| AAoH alpha 0.06 | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: AAoH alpha 0.06 Wed Mar 10, 2010 5:55 am | |
| **This is the first changelog partially released for AAoH.
)Player-friendliness -Improved loading screen text.
-Proper description added, for each unit. It also mentions which type of weapon/tool they are using.
-Improved multiboard -Multiboard now displays the following amounts of trees: total, alive, and regrowing. It also displays global temperature.
-Improved tooltip for Charisma.
-"Clean dead trees" renamed "Remove dead trees". Hotkey updated. -"Movement detector" renamed: Radar.
-Hotkeys added for making eachl type of units and buildings. -Added "(Coming soon)" to features not implemented yet.
-Human hero renamed: Military Leader. Fixed revival text.
-Re-located buttons in building/training menus, and some abilites, for intuitiveness.
)Gameplay *General: -Added player: Naa'vi tribes (Player 9). Ally of animals, neutral to Avatars. -Animals player is now player 10. Avatars no longer defautly have sight of them. -Large animals can now attack trees. -Improved terrain slightly.
-Removed gold mines.
-Trees should stop displaying cancelled regrowth message in the center of the map when they have been cleaned out by Corp workers before they regrow.
*Avatars: -Giving them their unique gameplay, starting with animal understanding. -New basic ability for Avatar: Discover. -New unit: Archer.
*Corporations: -Headquarters now have "Unobtanium detector" and no longer have "call to arms". -Lumbermill removed, Space pad added.
-Vehicles now need humans inside so they can shoot and use abilities. Movement is considered an auto-pilot feature. -Towers can be operated by any human, not just privates. -Flamethrowers now cause a lasting dps burn effect on targets. -"Flaming boulders" is now defaultly unlocked on tanks. -New passive for sub-machinegun users: Deadly shot.
)Balance *General -Synchronized unit size-classes of most common warriors. -Unobtanium minerals are now less durable. There are more of them now though. -Gave "plated armor" to all units and building suppsoed to have it.
*Avatars -Reduced hometree cost to 1400. Damage increased. -Rebalanced stats (higher) for Naa'vi units. -Lowered cast backswing for Blood shaman.
-Instinctive Persuasion: Nerfed cooldown and duration, removed manacost.
*Corps -rebalanced construction time for human buildings. -increased range for all sub-machinegun users. -reduced range and turn speed for tanks. Increased their max damage. -reduced foodcost for tank, scorpion and movement detector. -higher hp for human hero.
)Cosmetics -"Avatar of the grove" renamed: Avatar. Added "Jake Sully" to its possible names. -Rebalanced unit sizes, selection circle sizes and color for all Corp humanoids, tank, blood shaman, dryad and Avatar.
)Misc -fixed some tooltips -"Guad tower" renamed: Sentry. -Modified some game constants Shift-clicking gives resources per 1000 increments now.
Last edited by Dj0z on Sat Mar 13, 2010 5:03 pm; edited 40 times in total | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: AAoH alpha 0.06 Wed Mar 10, 2010 10:31 am | |
| Hmm, can you make tanks for example be able to take down trees and units? Like, they go over a unit/tree and take 1/6 of it's current hp as damage (for trees 1/4?) | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: AAoH alpha 0.06 Wed Mar 10, 2010 11:00 am | |
| - Burning_Iegion wrote:
- Hmm, can you make tanks for example be able to take down trees and units?
Like, they go over a unit/tree and take 1/6 of it's current hp as damage (for trees 1/4?) They can take down trees by attacking them, at the moment. While your idea would certainly look great, it would cause much more lag, and i don't think it would be worth the lag. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: AAoH alpha 0.06 Thu Mar 11, 2010 2:05 am | |
| :S kay then. Though what if you limit them? That'll also prevent ppl from complaining bout the opness of tanks atm. | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: AAoH alpha 0.06 Thu Mar 11, 2010 2:58 am | |
| Well they won't complain about it anymore. Yesterday evening i realized that avatars were MUCH taller and stronger than humans, physically talking. So i re-scaled them and increased their damage proportionnally. At the moment i think they're much stronger than humans but it's all fine since i'm making Avatars more like in the movie atm. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: AAoH alpha 0.06 Thu Mar 11, 2010 10:35 am | |
| :S I used to like humans. I guess it's time to switch sides, especially since I can capture animals | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: AAoH alpha 0.06 Thu Mar 11, 2010 12:16 pm | |
| - Burning_Iegion wrote:
- :S I used to like humans. I guess it's time to switch sides, especially since I can capture animals
You gonna enjoy the RP-style initiation to pandorian survival & animals, naavi traditions and stuff before u can kick humans outta your (new) planet lol. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: AAoH alpha 0.06 Thu Mar 11, 2010 12:37 pm | |
| that's nice. I'm usually good at being patient but it always depends on the enemy ... So I'm not sure I'll take care of traditions first instead of destrooying daa humanz! | |
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Dj0z Admin
Posts : 926 Join date : 2008-05-27
| Subject: Re: AAoH alpha 0.06 Sun Mar 14, 2010 4:50 am | |
| Good thing i'll make avatars allies of the humans at start, eh ? but not in this version, i'm done with this one. | |
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Burning_Iegion Chaos Colossus Helper (Colossus class)
Posts : 964 Join date : 2009-03-07 Age : 27
| Subject: Re: AAoH alpha 0.06 Sun Mar 14, 2010 7:40 am | |
| Oh? That's be nice... You probably figured me lieks having time... | |
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| AAoH alpha 0.06 | |
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