Post by rob on Feb 13, 2013 10:24:13 GMT -5
Hi everyone! It's time for build 38!
* Add triggers for Spectre: blink back, standard shotgun, refill left shield, gun buff
* Add triggers for Hurricane: remove target limit, 360 disarm, 360 immobilize, refill weakest shield
* Add triggers for Silver: 360 explosion, refill all shields, heal up, cloak
* Mustang disarm changed to narrow cone with no target limit
* Remove Hurricane reload
* Nerf Trailblazer HP, speed, shields
* Display Phantom triggers on other players' screens
* Create shockwave blast and use it for some graphical effects
* Fix lootbag alpha bug
* Fix Bore Auger's loot drop
* Introduce facilities, arranged in four trees per town; purely decorative for now
Facilities are embedded into the grid matrix, and thus can be driven on and can't be destroyed by enemies. They are incomplete in this build; they don't do anything except suck down 1000 of your gridshards. You need to build them in order from the center of the city outward. They will eventually be like a tech tree, with more valuable and expensive facilities at the edges of the cities. Also I'm hoping we'll have a lot of tech trees, with each city getting four random ones. The strategic gameplay will involve finding and building facility combos that maximize effectiveness given the foes in the region.
We continue to build out the triggers. Some of the abilities don't show up on other people's screens, but we'll get to that.
Please let us know what you think.
Rob & Tim
* Add triggers for Spectre: blink back, standard shotgun, refill left shield, gun buff
* Add triggers for Hurricane: remove target limit, 360 disarm, 360 immobilize, refill weakest shield
* Add triggers for Silver: 360 explosion, refill all shields, heal up, cloak
* Mustang disarm changed to narrow cone with no target limit
* Remove Hurricane reload
* Nerf Trailblazer HP, speed, shields
* Display Phantom triggers on other players' screens
* Create shockwave blast and use it for some graphical effects
* Fix lootbag alpha bug
* Fix Bore Auger's loot drop
* Introduce facilities, arranged in four trees per town; purely decorative for now
Facilities are embedded into the grid matrix, and thus can be driven on and can't be destroyed by enemies. They are incomplete in this build; they don't do anything except suck down 1000 of your gridshards. You need to build them in order from the center of the city outward. They will eventually be like a tech tree, with more valuable and expensive facilities at the edges of the cities. Also I'm hoping we'll have a lot of tech trees, with each city getting four random ones. The strategic gameplay will involve finding and building facility combos that maximize effectiveness given the foes in the region.
We continue to build out the triggers. Some of the abilities don't show up on other people's screens, but we'll get to that.
Please let us know what you think.
Rob & Tim