This version is primarily aimed at large team games. The big exception is the Sparrow nerf which should address concerns about scouting being a bit too easy in 1v1. The large game changes focus on performance, interesting energy choices, and curtailing Berthas. Additionally, some of the poorer Commander weapons received buffs.
On the technical side, many bugs were fixed and the shader rewrite is ongoing. Report any issues that you experience as we were unable to test across all potential hardware setups.
Balance
Sparrow was being built too early. By making it much more expensive we hope that it will mostly appear in the midgame, and it may even be worth countering with a small amount of AA.
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Cost 135 -> 235
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Radar morph build power 5 -> 7.5 (20s -> 24s)
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Buffed maneuverability, tightened turn circle.
Wind Generators are now much worse at high altitudes. This addresses the trivially good choice of Wind Generation on maps with large base plateaus. Singularity Reactors are now always more efficient.
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The best wind range is now 1.0 - 2.5.
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The minimum increases at 0.25 energy per 100 height on most maps.
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The rate of increase is scaled down on maps with height difference that exceed 600.
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The minimum wind height is now based partially on height of the lowest metal extractor.
Singularity Reactor is now more scoutable, snipable, and leave Fusion with the unique strength of underwater construction.
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No longer able to be built underwater.
Big Bertha was a bit oppressive on maps of a particular size. Lower range forces a choice between a safe Bertha or a Bertha that can reach into your opponents base.
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Range 6200 -> 5600
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Aims 20% slower
Commanders
Light Particle Beam:
Riot Cannon:
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Range 275 -> 300
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Reload 2s -> 1.63s
Heavy Rocket:
Riot Cannon with Napalm Warhead:
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DPS 86 -> 100
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AoE 144 -> 170
Heavy Rocket with Napalm Warhead:
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DPS 180 -> 135
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AoE 128 -> 144
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Leaves craters
Disruptor Ammo:
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Increased Heavy Machine Gun and Shotgun normal damage DPS by 50%.
Napalm Warhead and Disruptor Ammo now consistently reduces direct damage by 25% when applied.
Interface/Graphics
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Reworked the unit shading system. This allows for fancy things like emissivity and fallbacks for older hardware. Report any issues.
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Disabled the click-and-hold terraform UIs by default.
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The space+click unit information window now shows how much damage a status effect deals to shields, and even shows the breakdown in the case of mixed normal and status effect weapons.
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All main objectives in the campaign complete when 'Victory' is declared. Note that you can still fail protection objectives if you die in the victory lap.
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Zenith tooltip says that it controls 300 meteors, the correct amount.
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Very low value wrecks are now less highlighted by wreck highlight.
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Shields become more transparent at very low charge.
Lobby
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Added a modoption to disable AI resign.
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Added a modoption to disable Overwhelming Advantage.
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Fixed factory rebuilding on Planet Bavhakya.
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Updated the benchmarks.
Fixes
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Fixed the performance regression of last week thanks to player benchmarking and updates by the engine devs.
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Raven now predicts height changes when targeting units on spires or cliffs, and dives appropriately.
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Terraform construction points are no longer revealed upon Overwhelming Advantage.
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Added some leeway to possibly fix Widow missing (along with other melee and almost-melee units).
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Fixed the Commander and factory selection bar being empty upon loading saved games.
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Increased the priority of the Set Target command over Attack commands.
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Significantly reduced the number of projectiles tracked by Lua, improving performance.
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Fixed metalhead Gauss turret.
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Applied some useless optimisation to the wind gadget and animation.
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Fixed a FacBar error.
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Fixed a 'spotter' unit ground halos error.
Edit:
The terraform click-and-hold UI was accidentally disabled for everyone, not just by default. It can be enabled here: