Difference between revisions of "AI War:Current Post-5.000 Beta"

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** For reference, this bug went unreported for roughly 20 versions.  The Hybrids are plotting revenge.
 
** For reference, this bug went unreported for roughly 20 versions.  The Hybrids are plotting revenge.
 
** Thanks to Draco18s for reporting.  The Hybrids might spare that one.
 
** Thanks to Draco18s for reporting.  The Hybrids might spare that one.
 +
 +
* Reclamators (excluding zombie-reclamators) :
 +
** Replaced the "cannot do reclamation damage to ships more than one mk level higher" rule: the reclamation effect of the actual damage done is multiplied as follows:
 +
*** If the reclamator is 4 mks higher than the target (mkV shooting mkI), multiply by 64.
 +
*** If the reclamator is 3 mks higher than the target, 32.
 +
*** If the reclamator is 2 mks higher than the target, 16.
 +
*** If the reclamator is 1 mk higher than the target, 16 (so no difference to being 2mks higher instead of 1; higher mark ships do more damage of course).
 +
*** If the reclamator is the same mk as the target, 8.
 +
*** If the reclamator is 1 mk lower than the target, 4.
 +
*** If the reclamator is 2 mks lower than the target, 2.
 +
*** If the reclamator is 3 mks lower than the target, 1.
 +
*** There is no 4-mk-lower case because mkV are not reclaimable.
 +
** Leech Starship base attack power from 120k*mk => 30k*mk.
 +
** Parasite base attack power from 4000*mk => 1000*mk.
 +
** Nanoswarms inherent 16x-reclamation property down to 2x, but no reduction in actual damage.
 +
** Spire Teleporting Leech base attack power also not reduced, because the general feeling is that these are pretty underpowered already.  Might nerf these later if this proves to be too much.
 +
 +
* Parasites:
 +
** Effective range from 3700 => 6000.
 +
** Armor piercing from 0 => 750*mk.
 +
** Base Health from 7200*mk => 14400mk.
 +
 +
* Fixed a relatively longstanding bug where AIPerPlanetShipCap and AIPerGuardPostShipCap were generally not being enforced when loading a game (either just-starting or loading later).
  
 
(Note: this prerelease is not publicly available yet, we're still working on it)
 
(Note: this prerelease is not publicly available yet, we're still working on it)

Revision as of 15:30, 3 February 2011

Prerelease 5.001

  • Made it possible to bind Mouse2, Mouse3, Mouse4, Mouse5, or Mouse6 to the primary key of a KeyBinding. For reference, Mouse2 is the middle mouse button. Mouse0 is left-click, Mouse1 is right-click, and both are excluded from this due to being used in many other ways by the main input code. Mouse3-6 don't exist on most mice, but are available for those who have them.
    • One example use of this is to bind OpenDefaultContextMenu to Mouse2 (middle mouse). We're not sure if this would cause major conflicts with middle-mouse-scrolling or mouse-wheel-zooming (due to accidental click-downs during wheeling); if you try it please let us know how it goes. Seemed ok in our testing.
  • Fixed a bug where the special-move context menu's catch-right-clicks option was basically failing to do anything. Now when it is toggled on it properly re-interprets right clicks outside the menu as "set destination to clicked point and then execute".
  • Updated tooltips for:
    • Armored Golem.
    • Artillery Golem.
    • Black Widow Golem.
    • Cursed Golem.
    • Regenerator Golem.
    • Hive Golem.
    • Botnet Golem.
    • Military Command Stations.
    • Captive Human Settlements.
    • Fallen Spire lobby tooltip (reference to wiki removed due to complaints).
    • Thanks to Burnstreet, c4sc4, techsy730, and Sunshine! for contributing suggestions about these.
  • Fixed a bug where hybrids were... basically completely broken. Sigh. The "don't let hybrids rebuild modules if they've recently been damaged" code was inverted in such a way that they could never build modules. And because they could never get modules, they were never satisfied that they were ready to go attack or defend or whatever.
    • For reference, this bug went unreported for roughly 20 versions. The Hybrids are plotting revenge.
    • Thanks to Draco18s for reporting. The Hybrids might spare that one.
  • Reclamators (excluding zombie-reclamators) :
    • Replaced the "cannot do reclamation damage to ships more than one mk level higher" rule: the reclamation effect of the actual damage done is multiplied as follows:
      • If the reclamator is 4 mks higher than the target (mkV shooting mkI), multiply by 64.
      • If the reclamator is 3 mks higher than the target, 32.
      • If the reclamator is 2 mks higher than the target, 16.
      • If the reclamator is 1 mk higher than the target, 16 (so no difference to being 2mks higher instead of 1; higher mark ships do more damage of course).
      • If the reclamator is the same mk as the target, 8.
      • If the reclamator is 1 mk lower than the target, 4.
      • If the reclamator is 2 mks lower than the target, 2.
      • If the reclamator is 3 mks lower than the target, 1.
      • There is no 4-mk-lower case because mkV are not reclaimable.
    • Leech Starship base attack power from 120k*mk => 30k*mk.
    • Parasite base attack power from 4000*mk => 1000*mk.
    • Nanoswarms inherent 16x-reclamation property down to 2x, but no reduction in actual damage.
    • Spire Teleporting Leech base attack power also not reduced, because the general feeling is that these are pretty underpowered already. Might nerf these later if this proves to be too much.
  • Parasites:
    • Effective range from 3700 => 6000.
    • Armor piercing from 0 => 750*mk.
    • Base Health from 7200*mk => 14400mk.
  • Fixed a relatively longstanding bug where AIPerPlanetShipCap and AIPerGuardPostShipCap were generally not being enforced when loading a game (either just-starting or loading later).

(Note: this prerelease is not publicly available yet, we're still working on it)