XTA 9.643 beta Changelog - Page 3

XTA 9.643 beta Changelog

Hearken back to the days of yore and enjoy the first major Spring module!

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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: XTA 9.643 beta Changelog

Post by Wombat »

i can tell u without playing that hlt buff sux. just remove it, its game killing shit.

stumps/raiders work nice now when mixed with flash/gators
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: XTA 9.643 beta Changelog

Post by Deadnight Warrior »

HLTs weren't buffed at all, their weapon range is 890 as long as I remember playing XTA on-line. Do you really think that LoS increase of 24 (diameter of a Stumpy) will have such a big impact on gameplay? I don't think so.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: XTA 9.643 beta Changelog

Post by Wombat »

Increased LLT DPS by 23% (damage +10%, reload time -11%)
shit i failed.

i thought both hlts and llts got buffed

im tired, my bad. i like everything u did basicly, but as long as i didnt play xta since 3 months (till yesterday) i dont think my voice counts ;P im sure xta is less ridiculous/more fun for newcommers now. just nerf core dgun so it doesnt kill enemy com while surviving. or its fixed?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.643 beta Changelog

Post by Gota »

Were stumpy really useless and bad?i thought they were good no?
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: XTA 9.643 beta Changelog

Post by Wombat »

well, for me stumps were always poo, eaten by flashes, awful damage
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: XTA 9.643 beta Changelog

Post by Deadnight Warrior »

Wombat wrote:just nerf core dgun so it doesnt kill enemy com while surviving. or its fixed?
D-Gun and live is not possible since 9.641b and so far I haven't recieved any complains about how I solved that problem.
Gota wrote:Were stumpy really useless and bad?i thought they were good no?
I've never seen anyone make them in any competitive matches and if a n00b or a BA player made them, he usually failed to do anything useful with them.
That's why Stumpys/Raiders got such a huge damage buff (huge only on relative scale, on absolute scale it's not really that big (50->62, reload time 1.53), as they still do much less damage/shot than Rockos/Storms, 138, reload time 4)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.643 beta Changelog

Post by Gota »

Well absolute scale doesnt matter at all.what matters are percantages only.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: XTA 9.643 beta Changelog

Post by Wombat »

ok, sorry, like i said i didnt play for a while :D pleased to see its going right direction, not 'babbles xta' one

-----------------

http://replays.adune.nl/?2996

i was playing for lulz and accidently noticed bug (?)

just watch first minute with com selectedwhile holding shift, i didnt order com to attack anything. /care ?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: XTA 9.643 beta Changelog

Post by knorke »

reused version numbers fail!!

Image
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: XTA 9.643 beta Changelog

Post by knorke »

Image

<3
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: XTA 9.643 beta Changelog

Post by Deadnight Warrior »

Well Knorke, I'm reusing version numbers as long as I don't make a stable version, and only then do a version bump.


Wombat did you read this entire topic?
Deadnight Warrior wrote:
  • Non-upgradeable commanders are now on "Hold Position" by default, prevents them from wandering off into the battle, they also move in water equally fast as they do on land and masturbate when idle for longer than 10 sec
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: XTA 9.643 beta Changelog

Post by Wombat »

ye, but if u noticed, my com wander off to attack closest 'building' when idle/finished building.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.643 beta Changelog

Post by Gota »

Wait you can actually tell your commander to jerk off in XTA now?
This is way cooler than sing button!!!!
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: XTA 9.643 beta Changelog

Post by 1v0ry_k1ng »

when did XTA become the trollmod in rl :?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: XTA 9.643 beta Changelog

Post by Gota »

Can there also be a victory dance !! XD
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: XTA 9.643 beta Changelog

Post by Deadnight Warrior »

Next update of beta is out. Same link as before check #xta lobby channel (the reason why I don't want to post links on forum is that I don't want web spiders crawling on my server)

Change log:
  • All entries marked as experimental are for balance testing only and are figured to change
  • Starting resources can be adjusted (this option was part of Game options but was removed in Spring 0.82 and had to be added to Mod options)
  • Non-upgradeable commanders are now on "Hold Position" by default, prevents them from wandering off into the battle, they also move in water equally fast as they do on land and masturbate when idle for longer than 10 sec
  • Commanders wear Santa hats during Advent season (needs LUPS)
  • Reduced dancing for all guided missiles, they now shoot in a marginal parabolic (arc) trajectory towards target, prevents missiles from hitting ground
  • Removed missiles bouncing off ground
  • Removed toggle rocket options for Wombat/Nixer, and stockpilabe rockets for Raven, togglable rockets are now a special mod option (off by default)
  • Heavily optimized animation scripts of all fighter planes and bombers
  • Fixed Diplomat's reloading animation
  • Added "State Reverse Toggle" widget, it allows right to left toggling of multi-state buttons like fire/move orders by right clicking
  • Optimized and improved all Kbot animations (only regular XTA units, not unitpacks)
  • experimental: Increased Stumpy/Raider damage to non-commanders by 25% so far Flash/Gator are still better than Stumpy/Raider if combat groups are of equal total M cost
  • Increased weapon speed of almost all lasers (except for very short range ones), they now hit their target more often and sooner
  • experimental: Jeffy/Weasel HP, M & E cost reduced to 2/3, build time reduced to 5/6, sight range increased by 54% as proposed by several community members
  • experimental: Increased LLT DPS by 23% (damage +10%, reload time -11%)
  • experimental: Reduced LLTs sight range to 580 (weapon range + 30)
  • experimental: Increased HLTs sight range to 920 (weapon range + 30)
  • experimental: Renamed two units for the LOLZ
TO DO:
  • Fix firing animation of Wombat and Nixer, and rebalance them against Merl/Diplomat
  • Add custom collision volumes and better footprints and yardmaps for remaining buildings
  • Decompile every remaining COB and optimize it
  • Tune down some exaggerated CEGs to reduce CPU consumption, apparently Noruas did so, but I never received the updates
  • Fix spelling and grammar in unit descriptions and change log
  • Host a general discussion and pools for balancing sea stuff
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