Hey guys,
time for new stuff! This time around it's a mechanics update. It potentially will change the way BT is played quite a lot. Not all of this stuff (like the bounty) is final and most likely is going to change, depending on what you guys tell me.
Changelog Beta 1
Changelog Beta 2
Changelog Beta 3
First: the killing / assist sprees
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.
Here are some example values with a tank worth of 10k:
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to ;) But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).
Alright, that's about it. If you got any more questions, just ask. Also, I really really need your feedback on the bounty change, as it is very hard to consider every single possible effect this change might have. So you have to tell me, how it actually works out and if it's better than the old system.
For information about the beta process, please view this thread.
time for new stuff! This time around it's a mechanics update. It potentially will change the way BT is played quite a lot. Not all of this stuff (like the bounty) is final and most likely is going to change, depending on what you guys tell me.
Changelog Beta 1
- Highlights
- Added Killing and Assist sprees
- Remade the bounty system, it no longer is based on your tank worth, but the kills you make
- Tank armor now also reduces magic damage by the same percentage as physical damage
- Added Killing and Assist sprees
- Tank Changes
- Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%
- S.I.C. and Darkness Sphere now also grant assists
- Reworked Static Charge (Raider), it now triggers when cast a second time, it no longer triggers on damage
- The heal of Shape Memory Alloy (Raider) now takes 1.5s intead of being instant
- Reworked Goblin Synergy (Goblin Shredder) a bit, to make better use of the new armor system
- Orb of Darkness (Darkness Tank) now always stuns, stun time increases with damage
- Removed the mana costs of Missile Battery (Darkness Tank)
- Reduced the pull of Hell Fire (Demon Tank) from 350 to 250
- Reduced the casting time of Devastator Shot (Goliath) from 1.0 to 0.75s
- The animation of Chaos Teleport (Infernal Robot) is no longer interuptable
- Reduced the max stun of Chaos Teleport from 2.5s to 1.5s
- Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%
- Item Changes
- Mass Converter now heals more, when you kill a tank
- Negator Pack can no longer be activated, while being netted
- Increased the cooldown of Negator Pack from 15 to 30 seconds
- Troop Command and Advanced Troop Command are now counted as one item for the spawn delay system
- Black Sun Project now gathers mana in a 700 aoe (from 500), but no longer has a passive regeneration
- Black Sun Project now has an toggleable ability, which lets it pause the mana collection
- Reduced the required mana of the Black Sun Project from 400 to 250
- Mass Converter now heals more, when you kill a tank
- Game Changes
- Increased the time window for assists from 5s to 7.5s
- Tanks now start with zero armor
- Reduced the heal of Strategic Locations from 25 to 15 HP/s again
- All items and abilities that granted magic resistance, now grant armor instead
- The hero info now shows the tanks DPS instead of the respawn time
- Multikills no longer grant extra gold
- Kicks now always need at least two votes to be successfull
- Kicks are now executed instantly, when enough votes were given
- -income now shows a rough estimation of the next force gold you'll receive
- Skills that apply forced movement no longer work on invulnerable units
- Leavergold is now given out with your passive income over several minutes
- Increased the time window for assists from 5s to 7.5s
- Bug Fixes
- Fixed Teleport Breakers triggering on disrupted teleports
- Fixed the Camouflage Generator from breaking transparency
- Fixed some cases in which the Black Sun was indestructable
- Fixed Ricochet (Raider) from disabling certain damage detection related triggers (like HitnRun)
- Fixed Orb of Darkness (Darkness Tank) from being affect by several abilities
- Fixed some minor bugs
- Fixed Teleport Breakers triggering on disrupted teleports
Changelog Beta 2
- Fixed Heavy Armor (Heavy Tank) from increasing the Heavies resistance against magic damage
- Fixed kill suicide kill messages, when an assist was involved
- Fixed the assist spree bonus being lower than intended
- Fixed the APM counter being too low
- Fixed Marines from blocking the Control Point capturing
- Fixed some tooltip errors regarding changes made in the last beta
Changelog Beta 3
- New Changes
- Added a new item: Plasma Discharger
- Rebalanced Orb of Darkness (Darkness Tank) damage
- Emergency Repair now increases its heal with each upgrade by 7.5% (instead of only weapons by 10%)
- Emergency Repair now grants bonus armor based on the healed allied tanks
- Kinetic Shield now increases its block with each upgrade by 20% (instead of only weapons by 25%)
- Aura upgrades are now available at the HQ and Aura Creeps no longer require the Troop Command Center
- Tanks now receive half XP for tank and buildings kills when they are dead (was 100%)
- Fixed Black Sun from sometimes not dieing (hopefully for real this time)
- Fixed a rare bug that caused CPTPs to malfunction and caused performance problems
- Fixed Devastator Shot (Goliath) projectiles from being misplaced, when it was shot above forests or cliffs
- Fixed bad kill interaction between Explosives (Exploder skill) and Mines
- Fixed Root (Guard) and Offroad Engine (Goliath) from disabling Burst Armor
- Fixed Conversation (Darkness Tank) sometimes scoring a null kill
- Fixed Explosives from going off on respawn when the tank died during countdown
- Added a new item: Plasma Discharger
- Beta Related Changes
- Killing sprees now automatically end 3 minutes after your last kill
- Multikills now provide a bonus to your current kill streak
- Trader bounty now increases for his trades
- Self and team kills no longer decreases the tank bounty
- Spree text tags are now color coded
- Fixed Trader not having his base Trade ability
- Fixed the new bounty system behavior in Royal Flush mode
- Killing sprees now automatically end 3 minutes after your last kill
First: the killing / assist sprees
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.
Here are some example values with a tank worth of 10k:
Code:
old bounty:
125 + tank worth / 65 (262g)
new lower boundary:
125 + tank worth / 100 (225g)
new upper boundary:
125 + tank worth / 33 (428g)
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to ;) But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).
Alright, that's about it. If you got any more questions, just ask. Also, I really really need your feedback on the bounty change, as it is very hard to consider every single possible effect this change might have. So you have to tell me, how it actually works out and if it's better than the old system.
For information about the beta process, please view this thread.
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