Post by rob on Dec 19, 2012 13:24:22 GMT -5
Happy holidays to all brave testers world wide!
I just pushed build 33 live to production. Changes include:
* Add arrow key controls
* Add blue dots to show conquered territory
* Add red dots to show explored territory
* Don't deallocate objects as soon as players wander away
* Add Fury class
* Make Viking main lasers more visible
* Allow inner shields to heal even if outer shields are taking a beating
* Fix "inappropriate timing augments menu" bug
* Add extraction facility and minions
* Give loot drops to supply station
* Start watchtowers and control towers at a random facing
This week I added arrow key controls as an experiment. I'm very interested in whether they are better than mouse control. How can they be improved? They should work in both fixed- and swirly-camera click-to-move control modes (hit 'C' to switch controls).
The conquered territory dots go on any fortress location where the closest living fortress is 3 or more grid positions away. Currently there is no reward for them, but I'd very much like for there to be one. Maybe a bonus at the end of the map? Maybe some gridshard prizes just appear there every now and again?
The red dots are meant to help explorers know what has been scouted and what hasn't. Due to supply stations, exploring is very tough right now, even in the Trailblazer. I'd be interested in hearing any ideas about how to make Trailblazer a better explorer without making it useful in other situations (say, as a super damage soaking tank tank).
We are not deallocating game objects nearly as aggressively, so you can walk away from half-dead drills without fear of them regenerating for a while. This also means that super tanks won't just disappear if you walk away after you've killed the cross building. They will heal eventually, just not immediately.
Farther into the future, I'm considering adding invitation codes. This way, you can invite friends to play, but we can keep out any server-crushing mobs and also ban troublemakers. We are also thinking about adding new power crystals, such as shield regen, and other triggerable abilities as we move toward adding cooldown/mana-based per-tank-class abilities.
Thanks so much for your help in testing. We really appreciate it!
Rob
I just pushed build 33 live to production. Changes include:
* Add arrow key controls
* Add blue dots to show conquered territory
* Add red dots to show explored territory
* Don't deallocate objects as soon as players wander away
* Add Fury class
* Make Viking main lasers more visible
* Allow inner shields to heal even if outer shields are taking a beating
* Fix "inappropriate timing augments menu" bug
* Add extraction facility and minions
* Give loot drops to supply station
* Start watchtowers and control towers at a random facing
This week I added arrow key controls as an experiment. I'm very interested in whether they are better than mouse control. How can they be improved? They should work in both fixed- and swirly-camera click-to-move control modes (hit 'C' to switch controls).
The conquered territory dots go on any fortress location where the closest living fortress is 3 or more grid positions away. Currently there is no reward for them, but I'd very much like for there to be one. Maybe a bonus at the end of the map? Maybe some gridshard prizes just appear there every now and again?
The red dots are meant to help explorers know what has been scouted and what hasn't. Due to supply stations, exploring is very tough right now, even in the Trailblazer. I'd be interested in hearing any ideas about how to make Trailblazer a better explorer without making it useful in other situations (say, as a super damage soaking tank tank).
We are not deallocating game objects nearly as aggressively, so you can walk away from half-dead drills without fear of them regenerating for a while. This also means that super tanks won't just disappear if you walk away after you've killed the cross building. They will heal eventually, just not immediately.
Farther into the future, I'm considering adding invitation codes. This way, you can invite friends to play, but we can keep out any server-crushing mobs and also ban troublemakers. We are also thinking about adding new power crystals, such as shield regen, and other triggerable abilities as we move toward adding cooldown/mana-based per-tank-class abilities.
Thanks so much for your help in testing. We really appreciate it!
Rob