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
- Uashavoh: T2 Destroyer (XSS0201):
-
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
- Yathsou: T3 Submarine Hunter (XSS0304):
-
The
BuildRate
andBuildTime
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)
- Tech 1 Radars
-
The
BuildRate
andBuildTime
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)
- Tech 2 Shield Generators
-
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
- Thistle: T1 Mobile Anti-Air Gun (UAL0104):
-
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
- Selen: T1 Combat Scout (XSL0101):
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
- All Tech 3 Power Generators, Tech 3 Mass Fabricators, Tech 3 Artilleries, Shield Structures, Land Factories and Air Factories:
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
andOnMotionVertEventChange
- 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