PTR Changelog 2016-02-03
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This describes the changes on the Public Test Realm.
Introduced new method Creep.dismantle which allows dismantling any (even hostile) structures returning 50% of the energy spent on its repair.
You are not allowed to self-destroy a structure while there are hostile creeps in the room.
Increased Creep.claimController timer attack effectiveness to 1 tick per 5 body parts.
Decreased energy sources capacity in neutral non-reserved rooms from 3000 to 2000. Reserve a room to increase it to the full capacity.
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How about source keepers room and the 4 sources room at the middle of each sector?
Edit: looking on PTR, seems like those are still 3000energy/source!
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@NhanHo: Yes, these rooms are considered owned by Source Keepers
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Dismantle a wall with 1xWORK bodypart (100 hits per tick) is more effective then attack it with 3xATTACK bodyparts (90 hits per tick), right?
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Please tell me you can't dismantle any structure if there are any hostile creeps in the room. Otherwise if neomatrix is right workers will be a ton more effective at attacking then combat creeps are.
Since power banks and keeper spawns are also structures, what does this mean for these?
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dismantle is a kick-ass add to combat mechanics imo. Anything that requires more interesting creep composition is a plus, and it's nice to have a non-lethal answer to super walls, adds a really interesting dynamic.
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Creep.dismantle very good, I like
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Can you consider not having the reserved controller tick down on ticks when reserveController() is called on it?
Currently you have to have 2 Claim parts for a reserving creep to be feasible otherwise it un-reserves as soon as the creep dies. In single source rooms this makes reserving hardly profitable at all as the reserving creep itself costs at least 1300 energy.
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Yes, dismantlers are supposed to be very effective during the siege. Think of them as specialized demolishers with proper tools instead of melee ATTACK troops with simple swords. However, these unarmed workers can be easily eliminated by defenders with ATTACK.
@Hernanduer: Why not to use 1xCLAIM constantly? Just deliver another reserver to the controller at the same time when the previous reserver dies. Although, if you go with 2xCLAIM, it makes reserving 2x times faster and you can spawn 2x times less creeps once you hit the reservation timer cap. In the end, the cost effectiveness will be the same with any amount of CLAIM body parts.
@RaskVann: Power Banks and Keeper Lairs are not player-owned structures so they cannot be dismantled.
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The reserved room change will mean you're spending at least 390 energy per energy cycle (600 claim + 50 move over 300 ticks per recharge divided over 500 life cycle) to unlock the extra 1000 energy. Depending on your efficiency will depend on if this is worth the trouble or not.
With the combined other changes this should heavily incentivize expanding to as many rooms as you can. The rooms that aren't controlled may be reserved for a profit now which will cut off a lot of the public rooms people were sharing.
Should be interesting to see how people react. But if the power update is any indicator it will take a while for people to maneuver to the new logic.
EDIT: Was it ever shared what logic goes into unlocking new sectors? Was it the number of people playing? The number of claimed rooms? Number of claimed+reserved rooms? We may get crowded after this.