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 Post subject: Patch 319 Notes -- Huge Patch--balancing, UI, trading, chat
PostPosted: Sun Sep 12, 2010 9:25 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
At approximately 12:00 CT on Monday, we will finally have the large patch we have been waiting for. Patch Notes Below:

Card Wipe

Players will have their entire card collecitons deleted. Players will receive a certain number of packs and points every 3 days. Accounts will be deleted again as of the release.

Most tournaments will cost points and/or packs. Players can also player battlematch games that cost points but award pack prizes. There will still be free battlematch games.

Trading

Trading is active.

User Interface

The entire User Interface has been redone. The biggest changes are the ability to see all players online, the ability to private message players in the game, and a global chat room that can be open at all times. This is very helpful to find players.

Movement and Firing

The entire movement and firing system was redesigned. This fixed the movement problems when units were speed buffed, fixes the ability of certain 3 space units to move 4 in a turn, fixes the bug with 3 shot units sometimes shooting 4 times. This was a major fix.

Small Fixes

New pictures for all mercenary units
New artwork for Berserk 2
Time for Constructed Deck Building increaesd to 1:30 from 1:00

New Card

Rage 2 -- 50 Rare -- Duration 3 turns -- Infantry gets +2 movement, 500% damaage, and -15 hp per turn.

Balancing

Heli Hero -- HP increased from 150 to 175
Fighter Hero -- Hp reduced from 200 to 170, infantry damage increased from 14-17 to 14-18. Ground , air, and building damage increased from from 19-22 to 18-24
Artillery Hero -- Increase infantry damage from 12-21 to 18-22, increase ground damage from 33-44 to 36-42, increase building damage to 40-45.
Infantry Hero -- changed movememtn over highway and roads to match normal infantry. Infantry damage increased from 11-16 to 12-16.
L. Tank Hero -- Hp reduced from 215 to 210
Heavy Tank Hero -- Cost reduced from 260 to 250
AA Hero -- Increase ground, builidng and infantry damage from various to 6-10


Merc AA Reduce HP from 95 to 80
Merc LT Reduce HP from 115 to 110
Merc Heavy Reduce HP from 180 to 175
Merc Recon Reduce HP from 70 to 65
Merc Artillery Reduce HP from 70 to 65; reduce cost from 75 to 65

Infantry compress infantry damage from 5-10 to 6-8
Artillery compress infantry damage from 12-18 to 14-16
L. Tank change building damage to match ground damage
Fighter change infantry damage from 9-11 to 8-12

Airlift 1 Increase cost from 25 to 35 and immbolize airlifted units for 1 turn (includes heros)
Airlift 2 Increase cost from 50 to 70 and " "
Airlift 3 Increase cost from 75 to 95 and " "
Evac 4 lower cost from 20 to 15
Airborne Ranger Increase cost from 140 to 145.

Berserk Increase damage loss from 25 to 35 per turn

Armor Piercing Reduce Cost from 65 to 60
Firepower boost Increase cost from 35 to 40
Reactive Armore Reduce Cost from 50 to 45

Recuperate Heals 8 hp per turn instead of 7
Air Overhaul Increaese heal per turn from 7 to 10
Major Air Overhaul Increase heal from 10 to 15;
Resupply the Troops Lower cost to 40, Add "each" at end of card description.

Enlist 2 Heavy Reduce Cost from 260 to 255
Enlist 2 Heli Reduce Cost from 270 to 265
Enlist 2 Fighter Reduce Cost from 240 to 235
Enlist Figher and Heli Reduce Cost from 260 to 255

Marksman Infantry Reduce cost from 70 to 65
Kevlar 2 Infantry Reduce cost from 200 to 180
Armored Artillery Reduce cost from 155 to 145
Tech Artillery Reduce cost from 195 to 190
Tech Light Tank Reduce cost from 180 to 165
Lethal Heavy Reduce cost from 205 to 200
Armored Heavy Reduce cost from 205 to 200
Tech Heavy Reduce cost from 290 to 280
Tech Fighter Reduce cost form 265 to 260
Tech Heli Reduce cost from 280 to 275
Lethal Recon Reduce cost form 95 to 90
Tech Recon Reduce cost from 120 to 110

Special Forces Increase cost from 55 to 60.
Adv Traning Reduce cost from 70 to 65
Boot Camp Reduce cost from 60 to 40
Advanced Inf Training Redcue cost from 25 to 20
Inf. Training Reduce cos from 10 to 0
Tank Leader Reduce cost from 60 to 55
Squadren Leader Reduce cost from 50 to 45

No Fly Zone Increase cost from 0 to 5
Imbolize Ground Increase cost form 0 to 5

Armor and verteran/legend amor bonuses now reduce minor and major artillery damage.

COOP Missions

Are a placeholder right now. They will be in shortly.


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Sun Sep 12, 2010 10:38 pm 

Joined: Sun Apr 25, 2010 2:18 pm
Posts: 728
Great! Congratulations.


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Sun Sep 12, 2010 10:39 pm 
Battle Dex Testing Team
Battle Dex Testing Team
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Joined: Tue Apr 27, 2010 7:06 pm
Posts: 348
Location: Munich
Nice, I like the changes (except for the card wipe :P)
Could you pleaaaase tell us how the new movement/firing system works?
Heli Hero HP to 175 is too much imo. He has almost every stat boosted and now even that much health? All other buffed helis are a joke compared to this. If you reduce movement to 4, then it would be okay.

And when is release day? :)


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 2:03 am 
Battle Dex Testing Team
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Joined: Sun Apr 18, 2010 1:32 am
Posts: 1271
Location: Slovakia
heli hero change is ok, it was the weakest hero, now maybe someone will use it. Buffed heli can have speed increase, heal over time and can be promoted, so it can be better ( and you can have another hero ).

I would also like to know the new movement/firing system.

Airlit immobilizes also heroes, is this also for deploying merc hero ( their first turn ) ?

I am looking forward to see the changes, I hope it wil lhappen today :)


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 6:02 am 
Battle Dex Testing Team
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Joined: Fri Apr 23, 2010 7:33 am
Posts: 322
the tech air units are still a bit to expensive. expecially the heli the heli shouldnt cost more than the fighter cause he is not as viable as it. both should cost 240. also tech artillery is too expensive no one will use it in favor of the lethal that little armor is just not enough for 25 more gold. price should be at 180. tech recon is also way to expensive go for 100. Inf trainings are still a bit of a weak card perhaps add a bonus like 10 heal or 20 for those with only one target.

and now the final question: WILL EVAC BE ABLE TO MOVE IMMOBILIZED UNITS???? which is needed....

Great patch and finally we get closer to the release thats great. Gongrats and thx for keeping up the great work. I want to start those coop misssions right now and test the ui=)


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 10:32 am 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
You are underestimating Tech Heli. He can be devasting (espcially in ffas).

The extra amor for the artillery now has some added importance because it allows the artillery to survive minor artillery. Its still probably too costly, but this is a big bonus.

I am not sure if we made heli hero too powerful. He probably is in sealed, though a single fighter can catch him deter him from going anywhere,

Infantry trainings are still weaker cards, but I have seen them used effectively even at the old pricing.

Thanks for your comments. As you can see, we incorporated much of what people asked for (see Jojo's list).

There will be one small balancing patch before release, so let us know what we need to change after you test it.


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 10:55 am 
Battle Dex Testing Team
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Joined: Sun Apr 18, 2010 1:32 am
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Location: Slovakia
so armor is taken into account for minor/major artilery now? I havent seen it in cahnges


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 12:41 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
Temp heroes are not immoblized when they come into place. Heroes are immoblized after an airlift just like normal units.

I am with you on evac. I have been overruled.

On momvement and firing -- We do not have partial ticks. Previously, we had things that move and shot 3 times do it every 33 ticks. This meant something could move shoot 4 times -- Tickes 1, 34, 67, and 100. Also, we had problems with other units -- fighters moved 6.3 space since we had them moving every 16 ticks. This caused problems when buffes went on units -- depending how we rounded, units moved either too many or too few spaces. We rewored the entire system. Now thinks move and shoot correctly when buffed.


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 1:11 pm 
Battle Dex Testing Team
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Joined: Sun Apr 18, 2010 1:32 am
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Thats good, but how exactly they work? :)


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 Post subject: Re: Huge Patch -- Finally
PostPosted: Mon Sep 13, 2010 1:38 pm 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
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Basically, the way things are calculated is different. If something moves 3 we now calculate how it should move over the 100 ticks -- 34, 67, 100 is how it moves. If there is a buff, it changes the movement number instead of the tick number. So if it gets a 50% movement buff, it will now move 4.5. So it will now move 23, 45, 67, 89 with 11 ticks into its next move. Before it would have taken the once every 33 ticks and turned it into 22 ticks, which was more than 4.5.

Before, if something moved every 20 ticks and you gave it a 100% speed buff it would move every 10 ticks. This worked fine with divisible numbers but it did not work with ticks that were already off -- like the fighter where moving every 16 ticks was more than 6 a turn. Giving it a 50% buff, made it move 10+. instead of 9.5.

This seems like a minor fix, but it changes the base system and the previous problems were significant if you intentionally took advantage of them.


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