Beta V1.5.3603
Important Warnings:
Currently this patch can only be used offline. GPGnet does NOT support the patch
as of now. We are looking at ways to enable the patch for Custom games. This
post will be updated if/when that occurs.
This patch is provided as-is, and is not officially supported by THQ Tech
Support
No Game ender' restriction changed to restrict T3 & T4 Artillery, Paragon, Novax
and Yolona Oss
'No Nuke' Build restriction now correctly also restricts nuke carrying naval
vessels, strategic missile defense buildings, and the experimental nuke
launcher.
Cybran Hoplite health changed from 650 to 450.
UEF Mongoose health changed from 900 to 650
Seraphim T3 Engineer build rate increased to 20 from 15
Aeon T3 Engineer build rate increased to 20 from 15
UEF Engineering Station Rover rebuild cost increased to 250M 2500E 750 time from
50M 500E 150 time (only applies if its shot down). Build rate decreased to 15.
Cybran Engineering Stations: T1 cost increased to 500M 2500E from 450M 2250E. T2
build rate decreased to 25 from 30. T3 build rate decreased to 35 from 45.
T1 Bomber cost decreased to 80M 1400E 400time from 100M 2250E 500time
Restorer max airspeed reduced to 8 from 10, health reduced to 6000 from 7200 and
anti ground damage per shot reduced to 24 from 32.
Reduce t1 & t2 transport costs, increase t2 transport hitpoints.
Bug fix to prevent commander upgrades to be acquired at a lower cost through
cancelling.
Fixed restoration field upgrade and advanced restoration field upgrade to not
repair the ACU.
All Units shooting at the Seraphim ACU now aim at the correct bones instead of
the feet.
Pausing a Mass Extractor while in mass deficit does now correctly stop mass
consumption
Bomb drop prediction corrected on all T1 T2 T3 bombers
Land Experimental cost increased ~20%, the cheaper ones increased more than the
expensive ones (percentage wise).
T3 Air and T3 Naval Factories changed: mass cost equals land t3 factory now.
T3 Air Factory energy cost increased.
Decrease T3 ship costs (~15%) and buildtime (cut in half for many).
ACU Death nuke now does 50.000 damage to units, 2500 to ACUs and 500 to
Buildings.
T2 Mobile missile launchers damage increased 50%
T3 Mobile missile launchers damage increased 100%
Mercy fuel increased from 70 to 110
T1 Transports can pick up ACUs again.
Overcharge and Energy Storage gameplay improvement.
Energy Storage now costs 250M 1200E (from 120M 2400E), stores 5000E (from
2000E),
explodes for 2000 damage in a 5 radius (from 500 damage 3 radius), and has 500
health (from 1200).
Start resources go to 4000E from 5000E, ACUs now generate 20E instead of 10 to
compensate.
Overcharge now costs 5000E (from 3000). Damage vs Units is unaltered, damage vs
ACUs is 400 (from 100), vs buildings 800 damage (from 500).
Overcharge has an increased damage radius of 2.5 (from 2), and a reload of 0.3
(from 0.2).
Factories and Engineers no longer increase Energy Storage.
Billy reload timeout increased to avoid rapid firing through assisting
T1 Mass Extractor Health reduced to 600 from 800
Increased Cybran Deceiver (t2 mobile stealth generator) speed, acceleration and
brake to match the values of other factions t2 mobile shields
Increase Shield ship cost by 30% from 1040M 10400E to 1300M 13000E
T3 Nuke submarines conventional and nuclear weapon rebalanced:
Seraphim Battleship now correctly plays a 'nuclear launch detected' sound when
launching a nuke.
The Novax now correctly launches its satellite when the player is at pop cap.
Cybran Nuke Warheads now correctly detonate at their impact altitude, and not 20
units above
Nano Regeneration now gives Seraphim SCUs the correct amount of hitpoints (14k
instead of 45k)
Seraphim SCU is no longer reclaimable
UEF Lobo t1 artillery health changed from 205 to 200
Cost (M, E, time) of T2 Gunships decreased by 20%
Decrease T3 Air Transport costs by 30% (final E cost further adjusted by other
changes)
Landscout diversification:
Uef damage = 4 (+2)
Cybran cloak energy drain -5
Aeon radar range +5, new health = 20 (-3)
Seraphim radar range +5
T3 Air Energy costs increased 50%, with the exception of the Solace and Air
superiority Fighters, who increased +100%. The Mass cost and buildtime on all
these Units stays the same.
Restorers cost 50% more energy than a Air Superiority fighter now.
UEF T2 Cruiser now can correctly use all weapons simultaneously
Seraphim Advanced Regeneration Field no longer provides a health bonus. It was
permanent and wasn’t removed if the unit left the aura.
Lowered T3 Bomber maxairspeed by 1 (18 -> 17)
Decreased Frigate & t1 submarine cost by 10%
Buffed Cruiser Anti Air damage by 25%
Made T2 tanks slightly tougher and slower. T2 tanks now move at a 2.5 - 2.7
speed now, and have 20-25% more hitpoints in return. Cybran t2 tank got buffed
more as it was too weak compared to the others.
Increase striker, aurora and thaam movement speed by 0.1 (from 3 -> 3.1 or 3.3
-> 3.4)
Increase frigate anti-air dps to 15, attack boat anti-air dps to 35, and
Battleship Antiair dps to 60
Fix Fatboy, Monkeylord, Megalith and the brick being able to fire from shallow
water,
being unattackable from land while doing so.
Increase lifetime & Speed on T3 Torpedo bomber torpedoes to avoid units
outrunning them.
Cybran and Seraphim T2 Point Defenses dps increased.
Cybran +20% damage
Seraphim +10% damage
Change Naval yards to be hit with torpedoes, collision box lowered by 1
Hoplite now uses the correct amount of transport clamps
Firebeetle changed to deal 4500 damage, health lowered to 300, Firing tolerance
increased to 100.
Transferred 2600 from the Harbringer’s shield to its health
Gifting Units to allies bugs fixed
Eye of Rhianne remote viewing radius decreased from 45 to 25.
T3 SAMs costs reduced significantly from 1400M 12000E to 800M 8000E
Seraphim cruiser direct fire Anti Air weapon and seraphim T3 Anti Air cannon
building weapon improved muzzle velocity.
Cybran Missile health normalized so that the parent missile has 1 health and the
child missiles have 1 health each as well.
Seraphim Battleship nuke no longer flies at very high altitude.
AI
AI will now build firebases
AI will now build Percivals or Rhinos
AI can now consistently transport all valid units.
The AI unit groups that are assigned to guard bases will no longer attack all
over the map
The AI now fires the Experimental nuke launcher more than once
AI now sends out more than only the first land scout
AI now can build the Megalith
Cheating AIs now actually use their experimental units