Patch 3718 (29 November, 2020)

  • Land
    • Tech 1 Land
      • Aurora
        • Mass Cost: 52 → 54
        • Power Cost: 260 → 270
        • Build Time: 260 → 270
        • Health: 140 → 155
        • Speed: 2.9 → 3
        • RateOfFire: 0.66 → 0.6
      • Mantis
        • Mass Cost: 52 → 56
        • Build Time: 260 → 265
      • Flare
        • Mass Cost: 35 → 42
        • Power Cost: 140 → 165
        • Build Time: 120 → 140
        • Health: 70 → 115
        • Speed: 4 → 3.8
        • Damage: 7 → 9
      • Hunter
        • Health: 65 → 90
      • Mech Marine Mass Cost: 35 → 30 Power Cost: 120 → 100 Build Time: 120 → 100 Health: 75 → 60 Speed: 4 → 4.2 Turnrate: 45 → 50 TurretYawSpeed: 180 → 200
      • Selen Build Time: 80 → 90 Speed: 4 → 3.8 Range: 16 → 18 Turret SlavedToBody: True → False TurretYawRange: 30 → 360 TurretYawSpeed: 180 → 120
    • Tech 2 Land
      • Mongoose
        • MaxSpeed: 3.2 → 2.8
      • Hoplite
        • MaxSpeed: 3.6 → 3.3
      • Asylum
        • Energy maintenance: 35 → 45
      • Parashield
        • Energy maintenance: 60 → 80
        • MaxSpeed: 4 → 3.5
      • Air scout
        • Power Cost: 420 → 580
        • Build Time: 145 → 200
  • Air
    • Tech 1 Air
      • T1 bomber
        • Mass cost: 105 → 90
        • Energy cost: 2450 → 2050
        • Build time: 700 → 500
        • BreakOffDistance: 24 → 32
        • RadarRadius: 0 → 42
      • Jester
        • Mass cost: 200 → 170
        • Energy cost: 5000 → 4250
        • Build time: 1000 → 850
        • Health: 525 → 350
        • MaxSpeed: 12 → 9
        • Damage: 16 → 15
  • Structures
    • Flood XR
      • Sonar Stealth: 90 → 70
      • Radar Stealth: 45 → 70
    • Yolona-Oss
      • The Yolona-Oss has its animation reduced to increase the speed of its firing cycle. It also explodes like other strategic missile launchers when killed.
    • Death Weapon
      • Inner Ring Damage: 20000
      • Inner Ring Radius: 15
      • Outer Ring Damage: 5000
      • Outer Ring Radius: 20
      • WeaponRepackTimeout: 32.5 → 20
  • Miscellaneous
    • Overcharge
      • Overcharge is changed from a variable system to a fixed damage per energy used. The ratio is 1:4 damage to energy drained and the minimum damage is 1250, maintaining the minimum energy required to Overcharge at 5k.
      • The damage dealt by overcharge scales with the amount of energy drained from storage.
      • Overcharge will use as much energy as is needed to kill the highest health unit hit
      • The minimum damage is 1250 at a cost of 5k energy.
      • The maximum damage is 15k at a cost of 60k energy.
      • Overcharge will drain a maximum of 90% of stored energy.
      • Damage vs buildings and vs commanders is unchanged from the previous system.
    • Target Priorities
      • Many units had their target priorities updated to enabled them to function more effectively. Find all the details here: https://github.com/FAForever/fa/pull/3072
    • Experimental Nuclear Missile
      • Health: 60 → 60000
    • Nuclear Missile
      • Health: 25 → 25000
    • Anti-nuke missile
      • Damage: 30 → 30000
    • Air Factory Rolloff
      • Air factory rolloff times have been equalised between factions.
    • T3 Air Crash Damage
      • The crash damage of T3 air units has been increased and made more consistent.
    • Fixed the vision effects of Lobos and Seraphim air scouts
  • Game Patch
    • hide resources on game preview for generated hidden maps
    • allow AI to build assist factories

Contributors

  • keyser
  • speed2
  • JaggedAppliance
  • Petricpwnz
  • Kazbek
  • KionX
  • Sheikah
  • Azraeel