From MS 1.25 to GoDII

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Grimmwolf_GB
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Joined: Wed Jul 02, 2003 7:00 am
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Post by Grimmwolf_GB »

This is the list of changes from top to bottom. I removed the stuff in the changelog that got reverted later on (like the recon base or the rookies faction).


Changes in GoD II Core Release 05 (balance)
------------------------------------

General changes

* Sector overload limit to 50 (was 36); Drones count as 0.5, players count as 1; might get increased/decreased over time, it needs testing

Changes to IC

* Rescue Probe scan range to 500m (was 1000m)
* Rescue Probe signature to 0.25 (was 0.1)

Price changes (base costs)

Expansion

* Interceptor to 10000 (was 7500)
* Hvy Int to 12500 (was 10000)
* Mini2 to 10000 (was 5000)
* Mini3 to 10000 (was 5000)
* TT to 10000 (was 7500)
* HTT to 12500 (was 10000)
* EMP Missile to 7500
* Faster he1 to 2500 (was 2000)
* Faster he2 to 3000 (was 2500)
* He effic1 to 2500 (was 2000)
* He effic2 to 3000 (was 2500)
* Ship accell1 to 2500 (was 2000)
* Ship accell2 to 3000 (was 2500)
* PW damage1 to 2500 (was 2000)
* PW damage2 to 3000 (was 2500)
* PW range1 to 2500 (was 2000)
* PW range2 to 3000 (was 2500)
* Sig1 to 2500 (was 2000)
* Sig2 to 3000 (was 2500)
* Station hull1 to 2500 (was 2000)
* Station hull2 to 3000 (was 2500)
* Station shield1 to 2500 (was 2000)
* Station shield2 to 3000 (was 2500)

Tactical

* Stealth Fighter to 10000 (was 7500)
* Adv. Stealth Fighter to 12500 (was 10000)
* Stealth Bomber to 10000 (was 7500)

Changes in GoD II Core Release 04 (dreg balance, bugfix)
------------------------------------

- Changes to Dreg:
* PW Damage to 0.95 (was 1)
* PW Range to 0.9 (was 1)
* He3 Yield to 1.20 (was 1.25)
* He3 Speed to 0.75 (was 0.8)
- Build order has been changed to the Miner/Op/ref/tele order as seen on DN core
- Mini AC does no longer require Hvy Scout research and is default loadout for Rix GS pilot guns (bugfix)

Changes in GoD II Core Release 03 (balance, bugfix, icons)
------------------------------------

- Hvy Scout research now requires a starbase (bugfix)
- Dreg Miner Yield 1.25 (was 1.35)
- Dreg Miner Capacity 0.8 (was 0.75)
- Rix Gunship 2 front MiniAC (instead of 2 full AC)
- Floating Ammo and fuel now have seperate icons


Changes in GoD II Core Release 02 (bugfixes)
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- The IC Adv. Tac Icon now shows an Adv. Tac, not an Adv. Sup (bugfix)
- Small shields can be used withouth a Sup/Adv. Sup (bugfix)
- Small shield research has been moved below the med shield research in garrison (bugfix)
- The position of the basic ships in the IC tech bases have been moved upwards below the upgrade area (bugfix)


Changes in GoD II Core Release 01 (icon changes)
------------------------------------

- The standard icons have been replaced with the A+ Icons.


Changes in GoD Core:
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Changes from Alleg+ R7 (and previous versions)

-IC Ships Enh Ships cost $1 to research (A method of rush control, DN uses longer techbase build times for same purpose).
-IC Hvy Ops and IC Hvy Tele take 120 seconds to build
-Belter Adv Fig can hold 2 miniguns.
-Bios Tp1 and Tp2 Research costs 2500 again.


Allegiance Plus Release 7 (2/7/2003)
------------------------------------
Alleg+ Release 7 changes

* Rix station pod 1 HP has been increased from 50 to 60. Rix Station pod 2 and heavy station pod 2 both have 25% more HP than mark 1. Rix Station pod 2 and heavy station pod 2 both have 33% tighter spread than mark 1 to help with low profile targets such as TPs.
* Rix Lancer's 50% firing rate nerf has been eased to a 20% damage nerf. Rix destroyers have 25% more ammo to provide the same amount of damage per load as before.
* Rix stingers have been improved. In particular Rix Stinger 2 no longer runs out of energy on IC starbase (with heavy ballista).
* Heavy scouts are now available for 10K under starbase after adv scout. Mini AC turret now does half damage on utility hull. Heavy nanite turret repair rate has been improved to 150% of nan2 and it requires nan2 as prerequisite. If starbase is destroyed, heavy scout is no longer available.
* Gunships agility has been improved to slightly-better-than-SF rates. Gunship topspeed has been improved from 80 to 100. Rix gunships now have 25% more ammo, and other gunships have 25% more missiles to match heavy bombers. Gunship scan ranges improved 25%, again to match heavy bombers.
* SRM Seismic missile damage improved 87.5%. MRM Seismic missile damage improved 50%, however total damage/slot remains the same. To make seismics more relevant, anti-ship guns no longer damage rocks, same behavior as in 1.25


**** Alleg+ Release 6 **** (10/11/2002)
------------------------------------

*New cashbox allows players to transfer money in allied multiplayer games.

**** Alleg+ release 5 - Final tweaks, IC, Patrollers and SY **** (9/23/2002)
------------------------------------

Sup:
*Minepack 2 radius increased 20%.

SY:
*Devastators are 20% cheaper to research and purchase. Assault ships are 20% more expensive to research and purchase.

+Adjustments to previous changes: Stinger 3 now requires advanced sup as intended. Rix fighters' acceleration boost has been removed. Tac nuke 2 has 25% more hull (similar to cruise 2). 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. Devastators no longer have extra heavy hull, but have 4K hp instead. Skyripper damage vs caps tweaked to accommodate the HP change.


**** Alleg+ release 4 - IC, Belter and misc adjustments **** (8/17/2002)
------------------------------------

Build 3 fixes the lux int bug and includes a couple of tweaks marked [build 3] below.

Changed from Alleg+ release 3:

Misc:
*Light ints have 20% less ammo.
*Guns that previously didn't hurt asteroids now inflict 0.25x (+) [build 3] damage. Rocks can be nanned as well.
*All miner signatures reduced by 50% (so basic miner is down from 225% to 175% etc)

Garrison:
*Countermeasure strengths reduced 33% to 1.24 levels
*MRM Seeker 2 range increased to 1430.
*Dreg and Giga special mine strengths are increased to that of an op and a light op, respectively.

Tac:
*Utl 1 does 12.5% less damage.
*Killer 2 requires tac lab.
*LRM hunter counter-measure resistance reduced up to 33% to
match MRM seeker levels and better hunters lock faster now, instead of the other way around. (+) [build 3]

Exp:
*Emp cannon damage on minor base shields increased 33%
*Light boosters are no longer default on ints

SY:
*Devastators can mount heavy cloak and have 4K HP (+).

IC:
*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)

Belter:
*Belter caps research costs is now 62.5% of normal, in line with other Belter ships, instead of 50% (rush control)
*Belter carrier drones cost 20% less, in line with other Belter drones.
*Belter int and fig masses reduced from 170% to 150%, with internal thrusters adjusted to keep non-booster acceleration the same. This matches belter stealth craft and scouts.

+ Adjustments to previous changes: Cruise 2 hull reduced to 125, sig dropped to 0.4; fighters mount minepacks by default; rix lancer does x3 damage to asteroids (bugfix); all descriptions revised - particularly, missile descriptions now indicate effective max range; skycap shot spread increased to reduce effectiveness at range; gat, mini, dis, galvs and killers do slightly more damage on heavy hull (rush control); dis, galvs and killers do slightly less damage on super-heavy hull; turret damage on super-heavy hull increased to avoid making devs even better vs caps after the new boost; fighter scan ranges set to 800/900/1000; hunter-killer cm resistance restored to 1.25 levels.


**** Alleg+ release 3 - Inter-faction balance **** (7/8/2002)
------------------------------------

Changed from Alleg+ release 2:


Dreg:
* Dreg specific changes from Dreg 1.41 incorporated.
** Dreg miners and constructors share the 10% scan range penalty.

Belters:
* Belter payday has been increased to 500.
* Belter enh fig has more fuel than other enh figs in line with other Belter figs.
* Belter drones and minefields are 20% cheaper in line with other Belter consts.

BIOS:
* BIOS light int has only as much ammo as BIOS int (450), and can carry heavy cloak with 1500 energy.
* BIOS ints and heavy ints have 50% more energy (and thus cloak duration)
* BIOS light sf recharges 25% faster and has 33% more energy.
* BIOS TP1 and TP2 price increased to 5K each.

Giga:

* All special mines nerfed to the lowest common denominator (1250 income, 125 sig, 4000 hull, 6000 cost)
* Giga patroller has 100% more scan range, acceleration and top speed (+) same as scout and tighter gun mounts.
* Lux fig can no longer carry probes, tp or proxy mines, but can mount galvs and has tighter gun mounts.
* Lux SF missile capacity reduced 25%
** Lux int has 20% less signature than heavy ints.

Rix:
* Stinger 2 has been moved to adv sup as Stinger 3.
* Stingers do more damage on shields than hull and Rix HTT has 20% less energy (making it easier to take down starbase shields but more difficult to kill bases with it)
* Rix gets a seismic pod that can also be carried on Ballistas. To prevent Ballista abuse, seismics now damage rocks only. Heavy pods also get a distinct loadout graphic.

Gar:
* Gunships now cost $1 to give commander control over allocation

Sup:
* All enh and adv fighters can carry minepacks.
* Figs have 20 to 25% more fuel.
* Small shield has been moved to sup.

Exp/Ints:
* Light ints have only as many CMs as regular ints (3).
* Int base signature increased to 1.25.

SY:
* Skycap shot spread has been halved to aid accuracy against ints. (+)


**** Alleg+ release 2 - Tech enhancements **** (6/15/2002)
------------------------------------

Alleg+ Release 2 boosts underused tech in an attempt to put them into use again. There's also a miner upgrade, Rix sup nerf and treasure set enhancement included due to popular demand.

Changes from Alleg+ release 1:


* Booster 3 efficiency increased, so that fuel consumption is no greater than Booster 2
* EWS Probe 2 range increased to 650, EWS Probe 3 range increased to 850.
* Figher scan ranges increased to 600 for basic, 800 for enhanced, 1000 for advanced.
* LB1 is now the same as 1.25 LB2. LB2 provides 25% more thrust than
LB1, at the same total consumption. LB1 signature reduced to 50%, LB2 to 25%
* Aleph resonator now goes off in 10 seconds, standoff range increased to 2700.
* Gunships now have the lead indicator for the front guns. All gunships rip in 10 seconds.
* All faction towers now have limited ammo and perfect accuracy. Tower scan range increased 20%, hp increased 25%.
* Rix combat pods now have 25% more range and less spread as well as improved tracking.
* A.Utl 2 and Mg 2 treasures appear half as frequently. Mine Pack 1 and Small Shield 2 added to treasure chest.
* The rate at which Rix scouts and fighters can rip to the scouts has been significantly reduced. To compensate, Rix fighters now have 20% less mass.
+ Changes to Alleg+ release 1: Tac nuke hull incresed to 50hp, cruise hull increased to 125hp(+). Super carrier research cost reduced to 8000, purchase cost reduced to 4000.


**** Alleg+ release 1 - Capships! **** (5/2/2002)
------------------------------------

Alleg+ Release 1 aims to boost capships sufficiently to make them viable in games again. Note that boosted capships could be unbalancing in small games (8-10 per side) so SY off is recommended in those cases.

Changes from Dreg 1.4:

* 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. See the balance patch section of readme for details. To give you an idea, cruiser strength vs ints has not changed, and all other capships can be killed in less time than that (so don't expect ungodly caps). Detailed damage modifier changes will be released on MA.
* All capships now have negligible inertia around the Z-axis, eliminating the aleph-spin problem.
* Assault ship default loadout has prox mines instead of probes.
* 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.
* Tactical nuke HP increased to 50(+), cruise 1 HP increased to 100(+), cruise 2 HP increased to 125(+) with 40% signature, heavy station pod HP increased to 300.
* Skycap area damage increased from 50% to 75%(+) of total skycap damage.
* Lancer 2/3 bug is fixed. Lancer fire rate halved and it can hurt asteroids with x3 damage factor.
* Pilotable "Super Carrier" researchable in shipyard for 8K(+) at a cost of 4K(+_ each. They have shields, countermeasures and one skycap turret. They also carry aleph-res, calthrop and tower drones.
* Carrier drone cost has been reduced to 4K
Last edited by Grimmwolf_GB on Mon Feb 04, 2008 1:49 pm, edited 1 time in total.
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