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Author Topic: 0.0.4 Changelog  (Read 35940 times)
0 Members and 2 Guests are viewing this topic.
salan Offline
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« on: March 19, 2009, 07:20:33 pm »

Pre-0.0.4 price changes

http://forums.europeinruins.com/index.php?topic=8623.0

0.0.4 Change log

Other Changes:
Resource Advantages
Display of Rank/Stats for players in battles
PP Checks at backend begun
(Will delete your profile if it detects an error, and/or logs abuse)
Small aethetic changes

Module Changes

Added 6p_Industrial_Town
Added 4p_varaville
Added 6p_Chateau
Added 6p_Goodwood
Added Betamap2.sga
Added Betamap3.sga
Added Betamap4.sga
Renamed 4p_Betamap to Betamap1.sga
Added EIRRImprovedVisualsData.sga
Added 4p_Semios_EiR

Price Changes

-Casualty Clearing Center 80MU (from 100MU)
-Bren Gun Carrier (transport) 180 MP, 15 FU, 3pop (from 220 MP, 35 FU, 4pop)
-Tiger Ace 6pp to purchase
-Grenade (Riflemen) - 35 Mun (2 use) (From 45 Mun)
-Grenade (Rangers/Airborne) - 45 Mun (2 use) (From 55 Mun)
-Satchel - 45 Mun (From 50)
-Commando Grenade - 45 Mun  (2 use) (From 55 Mun)
-Grenadier Grenade - 30 Mun (2 use) (From 40 Mun)
-Bundled Grenade - 45 Mun (1 use) (From 55 Mun)
-Incendiary Grenade - 30 Mun (2 use) (From 40 Mun)
-Anti-building grenade - 30 Mun (2 use) (From 40 Mun)
-AT Grenade - 25 Mun (2 use) (From 30 Mun)
-FOO price 100 MU (Is single use now)
-Flamerthrowers cost 50 Mu (from 75 Mu)


American:
- Fire-up cooldown lowered to 240s (From 300s)
- Calliope 12 population (from 10)
- 57mm AP Rounds should give two uses (bug fix/balance fix)


Commonwealth:
*FOO fixed
- Heroic Charge cooldown changed to 300s
- PIAT changed to match beta stats (less scatter, slightly shorter cooldown at long range)
- British Infantry and Armor now share 20% of experience with nearby LT/Captains/Cromwell Command Tank.  Was 100%, and infantry or armor would give all earned experience to nearby officers.
- Removed Soldier armor
Quote
(.75 health divisor/modifier)
Commando: 85 health
Sappers: 80 health
Tommy: 85 health

EMPLACEMENT CHANGES:
Quote
- 15 second build time, 30 second unpack time.
- Emplacements give a buff to their soldiers once built, garrisoned soldiers should last as long as their emplacements
- Panzershreks are less damaging to Emplacements.

VICKERS MG EMPLACEMENT
- +10 range (55 range)
- +10 sight (50 sight)

BOFORS EMPLACEMENT
- +10 range (55 range)
- +10 sight (50 sight)

3INCH MORTAR EMPLACEMENT
- +20 range (95 range) <-- will be patched in

17 POUNDER EMPLACEMENT
- +16 range (80 range)

25 POUNDER EMPLACEMENT
- no longer movable, can still abandon.


Wehrmacht:
* Officer Barrage Fixed
* Tiger Ace no longer shows as 'Tiger' ingame
* In game Icon on not showing MG upgrade
- Medkit changed to cooldown (240 seconds, to match British CCS)
- Skirts changed to their beta value (25% reduced penetration, 25% reduced damage)

PanzerElite
* Fallschirmjaeger panzerfaust no longer has unlimited uses
- Sprint now has 240s cooldown
- removed the soldier armors
Quote
(.675 health divisor/modifier)
PG (all varients) 80 health
Fallschirmjagers: 90 health
- Infantry halftrack has Axis Halftrack armor type
- Armored Car has Puma armor type
- Hummel should now be 10 pop in-game (was 11)

NonFactional Changes
* All halftrack casualty rates set to vEIR rate of 40%
* Mines build in strings, can still build 1 at a time though.

Europe In Ruins is dedicated to bringing you a balanced fun game to play.  We have long stood by not changing unit stats, until we started the Reinforcements expansion.  There are units we have had to change to bring into line with the rest of the gaming experience, where we can get away with not doing this we will, where we have to do this, we will.

PLEASE NOTE: We are aware that a lot of these changes will dictate the NEED for price adjustments.  We have not done any price adjustments YET, we want to see how they play out in real functioning fashion before deciding the correct route to go.  Price changes will be regular and rapid after release.

Thank you all for your support, this is still just the beginning!
« Last Edit: March 22, 2009, 05:55:47 am by Unkn0wn » Logged

salan Offline
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« Reply #1 on: March 21, 2009, 06:50:33 pm »

enjoy.. please pay attention to the bottom where it says we are aware of NEEDED price changes.
« Last Edit: March 21, 2009, 06:54:05 pm by salan » Logged
Duckordie Offline
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Posts: 1687



« Reply #2 on: March 21, 2009, 06:50:49 pm »

Sweet!!!
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 We need more axis players!:
Two Offline
EIR Veteran
Posts: 2079


« Reply #3 on: March 21, 2009, 07:00:10 pm »

PE looks alot better tbh, dont have to micro the ac any more, and to kill a inf ht you guna need a at gun
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IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #4 on: March 21, 2009, 07:09:12 pm »

I can see PE being fucked over without their soldier armor.
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Akranadas Offline
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Posts: 6906


« Reply #5 on: March 21, 2009, 07:12:33 pm »

They're pretty good actually.
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gamesguy2 Offline
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Posts: 2238


« Reply #6 on: March 21, 2009, 07:13:12 pm »

PE looks alot better tbh, dont have to micro the ac any more, and to kill a inf ht you guna need a at gun

Thats the problem.  AC is cheaper than a puma by quite a bit.  Inf HT is already good enough without getting a buff...

And lol@ PGs with 80 hp, and FSJ with 90 hp.
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Malevolence Offline
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Posts: 1871



« Reply #7 on: March 21, 2009, 07:15:35 pm »

I dunno about the new AC and Halftrack armor types, and you may have overdone the health by a TINY bit... especially on tommies...
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Akranadas Offline
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Posts: 6906


« Reply #8 on: March 21, 2009, 07:18:18 pm »

From my Test with Amoured Car; it still doesn't feel any more powerful than it was before. Just lasts a little bit longer.
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salan Offline
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Posts: 6290


« Reply #9 on: March 21, 2009, 07:26:59 pm »

the hit point ratio was taken from the damage types that ignored soldier armor and the ones that did not.

as stated prices will be adjusted through further testing
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sgMisten Offline
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Posts: 778


« Reply #10 on: March 21, 2009, 09:01:50 pm »

Nice changes. Yea will have to beta test the new changes, but they definitely address some of the bigger issues in the previous iteration.

Brit static emplacements being outranged / owned fixed, PE fragility fixed, let's see how it goes Smiley

80 range 17 pounder, almost flak 88 range, but can relocate o.O

p.s. Did the 25 pounder get a range increase to compensate it being immobile?
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sgMisten Offline
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« Reply #11 on: March 21, 2009, 09:12:25 pm »

To add on:

Amazed you guys normalised soldier armour; thought it'd be too much work + big change from vCoH.

Also, what were the beta changes to anti-building incin nades from the Fallschirms? Cause I just wanna point out they do a 1.25x modifier against Brit emplacements but 0.25x against American structures. Yea the range is really really short.
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Raio Offline
EIR Veteran
Posts: 243



« Reply #12 on: March 21, 2009, 09:38:38 pm »

-brit empl. still bugging (cant be rebuilded, get stacked..)
-not movealbe 25p (target practice 4 axis)
-Removed Soldier armor
 ...etc

u r makin more brit stuff useless. lets make it all
  (we can all just blob Smiley )
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RikiRude Offline
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Posts: 4376



« Reply #13 on: March 21, 2009, 09:41:25 pm »

I'm kind of scratching my head at the AC and IHT armor changes, I mean units can shoot out of the IHT and it does really good damage, and ACs with puma armr seems a bit much, give it the armor you gave the IHT. But we shall see how it plays out. Glad to see you guys are giving a try to buffing brit emplacements instead of keeping them normal and just continually lowering the cost. also do brits still suffer from exhausting after heroic charge? glad to see it finally got a increased cool down.
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #14 on: March 21, 2009, 10:09:38 pm »

Halftrack armour is extremely vulnerable to AT guns (they recieve 1.5x damage) so giving it to an AC, which costs as much as a Puma but already has less health, would probably result in the AT gun 1-shotting it.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #15 on: March 21, 2009, 10:20:31 pm »

Nice changes. Yea will have to beta test the new changes, but they definitely address some of the bigger issues in the previous iteration.

Brit static emplacements being outranged / owned fixed, PE fragility fixed, let's see how it goes Smiley

80 range 17 pounder, almost flak 88 range, but can relocate o.O

p.s. Did the 25 pounder get a range increase to compensate it being immobile?
no it did not.

Logged
Malevolence Offline
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Posts: 1871



« Reply #16 on: March 21, 2009, 11:21:48 pm »

80 range on the 17 lber may be a bit much by 5 or 10 units, but otherwise I like all of the changes.
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Tymathee Offline
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« Reply #17 on: March 21, 2009, 11:49:05 pm »

i think the 17 lbr needs the change, but yea, might be a bit much but ATM, it was completely useless.
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"I have proof!"
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Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Tymathee Offline
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« Reply #18 on: March 21, 2009, 11:49:33 pm »

i mean, what it was, it was completely useless except as a buffer to say to tank "stay away" and be easy vet for paks and schrecks.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #19 on: March 22, 2009, 12:51:28 am »

It builds too fast now.  I had one setup right in front of my panther and I couldn't kill it before it finishes building and pop right back to full hp.
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