Istrolid Changelog

What's new in Istrolid 0.50.3

Jun 18, 2019
  • Some slight tweaks to a variety of weapons. Overall balance seems very good generally, Tesla is overperforming slightly, Artillery is a bit weak but coming into its new role, and Flamethrower and Sidewinder are having their weaknesses covered just a bit more. Overall this should open up more variety in weapon selection among the less used weapons.
  • Torpedo Shot Energy 1300 → 1250
  • Tesla Shot Energy 1500 → 1600
  • Artillery: Shot Energy Cost 4500 → 4100 and Mass 70 → 65
  • Flamethrower Range 350 → 360
  • Sidewinder base speed 272 → 304
  • Push/Pull Wave Push/Pull Effect 10% stronger
  • Demi-spinal was overperforming a bit on fighters, this is to help keep both demi-spinal and standard fighters as valid while minimizing the impact elsewhere.
  • Demispinal Health 5 → 2
  • 2x1 (and 1x2) Reactors had a supposed niche, but failed to shine at it as a real choice. This will bump up their space-efficiency as a battery to be higher than, well, batteries and might make them a more real choice among heavy-fighter style craft. Incidentally it helps spamming 2x1 reactors be a bit more correct of a choice for newbies.
  • 2x1 Reactors:Energy: 10k → 20k and Output: 400 → 250
  • Adv shield rarely saw use, this is a fairly significant buff that will hopefully help its role as light shielding.
  • Adv Shield Gen Energy Threshold 75% → 40%
  • Energy Transfer was fine, but was a hair weak for smaller carrier choices, this should help those very slightly.
  • Energy Transfer Health 0 → 10
  • AI Edits:
  • Prevented wiggling while capturing command points.
  • Return to spawn charging command now causes the ship to wait at spawn until charged, preventing it from expending energy with conflicting commands.
  • Better prioritize resting in AI commands that require it, improving some interactions with commands like follow player orders.
  • Bug Fixes:
  • Remove most offensive map colors from the game.
  • Fixed a bug where players could lag the game by editing their ships.
  • Fixed one of the Zyro AI’s broken commands.
  • Tweaked the formula that determines the distance ships use to follow such that they should more accurately stop one capable of shooting.
  • Improved performance on handling large ships.

New in Istrolid 0.49.2 (Jan 20, 2019)

  • Balance Changes:
  • Artillery: Reload Time 6 → 5.5, Speed 104 → 112, Energy 5000 → 4500
  • Sidewinder: Range 740 → 780 Speed 256 → 272
  • Heavy Beam: Damage: 37 → 38 Energy 5200 → 5000
  • Push Wave: Range 750 → 775 Damage: 4 → 5
  • Pull Wave: Range 825 → 850
  • 1x1 Reactor: Energy 1800 → 2000
  • Advanced Shied: Mass: 10 → 8
  • No Overkill: Cost: 5 → 1 Health: 5 → 4
  • Fixes:
  • Jump Drive now uses Mass x 15 for both energy cost and indicator check. Functionally a balance change as well, though was intended long ago.

New in Istrolid 0.49.1 (Jan 12, 2019)

  • Balance Changes:
  • Micro 360 Mount: Cost 10 → 15, Health 5 → 20
  • Demispinal Turret: Cost 8 → 7
  • Stasis Generator: Health 1 → 10, Mass 5 → 6
  • Heavy Shield Gen: Generation Rate 12 → 16
  • Adv Shield Gen: Generation Rate; 2.4 → 3.2
  • Shield Cap: Mass 8 → 10
  • Cloak Gen: Cost 20 → 25 Energy Use 440 → 400
  • Jump Engine: Cost: 15 → 20 Health 10 → 25
  • Fighter Thruster: Thrust 2080 → 2160
  • Weapons
  • Light PD: Reload Time 2.0 → 2.5 Energy Cost 1000 → 1100 Damage 16 → 20
  • Heavy PD: AoE: 6 → 12
  • Torpedo: Reload Time 3.0 → 3.25 Energy Cost 1200 → 1300 Damage 22 → 24
  • Missile: Reload Time 1.87 → 2.06 Damage 25 → 27
  • Artillery: Reload Time 3 → 6, Speed 192 → 104, Energy 2000 → 5000, Damage 60 → 120, AoE 75 → 220, Mass 100 → 70T, Leads from outside of Range
  • Sidewinder: Range 700 → 740 Energy Cost 1500 → 2000 Damage 34 → 35
  • Plasma: Reload Time: 3s → 3.25
  • Heavy Beam: Damage: 35 → 37
  • Emp: Range 610 → 620
  • Orb: Range 1300 → 1400. Min Range 400 → 450. Reload Time 3.81 → 4
  • Phase Bomb: Damage: 150 → 160
  • Flame: Energy Cost: 200 → 400. Burn Damage: 20 → 24
  • EMP Warhead: EMP Damage: 5000 → 4000. AoE 325 → 360
  • Targeting Mod: Range Boost 20 → 25%. Reload Reduce: 25 → 30%
  • Dampener: Cost 10 → 5. Energy Reduction 30 → 25%
  • Fixes:
  • Fixed AI Rally Point Interaction
  • Fixed a bug where decals could effect ship size
  • Improved Safari compatibility
  • Fix the sound setting bug
  • Fix challenge best time not saving
  • Patched exploit where a player could disconnect other players
  • Fixed the issue where too many ships or projectiles on screen could cause things to flicker./
  • AI Updates:
  • FireShower

New in Istrolid 0.48.3 (Nov 1, 2018)

  • Balance Changes:
  • Sidewinder Damage 30 -> 34
  • Orb range 1400m -> 1300m, minimum range is now 1/3rd of max range, instead of depending on speed (an overall increase)
  • Tesla damage 10 -> 12, energy cost 1300e -> 1500e, energy drain removed
  • Heavy Point Defense projectile speed 560m/s -> 880m/s, energy cost 4400e -> 4000e, reload time 3s -> 3.25s, radius 18m -> 5m
  • Overshoot of all projectiles except Sidewinder and Missile changed 50% -> 30%
  • Bug Fixes:
  • Artillery/Phase target indicators better fit their AoE
  • Carriers now transfer to targets that have run completely out of energy
  • Unit names are now limited to 50 characters
  • AI will no longer have a chance of stalling when its targets are destroyed
  • AI DPS conditions are now evaluated correctly
  • Following an enemy ship will now get close enough to shoot even when that ship is running away
  • Game rooms will now change modes correctly
  • Weapons can no longer be placed between spinal mounts
  • Build queue numbers update faster
  • Ships can no longer be deleted if a player is in the fleet screen when a game starts

New in Istrolid 0.47.5 (May 8, 2018)

  • Visual Updates:
  • New wide variant 2x1 Scout and Fighter thrusters for symmetrical fighters.
  • Bulk Thrusters back to 1x2 visually.
  • New decals and inner diagonal stripe.
  • More statistics are displayed in the info pane for parts
  • Artillery and Phase bombs have a new visual indicator
  • Minimum range is now displayed as inward facing triangles.
  • Balances Changes:
  • Dampener from -25% to -30% Energy cost
  • Emp Warhead from 4000 to 5000 Energy Damage
  • Added ‘armed’ and ‘unarmed’ categories to relative AI commands
  • Fire damage is now displayed correctly in info pane
  • Fixes to AI facing
  • Fixes to orders.