PTR Changelog 2016-05-09
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it’s easier to play with
I meant for players, not for us. We already tested and played with it quite a lot locally prior to deploying to the PTR. It's not an experiment actually. For your own experiments it will be available as usual.
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Giving us time before deploying new features isn't just about making our code work, it's about making sure we have the chance to respond to things. If someone wanted to they could spend the next few days pumping out the code for nukes and have a huge advantage over the people who can't spend that much time on Screeps outside of the weekends. I think for any major new feature we should have at least one weekend where we can have a chance to respond to those changes.
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I find the icon for incoming nukes extremely ugly. Would it be an idea to use something like this:
https://upload.wikimedia.org/wikipedia/commons/a/ae/Nuclear_symbol.svg
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OK then, nukes deployment is postponed to May 16.
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When a nuke is build it takes 100k ticks for the cooldown to complete. So you got even more time now chris.
Than we can expect the first nukes to be launched around the ~20th if the ticks take 2.5 seconds as they do now. The extra delay is a total of ~70 hours
The first impact will be ~35 hours later
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Will construction sites be affected by the blast of a nuke?
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No, as they don't have hit points.
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It seems that a single rampart, healed to any value will block a full-blown-nuke
Rampart health: 1000 HP
Structure underneath rampart: 5000 HP
Nuke directly on target: 10.000.000 HP damage
Result:
rampart gone, structure lives
Expected:
Rampart gone, -> bleed damage to structure, Structure gone.
Is this the intended way or is this a bug?
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This shouldn't be the case after the today's update.
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So it's changed now? (in the last half hour?)
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With the StructureNuke rename.
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I think all construction sites in the room- or at least the ones in a certain range- should be cleared along with all the creeps.