Jump to content

Photo

Game Update 1.5.8


  • Please log in to reply
11 replies to this topic

#1 Mojawk

Mojawk

    Chief Operations Officer

  • Administrators
  • PipPipPip
  • 2,230 posts
  • Badge
  • United Kingdom

Posted 30 March 2017 - 08:45

ADVISORY: Please be advised, in patch 1.5.8 Strategic Outposts and Facilities that have an attack value will shoot attackers, regardless of whether units / hero are present in defense. Meaning a small number of losses will be unavoidable in every attack.
 
New Features!
  • Base Expansion! The map around the player’s facility has been changed to accommodate more Structures.
  • Players at level 12 headquarters can now build an additional Oil Rig, Alloy Refinery, Black Market and Geophonic Farm.
  • Players can now build 2 additional Medical Bays. These become available upon reaching HQ 13 and HQ 16 respectively.
  • 6 new research skills have been added. These can be found in the new Specialized Research category.
  • The Bookmarks panel has been renamed ‘Search Map’ and been updated to include a new ‘Sector Scan’ tab.
  • Players can use the Sector Scan to find nearby locations, the scan range will increase based upon the level of the player’s Satellite Uplink.
  • The Reinforcement Capacity research was incorrectly stating it only increased your Security Station limit. It did in fact also increase your Outpost limit too. The description of the research has been updated to be correct.
  • The Engineering Bay now also adds to the Station Unity Limit for your Facility and Outposts, the values can be seen on the information panel.
  • Gather marches now show the currency available to be gathered in the deployment panel.
Bug Fixes
  • Fixed a bug where the numerical rounding on some tool-tips was causing confusion.
  • Fixed incorrect Neutronium cost of level 22 Airstrip. Players who already purchased it at the higher cost will be awarded Neutronium items up to the value of the difference.
  • Fixed a bug on the client where upgrading allied outposts would increase your power instead.
  • Fixed a bug where all the resources on a gatherable location would not be collected if your gathering speed buff expired midway through the gather.
  • Fixed a bug where alliance missions would show enabled start buttons when VIP expired.
  • Fixed a bug where the background music would occasionally stop playing.
  • Fixed a bug with some graphics being scaled to large or small.
  • Fixed 'Join Rally' deployment being marked as hostile, which triggered incorrect voice alert.
  • Fixed an issue where attacks on strategic outposts can be unknowingly sent as a raid when destroy was intended.

NOTE: We had discussed making gathering units head to the Medical Bays however this change has been abolished due to overwhelming negative feedback.

 

~ The Operation New Earth Team

John Stewart
Chief Operations Officer


#2 INDeeDO

INDeeDO

    Member

  • Members
  • PipPip
  • 253 posts

Posted 30 March 2017 - 09:02

"NOTE : We had discussed making gathering units head to the Medical Bays however this change has been abolished due to overwhelming negative feedback."

 

Really? i'm am quite surprised,i was looking forward to this actually,but i guess there is a way needed to permanently kill troops =/

 

Edit:put this to a vote?,like you did with rallies,make sure you notify (in the news) all players that the vote is happening.


Edited by INDeeDO, 30 March 2017 - 10:03.


#3 Jacksn

Jacksn

    New Member

  • Members
  • Pip
  • 3 posts

Posted 30 March 2017 - 09:10

That all sounds great, thanks, but as far as I was concerned 10am UTC was at 10am GMT, which is 50 minutes from now :P

Guess stupid DST messed up my schedule



#4 JGib

JGib

    Member

  • Members
  • PipPip
  • 60 posts

Posted 30 March 2017 - 09:17

I thought gathering troops going to the med bay was a good idea. For someone who is shielded after an attack they will need to gather resources.



#5 LeighBibbings

LeighBibbings

    Member

  • Members
  • PipPip
  • 51 posts

Posted 30 March 2017 - 10:23

Negative feed back I've not seen any of this, if anything people have been talking about how good and how it would even out gameplay for the smaller players.

#6 industria

industria

    New Member

  • Members
  • Pip
  • 4 posts

Posted 30 March 2017 - 13:15

This patch is a biggest disappointment ever, it's even more ridiculous than the "pay2win" mechanic that doesnt really allows to have fun from the game.

I'm playing this game for almost 2 months, got a lvl 15 base with lvl 3 units, but still could not enjoy any battles on the server (there are many reasons preventing players from any kind of battles). Basically that means i've spent more then a month simply to "grow" a farm.

 

Sounds boring? Well, it is. Furthermore during the past months i could capture territory for my alliance, the only thing that makes me feel doing anything useful at all. Guess what, they took it away. Capturing now requires more time and cant be done with only 60% progress like before (lvl 3 capture ship could previously tag a sector in 58% of the progress bar). So now the annoying UFO (which is completely stupid idea, among with base teleports) will instantly capture sectors and the alliance will be not even able to maintain the territory (not even talking about capturing new territory).

 

p.s. Copy pasted couple buildings, fixed couple small bugs and changed turrets - this is what you call "update". 

Zero content, zero changes to current battle mechanic that would force people to fight against each other, nothing new, hidden negative changes. I think i'll quit soon, there is simply nothing to do in this game.


Edited by industria, 30 March 2017 - 17:07.


#7 Liquorade

Liquorade

    New Member

  • New Members
  • Pip
  • 2 posts

Posted 30 March 2017 - 13:16

Hi everyone, I think it woulb be good if the turrets would respond according to a players activity, and go off after a period  of inactivity. I would suggest anything between 15 to 30 days top for full turret inactivity. Active player would benefit and inactive wouldn't.

 Also if I may suggest in here, I'd love to see smaller maps for weekend events, where 5 players from each aliance would battle. All would start at the same lvl and with the same rss, difference would be that during the week , alliances could gather items to take to battles, and u could have a limit to that ofc. Speed up the game for these battles, and final rewards would go towards the winning alliance. You could make it once a month. Full strategy battles, and team effort, and more fun for all.

 

I would love to have some feedback on this.

 

Ty all enjoy your game



#8 Liquorade

Liquorade

    New Member

  • New Members
  • Pip
  • 2 posts

Posted 30 March 2017 - 13:20

And we could have battles against other sectors too.



#9 INDeeDO

INDeeDO

    Member

  • Members
  • PipPip
  • 253 posts

Posted 30 March 2017 - 18:51

Sounds boring? Well, it is. Furthermore during the past months i could capture territory for my alliance, the only thing that makes me feel doing anything useful at all. Guess what, they took it away. Capturing now requires more time and cant be done with only 60% progress like before (lvl 3 capture ship could previously tag a sector in 58% of the progress bar).

 

You are correct,since 1.4 the effect(how fast) of amount of troops to capture territory was scaled with the total territory that the alliance had,eventually making any amount useless(around 15k sectors),there was a small bug,where it also affected the contest ship,this however was recently fixed in 1.5.6,and have confirmed it myself,you should be able to go back to 5h land capture with contest ships.


Edited by INDeeDO, 30 March 2017 - 18:51.


#10 Kildek

Kildek

    Member

  • Members
  • PipPip
  • 196 posts
  • Badge

Posted 30 March 2017 - 23:07

NOTE:We had discussed making gathering units head to the Medical Bays however this change has been abolished due to overwhelming negative feedback.

I am puzzled. I have closely been following discussions both on steam and in the HCS New Earth forum, but not seen that "overwhelming negative feedback".

It would be something to help the small guys. Hope you will re-consider.

#11 JBKing89

JBKing89

    Member

  • Members
  • PipPip
  • 419 posts
  • Badge
  • United States of America

Posted 31 March 2017 - 00:04

I am puzzled. I have closely been following discussions both on steam and in the HCS New Earth forum, but not seen that "overwhelming negative feedback".
It would be something to help the small guys. Hope you will re-consider.


Yes, I have not seen any overwhelming negative feedback on this either. Please reconsider and get a true idea of what the majority of players prefer, not just the vocal few.

#12 Ylikta

Ylikta

    New Member

  • Members
  • Pip
  • 18 posts

Posted 31 March 2017 - 02:46

I think it woulb be good if the turrets would respond according to a players activity, and go off after a period  of inactivity. I would suggest anything between 15 to 30 days top for full turret inactivity. Active player would benefit and inactive wouldn't.

 

Something needs to be done with turrets since new update.   Those of us who enjoy expanding hive and clearing the uncountable amount of inactives have been screwed.     Above suggestion is a start, also why are the turrets not damaged to make deactivated till repaired?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: