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Merge branch 'develop' into balance/t3-artillery-accuracy
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lL1l1 committed Nov 7, 2024
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5 changes: 5 additions & 0 deletions changelog/snippets/features.6424.md
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- (#6424) Calculate DPS totals in the additional unit details displayed when `Show Armament Detail in Build Menu` is enabled in the settings. This is useful for summarizing or comparing the stats of units with multiple instances of the same weapon, or multiple weapons of a similar type. If the unit only possesses one valid weapon, the total is not calculated.

- For example, the Ythotha (Seraphim Experimental Assault Bot), which has multiple weapons, is now displayed as possessing a combined total of `3794` direct fire DPS. This is displayed in an additional field in the UI, the stats of the individual weapons of the unit remain accessible in the same locations as before.

- (#6424) Do not display the Mole's Target Tracker in the additional unit details displayed when `Show Armament Detail in Build Menu` is enabled.
4 changes: 4 additions & 0 deletions changelog/snippets/features.6428.md
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- (#6428) Implement a Dual Yaw turret controller so that Loyalist can fully aim its secondary.

Previously, the Loyalist was unable to aim its secondary weapon in all directions because the secondary weapon could not rotate the torso independently.
With this change, a weapon can have a secondary yaw bone to aim with by defining `TurretBoneDualYaw` in its blueprint. The secondary yaw's angle, range, and speed can be set with `TurretDualYaw`, `TurretDualYawRange`, and `TurretDualYawSpeed`, but they also default to the primary yaw's angle, range, and speed if not specified.
4 changes: 4 additions & 0 deletions changelog/snippets/features.6465.md
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- (#6465) Improve the visual representation of multiple projectiles by increasing their `StrategicIconSize`.
- Usha-Ah: Seraphim T3 Sniper Bot: Increase the `StrategicIconSize` of its secondary firing mode's projectile from `1` to `4`.
- Othuum: T3 Siege Tank and Yenzyne: T2 Hover Tank: Increase the `StrategicIconSize` of their Thau Cannon's projectile from `1` to `2`.
- Percival: T3 Armored Assault Bot: Increase the `StrategicIconSize` of its cannon's projectile from `2` to `3`.
2 changes: 1 addition & 1 deletion changelog/snippets/fix.6436.md
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- (#6436) Prevent the logging of an unecessary warning when certain units make landfall.
- (#6436, #6480) Prevent the logging of an unecessary warning when certain units make landfall.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6438.md
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- (#6438) Fix `TerrainUtils.GetTerrainSlopeAngles` returning roll on the -Z axis instead of the +Z axis. Previously, this required the roll to be negated when used to orient objects such as units with the terrain. Now roll no longer needs to be negated.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6494.md
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- (#6494) Fix a crash when the `EnableDiskWatch` command line argument is enabled.
14 changes: 14 additions & 0 deletions changelog/snippets/other.6438.md
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- (#5061, #6438) Add metamethods and utility functions for Vectors and Quaternions to simplify and clean up the code involving operations with them.
- This **removes** the file `/lua/shared/quaternions.lua`, which was added in #4768 (Mar 4, 2023), so mods that use that file will have to be updated.
- The metamethods (defined globally in `/lua/system/utils.lua`) include:
- Vector/Vector2 addition/subtraction/negation
- Vector/Vector2 * Scalar multiplication
- Quaternion/Vector * Vector/Quaternion multiplication
- Vector * Vector multiplication (cross product)
- Since these are metamethods, they work on all instances of Vector/Vector2/Quaternion, without having to import anything.
- The utility functions (have to be imported from `/lua/utilities.lua`) include:
- Faster Lua versions of VDist2, VDist2Sq, VDot
- `QuatFromRotation`: Creates a quaternion from an orientation axis and rotation angle.
- `QuatFromXZDirection`: Returns the orientation quaternion given an XZ direction
- `TranslateInXZDirection`: Translates the XZ coordinates of a position by a length in a given quaternion orientation.
- `RotateVectorByQuat`: Rotates a vector representing a 3D point by a quaternion rotation.
3 changes: 3 additions & 0 deletions changelog/snippets/other.6495.md
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- (#6495) Refactor the map utilities module

Chunks up some larger functions into smaller functions to allow them to be re-used in other modules.
1 change: 1 addition & 0 deletions changelog/snippets/other.6498.md
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- (#6498, #6502) Refactor the Enhancements section in the ACU/SACU scripts to replace the long if/else chain with a more modular design that is easier to maintain and hook. Each enhancement has its own dedicated function, named with the format `ProcessEnhancement[EnhancementName]`. The CreateEnhancement function now calls the appropriate enhancement function automatically by that name format.
1 change: 1 addition & 0 deletions changelog/snippets/sections/other.6458.md
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- (#6458) Annotate the damage data table passed from weapons to projectiles.
200 changes: 134 additions & 66 deletions docs/_posts/2024-07-07-3810.md
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Expand Up @@ -15,89 +15,157 @@ permalink: changelog/3810

## Balance

- Make shields absorb ACU explosions.
- (#6073, #6094) Allow Mongoose to fire from transports.

Both mobile and static shields absorb full damage from ACU explosions. For example, this prevents ACU explosions from killing all engineers inside shielded bases/firebases or killing all units in mobile-shielded T2 armies.
The structure part of static shields still takes reduced structure damage from ACU explosions.
- (#5895) After receiving several buffs, the Seraphim Tech 3 Submarine Hunter has become too oppressive, especially in larger formations. These changes aim to bring it back in line, while preserving its identity.

- Allow Mongoose to fire from transports.
- Yathsou: T3 Submarine Hunter (XSS0304):
- Damage: 290 --> 380
- RateOfFire: 0.25 --> 0.22
- MuzzleSalvoDelay: 0.7 --> 1
- MuzzleSalvoSize: 5 --> 4
- DPS: 363 --> 338
- Torpedo Defense RateOfFire (x2): 0.15 --> 0.1

- Increase UEF T3 MAA's DPS and damage, and swap its speed with Aeon's T3 MAA.
- (#5883) Allow Chrono Dampener to fire immediately when a unit comes into range.

- Cougar: DPS: 176 -> 206, Damage per volley: 1200 -> 1400, Speed: 3.3 -> 3.5
- Redeemer: Speed: 3.5 -> 3.3
Previously, Chrono was synced to game time to prevent stun locking. Now, units have a cooldown before they can be stunned by any Chrono, which prevents stun locking while allowing the new Chrono to be more responsive.

This brings its DPS closer in line with other factions, lets it 3 shot strategic bombers instead of 4 shot, and lets it better escort Titans/Parashields.
Redeemer's extra speed wasn't very necessary for its role within Aeon, so it was chosen to be swapped with.
- (#5901) Increase UEF T3 MAA's damage and DPS, and swap its speed with Aeon's T3 MAA.

- Fine tune the balance of the Tech 2 Navy stage.
- Cougar: T3 Mobile Rapid-fire AA Cannon (DELK002):
- Damage per volley: 1200 --> 1400
- DPS: 176 --> 206
- Speed: 3.3 -> 3.5
- Redeemer: T3 Mobile Missile Anti-Air (DALK003):
- Speed: 3.5 -> 3.3

- Uashavoh: T2 Destroyer (XSS0201):
- AntiTorpedo RateOfFire: 0.26 -> 0.3
- Salem Class: T2 Destroyer (URS0201):
- BackUpDistance: 5 -> 10
- Cooper: T2 Torpedo Boat (XES0102):
- Health: 1750 -> 2000
This brings its DPS closer in line with other factions. It can now take out a strategic bomber in 3 salvo's instead of 4. And with the increased movement speed it can better keep up to Titans and Parashields. Swapping the speed with Redeemer maintains a semblance of faction diversity. Redeemer was chosen because it doesn't really need its speed due to asylums being far too quick (4.0) to keep up with, and harbingers being relatively slow at 3.0 speed.

- After receiving several buffs, the Seraphim Tech 3 Submarine Hunter has become too oppressive, especially in larger formations. These changes aim to bring it back in line, while keeping its identity.
- (#6060, #6296) Make static shields absorb ACU explosions.

- Yathsou: T3 Submarine Hunter (XSS0304):
- Damage: 290 -> 380
- RateOfFire: 0.25 -> 0.22
- MuzzleSalvoDelay: 0.7 -> 1
- MuzzleSalvoSize: 5 -> 4
- DPS: 363 -> 338
- Torpedo Defense RateOfFire (x2): 0.15 -> 0.1

- The `BuildRate` and `BuildTime` stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.

- Tech 1 Radars
- BuildRate: 14.08 -> 13
- Tech 2 Radars
- BuildRate: 21.46 -> 20
- BuildTime: 845 -> 780
- Tech 3 Radars
- BuildTime: 2575 -> 2400
- Tech 1 Sonars
- BuildRate: 14.08 -> 13
- BuildTime: 127.5 -> 125
- BuildCostEnergy: 1275 -> 1250
- Tech 2 Sonars
- BuildRate: 15 -> 20
- BuildTime: 1680 -> 780
- BuildTime: 2120 -> 1040 (Seraphim)
- Tech 3 Sonars
- BuildTime: 750 -> 1200
- BuildTime: 900 -> 1400 (Cybran)

- The `BuildRate` and `BuildTime` stats of several Shield Generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.

- Tech 2 Shield Generators
- BuildRate: 13.66 -> 0 (Aeon)
- BuildRate: 12.98 -> 20 (Seraphim)
- BuildRate: 19.95 -> 20 (UEF)
- Tech 3 Shield Generators
- BuildTime: 5841 -> 5800 (Seraphim)
- BuildTime: 4988 -> 5000 (UEF)

- Reduce TML HP and add a Death Weapon

- HP: 1500 -> 900
Static shields absorb full damage from ACU explosions. For example, this prevents ACU explosions from killing all engineers inside shielded bases/firebases.
Mobile shields do not absorb damage from ACU explosions because the ACU explosion is an anti-snowball mechanic and it would be very unfair for Aeon and UEF T2 to ignore it.

The structure part of static shields still takes reduced structure damage from ACU explosions.

- (#6104) Reduce the hit points of stationary tactical missile launchers (TML) and make them volatile.

- HP: 1500 --> 900
- Death Weapon
- Damage: 750
- AoE (UEF/Aeon/Sera): 2
- AoE (Cybran): 3

- Increase the hitpoints of the Aeon Tech 1 MAA so that it can survive a single bomb from a Seraphim Tech 1 bomber.
- (#6103) Greatly increase Othuum's maneuverability and slightly increase the range of its short range guns to make it better in early T3 rushes and T3 raids.

- Othuum: T3 Siege Tank (XSL0303):
- TurnRate: 75 -> 90
- MaxBrake: 2.85 -> 3.55
- Bolters' range: 20 -> 22
- Bolters' yaw speed: 120 -> 170
- Thau cannon yaw speed: 90 -> 125

- (#6179) Increase Ilshavoh's max turn rate from 75 to 90 and on the spot turn rate from 45 to 90.

- (#6107) Absolver can no longer damage shields while they are disabled.

Shields can now recharge as usual.

- (#6125) Increase the hitpoints of the Aeon Tech 1 MAA so that it can survive the first salvo of a Seraphim Tech 1 bomber.

- Thistle: T1 Mobile Anti-Air Gun (UAL0104):
- MaxHealth: 250 -> 265
- MaxHealth: 250 --> 265

- (#5874) Reduce the costs of the UEF Bubble Shield Upgrade.

- Energy Cost: 70000 --> 45000
- Mass Cost: 2000 --> 1400
- Build Time: 1700 --> 1500
- Shield
- HP: 7000 --> 5000
- Recharge Time: 60 --> 45
- Regen Rate: 67 --> 60

- (#6140) Slightly buff the Seraphim Tech 2 gunship to better align it with its intended role as a 'Tech 2.5-unit'.

- Vulthoo: T2 Gunship (XSA0203):
- Damage (x2): 19.2 --> 20
- MaxRadius (x2): 22 --> 24

- (#6141) Slightly buff the Hoplite by increasing the muzzle velocity of its rockets.

- Hoplite: T2 Rocket Bot (DRL0204):
- MuzzleVelocity: 20 --> 25

- Allow the Selen to activate its cloak more quickly and increase the vision and radar radius it retains after cloaking itself.
- Selen: T1 Combat Scout (XSL0101):
- StealthWaitTime: 3 -> 1.5
- VisionRadius while stealthed/cloaked: 0.6 -> 0.8
- RadarRadius while stealthed/cloaked: 0.6 -> 0.8
- (#6150) Reduce Salvation's maximum reload discount adjacency bonus from 42% to 20%.

After being fixed a long time ago, the adjacency bonus made Salvation more effective than Mavor as a game ending artillery as recently discovered. Since Salvation's purpose is to be spammed en masse after a Paragon, and not to be built independently as a superior artillery piece, the adjacency bonus that makes building Salvation without Paragon overpowered is nerfed.

- (#5874) Fine tune the balance of the Tech 2 naval stage.

- Uashavoh: T2 Destroyer (XSS0201):
- AntiTorpedo RateOfFire: 0.26 --> 0.3
- Salem Class: T2 Destroyer (URS0201):
- BackUpDistance: 5 --> 10
- Cooper: T2 Torpedo Boat (XES0102):
- Health: 1750 --> 2000

- (#6235) Tone down the Tempest, as it has become too oppressive and snowballed too quickly. Most importantly, its extremely powerful depth charges now fire once every 6 seconds instead of once every 5 seconds and have a reduced range. Additionally, the amount of mass required for it to attain one level of veterancy is increased from 12k to 18k.

- Tempest: Experimental Battleship (UAS0401):
- Oblivion Cannon Damage: 8000 --> 10000
- Oblivion Cannon RateOfFire: 0.1 --> 0.08
- Harmonic Depth Charge MaxRadius: 80 --> 65
- Harmonic Depth Charge RateOfFire: 0.2 --> 0.1667
- Harmonic Depth Charge DPS: 420 --> 350
- VeteranMassMult: 0.5 --> 0.75
- Atlantis: Experimental Aircraft Carrier (UES0401):
- TurnRate: 12 --> 18
- VeteranMassMult: 0.5 --> 0.75

- (#6252) A bug fix reverts a 1.2 -> 1.3 second reload time increase for the following unit weapons:

- Megalith proton cannons, CZAR AA missiles, Pillar cannons, and Cybran cruiser AA.

- (#6202) Increase the energy maintenance cost of the Barracuda (Cybran T2 Sub) from 30 to 45. This makes it more of a choice to enable the stealth, similar to how it is for the Cybran ASF.

- (#6211) Increase the velocity and lifetime of the Wailer's AA-missiles, since they often expired before they were able to reach their target.

- Wailer: T3 Heavy Gunship (XRA0305):
- MuzzleVelocity: 13 --> 22
- ProjectileLifetime: 2.0 --> 2.4

- (#6043) The `BuildRate` and `BuildTime` stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.

- Tech 1 Radars:
- BuildRate: 14.08 --> 13
- Tech 2 Radars:
- BuildRate: 21.46 --> 20
- BuildTime: 845 --> 780
- Tech 3 Radars:
- BuildTime: 2575 --> 2400
- Tech 1 Sonars:
- BuildRate: 14.08 --> 13
- BuildTime: 127.5 --> 125
- BuildCostEnergy: 1275 --> 1250
- Tech 2 Sonars:
- BuildRate: 15 --> 20
- BuildTime: 1680 --> 780
- BuildTime: 2120 --> 1040 (Seraphim)
- Tech 3 Sonars:
- BuildTime: 750 --> 1200
- BuildTime: 900 --> 1400 (Cybran)

- (#6082) The `BuildRate` and `BuildTime` statistics of several shield generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.

- Tech 2 Shield Generators:
- BuildRate: 13.66 --> 0 (Aeon)
- BuildRate: 12.98 --> 20 (Seraphim)
- BuildRate: 19.95 --> 20 (UEF)
- Tech 3 Shield Generators:
- BuildTime: 5841 --> 5800 (Seraphim)
- BuildTime: 4988 --> 5000 (UEF)

## Features

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