreased 60 to 50
    -Range decreased 80 to 75
    -Damage decreased 15x2 to 13x2
    -Movement Speed Increased 18 to 20
    -Weapon Muzzle Velocity Decreased 140 to 135

    ~Ant (T1 Vehicle)
    (Dev Idea: Matches spark vision and better supports high range+low vision units)
    -Vision radius increased 100 to 130
    -Weapon firerate increased 0.5 to 0.55 (1 shot every 2 seconds to 1.8 seconds, 42 to 46 dps)

    ~Drifter (T1 Vehicle)
    (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

    ~Spinner (T1 Vehicle)
    -Increased Splash Radius from 0.75 to 1.5

    ~Dox (T1 Bot)
    (Dev Idea: Allows for more smooth micro and dox will have near 100% uptime when heavily microd)
    -Acceleration decreased from 180 to 50
    -Move Speed increased 19 to 20
    -Weapon Muzzle Velocity Increased 130 to 135

    ~Grenadier (T1 Bot)
    (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
    -Range decreased 145 to 140
    -Firerate decreased 2.00 to 4.20 seconds
    -dps decreased roughly to 32
    -Damage increased 40x2 to 62x2
    -Splash damage increased 30x2 to 46x2
    -Model size increased by 50%

    ~Spark (T1 Bot)
    (Dev Idea: Decrease range allows for more micro opportunities for strykers+dox to play around Sparks but still makes sparks strong if unmicrod. Also allows ants+drifters more control against them)
    -Decreased range 70 to 65
    -Vision increased 120 to 130
    -Projectile lifetime decreased 1.0 to 0.55

    ~Stinger (T1 AA Bot)
    (Dev Idea: Alternate approach to anti-air with higher range and more upfront damage but lower dps overall.)
    ~HP 130 to 140
    ~Metal Cost 120 to 140
    ~Move Speed 12 to 10
    ~Vision 100 (same)
    ~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)

    ~Locust (T2 Bot)
    -Deleted from the game
    ...kidding.
    -build cost increased 260 metal to 265

    ~Colonel (T2 Bot)
    -Metal cost reduced 7000 to 6500

    ~Storm (T2 Vehicle)
    (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)
    -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

    ~Vanguard (T2 Vehicle)
    -Radar increased 260 to 300
    -Jamming removed

    ~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.

    ~Hornet (T2 Air bomber)
    -range increase 180 to 200
    -vision radius increase 200 to 210
    -underwater vision radius 200 to 210

    ~Horsefly (T2 Air strafer)
    (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)
    -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]

    ~Piranha (T1 Naval)
    (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)
    -range decreased 120 to 110
    -metal cost increased 150 to 160
    -damage increased 20 to 24

    ~Barracuda (T1 Naval)
    -No Longer has radar stealth

    ~Narwhal (T1 Naval)
    (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. Added weak but long range torpedo launchers to give it a small bit of presence against orcas+subs)
    -Vision+underwater increased 180 to 200
    -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
    -Added Torpedo Launchers
    - -50 damage
    - -225 range
    - -25 AOE radius (full damage)
    - -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)

    ~Orca (T1 Naval)
    -Removed AOE component of torpedo weapon

    ~Barnacle (T1 Naval)
    (Dev Idea: Quality of life changes to let the Barnacle's speed match Orcas/Narwhals at 11 and allows it to repair more safely and consistently. Extra note, build range may be to big but want to try something extreme, will likely be 90 after)
    -speed increased 10 to 11
    -build range increased 65 to 120

    -Stingray (T2 Naval)
    (Dev Idea: 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]

    ~Atlas (Titan)
    (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)
    -Health increased 40000 to 60000
    -full Damage radius decreased 80 to 60
    -splash damage raidus decreased 135 to 120 (damage still 8000)

    ~ARES (Titan)
    (Dev Idea: Makes killing it easier, and gives a real use to secondary guns)
    -Health decreased 80000 to 40000
    -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)

    ~Typhoon (T2 Naval)
    (Dev Idea: Typhoons launch squalls a little to quickly and even overwhelms units that should counter typhoons, but if enough squals build up, it should still be punishing)
    -Squal launchrate 2.0/s to 1.8/s

    ~Omega (Advanced Orbital Battleship)
    (Dev Idea: Make them actually counter avengers)
    -cost reduced 14000 to 12500

    ~Advanced Fabricators [Vehicle/Bot/Air/Naval]
    (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)
    ~Bot - 1800 to 1650
    ~Vehicle - 2025 to 1850
    ~Air - 2200 to 2000
    ~Naval - 2400 to 2150
    ~Each can now build all types of Titans [Atlas/Ares/Zues]


    ~Solar Array (Advanced Orbital energy producer)
    (Dev Idea: Solar-power is GREEN! and best! Basically this is the T3 energy producer, much like the Jig)
    -HP Increase 1000 to 6000
    -Metal cost increased 1600 to 5000
    -Energy production increased 2500/s to 9000/s
    -Added 100,000 energy storage (from 0)

    ~Jig (Orbital Gas Giant Extractor)
    (Dev Idea: Refocuse orbital energy production to Solar Arrays, Jigs cover to many roles and are strong for their value)
    -Removed 50,000 energy storage (to 0)
    -Removed 7,500 energy production (to 0)

    ~Energy Storage
    (Decrease cost so its easier to build earlier on and increase storage amount to be impactful)
    -HP Reduced from 7500 to 5000
    -Metal Cost reduced 450 to 250
    -Storage increased 100,000 to 250,000

    Advanced Metal Extractor (T2 Economy)
    -Metal Cost reduced 2000 to 1800
    -Metal production increased 16 to 17

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

    ~Single Laser Defense Tower (1 barrel)
    (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)
    -Metal Cost decreased 225 to 165
    -Range decreased 100 to 90
    -Damage decreased 40 to 35
    -Vision radius (+underwater vision) reduced from 130 to 110

    ~Lob (T1 Defense Structure)
    -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.

    ~Advanced Laser Defense Tower (T2 Defense Structure - triple barrel)
    (Dev Idea: General T2 defense buffs)
    -Metal cost reduced 900 to 875
    -Range increased 120 to 140
    -Health increased 4000 to 4250

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

    ~Advanced Torpedo Launcher (T2)
    (Dev Idea: General T2 defense buffs)
    -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

    ~T2 factories. (Vehicle/Bot/Air/Naval)
    (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 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

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

    ~Unit Cannon (T2 Launcher Factory)
    -Metal cost reduced 10000 to 7200
    -HP increased 18000 to 40000
    -Drifters, Infernos, Storms,
    (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.
    (-Testing filling out a roster for unit cannon, will look at the addition of storms and especially infernos closely)
    Last edited: January 15, 2022 at 9:33 PM
  3. mjshorty

    mjshorty Well-Known Member

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    Patch 1.1
    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
    Last edited: November 21, 2020
  4. mjshorty

    mjshorty Well-Known Member

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    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
    Last edited: December 13, 2020
  5. mjshorty

    mjshorty Well-Known Member

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  6. mjshorty

    mjshorty Well-Known Member

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    ~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)
  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 1.29A

    ~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: January 15, 2022 at 9:04 PM
  18. mjshorty

    mjshorty Well-Known Member

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    -Patch 1.29B

    ~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
  19. mjshorty

    mjshorty Well-Known Member

    Messages:
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    470
    Patch 1.29c

    ~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

    ~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 200

    ~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]

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