Annex Development 1/10/13 Big Update!Sorry, I know its a lot but its necessary. Feel free to question and leave your thoughts below:
New Units:[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Heavy_Turret_AD.jpg[/img]
Renegade's base defense. Good vs ground vehicles. Unlike other Lv 2 Turrets this cannot attack air units.
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Guard_Tower_AD.jpg[/img]
Basic Turret for Renegades. More expensive than Alliance Gun turret due to its Anti Air capabilities and higher damage output.
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Attack_Drone_AD.jpg[/img]
Unmanned drone armed to the teeth with rockets.
Special unit, these drones are not directly producible, instead summoned using the Commando's Airstrike Ability. They stay on map for a few seconds firing an endless barrage of missiles till it retreats. They can be chased away by enemy fire.
Each Commando can spawn 1 Attack Drone each (3 Commandos per player limit)
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Acid_Ranger_AD.jpg[/img]
Now Rangers can be equipped with a bio weapon. Fires a thick acidic gel that melts infantry ,lightly armored vehicles, and weaker structures. All Rangers (except demo rangers who cannot switch weapons) can switch to this weapon after purchasing Chemical Weapons Upgrade from a Satellite Uplink.
Acid Ranger in game:[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Chem_Ranger_Screen_AD.jpg[/img]
Screen showing the particle effects of the Chem Ranger. Glows bright green (not related to team color). Fires repeated blobs instead of a spray effect.
Acid Bomb Super Weapon[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Renegades_Acid_Bomb_AD.jpg[/img]
Un like the super-weapons of the other factions, ts actually a suicide unit. It is equipped on a Demo Ranger and can be detonated either by targeting a specific unit (the ranger will then kamikaze into it) or manually detonated (self destructs on command)
When detonated the initial explosion does 750 damage to any unit with in 4 squares. The resulting blast then sprays a highly corrosive green acid into the air. The acid clouds linger around 9 squares from detonation point and any unit (even air units) caught within those clouds will take an additional 25 damage a second.
While equipped on a Ranger unit, normal rangers cannot upgrade to a Demo Ranger, Instead the Demo Ranger must be purchased separately from a dropzone. Also after unit is dropped off at the dropzone there is still a delay while the acid is prepared. Only once the demo ranger Reaches 50 EP then its attack can be used. (this is done for balance reasons) Also only 1 may be recruited at a time.
If destroyed by the enemy, the vehicle still releases the acid. However, the initial explosion is nullified. The initial explosion and the corrosive acid can damage/kill your own troops if they are caught in the blast, so handle with care.
Alliance new Colors:[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Alliance_New_Cammo_v3_AD.jpg[/img]
I seem to have some sort of cronic issue with how the Alliance looks, changing their textures nearly every revision of annex.
This time I re colored the Golden/Orange Alliance camo of Release 3 to a more earth toned brown and tan. Honestly I feel this is the best camo style so far.
New Tilesets:[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Apocylapse_Tileset_AD.jpg[/img]
New tileset with a burnt wasteland feel with red lighting and fog. Endless wars on these lands permanently scarred the land. While the land is dead the wars continue
Textures were darkened and changed to have more red. Trees, mountains, and urban objects de saturated. Added more "dead" tree variations to the tileset.
Changes to Insanity Mode:[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Changes_AD.jpg[/img]
In release 3 I introduced a techtree called Insanity, which combined both Alliance and Shadow into one faction with no prerequisites. Now Annex grew to 4 factions and like before I combined all into one faction. However, due to space constraints, i cannot combine all infantry and vehicles into single barracks/factory as I did in the past. So to combat this I divided all the faction's buildings and vehicles to their own structure, meaning separate buildings for either Alliance, Renegade,Shadow or Republic. Each of these structures are built from their own tab under the worker unit. (as seen in screenshot)
Note, All faction tab produce the same Refinery (as its the only main structure) and Silo (for super weapons) Also upgrades are no longer Available.
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Heros_Unite_AD.jpg[/img]
All Heros, Elite Units, and Super weapons were available at your disposal.
I found out it is entirely possible to build this special army, however this requires a lot of money/time to be possible, as you will need structures of all kinds to be able to build such an army, also you will not be able to have any other units, (if you see i have 19 slots left thats enough for only 3 harvesters) I wonder if Its possible to win with a strategy like this...
Units that are shown are: Kestrel and Karina, Commandos, Infiltrators,Officers, Giant Spiders, Troop crawlers, Orbital strike, Shield Generator, and Demo Rangers
Other Big Changes:Population Cap:-Population cap increased from 85 to 100
-Normal Vehicles take 2 slots, Infantry 1 slot, Turrets 1 slot, Harvesters 5 Slots, Heros/Super Weapons 5 Slots, and Elite units 3 Slots.
-This allows for proper turtleing tactics, and Infantry rushes, also creates more choices, do you want to spend your last 10 slots on 10 infantry or 5 vehicles (remember infantry are stronger now)
New Tech Trees-Added Half Damage, Double Damage, and Simple Battle techtrees variations
-Half and Double Damage are simply 0.5x and 2x default values in the techtree xml
-There are a Half Damage and Double Damage variation of all main techtrees indicated by an
H or a
D at the end of its name (example:
Pre Deployed D)
-Simple Battle and Simple Deployed are special techtrees that reduces faction units to these standard classes: Worker, Basic Infantry, Anti Tank Infantry, Harvester, Light Vehicle, Main Battle Tank, and Siege Vehicle. I choose the units closest to those types. No heros, Super weapons, or aircraft. Good for new players who may otherwise be overwhelmed by Annex's large techtrees.
-Updated Infantry Only Mode to include Republic units such as
Officer,
Sniper, and
Grenadier. No Renegade units as they are exactly same as the Alliance Infantry, however I changed all structures to the Renegade equivalent to give them a presence in this mode.
-As of now there are a total of 33 Techtree variations in Annex!
Sound:-As of now I removed unit Voices as they are far below the quality of the rest of the game.
-Battle sound fx like Guns, Missiles and Cannons were greatly improved,
Thanks to MichaelB!So what is left?-"Core" (gameplay, techtrees, Factions, Maps, and Tilesets) are done and ready to go!
-Some scenarios for the new factions need to be made Ill follow the 9 Scenarios per faction system I had in Release 3
-I need to get music for the Renegade and Republic (3-4 songs each) probably get it from Newgrounds like always
-I will need to update Annex's "Starting Guide"
-I also really want an Annex Official Website up before release but no idea when a site will be ready, person who volunteered is far to swamped with personal/work life (understandably).
Whew... Thanks for reading all this! Feel free to comment question below!