Changes up to and including Release 13

Discussion / Announcement area for Allegiance Plus Core development.
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Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
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Post by Spunkmeyer »

Iron Coalition

IC enhanced ships need to be researched and cost 3750.
IC tech base costs increased 20%
Rescue probe scan range reduced 50% to 500, and signature increased 300% to 30 - these are same as Probe 1.
IC teleports are now galvable but with 33% more hull to compensate.
IC advanced scout and heavy scout research costs are reduced by 2500.
IC bomber/gunship front guns are now tighter.
IC Cruiser and AS have a 20% purchase bonus but MF and Super Carrier no longer do (rush control)
IC Cruiser is 5K cheaper to research
IC fighters gun mounts are significantly better
IC fighters can galv their captured ops.
IC gets HK2 and KS1 missiles for free
(IC MINERS BOOSTED IN 14 Beta 3 - NEEDS UPDATE)

Gigacorp

Patrollers are 20% cheaper to research and now have the top speed and ammo capacity of scouts. They also load mines by default instead of probes.
All special mines have the same stats (125 sig, 3000 scan, 1250/day income, 6666 hull/9999 shields).
Gat and Dumbfire damage on light bases halved, minigun damage doubled.
Lux fig can no longer carry probes, tp or proxy mines, but can mount galvs and has tighter gun mounts. It also carries an extra missile per slot and 33% more ammo. (NEEDS UPDATE)
Lux SF can no longer mount medium shield, but has 25% more energy instead. (NEEDS UPDATE)
Lux int has 25% less signature than other heavy ints and no longer any fuel penalty. (NEEDS UPDATE)
Gigacorp can buy a Reinforced Teleport Probe which is a Teleport Probe 2 with twice the hull at twice the cost.

BIOS

BIOS speed has been restored to 100%
BIOS light int has only as much ammo as BIOS regular int, and can carry heavy cloak.
BIOS int energy has been increased to match those of BIOS fighters and gun mounts improved.
BIOS light sf energy and signature have been removed, and they have 25% more HP.
BIOS figs are 15% bigger.
BIOS heavy cloak is now default on all ships (note that heavy cloak mass has been reduced)

Belters


Belter caps research costs is now 62.5% of normal, in line with other Belter ships, instead of 50% (rush control)
Belter int and fig masses reduced from 170% to 150%, with internal thrusters adjusted to keep non-booster acceleration the same. This matches the better maneuverability of belter stealth craft and scouts.
Belter enh fig has more fuel than other enh figs in line with other Belter figs. In addition, all Belter fighters and interceptors have 20% to 25% more fuel.
Belter payday has been increased to 500.
Belter carriers, tower drones and minefields are 20% cheaper in line with other Belter consts.

Rixian Unity

Stinger 2 has been moved to adv sup as Stinger 3. If sup is lost, so is Stinger 2/3.
Rix HTT now employs a researchable EMP effect "EW Suppressor" that uses ammo.
Rixian stealth fighters have 20% more energy.
Rix gets a seismic pod that can also be carried on Ballistas. To prevent Ballista abuse, seismics now damage rocks only.
One of the two forward turrets on the Rix Gunship removed and replaced by two gats.
Rix combat pods now have 66% more range, less spread, much more trackign accuracy as well as 50% more area damage.
Rix station pod Mark I HP is increased to 60, Mark II to 75. Mark II also has 33% tighter spread, making it more effective on smaller bases.
Combat pods 2/3 and Station Pod 2 are now lost if tac is destroyed.
The rate at which Rix scouts and fighters can rip to the scouts has been significantly reduced - a scout can now rip one enh fig every 30 seconds.
Rix scout recharge rate has been severely reduced. To recharge at the normal rate, Rix scouts have to activate the Solar Inverter mechanism which works through the cloak key, causing the inverse effect of significant signature increase.
Rix heavy pods are now clearly marked on the loadout screen.
Lancer 2/3 bug has been fixed and lancer damage reduced 20%, and range reduced 12.5%

Dreghklar Empire

Dreg signature penalty increased to 11%
Dreg stations now share the faction scan range penalty
Dreg missiles have 15% tracking bonus.
Dreg miners efficiency bonus reduced to 10% and capacity set to 91%
Dreg payday and starting money bonuses increased to 25%
Dreg special mines have light hull and 25% lower signature

Expansion Complex

Interceptors

Light ints have 20% less ammo and same number of CM as ints (bugfix - previously they had more CM than ints)
Base signature increased from 75% to 100%
Fuel capacity reduced 20%
Minigun damage on light base hulls doubled.

Emp Cannon

Emp cannon damage on minor base shields increased 33%

Light Booster

No longer default on interceptors.

Mark I now provides over 80% thrust of Booster I.
Mark II provides 11% more thrust than LB1, with less total consumption.
Mark I signature reduced from 100% to 50%, Mark II from 100% to 25%


Heavy Troop Transport

HP reduced from 975 to 800


Supremacy Center

Fighters

Scan ranges doubled to 800/900/1000 (std/enh/adv)
Fuel capacity increased 20% - 25%
Enhanced and advanced versions can mount mine packs.

Booster

Mark III Booster efficiency is increased.
Mark II fuel efficiency decreased, but thrust increased (each booster upgrade now improves both thrust and efficiency)

EWS Probe

Mark II scan range increased to 650
Mark III scan range increased to 850

AC Turrets

AC Turret upgrades give mini AC a 10% boost at each level.
AC3 and Gat3 textures halved in size.

Gatling Gun

Damage against uility craft reduced 20%

Disruptor

Disruptor 3 energy usage reduced 20%.

Minepack

Mark II radius increased 20% to make the upgrade more consistent with Proximity Mine upgrades.


Tactical Lab

Stealth Bomber

Cost doubled to 500 (to better reflect their high efficiency)

SRM Seismic

Damage inflicted increased.
SRM Seismic can now be researched in basic tac.

Anti-utility Canon

Mark I damage reduced 12.5% to slow down tac rush and make the upgrade to Mark II more consistent with other Mark II tech.


Shipyard

General

Capship longevity increased by decreasing damage factor of guns on cap hulls and large shields. Nanites are only 60% effective on caps to avoid overwhelming nan-trains and emp missile does only 1400 shield damage on caps.
All capships now have negligible inertia around the Z-axis, eliminating the aleph-spin problem.

Missile Frigate

Cloak duration decreased 10%

Cruiser

They can mount heavy cloak.
Ammo capacity increased.

Devastator

20% cheaper to research and purchase.
Hp has been increased 33% to 4K
They can mount heavy cloak.
Skyripper is free for everyone except Rix and Giga. It also does 50% more damage to light hulls.

Assault Ship
20% more expensive to research and purchase
Default loadout switched to prox mines instead of probes

MRM Seismic

More damage per missile, but only 4 missiles per load (total damage remains the same) like other Destroyer missiles

SRM Tactical Nuke

Mark I Hull increased to 50HP (300 for Rix Heavy Station Pod)
Mark II Hull increased to 62.5HP (375 for Rix Heavy Station Pod 2)
Mounted signature doubled

XRM Cruise

Mark I hull increased to 100HP
Mark II hull increased to 125HP
Mounted signature doubled

Hunter Killer
HK2 and HK3 HP increased to 25 and 30 respectively (to help in endurance vs lancer fire)

LRM Killer Swarm
Agility improved to dumbfire 3 levels.

All capships except missile-based destroyers and carriers have their side thruster effectiveness reduced between 25% and 50% to aid killer-swarms.

Super Carrier

Super Carriers under shipyard are pilotable carriers, and are free if carriers are already researched at a purchase cost of 6K. Differences from regular carriers are: has shields, can carry calthrop and towers at 1K each, can carry aleph res, has 1 skycap turret, has only 3K hull. They cost 6K each.

SkyCap Turret

Area damage increased from 50% to 75%(+) of total skycap damage
Shot spread has been halved.

Large Shield

Mounted signature increased from 100% to 150%


Garrison / Misc

Miners

Miner survivability increased by reducing all miner signatures 50%.
You can also get advanced miners under starbase. Researching both adv. exp and starbase advanced miners gets you heavy miners with 20% more hull and 25% more scan range.

Gunship

Front guns have the lead indicator.
Rip time is reduced from 15 seconds to 10 seconds to match heavy bombers.
Scan range increased 25% to match heavy bombers.
Ammunition for Rix and missile load for other factions' gunship increased 25% to match heavy bombers.
Turn rate and inertia improved to better-than-sf levels.
Top speed increased 25% to 100.
Gunships can now mount EMP missiles.

Special Mines

Dreghklar and Gigacorp special mine hull and shield strengths are increased to match that of an outpost.
All special mines and He3 mines have 3K scan range, 125K sig.

Heavy Cloak

Heavy cloak mass reduced signficantly (ALL SORTS OF PARTS HAD MASS REDUCTIONS - NEEDS UPDATE)

Aleph Resonator

Explosion time reduced from 15 seconds to 10 seconds.
Standoff firing range (at standstill) increased to 2700.

Small Shield

Small shield 2 HPs have been increased very slightly (~8hp)
Medium Shield Medium shield 2 & 3 hitpoints have been increased from 350 & 400 to 375 & 468

MRM Seeker

Mark II range increased to 1430 to better fit between Mark I and Mark III.

Countermeasures

Strengths reduced 33% to match v1.24 levels, improving fighter and destroyer strength

Heavy Scout

Heavy scouts researchable in Starbase for 10K after advanced scouts are researched. They are based on Adv scouts except: Scan range is reduced to 1600, twice the mine and probe capacity (excluding TP probes of which they can carry only one), 4 missiles/slot, ability to dual fire missiles, lead indicator, 20% more energy, 20% more thrust, turret position that can carry either Mini AC (1K range, less than AC1 damage) or Heavy Nan turret (essentially a Nan 4 with 600 range). Mini AC receives a 10% damage bonus with supremacy AC turret upgrades.

Drone AC Towers

All faction towers have perfect accuracy (previously non-IC and Rix towers were very easy to avoid) and limited ammo.
Scan ranges increased 20%.
HP increased 25%.
The 30 second activation delay has been removed.
Towers and mines inflict more damage vs capship hulls.
Towers are 33% cheaper.

Carrier

Carriers are now available in Garrison for 5K research for 5K each. You can still get carriers by building a SY as well as researching them in Garrison. Super carriers always require the carrier research in Garrison as well the SY itself, otherwise they are freely available with SY for 6K each.
Other All descriptions revised and improved- particularly, missile descriptions now indicate effective max range; skycap shot spread increased to reduce effectiveness at range.

Other

New ship in DM: Heavy scouts. New techs in DM: AC2, Hunter 2, Combat Pod 2, Sniper 2, Prox 2, Med Shield 2, Small Shield 2. Removed techs: Nan 1, Probe 1, Minepack 2.
A.Utl 2, Mg 2 and Gat 2 treasures appear half as frequently to reduce tac, exp and rix sup rushes.
Mine Pack 1 and Small Shield 2 added to treasure chest.
New cashbox research (from Pook) allows players to transfer money in allied multiplayer games.
All bases have new icons that distinguish between base types as well as std and upgraded bases.
Ships have new icons that distinguish between cap ship types and upgraded vs regular ships.


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