ZEPHON
[ZEPHON] Remodulated
Showing 31-33 of 33 entries
< 1  2  3  >
Update: Nov 28, 2024 @ 5:55am

The Outsider (Furtive Tribunal) now summons a unique Dreameater with 32 HP and Extirpate.

With the rework of Splash in 1.0.13 patch, Massive Splash felt somewhat lacking. Having each level double up on the last is prolly a bit better: 25-50-75% > 25-50-100%.

After further testing, Orolos Cannon with 2 attacks (even if at half dmg) proved a bit too strong. It also changed Orolos' role as a long-range artillery unit (i.e. it is not meant to be anti-infantry). However, Pestilence was still fairly underwhelming. So gave that 2 attacks (slightly more useful VS infantry).

Update: Nov 23, 2024 @ 11:57pm

(@) Before patch 1.0.12, Black Hole and Tactical Nuclear Missile could target any tile (friend or foe) only so long as there was no allied unit in an adjacent tile, which made no sense whatsoever. My original "fix" was removing this apparent oversight (thus allowing the targeting of any tile regardless). Post-patch, however, it became no longer possible to target allied units under any circumstance (meaning if there were 6 units around 1 central tile but just 1 of those adjacent units was allied, targeting that central tile was no longer possible). This was unnecessarily prohibitive.

Instead or reverting this "nerf" I opted for a compromise: while allied units can no longer be targeted directly, they can be targeted indirectly when ~adjacent~ to target tile (call it "collateral damage").

Update: Nov 18, 2024 @ 7:19pm

(*) The change to Engineers makes terraforming less of a pain in the ovaries. Clear Tile & Build Road at the end of the 2nd row of actions, Remove Road & Bunker on the 3rd row (scroll down). This keeps all hotkeys unchanged for the duration of the game (whereas previously Bunker pushed Terraform one slot to the right).

(##) The rule behind color-coding traits is: green is for buffs, red for debuffs, blue for upgrades and white for starting traits. Leashed/Unleashed was a bit of an odd case, the attempt was to help more easily convey neutral unit change in behavior at a quick glance. The rest of the dual (buff/debuff) traits like The Fog were red, so I followed that logic. Those applying to cities are now all green (including duals).

(??) The change to Iron Feather's name was based on it being spaced in the initial objective: "Search nearby outposts for Iron Feather." (Unlike "NeoDuke" which is spelled like so without spacing or hyphenation throughout the quests.)

(↑) The scaling of some units felt a bit off based on their tier (HP) compared to others. The aim here was not "realistic scaling" (else cities would have to be gigantic and units turned to ants) but rather to make all the "chess pieces" on the board fit better among each other. Praetorians were an inch shorter than Assault Troopers, Missile Teams were likewise smaller than Militants, etc. Units like Dark Vassael were pretty puny for their 48 HP. And Bunker was positively massive for its 24 HP.

Besides basic stuff like that, some of the unique campaign units could stand out a bit better considering they are single upgraded versions of their basic infantry counterparts (Iron Feather, Hwedo and Augmented Graham all have 32 HP). After all, Klot'Hadal is a beefed up (32 HP) Dragoon which looks the part. Similar to how Calem, Arshem and Bandit King are upscaled (24 HP) Reavers.

(♫) The attempt here was to increase "crunchiness" of SFX. It sounded like kitchen knives hitting a frying pan before when mechanical units got hit by certain attacks (it still kinda does, though hopefully less so).