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View Full Version : UPDATE 1.0.6 (1 Apr 2008)


Loshia
1 Apr 2008, 00:40
Added a new race to the game - the mighty and glorious Elves (***)
Xenoshards limit increased to 50. Cost for reset increased to 50 and cost for exploring new specializations increased to 5
Increased hit points and power generation "recovery time", i.e. time after value was changed after which the generations doesn't work
Hundreds of items got their stats revised. In general, many statistics previously considered less useful now have strong impact over the gameplay
Various tweaks on Howling Horror
Fixed a desync when workers are spawned while there are still existing workers alive
Assassin power bar bug fixed
The Xenolite, the buildings and the artifacts can be targeted under fog of war
Made the AlienEgg immune to fear, slow and confuse
Howl action (Howling Horror) will choose most wounded in multiple selection
Fixed bug where Nature Focus specialization wasn't adding correctly it's bonuses
Removed Assassins power bar
Surgeon range increased
Shamans' life drain area of effect increased
Stone Ghost psi drain chance increased
Junkyard: Final parts major overhaul
Fixed crash when creating practice maps
Global actions now do not cancel when a unit dies
Item link text changed: not uppercased anymore
Item tooltip position is changed for the inventory items so that it doesn't overlap slots
Fixed units with sight 0 to not leave trails of revealed ground when they move
Increased the unit points cost of the Shifter
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This is the change log for the Open Beta version of the game which is now available for download at FilePlanet (http://www.fileplanet.com/promotions/worldshift/).
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*** - happy April Fool's Day :)

Darpol
1 Apr 2008, 02:00
A new race would have been fun to try out. . . I am the April Fool :cry:

Heavenfall
1 Apr 2008, 09:46
I have to tell you, I don't like this increasing cost to respecs one bit. You've made different specs good for PVE and PVP (at least for humans). I've already logged off a couple of times because I didn't have enough to respec to what I wanted to play. You're just creating a barrier to play the game - why? Let us have fun!

nOpe
1 Apr 2008, 10:33
I just wrote a comments about the respec-cost. And wanted it reduced... not increased. :bash: How should we play PvE and PvP at the same time? That never works out, at least for "competitve" players.

ezsteel
1 Apr 2008, 13:16
Xenoshards limit increased to 50. Cost for reset increased to 50 and cost for exploring new specializations increased to 5


Sounds horrible. 10 was already very annoying.
Funny thing is a lot of games start with annoying stuff like this and then the devs come to their senses and remove it; you start with annoying stuff and then make it even more annoying with each subsequent change. Not really the way to attract any competitive crowd.

Me says it is high time to get rid of these shards altogether.

nemaa
1 Apr 2008, 15:48
Each trashed item should give one fix xenoshard and it's okay :)

ArmaniMania
1 Apr 2008, 17:31
Some item's bonuses still not calculating right.

Example :

Commander with Barrier Armor has 1200hp with item Tactical Disruptor Zunken witch gives +20%hp he should have 1440, and he is heaving 1392.

Mishony
1 Apr 2008, 19:23
Commander with Barrier Armor has 1200hp with item Tactical Disruptor Zunken witch gives +20%hp he should have 1440, and he is heaving 1392.

It is actually working as intended, percentages stack additively, not cumulative, so you have 960 base + (25+20=45)% = 1392

ArmaniMania
1 Apr 2008, 19:37
Ohhh, k, then, it would make more sense otherwise :)

jediguardian
1 Apr 2008, 22:41
If you want to stay with 50 xenos for reset then you should make different ability trees for PvP and PvE. For example now I have my commander and surgeons upgraded for tanking and this doesn't help much if I play against skilled player in PvP. If the grid stays one for both modes then the cost should be maximum 20(but 10 was fine). Personally I want one grid and less xenos for reset OR one grid with 50 xenos for reset BUT with a higher chanse to get a shard when you find/delete relics.

DeGraffenried
2 Apr 2008, 01:21
I noticed that my harvesters are not getting their +10-30 harvester damage. :'(

DanteOne
2 Apr 2008, 01:39
is it HARVEST DMG? or a plus to the damage.

HARVEST Damage is the damage the ability of the harvester deals and not the damage the harvester deals with every hit

Hoberator
2 Apr 2008, 02:39
Yay Global Actions!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!