Build 250 is now live

Chickenbomb

Registered User
Joined
Nov 12, 2012
Messages
326
Yeah, I know this was posted 4 days ago, but no one reposted here on TBG so here we go:

Balance

Resource System

Changed more extractor health to armor to be easier to weld up
Minimum team resources when no RT active (counts as 0.5 active RTs)
Removed ?no res while dead? rule
Reduced personal resource income per RT from 0.125 to 0.1

General

Reduced harvester cost to 8
Drifters can now clear marine ghost structures
Removed medpack cooldown from marine commander UI
Marines have now a medpack pickup delay
Removed vision obscuring effect of gorge spit
Fixed GL not dealing full damage on direct hit
Reduced exo armor to 280, down from 400
Increased exo armor upgrade to 45, up from 40
Changed puncture player damage scalar to 1.5 (was 1.25)
Reduced phase tech and observatory cost to 10 t.res (were 15)
Disabled gradual melee attacks
Added concept of ?soft targets? which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)
Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger
Movement code rewritten

Anti Spam

Increase crag, shift, shade cost to 15 (was 10)
Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).
MACs and Drifters are no longer able to attack
Resource towers and command structures will now block re-creation for 5 seconds after destruction
Added supply limit for specific units (200 max per team)
MACs can no longer weld each other
Multiple MACs are no longer able to weld the same target
Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once
Shift energize no longer stacks

Marine Tech Tree

JP and single gun Exos are now available at 1 command station
Mines tech research cost has been decreased to 10 resources (down from 15)
Reduced robotics factory to 10 resources (was 15)
Reduced upgrade to ARC robotics factory costs to 5 (was 10)
Nano shield is now a research at command station
Arms lab no longer requires an armory
Welders no longer require a research
Added small self weld when welding a structure or a player
Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded

Exosuit

Reduced exo cost to 40 (60 for dual minigun)
Rxos can now be nano shielded
Rxosuits can now use their thruster horizontal (use shift)
Reduced exo thruster cool down reduced to 2.5 seconds
Increased exo base speed to 6, up from 5
Reduced claw damage to 30
Miniguns now profit from weapon upgrades
Toned down dual minigun damage to 70%
Reduced vision obscurring effect from bilebomb on exo HUD

Flame Thrower

Increased base damage
No longer benefits from weapon upgrades
Increase flame thrower magazine size to 50
Removed flame thrower damage ramp up
Reduced flamethrower weight
Flamethrower can now burn up bile/whip bombs and disables enemy structure functions
Flamethrower can now burn up drifter clouds

Grenade Launcher

Increased base damage
No longer benefits from weapon upgrades
Reduced grenade launcher cost to 15
Increased grenade launcher reserve ammo to 28
Whips no longer whack grenades

Shotgun

Increased shotgun rate of fire by 18%
Reduced base damage to 170
Adjusted shotgun spread

ARC

Reduced ARC build time from 10 to 7
Reduced robotics factory upgrade time from 40 to 20
Reduced ARC movement speed by 33%
Reduced ARC movement speed by 70% when in combat or on infestation
ARCs are now properly affected by shades ink cloud
Reduced ARC splash radius to 7, down from 10

Marine General

Marines can now build on infestation (25% slower)
All marine structures take damage to armor while on infestation
Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)
Marines can now always sprint (no more fatigue)
Added ability for marine commander to temporary power individual structures
Amories no longer heal armor
Increased jetpack cost to 15 (was 10)
Removed MAC EMP
Extractors and command stations can now be parasited
Increased spawn time to 8 seconds (was 7)

Alien Spawn


Each alien has individual spawn timer (10 seconds)
An egg is generated every 13 seconds (6.5 seconds for 12 player)
Each hive can have max of 3 eggs (6 for 12 players)
Hives have now the hatch ability (2 eggs for 5 t.res)

Whip


Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)
Whips can automatically bombard once they are matured
Reduced whip cost to 10 (was 15)
Whips will now root and unroot automatically

Alien Tech Tree


Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos)
Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)
Add bio mass: every structure grants bio mass which increases the health of life forms
Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure
Celerity works now in combat and increases max speed by 1.5 m/s
Regeneration works now in combat
Adrenaline increases max energy and regeneration rate by 10% per level
Added new shade upgrade which shows enemies and their health (Aura)
Merged silence and camouflage (Phantom)

Fade

Swipe damage down by 16%
Fades are a bit easier to see during blink
Blink is now always researched
Shadowstep does not add any momentum anymore and can be researched with biomass level 5
Increased range / accuracy of fade vortex ability
Disabled fade double jump

Lerk


Spores are now tier 3 and bigger / cheaper to use.
Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced
Fixed weapon switch delays (umbra to bite and spores to bite)

Onos

Changed stomp to affect marines in a radius rather than being a shockwave
Onos movement won?t be blocked by skulks, gorges and lerks anymore
Reduced gore range
Reduced gore damage to 100

Gorge

Hydras are now flamable
Increased gorge build rate

Skulk

Skulk moves now faster on walls
Xenocide cant be cancelled anymore
When dying by xenocide, skulk respawn time is reduce by 6 seconds

Infestation

Cysts will block recreation in the area when destroyed for 4 seconds
Cysts will autobuild once their parent is contructed
Increased cyst build time to 4 seconds, removed cool down
Increased cyst range and infestation radius
Infestation receding is now twice as fast than growing
Gorge tunnel entrances create now infestation when the other side is infested

Drifter

Drifters can now be created during the hive is researching
Reduced drifter cloud costs to 1 (was 2)
Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)
Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander

Alien General

Crag, shift and shade can now always be build and can move
Chamber triggered abilities require now the correct hive type
Allow aliens to change upgrades (min gestation time 5 seconds)
Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate
Cloaked players are always slightly visible
Regeneration works now in combat (5% of max health every 2 seconds)
Rupture can now be cast directly on infestation, like bonewall
Added echo harvester to shift
Added echo gorge tunnel to shift (only on infestation)
Enemies are outlined with parasite only (damage will no longer trigger it)
The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds
Shift echo ability no longer requires maturity
Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds

Fixes
Fixed bug allowing the scoreboard button to be used while text chatting
Fixed bug causing Babblers to sometimes freeze mid-jump while they are trying to cling to an Alien that has no more free cling points
The Onos player can now move their camera up and down while charging
Fixed medpacks being picked up by dead marines
Fixed bug causing player ghost models (Clog, Mine, etc) to freeze in place when placed in certain invalid areas
 
Definitely a lot of changes. It was a struggle but I am starting to get the hang of movement with skulk and fade again. Those are really the only 2 changes I didn't like....

I've played maybe 5 hours of games under the new patch and its certainly starting to grow on me. Was certainly a shock to the system the first time I tried to comm though on Aliens and Marines.... Tech tree and build order is soooo much different. (jet packs and exo's with 1 comm chair? whaaaat?)
 
Skulk is fine, it's all about bunnyhoppin' oldskool stylin', i.e. bunnyhopping not in the sense of jumping repeatedly, but actually jumping by holding strafe and slightly turning.

I was never a fan of it in the quake engine; I guess I have a reason to practice it now :-/ .

Fade is kind of a load of shit for me right now, I was SO used to shadowstep+jump that now I feel like my dick's been shortened by at least 3 inches. I guess it works the same as before but now you have to use blink instead and aim slightly upwards. And no fast sidesteps q_q . Oh well, I don't play alien much these days anyway.

I miss this though:

Where did the horny dog panting go and why? - Unknown Worlds Entertainment
 
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