diff --git a/balance/3624.html b/balance/2013/3624.html similarity index 100% rename from balance/3624.html rename to balance/2013/3624.html diff --git a/balance/3626.html b/balance/2013/3626.html similarity index 98% rename from balance/3626.html rename to balance/2013/3626.html index d674738..dd174c8 100644 --- a/balance/3626.html +++ b/balance/2013/3626.html @@ -168,7 +168,7 @@
- The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their buildtime has been increased, and their movement speed while on water has been decreased. + The advantage of hoverunits is their great flexibility, enabling them to be used both on water and on land. However if they are so effective that even pure naval units have significant trouble with large amounts of hoverunits, something is wrong. Furthermore their fast speed makes it unreasonably tiresome to defend against them on raiding-vulnerable island maps. Their build time has been increased, and their movement speed while on water has been decreased.
By increasing the T3 HQ buildtime, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade.
+By increasing the T3 HQ build time, we hope to address the problem of early T3 units cutting the T2 stage short. An early T3 upgrade was rendering the opponents T2 units obsolete before they were given the opportunity to do any significant damage to punish the early upgrade.
-An increase in buildtime should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack. +
An increase in build time should delay the presence of T3 units on the battlefield slightly to allow a T2 army a better chance to properly mount an effective attack. More specifically in conjunction with Harbinger changes, this should address the related problem of the overly dominant Harbinger rush.
-The change should not significantly affect the T2-T3 transition at a later stage when bottleneck created by buildpower is less pronounced.
+The change should not significantly affect the T2-T3 transition at a later stage when bottleneck created by build power is less pronounced.
Welcome to the patchnotes for the 3655 patch.
-We all had to wait very long for this patch, but the technical and organisational structure to deliver it is finally ready.
+We all had to wait very long for this patch, but the technical and organizational structure to deliver it is finally ready.
The changes have been in testing since May, first by the tester team and later in the public beta, and a lot of feedback was given and considered during this time. New changes got suggested and added, while others got removed or adjusted.
Based on feedback from the community we also decided to split the patch into two parts rather than releasing everything at once. The first part is planned to be released on the 29th August and will contain most small changes and the new bombers. The second part will mostly be about the HP changes to structures and a few things that couldn't make it into this patch.
@@ -196,7 +196,7 @@ The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same buildpower anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to finetune how much BP you get over time.
It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist)
The engy values from engymod were very careful designed to avoid a couple of potential issues. This issues didn't became true so far. As result we can make t2 and t3 engy efficiency as good as t1 engies. This means you dont need to invest more resources if you want to assist with higher tech engies for the same build power anymore. They still have some downsides by needing a higher tier factory, having less speed, and less ability to fine tune how much BP you get over time.
It is worth observing if that leads to one of the biggest potential problems i tried to avoid when making engymod: too easy base defending with the ability to spam the required defense in no time. (Similar to the vanilla anti-nuke problem - you wouldn't need an anti-nuke, because you can still start one when you hear the nuke being launched and it'd finish in time with massive assist)
After observing the bomber changes from the last patch for a while now, and with a greater number of games to judge them, we are able to finetune the new bombers a little bit more.
+After observing the bomber changes from the last patch for a while now, and with a greater number of games to judge them, we are able to fine tune the new bombers a little bit more.
This is another change where we are able to finetune the numbers as we got more information and feedback about the change since the last patch.
+This is another change where we are able to fine tune the numbers as we got more information and feedback about the change since the last patch.
We decreased the staging 'size' of most aircraft to make docking an easier and quicker process. Air staging platforms are now able to service more higher tech planes at once.
We have reduced the maintenance cost of T2 radars to encourage this intel option in the midgame.
+We have reduced the maintenance cost of T2 radars to encourage this intel option in the mid-game.
The Seraphim second gun is one of the rarest upgrades, many players have never even seen it used in a game. We are buffing it with increased damage and AoE, while increasing the mass cost and decreasing the energy cost to keep it as a very powerful lategame option for an aggressive acu and even telesniping.
+The Seraphim second gun is one of the rarest upgrades, many players have never even seen it used in a game. We are buffing it with increased damage and AoE, while increasing the mass cost and decreasing the energy cost to keep it as a very powerful lategame option for an aggressive acu and even tele-sniping.
Instant healing for Experimentals is a somewhat problematic feature, later vets give very large healing boosts which can create coinflip moments and encourage suiciding XPs in rather keeping them alive. In compensation, regen gained from later vets is increased dramatically. XPs will now regain a flat 10% of their base hp on every Veteran level rather than the previous 10%/20%/30%/40%/50% of base health regained on respective vets. This will reward people for keeping their XPs alive which fits much better with the idea of veterancy and is more interesting than gambling on getting those large and unpredictable instant heals..
+Instant healing for Experimentals is a somewhat problematic feature, later vets give very large healing boosts which can create coin-flip moments and encourage suiciding XPs in rather keeping them alive. In compensation, regen gained from later vets is increased dramatically. XPs will now regain a flat 10% of their base hp on every Veteran level rather than the previous 10%/20%/30%/40%/50% of base health regained on respective vets. This will reward people for keeping their XPs alive which fits much better with the idea of veterancy and is more interesting than gambling on getting those large and unpredictable instant heals..
Megalith build power is reduced and the megalith eggs' buildtime is also reduced to nerf the Megalith's ability to reclaim at a very high rate.
+Megalith build power is reduced and the megalith eggs' build time is also reduced to nerf the Megalith's ability to reclaim at a very high rate.
With the delays this patch has faced, other smaller issues have been admitted into this patch as they were deemed important. The most - notable of these are the addition of a delay to teleport, a nerf of shieldboats and several other changes listed below.
+ notable of these are the addition of a delay to teleport, a nerf of shield boats and several other changes listed below.Experimentals have had very low buildtimes which often made thoughtless mass sinks. With the T3 land nerf - Experimentals will be a stronger force on the battlefield so buildtime is increased to compensate for this and +
Experimentals have had very low build times which often made thoughtless mass sinks. With the T3 land nerf + Experimentals will be a stronger force on the battlefield so build time is increased to compensate for this and to make XPs less of a cheese weapon thrown up in very short periods of time with little build power.
Mobile shields are getting a masscost increase in return for an energy maintenance cost decrease. This should allow shields be used more often and with more ease in the T2 stage. Shield overspill is also increased.
+Mobile shields are getting a mass cost increase in return for an energy maintenance cost decrease. This should allow shields be used more often and with more ease in the T2 stage. Shield overspill is also increased.
The Scathis is a gameender once again. It shoots a volley of 20 shells with a huge AoE every 20 seconds.
+The Scathis is a game ender once again. It shoots a volley of 20 shells with a huge AoE every 20 seconds.
The Notha can now kill UEF T2 economy buildings with 2 bombs. It now also shows the bomb radius on the reticle when using groundfire.
+The Notha can now kill UEF T2 economy buildings with 2 bombs. It now also shows the bomb radius on the reticle when using ground fire.
The mass cost for repairing in air staging platforms is removed to prevent units from becoming trapped in the platforms while stalling mass. The energy cost of repairing is increased. It is also buildable by T1 engineers to allow for easier refueling of planes far from the main base.
T2 Land HQ gets a buildtime decrease to make T2 rushes on small maps more viable.
+T2 Land HQ gets a build time decrease to make T2 rushes on small maps more viable.
TMD is no longer as slow to build
Minimum range is increased for T2 Artillery so it is more vulnerable at close range and must be defended by point defense or units. Its Buildtime is also increased.
+Minimum range is increased for T2 Artillery so it is more vulnerable at close range and must be defended by point defense or units. Its Build time is also increased.
Static Flak gets a buildtime buff to be more in line with other static AA buildtimes.
+Static Flak gets a build time buff to be more in line with other static AA build times.
T2 shields are getting a nerf to their buildtime and their recharge time. Cybran have buildpower buff to compensate, so they can upgrade on their own as fast as before.
+T2 shields are getting a nerf to their build time and their recharge time. Cybran have build power buff to compensate, so they can upgrade on their own as fast as before.
AeonThe Cybran ED5 shield can now withstand a single mavor shell without dropping. This shield was already overpriced so its cost is not increased. It also get a huge buildtime nerf to correct a bug causing extreme cost in assisting ED5.
+The Cybran ED5 shield can now withstand a single mavor shell without dropping. This shield was already overpriced so its cost is not increased. It also get a huge Build time nerf to correct a bug causing extreme cost in assisting ED5.
Assisting Nuke Launchers has been nerfed by increasing the buildtime of the missile and proportionally increasing the buildpower of the launcher. It also get a nerf of build time for consistency with experimentals' built time nerf of last balance patch.
+Assisting Nuke Launchers has been nerfed by increasing the Build time of the missile and proportionally increasing the Build power of the launcher. It also get a nerf of build time for consistency with experimentals' built time nerf of last balance patch.
Restoration Field has a larger range and grants additional max hp. Thaams in the field's range will be bumped to 308 hp, requiring an extra shot from enemy ACUs to be killed. An fx will help spot the units benefiting from this upgrade.
+Restoration Field has a larger range and grants additional max hp. Thaam in the field's range will be bumped to 308 hp, requiring an extra shot from enemy ACUs to be killed. An fx will help spot the units benefiting from this upgrade.
The Blaze was the worst T2 unit and Aeon the least popular faction in high level 1v1s so it gets a cost and buildtime buff.
+The Blaze was the worst T2 unit and Aeon the least popular faction in high level 1v1s so it gets a cost and build time buff.
The Yenzyne is given greater health and a faster fire rate with a decrease in speed to improve its effectiveness on land without overbuffing it in the naval arena.
+The Yenzyne is given greater health and a faster fire rate with a decrease in speed to improve its effectiveness on land without over buffing it in the naval arena.
Firebeetles are now cheaper, faster to build and have less health. Firebeetles are permanently cloaked, meaning they must be spotted using radar and cannot be spotted using a units vision.
+Fire beetles are now cheaper, faster to build and have less health. Fire beetles are permanently cloaked, meaning they must be spotted using radar and cannot be spotted using a units vision.
Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent overbuffing.
+Titans get a buff in range, and small health and shield buffs. Damage is reduced slightly to prevent over buffing.
The Percival has its fire cycle adjusted to be less frontloaded and its shots are slightly more dodgeable.
+The Percival has its fire cycle adjusted to be less front loaded and its shots are slightly more dodgeable.
Overcharge kills mobile land shield generators if it depletes its shield on impact (only a single one, overspilled ones live). Veterancy counted, no reclaim left.
+Overcharge kills mobile land shield generators if it depletes its shield on impact (only a single one, over-spilled ones live). Veterancy counted, no reclaim left.
Welcome to the patchnotes for the 3725 patch.
-This patch touches various land, naval and air units as well as reworks a couple of ACU upgrades. Notably seraphim are receiving significant nerfs to Selen cloak and Zthuee build time efficiency while cybran are getting some buffs that will make their midgame a lot more robust. Plus various QoL improvements and fixes to inconsistent unit behavior.
+This patch touches various land, naval and air units as well as reworks a couple of ACU upgrades. Notably seraphim are receiving significant nerfs to Selen cloak and Zthuee build time efficiency while cybran are getting some buffs that will make their mid-game a lot more robust. Plus various QoL improvements and fixes to inconsistent unit behavior.
Have fun playing with the new patch! (or don't)
Slightly increase maneuverability to compensate for pathfinding, slightly increase the explosion radius and buff hp to 400 for slightly more survivability, notably allowing it to survive an obsidian shot. Make the beetle come close before detonating if it is manually ordered to attack a unit, before it would detonate at max range and miss a lot of potential damage, now it either detonates up close or gets killed before that and detonates closer than before anyway. Added an extra range ring to indicate the detonation trigger radius.
@@ -186,9 +186,9 @@Reduce the snowball effect from early strat bomber rushes killing mexes continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.
+Reduce the snowball effect from early strat bomber rushes killing mass extractors continuously and regaining any hp lost, making it very difficult to kill them if you don't have air control.
Gives cybran acu better chances in midgame against ACUs that can have both T2 and gun at the same time.
+Gives cybran acu better chances in mid-game against ACUs that can have both T2 and gun at the same time.
T2 land is much slower than T1 and T3 which doesn't allow it to adequately cover the map, raid, and defend against attacks, especially on bigger maps. The meta in team games is to generally either completely skip T2 or go all in. These changes hope to make T2 more viable in team games and 1vs1. Another advantage in increasing the MS of T2 land is how they will interact with Rambo ACUs, especially in 1vs1. Currently, Rambo ACUs are extremely strong and even if you have more army value it's very difficult to press your advantage since if you are the one engaging the enemy gets at least 2-3 OCs for free. With the MS changes it should allow the player with more army to more easily punish the opponent for miss positioning their ACU or being overly aggressive/borderline suicidal.
-Increase of 0.1 Movement Speed to all Flaks, MMLs, Range Bots, and Main battle tanks.
+Increase of 0.1 Movement Speed to all Flacks, MMLs, Range Bots, and Main battle tanks.
Rhino gets a buff of 0.2 (and so does Cybran flak) as it's currently comparatively weak to its T2 counterparts and Cybran needs a buff during its T2 stage.
Hover tanks don't get a movement speed increase as they are already very fast and we don't feel like this change is necessary for them. Perhaps they will get some other small tweaks next patch.
These changes should allow UEF air players to trick their opponents by including Air scouts in their mix and artificially inflating the size of their ASF cloud. It will also make the Air scouts harder to shoot down by static AA/ASF and buff unscouted strat runs.
+These changes should allow UEF air players to trick their opponents by including Air scouts in their mix and artificially inflating the size of their ASF cloud. It will also make the Air scouts harder to shoot down by static AA/ASF and buff un-scouted strat runs.
Spy Plane:Salem has always been extremely squishy compared to other destroyers. It will still have the least hp but will now be able to survive a few more shots.
-The TurretYawRange of salems is again slightly increased to improve the handling and micro potential.
+The TurretYawRange of salem's is again slightly increased to improve the handling and micro potential.
This small buff should make Sparkies easier and nicer to use by not requiring players to find the nearest T1 engineer on the frontline to construct a radar or a factory. We hope these changes will encourage more aggressive usage of the Sparky on the frontlines and in drops.
+This small buff should make Sparkies easier and nicer to use by not requiring players to find the nearest T1 engineer on the frontline to construct a radar or a factory. We hope these changes will encourage more aggressive usage of the Sparky on the frontline and in drops.
Nukes are extremely strong and can be very oppressive, especially in team games. In almost every game in an early late-game, it's a good idea to make a nuke. Its relatively low cost combined with having potential for game-ending damage while always being able to find value even if the enemy has adequate defenses in place makes it a no-brainer. Not to mention that it will force out SMDs, and not just 1, depending on the map it can be up to 4 which already makes the nuke worth it without even killing anything.
-The small mass cost increase and higher energy cost are supposed to make it more expensive and delay the 1st nuke by requiring more E infrastructure to set up. You will no longer be able to get T3, make 2 T3 pgens, and a nuke launcher immediately afterward. Additionally, the E cost of the missile itself is increased (The Launcher will now drain 5k instead of 4.5k E/sec), this will also increase the importance of adjacency while discouraging heavy assisting.
+The small mass cost increase and higher energy cost are supposed to make it more expensive and delay the 1st nuke by requiring more E infrastructure to set up. You will no longer be able to get T3, make 2 T3 power generators, and a nuke launcher immediately afterward. Additionally, the E cost of the missile itself is increased (The Launcher will now drain 5k instead of 4.5k E/sec), this will also increase the importance of adjacency while discouraging heavy assisting.
This introduced a minimal value of 3 to each buff, where as some buffs are in the range of 0 - 1 such as adjacency bonusses. This change was intended for solely the Seraphim Regeneration field, but it affected all buffs.
+This introduced a minimal value of 3 to each buff, where as some buffs are in the range of 0 - 1 such as adjacency bonuses. This change was intended for solely the Seraphim Regeneration field, but it affected all buffs.
This allows you to get a quick overview of the factory queue by just hovering over the unit. Especially useful for casters as you can now view the factory queue without switching to the army in question.
Can be adjusted in the options -> interface. Search for the field 'Show Factory Queue on Hover'. Options are:
+
This allows you to get a quick overview of the factory queue by just hovering over the unit. Especially useful for casters as you can now view the factory queue without switching to the army in question.
Can be adjusted in the options interface. Search for the field 'Show Factory Queue on Hover'. Options are:
As a host you can quickly swap two players by left-clicking on the slot numbers of two players. It highlights to teal (light / bright blue color) when in swap modus. Click the highlighted slot number to cancel.
+As a host you can quickly swap two players by left-clicking on the slot numbers of two players. It highlights to teal (light / bright blue color) when in swap modus. Click the highlighted slot number to cancel.>>>
This drone was often misintepreted as an easy way to unrate a game. In contrast to what the name suggests it does have a function: to help gift units when a player dies and full share is on. The drone can no longer be restricted and instead there is a dedicated lobby option to unrate the game.
+This drone was often misinterpreted as an easy way to un-rate a game. In contrast to what the name suggests it does have a function: to help gift units when a player dies and full share is on. The drone can no longer be restricted and instead there is a dedicated lobby option to un-rate the game.
The Trueskill system is not designed to compute the quality of a game when more than (or less than) two teams are involved. Hence, the computation is gibberish anyhow.
+The True skill system is not designed to compute the quality of a game when more than (or less than) two teams are involved. Hence, the computation is gibberish anyhow.
Allows you to increase the LOD of entities and the LOD and resolution of shadows. This can be enabled separetely in the graphics options of the game. Is applied after restarting the game.
+Allows you to increase the LOD of entities and the LOD and resolution of shadows. This can be enabled separately in the graphics options of the game. Is applied after restarting the game.
Please read the tooltip carefully.
wld_RunWithTheWind
from the command lineReduces the occurences of the ready button not being in sync with the host and other users in the lobby.
+Reduces the occurrences of the ready button not being in sync with the host and other users in the lobby.
Significantly improves the performance when a lot of shield interactions are happening simultaniously. This is the case when shields get tickled to death, such as by a Mantis or by a bomber.
+Significantly improves the performance when a lot of shield interactions are happening simultaneously. This is the case when shields get tickled to death, such as by a Mantis or by a bomber.
One particular use case that is significantly faster is when you have fire at Janus fly over 30 mobile shields. This took about 60% of the total budget per tick, but now only takes 10%.
Re-implements the class hierarchy used on the Lua side of the game from scratch. It simplifies the implementation to improve the performance while retaining the same functionality. Reduces the amount of tables allocated and the amount of table-related Lua instructions. Supports automated class culling and adjust the implementation of states to reduce the memory footprint of the game.
Significant reduction of table allocations.
This was a well-described starters issue - you can find more of these issues on the repository.
Enables the game full announcement to happen when you close slotss
+Enables the game full announcement to happen when you close slots
There are three crucial parameters that determine the behavior and performance of weaponary: the weapon target check interval, the weapon tracking radius and the retargeting behavior of weaponry. The weapon target check interval is now based on the rate of fire of the weapon. The weapon tracking radius is reduced to 7% for non-anti air weaponry units and 15% for anti air weaponry. The retargeting is disabled unless the weapon is considered artillery or anti air.
+There are three crucial parameters that determine the behavior and performance of weaponry: the weapon target check interval, the weapon tracking radius and the retargeting behavior of weaponry. The weapon target check interval is now based on the rate of fire of the weapon. The weapon tracking radius is reduced to 7% for non-anti air weaponry units and 15% for anti air weaponry. The retargeting is disabled unless the weapon is considered artillery or anti air.
This slightly changes the behavior of units, by standardizing their weapon parameters. In return, the game performs a lot better and units respond more consistent based on their weapon statistics.
Quality of Performance 2022
It was damaging some of the optimalisations that were introduced the past few months. At the same time it introduces a unit that is free and produces a lot of resources, but it is only available to the Cybran faction
+It was damaging some of the optimizations that were introduced the past few months. At the same time it introduces a unit that is free and produces a lot of resources, but it is only available to the Cybran faction
There's a collision bug that causes the game engine to pick the furthest collision if a projectile collides with multiple instances at the same time. As a consequence, it was difficult for interceptors to hit landed air units and in particular transports. By reducing the projectile speed (and increasing the size of the hitboxes with #4078) we try and solve this issue consistently for the base game
In particular, when gifting due to full share and when directly destroying the unit
Reduces total amount of allocated memory
Rebuild structure counter was deecremented even for spawning units. Meaning that that AI would not rebuild at all, while it was supposee to be rebuilding once.
+Rebuild structure counter was deecremented even for spawning units. Meaning that that AI would not rebuild at all, while it was suppose to be rebuilding once.
Adds MoveRoute and MoveChain to add more control over movingthe transports
+Adds MoveRoute and MoveChain to add more control over moving the transports
Adds in a recall feature. Similar to a the 'concede' feature that other games provide, it allows you to cast a team vote on whether you want to recall as a team. When you are with two or less alive players it requires all alive players of the same team to agree. When you are with three or more alive players it requires all but one of the alive players of the team to agree.
-Was introduced because people got frustrated with the Fullshare mode in combination with the limitated player base size.
+Was introduced because people got frustrated with the Fullshare mode in combination with the limited player base size.
This was broken by the previous patch, it now functions as expected again.
Beam weapons (in particular, the Seraphim tech 2 point defense) should now more reliably hit these specific units.
Including, but not limited to:
Occured when you tried to issue an attack ping.
+Occurred when you tried to issue an attack ping.
It is off by default, you can find the toggle in the game options -> interface -> cursor features
+It is off by default, you can find the toggle in the game options interface cursor features
For those unware: it allows you to continiously issue move orders without queueing them and without accidentally converting them to patrol orders. This is particularly useful for ASF battles
+For those unware: it allows you to continuously issue move orders without queueing them and without accidentally converting them to patrol orders. This is particularly useful for ASF battles
This update adresses several long-standing issues that affected the custom AI that FAF introduces. Further developments and improvements of the AI will remain our focus in future updates.
+This update addresses several long-standing issues that affected the custom AI that FAF introduces. Further developments and improvements of the AI will remain our focus in future updates.
Additionally, we would like to remind people that there are various mods that provide different AI experiences. We can highly recommend you to download them from the vault and give them a spin too.
@@ -139,7 +139,7 @@Throughout the game the AI constantly tries to balance his decisions and those decisions depend on various conditions. These conditions can be tweaked and that is exactly what we did here.
See the patch notes of 3751 for the full patch notes.
We would like to remind people that we're always open to feedback. Specifically for the changes surrounding the factories we made a few topics for you to give feedback on the various line ups. You can find them here:
If you can't click on that link then navigate to General Discussion -> Suggestions
on the forums. The overview topic is pinned at the top.
If you can't click on that link then navigate to General Discussion Suggestions
on the forums. The overview topic is pinned at the top.
At the moment there is a game-breaking issue with Nomads. The maintainer has been informed.
With kind regards
-- Jip
@@ -39,7 +39,7 @@This option allows you to align your framerate with the (high) refresh rate of monitors, potentially introducing tearing.
Keep in mind that the game is often CPU-bound rather than GPU-bound.