STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Stargate - Empire at War: Pegasus Chronicles [Open Beta]
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Update: Oct 7, 2020 @ 8:56am

Update: Oct 5, 2020 @ 9:25am

2.3.3:
- Fixing Pegasus Prelude crash on start
- minor changes

Update: Oct 4, 2020 @ 5:34am

Patch 2.3.2

This patch further improves ground skirmish by adding new units and abilities (Wraith foremost), improving balance and visuals and fixing several minor and major issues with ground battles in general.
The fix for the long standing bug with the Wraith Queen not spawning in the Pegasus Prelude tactical battles is also included.
Furthermore, it adds a new ground skirmish map - Yus Homeworld - and slightly improves the mods' performance, especially the load time on startup.
Lastly, as usual, we continue improving our description texts: Thanks to community member Boriss for all his work on the English texts, and AbkanST for his work on the Russian translation and darkyuri for his work on the Czech translation.

Art:
Models and Effects:
- Added new model for the Wraith Queen
- Added Iratus Bug model
- Added mortar grenade smoke trail
- Added TurnL and TURNR animations to Wraith_Land_Unit_Chimera.ALO
- Added PRS_INTERDICT_FX proxy to Goauld Artillery Hatak
- Increased the visibility of the Field Commander buff particle
- Improved idle animation of the Wraith_Land_Unit_Harvester.ALO
- Fixed Wraith bomber shadow
- Fixed Wraith_Land_Unit_Harvester.ALO muzzle bones and attackidle animationIcons:
- Added Icon for Wraith Worshippers
- Added radar icon to offensive and defensive turrets
- Added new ability icons for Wraith Ghosts and Cruiser Bombardment
- Added unit icon for Iratus Bug as well as an ability icon with Iratus Bug for Michael
- Improved all ground building radar icons and gave them contours for better visibility
- Improved icon of Wraith Soldier and Elite Soldier to be able to distinguish them more easily
- Adjusted scale factor for every ground building radar icon
- Changed Space hero Apophis to now having a different icon than the ground hero
- Replaced the of the Artillery Hatak with the new one used by the actual ship (resolves #3008)
- Implemented workaround for Projectile_Dirt_Collide being spawned with the field commander buff projectiles
- Fixed missing Regeneration Alcove icon

Code:
General:
- Made the game no longer load the vanilla config file to prevent it from loading a lot of un-needed stuff. This should give another performance boost
- Created a new template for ground buildings and made basically every ground building use it. This helps making the code a lot cleaner and prevent potential errors
- Fixed invalid Fire_Cone_Height in HP_BAAL_F_SBH_00 and HP_Wraith_Rebel_Starbase_M_WP_00 making those hardpoints work properly again
- Removed LAND_OBSTACLE behaviour from transportation rings
- Unified land/space retreat messages, added custom messages for every faction

Pegasus Prelude:
- Fixed the Wraith Queen not showing up in tactical battles
- Fixed Wraith scout being buildable twice
- Fixed Wallus not spawning fightersSpace Skirmish:
- Made Unit_Space_Replicator_Cruiser use the correct template and re-added shields that accidentally got removed.
- Fixed Wraith Corvette ability not ignoring cloaked unitsGround Skirmish:Goauld:
- Increased fire rate for the Kull to make the unit appear more authentic. DPS untouched.

Tauri:
- Fixed the Shield Malps' shield not protecting properly from enemy fire
- Nerfed F-303
- Changed Ranged_Target_Z_Adjust of the Tau'ri Radar Station to 10 so it can be correctly hit now
- Fixed grenade ability errors
- Added an additional ability for reducing reinforcement time to Tau'ri Inhibitor

Wraith:
- Added new units: Wraith worthshippers and made them recruitable on the Indoctrination Camp structure available on the outpost buildpad
- Added less ugly ghost model to the queen.
- Added new ability Wraith_Cruiser_Bombardment to Wraith Queen
- Added new ability for spawning an Iratus Bug Nest to Michael
- Added TURRET behav to all walkers to enable TURN animations
- Added a tag for Wraith Jammer allowing it to prevent bombing runs in a certain radius
- The Harvester can now kill infantry by running over it
- Improved the handling of the Wraith stun bomb: Added new particle effect and added Recharge_Seconds to the ability which allows the timer "ticking back" if aborted
- Changed Mantis to use an in-code turret. This allows for all barrels to be used
- Switched Seeker to hover template/walk locomotor to improve the odd movement behaviour
- Improved Brutes walking into each other
- Increased Idle_Chase_Range to 350 for the Brute: as a melee unit, it wouldn't react to being attacked in some cases
- Increased Fire_Cone_Width for Harvester AI guns
- Coded harvester head as turret so it looks at enemies when firing
- Tweaked harvester movement animation rate to avoid moonwalking
- Fixed non-working ghost ability for the Wraith Queen

Sound:
- Added new speech sounds for the Wraith Queen (English only)
- Added new authentic engine sound for the Goauld Probe
- Added new sounds: shields on/off
- Added (currently unused) Zat open sound
- Replaced vanilla Stealth SFX with Jumper stealth sound
- Removed vanilla retreat sound

Level Design:
- Added new land skirmish map: Yu's homeworld!
- Increased Anubis Homeworld lake height to prevent units from being hit while being in water
- (Re-)moved the hill on M4X-337 which would cause units to get stuck frequently on spawn
- Removed fire-obstructing hill on M4X-337
- Fixed missing "spawn garrison" on outpost markers on Tagrea and Othala
- Fixed units getting stuck in middle landing zone on Haktyl
- Fixed missing Othala space map preview in game due to "Othalla"-"Othala" filename inconsistencies
- Fixed skydomes being cut off on large ground maps

Text:
- Added improved English texts by community member Boriss
- Updated several mod translation files, especially Russian (Thanks to AbkanST!) and Czech (Thanks to darkyuri!)
- Fixed some issues in the English textfile
- Added text for Wraith ground unit Ghost and for Wraith Queen's ability Ghosts and Cruiser Bombardment
- Added custom retreat texts for every minor and major faction
- Adjusted description for Ancient Dreadnought and Moros' Flagship
- Rephrased some PP GC event texts

Update: Dec 17, 2019 @ 11:09am

Update: Dec 15, 2019 @ 10:03am

Patch 2.3.0

This patch introduces ground skirmish to the open beta!
The main features include:
- unique ground units over all three factions - all of which are based on units featured in the series. (In case of the Wraith we had to invent some units though)
- 15 additional hero units: 6 heroes for Tau'ri, 5 for the Goa'uld and 4 for the Wraith
- 30 new base building models: Around10 for each faction, each with neat construction animations and damage models
- Completely new set of offensive and defensive turrets for all three factions
- Amazing new animations for each unit and many buildings
- Special Jaffa units with retractable helmets – just like in the movie
- Unique features such as shield MALPs, Thor’s chariot, the Tacluchnatagamuntoron (congrats if you know what we are talking about without googling it:)), or Transportation Rings which allow you to instantly travel to distant locations on many maps
- Brand new walker vehicles for the Wraith that should catch the spirit of overall Wraith style very well
- Many new “made from scratch” special abilities that are faithful to the series
- Sound effects and music taken directly from the series for the most immersive experience
- Stargate-based ground maps that were made with care to faithfully re-create iconic locations from the show. For Tagrea alone we created around 50 individual building types, including a fully animated train and the Gun Balloons that surrounded Prometheus.
- 7 ground skirmish maps total and more on the way, which will be added later
- Exceptionally stable performance especially in multiplayer – say goodbye to synchronization errors!

Furthermore, the patch adds new music tracks to the mod as well as new speech sounds and sound effects to the space part of the mod.
Additionally, it includes many gameplay improvements and fixes for the Pegasus Prelude GC (including all new planet ability icons!) along with a bunch of minor updates for skirmish such as infinite fighter respawn for all ships with hangar.

### ART ###

General:
- Added ground skirmish! Listing all the features would bloat the changelog so just go check it out!
- Added many new planet ability icons (Resolves #2902)
- Changed/Improved some icons for GC and Skirmish

Goa'uld:
- The Anubis Flash Satellite now uses the new Goa'uld textures to have a consistent look and feel

Tau'ri:
- Added special death clone for the Prometheus (Resolves #2752)
- Fixed shield of Tauri_Space_Unit_DanielJackson.ALO (#2830) and Tauri_Space_Unit_BC-304.ALO

Wraith:
- Fixed an issue with the Wraith starbase level 4 where some hardpoints wouldn't take damage if fired upon from a specific angle (Resolves #2832)

### CODE ###

General:
- Added ground skirmish! Listing all the features would bloat the changelog so just go check it out!
- Changed the fighter respawn of all ships with destroyable hangars to infinite where it wasn't already the case
- Tauri ships flight behavior improved: Updated rolling angle and turn rate for more realistic curves
- Fixed Thor being slower than regular O'Neill classes
- Added NotOpportunityTarget to AstroGun
- Fixed all Key-Value pair errors caused by wrong tags in special abilities except for upgrades increasing load time on startup (Resolves #0002503)
- Changed all instances of non-working defense bonus abilities to a health bonus
- Re-coded all Replicator space units using the template to improve stability
- Re-coded several Goa'uld units using the template to improve stability
- Removed some undesired sound files from faction xml and changed an inconsistency regrading base visibility

Pegasus Prelude:
- Added new planet ability icon names to many planets
- Fixed wrong text strings for some planet advantages
- Buffed Janus a little - he is a hero after all
- Since we don't use vanilla-style corruption we removed the hyperspace speed bonus the Ancients would get when travelling between corrupted planets
- Added a hangar bay HP to the Wraith Space Hangar to spawn Dart squadrons (resolves #2916)
- Adjusted hyperspace speed for Wraith to have a notable slowdown in hyperspace speed compared to the other factions (Resolves #0002938)
- Ancients: Fixed PP not ending in case the Asurans have not been researched
- Ancients: The Hippaforalkus can now longer randomly spawn on Taranis, which could result in immediately winning the mission (Resolves #0002831)
- Ancients: Added several fail-saves for other occasions the script could crash if the player played the events in an unexpected order (i.e. building the Doranda energy source after he already defeated the Wraith) (Resolves #0002947)
- Wraith: Enabled auto victory in PP Wraith Asteroid Field mission (resolves #2900)
- Wraith: Asteroid Field Mission: Wraith ships are now invulnerable during the intro cutscene. After the mission, the fleet now instantly moves back to Arcanus
- Wraith: Removed some newlines in the story log to avoid scrolling
- Wraith: Added a Scout to the starting forces so new playing don't waste their ships on Laros/Doranda that easily

### SCRIPTING ###

- The mod now uses compiled lua files hoping to improve stability and performance
- Removed local variables from ability handler scripts
- Removed some unwanted object scripts

### SOUND DESIGN ###

- Added new music tracks from the show to the game and improved the situational music playing in GC and skirmish
- Added more faction-unique tracks
- Added improved Helia sounds made by community member CommanderWarcraft
- Added new Daedalus attack sound from CommanderWarcraft
- Updated/Added Apollo sounds
- Varios minor sound updates made by CommanderWarcraft
- Fixed the Hatak engine sound being labelled incorrectly
- Added new Ori_Plasma.wav sound (Resolves #2508)
- Added new sound for all Goa'uld ships with deploy ability (i.e. Apophis)
- Added blank sounds for all sounds that have no English or German counterpart hoping to improve stability

### LEVEL DESIGN ###

- Rotated the special structure positions on Laros by 180 degrees
- Improved spawn position on Vedeena

### TEXT ###

- Various text improvements made in conjunction with community member Boriss (for example a shorter one for ZPM Hive)
- General text improvements and correction of spelling and grammar mistakes

Update: Mar 19, 2019 @ 11:46am

Patch 1.2.2.

Fixed an issue introduced in version 1.2.1 which prevented the skirmish from appearing in the selection menu.

Update: Mar 17, 2019 @ 9:02am

Patch 1.2.1

This hotfix corrects two game-breaking issues that affected tactical missions in the Pegasus Prelude GC. It also replaces two ability icons and some minor changes.


### ART ###

- Added new ability icon "Spoiler Lock" for System Flagship and "Replanish Wingmen" to space hero Herak

### CODE ###

General:
- Disabled some auto-ability triggers for non-hero units

Pegasus Prelude:
- Ancient campaign: Fixed final Atlantis mission being stuck in cinematic
- Wraith campaign: Fixed an issue which prevent the shuttle from spawning in the Asteroid field mission

Tauri:
- Fixed BC-304 facing sideways when attacking
- Reduced inaccuracy of the Odin against capitals/starbases
- Added some missing speech sounds from Carter

Wraith:
- Reduced the ability countdown for Steve

Update: Mar 12, 2019 @ 11:23am

Hotfix for Wraith power source mission (included in regular Patch 1.2.1)

Update: Mar 10, 2019 @ 8:57am

Patch 2.2.0

This patch greatly enhances the visuals of space battles: Not only are all ships and structures capable of casting shadows, we have also given our Goa'uld fleet a major overhaul by replacing nearly all of the existing models with new ones.
Some of our questionable English translations have been improved by community member Boriss for better readability and our AI got yet another big update allowing it to use the majority of unit abilities intelligently in battle.
Furthermore, Pegasus Prelude has finally made it into the stable version of the mod, accompanied by various fixes, beautiful new intro movies, a new background and various balance and QoL changes.

### ART ###

- Added shadow meshes to ALL space units including the main factions, side factions starbases lvl 1-5, and space special structures
- Replaced the biggest part of the Goa'uld fleet with new models and texture from the SGI team. Big thanks to them!
-- In particular, the following models have been replaced: Pyramid Ship, Old Hatak, New Hatak, System Flagship, Super Hatak
- Updated and improved the the textures for the Goa'uld starbase level 1-5, Artillery Hatak, the Anubisglider, Baal, and the Replicator Hatak
- Added a new galaxy background model for the Pegasus Galaxy
- Optimized the Ancient Starbase: reduced total Polycount down to 18.000 polys
- Updated pause and battle-pending dialog
- Reduced font size on buttons of battle-pending dialog (I_ATTACK_MODE_CHOICE)
- Changed i_attack_mode_rollover to i_attack_mode_rollover_small in CommandbarComponents
- Added I_ATTACK_MODE_ROLLOVER_SMALL to Commandbar
- Added new W_planet_fleet.ALO model
- Added stun proxy to the Ancient Defense satellite so it has a visible stun effect when it is hit with the ion cannon of the Experimental Dart
- Updated icons for all new SGI Goa'uld ships including radar icons
- Improved icons for Selmak, Hammond and Caldwell
- Added updated Battle_summary.dds from community member White_Red_Dragons (Thanks!)
- Fixed planet name location in IDD_BATTLE_END_DIALOG and removed the two horizontal lines between heroes and units, as they are separated by the texture already
- Blackened the alpha channel of Wraith Dart normal map to reduce extreme light reflections

### CODE ###

General:
- Adding some AI behavior for station defense
- Added Selt_Destruct_SFXEvent_Start_Die to all units where it was missing
- Removed self-destruct behaviour from units that didn't need it
- Fixed scripts referring to units not existing
- Removed duplicate stub units from beta
- Fixed Underworld corruption effect and icon showing up in tactical battle

Pegasus Prelude
- Fixed a crash in the AFG function that prevented the GC from ending after the player captured all planets
- Fixed potential crash when loading a save
- Added new intro movies to PP
- Set nearly all PP starting forces as script spawn with AI usage being disabled: this fixes the problem with the player being attacked too heavily at the beginning of the GC
- Fixed an issue which would say that you have won the GC but still trigger the "lost" screen
- Locked all non-PP specific Wraith units in the STORY SCRIPT
- Made Ancient Defence Satellite buildable at Vedeena for PP
- Adjusted Ancient Starbase garrison spawns
- Removed Ancient Satellite from Gonta
- Ancient campaign: Added additional victory check in case the Asurans never turned hostile
- Ancient campaign: Minor increase of the starting credits on easy
- Ancient campaign: Made the final mission a little easier: Because you are supposed to lose the GC, not the mission^^
- Wraith campaign: Fixed Orakis mission not failing when you lost all your ships
- Wraith campaign: Added Branch_Finale_Orakis / Branch_Finale_Athos to more events, disable the whole branch if the respective planet gets taken instead of only disabling the tactical mission. In that case, also disabled the finale hint which mentions Athos and Orakis.
- Wraith campaign: Added text to Gonta mission that suggests taking out the Delphi engines and prevented AI retreat for the first 120 seconds of the battle
- Wraith campaign: Reduced playable area in Aesculetum mission
- Wraith campaign: Improvements for Athos mission
- Wraith campaign: Improvements for Orakis mission
- Wraith campaign: The last drawback problems
-- Reduced delay between conquering of J, A or B and finale hint storylog triggering
-- Removed STORY_TEXT for the finale hint and instead made the story log pop up
-- Reduced delay between conquering all three planets and the Athos/Orakis story logs triggering
-- Changed Prereq of Athos Story Log to finale-root, so it doesn't break if the orakis log gets disabled.
-- Restructured the ending. Taking the three planets (Aesculetum, Jenev and Belkan) is now a separate mission, which can be failed by moving on to Orakis or Athos before completing the three other planets. Failing this will prevent the missions on Athos and Orakis to become available.
- Removed interdictors from escort plan and added corvettes; removed corvettes from scouting plan
- Updated Wraith AI PP budget and increased offensive budget: AI should build more ships and less space stations and defense structures
- Updated TaskForce: added variable MovementStatus
- Added PP heroes to freestore

Ancients/Asurans:
- Fixed Melia crashing PP
- Improved Melia: Fixed non-working radar icon and decreased the cooldown for her invulnerability ability
- Ancient warships now use their self destruct ability in certain situations
- Recoded the deploy satellite ability of Wallus to use POWER_TO_WEAPONS because of AI issues
- Updated Janus' holo ability so it no longer drains its shields. It now reduces his fire power instead.
- Change to Wallus' satellite ability so it has a visible cooldown
- Fixed Ancient Starbase Heavy Bomber garrison spawn issue
- Fixed SHIELD_REGEN_MULTIPLIER of Ancient_Hero_Pride_Of_Troy causing it to drain it's shields when it should strenghten them (Resolves #2425)
- Fixed Ancient Station Laser malfunctioning
- Commented out unnecessary station laser upgrades and removed them from the station and fortress
- Renamed Ancient_Station_Level_6 to Ancient_Headquarters and moved it to Space_Buildings_Ancient.xml
- Changed every entry of Ancient_Station_Level_6 and coded an Asuran variant of Ancient Headquarters
- Set tech level and base level for Ancient_Headquarters and Ancient_Fortress to 99 and removed every upgrade and unit/hero from tactical buildable objects
- Added GUI bounds scale to Ancient starbases and the defense sat
- Added empty version of Helia_Attack_4 because it was missing in German

Goauld:
- AI now uses Anubis's flash weapon
- Heraks bomb can autofire and is used by AI now
- Aris Bochs bomb now autofires and is used by AI
- Recoded Herak and added a new ability, replenish wingmen
- Updated Herak space mp company to show the correct ability icons in preview. Also fixed some odd code.
- Fixed a hardpoint on the Super Hatak using the wrong muzzles
- Anubis does now unfold when being called into battle

Tauri:
- The Tau'ri AI uses the ability of the O'Neill class ships now way less frequent in inappropriate situations
- AI can use Prometheus weapon switch now
- AI now uses the Odyssey's Asgard lasers
- Shield Satellite's health bar is now closer
- Fixed missing speech sounds for Sol

Wraith:
- Made AI use the corrupt systems ability of the Hive
- Made the old hive script specific for Todd
- Added automatic activation of the Corrupt Systems ability to the Hive script
- Steve should now use his cluster bombs properly
- Increased threshold for corrupt systems ability activation
- AI now uses the kamikaze darts of the Wraith battlecruiser
- AI now uses regen ability of the Wraith commando
- All Wraith PP specific abilities can now be used by the AI
- Added "Structure" to Applicable_Unit_Categories for shield leech ability
- Added better fitting fleet move sound for the Wraith Cruiser

### SOUND DESIGN ###

- Added dummy sound effect Effect_Empty_Sound to prevent ga

Update: Oct 19, 2018 @ 12:04pm

Patch 2.1.2