Game Version 3810

Bug Fixes

  • Fix Ahwassa’s bomb dealing full damage to ASF.
  • Fix partially built units not transferring properly in Full Share.
  • Fix a typo in the script file of the Seraphim Tech 3 Mass Fabricator.
  • Fix the Seraphim Tech 3 Mass Fabricator’s rotators not spinning down when production is disabled.

Balance

  • Make shields absorb ACU explosions.

    Both mobile and static shields absorb full damage from ACU explosions. For example, this prevents ACU explosions from killing all engineers inside shielded bases/firebases or killing all units in mobile-shielded T2 armies. The structure part of static shields still takes reduced structure damage from ACU explosions.

  • Allow Mongoose to fire from transports.

  • Increase UEF T3 MAA’s DPS and damage, and swap its speed with Aeon’s T3 MAA.

    • Cougar: DPS: 176 -> 206, Damage per volley: 1200 -> 1400, Speed: 3.3 -> 3.5
    • Redeemer: Speed: 3.5 -> 3.3

    This brings its DPS closer in line with other factions, lets it 3 shot strategic bombers instead of 4 shot, and lets it better escort Titans/Parashields. Redeemer’s extra speed wasn’t very necessary for its role within Aeon, so it was chosen to be swapped with.

  • Fine tune the balance of the Tech 2 Navy stage.

    • Uashavoh: T2 Destroyer (XSS0201):
      • AntiTorpedo RateOfFire: 0.26 -> 0.3
    • Salem Class: T2 Destroyer (URS0201):
      • BackUpDistance: 5 -> 10
    • Cooper: T2 Torpedo Boat (XES0102):
      • Health: 1750 -> 2000
  • After receiving several buffs, the Seraphim Tech 3 Submarine Hunter has become too oppressive, especially in larger formations. These changes aim to bring it back in line, while keeping its identity.

    • Yathsou: T3 Submarine Hunter (XSS0304):
      • Damage: 290 -> 380
      • RateOfFire: 0.25 -> 0.22
      • MuzzleSalvoDelay: 0.7 -> 1
      • MuzzleSalvoSize: 5 -> 4
      • DPS: 363 -> 338
      • Torpedo Defense RateOfFire (x2): 0.15 -> 0.1
  • The BuildRate and BuildTime stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.

    • Tech 1 Radars
      • BuildRate: 14.08 -> 13
    • Tech 2 Radars
      • BuildRate: 21.46 -> 20
      • BuildTime: 845 -> 780
    • Tech 3 Radars
      • BuildTime: 2575 -> 2400
    • Tech 1 Sonars
      • BuildRate: 14.08 -> 13
      • BuildTime: 127.5 -> 125
      • BuildCostEnergy: 1275 -> 1250
    • Tech 2 Sonars
      • BuildRate: 15 -> 20
      • BuildTime: 1680 -> 780
      • BuildTime: 2120 -> 1040 (Seraphim)
    • Tech 3 Sonars
      • BuildTime: 750 -> 1200
      • BuildTime: 900 -> 1400 (Cybran)
  • The BuildRate and BuildTime stats of several Shield Generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.

    • Tech 2 Shield Generators
      • BuildRate: 13.66 -> 0 (Aeon)
      • BuildRate: 12.98 -> 20 (Seraphim)
      • BuildRate: 19.95 -> 20 (UEF)
    • Tech 3 Shield Generators
      • BuildTime: 5841 -> 5800 (Seraphim)
      • BuildTime: 4988 -> 5000 (UEF)
  • Reduce TML HP and add a Death Weapon

    • HP: 1500 -> 900
    • Death Weapon
      • Damage: 750
      • AoE (UEF/Aeon/Sera): 2
      • AoE (Cybran): 3
  • Increase the hitpoints of the Aeon Tech 1 MAA so that it can survive a single bomb from a Seraphim Tech 1 bomber.

    • Thistle: T1 Mobile Anti-Air Gun (UAL0104):
      • MaxHealth: 250 -> 265
  • Allow the Selen to activate its cloak more quickly and increase the vision and radar radius it retains after cloaking itself.

    • Selen: T1 Combat Scout (XSL0101):
      • StealthWaitTime: 3 -> 1.5
      • VisionRadius while stealthed/cloaked: 0.6 -> 0.8
      • RadarRadius while stealthed/cloaked: 0.6 -> 0.8

Features

  • Make various structures easier to place to help with base building.

    • All Tech 3 Power Generators, Tech 3 Mass Fabricators, Tech 3 Artilleries, Shield Structures, Land Factories and Air Factories:
      • MaxGroundVariation: 1.0 -> 1.1
    • All Game Enders except for the Scathis:
      • MaxGroundVariation: 1.0 -> 1.2

AI

  • Fix issue with T2 static artillery not receiving any surface threat during blueprint pass over.

Other Changes

  • Rework Seraphim weapon modules
  • Refactor collision beam modules
  • Fix a performance issue related to AIs and their transport logic
  • Clean up the blueprint-files of various structures.
  • Improve annotations for OnMotionHorzEventChange and OnMotionVertEventChange
  • Annotate the shield assist mechanics of RegenAssistMult
  • Ensure that the Cooper’s hitbox aligns with its model
  • Reduce the amount of logging performed by the game. This should have a positive impact on performance.
  • Count cargo for veterancy when a transport or carrier is killed
  • Improve the targeting of the Tempest’s anti-torpedo weapon.

Contributors

With thanks to the following people who contributed through coding:

  • Relent0r
  • Basilisk3
  • Rowey
  • Jip
  • lLl1l1