Balanced Annihilation 5.61 is out!

Balanced Annihilation 5.61 is out!

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Balanced Annihilation 5.61 is out!

Post by NOiZE »

changelog wrote:5.6 --> 5.61

Fixed typo which caused the Core Adv Kbot lab to be 10 times expensive as it should be.

5.5 --> 5.6

Increased Juggernaut's Size, and costs
Put the Juggernaut in the Krogoth armor class, so it receives the same special damages
Maverick leaves a wreck now
Informer and Seer wrecks metal worth adjusted.
Increased Halberd's size, and fixed the firepoint, Saktoth fixed the script
Juno's Missle Now also destroys minefields
Increased Ground damage of Avengers and Freedomfighters
Increased Sonar Range of Destroyers a bit
Triton costs reduced
EMP-bombs damage reduced, to fix the screenshaking if you use the screenshaking widget
Added some gfx to some units, took from XTA and modified them a bit to fit BA, thanks Noruas and Gizmo!
Improved Vulcan/Buzzsaw's accuracy, but it takes a shitload of E now :)
Fixed bladewing patrols, thanks to Saktoth
Jammers/Radars now disable when you E-Stall, lua script by licho
Made Juno's weapon go less high
Dragon Eyes can no longer be build in the water
Spies are no longer amphib
Pelican a bit more hp and dps
Core skuttle is now amphib and cost some less BT
Increased Viper/Pittbull costs a bit
T2 Factory's cost less now
Replaced the loadscreens
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Have Fun!
Last edited by NOiZE on 22 Aug 2007, 21:59, edited 1 time in total.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Balanced Annihilation 5.6 is out!

Post by lurker »

Increased Juggernaut's Size, and costs
Put the Juggernaut in the Krogoth armor class, so it receives the same special damages

:cry: not the poor juggernaut! why nerf the juggernaut? :(


:roll:
richw
Posts: 42
Joined: 24 Sep 2005, 17:54

Post by richw »

I've seen people "spam" juggernaut's, its a welcome change in my eyes...
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Looks sexy :-)
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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

where are ivory king's start screens? :(
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

nothing about kbot radar/jamming units having tank movement classes?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Sorry for the typo :)


And no Machio, it wasn't on my todo list, its on my next list though :P
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lurker
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Joined: 08 Jan 2007, 06:13

Post by lurker »

*snicker*
5.61
:lol:
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

guess my loads were just too leet :P
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ginekolog
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Joined: 27 Feb 2006, 13:49

Post by ginekolog »

playin nice so far. awsome load screens btw
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Re: Balanced Annihilation 5.61 is out!

Post by Lippy »

Looks Good!

NOiZE wrote: Juno's Missle Now also destroys minefields
My favourite; awesome idea!
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation 5.61 is out!

Post by el_matarife »

NOiZE wrote:
changelog wrote: 5.5 --> 5.6

Spies are no longer amphib
I don't suppose you could make spies act like the Arm Pelican and hover over the water?
Harbinger
Posts: 82
Joined: 26 Mar 2007, 22:14

Re: Balanced Annihilation 5.61 is out!

Post by Harbinger »

el_matarife wrote:
NOiZE wrote:
changelog wrote: 5.5 --> 5.6

Spies are no longer amphib
I don't suppose you could make spies act like the Arm Pelican and hover over the water?
Why?
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation 5.61 is out!

Post by REVENGE »

Harbinger wrote:
el_matarife wrote:
NOiZE wrote:
I don't suppose you could make spies act like the Arm Pelican and hover over the water?
Why?
Because it's useful and spies have been amphib for ages?
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Pelican a bit more hp and dps
Yeah, these things were pretty useless before, like amphibious weasels. :roll:
Fixed bladewing patrols, thanks to Saktoth
Thank you Sak indeed. This issue has pissed me off for a long time. :P
What fixed it btw? Was it script issues?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Now that Vulcans are even stronger, how about making shields worth a shit?

Even standard bertha shots penetrate shields with ease, how are we to expect that an even higher velocity shot is going to be deflected?
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url_00
Posts: 163
Joined: 15 Apr 2007, 22:44

Post by url_00 »

Could I hold a BA 5.61 1vs1 tourney?
Just for kicks? :P
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

About the loadscreens:

1. xray shader, cool ;-)

2. "/shadows 1 4096"
(the shadows look really grainy, increasing the shadow map size should help)
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

/shadows 1 8192 if you have a high-end nvidia card, makes them look nice and crisp at any zoom :)
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Finally, bugfixes. :P

Mostly looks good, the ground damages changes to fighters might be 'interesting'.
REVENGE wrote: Thank you Sak indeed. This issue has pissed me off for a long time. :P
What fixed it btw? Was it script issues?
The patrol is -still- broken (Noize couldnt reproduce the bug), however, they had two 'nochasecategory' tags one for 'vtol' and one for 'all', the 'all' was taking precedence, meaning the bladewings would only attack if something strayed into their line of fire.

So you can now give them a move order, or just sit them somewhere, and they'll acquire targets and shoot at stuff etc.

However, if you patrol them in a group, they might still act zany. So avoid patrolling them.
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