Progressive Annihilation V 1.5
Posted: 05 Oct 2011, 13:59
http://springfiles.com/spring/games/pro ... hilation-1
Progressive Annihilation Version 1.5 changelog.
Economy and Ecoing:
Metal makers and Advanced Fusions have been removed.
Energy producing structures and mexes give significantly more storage.
Moho mexes have been removed.
There is only one type of mex so to get more metal you have to expand and cap metal spots.
Nano towers have been removed.
Factories:
Factories can no longer be assisted by Cons, they have had their buildpower increased significantly and the build power they use can be adjusted to 25%, 50%, 75% or 100% of their max buildpower. This means to increase your production you will eventually need more labs. It also makes having more then one type of lab possible earlier in the game.
Commanders:
Commanders huge explosions have been removed. Their Dguns have been replaced with a Riot weapon designed for preventing early game rushes. The Core Commander has a Riot Cannon much like levelers but it does more damager, more AOE and sets units of fire. The Arm commander has a powerful lightning cannon that has a high chain range and decent chain damage. These weapons both cost 300 energy to fire. Commanders also leave less metal (1250 Wreck, 625 Ruble) when they die.
Sea:
Sea has been totally redone and is not completely finished. There are currently five units that each sea player can build.
Construction Ships, Frigates, Destroyers, Cruisers and Submarines.
T1:
Several T1 units have been added to give T1 more variety and use-fullness later game.
Core Archer, Arm Ranger, Core Hog, Arm Dido, Core Fang, Arm Mammoth, Core Bumblebee.
Vech scouts have also been removed. Radar bots and vechs can now be built at T1.
T2:
Modified pretty much ALL of T2, they are all now weaker and more specialized, not just more cost efficient.
T3:
T3 is still in early stages but most of T3 has been removed. T3 will be going in the direction of super speciality units instead of big slow mechs.
Misc:
Guardians & Punisher are now Anti Ship cannons, designed to protect your shore lines.
Updated air collision volumes. They are all now properly defined for each specific units as opposed to being arbitrarily defined by spring.
Fire and Lightning:
Fire burns through enemies and sets them ablaze. This makes them very dangerous to units that are bunched together.
Lightning now chains. When an enemy is hit by a lighting unit if another unit is close enough the lighting will chain to that unit and will continue chaining until there is no unit is range to chain to. This can be devastating to lots of weak units but not as effective vsing lots of tough units. As the chain does significantly less damage then the initial hit and has a short chaining range.
Progressive Annihilation Version 1.5 changelog.
Economy and Ecoing:
Metal makers and Advanced Fusions have been removed.
Energy producing structures and mexes give significantly more storage.
Moho mexes have been removed.
There is only one type of mex so to get more metal you have to expand and cap metal spots.
Nano towers have been removed.
Factories:
Factories can no longer be assisted by Cons, they have had their buildpower increased significantly and the build power they use can be adjusted to 25%, 50%, 75% or 100% of their max buildpower. This means to increase your production you will eventually need more labs. It also makes having more then one type of lab possible earlier in the game.
Commanders:
Commanders huge explosions have been removed. Their Dguns have been replaced with a Riot weapon designed for preventing early game rushes. The Core Commander has a Riot Cannon much like levelers but it does more damager, more AOE and sets units of fire. The Arm commander has a powerful lightning cannon that has a high chain range and decent chain damage. These weapons both cost 300 energy to fire. Commanders also leave less metal (1250 Wreck, 625 Ruble) when they die.
Sea:
Sea has been totally redone and is not completely finished. There are currently five units that each sea player can build.
Construction Ships, Frigates, Destroyers, Cruisers and Submarines.
T1:
Several T1 units have been added to give T1 more variety and use-fullness later game.
Core Archer, Arm Ranger, Core Hog, Arm Dido, Core Fang, Arm Mammoth, Core Bumblebee.
Vech scouts have also been removed. Radar bots and vechs can now be built at T1.
T2:
Modified pretty much ALL of T2, they are all now weaker and more specialized, not just more cost efficient.
T3:
T3 is still in early stages but most of T3 has been removed. T3 will be going in the direction of super speciality units instead of big slow mechs.
Misc:
Guardians & Punisher are now Anti Ship cannons, designed to protect your shore lines.
Updated air collision volumes. They are all now properly defined for each specific units as opposed to being arbitrarily defined by spring.
Fire and Lightning:
Fire burns through enemies and sets them ablaze. This makes them very dangerous to units that are bunched together.
Lightning now chains. When an enemy is hit by a lighting unit if another unit is close enough the lighting will chain to that unit and will continue chaining until there is no unit is range to chain to. This can be devastating to lots of weak units but not as effective vsing lots of tough units. As the chain does significantly less damage then the initial hit and has a short chaining range.