Heavy Weapons patch notes 4/7/24
a year ago
Story information: https://www.furaffinity.net/journal/10826933/
Universal information: https://www.heavy-weapons.com/
Universal information: https://www.heavy-weapons.com/
Hey peeps, trying something different for documenting little changes in my setting that I thought would be fun! If you haven't seen it, check out the anomaly section of my website for more lore! I built it all myself and am quite proud of it!
https://www.heavy-weapons.com/general-6
Official HW patch notes for 4/7/24
Version “Midwest Indigo”
Anomalous materials
Voltynite
- New temperature scaling for anomalous effects. Anomalous energy pulses, spire growth and physical toughness is now directly linked to the temperature of the spire.
- Scaling is non-linear and falls off at higher temperatures but high heat voltynite should be much more threatening than last patch
Insight: Voltynite sits as a non-universe ending but dangerous anomalous material that felt a little undercooked compared to some of its other “mid danger level” cousins. It already melted at low temperatures and solidified at higher ones, this change further pushes Voltynite into being a heat based threat, scaling its power and “anger” level with heat. High heat spires will now take significantly more punishment to destroy and will require a larger response from factions to neutralise.
Pheonixium
- Now named “Novarium”
Insight: Name changed to better suit purpose. Phoenix association closer to rebirth than heat generation.
Abhorricite
- Can now only form in areas sheltered from starlight.
- Abhorricite formations that spawn in areas that cannot be accessed will now still perform abductions, victims will be aware that they need to dig to reach their target
Insight: A thematical change to keep Abhorricite’s alarming capabilities more consistent. Reduced spawning locations will reduce average lethality but introducing the abduction capabilities for buried formations should even it out.
Plasmide and Novarium
- Introduced negative self-catalysing co-efficient to slow down rampant energy building
Insight: A nerf to the energy generating properties of both Novarium and Plasmide but only for the energy they generate themselves. External energy amplification is unaffected. Should slow down masses of either material from spiralling out of control too quickly and make both materials slightly easier to handle.
Shadowmire
- Added ability to shift locations when unobserved
Insight: Short ranged teleportation of shadowmire crystals makes the material even more difficult to harvest and store. Factions were utilising shadowmire too often and its storage was too easy. Risks should more evenly match rewards now.
Astralyte
- Buffed addictive qualities of healing effect
Insight: Astralyte’s extreme healing and aging prevention is very powerful and the addictive quality of it was not highlighted enough. Up to reader to decide if addiction is anomalous or natural.
Cosmeium
- Buffed disruptive EM behaviour versus technology
Insight: This change should solidify Cosmeium’s position within the catalogue as a disruptive material, as its radioactive flames were often more of a distraction than a disruption. Cosmeium can now severely effect space based operations without sufficient shielding.
https://www.heavy-weapons.com/general-6
Official HW patch notes for 4/7/24
Version “Midwest Indigo”
Anomalous materials
Voltynite
- New temperature scaling for anomalous effects. Anomalous energy pulses, spire growth and physical toughness is now directly linked to the temperature of the spire.
- Scaling is non-linear and falls off at higher temperatures but high heat voltynite should be much more threatening than last patch
Insight: Voltynite sits as a non-universe ending but dangerous anomalous material that felt a little undercooked compared to some of its other “mid danger level” cousins. It already melted at low temperatures and solidified at higher ones, this change further pushes Voltynite into being a heat based threat, scaling its power and “anger” level with heat. High heat spires will now take significantly more punishment to destroy and will require a larger response from factions to neutralise.
Pheonixium
- Now named “Novarium”
Insight: Name changed to better suit purpose. Phoenix association closer to rebirth than heat generation.
Abhorricite
- Can now only form in areas sheltered from starlight.
- Abhorricite formations that spawn in areas that cannot be accessed will now still perform abductions, victims will be aware that they need to dig to reach their target
Insight: A thematical change to keep Abhorricite’s alarming capabilities more consistent. Reduced spawning locations will reduce average lethality but introducing the abduction capabilities for buried formations should even it out.
Plasmide and Novarium
- Introduced negative self-catalysing co-efficient to slow down rampant energy building
Insight: A nerf to the energy generating properties of both Novarium and Plasmide but only for the energy they generate themselves. External energy amplification is unaffected. Should slow down masses of either material from spiralling out of control too quickly and make both materials slightly easier to handle.
Shadowmire
- Added ability to shift locations when unobserved
Insight: Short ranged teleportation of shadowmire crystals makes the material even more difficult to harvest and store. Factions were utilising shadowmire too often and its storage was too easy. Risks should more evenly match rewards now.
Astralyte
- Buffed addictive qualities of healing effect
Insight: Astralyte’s extreme healing and aging prevention is very powerful and the addictive quality of it was not highlighted enough. Up to reader to decide if addiction is anomalous or natural.
Cosmeium
- Buffed disruptive EM behaviour versus technology
Insight: This change should solidify Cosmeium’s position within the catalogue as a disruptive material, as its radioactive flames were often more of a distraction than a disruption. Cosmeium can now severely effect space based operations without sufficient shielding.