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1-Click Mod Construction
by: Frizz on Monday the 22nd of June 2020

A long-time requested feature is in!

You can now build Mod prerequisites for any item with a single click. No more hunting for Mod after Mod after Mod. If you are lacking a required Mod during construction, simply click on the Mod in the Requirements area. If you have all the necessary Construx, Ore, and Command for all prerequisite Mods, your Mod will begin construction.

Happy building!


Also:
Suggestions & Comments for this week's Code Jam


6/20/20 Code Jam Summary
by: Frizz on Saturday the 20th of June 2020

Listen to this week's Code Jam

Code Jam: Live Changes (All Live unless noted):

Konu:
- Chance of Sha'Kahr decreased from 8% to 4%

Zedus:
- Zedus is back!
- Faction point per turn increased (2 to 4)
- This is a stop-gap until the beacon mechanic is added to another planet (most like Rynn, we can discuss at the next CJ)

DropShock:
- Penalty increased for last 3 turns (was 3 Gunnery Levels, now 5 Gunnery Levels)

Thumpers:
- Penalty To-hit for Moving increased (was 7,6,5 Gunnery Levels now 10,8,6 Gunnery Levels)

Sha'Kahr Defense Matrix:
- Penalty To-hit for Moving increased (was 6 Gunnery Levels now 8 Gunnery Levels)

Tuned Lightfoot:
- Target Recognition Acti removed (too many to-hit bonuses)
- Note added to Kilrah Mod

Crew Experience In Army Viewer:
- View Army now shows a crew's experience

Add more Save slots to Base Designer:
- The game already supports unlimited save slots =)

Super Nova
- Shields increased: 40 to 50
- Controlled speed increased: 0 to 2
- Swapped 30% Missile resistance for 40% Ballistic resistance
- Added Energy weapons receive +15 Damage (was +10)

Ares
- Weapon effect changed from Anti-Armor to Anti-Meka (+50% Damage to Meka)
- Added weapons become Anti-Meka (was Anti-Armor)

Hellbore
- Shields increased: 50 to 60
- Armor increased: 50 to 60
- X-var chance increased: 25% to 50%

Darkhunter Stealthtank
- Main-gun given does +50% damage to Meka (was Anti-armor)

Pirata
- Shields increased: 30 to 40 35
- Armor increased: 30 to 40 35
- Added weapon damage bonus increased: +4 to +5

Ballista
- Added weapons receive +2 Range (was +1)

Juggernaught
- Shields increased: 50 to 60
- To-be-hit bonus increased: 1 Gunnery Level to 2 Gunnery Levels
- Defensive Shielding Acti: Cooldown removed, Damage reduction increased (50% to 70%), charges reduced (10 to 5)
- X-var chance increased: 25% to 50%

Paladin
- Combat Support Acti now provides +2 Ammo (was +1)

Brightlance
- Weapon range increased (3 to 4 and 1 to 2)
- Max speed increased (3 to 4)


Mod Re-balance: Ballistic
- Balanced Ammo - Was: +3R -1D, Now: +1R -1D
- Gyrojet Rounds - Was: +3D +3R 10% chance to mis-target, Now: +3R 10% chance to mis-target ... Note: A bug with the Marksmanship Merit preventing the mis-target penalty has been fixed
- Sabot Ammo - Was: +150% armor damage, Now: +175% armor damage
- Rapidfeed Adaptor - Was: +3D -50%A, Now: +3D -25%A


Code Jam: Considered Changes:

Mod Re-balance: Missiles
- Armor Piercing Missiles - +1Damage, Ignores % Damage reduction - (no changes)
- Cluster Missile Pod - Was: 2x 4Range 8Damage 8Ammo, 10% chance of miss-targeting, New: 2x 4Range 6Damage 8Ammo, +3 Damage if target at Max-range
- Cluster Missiles - Was: +3Damage +1Range 10% chance to miss-target, New: +1Range +3Damage Damage if target at Max-range
- EMP Missiles - 150% Shield damage, 75% Armor damage (no changes)
- Energy Web Missiles - 25% Damage to Shields, -1 Controlled Speed / Max Speed - (no changes)
- Explosive Missiles - Was: +3Damage -1Range, New: +4Damage -2Range
- Guided Warheads - Was: +1Range -2Damage, New: +2 Range
- High Capacity Missiles - +100% Missile Ammo - (no changes)
- Incursion Assault Launcher - Was: 2x 3Range 5Damage 10Ammo, Live: 2x 4Range 7Damage 10Ammo
- Missile Ammo - +50% Missile Ammo (no changes)
- Onslaught Heavy Launcher - Was: 4Range 7Damage 15Ammo Live: 5Range 9Damage 15Ammo
- Sabot Missiles - Was: 150% Armor damage, 75% Shield damage, Live: 175% Armor damage, 75% Shield damage
- Smart Warheads - Was: +1Range, New: +1 Range +1 Damage
- Triad Missile Launcher - 3x Missile 2Range 5Damage 8Ammo
- Zeus Missile System - Was: -5ControlledSpeed 5Range 14Damage 5Ammo, Live: -5ControlledSpeed 5Range 16Damage 5Ammo

Note:
- In a previous Code Jam, missiles were given a +20% damage buff for attacks at Max or one-square-from-Max Range. We can revisit this buff at the next Code Jam if the above changes and that buff cause missiles to become OP.

Discuss the suggested Missile changes here.



Code Jam Saturday
by: Frizz on Friday the 19th of June 2020

DropShock is on Twitch!

Join the Code Jame this Saturday starting at 3pm EST; we'll finalize the Ballistic Mod changes and discuss Missile Mod re-balancing along with your issues, questions and comments. Reddit questions will be handled before taking comments from Discord.

Code Jam reddit thread

Discord channel

Pre-Code Jam Updates:
- Rynn Priority Supply Runs can now be conducted every 6 hours


6/13/20 Code Jam Summary
by: Frizz on Saturday the 13th of June 2020

Listen to this week's Code Jam!

Changes Last Week:
Super Commander Updates
- BAX
- SpellBreaker
- Static Jammer
- Shadow Assassin
- Nightstalker
- Deep Sensor
- Scrapyard (activated Meka now receives a persistent +40% Salvage that replaces the unactivated Acti)

Free Weekly Construx Sets
- 5 earned from events
- 5 earned from experience
- Resets every Monday

15th Birthday!
- Thanks DarkLeth!
- Thanks everyone!!

Trivia (If you are a trivia winner, please message me in-game with you favorite unit to receive your prize!)
- Name the first unit or mod in TinyWarz? (Panther Light Tank / Buckler Light Shield Generator) Pacman, Facehurt
- What part of the game did Frizz write first? (map viewer) Dogg
- What part of the game did Frizz write last (before Beta launch)? (factions) Gear
- What was TinyWarz / DropShock briefly called? (TerraDominus) Slayer
- Who changed the name to DropShock (Batt / Vanoi): Zoidberg
- What expansion added Ore Transporters? (X-Project expansion) M0lten

Multi-Accounting (Do I really have to say this?)
- It's against the rules: it always was against the rules, it will always be against the rules


Code Jam: Live Changes (All Live unless noted):
Balancing of Deep View Actis
- Activated Deep View should be the only way to permanently have this ability
- Frizz will balance soon

Scout Sniper buff
- Gun given 10 Range (was 8)
- When activated: All added Ballistic weapons receive +2 Range
- X-var: +20 Damage to main-gun
- Undeploy Main-gun: Now allows movement after 1 turn (was 2)
- Long-Rifle buffed to match Scout Sniper: Deploy Main-gun now +7 Range (Sniper teams?)

Konu Signal Re-work
- Signals can now be found all the way to horizon
- Chance for signal on salvage now scales with how close Konu is to horizon
- The closer Konu is to horizon, the lower the chance
- A large buff to signal chance in the first quarter of Konu's orbit
- Small buff to base-chance of finding a signal
- Small buff to Warrior bonus
- Sha'Kahr may spawn with a signal you can steal
- Sha'Kahr spawn amounts have been lowered
- This attempts to discourage the current tactic of generating a ton of wrecks them looting all of them when the planet is close to horizon (lowering the impact of Sha'Kahr and PvP)

Sha'Kahr experience
- Buffed (about +125%)

X-var Construction Buffs (mostly)
- Simple X-vars: 100% chance of being in pool
- Intermediate X-vars: ~75% chance of being in pool
- Advanced & Elite X-var: +10-15% chance of being in pool
- Asp X-var tweaked: it was silly-good, now (hopefully) just good-good


Code Jam: Considered Changes:
The following changes were discussed with during the Code Jam; because they impact the meta these changes are being given a 1-week discussion period. Additional feedback will be request at the next Code Jam and that discussion will be incorporated into these updates.

Mod Re-balance: Ballistic
- Balanced Ammo - was: +3R -1D, new: +1R -1D
- Ballistic Ammo - (no changes)
- Condensed Neutron Rounds - (no changes)
- EMP Ammo - (no changes)
- Explosive Ammo - (no changes)
- Gyrojet Rounds - was: +3D +3R 10% chance to mis-target, new: +3R 10% chance to mis-target ... Note: A bug that causes crews with Gift Gunnery to negate the mis-target penalty has been fixed
- High Capacity Ammunition - (no changes)
- Sabot Ammo - was: +150% armor damage, new: +175% armor damage
- Rapidfeed Adaptor - was: +3D -50%A, new: +3D -25%A
- Superior Grade Ammunition - (no changes)

You can leave feedback for the upcoming Ballistic Mod changes on reddit.


Happy Birthday DropShock & Code Jam: Saturday
by: Frizz on Friday the 12th of June 2020

Happy 15th Birthday DropShock!

An extra thanks to DarkLeth for his generous gift: you can earn a full year of TerraDays just by playing the game and finding a birthday present. Thanks DL!


Join the Code Jame this Saturday starting at 3pm EST; we'll discuss Konu signal spawn changes and Mod re-balancing along with your issues, questions and comments. Reddit questions will be handled before taking comments from Discord.

Code Jam reddit thread

Discord channel


Happy (early) 15th Birthday DropShock!
by: Frizz on Monday the 08th of June 2020

Can you believe it? Fifteen years!!

One more and we'll be driving without a permit ...

I want to say that I'm extremely grateful to this community; you've taught me so much about being a developer and following your passions. I can't believe we're still building cool meks, deploying them to planets, and talking (friendly) smack afterwards. It's been a wild ride and I wouldn't trade it for anything.

HAPPY ONE-FIVE DROPSHOCK!

A preempted birthday message means you get early birthday presents: DropShock has entered a new era for it's in-game economy. Fifteen years ago I (and perhaps we) were a little naive about "Free to Play" and "Pay to Win". I took some mechanics, slapped them in the game and didn't give it a second thought. After more than a decade we're all (definitely) a little older and (hopefully) a little wiser. I don't enjoy these mechanics in other games and don't want them here. I'm in the process of unwinding a lot of that now and I'm pleased that today marks a first significant step in that direction:

All Construx Packs can now be earned in-game, without any purchase or other requirement.

Version 1.0 of the Free Construx set system is LIVE! You can now earn free Construx sets from all the DropShock expansions, just by playing the game. This is only the start of making DropShock more generous, engaging and fun to play.

Thanks again to all of you for making this possible =)

Updates!
- Version 1.1 of the Free Construx set system is out! You can now also earn free Construx from kill-experience. This is tracked internally and you will receive a Construx set whenever you pass the threshold (amount to be tweaked). You can now earn five sets from activities and five sets from experience each week.
- A second experience bar now appears when you are deployed to show how much experience you've earned towards your next Set.
- Doomsplitter are tired of being the push-around Sha'Kahr ...


Code Jam: Notes
by: Frizz on Saturday the 06th of June 2020

FP changes
+ Seasonal resets were discussed last CJ, great idea, needs a lot of code

Ao1 buff
+ Ao1 received a buff via the Order Tree re-work ... see how that plays out
+ Giving Dodge: this is a very, very problematic stat (has caused numerous buffs, nerfs and features (whithering fire))

Escape Pods buff
+ There are only a few ways to increase self-salvage and increasing this stat comes at the cost of making a unit (slightly) less effective vs. a min / maxed one

UTD buff
+ Added to TFC ... thanks for the suggestion!

SGA buff
+ I want weapons to have deeper themes, part of ballistics is that ammo is harder to come by and some mods will require more ammo management because this is a weapon that doesn't have energy or missiles drawbacks
+ We'll dig deeper into Mods at next week's Code Jam

PvP experience
+ Buffed (was x5, now x10)

Construx system re-work
+ Free Construx packs?!

Super Commmanders
+ I've been thinking about this one ... lots of history to this
+ I'd love to see Command units have a greater place in the game because there's a large coolness factor to them
+ When Commander units were release they were very powerful and they were nerfed heavily because they tilted the game into Commander vs. Commander fights making armies irrelevant
+ Need to find a way to give Command units a larger role without pushing army vs. army combat to the side


Code Jam Code Changes:
- Integration and Sha'Kahr Tear loss chances now display in the Refit screen while attempting to integrate a Mod
- Task Force Commander received Upload Terrain Data (+2 Controlled Speed, 0 Cooldown)
- PvP experience buffed (was x5, now x10)
- Command unit tweaks:
+ Battle Axe X: +20 Armor / turn for all same-sector units
+ Spellbreaker: All same-sector units receive +1 charge to energy weapons, Teleport changed to charges (2) and gives to-be-hit bonus (2 GL)
+ Deep Sensor: unactivated cool-down for Deep View increased (2 to 5), deploy probe CD decrease (5 to 3) ... permanent Deep View is the big advantage of an Activated DS
+ Static Jammer: All same-sector units cannot be targeted by enemy commands, -2 Damage per Shield-hit for your in-sector units
+ Shadow Assassin: All same-sector cloakers receive +1 Cloak Speed (including the SA)
+ Fixed a bug with the Deep Sensor and Nightstalker that prevented their sector-wide to-hit bonuses from applying
+ Nightstalker: +3 Gunnery Levels for same-sector units (stolen from Deep Sensor)



Code Jam: Saturday
by: Frizz on Thursday the 04th of June 2020

It's been an interesting week!

Join the Code Jame this Saturday starting at 3pm EST; we'll discuss the Order tree re-work and Sha'Kahr hunting along with your issues, questions and comments. Reddit questions will be handled before taking comments from Discord.

Code Jam reddit thread

Discord channel

Pre-Code Jam tweaks:
- Mods that increase ammo capacity now have a CE factor of 1.0


Order Tree Clean-up
by: Frizz on Tuesday the 02nd of June 2020

I started with a few quality of life tweaks to Orders / Order Progression and quickly realized it was a huge mess: I've made attempts to apply small patches through-out the years which contributed to Orders being very confusing. I intended to have more progression in the Order tree: you would upgrade Orders to make them better and you could see them progress as you improved your Orders.

That's now the case. All Orders that were better versions of previous Orders now clearly show they replace the older version. Command cost, Cooldown, Range and Effect Amounts have been standardized to add some clarity when thinking about how orders work. The Shield Failure Order was a special case, this Order was basically "You lose this unit next turn" with no counter.

There were a ton of order-pairs: two orders that did the same thing (or nearly) and simply added extra clicks if you wanted to apply the full effect. I've baked the bonus / penalty of two separate Orders into the final, upgraded Order. This not only makes the UI clean but also clarifies issuing Orders in battle. This also became an avenue to buff Army of One (see the bottom of the post). The Levelpoint cost for Taskforce Commander's improved Orders was reduced.

All players have been given a free Respec.

Here are the updates:

Mining (Basic, Improved, Advanced):
- New Command Cost: 3 Command across the board; Order replaces as you upgrade

Salvage (Basic, Advanced):
- New Command Cost: 3 Command across the board; Order replaces as you upgrade

Do X Additional Damage to Enemy (Detect Weakness: 1 Damage, Expose Soft-spot: 2 Damage):
- New Command Cost: 3 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was: 3 DW, 5 ES)
- DW still does 1 Damage per hit
- ES now does adds 3 Damage per hit so the upgraded Order effect is equivalent to issuing both old Orders separately

Enemy loses X Shields (was EMP Burst: 5 Shields, EMP Pulse: 15% Shields):
- New Command Cost: 4 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was EB: 1, EP: 6)
- EB now causes Target to lose 10% Shields
- EP now causes Target to lose 20% Shields

Enemy loses X Regeneration (was EMP Surge: lose 5 Shields, Shield Failure: lose all Shield Regeneration):
- New Command Cost: 2 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was EB: 2, EP: 6)
- ES now causes Target to lose half of its Shield Regeneration (e.g. 40% Regen * 50% = 20% Regen)
- SF now causes Target to lose three-fourths of its Shield Regeneration (e.g. 40% Regen * 25% = 10% Regen)

Enemy receives X penalty To-Hit (was Static: 2 Gunnery-levels, Jam Communications: 1 Gunnery-level for 3 Turns):
- New Command Cost: 3 Command across the board; Order replaces as you upgrade
- New Cooldown: 4 (was S: 3, JC: 5)
- S still a 2 Gunnery-level penalty for 1 turn
- JC now gives 3 Gunnery-level penalty for 3 turns

Enemy loses X Controlled / Max Speed (was False Orders: 2 for one turn, Mass Confusion: 2 for three turns):
- New Command Cost: 3 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was FO: 2, MC: 3)
- FO still lose 2 Controlled & Max Speed 1 turn
- MC still lose 2 Controlled & Max Speed for 3 turns
- This is a slight nerf to lowering an Enemy's Movement Speed but makes the impact of this Order more predictable; we can discuss at the next CJ if it has a significant impact

Unit receives X Ammo (Ammo Drop: 3, Resupply Drop: 10):
- New Command Cost: 1 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was AD: 3, RD: 5)

Unit regenerates X Shields (Power Surge: 15 Shields, Power Rush: 20% Shields):
- New Command Cost: 2 Command across the board; Order replaces as you upgrade
- New Cooldown: 1 (was PS: 1, PR: 5)
- PS now regenerates 15% Shields
- PR still regenerates 30% Shields

Unit takes X less Damage per Attack (Energy Shell: 2 less damage for three turns, Energy Barrier: 5 less damage this turn):
- New Command Cost: 4 Command across the board; Order replaces as you upgrade
- New Cooldown: 4 (was ES: 4, EB: 6)
- ES still 2 less damage for 3 turns
- EB now 7 less damage for 3 turns

Unit is harder to hit this turn but receives a Gunnery penalty (Evasive Action: 1/0, Wild Maneuver: 3/2):
- New Command Cost: 1 Command across the board; Order replaces as you upgrade
- New Cooldown: 3 (was EA: 3, WM: 5)
- EA now - harder to-hit: 2 Gunnery-levels & Gunnery penalty: 2 Gunnery-levels
- WM now - harder to-hit: 4 Gunnery-levels & Gunnery penalty: 2 Gunnery-levels

Unit gains X Controlled & X Max Speed (Upload Terrain Data: 3/0 for 4 turns, Fall In: 3/3 for 2 turns):
- New Command Cost: 1 Command across the board; Order replaces as you upgrade
- New Cooldown: 4 (was UTD: 1, FI: 4)
- Upload Terrain Data is now Terrain Mapping (to prevent text-wrapping)
- TM now +3 Controlled Speed for 4 turns
- FI now +6 Controlled & +3 Max Speed for 4 turns


Army of One Improvements
Because removing the less powerful Orders decreases the microing options for Army of One players five new(-ish) Orders have been added for this Commander specialization. These can be picked-up for 0 Levelpoints after Army of One is selected:

- Ao1: Barrier (old Energy Shell)
- Ao1: Evade (old Evasive Action)
- Ao1: Static (old Static)
- Ao1: Supply (old Ammo Drop)
- Ao1: Surge (old Power Surge: +15 Shields)


Unit CE Calculation Clean-up
by: Frizz on Sunday the 31st of May 2020

The code that calculates a unit's CE has been cleaned-up and centralized. This should resolve all major inconsistency issues when CE is calculated for various actions (add / remove crews & mods, integrating, add / remove from army). A rounding disagreement does exist between the front and backend of a few CE points ... the backend wins in these cases.

Also:
- Kilrah Mods were given the Simple Complexity until they can have a unique status
- Kilrah Mods had their CE Modifier increased to reflect the quality of the units they're on
- Commander issued Commands are now called Orders to separate them from Command Points (and to avoid, "Commanders issue Commands with Command Points")


Past Updates:
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