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camBalance v1.2.5

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@KJeff01 KJeff01 released this 13 Jun 18:23
· 23 commits to master since this release

This is just a changelog, as v1.2.5 is part of 4.5.0-beta1. So don't download anything.


The cherry on top of the Banana banance ice cream sundae, the crowning jewel and masterpiece for 4.5, which I affectionately dub: The Radical Wheels Update.

  • Reduce Wheels weight so they become just mega heckin' cool: a fast and fierce, fierce competitor to Hover in some aspects. Vrooooooom vrooom!
  • Reduce cost and production time on Wheels cause they need bigger differences compared to Half-Tracks.

As one example, fast Medium Cannon designs on Cobra are possible now to improve strategic depth of the game. Yay! On Heavy bodies it is still fast with heavier weapons too. I rode Wheels to Gamma on Normal at least. Very good for units that won't be in danger that much or if you want fast cannons on a heavy body but need them cheaper than Hover at the cost of durability.

Experiment:
Since the original Command rank thresholds are double of those today (reduced to match Skirmish 14 years ago -- Classic will use these 2x ones again), experiment with a new rank map that also sets Hero to 2048 exp. The bigger difference between the simple doubling of thresholds is it makes ranks feel more earned and spread out while encouraging more than 1 Commander early on, and according to some GitHub comments it was thought exp was gained too fast these days compared to probably really old 2.x releases. 2048 experience will be achieved on a single Commander before the end of late Beta campaign without farming experience.

And some other tweaks and fixes:

  • Increase amounts of transporter dropped units on Alpha 7, 9, 10, and 12 if Hard or Insane difficulty.
  • Fix Gauss Cannon to use ALL ROUNDER modifier, not ANTI TANK like the original stats had. Make it penetrate like in MP so it becomes wicked cool.
  • Reduce build time on cyborg legs so it doesn't match Wheels value. Saves about 3 seconds on production.
  • Replace Rail Gun Hardpoints with Gauss Cannon Hardpoints on Gamma 9 seeing as the AI typically exclusively uses the best defenses available on the last missions.
  • Reduce Wall upgrade amount on the Collective from 6 to 5 on Beta 8 so Insane feels better.
  • Buff Heavy Gunner (again) from Medium Cannon to Heavy Cannon tier since it was weak according to feedback. Now unlocked via Heavy Cannon research. Lives up to its namesake now.
  • Buff Hurricane base stats so 1 damage upgrade on Beta 1 can finally let the preplaced hurricane sites kill a VTOL for the first time in any release. Cyclone buffed to make Beta 7 feel better, swap a little ROF on Whirlwind for damage to penetrate armor better for later mission.
  • Make sure Classic uses the exact offmap spawn amounts they should have, not the 3.3 ones.
  • Prevent "Return to LZ" message and sound playing momentarily sometimes at the end of Gamma 2.
  • Always try to win after the nuke event on Gamma 2 so hover units can't game the 1 second victory condition check timer and delay a win by moving it just outside the valley safe area.
  • Replace MRP towers on Beta 8 with Collective Lancer towers, replace Project Lancer towers the Collective had with their own.
  • Auto-upgrade Machine gunner cyborgs to Assault Gunners on Remastered like with the cannon/rocket/flamers ones in a previous v1.2 release.
  • Increase Mini Rocket Pod HP from 5 to 150 since it has less range and needs to get closer into combat.
  • Giga buff Pepperpot base damage (again) from 55 to 75, hopefully making it shred everything in its path as the elite short range artillery weapon.
  • Decrease size of LZ areas on Alpha 12 and Beta 10 to make LZ compromising more reasonable.