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Code Jam Saturday
by: Frizz on Thursday the 16th of July 2020

Join the Code Jam this Saturday starting at 3pm EST; we'll be discussing the new map viewer, a server update, mass PvP planets and Building re-balance, along with your issues, questions and comments.

Code Jam reddit thread

Discord

Twitch


New Map Viewer Features
by: Frizz on Wednesday the 15th of July 2020

The following improvements were added with the new map viewer:

- Right-clicking: After selecting a unit or a stack your right-click becomes context based:
+ Right-click on an open square to issue a Move Order
+ Right-click on an enemy to issue an Attack Order

- Animated Movement:
+ Moving a unit now creates a ghost that moves to where the unit will end-up next turn; you can also issue orders to your unit through the ghost

- Attack Indicators:
+ Ordering an attack will now draw an attack-line between your unit and the target

- Escape key:
+ The Escape key can now be used to cancel an order if you change your mind
+ The Escape key will also close a stack of units you've opened

- Sound is Back! (This may require some configuration in your browser ... Chrome doesn't like sound)

- Hovering over units, wrecks and ore now provides more information
+ Vehicle owner and faction (even for wrecks)
+ Size of ore deposit

If you experience UI lag, uncheck Show Destroyed Units when Deployed in Account Settings.


Server Maintenance (soon)
by: Frizz on Monday the 13th of July 2020

The server will be under-going maintenance.

This will have an impact on SSL (accessing the site via HTTPS) and could result in down-time (all attempts will be made to prevent data-loss and a roll-back).

If you find the site is un-reachable, check reddit for more information.


New Map Viewer Live!
by: Frizz on Saturday the 11th of July 2020

The new map viewer is Live. Hop on Discord to discuss the update. I'll be online to help fix issues and roll-out the new map viewer.

This update will change a lot of files the game relies on the create the map. If you encounter any issues:
- First try fully-clearing your browser cache
- Then ask for help in Chat or Discord

The following game changes went in with the map update:
- Captured Relics & Nodes will no-longer grant vision
- Army of One has 3 Task Forces
- Supreme General has 6 Task Forces
- Task Force Commander has 9 Task Forces

Note: An issue has been identified when a large number of destroyed units are on the screen. If you experience a slow-down, while in visual range of a large number of wrecked units, try hiding them using Account Settings. This issue is being investigated.


Saturday Bug Jam
by: Frizz on Thursday the 09th of July 2020

The new map viewer will go Live this Saturday!

This is a nearly complete re-write of the map viewer featuring:
- Move animations
- Targeting indicators
- Many performance improvements
- A major backend rework
- Tons of code improvements to help development of new features

... and it will definitely break things. In lieu of a Code Jam: I'll be on Discord (after the new map is pushed live ... around 10-11am EST) to fix any remaining bugs and help with issues related to the new map viewer. Please avoid major deployments on Saturday while issues with the new map viewer are sorted out.

The following game changes will go in with the map update:
- Captured Relics & Nodes will no-longer grant vision
- Army of One will receive 3 Task Forces
- Supreme General will receive 6 Task Forces
- Task Force Commander will receive 9 Task Forces


July 4th: Bring Out the Big Guns (& Code Jam Summary)
by: Frizz on Saturday the 04th of July 2020

Listen to the Code Jam

Now that we're approaching the end of balancing all the weapon-types the role of each is starting to come into focus. There are two major levers for balancing weapons Range and Damage. Over the years I've attempted balance the three weapon types (Energy, Ballistic & Missile) against these two main stats as follows (first is best):

Range:
Missile > Ballistic > Energy

Damage:
Energy > Ballistic > Missile

The amount of content and ability to customize has always complicated this balance but I've always wanted to keep ying-yang of Range-Damage consistent. When Ballistics were balanced a few weeks ago, it was clear that a handful of mods were propping up this weapon-class to keep it aligned with the others.

I apologize that Ballistics was left in a bad spot during this time but it was necessary to cut out the rotten parts to see what the next step should be. Once the Mods were balanced I could see where Ballistics stood: Ballistics were not in a good spot.

Range for Ballistics is about where I want it (in the middle of Energy and Missile). Damage is a different story; previously (I'll call them) "broken" Mods were propping this weapon-class up. People were (understandably) upset these Mods were changed but the only way to fix the class was to also fix the broken parts that were hiding an even-more broken whole.

With that said, here is the ... Not so Stealth-buff to Ballistics:

- Battle Axe Meka: Was 7 Damage, Now: 12 Damage
- Battle Axe II Meka: Was 8 Damage, Now: 14 Damage
- Battle Axe III Meka: Was 20 Damage, Now: 30 Damage
- Gatlinger Meka: Was 10 Damage, Now: 13 Damage
- Hellbore Meka: Was 10 Damage, Now: 13 Damage, secondary-weapons Range increased (3 to 6)
- Juggernaught Meka: Was 10 Damage, Now: 12 Damage (consistent with Meka's Energy weapons)
- Sentry Meka: Was 8 Damage, Now: 11 Damage

- Crusader Long-gun: Was 6 Range, Now: 7 Range
- Deathdealer Gatling Cannon: Was 7 Damage & 5 Range, Now: 10 Damage & 6 Range
- Reaper Assault Cannon: Was 10 Damage & 4 Range, Now: 13 Damage & 5 Range
- Tri-gun: Was 5 Damage & 3 Range, Now: 8 Damage & 4 Range
- Gemini Assault Turret: Was 2 Range, Now: 4 Range

Note: Most Simple and Intermediate Ballistic units and mods were also tweaked to bring their weapons in-line with the intended balance; for the sake of keeping this update readable they were not listed.

Other updates: (Live!)
- X-variant for Spider Salvager is Live: Not effected by Overkill when salvaging Buildings
- Deepview Mod made Unique
- Missile Max-Range Damage Bonus changed from +20% to +2 (scaling Damage does not fit this weapon-type)
- Crew trainers can now filter by crews with less than 3-merits in Army Refit
- A mark "Unread" button has been added to in-game mail

Energy Mods (Live!):
- Argus Energy Adaptor - Was: -2 Recharge -4 Damage -1 Range, Now: -2 Recharge -1 Range
- Burster Heavy Turret - Was: 4Range 15Damage 3Recharge, Now: 4Range 10Damage 2Recharge & 2Range 15Damage 4Recharge
- Calypso Prism - Was: Effect: Energy: +1Range +3Damage +1Recharge, Now: Energy weapons ignore % Damage reduction
- Chimera Power Converter - Was: (terrible), Now: +3 Damage, 8-Charge Acti: +2 Charge
- EMP Adaptor - Was: 150% Shield damage, 75% Armor damage, Now: 175% Shield damage, 75% Armor damage
- Kypris Prism - Was: -4Damage +1Range, Now: +1Range
- Pallas Prism - Was: +3Damage, Now: +6Damage
- Venom Energy Turret - Was: 2Range 28Damage 4Recharge, Now: 3Range 8Damage 3Recharge, Acid:2 (Any hit causes 2 Armor to dissolve on all units in the same square)
- Vertigo Energy Turret - Was: 3Range 9Damage 1Recharge, Now: 4Range 18Damage 3Recharge

New Energy Mechanic: OverCharge (Live!)
- Weapon does +5% Damage for each point of charge over the amount required to fire
- Overcharge bonus capped at +20%
- Energy weapon Mods can now give a unit negative Recharge providing permanent Overcharge
- Hotwire (the Order) does not provide an OverCharge bonus
- Unit-base Charge enhancers (Activated Spellbreaker) does give an OverCharge bonus
- While deployed, you can view a unit's OverCharge % from the unit info and attack panels

Variable CE Limit on Zedus: (Live!)
- Zedus now chooses a new CE Limit each orbit (5k, 10k or 20k)

Large Army Planet Suggestions: (Work in-progress, still in discussion)
- PvP and PvE hours
- Salvaging by territory control
- Sha'Kahr Bases & Bandit Swarm events
- CE Limits per Faction
- Faction CE Limits to include Allies

New Map Viewer Inbound!:
A (nearly complete) re-work of the map viewer is in the final stages featuring:
- Move animations
- Targeting indicators
- Many performance improvements
- A major backend rework
- Tons of code improvements to help development of new features



Due to the amount of code modified it would be difficult to roll this out as a separate Beta or to select planets. Alternatives were discussed during the Code Jam and we decided to target Saturday, 7/11 for release. This code will definitely break things and I will be available for several hours following release to help fix problems that crop-up. If an unfixable problem is discovered the map viewer will be reverted to the old code. Please do not plan any major deployments or battles Saturday morning through early afternoon.


Code Jam Saturday
by: Frizz on Friday the 03rd of July 2020

Join the Code Jam this Saturday starting at 3pm EST; we'll finalize the Energy Mod changes and discuss over-all Weapon & Building re-balancing along with your issues, questions and comments. Reddit questions will be handled before taking comments from Discord.

Code Jam reddit thread

Discord

Twitch


Supply Mission Denials
by: Frizz on Wednesday the 01st of July 2020

You should now receive credit for a Supply Run Denial if you destroy an opponent's Commander instead of their Resupply Vehicle.



6/27/20 Code Jam Summary
by: Frizz on Saturday the 27th of June 2020

Listen to this week's Code Jam

Missile Changes: (Live!)
- Cluster Missile Pod - Was: 2x 4Range 8Damage 8Ammo, 10% chance of miss-targeting, Now: 2x 4Range 6Damage 8Ammo, +3 Damage if target at Max-range
- Cluster Missiles - Was: +3Damage +1Range 10% chance to miss-target, Now: +1Range +3Damage Damage if target at Max-range
- Explosive Missiles - Was: +3Damage -1Range, Now: +4Damage -2Range
- Guided Warheads - Was: +1Range -2Damage, Now: +2 Range
- Smart Warheads - Was: +1Range, Now: +1 Range +1 Damage

Code Jam Updates: (Live!)
- Heavy Ballistic Turret now has a Mag Cannon
- Heavy Missile Turret now has Energy Web Missiles
- Heavy Energy Turret now has Rail Cannons
- Hasty Construction: -5 Shields, -3% Shield Regen, -5 Armor, .85 CE (was .9)
- Powerplant Restrictors: -1 Max Speed -1 Controlled Speed, .85 CE (was .9)
- CQB added to Brawler
- You can now open the DS-pedia in a separate window (thanks Rech!)
- While deployed, the "Toggle Events" button now shows your events in a pop-up
- Items on the Black Market will now remain for one month (was one week)

Upcoming changes from Map re-write:
- Relics / Nodes no-longer give vision (hacky implementation, inconsistent view code)
- # of Task Forces - Ao1 (3 was 2), Supreme Commander (6 was 7), Taskforce Commander (9 was 5)

Discussion Topics:
- Remove global missile damage buff at max range?
- Modify current Energy Damage Bonus? (0 Range: +50%, 1 Range +40%, ... )


Energy Mods: (proposed changes for next week's Code Jam)
- Argus Energy Adaptor - Now: -2 Recharge -4 Damage -1 Range, New: -2 Recharge -1 Range
- Burster Heavy Turret - Now: 4Range 15Damage 3Recharge, New: 4Range 15Damage 3Recharge & 3Range 10Damage 2Recharge
- Calypso Prism - Now: Effect: Energy: +1Range +3Damage +1Recharge, New: Energy weapons ignore % Damage reduction
- Death Lance - Now: 3Range 25Damage 3Recharge
- EMP Adaptor - Now: 150% Shield damage, 75% Armor damage, New: 175% Shield damage, 75% Armor damage
- Hellfire Energy Turret - Now: 3Range 6Damage 2Recharge +6 Damage to Bandits
- Hyper-bat Capacitor - Now: -1 Recharge
- Kypris Prism - Now: -4Damage +1Range, New: +1Range
- Pallas Prism - Now: +3Damage, New: +6Damage
- Punisher Assault Turret - Now: : 2x 2Range 10Damage 2Recharge
- Venom Energy Turret - Now: 2Range 28Damage 4Recharge, New: 3Range 8Damage 3Recharge, Acid:2 (Any hit causes 2 Armor to dissolve on all units in the same square)
- Vertigo Energy Turret - Now: 3Range 9Damage 1Recharge, New: 4Range 18Damage 3Recharge

New Energy Mechanic: Bonus for Overcharge
- Weapon does +5% Damage for each point of charge over the amount required to fire
- Over-charge bonus capped at +20%

Next Week:
- Base Building Balance!


Code Jam Saturday
by: Frizz on Friday the 26th of June 2020

Join the Code Jam this Saturday starting at 3pm EST; we'll finalize the Missile Mod changes and discuss (last of the weapon-types but not least) Energy 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

Twitch


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