forked from beyond-all-reason/Beyond-All-Reason
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathchangelog.txt
105 lines (85 loc) · 5.3 KB
/
changelog.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
# May 2022
• [Sniper] speed: 30->33
# March 2022
• [Sabre] reloadtime 12% slower, range -11%
• [Stiletto] slower turnrate, 15 -> 10 sec paralyze duration, lower flight altitude
# January 2022
• [EMP-spider] health 850 -> 1000, increased turret turn speed
• [T1 walls] Removed energy cost + land walls: reduced metal cost 11 -> 8
• [T2 walls] Halved energy cost (~1000 -> 500) + rounded up metal cost 38/39 -> 40
• [Thor] EMP missile weapon is by manual fire only
# December 2021
• [Fido] cost: 270m->300m, 5600->6300E
• [Sniper] speed: 35.4->30
• [Zeus] unnerfed: dps 200->220
• [Fatboy] cost: 1500->1400m, 12000->11000E
• [Maverick] cost: 700->650m, 12000->11000E + range increases with experience 3x faster
• [Recluse] health increased (1050->1250) and weapon range increased (550->600) Burst 4->3 (no dps loss)
• [EMP-spider] now able to reclaim (100 buildpower), cost: 175->250m, 3400->5000E
# 2019 - 2021
General
• Enabled ground deformation
• Wreckage/heaps have the same HP as regular unit HP (~33% increase)
• Increased maxslope for all units 50% (the slope it allows to be build on)
• Units gain xp (ranks) faster, also relatively more health/firerate compared the the same old xp
• Removed the energy/metal make/use/storage from most non eco units
Units
• Commander wreckage is now 2000 metal instead of 2500
• Commander has 500 metal/energy storage (lose commander and default storage is also 500)
• Commander produces 2 metal (was 1.5)
• T1 metal extractors use 3 Energy to operate, also slightly reduced buildprice
• T2 metal extractors have 40% less metal storage (600)
• Ground scouts (vehicles/bot): 10% more LoS
• T1 vehicle artillery has faster projectile and does 2x more damage per shot, but also has 2x reloadtime.
• T2 vehicle artillery has 33% more health + same damage as t1 but with adjusted reload time to compensate
• Decreased cormaw damage 27%
• Arm Peewee damage reduced by 9%
• Core AK range reduced 240->225 and damage increased 6%
• Arm Warrior health and buildtime increased by 10%
• Arm Flash health increased by 5% and firing script improved
• Cor Instigator health increased by 2%
• Arm Stumpy turn rate reduced by 10%
• Cor Raider turn rate reduced by 10%
• Claw/Zeus: lightning chains again (up to 2 neighbouring units *0.33)
• Zeus: does 10% less damage
• Juggernaut: main weapon does 4x old damage/reloadtime
• EMP launcher: reduced range 10%
• Spy paralyzetime 45 -> 35 sec
• Spy is much more resistant to emp damage
• T2 Bot/Air Constructors can build Advanced Fusion + cost: +60 metal
• T2 Vehicle/Air Constructors can make the T3 Experimental Gantry
• Arm Guardian: Removed special damage to ships and commander, reduced low trajectory aoe from 128 to 100, increased low trajectory default damage by 20%, increased high trajectory default damage by 9%
• Cor Punisher: Removed special damage to ships and commander, reduced low trajectory aoe from 140 to 120, increased low trajectory default damage by 20%, increased high trajectory default damage by 18%, increased reloadtime by 8%
• Arm Ambusher: Removed special damage to ships and commander
• Core Toaster: Removed special damage to ships and commander, low and high trajectory damage increased by 20%, high trajectory cooldown increased by 14%
• Arm Big Bertha: Increased E cost to fire from 3000 to 5000
• Cor Intimidator: Increased E cost to fire from 3000 to 6000
• Arm Vulcan: Reduced E cost to fire from 14500 to 10000
• Cor Buzzsaw: Reduced E cost to fire from 15725 to 12000
Air
• Banshee: changed weapon to machine gun with more accuracy, 5 burst (instead of 3) but little less average dps (-10%)
• Air Fighters can no longer attack ground
• T1 construction plane E cost -30%
• LLT, HLLT, BEAMER, RL, RAD now transportable with T2/Heavy Transporters
• Torpedo bombers: Added 800 range radar+sonar, +10% los, -13% max velocity, reduced flight altitude 25%, split main weapon into 3-round burst (500 damage each instead of 1500), Increased cost by 21%
• Torpedo gunships: Targetting/tracking improvements, +17% los, added 535 range sonar
• EMP bomber: 20% slower (still slightly faster than t1 fighters)
Sea
• Ship/Hover/Amphibious transports removed
• Arm and Cor corvette health +25, Cor corvette M cost reduced by 5 (150->145)
• Arm and Cor frigate damage, speed, and health increased
• Arm and Cor destroyer E cost increased 50% (7.5E/M instead of 5E/M), turret turnrates adjusted, and arm destroyer's reloadtime increased from 1.2 to 1.6 with its damage increased to keep the same dps
• Cor Battleship and Black Hydra laser dps increased by 15%, and minor improvements to their speed/health/cost
• T1 sub damage -30%
• T2 sub killer reworked: speed increased, range decreased, reloadtime decreased, damage per shot decreased
• T2 battle sub introduced: has a high cost, long range, high damage, long cooldown, and is slow
• Arm and Cor depthcharge turrets: +31% health, +13% range, increased build time
• Arm and Cor hovertank speeds increased (+5% arm, +10% core), cor hovertank health increased 6%
Renamed units:
• Jeffy -> Ranger
• Pack0 -> Ferret
• Krogoth -> Korgoth
• Gaat Gun -> Warden
10.24
24/02/2019
Balanced Annihilation 10.24, the game this has been based on.