A lot of the initial discussions about all this were here, but other discussions were on discord and other places.Įventually this also just became a period for continuing to fix other bugs and annoyances, and in general working on refining everything now that we're out of beta for the new fleets-based paradigm. Making sure that nobody's playstyles are removed or invalid, and that everything feels balanced, and that there's enough to capture and think about, and that there's no substantial "netflix time" where you're just waiting around (unlike the first game). The downside was that there were still some things that were decidedly annoying that we knew we wanted to tackle, and that was initially what this phase was about. So a whole bunch of great things happened. Finally implementing the new lobby and how a lot of that works, for instance. The fleets work of the prior phase turned out to be a much larger undertaking than initially expected, but we also refined a whole bunch of other areas of the game at the same time. 28.6 Bugfixes and Interface ImprovementsĪI War 2: Pre-And-Post Launch Polish What was this phase all about?.28.4.6 Strikecraft Buff In General, Plus Lobby Balance Sliders.28.3 New Ways To Get Science And Hacking Points.28.2.1 Vast Reductions To Battlestation Counts.28.2 New VIP Capturable: Global Command Augmenter.28.1.1 AIP-Reducer Improvements In General.28.1 New Critical Target: Major Data Centers.28 Version 0.873 Battlestation Overhaul.27.6.1 Very Basics Of The Fleet Management Screen.27 Version 0.874 Basic Fleet Management.26.2 Counterattacks From the AI Replace Reprisal Waves.26 Version 0.875 Counterattacks You Can Taste.25 Version 0.876 Counterattacks Ate My Waves.24 Version 0.877 The Strikecraft Goldilocks Zone.23.6.1 Performance Boost From Guard Self-Duplication Fix.23.5.2 New And Adjusted Player Fleet Designs To Discover.
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