Queen still requires more thought, not just testing. Abilities such as:
Symbiote
Infestation
Aren't considered to be complete - likely still flawed on both angles. But hopefully good enough to postpone
Other avenues are "done" on the design aspect, but the exact way of implementation leaves a lot of room for improvements/changes.
"Done" means I hope it's good enough for now, but I bet this is not a final iteration and I expect it might require a lot of revisions before things are in place.
Queen
Added missing blood FX when ship is crit/heavy/light damaged.
Added first set of achievements for playing Queen ("Casual Play" category).
Neural Parasite:
It's now a projectile driven ability - it needs time to arrive at the impact point.
Affected ships now require extra 2s for effect to complete, and fight for the Queen.
Affected ships can no longer use the shield.
This is mostly aimed at upgraded Carrier's interceptors
Duration increased from 20s to 25s.
Improved interactions with following units:
Interceptors can be box-selected.
Scourges will no longer suicide, instead they'll turn back, attacking nearest capital ship they'll see unfriendly.
Siege fighters & Broodlords will initially waypoint back to the other base.
Observer & spotter will initially follow the Queen.
Other units will initially a-move to the Queen.
Infestation:
Can now be casted on non mechanical units - all zerg capital ships, including Queen itself.
Infestation cooldown ultimate 30s -> 45s
Fixed an issue where Queen's Infestation tentacle would remain floating in the space whenever it failed to connect with the target.
Blinding Cloud:
It's now larger, and no longer a perfect circle, but an oval, that stretches to the sides in relation to the direction it was thrown.
It no longer limits the vision of the ships that are inside, but also blocks the line of sight of the approaching ships, similarly as Gas Clouds do.
[TODO] Add cast time
[TODO] Nerf radius
[TODO] Rotate 180
Parasitic Bomb:
Reduced damage vs. Massive from 1350 to 1200
Removed target acquisition in response to the Parasitic Bomb damage, that would draw aggression to the Queen, from affected units and the ones which were nearby (in response to CallForHelp).
Ensnare:
Upon impact effect stays on the battlefield for 1s before expiring (akin to Arbiter's storm), instead of one-time hit-scan like behavior.
Fixed an issue where Blinding Cloud effect would persist, if player's ship was killed while cloud's effect was still active.
Fixed an issue where Blinding Cloud wouldn't de-buff Overlord's Antennae.
Fixed an issue where Infestation would not be immune to Dreadnought's Cover.
Fixed an issue where Infestation wouldn't correctly mark player's ship as killed, by a result game couldn't be won until enemy base has been destroyed.
Fixed an issue where Infested ship wouldn't have its minimap icon.
Battlecruiser
Fixed Lockdown to no longer disable ability to launch & retarget OBF and Escort Fighters (Carrier's Scouts).
Dreadnought
Fixed an issue where Cover could repeatedly attempting to redirect the same projectile. Combined with the slow down of speed for first ~0.5 second upon redirect, it could cause weird glitches, especially noticeable with chasing projectiles (i.e. Raven's Seeker, BC's Nuke).
Fixed an issue where Cover would remain active when trapped in Arbiter's Stasis Field.
Frigate
Fixed range upgrade to actually increase launch/retarget of wraiths per 1.25 per level (instead of 1), as it was intended and written in the tooltip.
Fixed inaccurate tooltip on Wraith upgrade mentioning increased damage by +0.5 to massive, where it was actually +1.
VoidRay
Remove phase shift scaling from shield upgrades-
Remove damage reduction from armor.-
Energy Nova:
Increase its damage to 125(+1275 vs massive)
Remove shield and energy leech.
Remove scaling from lasers.
Reduce nova radius to 4.
Increase nova animation (after changing blasts from 3 to 1) by 50%.
Nova does its full damage in 1 blast (instead of 3).
Revert nova energy cost to 100. Reset its cooldown to 10s.
Misc balance
Reduced AI leash radius (21 → 18) and movement limit (21 → 18) — units return to their post sooner when chased.
Increased leash reset radius (5 → 7) — units re-anchor further from their origin before giving chase again.
Increased call-for-help radius (2 → 4) and period (2 → 4) — nearby units now respond to allies under attack from further away, more often.
Above adjustments were made in response to the introduction of the Queen.
Bugfixes
Fixed lack of spacing between teams on the leader board.
Fixed an issue where if match completed prematurely ("You won the game." message at the end - without any points), it would count as a loss for the victorious team.
Fixed an issue where changed settings (UI config, ship skins etc.) wouldn't be immediately saved into bank file (it required completing rated game, or changing settings prior to picking a ship).
Fixed an issue where Team Side option in lobby settings wouldn't apply. (Or rather, it was only being considered in games where teams were automatically balanced - so completely opposite from how it was intended).
Fixed na issue where Map chosen in lobby settings wouldn't align with what the game actually used.
The list presented in lobby was off by 1 element, so when you were picking C, the game was loading B etc. - in that order, with the exception of "Ulnar" - it was the only one that did align.
Fixed a rare issue related to "Squads" - in some scenarios (reaching 15 players within the lobby at least once during its lifetime + some other edge case criteria) the game would fail to initialize completely - no bases, no ships.
Fixed an issue where rating of the teams wasn't calculated in games that used Premade / IH mode, and had teams preset in lobby (no FFA). Resulting in +16 / -16. (It was working correctly only when teams were balanced automatically by in-game systems).
Really surprised we caught it just now. Also, please double check if it was indeed fixed, as it was kind of a blind fix.
UI
Team overview
WIP
Battlecruiser
Mini Yamato Gun:
Reduced damage from 1200 to 900
Reduced price from 200 to 175
Changed weapon target acquisition mechanic to allow manual manual targeting.
Defensive Shield:
Removed bonus to hull regenaration from the upgrade (was +5 for each level).
Doubled bonus to shields regenaration from 25 to 50 per upgrade level.
Dreadnought
Increase base armor to 15.
Reduce armor per upgrade to +4.
Decrease sieging/unsieging time to 4 seconds.
Increase siege speed to 25%.
Enable gatlings while sieged.
Decrease siege damage to 100 (+300 vs massive) + 10 (+30 vs massive) per upgrade.
Reduce Reinforced Hull damage reduction to 30%.
Lockdown now should turn off cover and disable it.
Add a new upgrade – Gauss Cannon – increases siege damage. Gatling upgrades no longer increase siege damage or attack speed.
Gatlings upgrades no longer increase Gatlings attack speed.
Frigate
Adjust magnetic mines damage to 550 (+55 per upgrade).
Raven
Enhanced systems:
Reduced EMP bonus range from 1.0 to 0.5.
Removed EMP bonus damage to shields.
Reduced bonus regeneration granted by enhanced systems.
Colossus
Increase field disruptor radius from 4 to 4.5.
Increased base shield regeneration to 80.
Reduce shield regeneration per upgrade from 10 to 8.
Arbiter
Force Field: Reduced cast range from 9 to 7
Carrier
Interceptors:
Increased move speed from 2.6 to 2.75
Removed shield regeneration delay reduction from capacity upgrades.
Scouts:
Increased base damage from 40 to 50.
Reduced base hull and shield amount from 125 to 105.
Tempests:
Increased amount of tempests Carrier can warp in from 4 to 6.
Plasma Barrage:
Added a 1.5s casting time. Reduced period between individual barrage from 0.4s to 0.25s - making it to 2.5s.
Combined "cast time" remained effectively the same.
Fixed an issue where it was possible to cast Vortex further than the intended 10 range, pushing it to a maximum of ~15.
Fixed an issue where Warp In ability would be able to cooldown white under effect of BC' Lockdown.
Leviathan
Reduced the extra damage from corruption from to 33% to 25%.
Guardian
Increased Guardian starting speed from 1.3007 to 1.3507 (+0.05).
Reduced Corruptor Acquire Leash Reset Radius (radius within which new targets may be acquired after chasing) from 9 to 4.
Increased Acid Spore base damage from 160 to 180.
Increased Broodlord acceleration from 0.1875 to 1.5.
Increased Corruptor acceleration from 0.9375 to 1.5.
Reduced Corruptor Acquire Leash Radius (maximum chase distance before returning to original position) from 19 to 6.
Reduced Corruptor Acquire Leash Reset Radius (radius within which new targets may be acquired after chasing) from 9 to 4.
Wild Mutations now grants detection in a 5-unit radius (for Guardian), +20% attack speed, and +10 sight range (to all affected units).