Absolute Annihilation 2.11 - Page 152

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

I think popups should be 1.5x their current metal cost and have 90% their current health. Harsh? I don't care popups are evil :(
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'm reducing their damage reduction when closed.

I need some more candidates for anti-air kbots. Of the three posted, only one is useable, and only after a lot of retexturing.

Might be too late now anyway. This one that has some potential needs a lot of remodeling and retexturing and has way too much detail to be consistent with existing units.

~~~

Small update, here's the latest changelog. Everything is done except:
-Naval rebalance is only about 50% so far (all L1, some L2 is done)
-Flamethrower weapon effects can't be worked on yet
2.11 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition

Removed some unused weapon entries
Eliminated impact physics for all common weapons
Liche nuke AoE increased to 256 (128), damage vs superweapons fixed
Maverick damage per hit reduced to 75, switched to buckshot (10),
reloadtime increased to 3 (0.985), has less accuracy and wide spray,
AoE increased to 12 (8); effective DPS is now 250 (300)
Sniper weapon bug fixed, it now only hits one target rather than an
entire row, minimum distance from enemy units for cloaking to work
increased to 80 (72)
Adjusted anti-nuke properties so they shouldn't have occasional
problems intercepting nukes anymore
Commander explosion damage doubled (25000->50000)
All massive explosions now leave larger, deeper craters
Plasma battery low trajectory fire now have normal (larger) AoE
Movable nanotower bug fixed, they should also no longer attempt
to repair or reclaim things beyond their nano range
Beamer damage increased to 28 (27) per "zing"
Vehicle factory metal cost reduced by 50 units (~750->700)
Twilight minimum cloaking distance from enemy units increased to
48 (30)
Morty buildtime reduced by about 1200 units (6400->5200)
Commander metal value reduced (15000->2500)
Arm Lancet logo fixed
Arm Moho Geothermal energy output reduced to 1250 (compared with
Core's 1000 output)
Prude HP increased to 12500 (8000), energy storage set to 1500 (0),
metal cost reduced 10% (1176->1058), energy cost reduced 25%
(32307->24230)
Behemoth HP increased to 7500 (5000) and no longer targets aircraft
Moho metal extractor extraction rate increased to 0.004 (0.0035)
Advanced construction vehicle build rate increased to 250 (200)
Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
Packo description changed to "Pop-Up Missile Battery"; SAM changed
to "Hardened Missile Battery"; Circular Saw and Eradicator changed
to "Medium-Range Missile Battery"; All related special damage
values removed
Flare efficiency (0.9->0.8) and launching rate (0.9->1.5) reduced
on AWACS aircraft
Pitbull, Viper weapon AoE increased to 24 (16)
Construction aircraft workertime reduced to 45 (50), advanced
construction aircraft to 80 (100), construction seaplane to 100
(200)
Construction seaplane metal cost reduced 100 (330->230), energy
cost reduced 10000 (19000->9000), build time by 10000 (30000->
20000)
Radar tower detection ranges reduced
Basic fighter energy cost increased 30%, metal cost increased 20%,
buildtime increased 10%
Basic air transport energy cost reduced 50%, metal cost reduced 40%,
buildtime reduced 30%, "single-use" flares added
Paralyzers should now be more effective
Stumpy, Raider HP and range increased 50 units, rate of fire reduced
25%, damage increased 30%
Blade energy cost increased 25%, metal cost increased 10%, buildtime
increased 5%, HP reduced 50 units
Flash turning/accel/brake increased 10%, metal cost reduced 5%
Recluse HP reduced 50 units (1100->1050)
Thud HP increased to 900 (870)
Rapier, plasma battery, leveler, bulldog, moho exploiter (rocket)
groundflash size reduced
Level 2 aircraft plant energy cost increased by 10000 (22000->32000)
Default explosions disabled for most small weapons
Maverick holster/unholster animation speed boosted
Flash/Gator aiming rate increased (~150->200/175 respective)
Fixed erroneous spelling of "BlackHydra" armor category in many
different weapon files (big thanks to TradeMark)
Fixed erroneous special damage entries in Dragon's Maw and Dragon's
Claw weapon entries (more thanks to TradeMark)
Gunship brake rate reduced 25%, acceleration reduced 20%, speed
reduced 15%, rotation reduced 10%
Juno should now function properly, it won't randomly fail to damage
radar-related structures and units, AoE increased to 2048 (1280),
pulse cruising altitude increased fourfold
Warrior metal cost increased by 40 (208->248), buildtime increased
by 400 (4104->4504), HP reduced by 175 (1475->1300), speed
increased by 0.2 (1.3->1.5)
Leveller weapon AoE increased to 144 (128)
Intruder wake bug fixed, is no longer upright regardless of terrain
Banisher now aims a bit upward to fire, similar to Mercury
Construction vehicle build distance increased, construction kbot
build distance decreased
Merl, Diplomat HP increased 500 (~2500->3000), rocket AoE decreased
to 64/72 respectively (160), rocket damage increased to 1000/1300
respectively (800/900), range increased to 1215/1240 respectively
(1150)
Diplomat rocket reload time increased to 20 (16)
Tremor reload time decreased to 0.4 (0.5), accuracy reduced to 1400
(1000)
All artillery rebalanced for lower trajectory firing at long range,
higher trajectory firing at close range
Arm moho mine HP decreased to 2500 (3000), core moho mine HP
increased to 3500 (2500) and damage is now multiplied by 0.25
when closed (0.4)
Flash/Peewee EMG weapons seperated into two different classes
Peewee range increased to 180 (176)
Flash range increased to 190 (176)
Instigator damage per second reduced to 97 (107)
AK damage per second increased to 87 (79)
Commander laser damage versus L1 air transports increased to 180
(125)
Metal extractors in (A) fixed
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis, firestorm
Depthcharge launchers added to commander build menus
Laser and EMG weapon graphics improved
Core LLT made the same height as Arm LLT
Beamer turret height increased to halfway in-between Core HLLT's
two turrets
Jethro recoil on wrong barrel fixed
Marauder death and self-d explosions reduced
Removed a TON of unused graphics
Removed extra loading screen bloat
All vehicle speed, acceleration, braking, and turnrate values
increased by 10%
All corpse metal values normalized to 70% metal, 50% hitpoints,
all heap metal values normalized to 35% metal, 20% hitpoints;
all corpses and heaps put into one file (even more thanks to
TradeMark)
Arm amphibious construction vehicle, construction hovercraft
build menu bugs fixed in standard, (H), (A)
Amphibious construction vehicle build menus corrected in (F)
Annihilator energy cost increased 250% to 62563, damage
multiplier when armored (closed/off) increased to 0.25 (0.05)
Catapult size increased 33% (3x3->4x4)
Commander mass increased to 5000 (2500)
Jammer tower cost vs. effectiveness made comparable to mobile
jammer units
Depth charge removed from anti-air hovercraft
Radar, advanced radar, and mobile radar stats rebalanced
Combat autorepair removed from all units except Commander, Maverick;
maverick description changed to reflect this
Metal maker, moho metal maker, floating metal maker, underwater
moho metal maker costs increased
Ground decals replaced with ones from Unpossible
Mobile flak units now have the same range as flak turrets
Core L1 fighter HP increased 15 units to make them survive one hit
from most missiles rather than being intagib versus all missiles;
they still have 10 less HP than Arm L1 fighters
L2 fighter buildtime reduced by 2000 units (~9000->7000), missile
bug fixed - they now have dual missiles as I intended
Core cloakable fusion reactor removed
Core fusion reactor output increased by 50 (850->900), HP increased
by 3700 (4800->8500)
Core underwater fusion reactor ouput increased by 50 (900->950)
Arm fusion reactor metal cost reduced 500 (4504->4004), buildtime
decreased 5000 (75014->70014), HP reduced 150
Flea metal cost reduced to 14 (19), buildtime reduced 200 (900->700)
Laser firing points on commanders improved somewhat
Underwater fusion reactor metal cost reduced 1000 (~5700->4700)
Behemoth firing sequence fixed (thanks go to Archangel)
Missile truck range increased to 600 (585)
Removed erroneous on/off switch on arm advanced solar
Core solar generator HP bar height increased
Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
New buildpic for Shellshocker and arm LLT
Commanders/decoys no longer leave wrecks when they self-destruct or
are otherwise "obliterated" by and extremely powerful weapon such
as a D-Gun, and can no longer be reclaimed
Shellshocker firing point and barrel improved, extra explosions
removed
Mercury/Screamer energy cost doubled
L2 fighters and seaplanes now have a low-efficiency flare
Panther/Pelican should now properly approach to firing range when
told to attack
LRPC range reduced 10%
Vulcan/Buzzsaw aiming height increased to 50, Bertha/Intimidator
aiming height increased to 30
Shields reverted to repulsor with shield range indicator
Advanced torpedo launcher range increased to 1200 (650)
Increased damage values versus amphibous units removed from all
applicable weapons
Hovercraft platform metal cost reduced 100 units
"Support Ship" revert to standard anti-air ship
Hovercraft made less slope tolerant, costs adjusted
Amphibious tanks made more slope tolerant, costs adjusted
Corvettes now have wrecks
Increased time before autohealing starts to 60 seconds (20), healing
rate reduced to 5 (10)
Combat and construction hovercraft size reduced 1/3
Core Slinger anti-air hovercraft's turret is now actually connected
to the main model....
Core Halberd heavy hovercraft now leaves proper wake
Hovercraft wrecks now sink
Commander building/defending bug may have been fixed, using Bugfix
scripts for these to see if they work any better
Samson/Slasher HP increased 100 units
Complete rebalance of all hovercraft stats
Spies are now amphibious
Rez subs are no longer rendered beneath the terrain
Amphibious complex buildable units added/removed, costs reduced
Aircraft carriers should now repair planes properly again
Turret removed from Intruder model
Obvious edges in certain locations on certain groundscars fixed
Juggernaut given 3 secondary LLTs with arcs
Consul/Freaker stats adjusted slightly
Poison Arrow model modified, treadmark position changed accordingly
Catapult explosion size increased
Morty damage per hit increased to 75 (65)
Croc model adjusted to look less fragile
Peeper/Fink flares removed, metal cost reduced by 10 units (~38->28)
Bulldog range typo fixed (470->570)
Complete rebalance of all amphibious stats
Bantha, Krogoth primary weapons now use the new weapon FX system
Construction vehicle open/close animation speed increased
Floating flak gun sound categories fixed, rebalanced
Flak gun sight radius increased to 550 (475)
Ambusher/Toaster damage reduction when closed reduced to 0.25 (0.1),
Pitbull/Viper damage reduction when closed reduced to 0.5 (0.2)
Partial rebalance of some level 3 stats
EMP missile paralyzetime increased to 60 (20), range increased to
6000 (4500), AoE reduced to 256 (640)
Vertical launch time on v-launch rockets increased, this means higher
altitude before they aim
Jammer towers now have dummy range rings to show their effective area
Liked those so much I did the same thing to radars
Redone buildpics for Muskrat, Garpike, Shiva, crawling bombs, and
spies, to reflect their amphibious status
Commando added back in, buildpic made
Sonar range reduced
AWACS plane sonar removed
SAWACS sonar range halved
Flamethrower graphics improved with new FX system (thanks to Argh)
Complete rebalance of all naval stats
User avatar
2pacalypse
Posts: 36
Joined: 26 Apr 2006, 22:44

Post by 2pacalypse »

Caydr wrote:Juggernaut is now in possession of 3 LLTs and took down 250 AKs with about 5000 health remaining, without any assistance from the unit-bouncing-for-massive-damage bug.
I just wanted to point out how absolutely delightful I think this is. I can't wait for the new version to give it a try!
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I like the juggernaught change too, although it may send machio off on another of his juggernaught building sprees again ^^
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Juggernaut eats 250 peeweess, 300 AKs (simultaneously):

Image
Image

To clarify, the Juggernaut has 2 LLTs on its front which can only fire in the front 90 degree arc mostly. It has a third turret on its head which can fire anywhere.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

Can the dummy ring work for any building? Cause I'd love them on anything with ranges that doesn't have one yet, like Dragon's Eyes, sonars, nanotowers, shields, or antinukes. I'm only assuming some of these don't have rings, I can't remember which of these don't, but if they don't have range rings they should probably have them. Just a guess, but it won't work on nanotowers because they're technically units not buildings right?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

shields do, but rest should have them (please ;))

no, it should work on nanotowers.. they can have a secondary unit (like the comm)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Umm... Yeah I guess I could add them to nanotowers and sonars... but I'm not putting them on dragons eyes, that seems kind of excessive.

I can't add them to antinukes because units with stockpiling weapons can apparely only have one weapon... or something like that. I tried it a while back and failed.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Umm... Yeah I guess I could add them to nanotowers and sonars... but I'm not putting them on dragons eyes, that seems kind of excessive.

I can't add them to antinukes because units with stockpiling weapons can apparely only have one weapon... or something like that. I tried it a while back and failed.
I've always wanted to see the blast radius for metal makers and solar plants so I can know safe-build-distance.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Pxtl wrote:I've always wanted to see the blast radius for metal makers and solar plants so I can know safe-build-distance.
2-3 spacing units is generally good.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Then you're out of luck. There's no way I'm adding that many range rings.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Its that way for all semi-weak things.. Doh..
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Nano towers already have range rings... but added ones for sonar.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Sweet, now I won't be bashed for building Juggernauts in game anymore. Thanks Caydr. 8)
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

I mentioned it before but didnt notice it on the changlog - range rings for mines are really needed...
NEWSBOT3
Posts: 13
Joined: 12 Sep 2006, 21:53

Post by NEWSBOT3 »

Acidd_UK wrote:I mentioned it before but didnt notice it on the changlog - range rings for mines are really needed...
doesn't shift+mouseover do this ?

I thought it did...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Yes but not before they are built.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

well, giving it another shot :D

howsabout a chaingun style one? that could fire a ton of tracers.
Image
http://www.unituniverse.com/?p=u&v=194

Image
http://www.unituniverse.com/?p=u&v=2730

or maybe another walker, with a less detailed model :)
Image
http://www.unituniverse.com/?p=u&v=2674
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

What happened to the 2 nice Kbots you had modeled Caydr?

If you're still waiting on scripts, maybe some of the capable ppl here could lend a hand.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Lost in the oblivion of a dead hard drive.

I'll see if I can add dummies to mines.
Locked

Return to “Game Releases”