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Forgotten Emerald Commit Log


Commit Date  
[r46] by vitmerc

General
All melta weapons now have a trait to explain their melta shock effect
Tau Commander
Advanced Targeting System
No longer gives extra armor
Fusion Blaster no longer stuns vehicles on hit, but instead ignores cover.
Plasma Rifle no longer reduces armor on hit
Flamer no longer reduces health regeneration on hit
Airburst Fragmentation Launcher
Adjusted base weapon RoF
Airburst returned to an artillery projectile
Increased base weapon range
Increased base weapon AoE
Increased base weapon damage
Added base armor piercing
Base weapon no longer has knockback
ATS variant retains knockback, but no longer gets increased RoF
ATS variant AoE matches base AoE now
Twin-Linked variant gains increased RoF
Burst Cannon
Base variant has its rounds per burst amount adjusted
Now has a chance to slow targets on hit temporarily
Base range increased to match vanilla counterpart
Command Crisis Suit
No longer increases ranged damage
Added Drone Enhancements trait for minions
Added Superior Strategems trait (upgrades Photon Grenade and Snare Mine items)
Command Items
ADC no longer grants Drone Enhancements trait (requires Command Suit)
Adjusted cooldown and costs of drone abilities
Increased damage and cost of Skyray Barrage
Markerlight ability no longer tied to command item
EMP Field effect duration matches the animation again
Stimulant Injector grants +25 hp now
Iridium Armor no longer grants Heavy trait (requires Heavy Shield)
Failsafe Detonator
Adjusted on-death explosion
Now grants an ability to manually trigger death explosion
Flamer
Increased base damage
Fusion Blaster
Recuded base range abck to vanilla
Increased AP to 200
Gun Drone
Adjusted weapon damage and suppression rate
Heavy Charge
Reduced range
Increased cooldown time
Impact Field
Decreased Reactive Stun duration
Increased Gravity Pulse cost to 25 energy with an 11 second cooldown
Increased Gravity Pulse damage when close to targets
Ion Battery
Increased energy regeneration while active
No longer affects ability cooldowns
Iridium Shield
Now grants the Heavy trait (increased Jet/Charge damage)
Light Crisis Suit
Grants an additional +1 to movement speed with positive weight capacity
Armor rating reduced from 105 to 90
Marker Drone
Lowered AOE that Marker Drone will grant mark on hit effect
Mark On Hit effect chance reduced to 10%
Adjusted marker drone RoF, and now ignores cover
Will mark targets that survive self-destruct
Missiles
Both Missile items grant +25 hp and armor
Adjusted Frag Missile ability performance
Networked Weapon Interface
Burst Cannon has no ranged cooldown while twin-linked
Fusion Blaster gains AoE at the expense of AP
Plasma Rifle now gets reduced ranged cooldown on hit instead of on kill
Airburst now has increased RoF
Flamer reduces health regeneration and armor on hit
Plasma Rifle
Slight reduction to base damage
Increased effectiveness to Super Heavy Infantry
Twin-linked reduced cooldown trait applies on hit instead of on kill now
Power/Weight System
Simplified buffs/debuffs granted at various power/load levels
Positive Power will grant Markerlight ability
Puretide Engram
No longer a major system item
Grants the Improved Targeting trait formerly on Command Armor
Grants additional power/speed buffs based off power/weight capacity
No longer has an armor penalty
Snare Mines
No longer marks targets on detonation by default (requires Command Suit)
Bug Fixes
IG Power Fist actually gives Unshakable now
IG Power Sword should no longer grant unshakeable
Adjusted IG High Power Shot armor piercing
Adjusted IG Sniper Rifle base armor piercing
Fixed Stalker Bolter abilities healing targets instead of damaging them
Adjusted Space Marine charge damage
Fixed some missing traits and text descriptions

2020-12-30 22:14:49 Tree
[r45] by vitmerc

Fixed an bug that caused some effects to be missing

2020-02-05 17:24:10 Tree
[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
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