Post by rob on Jan 8, 2015 14:09:38 GMT -5
Happy 2015! The Jetbolt team hopes everyone had a great holiday season and we wish you the best for the new year! Today we preset build 126, which includes these changes:
* Swap unlock levels of Mustang and Hurricane
* Fix broken tutorial
* Switch to new HP infrastructure
* Add additional chances for supply caches to appear
* Increase rewards for "war materiel"
* Add difficulty 3 fortresses
* Add Crippler-class Fearstation
* Have T.60 Barriers heal the T.60
* Add more enemies to the wormhole dungeons
* Add /hq and /speedrun to /shelp
* Make /swho work across games
Mustang was by far the most popular level 1 tank, but rather than nerf it I decided to bump it up a level, bringing the not-very-popular Hurricane down a level. I think this balancing technique might be useful in the future as well.
The game keeps track of hit points in a different way now; there should be a lot less of the full-empty-full HP bar whipsawing, and dead enemies should blow up every time rather than sometimes just shriveling away. If you notice an HP desync (such as your tank never healing all the way up), let us know.
I made some balance changes based on the idea that killing random forts shouldn't be the most highly rewarded activity in the overworld; achieving on-map objectives should be. Toward that end, supply caches can now appear when the kill fraction for a region is between .25 and .5; previously supply caches didn't show up until a region was 50% clear. Additionally, the maze region's "war materiel" objective now gives at least one and possibly up to 5 modules, plus storage space. I'll taking this even farther in the future: increasing objective loot while reducing random-kill loot.
Red regions seemed too easy, especially for groups, so I've started adding stronger enemies to these areas. The first is the Crippler, a square fort, but I'm planning round and triangular ones as well.
The changes to the T.60 and the wormhole dungeons are responses to how easy it was to blast through these guys. Hopefully it should take a little longer now.
As always, we appreciate your help in testing Grid12. You folks are great! Please post bugs, issues, requests, etc below.
Rob & Tim
Jetbolt Games
* Swap unlock levels of Mustang and Hurricane
* Fix broken tutorial
* Switch to new HP infrastructure
* Add additional chances for supply caches to appear
* Increase rewards for "war materiel"
* Add difficulty 3 fortresses
* Add Crippler-class Fearstation
* Have T.60 Barriers heal the T.60
* Add more enemies to the wormhole dungeons
* Add /hq and /speedrun to /shelp
* Make /swho work across games
Mustang was by far the most popular level 1 tank, but rather than nerf it I decided to bump it up a level, bringing the not-very-popular Hurricane down a level. I think this balancing technique might be useful in the future as well.
The game keeps track of hit points in a different way now; there should be a lot less of the full-empty-full HP bar whipsawing, and dead enemies should blow up every time rather than sometimes just shriveling away. If you notice an HP desync (such as your tank never healing all the way up), let us know.
I made some balance changes based on the idea that killing random forts shouldn't be the most highly rewarded activity in the overworld; achieving on-map objectives should be. Toward that end, supply caches can now appear when the kill fraction for a region is between .25 and .5; previously supply caches didn't show up until a region was 50% clear. Additionally, the maze region's "war materiel" objective now gives at least one and possibly up to 5 modules, plus storage space. I'll taking this even farther in the future: increasing objective loot while reducing random-kill loot.
Red regions seemed too easy, especially for groups, so I've started adding stronger enemies to these areas. The first is the Crippler, a square fort, but I'm planning round and triangular ones as well.
The changes to the T.60 and the wormhole dungeons are responses to how easy it was to blast through these guys. Hopefully it should take a little longer now.
As always, we appreciate your help in testing Grid12. You folks are great! Please post bugs, issues, requests, etc below.
Rob & Tim
Jetbolt Games