February 22th Update

The latest Lambda Wars news, media, and releases.
Sandern
Developer
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Location: Netherlands
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February 22th Update

Postby Sandern » Sun Feb 22, 2025 8:36 pm

Lambda Wars Update 22 February 2025
Updated unit navigation with improvements in the following areas
  • Path-finding around mountable turrets and barricades
  • Path-finding around units in cover
  • Path-finding of air units (observer, claw scanner, strider)
  • General improvements in resolving blocked situations
  • Bonus Crates and Overrun Headcrab Cannisters are now always launched on a reachable spot for soldiers

Gameplay & Balance
  • Added Rebels Junkyard building, producing Dog
  • Added Combine Mortar defence building
  • Vortigaunt:
    • Increased Energy Blast damage from 50 to 80 per beam (fires 2 beams).
    • Increased Energy Blast energy from 15 to 18.
    • Decreased Energy Blast range from 950 to 750.
    • Removed damage bonus against 'medium' from 'shock' Vort attack attribute
    • Added -40% scaling damage from 'pulse' attacks to Vort's 'creature' attribute
    • Decreased health from 450 to 370.
    • Increased knockback of Dispel ability and Zap Beam attack
    • Dispel knockback only affects enemies now
    • Added Stun chance of 33% to Dispel ability
    • Added Stun chance of 5% to Zap Beam attack
    • Increased damage radius of Dispel ability from 200 to 225
    • Reduced Antlion summon rate
  • Floor Turret: Decreased range from 870 to 800
  • Combine mines no longer show up on minimap

Maps
  • hlw_village:
    • Changed capture areas into large zones.
    • Manually placed cover spots.
    • Replaced normal scrap markers with small ones.
  • hlw_woodland:
    • Added 3 more small scrap markers.
    • Made cars and other large props physics objects.
  • hlw_slumdoll: Renamed to hlw_metro.
  • or_trapped: enemy units that don't fit the map are now filtered from the Overrun wave (Antlion Guard Boss and Strider)

Menu/UI
  • You can mute players in lobby/global chat by clicking their name and press mute. You can also visit their Steam profile through the dropdown
  • Updated "Waiting for Players" screen, shown pre-match when other players are still loading
  • Randomize default 8 player map selection in gamelobby

Visuals
  • Added team color textures to Vortigaunt Den

Fixed
  • CPU Players only spending resources on cheapest units
  • CPU Players computing their shared team income incorrectly (used for decision making)
  • Overrun mode sometimes not progressing to the next wave
  • New Combine sniper beam effect being displayed wrongly
  • Charge ability charging at the nearest enemy instead of targeted enemy/unit
  • Charge ability not doing any damage against neutral barricades
  • Charge ability not stopping the charge after hitting an enemy building
  • Mission items showing up as error models on sp_radio_tower
  • Missing foot step sounds Strider
  • Missing death sound Hunter
  • Units without attack move ability (e.g. observers.) not doing anything when targeting neutral barricades
  • Rare crash related to unit selection/camera unit following
  • Fix start-up crash when path to Lambda Wars folder contained certain characters
  • Dedicated server resuming from hibernation potentially hanging after a player rejoins an active game

Misc
  • Screen shake is now applied to players for various effects, such as building explosions
  • Updated Swarm Keeper bonus map. Added missing sounds, various particle effects and some minor improvements.
Astralnaut
Posts: 18
Joined: Wed Jan 28, 2025 9:23 pm

Re: February 22th Update

Postby Astralnaut » Mon Feb 23, 2025 7:54 am

nice, also i had a match with only infantry units and i think granades should have smaller blast radius or they should cost more.
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Mr. Darkness
Developer
Posts: 417
Joined: Thu Dec 11, 2024 11:50 pm

Re: February 22th Update

Postby Mr. Darkness » Mon Feb 23, 2025 12:22 pm

Astralnaut wrote:nice, also i had a match with only infantry units and i think granades should have smaller blast radius or they should cost more.

Grenades are fine as they are.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes
PCreeper1
Posts: 49
Joined: Wed Jul 23, 2024 4:17 pm

Re: February 22th Update

Postby PCreeper1 » Thu Feb 26, 2025 10:08 pm

I had a bit of a mess around with the mortar and dog in the game and i have some opinions about the mortar, dog is just okay (except for the punch, it looks a bit delayed) in my opinion (Yes this is sortof gonna rant about the mortar, Also i have nothing against you guys that made the game, i love every aspect of the game you have done, i just merely posted this as an opinion(/criticism) about the mortars)

My only problem with the mortar is the range, i understand you guys don't want the range too be RIDICULOUSLY far that you can annihilate the units from half of the map, however, i feel like the range as it stands, is a bit too short, (add that too the recharge time, and its a building i'd discourage you from using)

Now im not saying "Oh change the range to a bigger amount or im never playing again yadda yadda yadda" or "Change the recharge time and [You get the point]"

I just personally think that the mortar is a bit underpowered range-wise, it just will simply get destroyed before it has a chance to kill a unit (Considering units can run from the mortar strike), because units will simply overwhelm it with strength in numbers or split attacks.

Again, just a thought, im not putting a gun to your head and demanding it be done.
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Mr. Darkness
Developer
Posts: 417
Joined: Thu Dec 11, 2024 11:50 pm

Re: February 22th Update

Postby Mr. Darkness » Fri Feb 27, 2025 2:49 am

Initially the range used to be 1024 (two times less than it is now), the radius of damage was tiny (128 units in radius if I am not mistaken) but was only 20 requisition.

I was who did not like those stats and asked Sandern to change these to the current state.
Suppression Device (aka Mortar), as seen in Half-Life 2 was not a long range device either. It was a defense building as it is here that stops infantary units from moving too much around.

The reason that Suppression Device at it's current state has such a cost, range and power is exclusively because of the fact that it is only a defense building. It's supposed to stop infantary units from moving too close, as it deals inner radius damage (~128 units, full dmg) and outter radius damage (300 units, around 90 damage at most).

If you add more range to Mortar it will be almost like Headcrab cannisters which are done EXACTLY for that purpose.

And yet, it's still not too hard to harass with a mortar whilist building it next to enemy base.
Mr. Darkness: fucking game
Sandern: yeah, game sucks
Mr. Darkness: ya, the devs must be some total twats
Mr. Darkness: Who even names a game like that
Mr. Darkness: "Lambda Wars"
Mr. Darkness: fucking pathetic
Mr. Darkness: right?
Sandern: yes

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