Post by rob on Sept 19, 2013 12:11:02 GMT -5
Hello Brave Testers!
We just pushed build 68. Changes include:
* Implement some module bonuses
* Add mineral deposits
* Give rewards for leveling towns
* Fix bug where some towns wouldn't level up
We did a larger than average amount of work under the hood this week. We expect that this will continue as we start implementing anti-cheat code and otherwise robustifying things in preparation for a wider release.
Tim implemented many but not all of the module bonuses. Any module that doesn't say "property A" or "property B" is working. Bonuses are typically 5% per +, with a cap of 10 pluses per property. So if you have +5 shield strength and +6 shield strength modules installed, you'll only get 10 pluses worth of benefit. We expect to have 2 properties defined per tank class by build 69. We plan to add 3rd, 4th, etc properties, but we are not sure if we'll do it in 69, 70, or much later.
Mineral deposits are little blue squares that scouts can discover. Connect them to civilization (like you would with a town) to get a reward. Currently they only show up as map icons, but we plan to add game objects for them soon.
Minerals are the first feature of a set of mechanics we are calling "map-based explicitly-rewarded minigames". The idea is to reduce the mindless lawnmowering of enemies in favor of map-based objectives. Other examples might be a square of 25 forts which you can clear out to summon a boss, or a fortress that a town wants you to kill for a reward, or a chain of forts (each leading to the next) which you kill in order to start some event. All of these objectives are marked on the map so that everyone can participate. The idea is that after they players have done enough of these objectives, the region can be easily finished off to bring on the zeta/omicron.
As always we thank you profusely for your help in testing Grid12. You guys are great!
Rob & Tim
Jetbolt Games
We just pushed build 68. Changes include:
* Implement some module bonuses
* Add mineral deposits
* Give rewards for leveling towns
* Fix bug where some towns wouldn't level up
We did a larger than average amount of work under the hood this week. We expect that this will continue as we start implementing anti-cheat code and otherwise robustifying things in preparation for a wider release.
Tim implemented many but not all of the module bonuses. Any module that doesn't say "property A" or "property B" is working. Bonuses are typically 5% per +, with a cap of 10 pluses per property. So if you have +5 shield strength and +6 shield strength modules installed, you'll only get 10 pluses worth of benefit. We expect to have 2 properties defined per tank class by build 69. We plan to add 3rd, 4th, etc properties, but we are not sure if we'll do it in 69, 70, or much later.
Mineral deposits are little blue squares that scouts can discover. Connect them to civilization (like you would with a town) to get a reward. Currently they only show up as map icons, but we plan to add game objects for them soon.
Minerals are the first feature of a set of mechanics we are calling "map-based explicitly-rewarded minigames". The idea is to reduce the mindless lawnmowering of enemies in favor of map-based objectives. Other examples might be a square of 25 forts which you can clear out to summon a boss, or a fortress that a town wants you to kill for a reward, or a chain of forts (each leading to the next) which you kill in order to start some event. All of these objectives are marked on the map so that everyone can participate. The idea is that after they players have done enough of these objectives, the region can be easily finished off to bring on the zeta/omicron.
As always we thank you profusely for your help in testing Grid12. You guys are great!
Rob & Tim
Jetbolt Games