V3.0: Difference between revisions
JYWLuca8269 (talk | contribs) (Created page) |
JYWLuca8269 (talk | contribs) (Updated.) |
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{{SectionTemplate | {{SectionTemplate | ||
|h=h3 | |h=h3 | ||
|title= | |title=Graphics | ||
|content= | |content= | ||
*Potential fixes for various swap-chain graphics crashes. | |||
*PHC Fury unit size increased to better match Substrate Dominator. | |||
*PHC Hermes unit size increased slightly. | |||
*PHC Archer unit size increased slightly. | |||
*Substrate Dominator unit size decreased. | |||
*Benchmark: PHC Archer and Strategic Bomber weapon visuals updated. | |||
*Optimized DDS compression on unit/building textures to improve performance and reduce VRAM footprint. | |||
*Updated PHC Battery Tower graphics (Hunter/Prey Expansion) | |||
*Adjusted Substrate Constructor height to prevent ground clipping. | |||
*Fixed Substrate Assembly skirt showing transparency incorrectly. | |||
*Fixed PHC Weapon Factory skirt to fix incorrect shadows. | |||
*Added shimmer vfx to Substrate units. | |||
*Updated visual fx on Substrate Constructor’s heal ray. | |||
*New visual fx for Tier 1 unit death explosions; removed delay in effects after death. | |||
*Updated Tier 2 death explosions to be more impressive. | |||
*Added specific Tier 3 air unit destruction visuals. | |||
*New visuals for destruction for PHC and Substrate units to make them more unique between factions. | |||
*Updated air unit destruction visuals to be less 2-dimensional. | |||
*Fixed ghost selection rings after unit death. | |||
*Updated unit timelines so that things disappear during the explosion vfx instead of after. | |||
*Updated Juggernaut death visuals to be more impressive. | |||
*Updated AoE weapon impact visuals to match their actual impact size (in meters). | |||
*Improved AoE impact explosions to be more impressive. | |||
*Updated PHC Cronus Mirv weapons to more visibly split apart during flight; updated graphics. | |||
*Added visuals for when a Tier 3 or 4 unit levels up. | |||
*Substrate Retributor: Fixed mis-aligned primary particle beam weapons. | |||
*Beam weapon impact visuals improved slightly. | |||
*PHC Fury: Fixed misaligned engine contrails and weapon emitters. | |||
*Substrate Reaper: New weapon fx added. | |||
*Substrate Martyr: Weapon fx updated. | |||
*Substrate Avenger: Main weapon fx updated. | |||
*Creep weapon visuals have been changed to be more unique. | |||
*Substrate Air Rampager: Fixed turret not moving. | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
|h=h3 | |h=h3 | ||
|title= | |title=New Maps | ||
|content= | |content= | ||
*New 4-player map added: Desolation. | |||
*New 8-player map added: Aetheon. | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
|h=h3 | |h=h3 | ||
|title= | |title=Benchmarks | ||
|content= | |content= | ||
*Updated the GPU benchmark: | |||
**Removed redundant units and armies. | |||
**Revised armies to showcase more unit types. | |||
**Fixes Substrate buildings using PHC models. | |||
**Updated various camera positions/views to better show action; previously these showed empty space. | |||
**Other misc. map fixes. | |||
*Created duplicates of all benchmark units, weapons, structures, etc. so that game changes don’t affect the benchmark moving forward. | |||
*Benchmark units have had their bounding areas adjusted to prevent unit collisions and clipping. | |||
*Updated the CPU benchmark: | |||
**Added missing player Nexus that may have caused a crash. | |||
**Moved player Nexus out of a mountain range and fixes other map placement errors. | |||
**Fixed countless scripting errors in the CPU benchmark. | |||
**Adjusted unit compositions to address various pathfinding issues. | |||
**Other misc. map fixes. | |||
*Benchmark army formations updated for better spacing. | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
|h=h3 | |h=h3 | ||
|title=AI | |||
|content= | |||
*Updated the AI’s approach to using air units now that air is a viable power. Many air units have been incorporated into standard armies as close-air support; while larger gunship and heavy bomber reserves will show up in the mid-late game. | |||
*AI army groups have been improved, diversified, and updated based on their respective personality types. Generally, the AI will use larger and stronger forces; and will switch up strategies based on conditions. | |||
*Restructured and updated AI build orders to take advantage of balance changes and to minimize production bottlenecks. | |||
*Challenging and higher Ais now use stronger, more aggressive strategies. | |||
*Insane AI bonuses have been reduced to allow it to fit into more multiplayer compstomp matches. | |||
*AI players will build Refineries/Harvesters according to its immediate economic needs and try to keep them close to the Nexus. | |||
*Stronger AI’s will now rush early air units for defense against early gunship strategies. | |||
*Fixed issues where a large number of forces would accumulate around the AI Nexus before moving out. | |||
*Fixed AI expansion behavior in campaign missions. | |||
*Fixed AI behavior on Battleline Frenzy and Fast and Furious maps. | |||
*Fixed a bug that caused the AI to stop building ground units when it switched to air production. | |||
*Fixed an issue where Engineer build orders could be repeatedly interrupted by flying a unit over the region they were working in. | |||
*Updated all task forces to reflect the new meta and balance changes. | |||
*Special thanks to Tarnished Knight for his efforts in updating the AI! | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Audio | |||
|content= | |||
*Fixed Substrate Air Rampager using PHC ground unit engine audio. | |||
*Fixed inaudible air unit destruction audio. | |||
*Added sound fx for when a Tier 3 or 4 unit levels up. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Campaign | |||
|content= | |||
*Escalation – Betelgeuse and Orion Spur campaign mission unit compositions updated to account for new balance changes. | |||
*Genesis – Glarus: Haalee’s difficulty changed to Challenging from Tough. | |||
*Genesis – Auctor: Nihilon’s difficulty changed to Challenging from Normal; various fixes made to correct custom difficulty assignments and XML errors. | |||
*Misc. fixes to campaign missions. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Miscellaneous Fixes & Changes | |||
|content= | |||
*Updated engine to support up to 32 logical cores. | |||
*Updated unit steering modules to improve movement/targeting/behavior. | |||
*Fixed incorrect tag that prevented the Battleline Frenzy map from showing up in-game. | |||
*Updated supported list of GPUs for AMD and Nvidia graphics cards; default settings. | |||
*Fixed bug that referred to the PHC Orbital Factory as the Armory. | |||
*Camera movement updated so that player can adjust pitch. | |||
*Changed UI so that “OK”, “Continue” etc. display on the right and “Back” or “Cancel” displays on the left. | |||
*Removed various unneeded or redundant files. | |||
*Modding: Updated debug menus to not overlap so badly. | |||
*Modding: Updated particle definition limit to 288. | |||
*Removed duplicate ‘Armor Piercing’ text from weapon strings. | |||
*Regenerated Seton map to correct pathing and AI issues. | |||
*Regenerated Alpha Repeculae map to correct pathing and other issues. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Unit Changes | |||
|content= | |||
Units have been re-balanced based on symmetry and asymmetry between factions and are grouped accordingly below. Symmetrical units (those which have a counterpart in the opposing faction) will balance out closely against one another overall. This is to make units have a singular, obvious function in the game. | |||
}} | |||
{{SectionTemplate | |||
|h=h4 | |||
|title= | |title= | ||
|content= | |content= |
Revision as of 19:00, 4 February 2021
General ChangesWeapon accuracy is now standardized based on impact and weapon types. Previously, it varied widely.
Substrate shield passive regeneration has been standardized across unit tiers. Previously, it varied per unit/structure. Note that even with passive regeneration, it would take many minutes to restore a unit, so this does not invalidate the Caretaker (same reasoning for HP below).
The PHC Medic and higher tier units now have standardized passive HP regeneration:
Visual and Radar ranges have been standardized as well. All units and defensive structures now have limited radar capability.
Unit speeds (meters / sec) have also been standardized to help overall movement and game progression (except where otherwise indicated). Previously units would move at their own various rates; these changes represent an overall speed increase from 2.92.
Additional Changes
Graphics
New Maps
Benchmarks
AI
Audio
Campaign
Miscellaneous Fixes & Changes
Unit ChangesUnits have been re-balanced based on symmetry and asymmetry between factions and are grouped accordingly below. Symmetrical units (those which have a counterpart in the opposing faction) will balance out closely against one another overall. This is to make units have a singular, obvious function in the game.
Other Resources |