The Great Rebalancing (Phase 2)
Greetings, Captain! After weeks of analysis, testing, and tweaking, "The Great Rebalancing" is moved into the main branch, with version 1.6M5 (Star Trek reference definitely intended). The beta test was successful, and revealed a few issues that you'll never have to encounter.
Purpose:
To modulate difficulty over time, creating both peaks ("challenge") as well as troughs ("feeling powerful"). Sometimes you need to feel like you're surviving by the skin of your teeth, solely by your sound tactical decisions. Other times you experience being so ripped and equipped that you can mow down hordes of enemies at your leisure.
Method:
All creatures encountered on away missions have had their stats tweaked. This is mostly hit points and damage, but also some changes to speed and powers were made. Many monsters are designed with a specific counter weapon and/or damage type in mind, so it will really help to pay attention to whether your attacks are working (check those resistances and vulnerabilities!).
But adjusting monsters wasn't enough. The hit points of suits (and therefore your away team) were increased, and so was the damage done by your weapons. You should now see a more reliable power progression over time.
Result:
Ground combat is now more in line with what it should be.
I THINK.
But let me know what *you* think, okay? Hailing frequencies are open...
Because there will be a
Where I take all your feedback, find out which monsters are too weak or too strong, etc. and make everything just right.
I'll spend next week analyzing the data, and preparing to transition to version 1.7 soon.
The Great Rebalancing
Purpose:
To modulate difficulty over time, creating both peaks ("challenge") as well as troughs ("feeling powerful"). Sometimes you need to feel like you're surviving by the skin of your teeth, solely by your sound tactical decisions. Other times you experience being so ripped and equipped that you can mow down hordes of enemies at your leisure.
Method:
All creatures encountered on away missions have had their stats tweaked. This is mostly hit points and damage, but also some changes to speed and powers were made. Many monsters are designed with a specific counter weapon and/or damage type in mind, so it will really help to pay attention to whether your attacks are working (check those resistances and vulnerabilities!).
But adjusting monsters wasn't enough. The hit points of suits (and therefore your away team) were increased, and so was the damage done by your weapons. You should now see a more reliable power progression over time.
Result:
Ground combat is now more in line with what it should be.
I THINK.
But let me know what *you* think, okay? Hailing frequencies are open...
Because there will be a
Phase 3
Where I take all your feedback, find out which monsters are too weak or too strong, etc. and make everything just right.
I'll spend next week analyzing the data, and preparing to transition to version 1.7 soon.