Patch 1.4 published

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Patch 1.4 published

Post  Siretu on Wed Feb 20, 2013 7:11 pm

The new Cruiser Command patch 1.4 is now published(or it will be within 10 minutes of this post). Here are the patch notes:

v1.4:
- Merculite Heavy Missile damage increased from 400 to 650.
- Merculite Heavy Missile Kermiculite cost increased from 15 to 35.
- Max mines per team lowered from 250 to 75.
- Did some more stuff to prevent console locks.
- Added an “-unstuck” command.
- Added a new console. The science console. It will get more abilities in later patches.
- Yamato loading is now done in the science console
- Fixed an issue where the drones would stop working.
- Mirrored asteroid spawns so both sides of the map have the same asteroid layout.
- Fixed an issue where drones would stop returning minerals if they mined too fast.
- Paused animation on most of the moving doodads inside to improve performance.
- Added visual nebulas. They do nothing right now.

Use this thread to discuss the new patch.
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Re: Patch 1.4 published

Post  LordDragon on Wed Feb 20, 2013 9:45 pm

Just played first public then private matches of new patch; all in all I think I like where it's going, but here's a quick run-down of problems:

- Hotkeys commonly disappear for many players. I have had games where they work for others and not I, and vice versa. They may spontaneously re-appear.

-Science station is a bit broken; purging the core may result in kerm. only being drained by 1 player. In one instance, a player got kerm. back as I also used the ability.
I was also able to research a specialty upgrade for science station after another player had already done so.
Control panel for station is sitting at an awkward angle for its placement. (Minor issue)

The new console brings a lot of new ideas into the game all at once. I like it, but -combined with the change in upgrade layout- it changes the game rather drastically. This will be interesting to see how it works in the future.

-Kerm. spawns no longer working. Several events will initialize, and immediately end....it's nearly impossible to catch it on the minimap. Later, it suddenly appeared out of nowhere, without warning.
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Re: Patch 1.4 published

Post  DumbMarine on Wed Feb 20, 2013 10:45 pm

It looks like rocks don't spawn at all anymore, resulting in message spam as the game constantly generates new (empty) fields.

Also, the cooldown on the energy transfer is missing, which means all ships always launch with full power Surprised early game miners can spam accelerate with impunity.

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Re: Patch 1.4 published

Post  Siretu on Thu Feb 21, 2013 4:11 am

I'm sorry for all the issues with the new patch. I worked late to get it out yesterday. I'll release a quick patch fixing as many of these issues as possible. The fixes should definitely be released today.
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Re: Patch 1.4 published

Post  Siretu on Thu Feb 21, 2013 5:46 am

Patch 1.45 is now published. Here are the patch notes:

v1.45:
- Fixed a resource desync issue connected to the Purge Core Plasma ability.
- Increased the Power transfer cooldown from 0s to 45s.
- Fixed an issue where kermiculite fields couldn’t spawn.
- Fixed an issue where new fields couldn’t spawn.
- Fixed a glitch where you could stack upgrades to get them cheaper and faster.
- The Battlecruiser’s improved hull upgrade’s upgrade time no longer increases the more you upgrade it.
- The Battlecruiser’s improved hull upgrade’s price now increases by 10 every level instead of 25.
- Laser upgrade now increases broaside damage by 5%/10%/15%/20%/25% instead of 20%/40%/60%/80%/100%
- Increased single kinetic speed by 50%
- Multi kinetic lockon radius reduced from 5 to -2.5

I feel like I had a rather productive morning Smile

Is there anything I forgot?
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Re: Patch 1.4 published

Post  LordDragon on Thu Feb 21, 2013 2:43 pm

There seems to be no common cause of hotkey loss; it appears completely random, and may in fact be a b.net problem rather than CC's. Otherwise, I think you covered everything mentioned.

I'm not sure I agree 100% with the nerf to broadsides - perhaps meet in the middle? I'll have to play test them, but I think I'll be able to effectively shield tank them indefinitely now. More on that later.

Thanks for all your work mate - the community grows as the game expands, and I'm sure that good things will come of it.
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Re: Patch 1.4 published

Post  Siretu on Thu Feb 21, 2013 2:49 pm

Yes, as far as I know, the hotkeys are a battle.net problem. I've seen other mapmakers report problems about it.

However, I'll try one of the weird fixes someone suggested and see if it helps.

Also, do you have skype? I would love to invite you to our Cruiser Command skype chat where we discuss new features, bugs and balance issues.
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Re: Patch 1.4 published

Post  Red-Rocket on Thu Feb 21, 2013 4:36 pm

I think the nerf was a little to much, 5% for a single dmg upgrade? that is probably not worth it, yes the broadside was powerful but 25% now doesnt really keep up when you think of cost. you should probably seperate the broadside lazer upgrade into its own upgrade and have the single, triple and penta burst should stay the same. the second should be 4 upgrades for broadside and should be increments of 10% (10%/20%/30%/40%) and maby switch up the costs for broadside (20 yellow 10 blue 40 red) and the burst lazers should be more red heavy and yellow heavy with no blue(45 red and 25 yellow and standard increments of 25% (25%/50%/75%/100%/125%) ) otherwise good patch and keep up the good work =) your doing great man and the game is growing



Last edited by Red-Rocket on Fri Feb 22, 2013 10:14 pm; edited 1 time in total
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Re: Patch 1.4 published

Post  LordDragon on Fri Feb 22, 2013 10:10 am

Kerm. spawn trigger now displays the map ping correctly, but no asteroids actually spawn. As of now, mass replicator is required for late-game use.

Research exploit still in effect.

Not sure what from, but lag spikes are quite common.

I've heard of but have yet to test a failure with the energy transfer upgrade explosion damage.
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Re: Patch 1.4 published

Post  DumbMarine on Fri Feb 22, 2013 8:56 pm

LordDragon wrote: I'm not sure I agree 100% with the nerf to broadsides - perhaps meet in the middle? I'll have to play test them, but I think I'll be able to effectively shield tank them indefinitely now. More on that later.

We had shields at 11000 that one game and you guys knocked them down so I wouldn't worry Cool

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Re: Patch 1.4 published

Post  Siretu on Sat Feb 23, 2013 8:03 am

LordDragon wrote:Kerm. spawn trigger now displays the map ping correctly, but no asteroids actually spawn. As of now, mass replicator is required for late-game use.

Research exploit still in effect.

Not sure what from, but lag spikes are quite common.

I've heard of but have yet to test a failure with the energy transfer upgrade explosion damage.

I cant replicate the kermiculite bug. Every time I test in single player, the asteroids appear.

The research exploit is not as easy anymore. I had to keep clicking until the first upgrade was finished before it worked. I'll see if I can actually fix it completely.

I have no idea what could cause the lag spikes. If you send me some replays where they occur, I can have a look.

Tell me if you find out more about the plasma transfer explosion bug.
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Re: Patch 1.4 published

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