Inofficial Changelog b209
Laosh'Ra
Join Date: 2011-12-09 Member: 137232Members
<div class="IPBDescription">just in case the official one takes a bit</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Build 209 is off to Valve! It should be showing up on Steam shortly. Back to work.<!--QuoteEnd--></div><!--QuoteEEnd-->
the changelogs usually show up quite fast and b208 was probably an exception here. but just in case, let's make an inofficial one until the official one shows up.
i hope you guys at UWE don't mind this because of possible errors etc. so if you don't like this for any reason whatsoever, please don't hesitate to delete this thread! it is not ment to pressure you or anything like that, i just noticed some people (like me :D) like to take a quick look at the changes before trying out a new patch for the first time.
a good source of info should be the playtest streaming. i was not able to watch it very long, maybe someone can contribute some more?
<b>features/changes</b> (remember this is inofficial so there can be mistakes):
-lerk now has bite: 50 light damage with 4 BitePoison and 5 PoisonDamageThreshhold (exact mechanics unknown), costs 5 energy
-moved bile bomb from lerk to gorge
-3rd alien tech path added
celerity: you get rather fast when outside of combat (nerfed for lerk) and it is interrupted whenever you attack
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CelerityStart : 2.5
CelerityBuildUpDuration : 5.0
CelerityRampDownDuration : .5
CeleritySpeedModifier : 0.3
SkulkCeleritySpeedModifier : 1
GorgeCeleritySpeedModifier : 1.8
LerkCeleritySpeedModifier : 0.27
FadeCeleritySpeedModifier : 1.42
OnosCeleritySpeedModifier : 1.55<!--c2--></div><!--ec2-->
echo: (i think it moves buildings around the map) cost:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->EchoHydra : 25
EchoWhip : 50
EchoCrag : 50
EchoShade : 50
EchoShift : 50
EchoVeil : 25
EchoSpur : 25
EchoShell : 25
EchoHive : 125
EchoEgg : 25<!--c2--></div><!--ec2-->
-additional abilities (leap, stomp, bile bomb) are now researched seperately from each other
found these as res costs (probably personal res?):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SkulkUpgrade : 1
GorgeUpgrade : 2
LerkUpgrade : 3
FadeUpgrade : 4
OnosUpgrade : 5<!--c2--></div><!--ec2-->
and these as research-res costs:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Leap : 20
BileBomb : 20
Spikes : 20
Blink : 20
Stomp : 20
Xenocide : 25
WebStalk : 25
PoisonDart : 25
Vortex : 25
PrimalScream : 25<!--c2--></div><!--ec2-->
with the research times:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Leap : 60
BileBomb : 60
Spikes : 90
Blink : 90
Stomp : 90
Xenocide : 120
WebStalk : 90
PoisonDart : 120
Vortex : 140
PrimalScream : 140<!--c2--></div><!--ec2-->
-new ingame-menu (similar font to main menu etc.)
-some other new variables, here with cost:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ShiftEcho : 75
ShiftHatch : 50
HealingBed : 15
MucousMembrane : 15
BacterialReceptors : 15<!--c2--></div><!--ec2-->
also found
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->HealingBedStructureRegen : 5<!--c2--></div><!--ec2-->
<b>balance</b>:
spit damage: 40->30
bile bomb: energy cost 35->20
hallucinations: energy costs increased for fade, onos, hive, whip, shade, crag and shift
lerk: base armor 30->50, carapace armor 60->80 (hp remain 125)
spike (i guess still for lerk): damage type light->normal (more effective against armor now), mindamagerange 16->9 (not exactly sure what this does)
power nodes: health 1200->2000, armor 1400->1000 (less armor means onos is less effective compared to other aliens who have lighter damage types)
whip bombard: costs 10 res now (not sure how this plays out ingame), radius 8->3
upgrade hive: res cost 20->10, time (seconds) 15->30
hydra: build time 20->15
maturation times:
b208:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Hive : 360
Harvester : 240
Whip : 150
Crag : 200
Shift : 200
Shade : 200
Veil : 120
Spur : 120
Shell : 120<!--c2--></div><!--ec2-->
b209:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Hive : 180
Harvester : 210
Whip : 120
Crag : 120
Shift : 120
Shade : 120
Veil : 60
Spur : 60
Shell : 60<!--c2--></div><!--ec2-->
(cyst hydra and egg times remain)
"NutrientMistPercentageIncrease" and "NutrientMistMaturingIncrease" both 200->66
AlienInfestationRegenerationPercentage: 0.04->0.05 (innate remains at 0.02, for regeneration upgrade 0.12 remains)
ok that's all i could find. hf with the patch :)
the changelogs usually show up quite fast and b208 was probably an exception here. but just in case, let's make an inofficial one until the official one shows up.
i hope you guys at UWE don't mind this because of possible errors etc. so if you don't like this for any reason whatsoever, please don't hesitate to delete this thread! it is not ment to pressure you or anything like that, i just noticed some people (like me :D) like to take a quick look at the changes before trying out a new patch for the first time.
a good source of info should be the playtest streaming. i was not able to watch it very long, maybe someone can contribute some more?
<b>features/changes</b> (remember this is inofficial so there can be mistakes):
-lerk now has bite: 50 light damage with 4 BitePoison and 5 PoisonDamageThreshhold (exact mechanics unknown), costs 5 energy
-moved bile bomb from lerk to gorge
-3rd alien tech path added
celerity: you get rather fast when outside of combat (nerfed for lerk) and it is interrupted whenever you attack
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CelerityStart : 2.5
CelerityBuildUpDuration : 5.0
CelerityRampDownDuration : .5
CeleritySpeedModifier : 0.3
SkulkCeleritySpeedModifier : 1
GorgeCeleritySpeedModifier : 1.8
LerkCeleritySpeedModifier : 0.27
FadeCeleritySpeedModifier : 1.42
OnosCeleritySpeedModifier : 1.55<!--c2--></div><!--ec2-->
echo: (i think it moves buildings around the map) cost:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->EchoHydra : 25
EchoWhip : 50
EchoCrag : 50
EchoShade : 50
EchoShift : 50
EchoVeil : 25
EchoSpur : 25
EchoShell : 25
EchoHive : 125
EchoEgg : 25<!--c2--></div><!--ec2-->
-additional abilities (leap, stomp, bile bomb) are now researched seperately from each other
found these as res costs (probably personal res?):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SkulkUpgrade : 1
GorgeUpgrade : 2
LerkUpgrade : 3
FadeUpgrade : 4
OnosUpgrade : 5<!--c2--></div><!--ec2-->
and these as research-res costs:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Leap : 20
BileBomb : 20
Spikes : 20
Blink : 20
Stomp : 20
Xenocide : 25
WebStalk : 25
PoisonDart : 25
Vortex : 25
PrimalScream : 25<!--c2--></div><!--ec2-->
with the research times:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Leap : 60
BileBomb : 60
Spikes : 90
Blink : 90
Stomp : 90
Xenocide : 120
WebStalk : 90
PoisonDart : 120
Vortex : 140
PrimalScream : 140<!--c2--></div><!--ec2-->
-new ingame-menu (similar font to main menu etc.)
-some other new variables, here with cost:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ShiftEcho : 75
ShiftHatch : 50
HealingBed : 15
MucousMembrane : 15
BacterialReceptors : 15<!--c2--></div><!--ec2-->
also found
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->HealingBedStructureRegen : 5<!--c2--></div><!--ec2-->
<b>balance</b>:
spit damage: 40->30
bile bomb: energy cost 35->20
hallucinations: energy costs increased for fade, onos, hive, whip, shade, crag and shift
lerk: base armor 30->50, carapace armor 60->80 (hp remain 125)
spike (i guess still for lerk): damage type light->normal (more effective against armor now), mindamagerange 16->9 (not exactly sure what this does)
power nodes: health 1200->2000, armor 1400->1000 (less armor means onos is less effective compared to other aliens who have lighter damage types)
whip bombard: costs 10 res now (not sure how this plays out ingame), radius 8->3
upgrade hive: res cost 20->10, time (seconds) 15->30
hydra: build time 20->15
maturation times:
b208:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Hive : 360
Harvester : 240
Whip : 150
Crag : 200
Shift : 200
Shade : 200
Veil : 120
Spur : 120
Shell : 120<!--c2--></div><!--ec2-->
b209:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Hive : 180
Harvester : 210
Whip : 120
Crag : 120
Shift : 120
Shade : 120
Veil : 60
Spur : 60
Shell : 60<!--c2--></div><!--ec2-->
(cyst hydra and egg times remain)
"NutrientMistPercentageIncrease" and "NutrientMistMaturingIncrease" both 200->66
AlienInfestationRegenerationPercentage: 0.04->0.05 (innate remains at 0.02, for regeneration upgrade 0.12 remains)
ok that's all i could find. hf with the patch :)
Comments
really liking this if it's true, alien comm needs more research to spend res on. and as far as the beta goes, a lot of people know each other fairly well and who performs best with the varying lifeforms. i know I'll be petitioning for Leap to be researched first. but then again skulk is default so i wouldn't be surprised seeing that get researched first most of the time anyway.
lerk bite and umbra
My favourite fix so far. Having to wait til everything pinged was terrible.
One of the best but saddest changes for me. Good bye my beloved lerkspike , no one will ever spend res to get you. :(
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/CkN97FGHvUw"></param><embed src="http://www.youtube.com/v/CkN97FGHvUw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
:D
(No celerity, only spam-jump + bite)
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/CkN97FGHvUw"></param><embed src="http://www.youtube.com/v/CkN97FGHvUw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
:D
(No celerity, only spam-jump + bite)<!--QuoteEnd--></div><!--QuoteEEnd-->
lol is this intentional then? I thought it seemed rather bizarre.
Yep, Data Core for example its a grinder for marines. By the way, sometimes I touch a wall but you can do it just jumping from the floor.
I can go faster.
It's PDT, not PST. Aussies are forgiven, it's ok.
I actually refer to it as PST because most people don't realize that PDT is the day light savings time adjusted version of PST.
Still a few more Tier 3 abilities to be implemented.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/U_wyhtoLyRY"></param><embed src="http://www.youtube.com/v/U_wyhtoLyRY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Some people in a few other threads didn't believe me, but it's happening for real in this very game and it's totally not fun.
Did I mention that alien harvesters can die and cause a reslock if an unrelated (and weak) structure dies? Marines don't have this problem.
As for the patch, the celerity blur is cool because it's exactly what some guy was asking for in another thread, but I personally don't find that it interrupts the rest of the gameplay. Lerk bite...not so sure yet!
because it makes the lerk have a melee attack that adds poison, a ranged attack, and an AOE that blinds and does continuous damage (in other words, you can basically do damage at any time, and in the best case all your 3 weapons link up into a sequence that does loads of damage)
The aliens in general are way strong now but they are shaping up nicely.
Lots of silly stuff (
PT's tutturuu? Cele , hypermuta armory healing armor? Wake up