Fixed an exploit where Factories and QGates could be made to build units at half-price
UI
UEF T2 Gunship will now display the transport icon when selected and hovering the mouse over one of your units
Fixed typo in Seraphim ACU description
Hydrocarbon Plants now use the amphibious background in the build menu
Added rehost functionality to allow easy rehosting with the same game settings
Enabled tooltips on queuestack, unitstack, and attachedunit entities (Shows tooltip when hovering over just about any unit build queue icon now)
Lobby
Fixed observer messages not showing in chat
AI can now be swapped with real players
The map previews now show the rating for each player slot currently assigned, and AI Names
You can now set up your games via the map previews. Click on two players to swap them. Click an empty spot to occupy it.
Fixed map preview highlights not going away when you exit the player switch drop-down menu in certain ways
The color of your rating text now changes color, getting darker with higher deviation. This should make identifying smurf accounts easier.
Added new spawn options: Fixed, Random, Optimal Balance, Flexible Balance
Added message “Player kicked by host” to chat
Bugs
Fixed death animations for Cybran T1 mobile artillery and Seraphim T3 mobile artillery
Fixed soundbank errors in several units
Fixed torpedoes colliding with missiles and destroying them
Paragon no longer does low damage to buildings and ACUs
Fixed Size 4 buildings such as T2 PD and Flak getting a Rate-Of-Fire adjacency buff from PGens
Fixed bug in AI Engineer behavior which let to an engine crash
Fixed templates not working if a unit added by a mod was the first built in the selection used to form the template
Fixed Selen radar not enabling on build
Fixed possible desync trigger in AI games
Gameplay
The Ythotha now spawns the energy being no matter the method used to kill it
The Ythotha energy being only spawns for a completed unit
Added pause button for Nuke Subs and Seraphim Battleship
Nuke Launched warning now plays for Observers
Overhauled bomb-drop aim calculation code. It now takes the Y axis into account, and spaces multi-projectile drops properly. In theory, this should be the last word in bombers missing stupidly.
Improved AI base management in campaign scenarios
Sub dive toggle now prioritizes dive in mixed groups
ACUs start rotated at middle of map as default
Balance
Light Assault Bots
Build time reduced 140 → 120
Cybran T2 Mobile Stealth
Energy drain increased 25 → 75
Fire Beetle
Now takes two transport slots the same as all other T2 units
UEF T1 Mobile Artillery
Health increased 200 → 205
Scathis
Mass cost increased 85,000 → 110,000
Energy cost increased 1,500,000 → 2,000,000
Build time cost increased 31,500 → 50,000
Weapon range decreased 330 → 300
Selen
Reworked hiding ability into a button toggle:
When pressed, puts the unit in hide mode. The weapon is disabled, all commands are removed from the unit, and it comes to a halt. Counter-intel Stealth and Cloak come online once it’s stopped.
Selens in hide mode have lowered selection priority: They cannot be selected alongside other units.
Introduced power drain in hide mode - 5 energy/second
Mobile T1 AA
Mass cost increased 28 → 55
Energy cost increased 140 → 275
Build time increased 140 → 220
UEF
Health increased 200 → 360
Speed increased 2.8 → 3.3
Damage increased 8 → 16
Cybran
Health increased 130 → 260
Damage increased 8 → 16
Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritizing AA.
Aeon
Health increased 200 → 360
Speed decreased 3 → 2.8
Damage increased 5 → 10
Seraphim
Health increased 200 → 360
Speed increased 2.5 → 3.4
Damage increased 4 → 8
T2 Hover Tanks
UEF
Increased speed on water 3 → 3.3
Aeon
Increased speed on water 3 → 3.5
Seraphim
Increased speed on water 3 → 3.5
T2 Flak
UEF
Increased speed 2.8 → 3
Cybran
Decreased speed 2.9 → 2.7
Aeon
Increased speed on water 3 → 3.5
Decreased speed on land 3 → 2.6
Seraphim
Increased speed on water 3 → 3.5
Decreased speed on land 3 → 2.5
Engineers
T2 Engineers
Decreased energy cost 700 → 650
Decreased mass cost 140 → 130
Decreased build time 700 → 650
UEF
Increased health 300 → 400
Cybran
Increased health 290 → 390
Aeon
Increased health 240 → 340
Seraphim
Increased health 250 → 350
T3 Engineers
Decreased energy cost 2200 → 1560
Decreased mass cost 440 → 312
Decreased build time 2200 → 1560
UEF
Increased health 600 → 800
Cybran
Increased health 540 → 740
Aeon
Increased health 480 → 680
Decreased build rate 40 → 30
Seraphim
Increased health 500 → 700
Decreased build rate 40 → 30
T1 Bombers
Increased energy cost 2250- 2400
Increased mass cost 80 → 120
Increased build time 500 → 800
Removed Radar ability
Increased RateOfFire 0.25 → 0.2
Cybran and UEF
Decreased FiringRandomness 3 → 0
Flight Parameters
Decreased BreakOffDistance 30 → 24
Increased CombatTurnSpeed 0.75 → 1.5
Increased KTurn 0.7 → 0.8
Decreased StartTurnDistance 5 → 1.4
Increased TurnSpeed 0.75 → 1.5
Decreased RandomBreakOffDistanceMult 1.5 → 1
Ahwassa
Decreased StartTurnDistance 15 → 1
Increased TurnSpeed 0.65 → 0.9
Cybran T1 Frigate
Decreased AA MuzzleVelocity 60 → 45
Removed AA projectile tracking
Removed AA projectile TurnRate
Cybran T2 Destroyer
Decreased AA damage 10 → 5
Cybran T1 Static AA
Fixed bug preventing it from shooting scouts on certain approaches
Tactical Missile Launchers
UEF
Decreased clip size 12 → 6
Cybran
Decreased clip size 10 → 4
Aeon
Decreased clip size 16 → 6
Seraphim
Decreased clip size 20 → 8
T2 Static Artillery
Decreased build time 1608 → 1200
Aeon TMD
Adapted weapon collision to prevent flare failing to intercept missiles flying near the top of the range sphere
Factory Cost Changes
T2 Land HQs
Increased mass cost 800 → 1520
Increased energy cost 7200 → 13300
Increased build time 1600 → 2600
T3 Land HQs (Price increase due to the T2 cost increase)
Increased mass cost 4540 → 4920
Increased energy cost 41100 → 43900
T2 Land Support Factories
Increased mass cost 300 → 340
Increased build time 1300 → 1600
T3 Land Support Factories
Increased mass cost 750 → 860
Increased build time 3000 → 4000
T2 Navy HQs
Increased mass cost 1370 → 1700
Increased energy cost 6600 → 8500
Increased build time 2400 → 3600
Increased build power 60 → 90
T3 Navy HQs
Increased mass cost 5450 → 7500
Increased energy cost 24472 → 35000
Increased build time 8200 → 11250
Increased build power 120 → 150
T2 Navy Support Factories
Increased mass cost 500 → 800
Increased energy cost 2500 → 4000
Increased build time 2000 → 3000
Increased build power 60 → 90
T3 Navy Support Factories
Increased mass cost 800 → 1100
Increased energy cost 3429 → 5500
Decreased build time 4000 → 3500
Increased build power 120 → 150
Cybran T3 MAA
Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritizing AA
Cybran T2 Cruiser
Removed AA/AG toggle. The weapon will now auto-toggle between modes depending on what is in range, prioritizing AA
Decreased AG toggle weapon damage 60 → 40
Increased AG toggle weapon rate of fire 0.5 → 1
Decreased AG toggle weapon rockets per salvo 6 → 3
Increased AG toggle weapon FiringRandomness 0.3 → 0.9