Hello commanders!
Today with the Version 9.0.0-beta20 some balance was applied to Bermuda.
Intro
We are very thankful for all the players who went on the Public Test Server (PTS) to experience our newest update “Lifeforms”. The team has now gone through the first wave of PTS feedback that was provided by a lot of players who jumped right into the new Lifeform update.
Overall, the update created some very interesting discussion about possible strategies with the newly introduced amount of possible build options which is one of the main intentions of the update. However, players also addressed that some of the benefits that are currently obtainable on the PTS were too powerful compared to their cost and that cost reductions were potentially too strong, and we agree. With our first balancing patch for the PTS Lifeform update we want to address the problems that players have highlighted and found so far.
The team would like to thank all of the players who took their time to test our Lifeform update and provided valuable feedback. This greatly helps us to improve the Lifeform update until it is ready for the live release as we continue our quest to make this polished, balanced, and fun by the time it launches.
In the following sections we will generally talk about some of the update goals and how the PTS setup will be changed compared to the initial version. Please note this is an ongoing process. As long as the update is tested on the PTS all values are subject to potential changes based on performance, testing, and community feedback.
General changes
Below a list of changes that were done to buildings or technologies across the board.
Buildings:
- Increased build time base value to factor in server speed.
Technologies:
- Increased scaling of research time for all Lifeform technologies to factor in the “technology & research reduction options” that are available with the Lifeform update
- This change will make it more interesting to consider technologies that reduce research time since all technologies now will scale stronger into endgame and take longer to build.
Population & Food buildings
Population and food together with the introduced conversion buildings for each Lifeform are the pre-condition that players need to build up to access the new Lifeform tech tree. Players need to find a balance between an increasing amount of population vs. the amount of food that is consumed. This balance differs greatly between the different Lifeforms. Where for example Humans have support buildings that increase food production which help with the amount of population, or reduce food consumption the Rock´tal Lifeform has none of those options which makes them significantly more costly to reach the highest population counts that are needed to unlock the species tech tree fully.
Changes:
- The cost for population and food related buildings has slightly been decreased. The main goal here was that players have less costs before they can access the full species tech tree, while the last tech tree tiers will still need a significant investment
- The total energy costs for population and food related buildings to reach the needed amount of population for a fully unlocked tech tree have slightly been decreased. Energy will still be something that needs to be considered when building up Lifeforms.
- The total amount of food on planets has been reduced dramatically. The consumption vs. production is still the same, but the overall number of food on a planet is now much smaller
- This change should tackle the problematic where players looted too much food on attacks. While food has the lowest priority when looting resources, the amount of food on planets would still create issues where you would lose out on potential other resources. The change should overall vastly improve the situation.
- The build time scaling for all population and food buildings has been increased to better factor in nanite and robotics reductions better