BFM: Voice of the Martian Updates – November 24th Patch Notes

New this week in Battlefront Mars:

Voice of the Martian Updates

Heads up, Martians!

Our team has continued, and will continue, making tweaks to the new systems so as to make it easier for everyone to participate in our “Grand Finale.”

We are again thankful for those who keep on providing feedback so we can continue to try and make these last few months as fun and memorable as we can for everyone. Here are some changes to address a few of the issues and suggestions that you’ve brought forth to us.

Tweaks of the Week

  • Splash area was too small that units are often unable to hit moving targets. Splash area has been doubled.
  • Reduced HP penalty for DPS units by 20%
  • Nerfed AI unit damage and HP.
  • Slight boost to unit damage and HP for all player units.
  • All other maps have closed. There are now only two maps.
    • Tournament Map: Strongpoint Quarries now award combat bonuses in addition to quarry yield and text bonuses.
    • Non-Tournament Map: Free base damage protection is now awarded more frequently.
  • Due to PvP issues at higher levels, security teams from leader items have had their HP and DPS nerfed. Since single player AI attackers have reduced HP and DPS compared to players, this should have minimal effect on the difficulty of single-player and bring the defenses of bases in PvP closer in line with what people are used to.
  • When units are selected a group, their speed is modified so they will stay closer together. As soon as they are no longer in a group they regain their normal speed.
    • Group speed works this way: The difference between the speed of the slowest and largest is divided by the size of the group. The group then gets the minimum speed plus this, or +5%, whichever is smaller.
    • The reason for this is to make it always worthwhile to group units, but not allow really slow units to travel super-rapidly around the map by also selecting an ultra-fast unit.
  • Generators, harvesters, and storage buildings now have a level cap of 24.

Incoming

  • Client: Will take another crack at improving targeting when a unit can do no damage.
  • Combat Balance: Will be continuing evaluation of difficulty attacking and defending. Have made new script to instantly rework a base at a higher or lower CC tier in order to test different difficulties.
  • Content:
    • The “Apocalypse” event is in the works.
    • Reducing XP requirements for player levels so everyone has a chance to get to max level before the end.
  • De-Monetization: We will be further increasing speed bonuses given by gold/alloy. Pre-closure announcement, you got crafting, repairs, upgrades, etc sped up by 3 minutes per gold/alloy. Currently, these get sped up by 6 minutes per gold/alloy. This will increase to 9 minutes on 12/1. Resource harvest rates will be increased on 12/1. The maximum craft/research/upgrade/etc time will also be reduced by 24 hours on 12/1.

Have feedback to share about this week’s releases? Let us know over in the “battlefront-mars” channel within our TR Discord Server.

Good hunting, Martians!

MF: Voice of the Martian Updates – November 24th Patch Notes

New this week in Mars Frontier:

Voice of the Martian Updates

Heads up, Martians!

Our team has continued, and will continue, making tweaks to the new systems so as to make it easier for everyone to participate in our “Grand Finale.”

We are again thankful for those who keep on providing feedback so we can continue to try and make these last few months as fun and memorable as we can for everyone. Here are some changes to address a few of the issues and suggestions that you’ve brought forth to us.

Tweaks of the Week

  • Splash area was too small that units are often unable to hit moving targets. Splash area has been doubled.
  • Reduced HP penalty for DPS units by 20%
  • Nerfed AI unit damage and HP.
  • Slight boost to unit damage and HP for all player units.
  • All other maps have closed. There are now only two maps.
    • Tournament Map: Strongpoint Quarries now award combat bonuses in addition to quarry yield and text bonuses.
    • Non-Tournament Map: Free base damage protection is now awarded more frequently.
  • When units are selected a group, their speed is modified so they will stay closer together. As soon as they are no longer in a group they regain their normal speed.
    • Group speed works this way: The difference between the speed of the slowest and largest is divided by the size of the group. The group then gets the minimum speed plus this, or +5%, whichever is smaller.
    • The reason for this is to make it always worthwhile to group units, but not allow really slow units to travel super-rapidly around the map by also selecting an ultra-fast unit.

Incoming

  • Client: Will take another crack at improving targeting when a unit can do no damage.
  • Combat Balance: Will be continuing evaluation of difficulty attacking and defending. Have made new script to instantly rework a base at a higher or lower CC tier in order to test different difficulties.
  • Content:
    • The “Apocalypse” event is in the works.
    • Reducing XP requirements for player levels so everyone has a chance to get to max level before the end.
  • De-Monetization: We will be further increasing speed bonuses given by gold/alloy. Pre-closure announcement, you got crafting, repairs, upgrades, etc sped up by 3 minutes per gold/alloy. Currently, these get sped up by 6 minutes per gold/alloy. This will increase to 9 minutes on 12/1. Resource harvest rates will be increased on 12/1. The maximum craft/research/upgrade/etc time will also be reduced by 24 hours on 12/1.

Have feedback to share about this week’s releases? Let us know over in the “mars-frontier” channel within our TR Discord Server.

Good hunting, Martians!

TR: Voice of the Commander – November 17th Patch Notes

New this week in Thunder Run:

Voice of the Commander Updates

Greetings, Commanders!

The recent patches, include the TOC13 release have, admittedly, been a little rocky, and we do apologize for that. We are thankful for those who keep on providing feedback so we can continue to try and make these last few months as fun and memorable as we can for everyone. Please rest assured our teams are working really hard to address a few of the issues and suggestions that you’ve brought forth to us. But first, we’d like to address a recent issue that you may have already heard of.

Unrequested Refunds

It appears that the issue of unrequested refunds issue from back in July through August, which happened to other games on Facebook as well, has affected some players once again. We believe Facebook is working on it, so if you have a negative gold balance, just sit tight and don’t worry about it.

Tweaks of the Week

  • TOC 13 didn’t ship properly, but has been since manually deployed.
  • Power consumption issues upon TOC 13 release, causing generators to have lower output levels instantly. This has been fixed.
  • A base upgraded to the max now produces slightly more power than it consumes, with minor exceptions at TOC levels 1, 4, and 5, which you can quickly build past.
  • Build time has been obliterated for earlier tier buildings.
  • Build time is 30 minutes for support buildings at TOC 3-5, 60 minutes at TOC 6-8, and 4 hours at TOC 9-11. It stays at 5 days for TOC12 and 13. This should allow everyone to get their storage, harvesters, and power levels optimized very quickly.
  • Hardware Factory is now available
  • More Hardware can be found in Logistics Dispatch
  • Snipers, who have been reported to be OP, gets a range nerf, damage to buildings removed, reduce damage to vehicles and aircraft. Basically, no longer a guaranteed turret killer.
  • Snipers have been set to ignore barriers and treat buildings as their lowest priority target, and treat infantry as double priority.
  • TOW range has been slightly reduced, but gets a huge damage boost in return at max level.
  • Turret damage is now scaled on the same progression as units. Units are scaled against their consumed space. Turrets are scaled based on the number of total turrets available compared to the total unit space available at a tier, then modified based on their overall rarity.
  • Units get an HP and DPS boost across the board to make equips and mods more meaningful.
  • Vehicles get a speed boost across the board.
  • Heavy vehicles get an additional HP boost. Tanks get a further additional HP boost.|
  • The “weight” of a unit’s space when calculating its DPS and HP is now also weighed against the proportion of total space available. This means small, cheap early units have a shallower power growth curve, and more expensive big units get a steeper curve at higher levels.
  • For example:
    • Elite M1Abrams prepatch: HP 7719 min, 12431 max, speed 2.16 min, 2.16 max, range 229 min, 249 max, damage 560 min, 1756 max
    • Elite M1Abrams patched HP 5250 min, 14668 max, speed 2.5 min, 2.78 max, range 229 min, 249 max, damage 360 min, 1961 max
  • Bunker Buster gets 20% damage boost across the board, plus a further 20% boost against turrets. Other missiles will be looked at in the future
  • Generator grid size requirements were reduced from 14×14 to 10×10. The graphic was the size of a supply building, and the grid is now too. Players now have an extra 4×4 total map cells freed up per generator.
  • Stinger and eStinger now have the designation “Anti-Air” with an appropriate tooltip
  • New “Staging” button in Battalion management screen that acts as a temporary storage area so you can swap them in and out of a batt more easily. Swap mode and swap space persists through sessions by being saved in player preferences, but it does not affect actual batts in any way. It’s just an organizational tool.
  • More power issues affecting all harvesters and storage buildings are fixed.
  • TOC leader issue where it did not affect Hardware Factories is fixed
  • Issues with Ambush Points triggering a message despite them being empty is fixed.

One thing we would like to highlight: units are not supposed to be able to destroy towers without taking any damage. This was never were supposed to happen, but range inflation unfortunately made this possible. Use “Tanks” to soak up turret damage.

More tweaks incoming! Please do share your feedback over on our Thunder Run Discord Server as it helps a lot in speeding up the adjustment process.

Good hunting, Commanders!

DV: Voice of the Commander – November 17th Patch Notes

New this week in Days of Valor:

Voice of the Commander Updates

Greetings, Commanders!

The recent patches, include the TOC13 release have, admittedly, been a little rocky, and we do apologize for that. We are thankful for those who keep on providing feedback so we can continue to try and make these last few months as fun and memorable as we can for everyone. Please rest assured our teams are working really hard to address a few of the issues and suggestions that you’ve brought forth to us. But first, we’d like to address a recent issue that you may have already heard of.

Unrequested Refunds

It appears that the issue of unrequested refunds issue from back in July through August, which happened to other games on Facebook as well, has affected some players once again. We believe Facebook is working on it, so if you have a negative gold balance, just sit tight and don’t worry about it.

Tweaks of the Week

  • TOC 13 didn’t ship properly, but has been since manually deployed.
  • Power consumption issues upon TOC 13 release, causing generators to have lower output levels instantly. This has been fixed.
  • A base upgraded to the max now produces slightly more power than it consumes, with minor exceptions at TOC levels 1, 4, and 5, which you can quickly build past.
  • Build time has been obliterated for earlier tier buildings.
  • Build time is 30 minutes for support buildings at TOC 3-5, 60 minutes at TOC 6-8, and 4 hours at TOC 9-11. It stays at 5 days for TOC12 and 13. This should allow everyone to get their storage, harvesters, and power levels optimized very quickly.
  • Hardware Factory is now available
  • More Hardware can be found in Logistics Dispatch
  • Snipers, who have been reported to be OP, gets a range nerf, damage to buildings removed, reduce damage to vehicles and aircraft. Basically, no longer a guaranteed turret killer.
  • Snipers have been set to ignore barriers and treat buildings as their lowest priority target, and treat infantry as double priority.
  • TOW range has been slightly reduced, but gets a huge damage boost in return at max level.
  • Turret damage is now scaled on the same progression as units. Units are scaled against their consumed space. Turrets are scaled based on the number of total turrets available compared to the total unit space available at a tier, then modified based on their overall rarity.
  • Units get an HP and DPS boost across the board to make equips and mods more meaningful.
  • Vehicles get a speed boost across the board.
  • Heavy vehicles get an additional HP boost. Tanks get a further additional HP boost.|
  • The “weight” of a unit’s space when calculating its DPS and HP is now also weighed against the proportion of total space available. This means small, cheap early units have a shallower power growth curve, and more expensive big units get a steeper curve at higher levels.
  • For example:
    • Elite M1Abrams prepatch: HP 7719 min, 12431 max, speed 2.16 min, 2.16 max, range 229 min, 249 max, damage 560 min, 1756 max
    • Elite M1Abrams patched HP 5250 min, 14668 max, speed 2.5 min, 2.78 max, range 229 min, 249 max, damage 360 min, 1961 max
  • Bunker Buster gets 20% damage boost across the board, plus a further 20% boost against turrets. Other missiles will be looked at in the future
  • Generator grid size requirements were reduced from 14×14 to 10×10. The graphic was the size of a supply building, and the grid is now too. Players now have an extra 4×4 total map cells freed up per generator.
  • Stinger and eStinger now have the designation “Anti-Air” with an appropriate tooltip
  • New “Staging” button in Battalion management screen that acts as a temporary storage area so you can swap them in and out of a batt more easily. Swap mode and swap space persists through sessions by being saved in player preferences, but it does not affect actual batts in any way. It’s just an organizational tool.
  • More power issues affecting all harvesters and storage buildings are fixed.
  • TOC leader issue where it did not affect Hardware Factories is fixed
  • Issues with Ambush Points triggering a message despite them being empty is fixed.

One thing we would like to highlight: units are not supposed to be able to destroy towers without taking any damage. This was never were supposed to happen, but range inflation unfortunately made this possible. Use “Tanks” to soak up turret damage.

More tweaks incoming! Please do share your feedback over on ourin the “days-of-valor” channel within our Official Discord Server as it helps a lot in speeding up the adjustment process.

Good hunting, Commanders!

BFM: Central Computer Level 12 – November 10th Patch Notes

New this week in Battlefront Mars:

Central Computer Level 12

Attention, Commanders!

Get ready to celebrate on Mars with this week’s update! Effective today:

The Central Computer level cap is raised to Level 12, paving the way for new maximum levels for your production, storage, and research buildings!

  • You also get, two new mines!
  • New Cryogenic Mine added: freezes infantry and transports
  • New Electro-Pulse Mine added: knocks gunships out of the sky, stuns gunships and transports.

And that not all, Commander! You may have seen some Promethium Cores lying around event bases and may be wondering what they’re for. Well, they are a super important component for Doped Mines! These are stronger, deadlier, versions of mines you can build. They won’t show up on your research window, but as long as you have these cores, you may see new mine options!

The Elephant in the Room

As you all have noticed, there has been a lot of changes happening since last week. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed.

Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy.

Economy and Buildings

  • Previously, levels per tier are wildly inconsistent. They are now consistent
  • Economy buildings now have two levels per tier.
  • All unit research/production buildings have two levels per tier.
  • Non-elite units and their associated research/production buildings also get two levels per tier.
  • Turrets, mines, and missiles have three levels per tier.
  • Time requirements dramatically reduced. It takes a maximum of 5 days (without leader bonuses) to build or research anything now. It’s a hard cap at 120 hours.

Frequently asked question: Why are our resource storage and production so low now?
Our old levels jumped all over the place in terms of advancement. Now they’re consistent. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Think of it this way: your resource currency just underwent serious deflation. You can buy more with each unit of each resource than you could before.

Unit Rebalance and Strategy

  • Unit HP, DPS, build time, and resource costs all balanced based on space requirements. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles.
  • Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average. Air units are the fastest with the shortest range on average. Artillery and Sniper units get range boosts and speed nerfs to compensate
  • Close range units get a bonus to their speed and a proportionate nerf to their range.
  • Long Range units get the same bonus to range and nerf to speed.
  • High Speed gets a slightly higher boost to speed while paying the same range cost as close range.
  • DPS units get a bonus to damage and a proportionate nerf to HP. Most of your artillery units are Long Range/DPS roles.
  • Some units have the “Threat” stat, which makes the AI increase their priority in the targeting system by 50%.
  • Threat gets a bonus to HP and a nerf to damage.
  • The “Tank” role get a bonus to HP and get an even higher “Threat” stat, making the AI 100% more likely to pick them as a target. Note that the “Tank” role is not strictly limited to actual Tank units. Some aircrafts have the “Tank” role, too. You can find these in the Unlock/Upgrade windows of a specific unit.
  • Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit. There will be ongoing analysis and fine-tuning for this.
  • Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.
  • Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.
  • Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.

Frequently asked question: Why are units so weak now that we can’t do event bases anymore?
Units have been balanced to encourage trying different battalion compositions and being more strategic; possibly requiring a little more micro skills too. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range.

We know some players have taken up the new challenge of getting to know the new systems. Of course, we still welcome feedback. Please expect more monitoring and tweaking of the new systems, so if you have tried different strategies and still find it difficult, please let us know what you are having trouble with!

Miscellaneous improvements and fixes

  • Central Computer resource cost cuts are in. L4 to L11 (and eventually 12 and 13) now costs 65% of your maximum possible resources to build.
  • Major cuts to unit research costs and build costs are complete.
  • More buildings have had their hit points adjusted to unit DPS, and more building costs have been made proportionate to storage available at their CC level.
  • All upgrades, unit construction, missile, mine, and turret crafting should be appropriately scaled to resource storage.
  • Building HP should all be scaled to unit DPS. Turret, mine, and missile DPS should all be scaled to unit HP.
  • Special “items” added in the game that allows for insta-building missiles, or building “Doped” Mines that insta-kill any unit below its level. These items are obtainable from event bases, and sometimes, from the mail.
  • The update caused old missiles to unstack with no way to stack them. This has been fixed, but you may need to click the “Sort” button to restack your old missiles.
  • Issues with missile blueprints not unlocking the the research is being looked in to. Please do not repurchase the blueprints if you encounter this issue.
  • AI units all given some unique aspects. Hunt them all!

More releases incoming, including a planned “grand finale” event. We here at Battlehouse are eternally grateful to all our players, and we plan to go out with a bang on April 2023; and we would love it if you join us there!

Have feedback to share about this week’s releases? Let us know over on our Thunder Run Discord Server.

Have feedback to share about this week’s releases? Let us know over in the “battlefront-mars” channel within our TR Discord Server.

Good hunting, Commanders!

FS: Tactical Ops Center Level 19 – November 10th Patch Notes

New this week in Firestrike:

Tactical Ops Center Level 19

Your architects have been hard at work, Commander. In addition to a sharply-worded requisition order for more coffee, they’ve delivered the upgrade plans for the next Tactical Ops Center expansion.

Effective today:

The Tactical Ops Center level cap is raised to Level 19, paving the way for new maximum levels for all buildings, turrets, landmines, and top-tier units.

Like what you see, or have more awesome feedback to share? Let us know over in the “firestrike” channel within our TR Discord Server.

Good hunting, Firestrikers!

TR: Level 13 Tactical Ops Center – November 10th Patch Notes

New this week in Thunder Run:

Level 13 Tactical Ops Center

Your architects have been hard at work, Commander. In addition to a sharply-worded requisition order for more coffee, they’ve delivered the upgrade plans for the next Tactical Ops Center expansion. It seems like only yesterday we were huddled together in tents.

Tick-Tock! The TOC now upgrades to Level 13, unlocking a variety of new upgrades for your military forces!

We’ll be sure to caffeinate your architects for you, Commander. That requisition order was just shy of a death threat.

The Elephant in the Room

As you all have noticed, there has been a lot of changes happening since last week. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed.

Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy.

Economy and Buildings

  • Previously, levels per tier are wildly inconsistent. They are now consistent
  • Economy buildings now have two levels per tier.
  • All unit research/production buildings have two levels per tier.
  • Non-elite units and their associated research/production buildings also get two levels per tier.
  • Turrets, mines, and missiles have three levels per tier.
  • Time requirements dramatically reduced. It takes a maximum of 5 days (without leader bonuses) to build or research anything now. It’s a hard cap at 120 hours.

Frequently asked question: Why are our resource storage and production so low now?
Our old levels jumped all over the place in terms of advancement. Now they’re consistent. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Think of it this way: your resource currency just underwent serious deflation. You can buy more with each unit of each resource than you could before.

Unit Rebalance and Strategy

  • Unit HP, DPS, build time, and resource costs all balanced based on space requirements. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles.
  • Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average. Air units are the fastest with the shortest range on average. Artillery and Sniper units get range boosts and speed nerfs to compensate
  • Close range units get a bonus to their speed and a proportionate nerf to their range.
  • Long Range units get the same bonus to range and nerf to speed.
  • High Speed gets a slightly higher boost to speed while paying the same range cost as close range.
  • DPS units get a bonus to damage and a proportionate nerf to HP. Most of your artillery units are Long Range/DPS roles.
  • Some units have the “Threat” stat, which makes the AI increase their priority in the targeting system by 50%.
  • Threat gets a bonus to HP and a nerf to damage.
  • The “Tank” role get a bonus to HP and get an even higher “Threat” stat, making the AI 100% more likely to pick them as a target. Note that the “Tank” role is not strictly limited to actual Tank units. Some aircrafts have the “Tank” role, too. You can find these in the Unlock/Upgrade windows of a specific unit.
  • Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit. There will be ongoing analysis and fine-tuning for this.
  • Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.
  • Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.
  • Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.

Frequently asked question: Why are units so weak now that we can’t do event bases anymore?
Units have been balanced to encourage trying different battalion compositions and being more strategic; possibly requiring a little more micro skills too. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range.

We know some players have taken up the new challenge of getting to know the new systems. Of course, we still welcome feedback. Please expect more monitoring and tweaking of the new systems, so if you have tried different strategies and still find it difficult, please let us know what you are having trouble with!

Miscellaneous improvements and fixes

  • All costs (buildings, units) have been further reduced.
  • Vault protection is now 7.5% of supply/fuel storage available at the current tier, and 10% of hardware storage.
  • All upgrades, unit construction, missile, mine, and turret crafting should be appropriately scaled to resource storage.
  • Building HP should all be scaled to unit DPS. Turret, mine, and missile DPS should all be scaled to unit HP.
  • Special “items” added in the game that allows for insta-building missiles, or building “Doped” Mines that insta-kill any unit below its level. These items are obtainable from event bases, and sometimes, from the mail.
  • TOC leaders no longer have an equip/unequip cooldown
  • The update caused old missiles to unstack with no way to stack them. This has been fixed, but you may need to click the “Sort” button to restack your old missiles.
  • Issues with missile blueprints not unlocking the the research is being looked in to. Please do not repurchase the blueprints if you encounter this issue.
  • AI units all given some unique aspects. Hunt them all!

More releases incoming, including a planned “grand finale” event. We here at Battlehouse are eternally grateful to all our players, and we plan to go out with a bang on April 2023; and we would love it if you join us there!

Have feedback to share about this week’s releases? Let us know over on our Thunder Run Discord Server.

Good hunting, Commanders!

DV: Level 13 Tactical Ops Center – November 10th Patch Notes

New this week in Days of Valor:

Tactical Ops Center Level 13

Your architects have been hard at work, Commander. In addition to a sharply-worded requisition order for more coffee, they’ve delivered the upgrade plans for the next Tactical Ops Center expansion. It seems like only yesterday we were huddled together in tents.

Tick-Tock! The TOC now upgrades to Level 13, unlocking a variety of new upgrades for your military forces!

The Elephant in the Room

As you all have noticed, there has been a lot of changes happening since last week. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed.

Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy.

Economy and Buildings

  • Previously, levels per tier are wildly inconsistent. They are now consistent
  • Economy buildings now have two levels per tier.
  • All unit research/production buildings have two levels per tier.
  • Non-elite units and their associated research/production buildings also get two levels per tier.
  • Turrets, mines, and missiles have three levels per tier.
  • Time requirements dramatically reduced. It takes a maximum of 5 days (without leader bonuses) to build or research anything now. It’s a hard cap at 120 hours.

Frequently asked question: Why are our resource storage and production so low now?
Our old levels jumped all over the place in terms of advancement. Now they’re consistent. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Think of it this way: your resource currency just underwent serious deflation. You can buy more with each unit of each resource than you could before.

Unit Rebalance and Strategy

  • Unit HP, DPS, build time, and resource costs all balanced based on space requirements. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles.
  • Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average. Air units are the fastest with the shortest range on average. Artillery and Sniper units get range boosts and speed nerfs to compensate
  • Close range units get a bonus to their speed and a proportionate nerf to their range.
  • Long Range units get the same bonus to range and nerf to speed.
  • High Speed gets a slightly higher boost to speed while paying the same range cost as close range.
  • DPS units get a bonus to damage and a proportionate nerf to HP. Most of your artillery units are Long Range/DPS roles.
  • Some units have the “Threat” stat, which makes the AI increase their priority in the targeting system by 50%.
  • Threat gets a bonus to HP and a nerf to damage.
  • The “Tank” role get a bonus to HP and get an even higher “Threat” stat, making the AI 100% more likely to pick them as a target. Note that the “Tank” role is not strictly limited to actual Tank units. Some aircrafts have the “Tank” role, too. You can find these in the Unlock/Upgrade windows of a specific unit.
  • Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit. There will be ongoing analysis and fine-tuning for this.
  • Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.
  • Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.
  • Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.

Frequently asked question: Why are units so weak now that we can’t do event bases anymore?
Units have been balanced to encourage trying different battalion compositions and being more strategic; possibly requiring a little more micro skills too. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range.

We know some players have taken up the new challenge of getting to know the new systems. Of course, we still welcome feedback. Please expect more monitoring and tweaking of the new systems, so if you have tried different strategies and still find it difficult, please let us know what you are having trouble with!

Miscellaneous improvements and fixes

  • All costs (buildings, units) have been further reduced.
  • Vault protection is now 7.5% of supply/fuel storage available at the current tier, and 10% of hardware storage.
  • All upgrades, unit construction, missile, mine, and turret crafting should be appropriately scaled to resource storage.
  • Building HP should all be scaled to unit DPS. Turret, mine, and missile DPS should all be scaled to unit HP.
  • Special “items” added in the game that allows for insta-building missiles, or building “Doped” Mines that insta-kill any unit below its level. These items are obtainable from event bases, and sometimes, from the mail.
  • TOC leaders no longer have an equip/unequip cooldown
  • The update caused old missiles to unstack with no way to stack them. This has been fixed, but you may need to click the “Sort” button to restack your old missiles.
  • Issues with missile blueprints not unlocking the the research is being looked in to. Please do not repurchase the blueprints if you encounter this issue.
  • AI units all given some unique aspects. Hunt them all!

More releases incoming, including a planned “grand finale” event. We here at Battlehouse are eternally grateful to all our players, and we plan to go out with a bang on April 2023; and we would love it if you join us there!

Have new feedback to share? Let us know over in the “days-of-valor” channel within our Official Discord Server.

Good hunting, Commanders!

MF: Central Computer Level 12 – November 10th Patch Notes

New this week in Mars Frontier:

Central Computer Level 12

Attention, Commanders!

Get ready to celebrate on Mars with this week’s update!Effective today:

The Central Computer level cap is raised to Level 12, paving the way for new maximum levels for your production, storage, and research buildings!

The Elephant in the Room

As you all have noticed, there has been a lot of changes happening since last week. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed.

Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy.

Economy and Buildings

  • Previously, levels per tier are wildly inconsistent. They are now consistent
  • Economy buildings now have two levels per tier.
  • All unit research/production buildings have two levels per tier.
  • Non-elite units and their associated research/production buildings also get two levels per tier.
  • Turrets, mines, and missiles have three levels per tier.
  • Time requirements dramatically reduced. It takes a maximum of 5 days (without leader bonuses) to build or research anything now. It’s a hard cap at 120 hours.

Frequently asked question: Why are our resource storage and production so low now?
Our old levels jumped all over the place in terms of advancement. Now they’re consistent. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Think of it this way: your resource currency just underwent serious deflation. You can buy more with each unit of each resource than you could before.

Unit Rebalance and Strategy

  • Unit HP, DPS, build time, and resource costs all balanced based on space requirements. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles.
  • Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average. Air units are the fastest with the shortest range on average. Artillery and Sniper units get range boosts and speed nerfs to compensate
  • Close range units get a bonus to their speed and a proportionate nerf to their range.
  • Long Range units get the same bonus to range and nerf to speed.
  • High Speed gets a slightly higher boost to speed while paying the same range cost as close range.
  • DPS units get a bonus to damage and a proportionate nerf to HP. Most of your artillery units are Long Range/DPS roles.
  • Some units have the “Threat” stat, which makes the AI increase their priority in the targeting system by 50%.
  • Threat gets a bonus to HP and a nerf to damage.
  • The “Tank” role get a bonus to HP and get an even higher “Threat” stat, making the AI 100% more likely to pick them as a target. Note that the “Tank” role is not strictly limited to actual Tank units. Some aircrafts have the “Tank” role, too. You can find these in the Unlock/Upgrade windows of a specific unit.
  • Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit. There will be ongoing analysis and fine-tuning for this.
  • Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.
  • Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.
  • Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.

Frequently asked question: Why are units so weak now that we can’t do event bases anymore?
Units have been balanced to encourage trying different battalion compositions and being more strategic; possibly requiring a little more micro skills too. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range.

We know some players have taken up the new challenge of getting to know the new systems. Of course, we still welcome feedback. Please expect more monitoring and tweaking of the new systems, so if you have tried different strategies and still find it difficult, please let us know what you are having trouble with!

Miscellaneous improvements and fixes

  • Central Computer resource cost cuts are in. L4 to L11 (and eventually 12 and 13) now costs 55% of your maximum possible resources to build.
  • Major cuts to unit research costs and build costs are complete.
  • More buildings have had their hit points adjusted to unit DPS, and more building costs have been made proportionate to storage available at their CC level.
  • All upgrades, unit construction, missile, mine, and turret crafting should be appropriately scaled to resource storage.
  • Building HP should all be scaled to unit DPS.
  • AI units all given some unique aspects. Hunt them all!

More releases incoming, including a planned “grand finale” event. We here at Battlehouse are eternally grateful to all our players, and we plan to go out with a bang on April 2023; and we would love it if you join us there!

Have feedback to share about this week’s releases? Let us know over on our Thunder Run Discord Server.

Have feedback to share about this week’s releases? Let us know over in the “mars-frontier” channel within our TR Discord Server.

Good hunting, Commanders!

WSE: Central Computer Level 12 – November 10th Patch Notes

New this week in War Star Empire:

Central Computer Level 12

Attention, Commanders!

Get ready to celebrate on Mars with this week’s update! Effective today:

The Central Computer level cap is raised to Level 12, paving the way for new maximum levels for your production, storage, and research buildings!

The Elephant in the Room

As you all have noticed, there has been a lot of changes happening since last week. We do apologize for the delay in our communications, but we’d now like to address and explain what, why, and how things have changed.

Hopefully, in addition to dispelling some weird rumors and theories, we can clear the air and give you a little more insight as to how to utilize the new systems put in place. For simplicity’s sake we will categorize the main changes into two: economy and buildings, and unit rebalance and strategy.

Economy and Buildings

  • Previously, levels per tier are wildly inconsistent. They are now consistent
  • Economy buildings now have two levels per tier.
  • All unit research/production buildings have two levels per tier.
  • Non-elite units and their associated research/production buildings also get two levels per tier.
  • Turrets, mines, and missiles have three levels per tier.
  • Time requirements dramatically reduced. It takes a maximum of 5 days (without leader bonuses) to build or research anything now. It’s a hard cap at 120 hours.

Frequently asked question: Why are our resource storage and production so low now?
Our old levels jumped all over the place in terms of advancement. Now they’re consistent. However, all research unlocks, build costs, repair costs, etc are now auto-scaled to the available harvest rate and storage caps, so you have lost absolutely nothing in terms of buying power. Think of it this way: your resource currency just underwent serious deflation. You can buy more with each unit of each resource than you could before.

Unit Rebalance and Strategy

  • Unit HP, DPS, build time, and resource costs all balanced based on space requirements. The more expensive a unit, the more powerful it is, and at a predictable and consistent rate. That means that out the gate, a unit that takes 30 space is exactly twice as powerful as a unit of the same type that takes 15 space, but they receive modifications based on their roles.
  • Unit speed and range balanced based on unit type and unit role: Infantry is the slowest with the longest range on average. Air units are the fastest with the shortest range on average. Artillery and Sniper units get range boosts and speed nerfs to compensate
  • Close range units get a bonus to their speed and a proportionate nerf to their range.
  • Long Range units get the same bonus to range and nerf to speed.
  • High Speed gets a slightly higher boost to speed while paying the same range cost as close range.
  • DPS units get a bonus to damage and a proportionate nerf to HP. Most of your artillery units are Long Range/DPS roles.
  • Some units have the “Threat” stat, which makes the AI increase their priority in the targeting system by 50%.
  • Threat gets a bonus to HP and a nerf to damage.
  • The “Tank” role get a bonus to HP and get an even higher “Threat” stat, making the AI 100% more likely to pick them as a target. Note that the “Tank” role is not strictly limited to actual Tank units. Some aircrafts have the “Tank” role, too. You can find these in the Unlock/Upgrade windows of a specific unit.
  • Turret HP is based on potential attacker DPS output, and is currently designed to withstand 20 seconds of fire from the average unit. There will be ongoing analysis and fine-tuning for this.
  • Mine DPS is designed to insta-kill the strongest non-elite unit in its target category.
  • Turret DPS is designed to focus on particular target types as well and to kill a target in 2 to 10 seconds of sustained fire.
  • Missile DPS is designed to take a few hits to kill the toughest units, while able to insta-kill groups of weaker ones.

Frequently asked question: Why are units so weak now that we can’t do event bases anymore?
Units have been balanced to encourage trying different battalion compositions and being more strategic; possibly requiring a little more micro skills too. The older strategies of steam-rolling everything with Elite Paladins, for example, may no longer work, as they are now in an Artillery Role. It may be MORE effective to bring units with a Tank role and high Threat to draw aggro from turrets, then using Artillery like Mortarmen, due to their high anti-building DPS and very long range.

We know some players have taken up the new challenge of getting to know the new systems. Of course, we still welcome feedback. Please expect more monitoring and tweaking of the new systems, so if you have tried different strategies and still find it difficult, please let us know what you are having trouble with!

Miscellaneous improvements and fixes

  • Central Computer resource cost cuts are in. L4 to L11 (and eventually 12 and 13) now costs 65% of your maximum possible resources to build.
  • Major cuts to unit research costs and build costs are complete.
  • More buildings have had their hit points adjusted to unit DPS, and more building costs have been made proportionate to storage available at their CC level.
  • All upgrades, unit construction, missile, mine, and turret crafting should be appropriately scaled to resource storage.
  • Building HP should all be scaled to unit DPS. Turret, mine, and missile DPS should all be scaled to unit HP.
  • Special “items” added in the game that allows for insta-building missiles, or building “Doped” Mines that insta-kill any unit below its level. These items are obtainable from event bases, and sometimes, from the mail.
  • CC leaders no longer have an equip/unequip cooldown
  • The update caused old missiles to unstack with no way to stack them. This has been fixed, but you may need to click the “Sort” button to restack your old missiles.
  • Issues with missile blueprints not unlocking the the research is being looked in to. Please do not repurchase the blueprints if you encounter this issue.
  • AI units all given some unique aspects. Hunt them all!

More releases incoming, including a planned “grand finale” event. We here at Battlehouse are eternally grateful to all our players, and we plan to go out with a bang on April 2023; and we would love it if you join us there!

Have feedback to share about this week’s releases? Let us know over in the “war-star-empire” channel within our TR Discord Server.

Good hunting, Commanders!