[game] CA stable release - 4460

[game] CA stable release - 4460

Happenin' news on what is happening in the community. Content releases, new tutorials, other cool stuff.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

[game] CA stable release - 4460

Post by Licho »

Major gameplay changes

* shields now share their charge - if they overlap, including mobile shields

* crawler bombs and flea now auto burrow when idle. (Becoming stealth/cloaked). Crawling bombs effectively become bigger mines and fleas dragon eyes.

* all units exit factories instantly - reducing capital investment you need to spam small units. They are teleported out from factory when constructed reducing, factory idle times.

* terraform now goes in 2 sizes (smaller and bigger blocks/trenches) and other blocks (DT,fort wall) removed. Smaller blocks stop vechicles, higher kbots.

* all constructors have new "ramp" button - drag between two points to create terraform ramp between those. Ideal for building ramps to steep hills or bridges across sea.

* all constructors and constructions have spending priority switch now. Allows player to set priority low, normal and high. When you stall, high priority units are given resources before normal and lower.

* radars, jammers and shields are morphable to/from static version. So you can for example change radar to mobile kbot radar and back.


Minor gameplay changes

- Banisher is now skirmisher (lower range, higher rof) and gollie oriented more to anti heavy.
- behemoth is ordinary buildable unit (does not need geo spot)
- slight buffs to precision bombers, blackdawn, owl, vehicle arty
- slight nerf to ravager (5%) and other assaults to lesser degree

New models

Image

* Maackey's radar and bandit (AK)

* Midknight's marshmellow (bladewing)

* KingRaptor's sniper

Note, CA team still seeks modelers and texturers! If you want to help, simply join #ca
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: CA stable release - 4460

Post by Forboding Angel »

Perfect :-)

Thanks, and posted. Btw do you have a particular image that you would like me to use to denote CA related posts? I'm having trouble finding eyecandy images where Complete Annihilation is readable after being scaled down to 200x120.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CA stable release - 4460

Post by Google_Frog »

What about the other changes? I think you've got a big mixup in what makes a major, minor or unmentionable change.

* Banisher is not skirmisher, it's an under powered riot unit.
* Veh arty was barely changed.
* EMP missile tracs.
* There is now only 1 type of mex.
* Bladewings were nerfed(idk why)
* Light scout aircraft removed.
* Fido removed.
* Prude/Behe removal.
* Terraform now costs E equal to BT cost.
* All assault tanks/vehicles were nerfed. Ravager was nerfed the most and more than 5%.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CA stable release - 4460

Post by Google_Frog »

Thought of another one and this sub forum lacks edit:
* All feature walls removed and cloggers create bumps when they die.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: CA stable release - 4460

Post by Licho »

Oops, i forget most changes :)
I was doing it from memory.

I asked people in #ca to fill in missing stuff but nobody responded.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: CA stable release - 4460

Post by Pxtl »

Wait, behewhut? Well, that would've been good to know last game.

Personally, I'd keep the behe/prude and normal Geo, and simply rebalance the power/price/output so that the Geo and their special versions are the same price. Then allow morphing between those things for free, with the only cost being down-time as the unit morphs.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: CA stable release - 4460

Post by MidKnight »

Forboding Angel wrote: Btw do you have a particular image that you would like me to use to denote CA related posts? I'm having trouble finding eyecandy images where Complete Annihilation is readable after being scaled down to 200x120.
We're currently having an issue with CA branding, specifically, that we're implementing new names, and we don't have a consensus on when, faction logos, and whether the design style should be cartoony or professional/realistic. Feel free to suggest ideas! :P
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: CA stable release - 4460

Post by CarRepairer »

Oh, there's also a Share Mode dropdown.
  • Share only to teammates.
  • May also share to temporary ceasefired allies.
  • Share to anyone, including enemies.
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