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 Post subject: Changes for v0.992
PostPosted: Fri 28 Aug 2015, 18:17 
Geneshift Creator
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Joined: Sat 14 Mar 2009, 17:50
Posts: 6051
Location: Sydney, Australia
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SKILL RESCALING
A huge rescaling of the skills system! Skills no longer range from 1 to 15, but only from 1 to 5! Each level however makes a much bigger difference to the how the skill works. Fundamentally I am simply reducing the resolution of skill levels to simplify and speed up the skills system. The difference between levels was too small before, but now it is much more significant. Each skill will now have 3 normal levels and 2 synergy levels. Each skill has had it's values changed to scale up faster through the levels, with specific details outlined below. Here are all of the specific changes needed to make this process work:

Skills now range from 1 to 5 instead of 1 to 15. They have 3 normal levels and 2 synergy levels.

Players now start at level 5 instead of level 10.

The max level is now 50 instead of 100. Skill queues are now capped at 50.

The leveling curve has changed. It now takes 4x longer to jump up each level. The new equation between experience and level is: EXP = (LVL^3)*4

All existing mutants will have their experience scaled down to half. Mathematically this works out perfectly with the above changes. New accounts will scale down to the new starting level, and maxed accounts will scale down to the new max level. The 'behind the scenes' experience number will change, but relatively all mutants will be just as strong as before.

Tier 2 skills now unlock at level 5 instead of level 10, and tier 3 skills now unlock at level 10 instead of level 20. Disabling Drop, Phasic Bullets and Bloody Gains are now available immediately.

Community Credit bonuses are now +10, +10 and +30 instead of +25, +25 and +50.

Free skill reallocation now cuts off at level 20 instead of level 30.



SYNERGIZERS
Each skill tree now has a new skill called a Synergizer (eg, Physical Synergizer). This is a special skill that has a maximum level of 20 instead of 3 and is displayed up the top right corner of the skill page. The skill itself doesn't actually do anything in gameplay, but it can be used to invest points into the skill tree without needed to suffer any penalties from the real skills. For example if you want to unlock Teleportation but don't want to suffer the penalties of Regeneration and don't want the clutter of Invis or Venom Shot, you can now put 10 points into the Mental Synergizer to unlock Teleportation and skip the other skills.

Synergizers have one special property however, and that is that they award you a bonus synergy point for every 10 levels you invest into it. So if you put 10 points into the Cybernetic Synergizer skill then you will have TWO synergy points - one normal point like you always get for investing 10 points into the tree, but then one bonus point from the Synergizer. This is a subtle benefit but allows for some interesting skill builds.



SPEEDRUN LEADERBOARDS
A new Outbreak game option has been added called Speedruns. This behaves just like normal Survival mode but with one awesome difference - there is a big stopwatch timer displayed under the minimap that counts exactly how long it takes for you to finish the round. When you do finish your time will be placed on a leaderboard to see who can complete the round the fastest!

All settings for speedruns are fixed for consistency. 500 souls, 50 zombies, standard difficulty, etc. The only things which are allowed to change are the map and the number of players attempting the speedrun. When the round ends a leaderboard will show up displaying all runs that have been completed on that map for the same number of players. So there will be a leaderboard for solo runs, a separate leaderboard for 2 player runs, another for 3 player runs etc. You can try top the solo leaderboard, or play with a friend to try top the team leaderboard together!

A few special rules will apply in this game mode. Players will only be able to join onto the Scientist team during the 30s freeze time at the start of the round. Players who join the server afterwards will be made a spectator until the round restarts. There will also be no team switching allowed, similar to ranked games. This is so newly joining players won't disrupt existing runs. Fortunately with only 500 souls per person the rounds are quite quick, so there shouldn't be much waiting time.

Finally players will be awarded bonus experience whenever they place in any of the official maps. You will receive +1000xp for setting the new top record, +500xp for placing in the top 10, +200xp for placing in the top 20 and +100xp for placing in the top 100.



OUTBREAK CHANGES
The rules of Survival have changed. When you die you no longer switch teams to mercenary, but instead stay as a scientist. You still become a zombie but as a scientist you can continue collecting souls. Only when the bomb explodes will you turn back into a mutant again. If all humans die the round restarts on the same map.

Weapons now have a separate number of bullets and clips in Outbreak mode.

Chemicals now slow zombies who travel over them.

Cash, mana and hitpoints no longer passively regenerate in Outbreak.

Each soul you return to the bomb will now award you $50, 1 mana, 2hp and 1xp.

Dynamic Difficulty now scales up based on the number of souls you have collected since the last bomb. Each bomb it resets from the slow zombies, but ramps up quicker and quicker as you collect souls. The final bomb is a lot harder than the first as it ramps up significantly faster.

Dynamic Difficulty level (souls collected since the last bomb) will also be used when zombies spawn. They will prioritise players with a higher level, making it more challenging for vets and easier for newbs.

Dynamic Difficulty zombies are now capped at the tier 3 zombies. The tier 4 zombies will now spawn separately 10% of the time regardless of level.

Zombie hitpoints are now fixed at no longer scale with server size. Their speed and attack scales with server size instead. The zombie hitpoints for each tier are 100, 70, 40, and 10. Swarm zombies also have fixed hitpoints of 70.

Swarm Zombies now swarm faster and faster with each subsequent bomb. They slow down for players who have died.

Difficulty settings (playful, standard, hardcore and insane) now scale zombie speed and attack, not hitpoints. Players with newbie shield will now face easier zombies.

The server requirements are now 500 souls PER PLAYER, not 1000 souls in total. This seems like it would scale up a lot, but because zombie health is now fixed they are a lot more squishy and die faster.

Detonating the bomb will award all players $2000 extra cash.

The bomb cannot kill you, but can reduce you to 1hp life.

Zombies killed by the bomb explosion will not drop souls.

You can now buy vehicles from the bomb.

The number of souls collected now shows in the HUD.

Bombs ordering is no longer randomized, but predictable based on distance from the spawn zone.

All zombie attacks can now be blocked by barrier.

Zombie freezing now reduces incoming damage based on your remaining health and mana.

Zombie attack rpm is now 60 instead of 80.

Stuff no longer fades away when dying on coop Outbreak modes.

The shooting zombies now throw explosives, kinda like green plasma balls.

Removed the zombie spawn protection.

Zombies can now see through walls.

Support is disabled in Outbreak.



GENERAL CHANGES
Newly registered accounts are now shown a button that will take them directly to a "recommended server", bypassing the lobby. This server will be calculated based on a number of factors such as game mode, players and ping. It will prioritize Outbreak servers over PvP servers as Outbreak is a lot more newb friendly.

Improved the look of the loading screen page, simplifying things and explaining game objectives better.

Chemical Warfare is now known as just Warfare, and Compounds are now known as Control Points.

Casual servers will now apply patches instantly when new versions come out, as long as the server is empty.

Improved auto balancing when new rounds start.

The "Show Info" checkbox that appears in the skills menu when you hold ALT has changed function. It now toggles whether or not the "You have X unpsent skill points" bar shows up.



VEHICLE CHANGES
Buggie now has 600hp instead of 400hp.

Roadster now has 800hp instead of 600hp.

Torpedo now has 1000hp instead of 800hp.



MISSION CHANGES
Pistol Practice now requires 12 consecutive shots for USP, 7 for Deagle, and 5 for Flare Gun (the size of the clip).
Pistol Practice now rewards $3000 instead of $5000.



WEAPON CHANGES
All tier 1 guns now cost $1000 instead of $2000.
All tier 2 guns now cost $3000 instead of $5000.

Grenade no longer forced to lob.
Grenade now penetrates bots and players.

Flash Bang no longer forced to lob.
Flash Bang now penetrates bots and players.

Molotov Cocktail no longer forced to lob.
Molotov Cocktail now penetrates bots and players.

Deagle spread is now 0.3 instead of 1.0.

Flare Gun now has 10 clips of 5 bullets each.
Flare Gun reload time is now 1.5s.
Flare Gun bullet speed is now 80 instead of 70.

M3 Super now has 8 bullets per clip instead of 16.

Spas reload time is now 1.3 instead of 1.5.

MP5 bullet speed is now 75 instead of 70.
MP5 reload time is now 1.3 instead of 1.5.
MP5 movement speed is now 0.98 instead of 0.97.

M4A1 now has 30 bullets instead of 20.
M4A1 reload time is now 2s instead of 1.5s.

M60 barrier recoil is now 0 instead of 3.
M60 reload time is now 3s instead of 3.3s.
M60 vehicle damage multiplier is now 2.5 instead of 2.0.



WEAPON CHANGES (FOR OUTBREAK)
Grenade bot damage is now x3 instead of x1.5.

Bazooka bot damage is now x10 instead of x2.
Bazooka now 100 penetrates bots. Deeply.

USP outbreak clips is now 6.

Deagle outbreak clips is now 6.

Flare Gun outbreak clips is now 6.
Flare Gun bot damage is now x1 instead of x2.

UZI outbreak clips is now 6.

MP5 outbreak clips is now 6.

M3 outbreak clips is now 6.

SPAS outbreak clips is now 6.

AK47 outbreak clips is now 6.
AK47 damage mult is now 1.35 instead of 1.3.

M4A1 outbreak clips is now 6.

SAW outbreak clips is now 3.

M60 outbreak clips is now 3.

Ruger outbreak clips is now 3.
Ruger now penetrates 2 bots instead of 1.

Barrett outbreak clips remains at 10.
Barrett now penetrates 100 bots instead of 4.

Tasers outbreak clip size is now 200 instead of 100.
Tasers now penetrates 1 bot instead of 2.

Nailgun outbreak clip size is now 200 instead of 100.
Nailgun now penetrates 2 bots instead of 1.

Blast Cannon outbreak clip size is now 100 instead of 50.

Seek Rifle outbreak clip size is now 200 instead of 50.
Seek Rifle now penetrates 2 bots instead of 1.

Minigun outbreak clip size is now 400 instead of 200.

Photon Beam outbreak clip size is now 100 instead of 20.

Flamethrower outbreak clip size remains at 200.



PHYSICAL SKILL CHANGES
Vampirism health regen now ranges from 15% to 75% instead of 10% to 80%.
Vampirism mana regen now ranges from 3% to 15% instead of 1% to 15%.
Vampirism damage now ranges from 90% to 70% instead of 90% to 62%.

Final Focus threshold now ranges from 70 to 30 instead of 70 to 35.
Final Focus bullet speed now ranges from 90% to 70% instead of 90% to 76%.
Final Focus duration is now 5s instead of 4s.
Final Focus recoil is now 10% instead of 20%.

Blood Gains starting health now ranges from 110 to 150 instead of 104 to 160.
Blood Gains max health now ranges from 140 to 160 instead of 140 to 168.
Blood Gains sprint speed now ranges from 140% to 120% instead of 140% to 105%.
Bloody Gains hp increase is now +5hp per level instead of +4hp.

Force Fields size now ranges from 1 to 1.8 instead of 1 to 1.7.
Force Fields damage now ranges from 50hp to 10hp instead of 40hp to 12hp.
Force Fields radius is now slightly larger.

Bouncing Bullets bounce damage now ranges from 40% to 120% instead of 30% to 100%.
Bouncing Bullets received damage now ranges from 40% to 60% instead of 30% to 58%.

Frenzy mana burn now ranges from 5 mana/s to 1 mana/s instead of 5 mana/s to 0.8 mana/s.
Frenzy starting rof now ranges 130% to 110% from instead of 130% to 102%.
Frenzy rof gain per hit is now 1% instead of 2%.

Clip Magnet ammo gain now ranges from 1 to 2.2 instead of 1 to 2.4.
Clip Magnet reload time now ranges from 130% to 190% instead of 130% to 200%.

Radiate range now ranges from 5m to 13m instead of 5m to 12m.
Radiate duration now ranges from 6s to 2s instead of 5s to 2.2s.
Radiate mana now ranges from 15 to 27 instead of 15 to 29.
Radiate cooldown now ranges from 6s to 14s instead of 5s to 12s.

Stagnation movement speed now ranges from 85% to 45% instead of 85% to 57%.
Stagnation rate of fire now ranges from 120% to 175% instead of 120% to 162%.

Assault Armor movement speed now ranges from 150% to 110% instead of 200% to 130%.
Assault Armor damage reduction now ranges from 50% to 10% instead of 80% to 10%.
Assault Armor cooldown is now fixed at 10s instead of ranging from 15s to 8s.
Assault Armor duration is now 3s instead of 2.5s.

Parasite Swarm damage per parasite now ranges from 60hp to 20hp instead of 50hp to 22hp.
Parasite Swarm weakened hits now ranges from 2 to 10 instead of 5 to 12.



MENTAL SKILL CHANGES
Regeneration healing rate now ranges from 3 to 15 instead of 2 to 16.
Regeneration mana regen now ranges from 0.5 to 2.5 instead of 0.5 to 3.3.
Regeneration hp loss now ranges from 20% to 80% instead of 20% to 76%.

Disabling Drop range now ranges from 3m to 9m instead of 3m to 8.6m.
Disabling Drop regen now ranges from 2hp/s to 6hp/s instead of 2hp/s to 4.8hp/s.

Invisibility mana burn now ranges from 4.5 to 2.5 instead of 6 to 3.2.
Invisibility damage duration now ranges from 0.5s to 2.5s instead of 0.5s to 1.9s.

Dash speed now ranges from 120% to 180% instead of 115% to 185%.
Dash additional fade time now ranges from 0.5s to 2.5s instead of 0.5s to 4s.
Dash fade time is now applied 100% whenever you are revealed, instead of only by 50%.

Blade Fury spin speed now ranges from 250 to 450 instead of 220 to 430.
Blade Fury max hp now ranges from 25hp to 13hp instead of 25hp to 11hp.
Blade Fury recoil now ranges from 120% to 200% instead of 130% to 200%.

Spike Trap spikes now ranges from 5 to 25 instead of 5 to 19.
Spike Trap disable now ranges from 0.5s to 2.5s instead of 0.5s to 1.9s.

Venom Shot total damage now ranges from 30hp to 38hp instead of 25hp to 39hp.
Venom Shot duration now ranges from 2s to 10s instead of 3s to 10s.
Venom Shot cooldown now ranges from 1s to 5s instead of 1s to 3.8s.

Infection duration now ranges from 2s to 10s instead of 1s to 8s.
Infection seeking now ranges from 80% to 20% instead of 80% to 24%.

Black Hole range now ranges from 5m to 11m instead of 5m to 12m.
Black Hole slow now ranges from 40% to 60% instead of 40% to 54%.

Darkness fade now ranges from 30% to 90% instead of 30% to 86%.
Darkness duration now ranges from 4.5s to 2.5s instead of 4.5s to 3.1s.

Teleportation range now ranges from 15m to 55m instead of 15m to 50m.
Teleportation channel time now ranges from 1s to 3s instead of 1s to 2.4s.
Teleportation cooldown now ranges from 10s to 6s instead of 12s to 5s.
Teleportation mana now ranges from 40 to 20 instead of being fixed at 40 for all levels.



CYBERNETIC SKILL CHANGES
Self Repair regen rate now ranges from 10hp/s to 30hp/s instead of 10hp/s to 24hp/s.
Self Repair mana burn now ranges from 3 mana/s to 19 mana/s instead of 3 mana/s to 17 mana/s.
Self Repair range now ranges from 2m to 4m instead of 2m to 3.4m.

Static Charges charges now ranges from 20 to 8 instead of 20 to 6.

Energize base speed now ranges from 110% to 150% instead of 120% to 148%.
Energize max speed now ranges from 120% to 200% instead of 130% to 200%.
Energize consumption now ranges from 140% to 180% instead of 150% to 178%.

Phasic Bullets chance now ranges from 20% to 100% instead of 30% to 100%.
Phasic Bullets reload now ranges from 120% to 100% instead of 130% to 200%.

Plasma Ball speed now ranges from 20m/s to 40m/s instead of 25m/s to 53m/s. However an algorithmic change speeds it up about 30% to compensate.
Plasma Ball enemy seeking now ranges from 40 degrees/s to 20 degrees/s instead of 35 degrees/s to 21 degrees/s.
Plasma Ball cooldown now ranges from 5s to 1s instead of 4s to 1.2s.
Plasma Ball mana is now fixed at 15 for all levels instead of ranging from 25 to 11.
Plasma Ball vehicle damage is now x10 instead of x5.

Fire Storm 2x chance now ranges from 20% to 100% instead of 25% to 95%.
Fire Storm 3x chance now ranges from 10% to 50% instead of 2% to 30%.
Fire Storm 4x chance now ranges from 5% to 25% instead of 1% to 15%.
Fire Storm splash now ranges from 5m to 3m instead of 5m to 2.9m.

Shockwave range now ranges from 15m to 55m instead of 15m to 43m.
Shockwave cooldown now ranges from 1s to 9s instead of 1s to 6.6s.

Microvolt sparks now ranges from 2 to 10 instead of 2 to 9.
Microvolt player size now ranges from 85% to 65% instead of 85% to 64%.

Bullet Time is now a toggleable mana burning skill like Frenzy. The burn rate ranges from 5 mana/s to 1 mana/s, also like Frenzy.
Bullet Time initial mana cost is now 15 instead of 25.
Bullet Time cooldown is now 3s instead of 15s. However you cannot turn off BT until after 3s expires.
Bullet Time seek speed now ranges from 15 degrees/s to 3 degrees/s instead of 5 degrees/s to 19 degree/s.
Bullet Time enemy bullet speed is now fixed at 8% instead of ranging from 8% to 15%.
Bullet Time now disables sprint while active.

Stolen Seekers bullet damage now ranges from 20% to 100% instead of 30% to 100%.
Stolen Seekers no longer changes the duration of Bullet Time.
Stolen Seekers now increases the enemy bullet speed in BT, ranging from 10% to 14%.
Stolen Seekers no longer triggers after 8 bullets are captured. Instead it will trigger whenever Bullet Time is disabled.

Lasing Orb critical change now ranges from 20% to 100% instead of 30% to 100%.
Lasing Orb barrier speed now ranges from 250% to 130% instead of 250% to 110%.



SKILL CHANGES (FOR OUTBREAK)
Radiate bot damage is now x1.5 instead of x3.

Frenzy now gains 100% against zombies instead of 50%.

Clip Magnet now steals 30% against zombies instead of 50%.

Parasite Swarm now gains faster against zombies.

Blade Fury bot damage is now x10 instead of x5.
Blade Fury blades no longer trigger exploding zombies to explode.
Blade Fury now burns 3x against zombies instead of 2.5x.

Firestorm causes the first plasmaball to fly past zombies, but subsequent ones to collide.

Spike Trap bot damage is now x1 instead of x3.

Venom Shot bot damage is now x5 instead of x10.

Lasing Orb no longer restores mana in Outbreak.



CHEMICAL CHANGES
Base Chemicals now makes your chemicals cheaper to purchase but is no longer NEEDED to buy other chemicals.
Base Chemicals now costs $5000 instead of $10000 from both base and spawn. You can also buy another base from base.
Base Chemicals pouring time is now 3.0s instead of 1.0s.

Bionic Gas no longer shows the healing orbs, allowing you to hide the fact that you're being healed.
Bionic gas healing rate is now 10hp/s instead of 20hp/s.

Alchemic Acid now costs $3000 from Base Chemicals and $5000 from spawn.

Warp Field now costs $3000 from Base Chemicals and $5000 from spawn.
Warp Fields now take 1.5s to channel instead of 2.0s.

Sonar Cells now costs $3000 from Base Chemicals and $5000 from spawn.
Sonar Cells radius is back to 10m instead of 12m.

Instant Cloner now costs $1000 from Base Chemicals and $5000 from spawn.
Instant Cloner can now be used to clone your own chemicals.
Instant Cloner pouring time is now 0.5s instead of 1.0s.
Instant Cloner will hide the chemical placing sound of the chemical placed into it.

Flask now costs $1000 from Base Chemicals and $1000 from spawn.

Neutralizer now costs $1000 from Base Chemicals and $1000 from spawn.
Neutralizer now awards 100% of the cash value, not 50%. This uses the price of Base Chemicals purchases not spawn purchases.

Capturers now cost $10,000 from Base Chemicals and $15,000 from spawn.



CHEMICAL CHANGES (FOR OUTBREAK)
Base Chemicals now slows zombie speed down to 50%.

Quick Pouring now slows zombie speed down to 30%.

Warp Field now slows zombie speed down to 50%.

Alchemic Acid now slows zombie speed down to 70%.

Sonar Cells now slows zombie speed down to 70%.

Instant Cloner now slows zombie speed down to 70%.



BUG FIXES
Fixed a bug where you would switch to a knife after buying a pistol.
Fixed a bug with translations resetting dropdown values.
Fixed a bug where the zombie difficulty setting wouldn't save.
Fixed a bug where vampirism wouldn't work with fire damage.
Fixed a bug where fire damage didn't receive bot damage multipliers.
Fixed a bug with grenades and bullet time.

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Creator of Geneshift and Nik Nak Studios. Hope you enjoy the game!


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 Post subject: Re: Changes for v0.992
PostPosted: Wed 16 Sep 2015, 06:45 
Geneshift Creator
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Joined: Sat 14 Mar 2009, 17:50
Posts: 6051
Location: Sydney, Australia
Gender: Male
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PHYSICAL SKILL CHANGES
Vampirism health regen now ranges from 15% to 75% instead of 10% to 80%.
Vampirism mana regen now ranges from 3% to 15% instead of 1% to 15%.
Vampirism damage now ranges from 90% to 70% instead of 90% to 62%.

Final Focus threshold now ranges from 70 to 30 instead of 70 to 35.
Final Focus bullet speed now ranges from 90% to 70% instead of 90% to 76%.
Final Focus duration is now 5s instead of 4s.
Final Focus recoil is now 10% instead of 20%.

Blood Gains starting health now ranges from 110 to 150 instead of 104 to 160.
Blood Gains max health now ranges from 140 to 160 instead of 140 to 168.
Blood Gains sprint speed now ranges from 140% to 120% instead of 140% to 105%.
Bloody Gains hp increase is now +5hp per level instead of +4hp.

Force Fields size now ranges from 1 to 1.8 instead of 1 to 1.7.
Force Fields damage now ranges from 50hp to 10hp instead of 40hp to 12hp.
Force Fields radius is now slightly larger.

Bouncing Bullets bounce damage now ranges from 40% to 120% instead of 30% to 100%.
Bouncing Bullets received damage now ranges from 40% to 60% instead of 30% to 58%.

Frenzy mana burn now ranges from 5 mana/s to 1 mana/s instead of 5 mana/s to 0.8 mana/s.
Frenzy starting rof now ranges 130% to 110% from instead of 130% to 102%.
Frenzy rof gain per hit is now 1% instead of 2%.

Clip Magnet ammo gain now ranges from 1 to 2.2 instead of 1 to 2.4.
Clip Magnet reload time now ranges from 130% to 190% instead of 130% to 200%.

Radiate range now ranges from 5m to 13m instead of 5m to 12m.
Radiate duration now ranges from 6s to 2s instead of 5s to 2.2s.
Radiate mana now ranges from 15 to 27 instead of 15 to 29.
Radiate cooldown now ranges from 6s to 14s instead of 5s to 12s.

Stagnation movement speed now ranges from 85% to 45% instead of 85% to 57%.
Stagnation rate of fire now ranges from 120% to 175% instead of 120% to 162%.

Assault Armor movement speed now ranges from 150% to 110% instead of 200% to 130%.
Assault Armor damage reduction now ranges from 50% to 10% instead of 80% to 10%.
Assault Armor cooldown is now fixed at 10s instead of ranging from 15s to 8s.
Assault Armor duration is now 3s instead of 2.5s.

Parasite Swarm damage per parasite now ranges from 60hp to 20hp instead of 50hp to 22hp.
Parasite Swarm weakened hits now ranges from 4 to 12 instead of 5 to 12.



MENTAL SKILL CHANGES
Regeneration healing rate now ranges from 3 to 15 instead of 2 to 16.
Regeneration mana regen now ranges from 0.5 to 2.5 instead of 0.5 to 3.3.
Regeneration hp loss now ranges from 20% to 60% instead of 20% to 76%.

Disabling Drop range now ranges from 3m to 9m instead of 3m to 8.6m.
Disabling Drop regen now ranges from 2hp/s to 6hp/s instead of 2hp/s to 4.8hp/s.

Invisibility mana burn now ranges from 4.5 to 2.5 instead of 6 to 3.2.
Invisibility damage duration now ranges from 0.5s to 2.5s instead of 0.5s to 1.9s.

Dash speed now ranges from 120% to 180% instead of 115% to 185%.
Dash additional fade time now ranges from 0.5s to 2.5s instead of 0.5s to 4s.
Dash fade time is now applied 100% whenever you are revealed, instead of only by 50%.

Blade Fury spin speed now ranges from 250 to 450 instead of 220 to 430.
Blade Fury max hp now ranges from 25hp to 13hp instead of 25hp to 11hp.
Blade Fury recoil now ranges from 120% to 200% instead of 130% to 200%.

Spike Trap spikes now ranges from 5 to 25 instead of 5 to 19.
Spike Trap disable now ranges from 0.5s to 2.5s instead of 0.5s to 1.9s.

Venom Shot total damage now ranges from 30hp to 38hp instead of 25hp to 39hp.
Venom Shot duration now ranges from 2s to 10s instead of 3s to 10s.
Venom Shot cooldown now ranges from 1s to 5s instead of 1s to 3.8s.

Infection duration now ranges from 2s to 10s instead of 1s to 8s.
Infection seeking now ranges from 80% to 20% instead of 80% to 24%.

Black Hole range now ranges from 5m to 11m instead of 5m to 12m.
Black Hole slow now ranges from 40% to 60% instead of 40% to 54%.

Darkness fade now ranges from 30% to 90% instead of 30% to 86%.
Darkness duration now ranges from 4.5s to 2.5s instead of 4.5s to 3.1s.

Teleportation range now ranges from 15m to 55m instead of 15m to 50m.
Teleportation channel time now ranges from 1s to 3s instead of 1s to 2.4s.
Teleportation cooldown now ranges from 10s to 6s instead of 12s to 5s.
Teleportation mana now ranges from 40 to 20 instead of being fixed at 40 for all levels.



CYBERNETIC SKILL CHANGES
Self Repair regen rate now ranges from 10hp/s to 30hp/s instead of 10hp/s to 24hp/s.
Self Repair mana burn now ranges from 3 mana/s to 19 mana/s instead of 3 mana/s to 17 mana/s.
Self Repair range now ranges from 2m to 3.6m instead of 2m to 3.4m.

Static Charges charges now ranges from 20 to 8 instead of 20 to 6.

Energize base speed now ranges from 110% to 150% instead of 120% to 148%.
Energize max speed now ranges from 120% to 200% instead of 130% to 200%.
Energize consumption now ranges from 140% to 180% instead of 150% to 178%.

Phasic Bullets chance now ranges from 20% to 100% instead of 30% to 100%.
Phasic Bullets reload now ranges from 120% to 100% instead of 130% to 200%.

Plasma Ball speed now ranges from 20m/s to 40m/s instead of 25m/s to 53m/s. However an algorithmic change speeds it up about 30% to compensate.
Plasma Ball enemy seeking now ranges from 40 degrees/s to 20 degrees/s instead of 35 degrees/s to 21 degrees/s.
Plasma Ball cooldown now ranges from 5s to 1s instead of 4s to 1.2s.
Plasma Ball mana is now fixed at 15 for all levels instead of ranging from 25 to 11.
Plasma Ball vehicle damage is now x10 instead of x5.

Fire Storm 2x chance now ranges from 20% to 100% instead of 25% to 95%.
Fire Storm 3x chance now ranges from 10% to 50% instead of 2% to 30%.
Fire Storm 4x chance now ranges from 5% to 25% instead of 1% to 15%.
Fire Storm splash now ranges from 5m to 3m instead of 5m to 2.9m.

Shockwave range now ranges from 10m to 50m instead of 15m to 43m.
Shockwave cooldown now ranges from 1s to 9s instead of 1s to 6.6s.

Microvolt sparks now ranges from 2 to 10 instead of 2 to 9.
Microvolt player size now ranges from 85% to 65% instead of 85% to 64%.

Bullet Time seek speed now ranges from 5 degrees/s to 17 degrees/s instead of 5 degrees/s to 19 degree/s.
Bullet Time bullet speed now ranges from 7% to 15% instead of 8% to 15%.

Stolen Seekers bullet damage now ranges from 20% to 100% instead of 30% to 100%.
Stolen Seekers duration now ranges from 35s to 15s instead of 30s to 16s.

Lasing Orb critical change now ranges from 20% to 100% instead of 30% to 100%.
Lasing Orb barrier speed now ranges from 250% to 130% instead of 250% to 110%.


Big day of skill rescaling! These rescalings are done to make the skills work with the new level 1 to level 5 dynamic. Take a look and tell me what you think! A few things to consider:

Many skills now scale beyond the old maximums, some even up to the equivalent of level 21! Why do such a drastic thing? Firstly it makes the skills more interesting. I want you to FEEL the difference between every single skill level. I want us to be able to discuss the differences between level 2 and level 3 Stagnation and really know how much of a difference it makes. There has to actually be a noticable difference between each level.

Also many of the values are a lot cleaner and easier to remember. Many of the old values used to go up by multiples of either 1 or 2, and I have changed a lot of these to go up by multiples of 5 or 10 respectively. This results in a more extreme scaling but when possible I think it's worth it. Take Self Repair for example. The healing used to go up by 1hp/s per level (10, 11, 12, 13, 14, 15, 16, 17, 18, 19, (20), (21), (22), (23), (24)), but now it goes up by 5hp/s (10, 15, 20, (25), (30)). The values are so much cleaner and easier to remember. If you're playing a game it's really great if you actually KNOW off the top of your head the values of your skill. So you KNOW that your level 2 Self Repair will heal you up at 15hp/s. Scaling up by a multiple of 3 or 4 is much harder to remember. So wherever possible I've tried to do this. However there are of course exceptions.

I've also scaled the skills up a lot because synergies now take up a larger proportion of the total skill points. 2/5 = 40% rather than 5/15 = 33%. Furthermore the way synergies used to work you could get level 11 skills very easily, so really the unaccessible points were closer to 4/15 = 26%. Point is, synergies take up a lot more space now. As a result even with a crazy scaling that goes up to level 21, the accessible skills are about the same, mapping to levels 1, 6 and 11. This is what we could easily access before, and maps nicely to the levels 1,2,3 that we'll be able to access next version.

I have also take the liberty to balance a few of the skills too. This is not merely a rescaling. Sometimes I have scaled the benefit up a lot and the penalty only a little, and visa versa. I did this when the values were neat and available and only for skills that needed it anyway. For example Invisibility has recently been favouring high level usage, so I scaled the mana rate differently to buff lvl 1 Invis. Assault Armor has favoured low level usage, so I scaled the movement speed differently to favour higher levels, etc. Point is, these changes are not purely scaling, they have balances in them as well.

There are however a few skills that I haven't balanced yet. Bullet Time for example might need looking into, so for now i've just lazily rescaled the skills and will look at the details of the skill later. This is where you guys can help! Take a look at the changes I've made, consider that I'm already accounting for lvl 1 vs lvl 15 dynamics where possible, and let me know what else you think needs changing!

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 Post subject: Re: Changes for v0.992
PostPosted: Wed 16 Sep 2015, 10:11 
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Venom shot buff? PB buff? Firestorm buff? Asterparity puts on a wizard hat.

I'm looking forward to the new, cleaner skill unlock system... IS THAT PERMA INVIS I SEE.

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 Post subject: Re: Changes for v0.992
PostPosted: Wed 16 Sep 2015, 11:23 
Crimea is ours!
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Asterparity wrote:
Venom shot buff? PB buff? Firestorm buff? Asterparity puts on a wizard hat.

I'm looking forward to the new, cleaner skill unlock system... IS THAT PERMA INVIS I SEE.


Nothing changed really, you could do "perm" invis even after nerf. That if you have 15 invis 15 regen. And its same right now. Nobody would go for it anyway, as you d have practically no other skills, not worth it.


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 Post subject: Re: Changes for v0.992
PostPosted: Wed 16 Sep 2015, 14:52 
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A few ways to go about it.
Level 26 - Regen 3, Invis 3, skillwell 20.
Level 30 - Regen 3, Invis 3, Dsh 1, BH 2, TP 1, skillwell 10.
Level 40 - Regen 3, Invis 3, Dsh 3, BH 3, TP 1, VS 3, ST 3, BF 1.

The level 30 option is pretty much the most bang for buck if you really want to max 2 skills.

If you are only really interested in getting Teleport,
Level 10 - skillwell 10, TP 0+2.
Level 10 - Regen 1, DD 3, Invis 3, Dsh 3. TP 0+1.

The first option is basically for getting 2 teleport with perfect 10 points and minimal active skills clutter. Of course, no harm if you decide to not put at least 10 in skillwell.

Either way its generally not worth it to use the skill wells unless you have already finished setting up your core skills and have nowhere else to spend(and don't want clutter/unwanted penalties) - ie: more useful for high level, but that's not a problem. And if you're willing to use only 2 maxed skills, more power to you. I highly doubt any number lower than 10 for a bonus synergy is a good number though; synergies should remain rare.

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 Post subject: Re: Changes for v0.992
PostPosted: Wed 16 Sep 2015, 19:04 
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I've tried to keep most things the same. EG: perma invis was possible before with maxed skills, same as now. And just maxing normal skill points in Regen+Invis (3+3) has the same mana burn as it did before (10+10). I've mostly tried to scale things to how they were before.

Having said that there are a few skills which have been buffed or scaled up massively. Only when I don't think it will be game breaking of course. But I'm looking forward to seeing someone tanking in combat with level 5 Self Repair, or blocking off half of the map with level 5 Spike Trap! Good thing is synergies are rare so seeing these super scaled skills will be extra special when they happen ;)

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