This week we tested a few beacon fixes and a new algorithm (and a visualization) for storing build points inside Drill, Leech, Overmind and Reactor. As a builder the buildable status bar now tells you how many BP are stored in the structure and if the structure dies, a fraction of that is lost (currently 50%). The bar graph shows you the fraction of all BP that is stored in the structure, you should observe that to get a feeling for the build point "flow".
Screenshots
What has been tested?
Gameplay relevant commits since last week:
Code: Select all
3063722 Fix momentum reward size for killing players.
890cd96 Reward momentum to enemy attackers if a hurt structure gets deconstructed.
9c99291 Don't add or remove momentum when the main structure gets built or deconstructed.
17b1c6c Store remaining BP in the main structure. Only lose a fraction if a BP storage gets destroyed.
ecb5a58 Add current mine rate and stored build points to buildable status displays.
e6c6abf Fix following beacon bugs: * inconsistent base finding code (making it possible to create beacons that detach immediately) * couldn't open autobase.beacon.cfg * black minimap icons * /beacon not unlagged
319d81a Fix minimum build point generation being added twice to the account of mined build points.
80b99b5 Correct the ammo beacon's icon.
Statistics
Individual Matches
→ Gallery
Average over 5 matches
Average over the last 96 matches (since 2014-01-18)
Analysis
Storing build points inside Drill and friends does make matches end faster and it seems like it removes quite a bit of the campy part of the game, so this looks like a success. As a rule of thumb, you will now die faster if your base is under siege. On the upside, if you start a recovery and the enemy was hording build points they are now easily lost, too, so you won't fight against UBP style bases in that case anymore.