Difference between revisions of "The Last Federation:Alpha Release Notes"

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* When you first get into a new battle or load a savegame that is in the middle of a battle, it now automatically starts out paused so that you can look around.  Pressing the spacebar or clicking the slightly-pulsing "start combat" button actually begins the combat.
 
* When you first get into a new battle or load a savegame that is in the middle of a battle, it now automatically starts out paused so that you can look around.  Pressing the spacebar or clicking the slightly-pulsing "start combat" button actually begins the combat.
 
** Thanks to Admiral and Misery for suggesting.
 
** Thanks to Admiral and Misery for suggesting.
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 +
=== Balance Changes ===
 +
 +
* Shots on the Claymores now hit WAY weaker.
 +
** These things were hitting like a Mack truck loaded with school buses.
  
 
== Alpha Verson .101 ==
 
== Alpha Verson .101 ==

Revision as of 15:52, 31 January 2014

Alpha Verson .102

(This isn't done yet, we're still working on it.)

  • Several new battle background visuals are now in place, completely replacing the older kind at this point. They all use a specific level of brightness (or lack thereof), to make sure that things on the battlefield are clearly visible, as well as to make sure that the interface "pops" properly.
  • Fixed a bug where the multi-bullets were incredibly out of balance.
  • The peltian and evuck pilots now actually have bonuses for the cutters (pirate and regular)
  • Adjusted the max range to live on the shots, because the way it was working before was clamped in .101 just too short to remain functional/balanced in a lot of cases.
  • The multigun weapon has been revised to fire shots sequentially, and to fire fixed-size salvos rather than "one shot at any in range, up to 10".
  • Initial positions in combat are now fixed to the left and right at X distance from the center, rather than at random angles from the center. This way your first action in every combat isn't panning the view around wondering where the enemy is.
  • In the combat practice setup, as well as in the game itself, it is now no longer possible to select fewer than 5 squadrons for either side.
  • In the combat practice setup and in the game itself, blank squadron slots now show "None" in darkened letters rather than just being blank. This is a lot easier to see.

Heavily Revised Combat GUI

  • The visual styling in general is now much improved; it's based on the solar map GUI, which is newer work.
  • There are new buttons on-screen for slow-motion as well as super-fast-forward.
  • The entire arrangement of the bottom area of the screen has been redone.
  • The "charging tanks" display on the player health/shield bar area has been removed (although the enemy one still has it).
  • The queue of your ship production is now on the left side of the screen going down, rather than at the bottom going to the right.
  • The end combat button is now much more in the regular style of the game without being so gaudy, and it now pulses slightly to hint at you to click it.
  • When you first get into a new battle or load a savegame that is in the middle of a battle, it now automatically starts out paused so that you can look around. Pressing the spacebar or clicking the slightly-pulsing "start combat" button actually begins the combat.
    • Thanks to Admiral and Misery for suggesting.

Balance Changes

  • Shots on the Claymores now hit WAY weaker.
    • These things were hitting like a Mack truck loaded with school buses.

Alpha Verson .101

(Released January 30th, 2013)

  • The recent page notes actually points to the release notes, now.
  • Lots of various stuff in the larger strategic game outside of the combat section, but since that isn't available to testers yet, we'll spare you the list.
  • The game now keeps tracks of campaigns played and won/lost separately from combat practices played and won/lost, and now properly logs all of them.
    • Thanks to Admiral for reporting.
  • Squadron deployment buttons in combat now have tooltips.
  • The tooltips in combat now show a line about the pilots and pilot bonuses.
  • Combat performance optimizations.
  • The selection rings for ships were not properly scaling up with ships as you zoomed out in the prior version of the game, making it almost impossible to see what you had selected when you were zoomed out at all.
    • Thanks to Professor Paul1290, Admiral, and mrhanman for reporting.
  • "Giant" ships like your flagship now show larger selection rings in general, even when zoomed in.
    • Thanks to Professor Paul1290, Admiral, and mrhanman for reporting.
  • The clickable area for ships now scales up with the zoom going out, so that you can still click them when you are zoomed out. And for flagships, this area is now larger in general.
    • Thanks to mrhanman for reporting.
  • The racial/other-purpose ship name prefixes now properly show during battles. So something from the Thoraxians is now no longer the "Bolt," it's the "TCC Bolt."
  • Strafing time was not properly adjusting to different simulation speeds, so on lower sim speeds it was causing hugely less strafing, and on higher sim speeds or fast-forward, it was causing hugely more.
    • Thanks to Cyborg for suggesting.
  • Fixed an issue with the background grid of lines basically being insane when you zoomed in and out. Given that was supposed to be a major indication not only of spatial distance but also of your zoom level, that was kind of an important oversight.
    • Thanks to Misery and Admiral for reporting.
  • New slider on Settings -> Graphics: Combat Background Brightness
    • Adjusts the brightness of the backgrounds in combat. 1 is normal, 0 is completely black.
  • Now when a squadron deploys its ships start at a small scale and grow to full size over about a second. They cannot be selected, fire, or be targeted during this time.
  • Shots now disappear after they have traveled twice their maximum range, to avoid an interceptor furball from spraying the cosmos like some kind of shmup.
    • Missiles travel up to 5 times their maximum range.
    • Thanks to Admiral for inspiring this change.
  • New ship: Hypersonic Pod
    • Built for doing incredibly fast strafing runs that enemies find it difficult to do defend against, even though the strafing runs themselves are not that strong. Not the strongest, and not the hardiest, but definitely the fastest.
  • Added two new battle backgrounds, and removed three of them that were simply too bright.

Enemy Combat AI Improvements/Additions

  • Now, once the enemy flagship has directly fired upon your flagship, all flanking AI squadrons immediately attack, and any further AI squadrons are either attacker or defender (no wanderers or flankers, etc).
  • Now, when a flagship's shields are down or its hull is below half, all new AI squadrons are attacker (if it's the player's flagship in distress) or defender (if it's the AI's flagship).
    • Further, if a flagship's hull drops below 20%, all AI squadrons immediately switch to the corresponding AI type.
  • After deploying a squadron, the AI will check if it needs to pick a different next-squadron-to-deploy. Specifically, it will try to make sure it has Claymores to counter Interceptors, Interceptors to counter Snipers, and Monitors to counter Lancers.
    • There's a significant random factor involved, and often it will just keep the existing order.
  • Added a new "Buddy" AI squadron behavior that makes the squadron pick a random non-buddy squadron to stick around (whatever it might be doing).
  • Added new AI squadron behavior that tries to hide some of the types of pirate ships (which don't slow down near asteroids) in clusters of asteroids a bit away (about 2x firing range) from the player's flagship.

Flagship/Racial Fleet AI

  • AI flagships now randomly select from a variety of AI routines (weights based on the flagship's creating race).
  • The enemy flagship now always turns aggressive (as in "bum rush the player flagship") if it is completely out of squadron ships or if 2 minutes of game-time have passed since the last squadron deployment.
  • Added a "Enemy Flagship Behavior" dropdown to the combat practice menu. It defaults to random (which just uses the race's normal chances of picking various flagship AIs) but you can use it to pick any flagship AI for the enemy.

Added Battle Controls/Tools

  • Added a new "wild hunter" mode for your ships, that also applies to some enemy flocks. This can be turned on via the B hotkey, and makes them automatically seek out and destroy the ships that they are best suited to kill.
  • Double-clicking one of your ships in combat now selects all your ships of that type.
  • Added new Key Bind: Center On Selection
    • In combat, centers your viewport on the averaged center of all the ships you have selected. Does not adjust your zoom, so if you have a widely-spread selection of ships and are zoomed in this may center your view on a whole lot of nothing.
    • Defaults to C.
  • The player's flagship now responds to WASD for movement in combat.
    • Holding control while pressing WASD sets the destination considerably further out, so the ship will stay on that heading for some time (unless another order is given).
    • Thanks to Admiral for the suggestion.
  • Added new Key Bind: Pure Coward
    • In combat, puts your flagship in Pure Coward mode, which causes it to try to run directly away from the enemy flagship until you give it another order.
    • Defaults to U.
    • Thanks to Admiral for the suggestion.
  • Added new Key Bind: Insanely Aggressive.
    • In combat, puts your flagship in Insanely Aggressive mode, which causes it to try to run straight at the enemy flagship until you give it another order.
    • Defaults to Y.
    • Thanks to Admiral for the suggestion.
  • Added new Key Bind: Center On Enemy Flagship
    • In combat, centers your viewport on the enemy flagship.
    • Defaults to J.

Battle Speed Stuff

  • The default battle speed is now 0.5 instead of 1, and battle speeds can be adjusted all the way down to 0.05 instead of just to 0.25.
    • Thanks to Admiral and Misery for suggesting.
  • The deployment speed of ships has been halved, so that there is a much bigger difference between what size ship you bring out at any given time timing-wise, as well as making it so that you can't flood the battlefield with low-cost ships too fast.
  • Added new Key Bind: Slow Motion
    • Like the inverse of Fast Forward, it reduces speed to half normal in combat (does not apply on solar map).
    • Defaults to T
  • Added new Key Bind: Super Fast Forward
    • Like Fast Forward, but double that in combat, and eight times that on the solar map.
    • Defaults to G

Balance changes

  • Pirate Lancers no longer have "strafing time," unlike interceptors and cutters of both the regular and pirate varieties.
  • Interceptors now hit for less and have a longer time between shots. This is to hopefully prevent the "zerg rush" strategy from being effective.
    • Thanks to Misery for pointing this out.
  • The Flanking squadron AI now switches to Attacker when fired upon from beyond their own weapon range.
  • Claymores nerfed hard as they were literally beating all ships 1v1.
    • Health, damage, and shot frequency all dropped.
  • PirateSniper health dropped.
    • With the nerf to Interceptors, they actually didn't kill snipers anymore... OOPS.

The Last Federation