- Shark: Starts with 2 reps, gets a 3rd at rank 4. Max 5 repels, the 4th and 5th being available quite a bit later. First (and now second and third) regen available earlier.
- Terr: More portals available. As of today I will also increase how much each upgrade of recharge and energy give. (See below.) Multifire is now much more expensive, but has a spread almost as tight as the Lanc. Those interested in a more offensive build for the Terr should consider it.
- Shark/Terr limits: Implemented. You can now only have +1 shark than the other team, and +2 terrs. (The Terr limit is wide because in an early game, if two people want to Terr and no-one on the other team has yet entered a Terr, they should still be able to do this.)
TKs: Presently the TK penalty as compared to the amount earned per kill is drastically different, and widening with every increase of the beta multiplier. This is due to negative RP not having the bonus figured into it. When there's no multiplier, TK penalties are going to be much more severe in comparison to TKs. To reflect this I will have the bot manually figure in the multiplier. This means TKs will reduce RP 3.9 times of what they are presently. This may seem grossly unfair, but this is the number we should be starting with and adjusting from, as it's proportionally equivalent to how the TK penalty will work when Dist is released. If this is not sufficient we'll look at the other more complex options from there. Note that a PubBot will be in Distension at public release, and will have TK monitoring enabled just as in pub. ::report will be active, and intentional/excessive TKing will be the usual warn-able/ban-able offense.
Terr: I can't increase the delay between firing and being able to use a portal due to config constraints, but I can try upping the recharge and energy a slight bit -- more on the recharge than energy. I would like to keep portals at the present level, though, or at least for the meantime. Even moreso than bursts, ports are a defining part of the Terr (with attachability being the most), and while this will make the ship harder to kill ... as it should be ... it will also allow for a great deal more tactical options on the part of the intelligent player.
Spider multi: With the addition of a now-useful super, the delay between shots of spider multi has been increased slightly, while the amount of energy required to fire the multi is reduced slightly.
Spider anti: Spider anti cost has been reduced, as is the energy cost to have it on. However, the range of effect is also reduced.
Limiting system: Sorry about the problems. It's as yet untested. I'm planning on having it at 50, but need it at 40 right now to be able to make sure it works. Also, yes, there is a possibility of having multiple Dist arenas. Will have to see the server load.
Investigating the crash as well. Looks like an unusual exception.
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