36 Commits
Author SHA1 Message Date
SomeonesShadeandGitHub 3fd0d817e7 Armor Multiplier Display Adjustments (#11710)
* Made Armor Weakness a number rather than a % for display.

* Renamed to ArmorPiercing to PartialArmorPierce

* ArmorMult doesn't display if Pierce Armor is On
renamed the bundle to "% armor pierce"

* Just In Case
2026-02-25 22:31:30 -05:00
SomeonesShadeandGitHub 10e9655a43 Copper Salvo: 50% Armor Weakness with 5x Ammo Mult (#11686) 2026-02-16 12:53:07 -05:00
SomeonesShadeandGitHub 7bbb81cd17 Salvo Buff (#11625) 2026-02-06 18:38:58 -05:00
SomeonesShadeandGitHub a2825a08a9 Added descentSpeed to UnitType.java (#11490)
plus fixing up descriptions for accuracy on what they do
2026-02-05 22:50:31 -05:00
SomeonesShadeandGitHub ab64677ea9 Balancing Train: Pyra Power Production Buffs, Pyra Scorch Ammo Nerfs, Crawler Building Damage Nerf (#11520)
* added itemDurationMultipliers for Pyra Combustion and Pyra Steam

* Pyratite Scorch Damage Nerf

* Crawler Building Damage Nerf

* Compromise: AP on Pyra Scorch

* 30 dmg, 0 ap scorch

* Pyra Scorch: 6x -> 10x ammo mult
2026-02-05 22:15:08 -05:00
4122a9d51d Reactivity and Assorted Changes (#11245)
* Implemented turretDepositCooldown (1)

* Implemented activationTime for Turrets (1)

* activationTime for Turrets Fixes (2)
readSync() line isn't needed,
Overdrive should not make the cooldown go faster, it stays as is unless there is a good argument against it.

* activationTime (3): Descriptions and SetBars()
Updated arc and lancer descriptions.
Added setBars() stuff for clearness.

* turretDepositCooldown (2):
now depositCooldown and is now on a per turret basis if needed... will potentially need further iteration

* turretDepositCooldown (3): made it opt in
added an internal gamerule (long name, need to reduce it later) to enable the balance (oriented for pvp)
depositCooldown = 0 by def
added depositCooldown entries in Blocks.java

* activationTime (4): Minor Adjustments to UI

* activitationTime (5): Implemented drawInactive() and inactiveColo, and arc/lancer sprite
Thinking if I should set the sprites to be white, then use Color.gray...

* turretDepositCooldown (4): Made the cooldown only affect turrets

* Reload Turret Coolant Fixes (1)
Made coolant and overdrive effects not get chopped off from Math.min when its too high

* activationTime (6): activationTime is now at the Base Turret Level
Also implemented the code for TractorBeamTurret thanks to the code changes
Parallax can have the feature if needed for future balancing.
Hopefully nothing was screwed up in the transition...

* Counterbalance (1): Swarmer 8 -> 7 firerate nerf, and Cyclone 7.5 -> 6 firerate nerf [First Attempt]

* Reload Turret Coolant Fixes (2): added a buffer if the excessReload exceeds more than 2 reloads.

* Reload Turret Coolant Fixes (3): hotfix, the buffer actually works this time

* turretDepositCooldown (5): Made the cooldown seperate from itemDepositCooldown

* Implemented armorMultiplier (1)

* fixing a merge

* (AT:7a) Reverted Saving Capability

* (AT:7b) Removed activation timer from lancer and arc as well as sprites

* (AT:7c) Removed visuals for activation timer
will be reimplemented via a greyscale effect if returned rather than via sprites

* (AT:7aa) oops

* Made the default value 0 when placed - Activation Timer (8)

* (depositCooldown : 6) Moved depositCooldown to Blocks.java, cleaned up canDepositItem(), removed enableTurretDepositCooldown

* armorMultiplier (2) - oops, made armorMultipler = 0 correspond to 100% armorPiercing

* Update core/src/mindustry/input/InputHandler.java

* Reload Turret Coolant Fixes (4): A bit too high

---------

Co-authored-by: Anuken <arnukren@gmail.com>
2025-12-31 14:39:22 -05:00
SomeonesShadeandGitHub 8e907f714a Small Balancing Set: Graph Duo changes and Coolant Adjustments (#11461)
* Coolant Duo and Hail Changes

* Graph Duo Reload Nerf
2025-12-18 12:21:51 -05:00
SomeonesShadeandGitHub b917f048a9 Malign fragBullets fix (#11174) 2025-08-25 10:54:35 -04:00
SomeonesShadeandGitHub 91ef4aaa48 smallHeatRedirector research cost adjustments (#11067) 2025-07-26 12:18:41 -04:00
SomeonesShadeandGitHub 80740c0948 Merge branch 'master' into balancing-payload_system 2025-06-30 18:15:08 +08:00
19d3e20328 Temporarily Invincible Missiles Quell (#10674)
* quell changes version 1 (draft)

* Quell Homing Workaround and Stat Display Working

* Quell, 16 close range instead of 19

* final color adjustment

* quell description attempt 1

* quell desc attempt 2

* e

* oop

* Added Homing to Quell Plasma Shielding

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Co-authored-by: EggleEgg <125359838+EggleEgg@users.noreply.github.com>
2025-06-13 18:04:09 -04:00
Shade b5aa9f41d9 maxPayloadSize from 5by5 to 4by4 2025-05-26 00:48:47 +08:00
Shade 53c73b7259 Update Contributors
Honestly after some self reflection... I'm satisfied with what I've done
2025-05-25 22:53:20 +08:00
Shade 8c4cfe9076 Flipped Cost Between PayLoader and PayUnloader 2025-05-25 15:56:13 +08:00
Shade 112917b188 Payload Loaders now being able to chain with each other 2025-05-25 15:54:58 +08:00
Shade 8433819ffb Loader/Unloader Counterbalance
100% CB for Graphite, Silicon
Maintaining 50% CB for Tungsten
2025-05-25 14:00:27 +08:00
Shade bf935a62ff CounterBalance: Assemblers 2025-05-25 12:25:42 +08:00
Shade 4d94c1632d Payload Adjustments 2025-05-25 12:08:11 +08:00
SomeonesShadeandGitHub cbeffef0b7 Erekir Production Changes (#10607) 2025-04-06 11:32:09 -04:00
SomeonesShadeandGitHub 1579a3b068 Merge branch 'Anuken:master' into balancing_burst-drill-optional-multiplier 2025-02-08 16:28:05 +08:00
SomeonesShadeandGitHub a2f196a50e Unit Mine Speed Game Rule Implementation and World Processor Set Rule for Unit Mine Speed (#10318)
* unitMineSpeedMultiplier Creation
added unitMineSpeedMultiplier
added unitMineSpeed(Team team)

* World Proccesor: SetRuleI unitMineSpeed Implemented

* World Processor: SetRuleI unitCrashDamage Implemented

* Revert "World Processor: SetRuleI unitCrashDamage Implemented"

This reverts commit 1b7187b046.

* Forgor to add, unitMineSpeedMultiplier is now editable per team
2025-02-04 13:52:25 -05:00
SomeonesShadeandGitHub 0b4a7b3b16 Added scaleLifetimeOffset and Centered Ripple Projectiles (#10292)
* Added scaleLifetimeOffset
Changed ripple to have its shot centered, calculated by: (1 - velocityRnd/2)^-1

* unneccessary parenthesis

* Update Turret.java

one last adjustement, hopefully
2025-02-04 13:24:47 -05:00
SomeonesShadeandGitHub 2423d859cf Merge branch 'master' into balancing_burst-drill-optional-multiplier 2025-01-22 17:46:10 +08:00
4f08873bb9 Slag Incinerator Rework: No Slag Consumption Rate (#10197)
* Slag Incinerator: No Slag Consumption Rate

* If Amount = 0 in LiquidDisplay, Don't display /sec

* reinstated changes

* Delete core/src/mindustry/ui/LiquidDisplay.java

---------

Co-authored-by: Anuken <arnukren@gmail.com>
2024-10-04 15:33:06 -04:00
Shade ec7a8f886d bundles - impact and eruption 2024-05-04 16:01:58 +08:00
Shade f95a7fd97f Eruption material requirements nerf
200 sil -> 300 sil
200 tung -> 250 tung
120 thor -> 150 thor
20 oxi remains the same
2024-05-04 15:49:14 +08:00
Shade 4070a5e180 Code Cleanup 2024-03-19 19:03:06 +08:00
Shade 65156e4409 Cyano Boost Requirement Nerfed
1.5 -> 3 cyano/s
I knew it felt too high, this should be better by a long shot
2024-03-04 22:39:08 +08:00
Shade edd235774c Nerfed Eruption Drill Speed
(5.5 i/s -> 5.33 i/s)
2024-03-02 23:47:00 +08:00
Shade 69c3e368c3 Final Stats for Attempt#2
nitro -> ozone
and base eruption buff
(which causes knock on effects as shown)
2024-02-27 22:51:40 +08:00
Shade bfbd11b11f Forgot This
nitro beryl impact can now match lpd if at full ore coverage
2024-02-09 23:40:47 +08:00
Shade 6f4716cb53 Round 2 Drill Stats
Eruption and nitro impact now has the same tile efficiency
Beryl nitro impact doesn't beat Beryl eruption
Buffed Base Eruption Further (now to 5.33 * 60f)
Nerfed Cyano Boost Cost
2024-02-09 23:22:01 +08:00
Shade 096f3ec0d3 forgor super.setStats(), removed uneccesary liquidBoostIntensity from Constructor 2024-02-04 20:34:30 +08:00
Shade c0047c0f49 Stat Changes Round 1
impact drill
beryl multi (2.5x -> 2x)
nitro buff (2.5x) (2/s)

eruption drill
base drill (6 sec -> 5.5 sec, or 4.16 -> 4.54)
beryl multi (2.5x -> 1.5x)
cyano buff (2.1x) (0.64/s)
2024-02-04 18:12:46 +08:00
Shade efcd99f505 Fixes... pt 1
Thanks BalaM314
using liquidBoostIntensity rather than optionalBoostIntensity
applied on speed rather than drillTime
2024-02-04 17:07:48 +08:00
Shade 0bed22a509 implemented optionalBoostIntensity in BurstDrill 2024-02-04 15:49:46 +08:00