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 AAoH alpha 0.06

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Dj0z
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PostSubject: AAoH alpha 0.06   Wed Mar 10, 2010 5:55 am

**This is the first changelog partially released for AAoH.

)Player-friendliness
-Improved loading screen text.

-Proper description added, for each unit.
It also mentions which type of weapon/tool they are using.

-Improved multiboard
-Multiboard now displays the following amounts of trees: total, alive, and regrowing.
It also displays global temperature.

-Improved tooltip for Charisma.

-"Clean dead trees" renamed "Remove dead trees". Hotkey updated.
-"Movement detector" renamed: Radar.

-Hotkeys added for making eachl type of units and buildings.
-Added "(Coming soon)" to features not implemented yet.

-Human hero renamed: Military Leader. Fixed revival text.

-Re-located buttons in building/training menus, and some abilites, for intuitiveness.



)Gameplay
*General:
-Added player: Naa'vi tribes (Player 9). Ally of animals, neutral to Avatars.
-Animals player is now player 10. Avatars no longer defautly have sight of them.
-Large animals can now attack trees.
-Improved terrain slightly.

-Removed gold mines.

-Trees should stop displaying cancelled regrowth message in the center of the map when they have been cleaned out by Corp workers before they regrow.


*Avatars:
-Giving them their unique gameplay, starting with animal understanding.
-New basic ability for Avatar: Discover.
-New unit: Archer.


*Corporations:
-Headquarters now have "Unobtanium detector" and no longer have "call to arms".
-Lumbermill removed, Space pad added.

-Vehicles now need humans inside so they can shoot and use abilities. Movement is considered an auto-pilot feature.
-Towers can be operated by any human, not just privates.
-Flamethrowers now cause a lasting dps burn effect on targets.
-"Flaming boulders" is now defaultly unlocked on tanks.
-New passive for sub-machinegun users: Deadly shot.



)Balance
*General
-Synchronized unit size-classes of most common warriors.
-Unobtanium minerals are now less durable. There are more of them now though.
-Gave "plated armor" to all units and building suppsoed to have it.

*Avatars
-Reduced hometree cost to 1400. Damage increased.
-Rebalanced stats (higher) for Naa'vi units.
-Lowered cast backswing for Blood shaman.

-Instinctive Persuasion: Nerfed cooldown and duration, removed manacost.


*Corps
-rebalanced construction time for human buildings.
-increased range for all sub-machinegun users.
-reduced range and turn speed for tanks. Increased their max damage.
-reduced foodcost for tank, scorpion and movement detector.
-higher hp for human hero.



)Cosmetics
-"Avatar of the grove" renamed: Avatar.
Added "Jake Sully" to its possible names.
-Rebalanced unit sizes, selection circle sizes and color for all Corp humanoids, tank, blood shaman, dryad and Avatar.



)Misc
-fixed some tooltips
-"Guad tower" renamed: Sentry.
-Modified some game constants
Shift-clicking gives resources per 1000 increments now.


Last edited by Dj0z on Sat Mar 13, 2010 5:03 pm; edited 40 times in total
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PostSubject: Re: AAoH alpha 0.06   Wed Mar 10, 2010 10:31 am

Hmm, can you make tanks for example be able to take down trees and units?
Like, they go over a unit/tree and take 1/6 of it's current hp as damage (for trees 1/4?)
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PostSubject: Re: AAoH alpha 0.06   Wed Mar 10, 2010 11:00 am

Burning_Iegion wrote:
Hmm, can you make tanks for example be able to take down trees and units?
Like, they go over a unit/tree and take 1/6 of it's current hp as damage (for trees 1/4?)

They can take down trees by attacking them, at the moment. While your idea would certainly look great, it would cause much more lag, and i don't think it would be worth the lag.
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PostSubject: Re: AAoH alpha 0.06   Thu Mar 11, 2010 2:05 am

:S kay then. Though what if you limit them? That'll also prevent ppl from complaining bout the opness of tanks atm.
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PostSubject: Re: AAoH alpha 0.06   Thu Mar 11, 2010 2:58 am

Well they won't complain about it anymore. Yesterday evening i realized that avatars were MUCH taller and stronger than humans, physically talking.
So i re-scaled them and increased their damage proportionnally. At the moment i think they're much stronger than humans Razz but it's all fine since i'm making Avatars more like in the movie atm.

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PostSubject: Re: AAoH alpha 0.06   Thu Mar 11, 2010 10:35 am

:S I used to like humans. I guess it's time to switch sides, especially since I can capture animals Very Happy
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PostSubject: Re: AAoH alpha 0.06   Thu Mar 11, 2010 12:16 pm

Burning_Iegion wrote:
:S I used to like humans. I guess it's time to switch sides, especially since I can capture animals Very Happy
You gonna enjoy the RP-style initiation to pandorian survival & animals, naavi traditions and stuff before u can kick humans outta your (new) planet lol.
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PostSubject: Re: AAoH alpha 0.06   Thu Mar 11, 2010 12:37 pm

Very Happy that's nice. I'm usually good at being patient but it always depends on the enemy Very Happy... So I'm not sure I'll take care of traditions first instead of destrooying daa humanz!
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PostSubject: Re: AAoH alpha 0.06   Sun Mar 14, 2010 4:50 am

Good thing i'll make avatars allies of the humans at start, eh Razz? but not in this version, i'm done with this one.

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PostSubject: Re: AAoH alpha 0.06   Sun Mar 14, 2010 7:40 am

Oh?
That's be nice... You probably figured me lieks having time... Very Happy
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