Servo 3.0 Beta Changelog

New Stuff

  • Early Access care package - 20 parts, and a bunch of credits and scrap to spend. We love you guys!
  • Drop buildings and Servos in any dropzone anywhere on the map.  All Servos now have a dropzone, as do Dropships and Beacons.
  • Bloomwells no longer need to be captured to build on them, as long as they are in a dropzone.  IE your Servo is near them or they are near your Dropship.
  • Balance changes to many things in the game, from gear to Turrets, to Bloomspawn.  Let us know what you think!
  • More cool new parts including new abilities.  There's a Fist with the ability to convert enemy Drones and another to give a Shield to other units or buildings and more.
  • Some maps have variable placement and amounts of resources.  All maps will in the future.
  • Layouts of existing maps tweaked.
  • New Map - Carnage Canyon.  A smaller map with variable resource placement, and possible neutral turrets.
  • New CoOp map - Quagmire, work in progress.  Let us know what you think of how it plays.
  • Changes to Tempered Jungle PVP and CoOp.
  • Arranged games give rewards now.
  • Blink's pilot ability changed to Teleport.
  • Drones changed up to a core 3 drone RPS with 3 secondary drones.
  • Trying out S-Con as the new Age name.
  • S-Con4 removed. Techs available at S-Con3 (slightly more expensive).
  • Flying units can fly where appropriate now.
  • Melee weapons are very high damage now. More damage than ranged weapons.
  • Typed armor is gone. Armor blocks any incoming damage.
  • Armor parts are much better.
  • Depleted Bloom Wells go away again.
  • Big pass on cooldown timers. Single missile, in particular, is MUCH better now.
  • Beams are not interruptible by damage.
  • Beams that do "one event" are all in the timer model now.
  • Heal Beams no longer work on units in combat AT ALL.
  • Heal Beams all work faster.
  • Health cores no longer have the "in combat" penalty applied.
  • Drills are back and do mega damage now.
  • Added Lab techs to decrease Servo respawn time.
  • Drone vs. Building balance pass. Take out buildings with Behemoths or Bomb Drones.
  • Behemoth, Soldier, and Mosquito drones lost procs. Simpler now.
  • Destructible buildings added to Mission 1.
  • Added increased yield techs to Bloom Refineries. They give you more Bloom out of the well.
  • Bloom refinery sell price scaled by amount of bloom left.
  • Turret shots are blocked by cliffs and big buildings.
  • Allies and enemies are shown on HUD now.
  • Health crates - they drop health cores.
  • Hot and Cold state durations have been dramatically increased. 60 secs each.
  • Kira and Jugg (the new Zeek) juggled in when they get unlocked.
  • Jugg's Strip Mine power no longer nukes the well; just leaves it depleted.
  • Rewards inserted for all Dropship levels.
  • Added "this is out of range, but you can do it anyway" indicator to ranged powers. Enjoy the art. (that means it's temp art)
  • Added good against strings for drones.
  • Attack move is a UI mode now.
  • Sword fatalities can work against any type of target now.
  • Turrets no longer have a min range.
  • Fire state gives you a 20% move speed bonus now. Lasts 60 secs.
  • Freeze state gives you 75% damage reduction (instead of 50%).  Lasts 60 secs.
  • Various part drop tweaks. Mostly, you get a part when you play a game now.
  • Status buffs/wipes shown on both nameplate and selection panel.
  • Selecting multiple same-type buildings spreads training out across those buildings.
  • Dropship/Beacon healing moved to SCon2.
  • Dropship and Beacon got a Wipe power.
  • Dropship got some researches to add shields to it.
  • Dropship/Beacon healing techs moved to Dropship.
  • Beacon builds much faster.
  • Tinker drone (Repair drone) got a Wipe power.
  • Behemoth changed to do Fire damage.
  • Deflectors got a big balance pass.
  • Progression and difficulty scaling system redone.
  • Pilot banter UI and text.  Voice over recording is on the way.
  • Rally points can be placed on units.
  • Pilot pet power has a timer bar.
  • Towers and Bastions show max range when selected.
  • Rank up researching can now be done at the top panel.
  • Mini Medusa has petard behavior.
  • Defend stance (unit won't move).
  • Starting drones are consistent across all PvP and CoOp maps.
  • New sounds.
  • New Mother Medusa enemy (spawns mini Medusa over time).  Added to a few maps.
  • Techs juggled/added. Generic drone techs moved to lab. New drone techs added to Factory/Airfield.
  • WIP version of key remapper in options page.
  • Added basic announce dialog when you get DLC.
  • Pregame leader picker moved up next to Dropship level.
  • New in-game UI.
  • Command panel info shows more details now.
  • Random map choice for solo and arranged multi games.
  • Unified player color by relation (you are blue, enemy is red, allies are green, neutrals are yellow).
  • Tips shown during matchmaking.
  • Emerald Vale CoOp shows you how many meteors you did, or did not, get in the postgame.
  • Creep Shops (appear on Creep Rock City map) now have more hitpoints.
  • Immunizer cooldown now shorter.
  • Can't sell Comfy Pilot Chairs anymore.
  • Hauk takes less time to convert Pets now.
  • Arena closed for the time being.



New Art

  • Lots of new UI Art.
  • New FX for Bloom Well and Bloom Depot that show how much stuff is left.
  • Lab now has animations.
  • New Turret animations.
  • Drone Airfield building.
  • New Beacon art and animations.
  • Behemoth has new art.
  • New Bomb Drone Art and animations and FX.
  • More FX.



Bug Fixes

  • Windows users should be able to set the "Constrain Cursor" option in graphics settings to lock cursor to game (in any mode). NOTE: It appears some of the rez resize bugs are back. If things go wonky, close the game and restart.
  • Various crash fixes.
  • Bunch of fixes to make sword and fist powers work correctly in the left hand.
  • Difficulty labels on the challenge index slider.
  • Fix off-by-one error in Dropship Level calculation.
  • Fixed bug where orbital strike could be interrupted by stasis. Orb Strike is retaskable by design.
  • Streamlined bug report flow for endusers.
  • Juggernaut parts properly dropped out of loot crates.
  • Lower end crates will never drop the highest rarity gear.
  • Big pass to set proper camera limits for all the maps.
  • Missile pod art fixes.
  • Pets should stop attacking and stop being attacked by your allies whilst you are petting them.
  • Fixed some bugs with Darksun CoOp where it might not have generated enemies on some waves.
  • Fixed rally point bug provoked by selection order.
  • Fixed bug where clicks in minimap would bork letterbox moments.
  • Added code to make sure you have the things unlocked that you should (e.g. if you were over-leveled for a pilot unlock).
  • Fixed bug where leader was not getting set visually in the UI when online.
  • Add a confirmation dialog if you try to quit from not the main menu.
  • Added warning that you are in emulated online mode.
  • Fixed bugs with scroll list in part sell dialog.
  • Improvements to building placement.
  • Units should prefer enemies over neutrals during auto attacks.
  • Letterbox chats should pause if the game is paused.
  • Fixed exploit with fast target switching. Units forced to idle until "attack would have finished" when they try to attack again "too early"
  • Modified "make sure there is a cheap part to buy" calculation to ramp with player level (so that you can get reasonable parts all the time).
  • Attack move is reset-to-off after you issue an order with it on.
  • Fixed some bugs with rally points and the minimap.
  • Mine damage values shown in Hangar.
  • Fixed bug where campaign dialog would not auto advance.
  • Fixed one bug where short-ranged units could walk backwards during attack move.
  • Fixed invalid invalid and locked states hanging around on Pilot selectors in hangar.
  • Fix bug where you wouldn't get correct parts for Juggernaut at level 4.
  • Flyoff some notifications when a proc is resisted/blocked.
  • Turrets can no longer shoot crates.
  • Turn off practice button (for now).
  • Strip mine correctly gives "half your stuff" to your ally.
  • Fix a bunch of FX orientations.
  • Fix bug with creep hitpoint bars not showing up.
  • Bug emails should be async sent now.
  • Fixes to various mats and FX.
  • Fixed cases where initial Servo on map did not get a hotkey automatically assigned to it.
  • New pets move next to petter.
  • Ignore hotkeys when the game is over.
  • Resolution picker is a little better.
  • Tweaked game speed option settings.
  • Fixed several bugs with healthcores either not getting applied or preventing proper unit logic.
  • Fixed timing bug that would prevent dialog skipping from working.
  • Fixed bug where preferred auto attack could switch during certain min range circumstances.
  • Player disconnects should be handled better now.
1,055 views 2 replies
Reply #1 Top

The bug report just takes me to a blank web support form.  Is that intentional?  Are you gathering hidden game info in the background?

Do AI servos get arbitrary bonuses, or can I really get parts that good?

Are they adjusted to my level? Normal is slaughtering me at level 10, I can't image what those servos would do to a new player.

Reply #2 Top

Quoting wondible, reply 1

The bug report just takes me to a blank web support form.  Is that intentional?  Are you gathering hidden game info in the background?

Do AI servos get arbitrary bonuses, or can I really get parts that good?

Are they adjusted to my level? Normal is slaughtering me at level 10, I can't image what those servos would do to a new player.

The new difficulty system AFAIK works off 'challenge level', what is considered normal changes with level, as does easy, hard and insane. At level 10 normal is CL100. Arbitrary buffs have been applied before for difficulty so I image it is to scale it with player gear and give them a fighting chance. I noticed servos are 1600hp on CL100 ai teams by default, i saw one that was 3600hp earlier tonight, that was scary!

 

I don't know if I like the servo HP scaling with level but it does make them more interesting to fight, really need a lead over them to take them on. Lack of a plan leaves it under ranked usually so leading over them isn't hard if you don't rush them.