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Forgotten Emerald Commit Log


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[r44] by vitmerc

Fixed missing localization strings

2020-02-04 18:05:16 Tree
[r43] by vitmerc

February 2020 patch

2020-02-03 20:57:04 Tree
[r42] by vitmerc

Tau hotfix:
Burst cannon optimal rating reduced.
Fragmentation missiles damage reduced.
Anti-Armor missles splash damage reduced, knockback remains.
Fixed a bug where missilepods marked allies with markerlight
Fixed a bug where offhand fusion blaster had different stats to the main one
Increased flamer damage and AP (from 25 to 75)
Removed all Power/LoadCapacity penalties from mainhand weapons
Removed Increased Power Capacity from the command battlesuit
Command battlesuit grants +15 energy
Heavy battlesuit now grants additional health and health regen
Iridium armor no longer mentions having a trait it didnt have

2018-12-28 05:55:37 Tree
[r41] by vitmerc

Christmas update hotfix
Tau AA/FRAG missiles damage increased, cooldown decreased
Fixed rubric marine bolter tracers not displaying properly
Lash of submission can now only lash targets that are not considered heroes,minibosses or superheavy

Some changes to the Space Hulk map (courtesy of parrotte)

2018-12-24 21:01:40 Tree
[r40] by vitmerc

Christmas patch!
Dynamic Waves
Space Hulk map (by parrotte)
Tau rework
Chaos Champion v.2

2018-12-24 06:22:37 Tree
[r39] by vitmerc

Added a miniboss for Wave 2

2017-12-19 22:42:12 Tree
[r38] by vitmerc

Control Point rework!

Capturable control points previously added nothing to gameplay, as score in Forgotten Emerald did not matter anyway.
Well, they do now!

One time after being captured, the tower emits a big AOE healing pulse, which will heal all nearby allied units to full health!
After being captured, every 5 seconds the tower releases a wave of energy, providing 5 energy per pulse to all allies in range.

Stay on your guard, however - both of those boosts work for players and AI alike.
Currently AI cannot make good use of that energy, but that will change at a later point.

New 3d damage system!

Previously, the effective toughness of the enemies was based on two main values:
-Health
-Armor Mitigation

Its got a new dismension to it now - Armor Type
-Health
-Armor Mitigation
-Armor Tier

Now, this mechanic is not entirely new. It is also present in the campaign and in multiplayer.
However, unlike the one in campaign, it works on a number of set rules, that are consistent throughout the entire Last Stand experience:

There are five Armor Tiers which you will be encountering in Last Stand, along with examples:

- Infantry (also known as light infantry): Most basic infantry (boyz, guardsmen, guardians, etc.), advanced Eldar infantry
- Heavy Infantry: Space Marines, Tyranid Warriors, Eldar Elite infantry (Rangers, Warlocks)
- Super Heavy Infantry: Terminators, most Monstrous creatures, Warboss, etc.
- Vehicles: Dreadnoughts, Ork trukks, tanks, etc.
- Buildings: Garrisonable structures, IG Bunker.

Rule #1:
A weapon is "optimal" against an armor tier when it does full damage to everything of that armor tier.
"Optimal against" is a category related to the damage profile, not necessarily the suggested use of the weapon.

Rule #2:
A weapon optimal against an armor tier is also optimal against every single armor tier below it,
but that does not translate into an overkill damage bonus of any sort.
Example: A lascannon, optimal against vehicles, will do full damage to infantry, heavy infantry, and super heavy infantry alike.

Rule #3:
If a weapon is not optimal against an armor tier, it only deals half of the damage it would have dealt to the previous tier of armor.
For example, a Tau plasma flamer is optimal against heavy infantry.
This means it does full damage to infantry and heavy infantry. However, it is not optimal against super-heavy infantry,
which means it only deals 50% damage against super-heavy infantry, and 25% (50% of 50%) against vehicles.

New Space Marine Wargear:

Space Marine wargear revisited -
More viable accessories to use.

Space Marine melee was revisited, along with pistols. They now provide a much smoother melee experience,
and hopefully it will bring a lot of fun to those who enjoy close combat.

Bolter Upgrades:

You can upgrade your Bolter to a Combi-Melta, or a Combi-GrenadeLauncher!
In addition, you can customize your bolter experience with custom bolter rounds:

- Vengeance rounds:
Bolter gains bonus damage and becomes optimal against heavy infantry

- Dragonfire rounds:
Deal AOE damage against the enemy - good against crowds.

Best of all - these specialist rounds can be applied to any bolter weapon in Space Marine arsenal -
from the compact Bolt Pistol, up to the fearsome Heavy Bolter!

- New Weapon: Stalker Bolter
Now, i hope this one does need an introduction.
A space marine DMR/Sniper, best for ranged combat. Excels at picking off high priority infantry.

2017-12-15 19:51:04 Tree
[r37] by vitmerc
2017-04-01 13:49:14 Tree
[r36] by vitmerc
2017-04-01 13:48:08 Tree
[r35] by vitmerc

Eldar patch! More notes in steam group.

2017-04-01 13:43:15 Tree
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