Season 3 Rules
During Season 3, we are going to be trying out some changes to the standard rules of terminal to keep the game fresh. A number of changes have been made which we believe improves the game and / or allows users to try out new strategies.
We will be listening to feedback and making adjustments, especially in the first month or two of the season. The rules and docs will be updated to reflect these changes shortly.
Unit Speed: All unit speed and damage has been doubled. This is a quality of life improvement that reduces the granularity of damage, but halves the number of frames in a game. This granularity change is a nerf to units with high damage, especially the scrambler, so we will be monitoring that.
Scramblers: Scramblers have traditionally been difficult to use, except at the highest levels of play. Scrambler range has been increased from 3 —> 4 to make it easier to line them up with your enemies attack, and to compensate for the increase in ‘wasted’ damage that will be caused by the above change. Scramblers also move half as fast as before, making them more likely to have home field advantage and block enemy units.
EMP: These had the opposite problem of scramblers: They were very consistent across all levels of play. Their damage has been increased but their range has been decreased by one. This has two major effects:
- The number of ‘safe’ tiles they get when walking directly into enemy defences has been reduced from 2 —> 1, making them less able to destroy them before reaching them (and earning more safe spaces by doing so). This will prevent a ball of 5-6 EMPs from destroying their opponents entire base
- Reduces the number of tiles an EMP line can affect.
Destructors: Destructors damage and cost have been doubled. This change was made to increase the space efficiency of destructors, and to make it more difficult to ‘cover’ your entire area
Encryptors: Shielding has been reduced from 10 —> 3, but shield decay has been removed. The primary reason for making this change was to create variety in gameplay. We have a few ideas about how these changes might be utilized, but are excited to see what you all come up with.
General: Refund amount changed from 50% —> 75%. Refunds were used very rarely, and we are interested in the more dynamic strategies that may appear if refunding is more viable.
Resources: Starting Cores increased from 25 —> 40, Cores / turn increased from 4 —> 5, bit decay decreased from 33% to 25%. We tweaked resources in an attempt to change strategies.
In addition to a number of quality of life and minor bug fixes, the ability to download C1 algos off the playground will be enabled later today.
Congratulations to the S2 Champions!
The two groups for the S2 finale will be as follows. We want to showcase everyone’s best work, so message me which of your active algos you want to enter if you are in this list, otherwise, your highest Rating algo will be used.
Round Robin Group 1.
Round Robin Group 2
For more details on the S2 Grand Finals, view the below post.