Post by rob on May 13, 2015 14:10:24 GMT -5
Hello everyone! Build 142 drops today. Changes include:
* Add more info to /shelp
* Add Malevolence maze region wall
* Add Zetaplane Epsilon dungeon level
* Modify some other Zetaplane stuff
* Add onscreen clock for Zetaplane and speedrun
* Allow players to use dungeon keys when others are near
* Fix shield regen timer bug
* Fix "spinning into infinity" bug
* Add custom colors to enemy bombs
* Draw enemy bomb explosions differently
The Zetaplane got a little attention this week. We reduced the Commander's loot by 1/3, but we also made a new smaller loot object (the "resource cache") and put its droplist on the Citadel and the new Zetaplane Fortress. I also updated the appearance of a few of the Zetaplane enemies. Zetaplane Epsilon is a new level with 8 exits.
Perhaps you'd noticed that sometimes a patrol or strike force minion would spin away off into infinity. This looked cool, but it was a bug that was driving the anti-cheat code crazy. But it's fixed now. Yay!
We had previously prevented you from opening a dungeon gate when people were near; this was to prevent you from opening a dungeon underneath an AFK newbie to get him/her killed. But our implementation was broken and so we just ditched it. You should AFK in towns anyway, where you still can't open gates.
Enemy bombs now look entirely different. Do they look better? I'm not sure. But the new appearance gives a much better impression of what's actually happening: if the center of your tank is in the circle when the bomb goes off, you get hit. Also we can now color the bomb explosions to match the thrower, and the explosions themselves are much more visible. Did you know that the GCT's minions actually drop bombs? They were barely visible before.
We can experiment with the explosion appearance some. I can bring back the explosion particles, or add smoke, or maybe draw with lines differently (maybe concentric circles instead? or maybe do player blasts that way instead?). But we'll do that some other time.
A month or three ago we accidentally changed the way shield regen worked. The regen timers would not reset when you took damage through a depleted shield. This is fixed now.
Please let us know what you think of this build, and Grid12 in general. We really appreciate your help!
Rob & Tim
Jetbolt Games
* Add more info to /shelp
* Add Malevolence maze region wall
* Add Zetaplane Epsilon dungeon level
* Modify some other Zetaplane stuff
* Add onscreen clock for Zetaplane and speedrun
* Allow players to use dungeon keys when others are near
* Fix shield regen timer bug
* Fix "spinning into infinity" bug
* Add custom colors to enemy bombs
* Draw enemy bomb explosions differently
The Zetaplane got a little attention this week. We reduced the Commander's loot by 1/3, but we also made a new smaller loot object (the "resource cache") and put its droplist on the Citadel and the new Zetaplane Fortress. I also updated the appearance of a few of the Zetaplane enemies. Zetaplane Epsilon is a new level with 8 exits.
Perhaps you'd noticed that sometimes a patrol or strike force minion would spin away off into infinity. This looked cool, but it was a bug that was driving the anti-cheat code crazy. But it's fixed now. Yay!
We had previously prevented you from opening a dungeon gate when people were near; this was to prevent you from opening a dungeon underneath an AFK newbie to get him/her killed. But our implementation was broken and so we just ditched it. You should AFK in towns anyway, where you still can't open gates.
Enemy bombs now look entirely different. Do they look better? I'm not sure. But the new appearance gives a much better impression of what's actually happening: if the center of your tank is in the circle when the bomb goes off, you get hit. Also we can now color the bomb explosions to match the thrower, and the explosions themselves are much more visible. Did you know that the GCT's minions actually drop bombs? They were barely visible before.
We can experiment with the explosion appearance some. I can bring back the explosion particles, or add smoke, or maybe draw with lines differently (maybe concentric circles instead? or maybe do player blasts that way instead?). But we'll do that some other time.
A month or three ago we accidentally changed the way shield regen worked. The regen timers would not reset when you took damage through a depleted shield. This is fixed now.
Please let us know what you think of this build, and Grid12 in general. We really appreciate your help!
Rob & Tim
Jetbolt Games