STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

EaWX: Thrawn's Revenge 3.4 (Updated April 2nd)
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Update: Jul 23, 2019 @ 12:49am

Decimator Hotfix

Update: Jul 22, 2019 @ 4:11pm

Fix AT-ST/AT-AT textures

Update: Jul 22, 2019 @ 2:49pm

- New Unit: VT-49 Decimator added for Eriadu Authority
- AT-ST Art Update
- AT-AT Art Update
- Unit names reinstated on ground
- A6 Juggernaut art update
- Attempt to fix issue with lockup on galactic conquest level (will require more feedback)
- Reduce ground transport efficacy in autoresolve, increase AI desire to retreat with transports instead of just hiding
- Fixed/adjusted some hero fighter spawn doubles, other fighter spawn doubles in skirmish
- Fixed Delvardus spawning twice in eras 2-4 progressive starts
- Fixed several instances of crashing in progressive scripts (game wouldn't drop, but eras would stop progressing properly). Some still remain, and this has necessitated temporarily cutting certain events. We'll be keeping an eye on it.
- Fixed issue where captured planet hero spawns would happen every time a faction takes a planet (ie Antemeridias, Elrood, Centares, Commenor)
- Removed the Commenor map
- Some fixes for Shadow Hand event progression
- Thrawn Clone dummy should remove properly now.
- Stopped Rogue Squadron/Lusankya progression if Rogue Squadron dies earlier
- Added ingame documentation to Hunt for Zsinj, added Bothan Spynet trait.
- Gunships nerfed against fighters, should be easier to take down now. Keeping an eye on them.

Update: Jul 17, 2019 @ 2:16pm

ISD Accuracy Updates: Changed anti-frigate accuracy from Tier VII to VI for Octuples vs Frigates, Corvettes and from Tier VI to Tier IV-V for other weapons against frigates and corvettes.

Update: Jul 15, 2019 @ 1:18pm

Fixed Penetration

Update: Jul 15, 2019 @ 1:17pm

Fixed Penetration

Update: Jul 15, 2019 @ 11:02am

Health nerfs to AT-ST, IFTX, 2M

Update: Jul 15, 2019 @ 10:49am

Easy AI:
Player attacks before AI will respond raised from 6 and 8 min and max to 10 and 14.
Easy AI galactic sleep duration for Easy increased to 700 seconds from 300
Easy goal sleep cycle up to 40 seconds.
Easy income reduced from 20% reduction to 40% reduction compared to player.
Easy built time from 20% increase to 50% increase compared to player.

All AI:
All tactical bonuses from difficulty adjustments removed (was 10% on Hard, Cruel Normal/Hard)

Infantry:
PLEX Damage Doubled, reload time reduceddown from 12 and 10 to 6 and 8

Update: Jul 11, 2019 @ 7:19am

Remove Map Folder

Update: Jul 11, 2019 @ 6:59am

New playable faction: Corporate Sector Authority
The CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).

New Mechanic: Era Selection
On top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have evrsions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.

AI Updates
We've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.

New Galaxy Art
We've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.

Tactical Maps
On top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes.

New Units
Vigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, Battledroids

Redone Models
Praetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)