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 Post subject: BA 7.71 Released!
PostPosted: 04 Sep 2012, 11:54 
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Joined: 26 Oct 2007, 15:21
Lots of visuals added, BA now looks better than ever! Balance mainly unchanged.

Note: Line bombing currently does not work because of a bug in engine.

Changes:

Code:
7.70 -> 7.71
9/4/2012
- Fixed bombers + torp bombers ignoring attack commands 91 (Customformations line attack DOES NOT work for bombers in 91)
- Fixed Transports for 91
- Non gunship aircraft have 50% chance of crashing to ground instead of exploding
- Fixed builddistance for 91
- Remove blur shader (ugly and resource intensive)
- Give corsktl a larger hitsphere so unit self explodes correctly
- Add modified xta Splashgadget with custom cegs
- Add fixed weaponDefs_post.lua and water hit splash sounds
- Armsniper weapontype changed to Rifle. Should fix snipers shooting
- Torps no longer fire at Pelicans
- Juno now kills jeffy, flea and weasel. Juno metalpershot cost added, 250M per shot
- Add Kloots dynamic lighting gadget and custom config (more bling)
- Added dynamic projectile lights widget (bling bling)
- Reduced all crawling bomb's underwater speed by 33%
- Further optimized gfx_dynamic_blob_shadow.lua
- Increased unit under attack warning alarminterval to 15
- Smoothed out all Kbot animations with smoothanim.py


Thanks to:
Nixtux
Silentwings (Bluestone)
very_bad_soldier
zerver
DeadNightWarrior

Download Link:
http://springfiles.com/spring/games/balanced-annihilation-34


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 12:19 

Joined: 13 Jan 2009, 11:20
Great job, thanks.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 12:37 
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Joined: 26 Jun 2012, 17:52
Why not fix the idle builder button thing?


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 12:52 

Joined: 02 Jul 2012, 12:16
Rumpelstiltskin wrote:
Why not fix the idle builder button thing?

what the problem?


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 13:18 
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Joined: 26 Jun 2012, 17:52
It moves you to the idle builder only if you click on the icon of the builder with the htird button.Should be right click.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 14:01 
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Joined: 24 Oct 2008, 23:23
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It's a feature request, not something that needs 'fixing'.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 15:48 

Joined: 28 Oct 2007, 02:23
Yay! \o/

The build distance thing made the game very hard to play at times, building sealabs could take minutes of your ship/com rolling around and bombing only worked reasonably if you 1. saw the enemy buildings or 2. used the special Area Attack button with very small circle.

But huzzah for the upgrade.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 19:41 
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Joined: 19 Oct 2009, 00:27
Location: In your heart
Nice version.

For me Win7SP1, GeForce GT 430 drivers v8.17.12.8026, Realtek Onboard sound drivers 6.0.1.6410 i get:

Start boxes of solid color until i hover over something reclaimable which brings them back to normal.

Crazy bouncing builders due to decreased build-range.

Distorted sound. Esp. explosions sound like when a drum-and-bass producer sliced them all up and "made something new".

White sparkling outline around construction ship wrecks.

A bunch of floodlights flying with every wreck (-particle) of a certain size. Obviously this could be a feature if wrecks use it as a search-light for their designated landing zone :)

Plasma bullets shining like the sun on a very bright day. PeeWees should be unable to move for some time because they sure get blinded by projectiles flying by.

I am exited and waiting for BA7.73. I did not yet lose my hope that there will be a version better than 7.68 in the years to come.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 04 Sep 2012, 20:41 
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Joined: 26 Oct 2007, 15:21
Quote:
Start boxes of solid color until i hover over something reclaimable which brings them back to normal.

I have never seen this bug, please post screenshot. Also, this is an engine issue.

Quote:
Crazy bouncing builders due to decreased build-range.

This is no longer an issue, buildrange was increased in 7.71. The only builder that can have issues is the conship making t2 shipyard. The t2 shipyard is huge, and making them have such a large buildrange also increases repair range, making them too good. Plus it usually builds the t2 shipyard right on 1-2nd try.

Quote:
Distorted sound. Esp. explosions sound like when a drum-and-bass producer sliced them all up and "made something new".

Sounds are proper, nothing has change wrt to them. 7.68 and spring 89 had fucked up laser sounds, maybe you are just used to that? If not, this is an engine bug, report to mantis.

Quote:
A bunch of floodlights flying with every wreck (-particle) of a certain size. Obviously this could be a feature if wrecks use it as a search-light for their designated landing zone :)

Its a feature, not a bug. Projectile lights is a widget and can be disabled. I will probably tone down the lights on wreck pieces though.
Code:
Plasma bullets shining like the sun on a very bright day. PeeWees should be unable to move for some time because they sure get blinded by projectiles flying by.

Also the above, it looks great imo. But sure, resist change.


Quote:
I am exited and waiting for BA7.73. I did not yet lose my hope that there will be a version better than 7.68 in the years to come.

Thank you for your kindness, I also hope you will be able to differentiate between engine bugs and mod issues.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 12:39 

Joined: 16 Apr 2010, 10:58
Juno ability to splat scouts is a bold and awesome change. How much was the metal cost on the old missiles?


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 13:42 
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Joined: 26 Oct 2007, 15:21
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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 13:54 
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Joined: 17 Sep 2010, 14:49
But won't juno be a bit too costly for mine-clearing now? Makes it so that there's really no cost-effective way to clear out a minefield apart from using the layers' defusing attack.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 15:33 
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Joined: 14 Jan 2009, 14:20
I am not really sure about that juno thingy.

1st: +1 with johanes for metal cost and defusing mines field: of course you can always spam scout hopping the enemy will fire juno destroying his own mine field....... which actually points out how weird this idea is :s

Now most important is each game involving eco (ffa, large team game), you will see about 1 fire juno per sec (each team build 15 that they put on repeat every where in the map). So I am not sure that will solve anything about visual spam

secondly, in order to confuse the enemy, you now need to spam scout along different path so one junno cannot affect different line path of scout: that is quite easy so I dont think juno will actually solve a lot.

Last but not least: instead of spamming scout that cost about 25 metal, I will just spam AK (34m).... And since game had been much more porcy/eco whoring because of the last engine change and balance tweak that is not really an eco problem.

What I mean by that is: some AoA weapon (riot/janus stunning, vangard) are far less effective than before. Also, pathing/bumping making game so difficult to play, all the game I used to win in T1 are jsut lsot now cause most of the cons never do what I want to, or enemy build dragon teeth and even after reclaiming then unit cannot go through. Also can are now as over power as panther, so rushing t2 reclaiming t2 fact and spamming them with cons is op start.

Last but not least, if there is one unit that is far too op right no, it is bantha, that is still because of emp resistance which is far too high and that tfc changed just before he gave bah the keys, I would revert that or modify the bantha stats in annother way


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 15:37 
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Joined: 26 Jun 2012, 17:52
Juno op vs mines.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 17:43 

Joined: 28 Oct 2007, 02:23
Rumpelstiltskin wrote:
Juno op vs mines.


Naw, not really. Mines are a lot cheaper and I don't think their supposed use is at the stage of game where having junos is feasible.

But I really don't understand the juno vs. scouts thing. Are you supposed to make a dozen junos now and have them spam their missiles all over? :?

Is the AoE range enough to actually make a noticeable impact?

Weren't AKs the 2nd best choice of cheapest spam to begin with?

I think the better solution would been adding low damage minor laser weapons to some T2 or T3 vehicles/kbots. Something that is basically useless against anything but the lowest HP enemy. Though granted, that is a major leap from OTA.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 17:54 

Joined: 13 Jan 2009, 11:20
albator wrote:
you will see about 1 fire juno per sec


If your team thinks that it's a good idea to spend 250 m/sec to defend against stuff that dies against your defenses anyway..

I really only see this used in critical situations (offensive as well as defensive), so it might actually add tactical depth to the gameplay.

OTOH, strategic choice and variety is taken from the game if light units are even less viable against heavy units. The current need to mix light with heavy units makes for varied, fun, offensive, action packed battles.

No need to make some hectic gameplay changes just because some new flavor of the day "issue" goes through the forums.

Fix real issues like boring T3 (remove all terrain ability?) and OP Vulcan (switch Vulcan and Bertha range?) instead.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 18:20 

Joined: 13 Aug 2007, 12:19
Good job. The juno thing is a bad idea though.

If there is no real problem to be fixed, the fix will at best create no new problems.


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 18:47 
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Joined: 19 Oct 2009, 00:27
Location: In your heart
Ok, after a few more games I got to put stuff in perspective:

Quote:
Start boxes of solid color...

It was a map issue. Sorry 'bout that.

Quote:
Quote:
Crazy bouncing builders due to decreased build-range.

This is no longer an issue, buildrange was increased in 7.71. The only builder that can have issues...

Maybe that too was a map issue. It still seems to me that builders way-finding to a construction site got worse (and more bouncy).

Quote:
Quote:
Distorted sound. Esp. explosions ...

...fucked up laser sounds...

I was all right with every laser sound, always :) It was the explosions. But it was only in the first game on said sad map.

Quote:
Quote:
A bunch of floodlights...

Its a feature, not a bug. Projectile lights is a widget and can be disabled. I will probably tone down the lights on wreck pieces though.
Code:
Plasma bullets shining like the sun on a very bright day. PeeWees should be unable to move for some time because they sure get blinded by projectiles flying by.

Also the above, it looks great imo. But sure, resist change.

I knew it's a feature - the changelog was pretty clear about that. But it's too much. The Battlefield is a disco, now. Every missile looks like Saint Jesus.
I love the idea of lighting for explosions, impacts and shooting plasma-guns. But the current state looks like an early CA.

Quote:
Quote:
I am exited and waiting for BA7.73. I did not yet lose my hope that there will be a version better than 7.68 in the years to come.

Thank you for your kindness, I also hope you will be able to differentiate between engine bugs and mod issues.


You are welcome and I am not at all able to differentiate! :)
At least three of my points were about map-bugs, obviously :D

TBH, its pretty hard to differ between engine bugs, mod bugs, map bugs, widget bugs, configuration bugs and driver bugs. I strongly vote for a bugtracker spawning all that without the last two :o)


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 19:30 

Joined: 29 May 2010, 22:40
Beherith wrote:
- Added dynamic projectile lights widget (bling bling)
I like it a lot. Esp. the dgun got the effect it always deserved.
Thank you!

Don't know how hard/feasible it is: it'd look even more realistic, if the shine were to behind a rocket only, and not a globe (which is fine for plasma). I guess it origins in the "rocket fire" being a globe :) If the "fire" would be a half-globe or a pyramid with red-to-yellow gradient maybe...?


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 Post subject: Re: BA 7.71 Released!
PostPosted: 05 Sep 2012, 19:36 
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Joined: 26 Jun 2012, 17:52
Can you decrease the flashiness a bit for next version? its just a bit too flashy.


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