Genre: Real Time Strategy (RTS), Simulator, Strategy
Allegiance
25th Anniversary Map Update!
Here comes Spinoza with a major map update just in time for the Allegiance 25th Anniversary game!
Allegiance 25th Anniversary Game!
Allegiance is a quarter century old and remains unquestionably the best game available today.
Congratulations to everyone involved past and present that contribute to keeping Allegiance alive, epic and fun! The community has been through so much. We've grown up together and it's truly a coming-of-age story. Some players' kids play the game now and enjoy the consistently unique experiences that Allegiance provides. It's awe inspiring. Through all of the challenges in-game and out, Allegiance persists.
Allegiance has always been at its heart a competitive team-based game. It takes a coordinated team to unleash the full potential of winning strategies. Behind the scenes are many players who have spent and continue to spend countless volunteer hours contributing to Allegiance's greatness, be it by developing cores, maps, code, art, events, videos, even entire factions and all of the testing and balancing that goes with that. There are many heroes.
Included in the rank of Hero are all of the players. Much respect to the players who start small games from 1v1 to get the games going up to 10v10 and beyond. Special recognition to all of the players who've played for years and keep coming back to share laughs and awesome moments. And to new players who recognize the potential for unique epic experiences and tackle the learning curve: We love you! Three cheers for Allegiance players!
Join us all on Sunday March 30th at 3pm EDT for the biggest game of the year, our 25th anniversary game.
See you in space!
25th Anniversary Update!
Do you remember when you were young? Nope, me either. Cuz I am old.
Allegiance turns 25! And Weed and Paps have a new core and maps!
Remove all floating treasures except for Booster2, LtBooster1, Retrobooster.
Re-release missile textures, reduce size to 128x128 for game performance. The intentions were good, nobody can notice how good the missile looks going 400mps and then end of life-ing.
Adjust ship turn rates to 2 decimal places. Adjust ship turn torques to a whole number. This is cleaning up unnecessary 4 decimal place, values. Will it have an optimization effect on game performance? Unknown.
Tactical: Increase cost to 5000 (from 3500) credits: (slow down Tac early game) Combat drone 2, EMP Mine 1, EW Sniper Rifle 1, EW Utl Cannon 2, Hvy Combat drone 1, LRM Hunter 2, LRM Killer 1, Sig cloak 2, SRP Killer 1,
Hunter 1/2/3 missile flight signature = 2 (from 1) "200% signature" Hunter 1/2/3 cargo payload = 10 (from 5) original missile count SF will mount 2 missiles/rack, Adv SF 3 missiles/rack, Lxy SF 4 missiles/rack Hunter 1/2/3 reload time = 1.5 seconds (from 2) "between missile launches" Reloading rack still takes 5 seconds.
Let's try this without modifying damage. These missiles are quicker to get to target than the old Hunter.
PW/PE Emp Cannon 1/2 Ammo per shot = 1 (from 2) Emp Cannon and Minigun share the same speed projectile, 1 Emp Cannon could be mixed in for interesting results versus shielded opponents.
Warden Warden pilot gun = PW Miniac or PE Taser (remove gat/dis) Warden turret = PW Miniac1 or PE Taser Hitpoints = 600 (from 800)
Can lob mrms and drop prox and has a small shield. Side/Reverse thrust = 0.6 (from 0.5) I think for the cruise speed of 120 mps and early game use it needed some HP reduction
Scaling Shipyard for the small game size. Hitpoints are reduced. Killer/Disruptor damage vs cap ship armor reduced ~25%. Nanite 15% more effective to repair heavy hull. Nanite 30% more effective to repair extra heavy hull. Cost to develop capital ships reduced. Cost of capital ships reduced. Cost of Shipyard Tech reduced. Buff XRM Hunter Killer flight acceleration and lock time. Destroyers do not have a turret. Non Rix Destroyers turn torque increased.
DM03
Killer/Disruptor/Hvy Combat Pod vs heavy hull = 3 (from 4) Killer/Disruptor/Hvy Combat Pod vs extra heavy hull = 3 (from 4)
DM10 Nanite vs heavy hull = 1.1 (from 0.95) Nanite vs extra heavy hull = 1.2 (from 0.9)
Devastator HP = 3000 (from 3500) Cost = 2000 (from 4000) Reminder they have 3 turret slots 75 mps
Assault Ship HP = 2000 (from 3000) Cost = 3000 (from 4000) Reminder they have 2 turret slots 120 mps
Frigate HP = 2500 (from 3500) Cost = 1000 (from 3000) Reminder they have 2 turret slots 90 mps
Cruiser HP = 4000 Cost = 2000 (from 4000) Reminder they have 3 turret slots 70 mps
Omicron Adv Devastator HP = 3000 (from 4000) Cost = 2000 (from 4000) Reminder they have 3 turret slots 75 mps
Draconium Dreadnought 1 HP = 1500 Destroyer Cost = 1000 Reminder they have 1 turret slot 110 mps
Draconium Dreadnought 2 HP = 2000 Attack Carrier/Destroyer Cost = 750 Reminder they have 1 turret slot 100 mps
Draconium Dreadnought 3 HP = 3000 (from 3500) Frigate/Devastator Cost = 2000 (from 3000) Reminder they have 3 turret slots 80 mps (from 70 mps)
Draconium Dreadnought 4 HP = 4000 Cruiser/Assault Ship Cost = 4000 Reminder they have 3 turret slots 70 mps
TF Flagship 1 HP = 2500 Frigate Cost = 1000 (from 2500) 100 mps Reminder they have 1 turret slot and SmallRip
TF Flagship 2 HP = 3000 (from 3500) Frigate/Dev Cost = 2000 (from 4000) 90 mps Reminder they have 2 turret slots and SmallRip
TF Flagship 3 HP = 4000 Cruiser Cost = 2000 (from 4000) 70 mps Reminder they have 3 turret slots and SmallRip
TF Flagship 4 HP = 3000 (from 5000) Assault Ship/Cruiser Cost = 3000 (from 10000) 70 mps Reminder they have 3 turrets slots and is LargeRip
GT Assault Carrier HP = 3000 (from 4000) Cost = 3000 (from 5000) Reminder they have 2 turret slots 100 mps
GT Carrier Drone HP = 3500 (from 7000) 70 mps
GT Harbinger of Doom HP = 3000 Cost = 10000 (from 20000) 60 mps
AC_16 has been released!
A new core: AC_16 from Weed and the Gang!
Retro Booster more burn time (0.00075 burn rate, was 0.001)
Heavy Scouts (turret removed) TF: 800 ammo (from 600), Fuel = 7 (from 6) CM = 6 (from 5) Rix: Fuel = 7 (from 6), CM = 6 (from 5) OH: 800 ammo (from 1000)
All missile loading heavy scouts = 30 (from 20) 6 Dumbfire / 6 Seeker / 7 Quickfire / 6 Zeus
Enh Carriers HP armor class = utility (from heavy) Enh Carriers HP = 3500 (5000 was the previous value) Standard Carrier has 2000 HP for comparison
Tac:
LRM Hunter 1 lock time = 1.5 (from 1.75) LRM Hunter 2 lock time = 1.25 LRM Hunter 3 lock time = 1 (from 0.75)
Sup:
Ripcord 1 Development = 1.1 (from 1.15) Ripcord 2 Development = 1.1 (from 1.15)
Enhanced Fighter ripcord = 8.5 (from 8)
Hvy Booster on rate = 0.5 (from 1) Hvy Booster sig% in use = 2 (from 1.5) Thrust amount = 1350 (from 2000, Booster 3=900)
Exp:
Troop Transport development and ship = deleted
HTT development requires Adv Expansion All faction HTT cost = 15000 (from 10000) Belter HTT cost = 10000 (from 5000) Belt did cost 6250 now will cost 12500 SRM EMP development requires Adv Expansion EW AntiShield Cannon requires Adv Expansion GT Armor Plated HTT development requires Adv Exp and Research and HTT
PE/PW Emp Cannon cost = 2500 (from 5000)
Draconium: PW Damage = 0.95 (from 0.85) PW Range = 1.1 (from 1.25) EW Range = 1.1 (from 1.25) He3 Speed = 0.75 (from 1)
This is a slight nerf to slow the economy, having fast research times.
Omicron:
PW Hammer 1/2/3 ammo use per shot = 7 (from 8) PW Hammer 1/2/3 dispersion = 0.001 (from 0.01)
Fighter Bomber ammo = 720 (from 300)
New Fighter model, less flat New Interceptor model, less flat
GT: [R] Rescue Drone development cost = 2500 (from 5000)
TF: Hvy Plas Gen and Plas Gen rotation = 120 (from 360) It will take an extra split second for the drone to acquire the target unlike before instantly firing.
New int model, wingpods moved closer to cockpit.
Added new TF Miner model. Added new TF Constructor model. Added new TF Bomber / Gunship / HTT model (Ramaglor).
AC_15 Released
Weedman brings us AC_15! (Sorry for the delay, I was OOO on vacation!)
Aleph Res = double side 2500m cost 1000 Aleph Res 2 = single side 2500m cost 1000
Omicron:
Economy was too strong. Yield was reduced. Cost of development = 0.8 and Yield = 1. +20% margin on every miner load from +40%.
Due to the fact they get the enhanced/advanced ships immediately upon tech base build / upgrade. OH is still cheaper than most factions when it comes to total cost of ship development being cost 0.8.
PW Hammer 1 = 8 ammo per shot PW Hammer 2 = 8 ammo per shot PW Hammer 3 = 8 ammo per shot
Omni Fighter: Cost = 1000 credits Side thrust = 0.85 (from 1) Turn Torques = 300 (from 400) Energy Recharge = 100 (from 120)
Overpowered. Retains triple gun and missile load. Cost 1000 should make selective how many omnis are flown.
Rixian:
EW A-B Stinger 1 dispersion = 0.05 (from 0.075) EW A-B Stinger 2 dispersion = 0.03 (from 0.05)
Tighten up.
Dreg:
Enh Fighter / Adv Fighter scale = 23 (from 20) Fighter Bomber scale = 24 (from 21) Lt Int / Int / Hvy Int scale = 17 (from 18)
TF:
Lt Stl Energy recharge = 80 (was 70) Stl Energy recharge = 85 (was 75) Adv Stl Energy recharge = 90 (was 80) PW AB Ion Blaster 1 Dmg/shot = 15 (was 14.6667) PW AB Ion Blaster Lifespan = 1 (was 1.5) range 700m from 600m PW AB Ion Blaster Speed = 700 (from 400) PW AB Ion Blaster 2 Dmg/shot = 17.5 (was 17.333) PW AB Ion Blaster 2 Lifespan = 1 (was 1.5) range 750m from 660m PW AB Ion Blaster 2 Speed = 750 (from 440) PW AB Ion Blaster projectile reduced to size = 2 (from 4/6) PW AB Ion Blaster projectile dispersion reduced to 0.03 (from 0.05) Plas Gen/Hvy Plas shoot missiles again (It was not calculated how important this is for TF to counter missiles having no missiles of it's own.) Plas Gen/Hvy Plas mass = 2 (from 3) Con/Enh Con/Adv Con mass = 200 (from 160) Large Con/Enh/Adv mass = 50000 (from 40000) Ship Accel = 1 (from 0.95)
GT:
Gauss Cannon range = 1000m (from 1400m) Broken dps gameplay at range.
Bios:
Research time = 8 minutes (from 9 minutes)
Commander Carnage Tournament
Weedman brings us AC_14!
Tactical: Economics change: Supremacy has reduced cost for all the parts (2500 generally) to outfit Tactical will now somewhat mirror this at 3500 instead of 5000 per part Expansion will remain 5000 since they have less parts to buy to outfit
Cost = 3300 (from 5000) EW Gauss Gun LT Sig Cloak Solar Inverter Combat Drone 2/3 Emp Mine 1/2 Sniper Rifle 1/2 Stl Galv Utl Cannon 2/3 Hunter 2/3 Killer 1/2 Ion Blaster Sig Cloak 2/3 SRP Killer 1/2 Tower SC Drone
TF: Correct "rain" fig model for Fighter Bomber
Accel = 0.95 (was 0.9, and before that was 1.025) Ripcord = 1.1 (was 0.9, and before that was 1.3)
TF was heavily nerfed so let's try them with the PlasGen nerf they do not shoot down missiles. PWRange restored to 1.0
Dreg: Use new "quiz" fig model for Fighter Bomber
Aleph Resonator = 10 second delay (from 15 second delay)
Omicron:
Lt Carrier available cost = 3000, speed = 50, HP = 1800, energy = 2000, energy recharge = 60
Miner 1/4 (Cost = 2000) Miner 1/4 (Cost = 2000) Total of 8 Miners
Miner HP = 960 (standard 1200) 80mps, sig1 Enh Miner HP = 1200 (standard 1600) 90 mps, sig 0.75 Adv Miner HP = 1500 (standard 2000) 100 mps, sig 0.5
Remove SRM EMP research from Omicron. HTT uses 1 PW Hammer. Add pre/def 167 to other factions for SRM EMP research.
Add Tower Drone model for AC and SC drones.
Reduce geometry detail hitboxes:
Omicron (every ship and base) Dreg Carrier + new texture TF Carrier TF Outpost TF Refinery TF Scout TF SF Draconium Constructor Draconium Miner Draconium HTT Draconium Pod GT Tactical Valkyrie Pod
Allegiance's 24th Anniversary Games! -Sunday March 24th at 3pm EDT!
Anniversary games are always the biggest games of the year with lots of vets returning. All players are welcome. Come on down!
Thanks to all developers and players who have kept this game alive. You're all legends!
AC 13 Released!
A new core version from Weedman!
ac_13
Tac: EW Sniper Damage class = 05 (meaning it does less damage to med hull / utl hull / hvy class and extra hvy class hull and lt/med shield)
Draconium: Disable Gunships Warden Ship takes Gunship's place Add Warden minimap icon Add PE Taser to Starbase useable on Warden as long range anti fighter weapon Add ta_taser.ogg sound clip Modify Sounddef for ta_taser.ogg clip Implement new Fighter model Implement new hitbox on Outpost - Expansion - Supremacy EW StlGalv damage per shot = 2.5 (from 1.75) for 20 dmg/second
Valkyrie: All Stations have lt base shield, meaning the shield can be gunned down for TT or HTT capture, this includes Garrison - Starbase - Exp - Adv Exp - Sup - Adv Sup - Tac - Adv Tac - SY - Drydock All Stations have major base hull, meaning impervious to EW Galv, this includes Outpost - Refinery - Teleport
StationShield Repair = 1 (from 2) StationHull Repair = 1.1 (from 2) ShipSpeed = 1.1 (from 1) ShipSensors = 1.1 (from 1) ShipSignature = 1.1 (from 1) Modify Sounddef for faohtau1/2/3.ogg sound clip to match fire rate of weapon Add weed_burni.ogg for Afterburner sound effect (interior) Add weed_burno.ogg for Afterburner sound effect (exterior) Remove Lt SF (unused ship) Remove Lt Int (unused ship) Add 200 ammo to SB (for PE Tau cannon) PE Tau Cannon: projectile speed 1400 (from 1000) range = 1400m (from 1000) Ammo use: 2 per shot (from 3 per shot) LRM Hunter 3x2: signature loaded = 0.5 (from 1) Hunt3 sig is 0.3
Attack Carriers: Improve pilot handling (turn radius) they turn faster than the Attack Carriers of ac_09 Increase HP = 3000 (from 2000) Rear thrust = 0.5 (from 1) Max thrust = 20000 (from 15000) Increase thrust to mass ratio from 15, to 20
Destroyers: Add 1 turret to Destroyers (not for Rix) loads PW AC or PW Skycap or LT Cost = 2000 (from 3000)
SRM EMP no longer requires Expansion Base to rearm. In the event of HTT docking to rearm even if Expansion is lost, the missiles will replentish now. You must still research them. Once developed, or stolen, you will never lose them. You will lose HTT if you lose the ship. EW A-BS Can for TF mirrors this and no longer requires Expansion Base to rearm.
Remove Observer (unused from DN era to observe matches)
Remove Pre/Def 60 / Def 62 from factions Global pointing to unused string. Remove Def 240 from Rix. Cleaning up core. Remove Station Shield 1&2 development (unused development) Remove EW Phaser 23/Mini Phaser 123 (unused) For some reason EW Phaser1 is being stubborn and I have not found a way to delete it (without crashing the core doing so).
Remove 2 PW Skyripper development / PE Skyripper development (unused as Skyripper part is included with med class development)
Remove VOID dev 399 from Garrison (any disabled tech or development will simply have a pre of 399 to disable it's use. List of unused items in core: Dev Vulcan Cannon 2, Dev Aleph Res 2, Dev Aleph Res 3, Part EW Phaser
Remove unused "Cashbox" probe 1/2/3 (this was a hack to allow allied teams to transer money to other teams by ejecting probes worth cash to them.) Was disabled and not in use.
IC: Remove Light Class development from SY (unused) IC must still buy med class for Attack Carrier/ Destroyer/ Assault/ Frigate
Bios: Remove Frigate (unused ship)
Gigacorp: Remove Lxy Sf (MS version Med Shield- unused ship)
TF: PWRange = 1 (from 0.9) PE Skycap1 available to Gunships/Hvy Bomber without SY and Light Class Remove TowerAC probe (unused tower)
Rix: Remove Lt Int (unused ship)
GT: Remove Kinetic Torpedo (unused missile) Remove Heavy ER Nan (unused technology) Remove Assault Ship N (unused technology) Change Lt Sig Clk to 0.3 cloaking ability (from 0.5)
Phoenix: Remove Nova Bomb, Adv Fig/Adv SF/Hvy Scout/Hvy Int Attack Drones, Recon Drone, Rescue Drone. He3 Yield to 1 (from 0.5)
Destroyers: Reduce ammo to 1200 (from 1800), which may still be too much ammo. Left Rix at 1800 ammo.
PW Longtom: Speed = 2000 (from 2500) Lifespan = 1.25 (from 1) Range = 2500m same as before Damage = 100 (from 80) Area Damage = 50 Increased damage of LT as Skycap was probably better.
Modify Sounddef.mdl for Mars base/booster sounds. Modify Missionbrief.mdl for new Mars faction launch.
Miner drones have 0.25 he3 capacity. 0.5 he3 mining speed. 1.1 he3 yield. Ability to buy 12 miner drones. 2000 each every 90 seconds. Miners HitPoints 1/3 of normal miners. Miner 400HP, Enhanced Miner 533HP, Advanced Miner 666HP. Miners load Med Shield. Miner mass = 70. Typical miner mass = 100. To offset the poor acceleration to assist in lining up on doors. The miners will need to be managed I noted that even though there was plenty of helium on rocks, they will leave a sector with a good amount of helium to go elsewhere. This may have to do with the number of drones quietly calling dibs on a he3 rock to mine it. It should go without saying Refineries are important for the economy. I forsee managing the miners to be a full time job. Lifepods are an advanced variety with upgraded speed to 100mps. Can ripcord in 30 seconds. Cannot be rescued by teleport or refinery.