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 Post subject: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 2:06 pm 
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Update 3.5 beta 2
17-2-2017

Beta still doesn’t work on Mac. :tear: We’ve made good progress on fixing Mac issues but not enough yet to release a Mac beta. We’ll release a separate Mac beta as soon as the Mac version works again.

These are changes compared to beta 1 only. Here are the beta 1 patch notes.

Custom Game Settings
-Added an option to let team Blue automatically win after a specific amount of game time, which you can put to good use in your mods.

Custom Game Lobby
-Fixed a bug where users were sometimes able to select an unpublished map.
-The lobby will now show a status message when users are unable to download a map selected by the host. Possible causes are that the selected workshop map is set private or hidden.

Modding menus
-Mods can now be published from Linux
-When publishing a mod it will now show you a reminder to accept the Steam Workshop agreement.
-A popup will be triggered when you try to add or remove a map from a mod that would conflict with an existing map with the same name. This will give you the option to rename the mod you’re moving or to overwrite the existing map.
-A default preview image will be uploaded to the workshop when you publish a mod. To upload a custom preview image you have to create or overwrite the thumbnail.jpg file in the root folder of your mod and publish it.

Map editor: gameplay and objects
-Added an option to Animation objects to disable their sounds.
-Fixed that CreepCreatorOnce added the text “Creep” to the creepType, limiting what classes it could spawn.
-Teleporter entrances now show teamcolours when they are enterable by one team only.
-Glass platforms now show their team colour if enterableByTeams is set for them.
-Fixed that sometimes an Obstacle didn’t get automatic art from the tileset.
-Fixed that DamageArea didn’t visualise its size and activity areas in the editor.
-Fixed that minimap wasn’t rendered correctly (it was mostly black).
-Can now combine several HideAreas with a single name (so you can make more complex shapes than just rectangles).
-HideAreas now automatically get graphics. You can disable this if you want to use your own graphics for the hideArea.
-HideAreas can now also be controlled by a button (instead of by a player being inside it).
-Added a new object type: AffectArea. This object can heal, damage, stun, snare, blind, silence, knockback and slow any character inside it, and give Solar. AffectAreas can even grab and hold a player, allowing crazy coop fun like one player needing to free another at the right moment, or transporting a player to some other area where a button disables the AffectArea. The AffectArea can be turned on and off and moved around by Buttons.
-Replaced RegenerationArea by AffectArea (so your RegenerationAreas will keep functioning as expected and will appear as AffectAreas from now on).
-Removed BreakablePickup object because it was too buggy and useless in its current state.
-Teleporters can now be enabled/disabled using Buttons (works only on entrances for now).

Map editor: UI
-Fixed that a bunch of fields that wanted a texture or animation didn’t open the Assets Browser.
-Fixed that copying original maps didn't change the water to the tileset water.
-Fixed that AssetsBrowser would play short bits of sound while browsing animations.
-Fixed that the map TemplateBox had backgrounds disabled.
-Added “None” option to AssetsBrowser to allow clearing fields with textures/particles/animations.
-Added keyboard shortcut to the AI debugger (F4) to kill the selected character with Delete.
-Fixed that auto-backup would make it appear as if the map had no unsaved changes.
-Fixed that sometimes the match after a map editing session would show “You have unsaved changes” on quit.
-Fixed that if you edited one map and then went to another, you could press undo, sometimes resulting in weird behaviour.
-Fixed that some numbers would change way too quickly when being dragged with left mousebutton.
-Can now use Assets Browser on character classNames and aiFileNames (so you won’t need to look up online which exist).
-Grid and snapping are now enabled by default (you can disable them using the buttons in the top-right of the map editor).
-The main object types now all start selectable (so you don’t need to click the checkboxes on the right before you can select them).
-The middle of the level is now always shown as a white line when the grid is enabled, instead of only when the LevelConfiguration object is selected.
-Obstacle rectangles are now only shown while the editor is open.
-Editors now zoom around the mouse position.
-Added tooltips to object layers to explain when an object is in which layer.
-Removed “Gfx painting” layer because it’s not relevant to modders.
-Can't win matches anymore during map editing sessions, to avoid the editor suddenly quitting.

Map editor: changes that influence existing mods
-CreepCreatorOnce: you should add “creep” to the start of the creepType field for existing CreepCreatorOnce objects.
-HideArea/regenerationArea: if you placed your own art you’ll have double art now because these also have automatic art now. You can solve this by either deleting your own art or disabling the art on the object.

Achievements
-Swiftly through the forest: upped the allowed time to make it to the other side to 15 seconds, due to nerfs to Genji's Monarch Blessing.

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Chucho Krokk
-Hyper Turret, now has different death animations for being destroyed and detonated.

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Clunk
-Screamer Engine, snare duration increased from 0.6 to 0.8 seconds.

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Deadlift
-Fixed that Deadlift needed to be unlocked in the beta.
-Fixed that the tooltip for Protective Pose would not update with leveling.
-Protective Pose, area of effect and pierce attacks only apply once to the shield.
-Protective Pose, base max health decreased from 1000 to 600.
-Protective Pose, now instantly starts decaying.
-Protective Pose, increased the delay before you can cancel.
-Iron Slam, increased hitbox to make it more in line with the animation.
-Sweat-WOW-Band, heal over time increased from 40 to 50.
-Lightning-start Protein Shake, added a mini-knockback to the stun.
-Holotech Kickboxing Gloves, damage increased from 11% to 14%.
-Holotech Kickboxing Gloves, price increased from 165 to 185 solar.
-Bovinion Coat, increased shield health from 20% to 25% per stage.
-The Power Lunge visual is now correctly synced over network.

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Genji
-Storm Drum, DpS reduced from 50 to 45.

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Gnaw
-Wild Growth, damage increase decreased from 29% to 25%.
-Wild Growth, price reduced from 175 to 165 solar.

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Professor Yoolip
-Remote Controlled Whisk, damage over time duration increased from 3 to 4 seconds.

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Skree
-Fixed that Skree Totem had a glass platform on top of it.

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Ted McPain
-Stimpack, now increases weapon swap speed by 40%.

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Voltar
-Healbot, base health increased from 200 to 300.
-Energy Drink, health increase reduced from 55% to 50%.


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 Post subject: Re: Update 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 2:15 pm 
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I really hope that Clunk's snare gets reverted to 0.6s. That's a really bad change that only serves to let Clunk get easier kills early.


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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 3:17 pm 
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0.8 is fine.


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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 3:34 pm 
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0.8 is fine, if you're still having an issue against it then get bkm.

Actually really like the price decisions for Clunk recently and has made him not as expensive as he used to be so good job with that :thumb: .

Other than that thank you for finally giving stimpack a weapon switch speed increase, no longer going to lose half of stimpacks duration swapping again lol.

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 3:40 pm 
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Slevens wrote:
Other than that thank you for finally giving stimpack a weapon switch speed increase, no longer going to lose half of stimpacks duration swapping again lol.


A good way to maybe make stimpack not that weak tbh.

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 3:44 pm 
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Smart choices with Clunk imo. Now he can buy necessary upgrades a bit faster and is better in early game, but some of the upgrades have been toned down a bit, so he isnt as strong in late game as before. Overall a good thing.

0.8 snare isnt that bad. In end game he used to have 1.2 anyway. :chew: For early game chew chew he is something to be careful of from the game beginning though.

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 4:30 pm 
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First impressions: Deadlift's shield was SEVERELY overnerfed. It decays far too fast, and it barely protects at all. Most skills will just instantly remove it. Most AAs will quickly remove it. The combination of enemy damage and the shield itself constantly ticking away at its minuscule health pool makes it too frail. It doesn't feel like a team-wide protection skill anymore, since it's barely up.

Also, cancelling it has gone from surprisingly useful to completely pointless, since the shield will never be up long enough to capitalize on the cooldown reduction (unless you used it in the shop or something by accident, but that's your fault).

That's the base shield, however. With the bonus shield health and Triple Cowbells of Honor (decay rate reduction), the shield feels pretty good. Everything I said about the cancelling is still true, but as for combat? It feels about right. It tanks correctly and lasts a reasonable amount of time. Unfortunately, that means it now has two mandatory upgrades, and I feel like Poefluma Flyswatter (heal after the shield ends) is also extremely good. The extra shield health will always be mandatory - that's just a fact - but Triple Cowbells weren't before. I think that's a huge problem.

I would suggest moving Triple Cowbells to base in order to improve the functionality of the shield out of the gate. It won't help its frailty to burst, but it'll improve sustained shielding by a lot. A possible replacement could be something support-y, like "Allies (and only Allies, not Deadlift himself) within the shield are CC immune".

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 5:28 pm 
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Not sure about buffing healbot's hp. Healbot is extremely hard to deal with to some nauts as it is, you have to get close to the whole enemy team to destroy it in most cases. Healbot can be used strategically, while going back a little, placed mid air or protected by the knockback upgrade, to ensure that the opposing team won't get to it in time. Voltar needs some changes but by giving healbot more survivability you are making it even easier for voltar droid trains. That and voltar's acceleration buff together might be too much to handle. On the other hand 100 hp isn't a lot buy still... someone has to test it thoroughly.

Anyhow, can you do something with the insane endgame dmg scaling of Ksenia? She gets a huge power boost with time because of her damage of total enemy health. It's been like that for ages, doesn't feel fair to me. Wouldn't it be better with more consistent scaling, giving the same scaling to Ksenia as the rest of the nauts have?

Any chance for a buff to the underperforming nauts anytime soon? Yoolip and ix are terrible in L3 range, feel much weaker than the rest of the nauts. Does, according to your data, they get played as much as the rest of the cast and their win ratios and damage dealt are fine?

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 6:44 pm 
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narol1990 wrote:

Any chance for a buff to the underperforming nauts anytime soon? Yoolip and ix are terrible in L3 range, feel much weaker than the rest of the nauts. Does, according to your data, they get played as much as the rest of the cast and their win ratios and damage dealt are fine?


Can't really afford to make changes for every one at once.
There have been a few discussions regarding Ix and Yoolip. But it's important that we buff them in fun ways that fit their playstyle. But on the forums there are very little discussions about them.


Feel free to write suggestions on the balance wall or to contact balance doc mods. We also tend to hang out on the Awesomantium server.

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 Post subject: Re: Patch notes 3.5 beta 2
 Post Posted: Fri Feb 17, 2017 6:50 pm 
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narol1990 wrote:
Any chance for a buff to the underperforming nauts anytime soon? Yoolip and ix are terrible in L3 range, feel much weaker than the rest of the nauts. Does, according to your data, they get played as much as the rest of the cast and their win ratios and damage dealt are fine?

Ix got a massive buff in beta 1. His Radiate bolt now pierces, improving his wave clear, teamfight presence, and upgrade diversity. He also got a pretty useful utility Refract upgrade to replace the one that literally didn't work. He feels much better. As a big-time Ix fan, I couldn't be happier.

Yoolip needs looking at some point, though. The big issue is that his problems are mechanical. Given his decent success in lower leagues, he has good numbers, but a lot of weaknesses. He's like pre-rework Ayla, somewhat fittingly. Ronimo may have to dedicate a large chunk of a future patch to rework Gaze and/or Dinos.

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