*new unit*
– Advanced Interplanetary Fighter (Phoenix)
— Can move between planets
— Health set to 300
— Metal Cost set to 720
— System Velocity Multiplier set to 15.0
— Gravwell Velocity Multiplier set to 6.0
— Move Speed set to 80
— Turn Speed set to 270
— Surface/Air/Underwater Vision set to 150
— Damage set to 80
— Range set to 120
— Rate of Fire set to 3
*new unit*
– Submarine (Barracuda)
— Health set to 550
— Metal Cost set to 500
— Spawns and moves on the Underwater layer
— Rate of Fire set to 0.6
— Damage set to 250
— Range set to 150
— Vision set to 150
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60
*new unit*
– Stealth Submarine (Kraken)
— Health set to 2100
— Metal Cost set to 1800
— Spawns and moves on the Underwater layer
— Torpedo Rate of Fire set to 0.6
— Torpedo Damage set to 250
— Torpedo Range set to 150
— Missile Rate of Fire set to 5
— Missile Damage set to 200
— Missile Range set to 150
— Vision set to 200
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60
— Cannot be detected by radar
– Destroyer (Orca)
— Removed torpedo weapon
— Rate of Fire increased from 0.5 to 0.6
— Range increased from 180 to 200
– Gunboat (Piranha)
— Move Speed increased from 15 to 20
— Acceleration increased from 150 to 200
— Brake increased from 50 to 75
– Frigate (Narwhal)
— Added torpedo weapon
— Torpedo Damage set to 250
— Torpedo Rate of Fire set to 0.4
— Torpedo Range set to 150
— Shell Rate of Fire reduced from 1.5 to 1.0
– Advanced Torpedo Launcher
— Rate of Fire reduced from 3.0 to 2.5
– Torpedo Launcher
— Health increased from 1500 to 2000
— Metal Cost decreased from 400 to 350
— Rate of Fire increased from 0.5 to 0.8
– Missile Ship (Stingray)
— Missile model changed from missile_tactical to missile
— Health increased from 1000 to 3000
— Missile Rate of fire increased from .2 to .25
— Missile Range increased from 180 to 225
— Missile Damage increased from 500 to 1000
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
– All torpedoes no longer deal AOE damage
–All units with surface_or_air vision can now see underwater as well
-t1 Energy Plant
— Health decreased from 3000 to 1000
— Metal cost decreased from 450 to 400
-t2 Advanced Energy Plant
— Health decreased from 13500 to 5000
– T1 Bot Fabber
— Energy Draw decreased from 1000 to 800
– T1 Vehicle Fabber
— Energy Draw decreased from 1000 to 800
– T1 Naval Fabber
— Energy Draw decreased from 1000 to 800
– T1 Air Fabber
— Energy Draw decreased from 1100 to 900
– t1 Artillery (Pelter)
— Health increased from 500 to 1000
– t2 Artillery (Holkins)
— Health increased from 1500 to 5000
— Rate of Fire increased from 0.05 to 0.07
– t2 Tactical Missile Launcher (Catapult)
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
– Gunship (Kestrel)
— Health increased from 300 to 350
— Metal Cost decreased from 960 to 720
– Tactical Bomber (Hornet)
— Spread Fire set to True
– Bomber
— Guard radius increased from 60 to 120
– Anchor
— Now has two anti-orbital guns and one anti-terrestrial
— Metal Cost reduced from 3600 to 1800
— Health increased from 2000 to 3000
— Surface/Air/Underwater Vision increased from 0 to 120
— Damage set to 65
— Orbital Rate of Fire set to 3.0
— Orbital Range set to 150
— Terrestrial Rate of Fire set to 2.0
— Terrestrial Range set to 120
– Jig
— Explosion radius increased from 150 to 200
— Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)
– All oribital stuctures now have armor type AT_Structure
– Orbital Fabricator
— Can no longer reclaim
– Orbital Laser (SXX)
— UNITTYPE_Important removed
— Health increased from 1500 to 1600
— Metal cost decreased from 24,000 to 6,000
— Damage decreased from 2500 to 1250
— Full Damage Splash Radius increased from 2 to 3
— Range increased from 15 to 40
— Acceleration increased from 10 to 25
— Brake increased from 10 to 25
— Ammo Capacity reduced from 40,000 to 6,000
— Ammo Demand reduced from 20,000 to 3,000
— Ammo Per Shot reduced from 40,000 to 6,000
– Astraeus
— Metal cost decreased from 600 to 400
— System Velocity Multiplier increased from 7.5 to 10.0
— Gravwell Velocity Multiplier increased from 3.0 to 5.0
— Vertical Speed increased from 100 to 200
– All Orbital units
— Guard Radius increased from 50 to 100
– Assault Bot (Dox)
— Vision Range increased from 100 to 105
— Projectile lifetime decreased from 2.0 to 1.0
– Tactical Missile Bot (Bluehawk)
— Range decreased from 180 to 160
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile
– Grenadier
— Metal cost decreased from 120 to 100
— Vision Range increased from 85 to 110
— Range increased from 95 to 105
-Combat Fabricator
–Cost decreased from 720 to 250
-Advanced Combat Fabricator
–Cost decreased from 6000 to 2500
– Pelican
— Now buildable by T1 Air Factory
— Health decreased from 90 to 40
— Metal cost increased from 45 to 100
— Acceleration decreased from 45 to 30
— Break decreased from 45 to 20
— Move speed decreased from 90 to 70
-Teleporter
— Metal Cost increased from 400 to 800
– Unit Cannon
— Metal Draw decreased from 120 to 60
— Energy Draw decreased from 4050 to 3050
— Will now fire in a 30 meter spread around target
Polish/Bugfix:
– Fix for random landing spot generation not creating valid landing spots
– Holkins art fixed
– Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
– Kickstarter credit updates
– SpiderofMean Commander name change to Xenosentry based on backer request
– Random fixes for non-English languages
– Additional logging added for crash tracking improvements
– Improvements to logging
– Fix for Galactic War cards overlapping and obstructing buttons in some localizations
– Adjusted AI nuke targeting logic
– Adjusted Order Bar sizing
– Added support for Command key on Macs
– Metal spots now added to ocean floor
– Fix for custom metal spots orientation
– Layout fix for multiple chat windows styling
– Fixed 1px shift on chat messages
– Fix for the “Team Games” achievement
– Remedy a very uncommon crash affecting some Mac OS X users running firewall software
– Fix for AI getting stuck sometimes on mixed terrain planets
– AI will now handle water maps better by not building in small lakes
– Sound and audio work
– AI performance improvements
– Moved air transports to bottom of build bar
– Fix for AI land and naval rally point selection
– Update for naval platoons to use the new AI rallypoint work
– AI should be less likely to transfer its commander to a planet under heavy enemy control
– Dox ammo is set to half the lifetime to stop overshooting
– Fix for nav related crash
– Fixed some effects bugs that were causing lag
– Fix for AI overbuilding fabbers
– Fix for torpedoes exploding on hitting water surface
– AI will look at anti-orbital thread when deciding on where to land on a planet
– Art pass on icon sizes for sea units and orbital
– Fixed bug where changing alliances would start multiple countdown timers
– AI will now build factories closer together
– Fix for crash from texture pool accessing non-existent textures in .papa files
– Fix for disconnection errors leading to no game over screen
New Commanders in Armory:
– AceAI
—
https://www.youtube.com/watch?v=ZFUjUu2I07o&feature=youtu.be
– Enzomatrix
—
https://www.youtube.com/watch?v=9kkUXvvtAHo&feature=youtu.be