Leedot
08-28-2011, 03:03 AM
Hi Everyone!
So we're finally ready to start round 2 of the Empire of the Eclipse Beta! The beta test will go live on Sept.3 but sign ups start today using the link below.
http://bit.ly/hgpm3E
There's been a ton of changes in this build which you can read about below.
Empire of the Eclipse Beta 2 change list
Battle reports are now sent to a players in game email after a battle has been completed.
Planet resource / unit cost rebalance
Build times have been adjusted
Terraformers now work properly.
An animation is now played over the planet during combat. (Full combat display is still pending.)
Combat has been completely revamped
planet defenses work properly.
stealth skills now affect combat.
fleet combat now works properly
Items that can't be built are now highlighted
Chat indicator animates when messages are waiting
The Number of unread emails is now displayed over the mail icon.
There is a separate tab for the tech you have currently qued to research.
You can now post screenshots to facebook / twitter by touching the screen with three or more fingers.
Client side optimization so detailed sector information is only sent when a player is specifically viewing a sector. (this should fix the lag problems Spart was having.)
Lots of small graphical fixes.
General texture memory optimizations.
The Planet Killers planet busting ability now works.
The technology Bio weapons now works properly.
Solar Core Taps are now functioning and behave as ships instead of orbitals.
Black holes now destroy ships when they enter their system if they do not posses hyper space physics.
There is now a limit of 1 Shipyard per planet. The build time of shipyards has also been increased to 24 hours.
Players who posses tech to build cruisers/battleships -and- orbital platforms / minefields will be able to perform a one way conversion to convert a cruiser to an orbital defense platform / minefield.
Non Capital class ships now do 1/4 damage to planets in addition to an increase in mining colonies base defenses being increased so to take a base mining colony you'll need either 1 Dreadnaught, 15 Battle ships, or 25 Battle cruisers.
A new tech, dubbed Advanced Materials Collection, will be required to gather / process Rare Ore. Players can still get Rare Ore by trading with other players.
Trade now works properly. The option to trade with other players will show up when you place a trade vessel in the orbit of another player's planet.
Ship / Orbital build costs have been adjusted so that lower end ships will not require Rare Ore but many of the high end ships / orbitals will.
We're introducing the concept of specialties. When the player starts the game they'll choose a specialty relating to one of the four tech trees. Players will still be able research technologies from any of the trees but each specialty has certain technologies and innate bonuses that only they will have access to. You'll notice that that Trade players have a significant advantage in their potential to collect Rare Ore which is in turn needed by every other specialty to complete their high end structures / ships so that forming partnerships with other players becomes a critical component to the mid and late game.
Specialties
Combat
Combat specialists gain access to Super Capital Construction.
Combat specialists gain access to Planet Busting.
Trade
Trade specialist gain a 10% increase in rare ore collection per rank of Advanced Materials Collection vs. the standard 3%
Trade specialists build ships and orbitals 10% faster.
Science
Science specialists research technologies 25% faster.
Science specialists gain access to Graviton physics.
We have also made a number of changes to the tech tree itself with the Fleet and Combat lines receiving the most changes.
Tech Tree changes
(if a tech is unlisted / unmentioned nothing has changed.)
Fleet Control
Tier 1
Fleet Maneuvering : +4% warp speed per rank for fleets. (was a T2 tech and is now replacing Basic Ship Handling)
Tier 2
Forward Fleet: Allows the creation of Cruisers. +2% damage to Cruisers and Battleships per rank.
Advanced Ship Handling : Improved ship agility. +4% defense to all ships per rank. (changed since a non warp speed bonus wasn't useful and +2% bonus to ships that aren't in fleets seemed a little weak / too limited in utility.)
Tier 3
Armed Command : Allows the creation of Battleships. + 4% per rank defense for Battleships, Cruisers, and Carriers.
Tier 4
Advanced Fleet Command: Allows the creation of Fleet HQ. A Fleet HQ allows all of a players ships within the same system to defend any other ships, planets, or orbitals in that system even if they're not in orbit of the same planet. Fleet HQ's give +5% defense, +5% defense, +2% attack to all ships in the same system as the fleet HQ per rank . (replaces shrapnel resistant shielding)
(Bonuses for Fleet HQ are currently working but ship grouping is not.)
Evasive Maneuvers: Fighters gain +10% chance to avoid damage from mines and +5% general defense per rank. (buffed to be more useful in general.)
Combat
Tier 1
Orbital Defenses: Only allows the construction of Energy Array platforms.
Offensive Initiative: No longer grants the ability to build Cruisers or bonuses to cruisers / battleships.
Tier 2
Advanced Orbital Defenses: Allows the construction of Missile defense platforms. +2% reduction orbital build time per rank +2% dmg increase time per rank (replaces mine emplacement.) note: These two changes go along with the change that that Energy Platforms be strong against light units and Missile Platforms are strong against capital class ships.
Strike fleet construction: No longer grants the ability to build Battleships / provides bonuses to battleships / cruisers.
Tier 6
Engines of Destruction - gives bonuses to capital class ships as well as super capital capital class ships. (this is so there's still a useful T6 Combat skill for non combat specialists since combat specialists are the only ones that get super caps.)
Trade Skills
Tier 1
Advanced Materials Collection : Allows mining colonies to process and refine Rare Ore. +3% production capacity per rank.
Tier 2
Mine Emplacement : Allows the creation of mine deployment drones. +5% damage per rank. Mine deployment drones are defenseless mine carriers that can be converted into a mine field.
So we're finally ready to start round 2 of the Empire of the Eclipse Beta! The beta test will go live on Sept.3 but sign ups start today using the link below.
http://bit.ly/hgpm3E
There's been a ton of changes in this build which you can read about below.
Empire of the Eclipse Beta 2 change list
Battle reports are now sent to a players in game email after a battle has been completed.
Planet resource / unit cost rebalance
Build times have been adjusted
Terraformers now work properly.
An animation is now played over the planet during combat. (Full combat display is still pending.)
Combat has been completely revamped
planet defenses work properly.
stealth skills now affect combat.
fleet combat now works properly
Items that can't be built are now highlighted
Chat indicator animates when messages are waiting
The Number of unread emails is now displayed over the mail icon.
There is a separate tab for the tech you have currently qued to research.
You can now post screenshots to facebook / twitter by touching the screen with three or more fingers.
Client side optimization so detailed sector information is only sent when a player is specifically viewing a sector. (this should fix the lag problems Spart was having.)
Lots of small graphical fixes.
General texture memory optimizations.
The Planet Killers planet busting ability now works.
The technology Bio weapons now works properly.
Solar Core Taps are now functioning and behave as ships instead of orbitals.
Black holes now destroy ships when they enter their system if they do not posses hyper space physics.
There is now a limit of 1 Shipyard per planet. The build time of shipyards has also been increased to 24 hours.
Players who posses tech to build cruisers/battleships -and- orbital platforms / minefields will be able to perform a one way conversion to convert a cruiser to an orbital defense platform / minefield.
Non Capital class ships now do 1/4 damage to planets in addition to an increase in mining colonies base defenses being increased so to take a base mining colony you'll need either 1 Dreadnaught, 15 Battle ships, or 25 Battle cruisers.
A new tech, dubbed Advanced Materials Collection, will be required to gather / process Rare Ore. Players can still get Rare Ore by trading with other players.
Trade now works properly. The option to trade with other players will show up when you place a trade vessel in the orbit of another player's planet.
Ship / Orbital build costs have been adjusted so that lower end ships will not require Rare Ore but many of the high end ships / orbitals will.
We're introducing the concept of specialties. When the player starts the game they'll choose a specialty relating to one of the four tech trees. Players will still be able research technologies from any of the trees but each specialty has certain technologies and innate bonuses that only they will have access to. You'll notice that that Trade players have a significant advantage in their potential to collect Rare Ore which is in turn needed by every other specialty to complete their high end structures / ships so that forming partnerships with other players becomes a critical component to the mid and late game.
Specialties
Combat
Combat specialists gain access to Super Capital Construction.
Combat specialists gain access to Planet Busting.
Trade
Trade specialist gain a 10% increase in rare ore collection per rank of Advanced Materials Collection vs. the standard 3%
Trade specialists build ships and orbitals 10% faster.
Science
Science specialists research technologies 25% faster.
Science specialists gain access to Graviton physics.
We have also made a number of changes to the tech tree itself with the Fleet and Combat lines receiving the most changes.
Tech Tree changes
(if a tech is unlisted / unmentioned nothing has changed.)
Fleet Control
Tier 1
Fleet Maneuvering : +4% warp speed per rank for fleets. (was a T2 tech and is now replacing Basic Ship Handling)
Tier 2
Forward Fleet: Allows the creation of Cruisers. +2% damage to Cruisers and Battleships per rank.
Advanced Ship Handling : Improved ship agility. +4% defense to all ships per rank. (changed since a non warp speed bonus wasn't useful and +2% bonus to ships that aren't in fleets seemed a little weak / too limited in utility.)
Tier 3
Armed Command : Allows the creation of Battleships. + 4% per rank defense for Battleships, Cruisers, and Carriers.
Tier 4
Advanced Fleet Command: Allows the creation of Fleet HQ. A Fleet HQ allows all of a players ships within the same system to defend any other ships, planets, or orbitals in that system even if they're not in orbit of the same planet. Fleet HQ's give +5% defense, +5% defense, +2% attack to all ships in the same system as the fleet HQ per rank . (replaces shrapnel resistant shielding)
(Bonuses for Fleet HQ are currently working but ship grouping is not.)
Evasive Maneuvers: Fighters gain +10% chance to avoid damage from mines and +5% general defense per rank. (buffed to be more useful in general.)
Combat
Tier 1
Orbital Defenses: Only allows the construction of Energy Array platforms.
Offensive Initiative: No longer grants the ability to build Cruisers or bonuses to cruisers / battleships.
Tier 2
Advanced Orbital Defenses: Allows the construction of Missile defense platforms. +2% reduction orbital build time per rank +2% dmg increase time per rank (replaces mine emplacement.) note: These two changes go along with the change that that Energy Platforms be strong against light units and Missile Platforms are strong against capital class ships.
Strike fleet construction: No longer grants the ability to build Battleships / provides bonuses to battleships / cruisers.
Tier 6
Engines of Destruction - gives bonuses to capital class ships as well as super capital capital class ships. (this is so there's still a useful T6 Combat skill for non combat specialists since combat specialists are the only ones that get super caps.)
Trade Skills
Tier 1
Advanced Materials Collection : Allows mining colonies to process and refine Rare Ore. +3% production capacity per rank.
Tier 2
Mine Emplacement : Allows the creation of mine deployment drones. +5% damage per rank. Mine deployment drones are defenseless mine carriers that can be converted into a mine field.