STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
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Update: Aug 25, 2024 @ 6:09am

Small patch, to 2.11.9

Story Adjustments
● Fixed hard-stuck issue for older saves that launch into the Zhar Mission

Map Adjustments
● Space Map Changes
○ Agamar: Fix lag
○ Serenno: Remove VSD Props
● New Ground Maps
○ Uyter (From: Polemarchos)
○ Telos (From: Polemarchos)
● Ground Map Changes
○ Serenno: Pathing updates

Balance Changes GC
● Reducing max possible credits generated from Hidden Treasure mission.

Balance Changes Space
● Lowered Health of TIE-Fighter and Mining TIE from 20 to 15
● Lower shield of Scyk from 10 to 5
● Lowered health of Hapan Sail Fighter from 15 to 10

Bug Fixes
● Fixed Underworld Intervention system crashing when attempting choosing Beast
cage as a mission objective
● Fixed Tie Fighter mining not having shields

Update: Aug 8, 2024 @ 2:01pm

Small patch / fix to 2.11.8.

Ground Map Adjustments:
○ Milagro: Remove Juggernaut from map (leftover from mapmaking)
○ Scipio: Add LZ on other side of bridges, fix some turret rotations
○ Mimban: Adjust order in which units are placed on the map.

Balance Changes Ground:
● Change ULAVs shields from 80 to 60, hull from 100 to 120

Bug Fixes:
● Fix Sabra weapon text
● Fix some wrong text on Tydirium and Jailspeeder

AI Adjustments:
● Allow AI to build 2 specific yards, like advanced capital ships, before having the tech to build units from it.
● Make Black Sun AI prefer Am-Shaks a little less.

Update: Aug 7, 2024 @ 12:07am

Patch, to 2.11.7.
New Features
● Only one tech buildable at a time.
For Empire and Rebels you can now only build one space and one ground tech at a time. For Black Sun you can only build one leader tech at a time.
● New units
○ Strikebreaker: APC for CSA using a variety of weapons, has smokescreen ability, replaces Juggernaut from CSA.
○ Jailspeeder: APC for CSA using frag and concussion grenades, has infantry stun ability, replaces TX-130 from CSA
● Both of the new units are part of the Empire rewards
Story Adjustments
● Zaarin Story
○ Not allowing Freighters to move to Kalee until quest line is complete to prevent them from triggering the mission early resulting in a sure loss
○ Thrawn spawns regardless if Kalee mission is won/lost
○ Check if Yaga Minor already has starfighter shipyard built, if yes, continue the story instantly
○ Fixed Bug that led to the Bridgehead-Mission-finisher to be triggered before the mission was added to the mission log when the required structures (shipyard+level 3 starbase) have already been built before the mission, thus leaving the entry being stuck there forever
● Zhar Mission
○ Added Option to bring reinforcements after taking over the shuttle
○ Sabra and Tydirium are now invulnerable on Easy Difficulty
○ Added difficulty-scaling for empire reinforcements
○ Reduced time after hiding in asteroids until screen fades to black and Mission continues to 10 seconds (was 25)
○ Replaced scaled up freighter variants with parent variants or appropriate other freighter types
○ Added Bonus objective for completing the Mission without bringing reinforcements. Reward for completing it this way is an MC80 Liberty.
○ Removed old gas giant model from Zhar Mission space map
○ Reworked Dialog Events to include holograms, rewrote some Dialog
○ Changed some reinforcement spawns on the map
○ Replaced Zhar space Station with Fondor Level 1
○ Shuttle Tyderium balance changes: Increased health to 300, added Flares as ability
○ Ace Azameen balance changes: Added pursuit ability
○ The mission is now instantly lost when the objective to sneak into the imperial base is failed
Balance Changes GC
● Adding additional Trireme corvette for Underworld random starting forces
● Lowering minimum random spawn amount to have more pirate/independent planets with less units
● Rebalancing production building mission choices
● Adding warehouses/prisons to production building intervention
● Better rewards for interventions
○ Fighters/Bombers as rewards have lowest chance to be generated
○ Conquer enemy planet will now only reward the player with cruisers or capital ships
● Warlords have 3 Levels of Starbase, Zaarin Experimental fighters come out of it
● Warlord Faction now spawns Defence Fleets
● Increased time between AI building units with new build unit script
● Adding Utegetu Nebula to north canon campaign
Balance Changes Space
● Project Shield Bubble incorrectly only took 10% of incoming damage, now will take 50%
● Fixed opportunity fire when targeting for fighter based lasers, ions and concussion missiles, this issue made a lot of fighters way worse when dogfighting, cause they would only shoot at their target and not fire on ships directly in front of them, if they weren’t part of their target
Affected Units:
○ TIE-Bomber, TIE-Scimitar, TIE-Droid, TIE-Fighter, TIE-Interceptor (partially), TIE-Scout, TIE-Hunter, TIE-X-M1, Howlrunner, Sentinel, Lambda, TIE-Reaper
○ N1, B-Wing (partially), Y-Wing, K-Wing, RM-09, Barloz, Nova Courier, YT-2000, H-Wing (partially)
○ Vigo, CROC, Warlord, YV-666, Trandoshan Dropship, Aggressor Fighter, Fang, Komrk, Cloakshape, R-41, Freefall, Scurrg (partially)
○ Sailfighter, Planetary Defender, Pinook, LAF-250, YV-929, Scyk, Cloud Car, Warpod, Tacpod
○ Vulture, Hyena, Tri-Droid
○ Houndstooth, IG-2000, Slave-1, Otana, Mist Hunter, Rogue Shadow, Lady Luck
● Made ULAVs shielded (80 shield), lowered health from 150 -> 100
Map Adjustments
● New Space Maps. 14 from SatelliteofLove and 14 from StarGhostss, including 3 skirmish maps.
● Space Map Changes
○ Vardos: Map now has attacker entry position markers
○ Lianna: Minor fixes
○ Nevarro: Deleted out of bounds space prop
○ Brentaal IV: Swapped out some props with collision for non collision versions to make pathing make more sense
○ Charros IV: Adjust location of defensive forces
○ Oba Diah: Fix wrong capturable sensor pod
● New Ground Maps from Polemarchos for Cantonica, Taanab, Milagro, Bandomeer, Zanbar, Contruum, Dqar and Ukio.
New ground map for Korriban from Primid.
● Ground Map Changes
○ Falleen, Oba Diah: Fixes and updates
○ Mon Cala: Increase border size to prevent CTDs, new base layout, added Quarren Spawners (Black Sun aligned), add defender walls, added small shield generators to out base platforms
○ Aeten II: Increased border size to prevent CTDs
○ Ryloth: Layout adjustments for more condensed combat
○ Ord Mantell: Layout adjustments for more condensed combat
○ Kessel: Fix some prisoner spawns getting stuck in mountains
○ Korriban: Fixes and touch ups, added Terentateks
○ Uyter: Fix Pathing
○ Ando: Minor faction changes
○ Dathomir: Attacker starts with 8 popcap
○ Pako Ramoon: Adjusted turret placement
○ Hoth: Added new rebel snowspeeder cave spawner, which is only present, when Rebels defend
○ Kashyyyk: Gave starting LZ 10 popcap, added infantry defense bonus to forests, added good ground AI markers near barricades, moved the beach LZ forward to make it easier to capture as attacker, adjusted wall and turret
positions on the beach
○ Onderon: Fixed Mercs not spawning next to the recruiter
○ Coruscant: Adjusted turret positions
○ Cato Neimodia: Fixed issues with pathing above bridges
● Added a variety of new props for mappers

Bug Fixes
● Fix starting credits of Outer Rim tug of war
● Fix some of the new random GCs crashing on start
● Fix ULAV firing between its fire bones
● Fix Adar Tallon mission setup: Will now launch the mission if Tatooine and any of Rodia, Falleen or Hypori are on the map.
● Fixing Skiff Ammo container being available before Black Market purchase
● Fixing Hapans being tech 0 on new Grand campaigns, causing them to be unable to build some of their units
● Fixed Turbo Engine particles on T-Wings
● Removed "good against/weak against" icons from Trandoshan Hunter's tooltip
● Fix flying infantry movement, not slowed anymore, can't move through steep terrain anymore
● Fixed non-defender faction revealing map for player in burn units script space and ground
● Fixed crash in AI Land Escort Plan
● Fixed Hutts AI being unable to bring in Sandcrawler on land invasions
● Fix deploy supplement drop autofire for fighters
● Made it impossible to retreat for Sarlacc/Hostile to hopefully reduce lag when they attempt it
● Delay allowing indigenous structures to spawn units after having their ownership switched to prevent them spawning neutral units
● Fixed a missing variable in the Adar Tallon section of the Story Setup file for Rebels that caused the script to crash
● Fixed various typos.
● Fixed B1 Battledroid Company Icon
● The Dathomir Loading Screen now no longer claims that the inhabitants have stripes.
● Fix missing previews for Contruum and Taanab
● Removed Noghri from starting forces
● Fix Black Sun tutorial texts
● Fix Soontir Fel deploying everything instantly
● Fix MC-75/Kandosii Merc not using full salvo in hands of AI
● Fix burn units space and land not firing if the faction wants to retreat, now if the
faction isnt able to retreat, they will burn units
● Removing tactical bribe from LR57 droid
● Fix no faction having starting credits in chungus lite random
Misc
● Changed faction color of Sarlacc faction from purple to greyish green
● Added indigenous creature "Mogu"
● Make infantry weapon particle effects way smaller to increase visibility and make it

Update: Aug 6, 2024 @ 11:46pm

Update: May 11, 2024 @ 3:09am

Hotfix, to 2.11.6.

New Features
● NewVoiceOvers for AAT, WLO5, Skiffs, Swamp Speeder, Revenant Speeder by
Edmar Fecler

Map Changes
● New Ground Maps
○ Ithor (From Polemarchos)
● Ground Map Adjustments
○ Sullust: Visual updates, initial LZ grants 10 instead of 4 popcap
○ Uyter and Raithal: Added infantry ground, good ground markers, graphic
updates
○ Teth: Fix bad pathing on the northern bridge by removing collision from
certain props
● New Space Maps
○ Vardos (From: StarGhostss) (Used on Vardos, Axxila and Ession)
○ Lianna (From: SatelliteofLove)

Bug Fixes
● Fix Empire story not loading in Chungus Lite by replacing Sleheyron with Toydaria
and Manaan with Kalee
● Fix invisible Espos
● Fix AI being active for player faction on Grand Random North GCs
● Brace for Impact in ground battles now lowers damage taken by 50% instead of
upgrading the armor level, making units in Brace for Impact mode more resistant to
rockets
● Sprint and Rushdown now actually increase the damage taken by when a unit is
using the ability instead of reducing it
● Fix Script, which swapped some Indigenous units to either Independent or Pirate
faction depending on who is defending the planet now switching affiliation to hostile if
neither Independent nor Pirates are defenders. Previously the Indigenous stayed
neutral and didn’t act
● Add missing icons of Gonk droid and ability
Misc
● Add Ithorian and Selkath Indigenous to Ithor and Manaan, both can also show up in
random starting forces and can be acquired through slaver transports.

Update: May 4, 2024 @ 7:43am

'The Huttfix', to 2.11.5:

New Features
● New units
○ Qunaalac Destroyer: New capital ship for Hutt Tech 3, long ranged weapons,
high speed
○ Luxury Sailbarge: New vehicle for Hutts and Hutt Tech 3, carries multiple
soldiers that fire from the railings windows, very powerful and fun
○ Beast Cage: New structure for Hutts and Hutt Tech 2, spawns Acklays,
Rancors, Reeks, Gizkas and Vornskrs as garrison
○ Sandcrawler: New vehicles for Hutts and Hutt Tech 1, similar to how the
sandcrawler worked on the maps, it spawns 3 jawa companies, but also has
Brace For Impact as a black market ability along with the new Gonk Droid
ability
■ Gonk droids act as both a repair station and ammo crate for infantry in
a wide radius
○ Keepuna Gunship: New gunship for Hutts and Hutt Tech 2, has a massive
massdriver, can snipe hardpoints from a far and has a hold position ability
that slows it down and increases fire rate
○ Xuvva Skiff: New vehicle for Hutts and Hutt Tech 1, acts as an anti-air units,
but can also fight infantry and light vehicles with its particle cannons
○ ULAV: New starting vehicle for the Rebel Alliance, replaces the T1-A. The
ULAV fills a similar role to the T1-A, using blaster cannons and grenade
launchers, but lacks a shield
○ Imperial Navy Trooper: New medic support platoon for the Empire, only
available as starting forces and mission rewards
● New GC Layouts
○ Combined Canon South and Core campaigns into one
○ Removed Web Core and Canon Core campaigns
○ Grand Layout Awakening of the Rebellion Lite
○ Grand Layout Galactic North
○ Grand Layout Galactic South
○ Grand Layout Galactic Center
○ Grand Layout Lite Random
○ Grand Layout Galactic North Random
○ Grand Layout Galactic South Random
○ Grand Layout Galactic Center Random
○ Web Outerrim campaign center Coruscant has been changed to a core world
fortress cluster
Balance Updates GC
● Made mission to establish a bufferzone for the Hutts appear at around week 18
instead of 36
● Switched tech of Dor’bulla to Hutt Tech 2, Acklay Beast Master to Hutt Tech 1,
Rancor Beast Master to Hutt Tech 2, Warlord gunship to Hutt Tech 3
● Minor faction factories cost 5k to build (were previously 12k for some insane reason)
● Adding one more Faymas speeder to Hapan random starting forces
● Removing one Battle Dragon from starting Hapan random starting fleet
● Changing starting random forces for CSA Tagge cruiser to Invincible
● Exclude techs from power gen, space population structure and governor bonuses
● Added more core worlds starting forces for Endor's Eve campaign
● Allowing more planets to build Ship Refitters and Ship Traders. Shipyard planets
such as Kuat and Mon Cala can now build both of these structures, making it less of
an issue for both player and AI to have the right structure available for the tech they
chose
● Mere Cruiser and Interceptor IV are now build from the Ship Refitter
● Heavy Corellian Gunship is now buildable from Ship Trader
● Prices of a lot of Empire and Rebel vehicles have been adjusted to more closely
relate to their strength and usefulness
● Lianna now starts with Santhe Security troops
● Santhe Security Troops are now possible reward units for the Empire
● Allowing more planets to build Grand Arenas
Balance Updates Space
● Made HWK ability recharge 105 seconds
● Increase duration fo defensive shield to 30 seconds in space
● Increased Dor'bulla health from 18K to 24K, made untargetable weapons CRs
● Increased Po'runga Health from 9K to 12K
● Bakuran Planetary Defense has 2 Bakuran Destroyers
● Increased range and speed of GTS projectiles, should hit the map more reliable now
Balance Updates Ground
● AT-DT Has been nerfed: Fire rate reduced, Accuracy decreased, Damage reduced
● Fire damage does slighly less damage to light armor
● Made IRDs come in groups of 4
Map Changes
● New Ground Maps
○ Ord Pardron (From: Cheese)
○ Gamorr (From: Primid)
○ Axxila (From: Polemarchos)
○ Sullust (From: Primid)
● Ground Map Adjustments
○ Visual updates to Ando and Falleen
○ Moved initial LZ on Kalee so that units can’t get stuck in water
○ Adjusted passability around capturable factory on Balmorra, added another
structure position to Balmorra map
○ Fixed capturable droid factory position on Cato Neimodia, Mechis III so units
don’t get stuck
○ 2nd attempted fix for Teth bridge pathing
● New Space Maps
○ Alderaan (From: Rookisa)
○ Kuat Multiplayer Map (From: Rookisa)
○ Hoth Multiplayer Map (From: Rookisa)
○ Ord Pardron (From: Cheese)
○ Muunilinst (Used on Muunilinst and Chardaan) (From: SatteliteofLove)
○ Dorin (From: MaxiM)
○ Druckenwell (Used on Druckenwell and Bestine) (From: MaxiM)
○ Orinda (Used on Orinda, Contruum and Toprawa) (From: MaxiM)
○ Kinyen (Used on Kinyen and Deltooine) (From: MaxiM)
○ Bogden (From: Cheese)
○ Smugglers Run (From: SatteliteofLove)
○ Cantonica (From: MaxiM)
○ Zygerria (From: MaxiM)
○ Oba Diah (From: MaxiM)
Bug Fixes
● Made all gunship class units be affected by starbase upgrades
● Fix Faster Recharge Bonuses, previously recharge time was actually increased
● Fix Zygerrian Guards not spawning from Merc Recruiters for AI
● Fix Crusader Gunship weapon text 3xHvy LC -> 3x Hvy Dual LC
● Fix MC60 weapon text 2x2-Burst Mag-Pulse MSL -> 2x3-Burst Mag-Pulse MSL
● Fix Po’Runga Shield and Health texts to match the actual stats
● Fix Champion Speeder disappearing when stolen
● Fix various texts associated with New Republic Air Fields
● Fix Bossk Tech requirement text from Xizor 1 to Xizor 2
● Fix Lt Page costing 2 popcap
● Fix Rebel A180 Sniper
● Fix Rebel's Downgrade Manufacturing Base to Supply Depot not working
● Fix how locked planets are detected to prevent freighters from moving through them,
possibly crashing the game
● Prevent spawning of mission highlight particles when game is paused, should
remove the massive flash bang on a planet after unclicking pause button
● Fix T-16 Ability being not black market locked anymore
● Fix for B-Wings having incorrect squadron size
● Fix Xizor in space having the incorrect squadron size, which broke his squadron into
two
● Fix Bakuran Destroyer Hardpoints being incorrect in some places
● Fix space tech structures garrisons and garrison texts
● Fix StarViper squadron health text
● Fix Rebel Structures not showing up in tech tree
● Fix Vigo tech reduction abilities, so Xizor only lowers time for Xizor tech etc
● Fix Warlord colors in UI screens to match GC colors
● Fix underworld capital building having damage effects
● Fix Hunt ability on raider type transports
● Fix bug on ATTE autofire script using wrong ability
● Fix some broken transports, which caused AI to be unable to move Trandoshans,
Wookiee Warriors, Mandalorians and ALL slave platoons. Now the AI can move
these units and also use them for attacks, which was previously impossible as well
● Fix a few icons on indigenous companies
● Fix Scout Trooper snipers and Storm Commando snipers not firing
● Fix Scarif being unable to build Army Headquarters
● Fix texts of a few transports to reflect their actual unit category
● Fix for Ace Azzameen and Tydirium not respawning after being rescued
● Fix T1-C not turning its missile launchers towards the enemy when ordered to attack
● Fix Citadel Gunship not having a tooltip text
● Fix rebel AI not teching in any campaigns besides Grand Layout GCs
● Add text entry for major hero/rescuable to Durga the Hutt
AI Adjustments
● Fixed issue with the Connected_To_Anyone perceptual
● AI will now build less units on smaller GCs to not overwhelm the player as much
● Fix AI not moving units together in space when attacking or defending and going on
the offensive
● AI will now reveal the entire map to the player, if they only have a few units left and
don't want to retreat in both space and ground battles, making the search for th

Update: Mar 30, 2024 @ 6:45am

Hotfix, to 2.11.4.
Bug Fixes
● Replaced the model of the 1 popcap reinforcement point, which caused ground maps
such as Ilum to crash
● Fix health text of some rebel infantry platoons and teams.
● Remove the planet background from Corruption window.

Update: Mar 29, 2024 @ 1:43pm

2.11.3. Patchnotes are too long to post here - see the relevant discussion, or for a more readable version our discord.

Update: Dec 20, 2023 @ 5:47am

Update: Dec 19, 2023 @ 5:29am

2.11.2.