Fixed: Chat size menu option and text margin padding AC_20 from Admiral Weeda: Retro booster Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters and less fuel per second than Booster 1/2/3 - overall buff to retro booster fuel use a
Fixed: Chat size menu option and text margin padding
AC_20 from Admiral Weeda:
Retro booster
Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters
and less fuel per second than Booster 1/2/3 - overall buff to retro booster fuel use and buff to "on-rate"
On rate = 0.25 (from 0.125) More acceleration per second
Emp Mine 1&2 mass = 1 (from 3) buff to increase SF or scout handling with this loadout
Mine Pack 1&2 mass = 1 (from 3) buff to increase scout or fighter handling with this loadout
Prox Mine 1&2&3 mass = 1 (from 3) buff to increase scout handling with this loadout
Tactical:
Reduce Adv SF scan range to 1800 (from 2000)
Increase LRM Hunter 1/2/3 HP of missile to 5 (from 2)
LRM1: Accel = 120 (from 200) Lifespan 5.5 seconds 1870m
LRM2: Accel = 120 (from 200) Lifespan 5.75 seconds 2041m
LRM3: Accel = 120 (from 200) Lifespan 6 seconds 2220m
Shipyard:
Remove pilot PW Skycap/PW Autocannon gun from all Destroyers (except Rix)
XRM Hunter Killer 1/2/3 HP = 5 (from 20)
XRM Hunter Killer 1 = 200 dmg
XRM Hunter Killer 2 = 250 dmg
XRM Hunter Killer 3 = 300 dmg
XRM Hunter Killer 1/2/3 = 4 per rack (from 5)
SRM Tac Nuke 1 HP = 40 (from 60)
Belters:
Scout increased to 14.5 radius (from 13.8)
GT:
Scout increased to 15 radius (from 14.3)
Destroyer CAN mount PE Striker if purchased for pilot gun and PW Lancer if stolen
Destroyer has 3 Hunter Killer missiles (from 4)
Destroyer has 3 Torpedos per rack (from 4)
Destroyer has 3 salvos of Killer Swarm (from 4 salvos)
Rixian:
Hvy Combat 1 drone
1.667 x 6dmg x3 = 30 dmg / second (x3 drones) = ~90 dmg/second
Hvy Combat 2 drone
2 x 6dmg x3 = 36 dmg / second (x3 drones) = ~108 dmg/second (+20% over Hvy Combat 1)
Hvy Drone ranges to 3000 meters from 1600 meters.
Reduce mass of each drone to 2 (was 4).
Projectile speed 1600* 1.6Lifespan (1.2FactionPWRange)=3072 range
The range could be longer depending on Expansion pw range 1 and 2.
Logic behind the long range is if you're dropping probes behind the
capital ship, they can still arm and fire upon cap ship. Assuming
cap ship is going 100mps, it can outrun the probe in 5-7 seconds at
max ranges. Killers do spike damage, heavy combat drone is damage over
time. Will have to see how this balances. Skycap range won't reach
the probes at max range. Capital ships HP got reduced overall so I do not
believe they need more damage per shot. The probes need to survive
skycap and do damage over time.
Draconium:
Per TheAlaskan's wishes, the faction has been respec'd to the original
ideas in global attributes. Ships are tough. Ships are fast. Miners make
2 trips to He3 rocks to get all of the He3 per rock on normal settings.
3 minute research time. Everything you thought you knew about Draconium
is incorrect, except, their bases are still tough as heck.
Starting Money modifier -0.05 (15,200 out of 16,000) starting money = 1
ShipSpeed 1.05
ShipAccel 1.05
ShipTurnRate 1
ShipTurnTorque 1
StationHull 1.2
StationHull repair 1.05
StationShield 0.95
StationShield repair 0.95
ShipHull 1.1
ShipShield 0.95
ShipShield repair 0.95
ShipSensors 1
ShipSignature 1
ShipEnergy 1.2
PWRange 1
EWRange 1
MissileTrack 1
Ripcord 0.95
PWDamage 0.9
MissileDamage 0.95
Cost 1.05
ResearchTime 1.5 (3 minutes)
MinersCapacity 0.55
He3Speed 1.05
He3Yield 1
Payday modifier 0.1 (660/minute)
Fix from Student: Chat title update in menu and text margins AC_20 From Admiral Weeda: Retro booster Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters and less fuel per second than Booster 1/2/3 - overall buff to retro booster fu
Fix from Student: Chat title update in menu and text margins
AC_20 From Admiral Weeda:
Retro booster
Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters
and less fuel per second than Booster 1/2/3 - overall buff to retro booster fuel use and buff to "on-rate"
On rate = 0.25 (from 0.125) More acceleration per second
Emp Mine 1&2 mass = 1 (from 3) buff to increase SF or scout handling with this loadout
Mine Pack 1&2 mass = 1 (from 3) buff to increase scout or fighter handling with this loadout
Prox Mine 1&2&3 mass = 1 (from 3) buff to increase scout handling with this loadout
Tactical:
Reduce Adv SF scan range to 1800 (from 2000)
Increase LRM Hunter 1/2/3 HP of missile to 5 (from 2)
LRM1: Accel = 120 (from 200) Lifespan 5.5 seconds 1870m
LRM2: Accel = 120 (from 200) Lifespan 5.75 seconds 2041m
LRM3: Accel = 120 (from 200) Lifespan 6 seconds 2220m
Shipyard:
Remove pilot PW Skycap/PW Autocannon gun from all Destroyers (except Rix)
XRM Hunter Killer 1/2/3 HP = 5 (from 20)
XRM Hunter Killer 1 = 200 dmg
XRM Hunter Killer 2 = 250 dmg
XRM Hunter Killer 3 = 300 dmg
XRM Hunter Killer 1/2/3 = 4 per rack (from 5)
SRM Tac Nuke 1 HP = 40 (from 60)
Belters:
Scout increased to 14.5 radius (from 13.8)
GT:
Scout increased to 15 radius (from 14.3)
Destroyer CAN mount PE Striker if purchased for pilot gun and PW Lancer if stolen
Destroyer has 3 Hunter Killer missiles (from 4)
Destroyer has 3 Torpedos per rack (from 4)
Destroyer has 3 salvos of Killer Swarm (from 4 salvos)
Rixian:
Hvy Combat 1 drone
1.667 x 6dmg x3 = 30 dmg / second (x3 drones) = ~90 dmg/second
Hvy Combat 2 drone
2 x 6dmg x3 = 36 dmg / second (x3 drones) = ~108 dmg/second (+20% over Hvy Combat 1)
Hvy Drone ranges to 3000 meters from 1600 meters.
Reduce mass of each drone to 2 (was 4).
Projectile speed 1600* 1.6Lifespan (1.2FactionPWRange)=3072 range
The range could be longer depending on Expansion pw range 1 and 2.
Logic behind the long range is if you're dropping probes behind the
capital ship, they can still arm and fire upon cap ship. Assuming
cap ship is going 100mps, it can outrun the probe in 5-7 seconds at
max ranges. Killers do spike damage, heavy combat drone is damage over
time. Will have to see how this balances. Skycap range won't reach
the probes at max range. Capital ships HP got reduced overall so I do not
believe they need more damage per shot. The probes need to survive
skycap and do damage over time.
Draconium:
Per TheAlaskan's wishes, the faction has been respec'd to the original
ideas in global attributes. Ships are tough. Ships are fast. Miners make
2 trips to He3 rocks to get all of the He3 per rock on normal settings.
3 minute research time. Everything you thought you knew about Draconium
is incorrect, except, their bases are still tough as heck.
Starting Money modifier -0.05 (15,200 out of 16,000) starting money = 1
ShipSpeed 1.05
ShipAccel 1.05
ShipTurnRate 1
ShipTurnTorque 1
StationHull 1.2
StationHull repair 1.05
StationShield 0.95
StationShield repair 0.95
ShipHull 1.1
ShipShield 0.95
ShipShield repair 0.95
ShipSensors 1
ShipSignature 1
ShipEnergy 1.2
PWRange 1
EWRange 1
MissileTrack 1
Ripcord 0.95
PWDamage 0.9
MissileDamage 0.95
Cost 1.05
ResearchTime 1.5 (3 minutes)
MinersCapacity 0.55
He3Speed 1.05
He3Yield 1
Payday modifier 0.1 (660/minute)
Fixed: Chat size menu option and text margin padding AC_20 from Admiral Weeda: Retro booster Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters and less fuel per second than Booster 1/2/3 - overall buff to retro booster fuel use a
Fixed: Chat size menu option and text margin padding
AC_20 from Admiral Weeda:
Retro booster
Rate of consumption = -0.0005 (from -0.00075) Uses slightly more fuel per second than light boosters
and less fuel per second than Booster 1/2/3 - overall buff to retro booster fuel use and buff to "on-rate"
On rate = 0.25 (from 0.125) More acceleration per second
Emp Mine 1&2 mass = 1 (from 3) buff to increase SF or scout handling with this loadout
Mine Pack 1&2 mass = 1 (from 3) buff to increase scout or fighter handling with this loadout
Prox Mine 1&2&3 mass = 1 (from 3) buff to increase scout handling with this loadout
Tactical:
Reduce Adv SF scan range to 1800 (from 2000)
Increase LRM Hunter 1/2/3 HP of missile to 5 (from 2)
LRM1: Accel = 120 (from 200) Lifespan 5.5 seconds 1870m
LRM2: Accel = 120 (from 200) Lifespan 5.75 seconds 2041m
LRM3: Accel = 120 (from 200) Lifespan 6 seconds 2220m
Shipyard:
Remove pilot PW Skycap/PW Autocannon gun from all Destroyers (except Rix)
XRM Hunter Killer 1/2/3 HP = 5 (from 20)
XRM Hunter Killer 1 = 200 dmg
XRM Hunter Killer 2 = 250 dmg
XRM Hunter Killer 3 = 300 dmg
XRM Hunter Killer 1/2/3 = 4 per rack (from 5)
SRM Tac Nuke 1 HP = 40 (from 60)
Belters:
Scout increased to 14.5 radius (from 13.8)
GT:
Scout increased to 15 radius (from 14.3)
Destroyer CAN mount PE Striker if purchased for pilot gun and PW Lancer if stolen
Destroyer has 3 Hunter Killer missiles (from 4)
Destroyer has 3 Torpedos per rack (from 4)
Destroyer has 3 salvos of Killer Swarm (from 4 salvos)
Rixian:
Hvy Combat 1 drone
1.667 x 6dmg x3 = 30 dmg / second (x3 drones) = ~90 dmg/second
Hvy Combat 2 drone
2 x 6dmg x3 = 36 dmg / second (x3 drones) = ~108 dmg/second (+20% over Hvy Combat 1)
Hvy Drone ranges to 3000 meters from 1600 meters.
Reduce mass of each drone to 2 (was 4).
Projectile speed 1600* 1.6Lifespan (1.2FactionPWRange)=3072 range
The range could be longer depending on Expansion pw range 1 and 2.
Logic behind the long range is if you're dropping probes behind the
capital ship, they can still arm and fire upon cap ship. Assuming
cap ship is going 100mps, it can outrun the probe in 5-7 seconds at
max ranges. Killers do spike damage, heavy combat drone is damage over
time. Will have to see how this balances. Skycap range won't reach
the probes at max range. Capital ships HP got reduced overall so I do not
believe they need more damage per shot. The probes need to survive
skycap and do damage over time.
Draconium:
Per TheAlaskan's wishes, the faction has been respec'd to the original
ideas in global attributes. Ships are tough. Ships are fast. Miners make
2 trips to He3 rocks to get all of the He3 per rock on normal settings.
3 minute research time. Everything you thought you knew about Draconium
is incorrect, except, their bases are still tough as heck.
Starting Money modifier -0.05 (15,200 out of 16,000) starting money = 1
ShipSpeed 1.05
ShipAccel 1.05
ShipTurnRate 1
ShipTurnTorque 1
StationHull 1.2
StationHull repair 1.05
StationShield 0.95
StationShield repair 0.95
ShipHull 1.1
ShipShield 0.95
ShipShield repair 0.95
ShipSensors 1
ShipSignature 1
ShipEnergy 1.2
PWRange 1
EWRange 1
MissileTrack 1
Ripcord 0.95
PWDamage 0.9
MissileDamage 0.95
Cost 1.05
ResearchTime 1.5 (3 minutes)
MinersCapacity 0.55
He3Speed 1.05
He3Yield 1
Payday modifier 0.1 (660/minute)
Allegiance is a quarter century old and remains unquestionably the best game available today. Congratulations to everyone involved past and present that contribute to keeping Allegiance alive, epic and fun! The community has been through so much. We've grown up together and it's
Allegiance is a quarter century old and remains unquestionably the best game available today.
Congratulations to everyone involved past and present that contribute to keeping Allegiance alive, epic and fun! The community has been through so much. We've grown up together and it's truly a coming-of-age story. Some players' kids play the game now and enjoy the consistently unique experiences that Allegiance provides. It's awe inspiring. Through all of the challenges in-game and out, Allegiance persists.
Allegiance has always been at its heart a competitive team-based game. It takes a coordinated team to unleash the full potential of winning strategies. Behind the scenes are many players who have spent and continue to spend countless volunteer hours contributing to Allegiance's greatness, be it by developing cores, maps, code, art, events, videos, even entire factions and all of the testing and balancing that goes with that. There are many heroes.
Included in the rank of Hero are all of the players. Much respect to the players who start small games from 1v1 to get the games going up to 10v10 and beyond. Special recognition to all of the players who've played for years and keep coming back to share laughs and awesome moments. And to new players who recognize the potential for unique epic experiences and tackle the learning curve: We love you! Three cheers for Allegiance players!
Join us all on Sunday March 30th at 3pm EDT for the biggest game of the year, our 25th anniversary game.
See you in space!
Do you remember when you were young? Nope, me either. Cuz I am old. Allegiance turns 25! And Weed and Paps have a new core and maps! ------------- Changes -------------------------------------------------------------- Remove all floating treasures except for Booster2, LtBooster1,
Do you remember when you were young? Nope, me either. Cuz I am old.
Allegiance turns 25! And Weed and Paps have a new core and maps!
------------- Changes --------------------------------------------------------------
Remove all floating treasures except for Booster2, LtBooster1, Retrobooster.
Re-release missile textures, reduce size to 128x128 for game performance.
The intentions were good, nobody can notice
how good the missile looks going 400mps and then end of life-ing.
Adjust ship turn rates to 2 decimal places.
Adjust ship turn torques to a whole number.
This is cleaning up unnecessary 4 decimal place, values. Will it have
an optimization effect on game performance? Unknown.
Tactical:
Increase cost to 5000 (from 3500) credits: (slow down Tac early game)
Combat drone 2, EMP Mine 1, EW Sniper Rifle 1, EW Utl Cannon 2,
Hvy Combat drone 1, LRM Hunter 2, LRM Killer 1, Sig cloak 2, SRP Killer 1,
Hunter 1/2/3 missile flight signature = 2 (from 1) "200% signature"
Hunter 1/2/3 cargo payload = 10 (from 5) original missile count
SF will mount 2 missiles/rack, Adv SF 3 missiles/rack,
Lxy SF 4 missiles/rack
Hunter 1/2/3 reload time = 1.5 seconds (from 2) "between missile launches"
Reloading rack still takes 5 seconds.
Let's try this without modifying damage. These missiles are quicker to
get to target than the old Hunter.
Proximity Mine 1 damage = 325 (from 300)
Proximity Mine 2 damage = 420 (from 400)
Proximity Mine 3 damage = 515 (from 500) Radius = 125 (unchanged)
Adv Scout cost = 5000 credits (from 7500)
Hvy Scout cost = 5000 credits (from 10000)
PW/PE Emp Cannon 1/2 Ammo per shot = 1 (from 2)
Emp Cannon and Minigun share the same speed projectile,
1 Emp Cannon could be mixed in for interesting results
versus shielded opponents.
Draconium
Enh/Adv Fighter scale = 16 (from 18)
Fighter Bomber scale = 16.5 (from 19)
Warden
Warden pilot gun = PW Miniac or PE Taser (remove gat/dis)
Warden turret = PW Miniac1 or PE Taser
Hitpoints = 600 (from 800)
Can lob mrms and drop prox and has a small shield.
Side/Reverse thrust = 0.6 (from 0.5)
I think for the cruise speed of 120 mps
and early game use it needed some HP reduction
GT
EW Pulse Laser sprite particle size = 30 (from 15)
Rocket Targeting cost = 2500 (from 9375)
EW Gauss cost = 5000 (from 3500)
Shipyard
Scaling Shipyard for the small game size.
Hitpoints are reduced.
Killer/Disruptor damage vs cap ship armor reduced ~25%.
Nanite 15% more effective to repair heavy hull.
Nanite 30% more effective to repair extra heavy hull.
Cost to develop capital ships reduced.
Cost of capital ships reduced.
Cost of Shipyard Tech reduced.
Buff XRM Hunter Killer flight acceleration and lock time.
Destroyers do not have a turret.
Non Rix Destroyers turn torque increased.
DM03
Killer/Disruptor/Hvy Combat Pod vs heavy hull = 3 (from 4)
Killer/Disruptor/Hvy Combat Pod vs extra heavy hull = 3 (from 4)
DM10
Nanite vs heavy hull = 1.1 (from 0.95)
Nanite vs extra heavy hull = 1.2 (from 0.9)
Missile
XRM Hunter Killer 1 Lock time = 2 (from 3)
XRM Hunter Killer 2 Lock time = 1.5 (from 2)
XRM Hunter Killer 3 Lock time = 1 (from 1.5)
Launch velocity = 10mps (from 50mps)
Acceleration = 100mps (from 80mps)
Lifespan = 10 seconds (from 12)
Missile Signature = 2 (from 1)
Range = ~5000 meters
5 missiles per rack
Reload time = 3 seconds
XRM Hunter Killer 1 damage = 350 (from 400)
XRM Hunter Killer 2 damage = 450 (from 500)
XRM Hunter Killer 3 damage = 550 (from 600)
XRM Hunter Killer 1 cm resistance = 2 (unchanged)
XRM Hunter Killer 2 cm resistance = 2.5 (from 2)
XRM Hunter Killer 3 cm resistance = 3 (from 2)
Hvy Counter 1 lifespan = 5 seconds (from 2)
Hvy Counter 2 lifespan = 6 seconds (from 2)
Hvy Counter 3 lifespan = 7 seconds (from 2)
Hvy Counter 1/2/3 Sig = 2 (from 1)
Hvy Counter 1/2/3 Radius = 15 (from 5) Experiment
Hvy Counter 2 cost = 2500 (from 5000)
Hvy Counter 3 cost = 2500 (from 5000)
Large Shield 2 cost = 3750 (from 5000)
Large Shield 3 cost = 3750 (from 5000)
XRM Cruise 1 cost = 3750 (from 5000)
XRM Cruise 2 cost = 3750 (from 5000)
XRM Torpedo 1 cost = 3750 (from 5000)
XRM Torpedo 2 cost = 3750 (from 5000)
XRM Hunter Killer 2 cost = 3750 (from 5000)
XRM Hunter Killer 3 cost = 3750 (from 5000)
LRM Killer Swarm 1 cost = 3750 (from 5000)
LRM Killer Swarm 2 cost = 3750 (from 5000)
Light Class cost = 6000 (from 10000) Belters unchanged 5000
GT Light Class cost = 6000 (from 12500)
Medium Class cost = 10000 (from 15000) Belters unchanged 7500
IC/OH Med Class cost = 12000 (from 18000)
Heavy Class cost = 15000 (from 25000) Belters unchanged 10000
IC/OH Heavy Class cost = 18000 (from 24000)
Bios Heavy Class cost unchanged (20000)*0.6 = 12000
Drac Dread1 cost = 6000 (from 7500)*0.9 = 5400
Drac Dread2 cost = 7500 (from 10000)*0.9 = 6750
Drac Dread3 cost = 10000 (from 12000)*0.9 = 9000
Drac Dread4 cost = 12000 (from 15000)*0.9 = 10800
TF Flag ship 1 cost = 6000 (from 10000)*0.75 = 4500
TF Flag ship 2 cost = 10000 (from 15000)*0.75 = 7500
TF Flag ship 3 cost = 15000 (from 20000)*0.75 = 11250
TF Flag ship 4 cost = 20000 (from 25000)*0.75 = 15000
Attack Carrier HP = 2000 (from 3000)
Cost = 750 (from 2500)
Reminder they have 1 turret slot
80mps
Destroyer HP = 1500
Cost = 1000 (from 2000)
Skycap Turret removed.
110 mps
Devastator HP = 3000 (from 3500)
Cost = 2000 (from 4000)
Reminder they have 3 turret slots
75 mps
Assault Ship HP = 2000 (from 3000)
Cost = 3000 (from 4000)
Reminder they have 2 turret slots
120 mps
Frigate HP = 2500 (from 3500)
Cost = 1000 (from 3000)
Reminder they have 2 turret slots
90 mps
Cruiser HP = 4000
Cost = 2000 (from 4000)
Reminder they have 3 turret slots
70 mps
Omicron Adv Devastator HP = 3000 (from 4000)
Cost = 2000 (from 4000)
Reminder they have 3 turret slots
75 mps
Draconium Dreadnought 1 HP = 1500 Destroyer
Cost = 1000
Reminder they have 1 turret slot
110 mps
Draconium Dreadnought 2 HP = 2000 Attack Carrier/Destroyer
Cost = 750
Reminder they have 1 turret slot
100 mps
Draconium Dreadnought 3 HP = 3000 (from 3500) Frigate/Devastator
Cost = 2000 (from 3000)
Reminder they have 3 turret slots
80 mps (from 70 mps)
Draconium Dreadnought 4 HP = 4000 Cruiser/Assault Ship
Cost = 4000
Reminder they have 3 turret slots
70 mps
TF Flagship 1 HP = 2500 Frigate
Cost = 1000 (from 2500)
100 mps
Reminder they have 1 turret slot and SmallRip
TF Flagship 2 HP = 3000 (from 3500) Frigate/Dev
Cost = 2000 (from 4000)
90 mps
Reminder they have 2 turret slots and SmallRip
TF Flagship 3 HP = 4000 Cruiser
Cost = 2000 (from 4000)
70 mps
Reminder they have 3 turret slots and SmallRip
TF Flagship 4 HP = 3000 (from 5000) Assault Ship/Cruiser
Cost = 3000 (from 10000)
70 mps
Reminder they have 3 turrets slots and is LargeRip
GT Assault Carrier HP = 3000 (from 4000)
Cost = 3000 (from 5000)
Reminder they have 2 turret slots
100 mps
GT Carrier Drone HP = 3500 (from 7000)
70 mps
GT Harbinger of Doom HP = 3000
Cost = 10000 (from 20000)
60 mps
A new core: AC_16 from Weed and the Gang! Retro Booster more burn time (0.00075 burn rate, was 0.001) Heavy Scouts (turret removed) TF: 800 ammo (from 600), Fuel = 7 (from 6) CM = 6 (from 5) Rix: Fuel = 7 (from 6), CM = 6 (from 5) OH: 800 ammo (from 1000) All missile loading heav
A new core: AC_16 from Weed and the Gang!
Retro Booster more burn time (0.00075 burn rate, was 0.001)
Heavy Scouts (turret removed)
TF: 800 ammo (from 600), Fuel = 7 (from 6) CM = 6 (from 5)
Rix: Fuel = 7 (from 6), CM = 6 (from 5)
OH: 800 ammo (from 1000)
All missile loading heavy scouts = 30 (from 20)
6 Dumbfire / 6 Seeker / 7 Quickfire / 6 Zeus
Enh Carriers HP armor class = utility (from heavy)
Enh Carriers HP = 3500 (5000 was the previous value)
Standard Carrier has 2000 HP for comparison
Tac:
LRM Hunter 1 lock time = 1.5 (from 1.75)
LRM Hunter 2 lock time = 1.25
LRM Hunter 3 lock time = 1 (from 0.75)
Sup:
Ripcord 1 Development = 1.1 (from 1.15)
Ripcord 2 Development = 1.1 (from 1.15)
Enhanced Fighter ripcord = 8.5 (from 8)
Hvy Booster on rate = 0.5 (from 1)
Hvy Booster sig% in use = 2 (from 1.5)
Thrust amount = 1350 (from 2000, Booster 3=900)
Exp:
Troop Transport development and ship = deleted
HTT development requires Adv Expansion
All faction HTT cost = 15000 (from 10000)
Belter HTT cost = 10000 (from 5000) Belt did cost 6250 now will cost 12500
SRM EMP development requires Adv Expansion
EW AntiShield Cannon requires Adv Expansion
GT Armor Plated HTT development requires Adv Exp and Research and HTT
PE/PW Emp Cannon cost = 2500 (from 5000)
Draconium:
PW Damage = 0.95 (from 0.85)
PW Range = 1.1 (from 1.25)
EW Range = 1.1 (from 1.25)
He3 Speed = 0.75 (from 1)
This is a slight nerf to slow the economy, having fast research times.
Omicron:
PW Hammer 1/2/3 ammo use per shot = 7 (from 8)
PW Hammer 1/2/3 dispersion = 0.001 (from 0.01)
Fighter Bomber ammo = 720 (from 300)
New Fighter model, less flat
New Interceptor model, less flat
GT:
[R] Rescue Drone development cost = 2500 (from 5000)
TF:
Hvy Plas Gen and Plas Gen rotation = 120 (from 360)
It will take an extra split second for the drone to acquire the target
unlike before instantly firing.
New int model, wingpods moved closer to cockpit.
Added new TF Miner model.
Added new TF Constructor model.
Added new TF Bomber / Gunship / HTT model (Ramaglor).
Weedman brings us AC_15! (Sorry for the delay, I was OOO on vacation!) Aleph Res = double side 2500m cost 1000 Aleph Res 2 = single side 2500m cost 1000 Omicron: Economy was too strong. Yield was reduced. Cost of development = 0.8 and Yield = 1. +20% margin on every miner load fr
Weedman brings us AC_15! (Sorry for the delay, I was OOO on vacation!)
Aleph Res = double side 2500m cost 1000
Aleph Res 2 = single side 2500m cost 1000
Omicron:
Economy was too strong. Yield was reduced. Cost of development = 0.8 and
Yield = 1. +20% margin on every miner load from +40%.
4 total Miners
Normal HP, speed, signature, etc
Cost remains = 0.8
Miners capacity = 0.85
He3 Yield = 1 (from 1.2)
StationHull = 1.05 (from 1)
StationHull repair = 1.05 (from 1)
StationShield = 1.05 (from 1)
StationShield repair = 1.05 (from 1)
ShipShield repair = 1.05 (from 1)
Reasoning to buff stations is their tech bases do take 5 minutes to
build meanwhile enemy is researching bomb rush.
Lt Carrier deleted
Sup/Exp/Tac/AdvSup/AdvExp/AdvTac bases cost = 15000 (from 10000)
Due to the fact they get the enhanced/advanced ships immediately
upon tech base build / upgrade. OH is still cheaper than most factions
when it comes to total cost of ship development being cost 0.8.
PW Hammer 1 = 8 ammo per shot
PW Hammer 2 = 8 ammo per shot
PW Hammer 3 = 8 ammo per shot
PW Hammer 1/2/3 Dispersion = 0.01 (was 0.015)
PW Hammer 1/2/3 Speed = 300m
PW Hammer 1/2/3 Lifespan = 4 seconds (1200m range + pw range)
Fighter Bomber mounts 1 PW Hammer
Stealth Bomber mounts 1 PW Hammer
PW Hammer moved to DM17 (same as EW Stinger)
DM17:
lt/med shield = 2(1)
large shield = 2(1)
Belters:
Omni Fighter:
Cost = 1000 credits
Side thrust = 0.85 (from 1)
Turn Torques = 300 (from 400)
Energy Recharge = 100 (from 120)
Overpowered. Retains triple gun and missile load. Cost 1000 should
make selective how many omnis are flown.
Rixian:
EW A-B Stinger 1 dispersion = 0.05 (from 0.075)
EW A-B Stinger 2 dispersion = 0.03 (from 0.05)
Tighten up.
Dreg:
Enh Fighter / Adv Fighter scale = 23 (from 20)
Fighter Bomber scale = 24 (from 21)
Lt Int / Int / Hvy Int scale = 17 (from 18)
TF:
Lt Stl Energy recharge = 80 (was 70)
Stl Energy recharge = 85 (was 75)
Adv Stl Energy recharge = 90 (was 80)
PW AB Ion Blaster 1 Dmg/shot = 15 (was 14.6667)
PW AB Ion Blaster Lifespan = 1 (was 1.5) range 700m from 600m
PW AB Ion Blaster Speed = 700 (from 400)
PW AB Ion Blaster 2 Dmg/shot = 17.5 (was 17.333)
PW AB Ion Blaster 2 Lifespan = 1 (was 1.5) range 750m from 660m
PW AB Ion Blaster 2 Speed = 750 (from 440)
PW AB Ion Blaster projectile reduced to size = 2 (from 4/6)
PW AB Ion Blaster projectile dispersion reduced to 0.03 (from 0.05)
Plas Gen/Hvy Plas shoot missiles again (It was not calculated how
important this is for TF to counter missiles having no missiles of it's
own.)
Plas Gen/Hvy Plas mass = 2 (from 3)
Con/Enh Con/Adv Con mass = 200 (from 160)
Large Con/Enh/Adv mass = 50000 (from 40000)
Ship Accel = 1 (from 0.95)
GT:
Gauss Cannon range = 1000m (from 1400m) Broken dps gameplay at range.
Bios:
Research time = 8 minutes (from 9 minutes)
Tactical: Economics change: Supremacy has reduced cost for all the parts (2500 generally) to outfit Tactical will now somewhat mirror this at 3500 instead of 5000 per part Expansion will remain 5000 since they have less parts to buy to outfit Cost = 3300 (from 5000) EW Gauss Gun
Tactical:
Economics change:
Supremacy has reduced cost for all the parts (2500 generally) to outfit
Tactical will now somewhat mirror this at 3500 instead of 5000 per part
Expansion will remain 5000 since they have less parts to buy to outfit
Cost = 3300 (from 5000)
EW Gauss Gun
LT Sig Cloak
Solar Inverter
Combat Drone 2/3
Emp Mine 1/2
Sniper Rifle 1/2
Stl Galv
Utl Cannon 2/3
Hunter 2/3
Killer 1/2
Ion Blaster
Sig Cloak 2/3
SRP Killer 1/2
Tower SC Drone
TF:
Correct "rain" fig model for Fighter Bomber
Accel = 0.95 (was 0.9, and before that was 1.025)
Ripcord = 1.1 (was 0.9, and before that was 1.3)
TF was heavily nerfed so let's try them with the PlasGen nerf they do not
shoot down missiles. PWRange restored to 1.0
Dreg:
Use new "quiz" fig model for Fighter Bomber
Aleph Resonator = 10 second delay (from 15 second delay)
Omicron:
Lt Carrier available cost = 3000, speed = 50, HP = 1800, energy = 2000, energy recharge = 60
Miner 1/4 (Cost = 2000)
Miner 1/4 (Cost = 2000)
Total of 8 Miners
Miner HP = 960 (standard 1200) 80mps, sig1
Enh Miner HP = 1200 (standard 1600) 90 mps, sig 0.75
Adv Miner HP = 1500 (standard 2000) 100 mps, sig 0.5
Starting ship = Scout + Fighter.
Ship Hull = 1
Ship Shield = 1
Miners capacity = 0.35
He3 Speed = 1
He3 Yield = 1.2
Revert to free ships with Tech Base. Tech base 5 minutes build time.
Sup/Exp/Tac/Sy constructor cost = 10,000 credits.
Upgrade Sup/Exp/Tac cost = 24,000 credits.
Upgrade Garrison cost = 8,000 credits.
PW Hammer 1 DT Burst = 0.25 to match sound
PW Hammer 2 DT Burst = 0.25 to match sound
PW Hammer 3 DT Burst = 0.25 to match sound
PW Hammer 1/2/3 Ammo per shot = 8/7/6
PW Hammer 1 projectile = 13 damage / shot (lifespan 5 seconds)
PW Hammer 2 projectile = 14 damage / shot (lifespan 5 seconds)
PW Hammer 3 projectile = 15 damage / shot (lifespan 5 seconds)
Shipyard: Lt Class available upon building SY.
Remove SRM EMP research from Omicron. HTT uses 1 PW Hammer.
Add pre/def 167 to other factions for SRM EMP research.
Add Tower Drone model for AC and SC drones.
Reduce geometry detail hitboxes:
Omicron (every ship and base)
Dreg Carrier + new texture
TF Carrier
TF Outpost
TF Refinery
TF Scout
TF SF
Draconium Constructor
Draconium Miner
Draconium HTT
Draconium Pod
GT Tactical
Valkyrie Pod
Anniversary games are always the biggest games of the year with lots of vets returning. All players are welcome. Come on down! Thanks to all developers and players who have kept this game alive. You're all legends!
Anniversary games are always the biggest games of the year with lots of vets returning. All players are welcome. Come on down!
Thanks to all developers and players who have kept this game alive. You're all legends!
A new core version from Weedman! ac_13 Tac: EW Sniper Damage class = 05 (meaning it does less damage to med hull / utl hull / hvy class and extra hvy class hull and lt/med shield) Draconium: Disable Gunships Warden Ship takes Gunship's place Add Warden minimap icon Add PE Taser t
A new core version from Weedman!
ac_13
Tac:
EW Sniper Damage class = 05 (meaning it does less damage to med hull / utl hull / hvy class and extra hvy class hull and lt/med shield)
Draconium:
Disable Gunships
Warden Ship takes Gunship's place
Add Warden minimap icon
Add PE Taser to Starbase useable on Warden as long range anti fighter weapon
Add ta_taser.ogg sound clip
Modify Sounddef for ta_taser.ogg clip
Implement new Fighter model
Implement new hitbox on Outpost - Expansion - Supremacy
EW StlGalv damage per shot = 2.5 (from 1.75) for 20 dmg/second
Valkyrie:
All Stations have lt base shield, meaning the shield can be gunned down for TT or HTT capture, this includes Garrison - Starbase - Exp - Adv Exp - Sup - Adv Sup - Tac - Adv Tac - SY - Drydock
All Stations have major base hull, meaning impervious to EW Galv, this includes Outpost - Refinery - Teleport
StationShield Repair = 1 (from 2)
StationHull Repair = 1.1 (from 2)
ShipSpeed = 1.1 (from 1)
ShipSensors = 1.1 (from 1)
ShipSignature = 1.1 (from 1)
Modify Sounddef for faohtau1/2/3.ogg sound clip to match fire rate of weapon
Add weed_burni.ogg for Afterburner sound effect (interior)
Add weed_burno.ogg for Afterburner sound effect (exterior)
Remove Lt SF (unused ship)
Remove Lt Int (unused ship)
Add 200 ammo to SB (for PE Tau cannon)
PE Tau Cannon: projectile speed 1400 (from 1000) range = 1400m (from 1000)
Ammo use: 2 per shot (from 3 per shot)
LRM Hunter 3x2: signature loaded = 0.5 (from 1) Hunt3 sig is 0.3
Attack Carriers:
Improve pilot handling (turn radius) they turn faster than the Attack Carriers of ac_09
Increase HP = 3000 (from 2000)
Rear thrust = 0.5 (from 1)
Max thrust = 20000 (from 15000) Increase thrust to mass ratio from 15, to 20
Destroyers:
Add 1 turret to Destroyers (not for Rix) loads PW AC or PW Skycap or LT
Cost = 2000 (from 3000)
SRM EMP no longer requires Expansion Base to rearm. In the event of HTT docking to rearm even if Expansion
is lost, the missiles will replentish now. You must still research them. Once developed, or stolen, you will
never lose them. You will lose HTT if you lose the ship.
EW A-BS Can for TF mirrors this and no longer requires Expansion Base to rearm.
Remove Observer (unused from DN era to observe matches)
Remove Pre/Def 60 / Def 62 from factions Global pointing to unused string. Remove Def 240 from Rix. Cleaning up core.
Remove Station Shield 1&2 development (unused development)
Remove EW Phaser 23/Mini Phaser 123 (unused) For some reason EW Phaser1 is being stubborn and I have not found a way to delete it
(without crashing the core doing so).
Remove 2 PW Skyripper development / PE Skyripper development (unused as Skyripper part is included with med class development)
Remove VOID dev 399 from Garrison (any disabled tech or development will simply have a pre of 399 to disable it's use.
List of unused items in core: Dev Vulcan Cannon 2, Dev Aleph Res 2, Dev Aleph Res 3, Part EW Phaser
Remove unused "Cashbox" probe 1/2/3 (this was a hack to allow allied teams to transer money to other teams by ejecting probes worth cash to them.)
Was disabled and not in use.
IC:
Remove Light Class development from SY (unused) IC must still buy med class for Attack Carrier/ Destroyer/ Assault/ Frigate
Bios:
Remove Frigate (unused ship)
Gigacorp:
Remove Lxy Sf (MS version Med Shield- unused ship)
TF:
PWRange = 1 (from 0.9)
PE Skycap1 available to Gunships/Hvy Bomber without SY and Light Class
Remove TowerAC probe (unused tower)
Rix:
Remove Lt Int (unused ship)
GT:
Remove Kinetic Torpedo (unused missile)
Remove Heavy ER Nan (unused technology)
Remove Assault Ship N (unused technology)
Change Lt Sig Clk to 0.3 cloaking ability (from 0.5)
Phoenix:
Remove Nova Bomb, Adv Fig/Adv SF/Hvy Scout/Hvy Int Attack Drones, Recon Drone, Rescue Drone.
He3 Yield to 1 (from 0.5)
Draconium:
Remove Shield Probe (unused technology)
Attack Carriers:
Mass 2500 (from 1000)
Destroyers:
Reduce ammo to 1200 (from 1800), which may still be too much ammo. Left Rix at 1800 ammo.
PW Longtom:
Speed = 2000 (from 2500)
Lifespan = 1.25 (from 1)
Range = 2500m same as before
Damage = 100 (from 80)
Area Damage = 50
Increased damage of LT as Skycap was probably better.
Modify Sounddef.mdl for Mars base/booster sounds.
Modify Missionbrief.mdl for new Mars faction launch.
Mars:
ShipSpeed:1
ShipAccel: 0.85 (worst in game)
ShipTurnRate: 1.2
ShipTurnTorque: 1.2
StationHull: 1
StationHull repair: 1
StationShield: 1
StationShield repair: 1
ShipHull: 0.9
ShipShield: 1
ShipShield repair: 1.15
ShipSensors: 1
ShipSignature: 1
ShipEnergy: 1.15
PWRange: 1
EWRange: 1.15
MissileTrack: 1.15
Ripcord: 1.1
PWDamage: 1
MissileDamage: 1
Cost: 0.9
ResearchTime: 1.5
Miners capacity: 0.25
He3 Speed: 0.5
He3 Yield: 1.1
Payday modifier: 0
Starting Money modifier: 0.2
All ships have access to a booster to compensate for poor acceleration.
Add capital ship booster and sound effects for interior and exterior.
Add faction bases (standard assortment - op ref tp galvable)
Add faction ships (standard assortment)
Miner drones have 0.25 he3 capacity. 0.5 he3 mining speed. 1.1 he3 yield.
Ability to buy 12 miner drones. 2000 each every 90 seconds.
Miners HitPoints 1/3 of normal miners. Miner 400HP, Enhanced Miner 533HP, Advanced Miner 666HP.
Miners load Med Shield. Miner mass = 70. Typical miner mass = 100. To offset the poor acceleration
to assist in lining up on doors. The miners will need to be managed I noted that even though
there was plenty of helium on rocks, they will leave a sector with a good amount of helium to go elsewhere.
This may have to do with the number of drones quietly calling dibs on a he3 rock to mine it.
It should go without saying Refineries are important for the economy.
I forsee managing the miners to be a full time job.
Lifepods are an advanced variety with upgraded speed to 100mps. Can ripcord in 30 seconds. Cannot be rescued
by teleport or refinery.
Miners: 2000 credits (90 seconds)
Carriers: 4000 credits (90 seconds)
TowerAc: 1000 credits (90 seconds)
Caltrop: 1500 credits (90 seconds)
TowerSC: 1500 credits (90 seconds)
Outpost: 5000 credits (90 seconds)
Refinery: 2000 credits (90 seconds)
Teleport: 3000 credits (90 seconds)
Sup/Exp/Tac: 10000 credits (90 seconds)
Shipyard: 15000 credits (90 seconds)
Garrison/SB: 20000 credits (90 seconds)
Station docking doors have increased in size ~20% just for Wizard.
Starting lineup:
Scout
Fighter
Interceptor
Garrison
Adv Scout
Bomber (7 second Booster2 duration)
Starbase
Hvy Scout
Gunship
Hvy Bomber (10 second Booster2 duration)
Supremacy
Enh Fighter
Adv Supremacy
Adv Fighter
Fighter Bomber
Expansion
Interceptor
TT (6 second Booster2 duration)
Adv Expansion
Hvy Interceptor
HTT (6 second Booster2 duration)
Tactical
Stealth Fighter
Adv Tactical
Adv Stealth Fighter
Stealth Bomber
Shipyard
Light Class
Attack Carrier
Destroyer
Med Class
Hyper Booster 1
Assault Ship
Frigate
Drydock
Heavy Class
Devastator
Cruiser
Use standard tech, missiles, and proximity mines.
Draconium developer TheAlaskan has released a new update to Draconium including the addition of the Warden ship to replace the Gunship in the Garrison research tree! Warden is a medium-class assault ship able to mount Taser and one Taser turret Taser is particle/energy weapon goo
Draconium developer TheAlaskan has released a new update to Draconium including the addition of the Warden ship to replace the Gunship in the Garrison research tree!
Warden is a medium-class assault ship able to mount Taser and one Taser turret
Taser is particle/energy weapon good against small ships
Updated Exp, OP and Sup models to ensure AB missiles 100% track properly into CVH
New fighter model meant to be larger and girthier to hit in dogfight
Various files to support net new assets (weapon sound file, Warden minimap icon, updated sounddef file to reference new weapon sound)
Core updates from Weedman! sig 1/2/3 cloak level changes: .625->.4 .7->.45 .76->.5 Lt/ /Adv SF sig from 1->.5 (Belters 1->.75, Rix 1->.6) SB sig from 1->.75 (Belters 1.2->.85) Hunter 1/2/3 changes: Damage: 40/50/60 -> 70/80/90 Lock time: 2.25/1.5/1 ->
Core updates from Weedman!
sig 1/2/3 cloak level changes:
.625->.4
.7->.45
.76->.5
Lt/ /Adv SF sig from 1->.5 (Belters 1->.75, Rix 1->.6)
SB sig from 1->.75 (Belters 1.2->.85)
Hunter 1/2/3 changes:
Damage: 40/50/60 -> 70/80/90
Lock time: 2.25/1.5/1 -> 1.75/1.25/.75
Mount Sig: 1-> .5/.4/.3
Killer 1/2 Changes:
Mount Sig: .25->0
Sniper 1/2 Changes:
Fire Sig: .5->1
Projectile Damage: 4/5->6/7
Projectile Energy Cost: 4->6
Longtom Changes:
Projectile Speed: 2000->2500
Projectile Lifetime: 1.1->1
Projectile Damage: 100->80
Projectile AoE Damage: 50->26
Longtom now PW only, not PE
Rix Combat Drone 1/2/3 Accuracy:
.003/.002/.001->.007/.005/.003
Draconium Enh Fighter/Adv Fighter/Fig B scale = 19.64 (+15%)
Omicron Hive / Draconium / Valkyrie Adv SF available in Deathmatch mode.
Remove Pre 1 from GT Palisade / Research and Valkyrie Research Bases, to allow special tech into Deathmatch
and fix potential faction specific glitch. I was making a map and it allowed me to place GT Pali/Res bases
on a different faction that was not GT.