Astraeus Player's Guide
Patch 0.17.2 Coming Soon
When a setting is enabled, the game can enforce a minimum brightness level for teams. If a team's primary color is below the min brightness, it is automatically scaled up.
Color swapping for teams with similar colors has been reinstated and refined. It should now be working properly. The left team will always be the one to swap.
Patch 0.17.1 March 30, 2022
Pull Beam pull effect reduced by about 20%.
Gravitational Rift pull effect reduced by about 33%
Pull Effects are no longer reduced by speed penalties, such as the movement slowdown from firing a weapon. This makes the weapon much more effective against heavier units and units with multiple heavy weapons or effects like Aegis.
Minor Update 0.17.0 - Opening the Rift March 29, 2022
Due to a code refactor, this patch is mandatory before testing. Your team will not currently compile until the constructor is changed to the setup() method. See instructions below.
Gravitational Rift added. Target a unit with a gravitational rift. All enemy units near the target are pulled toward the center of the rift.
Note: In the future, will allow Point targeting, but that isn't implemented yet
Mass Driver movement halt duration decreased (30 --> 20).
The Player() constructor no longer takes any parameters. In addition, teams no longer will need to interact with the constructor. Instead, they will put all of their code to initialize values in a new method called setup(). Teams should no longer include a constructor in their team code.
This method is called on both soft and hard restarts. This ensures that all data your team collects and sets throughout a match is fully reset.
Command Relay now uses the unit's primary and secondary colors
Settings to include maps from specific subsets (Basic, Tournament, and Trial) are now working. In addition, a map that is contained in two groups will still only be added to the list once. This means all maps in the pool have an equal chance of being added.
Added Delphi Temple (Apollo's Map) to the trial map list. It will now appear randomly and when the map is chosen in Settings.
Fixed rounding error with PullBeam scaling against units of different frame sizes.
Improved the color switching system to be both a more accurate and sensitive measure. As a result, teams should switch colors more often.
Resolved a bug that caused all weapons to deal double damage after the difficulty bonus scaling. Thanks to Josh G for the catch!
Minor Update 0.16.0 - Glory of Zeus March 20, 2022
The most significant changes to this patch are: (1) Reducing difficulty for students during trials by expanding the benefits of the bonus provided at each tier to include damage and (2) Reducing the effectiveness of hit-and-run attacks with long range heavy weapons.. This patch contains substantial balance changes; it is recommended that all students download it.
The bonus modifier now applies to damage in addition to health and resource gain.
Laser Battery accuracy decreased (50 --> 40) and range decreased (650 --> 600)
Pulse Cannon range increased (500 --> 600) and damage increased (6 --> 7)
Flak Battery slow decreased (50% --> 45%) and duration per hit decreased (15 --> 10)
Mass Driver range decreased (500 --> 400), damage increased (25 --> 30), and enemy stop duration increased (1 --> 30).
Shadowflight Missile range decreased (1200 --> 1100), accuracy decreased (60 --> 40), and damage decreased (12 --> 10)
Command Relay damage bonus reduced (25% --> 15%)
Speed Boost effectiveness increased (200% speed --> 250% speed). Its cooldown and duration have both been doubled. In addition, the speed boost now provides immunity to pull effects while it is active.
Most weapons - especially long range weapons have had their use time increased and cooldown decreased. Short range weapons tend to require less active aiming time.
Missile weapons have reduced their total use time / cooldown by about 5. Smaller missiles got a damage boost but have a smaller area of effect.
Laser base damage increased slightly (+1 for small, +3 for large, and +6 for bright)
Frames and Movement Speed
Base Ship movement speed doubled to force endgame sooner
Passive Movement Speed Penalties For Weapons have been doubled
LIGHT penalty increased (5% --> 10%)
MEDIUM penalty increased (10% --> 20%)
HEAVY penalty increased (15% --> 30%)
Acceleration by frame has been more normalized
LIGHT acceleration decreased (70 --> 50)
HEAVY acceleration increased (21 --> 30)
ASSAULT acceleration increased (10 --> 20)
Scout Boon speed and acceleration bonus improved (6% --> 7%)
Pilot Boon dodge chance multiplier bonus improved (15% --> 20%)
Energy Siphon movement penalty in code updated to LIGHT from MEDIUM to match the documented values.
Arena of Glory has more resources that are spread more widely across the map
Rocky Shoals has been expanded to more of a wide oval instead of a ring
Delphi Temple has smaller asteroids
Added Zeus to the roster of gods.
Apollo no longer uses skirmishers to flank opponents (reduces difficulty)
Zeus has extremely effective skirmishers that hunt down vulnerable units.
Minor Update 0.15.0 - Athena's Command March 16, 2022
This patch is mostly devoted to the development of Athena and the Command Relay. Since the C++ tournament is coming up soon, I am keeping balance changes to a minimum.
Added the Command Relay utility weapon. When active, applies the Powerful condition to nearby units, increasing their damage. This effect does not stack.
Optimized Algorithms use time and cooldown reduction improved (20% --> 30%)
Shield regeneration has been reduced significantly (15 --> 5)
Shield has been reduced (4000 --> 2000)
Plating has been reduced (4000 --> 3000)
Kinetic weapons are now correctly applying applying damage modifiers. This means the "Gunner" trait is actually being applied to damage now.
Explosive weapons are now correctly applying maximum range modifiers toward the missile's duration. This is an edge case that likely had little effect in most situations.
Fixed a major bug with god teams that was causing miners to throw themselves off the edge of the world when a gatherer got too close to them.
Added Athena to the roster of gods.
Athena uses the command aura to bolster her fleet's damage in battle.
Patch 0.14.1 - Hades and Rush Reduction March 10, 2022
This patch includes some initial responses and improvements to 0.14.0. Most notably, the dodge increases made it possible to "dive rush" workers, ignoring the enemy base. This strategy was almost impossible to counter.
It was also easy to late game simply rush the base ship and ignore the enemy fleet, destroying it - even while under direct fire the whole time.
These changes intend to make both forms of rush remain viable, but require a bit more sophistication to pull off.
Base Ship has been made significantly stronger
Flak Battery has been replaced with the Railgun
Brightlance has been replaced with the Laser Battery
Use time and cooldown scalar bonus improved (66% --> 33%)
Shield increased (2500 --> 4000)
Block value increased (0 --> 40%)
Collector has been made easier to equip, but slows you down more:
Component slot cost reduced (3 --> 2)
Movement penalty increased (MEDIUM --> HEAVY)
Scout Boon speed and acceleration bonus reduced (8% --> 6%)
Trader Boon speed reduced (4% --> 3%)
Pilot Boon dodge chance multiplier (20% --> 15%)
Speed Boost cooldown decreased (400 --> 360)
Mining Laser movement penalty decreased (MEDIUM --> LIGHT)
Removed extraneous imports from starter teams
Made it more difficult to accidentally "cheat" by calling the collect method directly
Derelicts are now visible on the minimap
Hades has been official added to the roster of gods,
His map is called River Styx
Minor Update 0.14.0 - Big Bonus Buffs March 8, 2022
A difficulty bonus tor penalty now applies to both health *and* resource gain. This is a massive boost to players, essentially doubling the benefit of bonuses. This should make the trials significantly easier to manage.
Weapons have had their accuracy reduced across the board. This will make it more possible to use fast moving ships that can dodge. There are still a lot of effects that slow or stop movement, which can still catch those units - be careful!
Damage per frame for leaving the map has been increased (0.2 --> 0.4)
ElectromagneticPulse has been added to the game. This utility weapon will damage shields and stun units in a wide area, but has a moderate use time and massive cooldown.
Shortrange Missile damage and radius decreased (22 --> 20) and (150 --> 125)
Long Range Missile damage and radius decreased (44 --> 40) and (150 --> 125)
Antimatter Missile damage and radius decreased (72 --> 60) and (150 --> 125)
Shadowflight Missile now applies the Pulse effect, temporarily disabling enemy shield recovery.
Move Penalty decreased (MEDIUM --> LIGHT)
Radius decreased (50 --> 25)
Inferno Launcher has more impact with slower fire.
Range increased (600 --> 800)
Damage over time increased (4% structure over 10s --> 8% structure over 15s)
While burning, units cannot be repaired.
Mass Driver stop speed decreased (20 --> 1). Still highly impactful since it stops the target instant.
Railgun no longer applies the Shatter condition, but instead ignores Block. This makes it strong against high defense targets, especially if they use Plating or Aegis.
Railgun damage increased (60 --> 75)
Miner (Boon) now provides a 10% bonus to mining speed, rather than a 2% bonus to resource income.
Shield recovery time has been increased (60 --> 180)
Structure repair efficiency increased (20% --> 25%)
AntiMissileSystem range increased (600 --> 700)
Aegis block increased (35% --> 45%)
Pullbeam now costs 2 component slots
Pull strength increased (7 --> 10)
Pull range decreased (700 --> 600)
Repairbeam healing increased(6 --> 7)
Shield Battery shield restoration increased (8 --> 9)
Accuracy bonus increased (+20% --> +35%)
Range bonus increased (+10% --> +15%)
User Interface / Graphics
Your use bar now also shows cooldown.
Added simple visual effects for the Stun and Pulse conditions.
Added accessor method to Entity:
public boolean canBeRepaired()
Added protective code to avoid infinite resource gain from units improperly calling the collect method directly (rather than using the collector weapon).
Projectile animations are less likely to "trail" a target, instead estimating their future location. This is most significant with Anti-Missile System, but applies to all bullets.
Repair Beam can no longer be used on itself
Shadowflight Missiles cannot be targeted by anti missile systems.
MyTeam, Red, Blue, and Green have been streamlined to use a single hybrid Miner/Gatherer unit called Worker. In future seasons, teams will need to build their own units to split them up into more specialized units. This won't affect your current teams, but notice that after downloading the patch that all the starting teams will be about 25% less effective.
When a weapon is cooling down, it is represented by a green bar.
Stun and Pulse now have a visual effects in addition to spinning and changing the shield bar
Patch 0.13.1 - Apollo and Aegis March 2, 2022
Aegis has been in the game secretly for a bit, but has been reworked. It is a defensive utility weapon. While active, Aegis provides 35% block but significantly slows the user's movement speed.
Asteroid scaling was changed slightly. Small asteroids are larger (50% --> 75% size) and Large asteroids are smaller (200% --> 150%).
Mass Driver stops enemy movement, but no longer stuns / interrupts attacks.
Repair Beam max range increased (400 --> 500) and min range removed.
Shield Battery max range increased (500 --> 600) and min range removed.
Added the map Delphi Temple, the home of Apollo
Asteroid spawn size can now be fixed by a map
Trial format has been changed: students may challenge every god they have not won against, but must win two matches in a row. When you lose, you move onto the next challenge.
Apollo has been added to the available gods to challenge during tests and trials.
Battling Apollo on Delphi Temple is now available
Minor Update 0.13.0 - Defenses Reforged March 1, 2022
All defenses have been reworked to provide a scaling damage resistance value called Block. If a unit has an upgrade providing 3% block, that means all damage taken is reduced by 3%. These upgrades stack linearly. For example, two 3% block upgrades provides 6% reduction in damage taken.
This change is designed to provide benefit to teams that can efficiently tank since damage is actually mitigated, rather than simply redistributed.
Alongside these changes, all defensive upgrades have been fully rebalanced.
Shield provides 300 shield, 2% block, and 3 regen / second
Plating provides 300 plating and 6% block
Structure provides 300 structure and 3% block and 20% repair efficiency
Repair Beam range increased (300 --> 400)
Shield Battery range increased (400 --> 500)
Small Laser damage increased (20 --> 21)
Medium Laser damage increased (40 --> 43)
Brightlance damage increased (60 --> 66)
Laser Battery ranged increased (600 --> 650)
Energy Siphon movement penalty decreased (MEDIUM --> LIGHT)
Short Range Missile damage increased (20 --> 22)
Long Range Missile damage increased (40 --> 46)
Antimatter Missile damage increased (60 --> 72)
Cataclysm Rocket movement penalty decreased (STOP --> HEAVY)
Machine Gun, Autocannon, Megacannon, and Flak Battery
Use time increased slightly (30 --> 35)
Range increased (400 --> 500)
Accuracy increased (10% --> 40%)
Use time decreased (90 --> 75) and cooldown decreased (75 -->60)
Movement speed penalty decreased (HEAVY --> LIGHT)
No longer does pierce damage, instead applies a 20 frame stun and stop effect.
Entity - Added methods to get the total damage modification from defenses and conditions (such as Shattered)
Weapon - Added methods to get a weapon's current use time and cooldown
Block and Dodge are now displayed on the Entity Panel
Block is darkened when it has been reduced by a condition (ie. Shattered)
Dodge is darkened when it has been reduced by a condition (ie. Slow, Stop)
Weapons are darkened when they are on cooldown
Anti-Missile System only shoots down enemy missiles, rather than all missiles.
Missile area of effect changes from patch 0.11.0 are now in the code. They have not matched the spreadsheet values in the last week.
Damage can now be mitigated through BLOCK or DODGE.
Mass Driver is an effective weapon to disrupt enemies at close range. Excellent for harrying snipers or for tanks to hold off incoming threats.
Minor Update 0.12.0 - Big Frames and Big Booms
Added the Cataclysm Rocket. This is the final missile weapon, which deals damage in a large area. It has a long cooldown and units must completely stop to fire it.
Added the Anti-Missile System. This weapon automatically targets incoming missiles and attempts to destroy them before they reach your units.
Larger frames now provide more components slots. This provides additional utility to heavier frames, since they can provide more firepower per cost. Note that weapons and upgrades still cost 1 resource per slot, so these still come with a price to use.
Resources now spawn with with a slightly random drift. This rewards teams with the ability to efficiently divide up their collectors.
Railgun now applies the Shattered condition instead of Stun. Shattered units receive additional damage while the effect is active. Additional applications reset the the duration of the effect.
Railgun damage has been reduced (80-->60). In addition, the cooldown has been increased to match the spreadsheet values (60-->75).
Resource Weapons (Mining Laser / Collector) cannot have their minimum or maximum range modified by boons or upgrades.
Cargo Bay no longer provides a speed bonus and provides less of a bonus to capacity (8-->6)
Collector movement penalty decreased (HEAVY --> MEDIUM).
Trader Boon now provides a percentage bonus to speed, rather than a flat value.
Miner Boon reduced resource gain (3% --> 2%)
Cataclysm Rockets make a big impact
Railgun shatters a unit's defenses
Shadowflight Missile now correctly only costs one component slot.
Base Ships can no longer be affected by the Pull Beam.
Pull Beam was incorrectly applying its full use time penalty to passive movement
Weapons are now correctly being limited by component slots.
Modifiers to ship base stats like cooldown, range, and accuracy are correctly being applied. In addition, this now works multiplicatively. For instance, a ship with two Optimized Algorithms upgrades will provide a new cooldown speed of 80% * 80%, or 64%, rather than a flat 60%.
Anti-Missile System shooting down incoming rockets
Minor Update 0.11.0 - Shadow and Flame
Added the Inferno Launcher. This weapon launches missiles that causes fires on the opponent's ship, dealing structural damage over time.
Added the Shadowflight Missile. This weapon fires a weak but accurate missile at extreme range. These missiles always evade anti-missile systems (coming soon)
Weapons will passively slow a ship's movement based on its MoveSpeed rating, in addition to the active slowdown:
Light --> 5% speed and acceleration
Medium --> 10% speed and acceleration
Heavy --> 15% speed and acceleration
Large Laser range reduced (700--> 650)
Brightlance range reduced (900 --> 800)
Railgun range reduced (800 --> 700)
Railgun use time increased (75 --> 90)
Railgun no longer deals damage directly to structure, and instead has a chance to stun the target for a short duration
Mass Driver use time increased (75 --> 90)
Mass Driver no longer stuns the target, and instead deals 40% of its damage directly to structure.
Missile area of effects have been modified. This is mostly to compensate for the bug fix, but also slightly improves smaller missiles:
Short Range Missile (60 --> 150)
Long Range Missile (90 --> 150)
Antimatter Missile (90 --> 150)
Plating was not applying a 10% penalty to acceleration
Mass Driver was incorrectly only doing 75% of its damage
These values were not correctly updated in the code during the last balance pass, resulting in medium/large energy weapons being too powerful.
Brightlance Move Penalty (Medium --> Heavy)
Brightlance Accuracy (35 --> 15)
Large Laser Accuracy (55 --> 45)
Laser Battery Accuracy (65 --> 60)
The Baseship is now correctly centered on the Minimap
Missile Splash damage no longer deals full damage, but instead a % of damage based on distance away from the center of the radius (as intended.)
Missiles are no longer calculated as part of a player's latency
Patch 0.10.2 - Quality of Life
The BaseShip has been substantially improved. It is now armed with different weapons and a "Titan Core" upgrade
Weapons: Flak Battery + Brightlance
Fires 3x as fast as normal with a 30% accuracy bonus
Defenses: 2500 shields, 4000 plating, and 4000 structure
Speed increased by 50% (forces endgame sooner)
Added a 100x Speed option. Press "0". This is not officially supported, and your teams do not need to run well on it.
Units can override the following methods for information or to respond to events.
onDamageTaken(float amount, DamageType type);
Units have the following accessors
Weapons now have the follow accessors, used for weapons like Flak Battery, Energy Siphon, Pulse Cannon, and Speed Boost
For clarity, renamed hasComponentSlot() to hasComponentSlotOpen()
Removed extraneous debug print statements
Removed the mineral duplication exploit (thanks for finding it Alex!)
Provided an alert to warn students when they are copying but not removing references to Nodes or Resources.
If you're mining the air, this is likely what's happening!
Flak Battery Slow Amount increased (25% -- > 50%) and duration per hit increased (5 --> 15)
Energy Siphon Slow Amount increased (25% --> 50%)
All weapon accuracy is no longer set to zero.
Turning off latency penalties is now functional!
Cargo Bay and Trader have been scaled to match last patch's speed increase.
Minor Update 0.10.0 - Latency and Utility
Added the utility upgrade Optimized Algorithms.
Decreases use time and cooldown by 20%
Added the utility upgrade Rangefinder
Increases accuracy by 30% and max range by 10%
Superior damage types (demolition, ionized, and pierce) have been removed from the game.
Latency is now penalized.
Above extreme latency (800 ms), a team will lost 1 mineral every 1 seconds
Above high latency (600 ms), a team will lose 1 mineral every 5 seconds
Above medium latency (400 ms), a team will be given a visual indication but no penalty
For testing purposes, this can be disabled in Settings
Accuracy has been refactored. It now works as follows:
Accuracy categories have been removed.
All weapons have an accuracy value. A target's dodge is decreased by that accuracy value as a percentage.
This follows the formula ActualDodge = BaseDodge - (BaseDodge * Accuracy)
In general, this means that high accuracy weapons are critical against fast moving units. When units are moving slower, it doesn't change much.
A weapon with 70% accuracy fires against a unit with 40% dodge. The dodge chance is reduced by 29.4%, resulting in a 10.6% dodge chance.
A weapon with 20% accuracy fires against a unit with 20% dodge. The dodge chance is reduced by 4%, resulting in an 16% dodge chance.
Unit speeds values have been increased to allow for more dodge. Keep in mind that the "speed constant" has been modified to compensate. So units won't actually move faster... the scale is just different!
Shield provides an additional 50 points of defense.
Scout speed bonus increased (5% --> 7.5%)
Pilot bonus increased (10% --> 20%)
Sniper max range bonus increased (5% --> 7.5%), but doubles minimum range (to 20% of max range)
All weapons now have more standardized minimum ranges. A unit's minimum range is typically 10% of it's maximum range. Some gear and boons may affect that ratio.
All weapons damage and accuracy have been rebalanced according to the new Accuracy System.
Smaller weapons are much more accurate than large weapons
Weapon type slightly affects accuracy. Energy > Kinetic > Missile.
Weapons use times and cooldowns have been modified. They remain in a tighter range than other patches, but have some variation by type.
Missile area of effect reduced (80/120/160 --> 60/90/120). Trigger radius reduced (25-->15). Does full damage on a hit (always) but does subsantially less splash damage.
Railgun deals more damage directly to structure (25% --> 40%)
Information / Cosmetic
The Player Bar now displays each team's latency. This is a weighted average over the last 240 frames.
Additionally, when a player has lost minerals from latency this message will display in game.
The Player Bar now displays each team's bonus if it is above or below 100.
Improved BaseShip visibility on Minimap
Added to Unit
Damage now displays correctly on the Player Bar on repeated matches. It was not being reset between runs.
Engineer Boon now displays its title correctly
Patch 0.9.8 - Map System
Added the "Shield Battery" weapon. This weapon restores shields to an ally. It has slightly longer range and better value than the repair beam, but only works on shields.
Added the "Pulse Cannon" weapon. The pulse cannon applies the Pulse condition, which disables all shield recovery for the target unit for a short duration. Each pulse hit increases the duration. Note that this will affect both shield regeneration and shield restoration from the Shield Battery.
A new mechanic called "Repair Efficiency" has been added to the game. All repair effects will apply this bonus or penalty to the effect.
At present, this only applies to the Repair Beam weapon and new Nanobot Hull upgrade.
The Structure upgrade now provides an additional 50 points of structure and 20% repair efficiency, but no longer provides repair.
The new Nanobot Hull upgrade provides 4 repair per second
The boon Mechanic now provides additional repair efficiency.
The boon Engineer provides additional benefit to structure and repair efficiency upgrades.
In Settings, players can select a map. If this is enabled, the game will ONLY play the specified map. This is disabled by default.
In Settings, players can choose to enable up to three different map pools for their games
Basic - Generic maps that provide a wide range of styles (5 currently)
Trial - Maps designed for the Olympians. These are always used during Trials against their paired god. (5 currently)
Tournament - Less extreme maps official approved for the tournament (0 currently)
Added five trial maps
Ares - Arena of Glory
Poseidon - Rocky Shoals
Artemis - Hunting Grounds
Hermes - Glittering Paths
Dionysus - Hidden Reserve
During the time that a shield is recovering is disabled, the health bar changes color to an darkish aqua.
While a shield's recovery is disabled by a pulse effect, the health bar changes to a striped aqua-and-gray pattern.
Nodes move less overall and are no longer biased toward moving to the upper-left and bottom-right.
Nodes rotate less overall and can spin in different directions
Added methods: isShieldRegenerating() and canShieldRecover()
All damage being applied to structure is no longer being doubled. Previously, plating took only half damage. The code that caused the overflow damage to be doubled back to normal was still in the Entity's takeDamage method. (Credit to Josh G for catching this error!)
The "Pilot" boon is no longer applying to all units... except for those who with the boon. Oops. It now is working as expected.
Patch 0.9.7 - Balance
Out of Bounds Damage Increased (6 dps --> 12 dps)
Shield Recovery Time Decreased (120 --> 60)
Major changes to all weapon values across the board. In general:
Weapon use time and cooldown has been more normalized
All weapons have 60 use time and 60 cooldown, except for "Sniper" weapons and "Beam" weapons
Missile Speed Increased
Speed (80 --> 100)
Acceleration (40 --> 50)
Missile Area of Effect Decreased
Short Range Missile (100 --> 80)
Long Range Missile (150 --> 120)
Antimatter Missile (200 --> 160)
Weapon Movement Penalties increased
Light (20 --> 25)
Medium (40 --> 50)
Heavy (60 --> 75)
Patch 0.9.6 - Balance
Shield recovery time reimplemented. When taking damage, shield is disabled for 120 frames.
Scout speed bonus decreased (10% --> 5%)
Sniper range bonus decreased slightly and made a scaling value (50 flat bonus --> 5% weapon range bonus)
Pilot bonus decreased (15% --> 10%)
Repair Beam healing significantly improved (3 --> 6)
Brightlance deals less damage but fires faster. DPS remains the same.
Missile Area of Effect Increased
Short Range Missile (50 --> 100)
Long Range Missile (100 --> 150)
Antimatter Missile (150 --> 200)
In an attempt to reduce efficacy of an "alpha strike" and encourage units to be "stickier", all weapons have had their use time doubled. Cooldown has been reduced by the use time increase.
Ex: Large Laser use time 30 --> 60, cooldown 120 --> 90
Reduced the spacing on EntityPanel for low resolution screens
Patch 0.9.5 - Bugs
Removed the Olympian map load system from the student version of Astraeus
Patch 0.9.4 - Balance
Scrap + Derelicts are just a cosmetic reskin now
Derelicts and Asteroids have the same amount of resources per structure as each other
Scrap and Minerals have the same value as each other
Adjusted most weapon's damage, use time, and cooldown
Too many to list here
Generally has resulted in improving low-accuracy weapons and weakening high-accuracy weapons
This is related to a fix in the physics that allows units to move and dodge more effectively now
Movement Penalties increased
Light (15 --> 20)
Medium (30 --> 40)
Heavy (45 --> 60)
Quality of Life
Settings - Can choose camera start position
Added getEnemyExcludeBase(), getNodes(), and getResources() methods in Unit and Player
Major bug fix to core movement physics (credit to Josh L for discovery + fix)
Movement penalties for weapon use are now being correctly applied
Patch 0.9.3 - Art Styles
Added new ship styles: rocket, orb, boxy, wedge
Patch 0.9.2 - Balance
Team Bonuses no longer provide a bonus to resource income.
Defensive Upgrades simplified to only Shield, Plating, and Structure
Armorer, guardian, and mechanic now provide percentage-based modifiers
Gunner, Lancer, and Blaster reduced effects (10%-->5%)
Low Accuracy (1.5 --> 1.25)
Poor Accuracy (2 --> 1.5)
Collector size increased (2 --> 3)
Starting resources increased (30-->50)
More resources per node (12-->20)
Soft Restarts (Alt-R and Shift-R) are now working
Patch 0.9.1 - More Boons
Added Boons: Trader, Pilot
Removed Boon: Salvager
Minor Update 0.9.0 - Streamlining
Removed Tech Resource
Added Repair Beam
Added "Poor" Accuracy
Rebalance Weapons + Frames
Increase Light Frame Speed
Main Bar Redesign
Damage and Dodge Tracking
Dynamic Node + Resource Colors
Scrap Resource Art
Minor Update 0.8.0 - The Interface Update
Damage Slows Units
Menu Screen Redesigned
Team Versus Card
Player Message System
Minor Update 0.7.0 - Going Public
Accuracy and Dodge System
Nodes - Derelicts
Resources - Scrap + Tech