STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
 This topic has been pinned, so it's probably important
General Brooks  [developer] Dec 2, 2023 @ 7:52am
AotR 2.11.0 Patch Notes
These are available in a better format on our discord. Unfortunately this is the best I can do on steam:

New Features
● Added new Grand GC layout
○ Overall ~190 planets (he's a big chungus)
○ Tons of new planet abilities
○ Rebel Vs Empire variant with Black Sun as a minor faction.
○ Features an additional 3 planet random start version.
○ Canonical Hyperspace Lanes: Major hyperspace lanes move your fleets
extremely quickly and provide increased income. These are vital to being able
to move your fleets around the galaxy.
■ Corellian Run (Red)
■ Corellian Trade Spine (Green)
■ Hydian Way (Purple)
■ Perlemian Trade Route (Blue)
■ Rimma Trade Route (Orange)
○ A taste of some special new planet mechanics:
■ Made Sabaoth buildable on Ubrikkia for Underworld
■ Made the Tagge Battlecruiser buildable on Tepasi for Empire.
● Rebel Infrastructure Rework
○ Supply Depots are now additional buildings, not upgrades
○ Supply Depots income was lowered
○ Manufacturing Base income was lowered
○ Factories now upgrade independently from the main building and require
specific planets to go to Medium and Heavy (similar to how Empire Factories
work)
○ Alliance HQs and Alliance Bases grant a construction price reduction for
Supply Depots and Factories
○ Alliance Command Center now requires an Alliance HQ or Base to be
constructed
● Minor Faction Infrastructure Rework
○ All minor factions now have Barracks and Factories to produce units.
● Campaign selection screen formatting and reorganization
● Filters can now be used while paused
● Build limits now instantly come into effect when a build limited unit is queued up
● NR can now built an Air Field building
● Made Rebel Infiltrators be in a build limit group. You can only build a maximum of 10
total infiltrator companies at a time.
● An independent (white color) faction has been added that represents a local
planetary defense organization. The Pirates (now orange color) faction represents a
local pirate group. Both factions are inactive in galactic conquest but have themed
buildings, starbases, and units in their rosters that are more in line with the theme of
each faction.
○ Made independent/Pirates able to remove corruption.
● New units:
○ Hapan Stella Frigate
○ Champion Speeder
○ Neimoidian Guards
○ Aqualish Indigenous
○ Gran Indigenous
○ Falleen Indigenous
○ Nikto Indigenous
○ Klatooinian Indigenous
○ Weequay Indigenous
○ Mimbanese Indigenous
○ Pyke Indigenous
○ Pyke Elite Soldiers
■ Buildable from Oba Diah for Black Sun
○ Zygerrian Guards
■ Buildable from Zygerria for Black Sun
○ Warhound for Bel Iblis
○ Gargantuan has been added as Amphista Battleplatform to Hapes
● Ground Hostile Raid Mechanic:
○ Added a second type of Pirate hostile base that has a loadout closer to the
independent main base, made the current pirate outpost the same loadout as
the Black Sun Outpost.
○ They will spawn instantly without a proximity trigger, and the AI is active for
Hostile units when spawned this way.
○ Made the merc outfitter and secondary capturable factories have a chance to
spawn as hostile and instantly spawn their stuff, so you can also get hostile
droids, vehicles, and mercenaries. that should also make it a risk to go for
these structures, because they aren't always guaranteed neutral
● Made all space units death star killers (so winning any space battle with any unit
against the death star results in it being destroyed)
● Optimized the following infantry rigs to reduce lag and crashing:
○ Deathtrooper
○ Stormcommando
○ Scouttrooper
○ Pirate Soldier
○ Pirate Rifleman
○ BS Enforcer
● Added Klatooinians and Niktos to Gangster Platoons
● Added Klatooinian, Nikto, Weequay Companies for random pirate spawns
● Added highlights to planets with active mission
● Added icon to planets that have an imprisoned hero
● Made hero rescue prefer to choose planet of faction that killed the hero
● REBEL INFANTRY REWORK
○ All models now use attachable weapons and other attachments
○ SecForce/AllianceArmy and SpecForce now look distinct
○ Militia now distinct
○ Added Onderon Militia
○ New weapon models for Rebel soldiers (Heavy Tracker 16, Model G8, LRB,
CM-O/93)
○ New Models for New Republic Troopers
● Made models of Bulk Cruiser, Twin Blade, AAF Mk2, Raider Corvette, Heavy
Corellian Gunship look better
● New Guides
○ GC Factions
○ GC Planets
○ GC Corruption
○ Ground Roles
○ Ground Movement, Shield & Armors
○ Ground Weapons
● New Splashscreen
● Hostiles able to capture build pads and landing zones.
● Adding text for hero companies that spawn in a ground transport
● Adjust texts for Campaigns:
○ Standard is the previous “Canon” layout
○ Classic Web remains from 2.6 and before
○ Grand is the new layout. (formally but forever known as big chungus)

Story Changes
● New Black Sun Story mission for Hutt Mission:
○ If you or the Hutts own no buffer planets, then the hutt mission fails and nal
hutta is switched to empire + a small chance for any other buffer planet to turn
Empire.
○ Win condition is:
■ you or the Hutts control all buffer planets and all Hutt territory is
switched to you, even ones outside the bufferzone.
■ You gain access to Durga and the Hutt tech branch.
● Added an extra story event to the Empire Hoth mission where it will try and place an
Ion Cannon and Power Generator if it doesn't exist on Hoth before you invade it
● Re-activated the coruscant, corellia, kuat missions for NR and polished the dialogs
● New NR era advancement dialog that displays all locked units.
● Changing the intervention wait time logic to account for if a mission was not given
when it was available to only wait the minimum amount of time before trying again,
rather than waiting on the difficulty delay. Should get players more consistent mission
generation.
● The Salvage unit mission will appear more frequently.
● Rebalanced the rewards for random missions so that support level plays a much
larger factor into the types and amount of units you get.
● Adjusted planets to conquer for Mon Cala Bufferzone in Grand Campaign..
● Added reference to the space tech in the Sullust liberation story mission
● Fixed Coran not spawning after the battle if the player was able to rescue him
Balance Updates GC
● Reworked planet income for every planet, now depends on Population, if it's the HQ
of a Manufacturer, has high income, is a mining world/agri world
● IG-88 Tech is now a ground structure
● Moved IG-88 heroes and Aggressor fighter now require a Defense Core Ship to be
built
● Reduced rewards on building construction intervention missions
● Gamorr now makes gamorreans cheaper
● Adjusted space casino locations
● Adding code to limit unit/defense station building of Minor factions based on how
many planets they own. More planets owned increases their limit. This should
hopefully resolve the late game doom stacking of minor factions.
● Acclamator Cruiser Refit can do bombardments.
● Removing the weather training upgrade from all planets. Weather will always be a
threat.
● Changing all landing transports AA rockets to Smart Missiles to remove cross map
aircraft kills.
● Decreasing price of t16s and T47s
● Increasing prices of Infiltrator Ground Tech to match others
● Increased price and build times of level 1 infiltrators by 75%, all others by 25%
● Moved cutlass to Sullust tech 1, moved marauder to small tech 1.
● Lowered income provided by trade routes, made slowest routes more visible
● Lowered cost of heavy corellian gunship from 4000 -> 3000
● Added Manufacturers to ground droids and vehicles
● Added new Global Manufacturer abilities to Geonosis, Etti IV, Coruscant, Carida
● Made Falleen a full fledged planet with a cool new community made ground map.
● Made Assassinate Heroes give better rewards
● Added Victory SD to Hunt Shipyards rewards for Rebellion
● Pietts Executor upgrade now requires warship space tech 3
● Build limit per planet increased to two for Black Sun Hutt Building, increases unit
production.
Last edited by General Brooks; Dec 2, 2023 @ 7:53am
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Showing 1-3 of 3 comments
General Brooks  [developer] Dec 2, 2023 @ 7:53am 
Balance Updates Space
● No more astromech bonus for z-95.
● Increased range of all TICs, adjusted unit texts appropriately.
● Increased squadron size from 3 to 4 for X4, Ye4, U-Wing, HWK, Wookiee gunship
● Made Plasma Missiles no longer damage hull
● Made LC and Hvy LC less accurate against Gunships
● Make Hapan Beta Cruiser Ions no longer ion stun, just debuff.
● Make all Hapan units use anti turbo shield
● Skipray Sensor Jamming should not slow down the units as dramatically.
● Slight buff to Leech Shields ability. Units can now leech shields of smaller class
ships.
● Increased chance of a raid fleet spawning from a destroyed freighter or pirate base.
● Converted the Rebel Space Sympathizer outpost from a full population station to a
half defense station. Increased health and shields of Rebel Space Sympathizer
Outpost. It also spawns a free laser defense satellite turret.
● XQ1 Mistress station has additional un-targettable turbolasers and now spawns with
a laser defense satellite turret.
● Increasing hyperspace prevention radius on all defensive stations (hopefully also
reduced the amount of situations where you can perma-lock a hyper spacing in ship
via the tractor beam)
● Moving Firestars and Defense Core ships to defense space station markers. They
should be much more involved in battles now.
● Adjusted carrier loadouts:
○ Gladiator: 1/0 TIE-Bomber, 2/0 TIE-Brute
○ Liberator: 1/0 U-Wing, 2/0 Cutlass
○ Bulk Carrier: 1/0 Y-Wing, 1/0 T-Wing, 1/0 R-41
○ Ton Falk: 1/2 TIE-Fighter, 1/2 TIE-Interceptor, 1/1 TIE-Bomber
○ Quasar: 2/2 X-Wing, 1/1 A-Wing
○ Removed all carrier variants to reduce AI spam of carriers (multiple variants
would cause AI to pick these more often than they should). Bomber variants
and Elite fighter variants were causing more harm than good to the game
balance and also were far too flexible. Each carrier now has a more defined
role in what it can bring into battle.
● Increased interdiction ability active time to 200 for small units and 400 for large units.
● All unique single built major and minor space squadrons now come in double the
squadron size of their normal unit counterpart. This does not include squadrons you
can rebuild (such as the Black Sun mercenary squadrons).
● Made Longhorn have Medium Armor to make it more survivable for its size.
● Nerfed hero underworld mercenary squadron wingman missiles.
● Targettable Starbase and SSD hardpoints no longer have a fire rate debuff.
Untargettable hardpoints continue to have a longer recharge rate.
● Significantly lowered damage caused by Ion Storms, ships with fast recharge rates
and a big shield pool can now outheal the damage, opening up new strategies for
such units to use the fire rate bonus better

Balance Updates Ground
● 501st formations now have TL50 repeater; 501st Thermal and Frag given grenade
launcher, no blaster
● Nerf repeating Ion of U-Wing.
● Nerf ion damage against buildings.
● Gave Urai beserk and health boost so certain complainers stop complaining about
the smallest things. Now he’s totally OP.
● Ground Aircraft Balance Changes:
○ Changed Aircraft armor and shield, shield now anti heavy and fast recharging
on flyers, armor similar to light vehicle
○ Aircraft should now bank more aggressively. Air Speeders have a tighter turn
radius while ground aircraft should have higher speeds.
○ Adding more applicable units to the tow cable ability.
○ Allowing vehicle weapons to shoot at aircraft again due to the changes in their
movement and shield recharge balance.
○ Increased fire arcs of ground aircraft, should fire more consistently when
strafing.
○ Added a passive script on aircraft to keep them moving if they have a target.
● Increased range of dumb fire rockets, lowered accuracy as a tradeoff. Ground
Dumbfire rockets will no longer proximity detonate if they miss their target, which
results in groups of vehicles being more consistently hit.
● Nerfed damage of flak guns a bit
● Made Laser AA suppress aircraft
● Longer time between shots on underworld torpedo turret, now also shoots light
torpedoes to cause less damage.
● Ig-88B fully heals a droid infantry, because apparently this was a very important issue
for someone.
● T2B weapon change to repeating BC and added PTW ability
● Lowered 2M grenade count from 3 to 1
● Artillery Units have slower turret rotation speed so that they are less effective against
faster moving units. This also reduces their effectiveness at extreme ranges.
● Taun Taun turns around faster.
● Slow ground now affects non-hover vehicles.
● Weather penalties restored to vanilla levels + some additional negatives for
movement in rain and snow. Updated weather descriptions to match actual effects.
● small speeders/bikes should now get the good ground bonus.
● Capturable turbolaser tower ownership sticks but can still be re-captured. You no
longer have to leave a unit at the Turbolaser tower.
● Removed direct damage from Particle Cannons, does only splash damage now.
● Increased Accuracy of Anti Infantry Rockets
● Increased range on incinerator rockets
● Indigenous Wookiee squads no longer have a rocketeer.
● Added Gigantic Walker/Airspeeder movement types to text descriptions for more
clarity on their mechanics.
● Beasts (Vornskr, Gizka, Reek) can garrison into vehicles. You can now transport your
pets into battle.
● Rebalanced ranges, damages and accuracies of ion cannons, now heavier calibers
have more range while smaller calibers are more accurate
● Made the Droideka a small vehicle, so rockets can hit them. Smaller droids in general
will no longer be targeted by any missiles or rockets.
● Adding shadows and smaller collision to morningstar, it should have better
survivability.
● Making vehicles take damage from lava ground
● Darktrooper 3 now uses dual blaster cannons instead of singles
● Stunners used by CSA infantry and Espo Walker now stun longer
● Repeating ions now stun longer (since they can't stun lock like regular ions)
● Made AT-DTs weapon more effective against armored targets, but more inaccurate
overall
● Reduced range of mortar troopers to 800, added more inaccuracy.
● Increased price of medium build pad flak gun to 750 to match bunker turret.
Last edited by General Brooks; Dec 2, 2023 @ 7:54am
General Brooks  [developer] Dec 2, 2023 @ 7:53am 
Map Changes
● New Space Debris from Kharak, added to Ord Mantell Space.
● New Ground Maps
○ Sy Myrth (From: Primid)
○ Mechis III (From: Primid)
○ Bogdan (From: Cheese)
○ Raithal (From: Polemarchos)
○ Uyter (From: Polemarchos)
○ Agamar (From: Helio, Orron III map from Dark Times)
○ Bestine (From: Polemarchos)
○ Mon Gazza (From: Polemarchos)
○ Toprawa (From: Polemarchos)
○ Pako Ramoon (From: Helio, Rampa II map from Dark Times)
○ Christophsis (From: MaxiM)
○ Sleheyron (From: MaxiM, Sleheyron map from Phoenix Rising)
○ Charros IV (From: MaxiM, Darkknell map from Phoenix Rising)
○ Ralltiir (From: MaxiM, Ralltiir map from Phoenix Rising)
○ Clak Dor VII (From: MaxiM, Clak Dor VII map from Phoenix Rising)
○ Falleen (From: Primid)
○ Kinyen (From: Polemarchos)
○ Lianna (From: MaxiM, Lianna map from Phoenix Rising)
○ Sriluur (From: Polemarchos)
○ Corsin (From: Polemarchos)
○ Nevarro (From: MaxiM)
○ Klatooine (From: Polemarchos)
○ Obroa Skai (From Polemarchos)
○ Serenno (From: Polemarchos)
○ Champala (From: Cheese)
○ Druckenwell (From: MaxiM, Randon map from Phoenix Rising)
○ Ando (From: Primid)
○ Zygerria (From: Polemarchos)
● Ground Map Adjustments
○ Rendili: Fixed Land troop landing orientation
○ Lok: Fixed Rebel Build pad and random structure orientation
○ Jakku: Fixed Skydomes
○ Cato Neimodia: Fixed buildpads being aligned to rebels
○ Corulag: Initial starting landing zone widened
○ Kessel: Added defender aligned Pykes
○ Abregado Rae: Turned random structure around
○ Iridonia: Moved garrison position because it was too close to the turbolaser
tower to be moved. Adjusting light settings slightly to make buildings fit in
○ Brentaal: Made main street wider, made southern part of street infantry only,
added defender aligned civilians
○ Carida: fixed militia buildings being revealed for rebels
○ Polus: improved passability, added random structures
○ Uyter: Lower water height to remove weird visuals
○ Adjustments to Land Trandosha, Ord Mantell, Korriban, Ilum and Utapau
Maps.
○ Myrkr: Added an extra landing zone in the top right area
○ Kashyyyk: more infantry only paths on both sides of the main landing zone
○ Cato Neimodia: Added Neimodian Civilians
○ Ylesia: Added Reek Caves
○ Saleucami: Added Reek Caves
● Space Map Adjustments
○ Korriban: Fixed grav well being rebel aligned
○ Bonadan, Falleen, Lothal, Milagro, Quellor, Commenor, Lantillies: Moved
planet closer so GTS weapons work better
○ Sluis Van: Rearranged defense stations
○ Kamino: Fixed stars not showing in the background. Moved defense stations
around
○ Fixed models of some spherical planet props, so they shouldnt show up bright
green in the game anymore

Bug Fixes
● Possible fix for Coran not spawning.
● Fixed action IV not being discounted/locked.
● Fixed Daala not being able to bombard.
● Fix buzz droids from missiles not despawning/moving.
● Fixed some missing medium factories/manufacturing bases.
● Fix Mortar trooper range.
● Fix for black sun corruption black market and merc recruitment being inconsistent.
● Fixed GRZ audio happening for everyone rather than where the unit is.
● Fixed indies/pirates being unable to build turrets in battle.
● Fixed intervention missions giving lower era mission objectives when they are
already locked.
● Improved ground unit pathing
● Ground AA turrets will not attempt to attack droids.
● Adding missing vehicles to the steal vehicle ability list.
● fixed description of alliance assault frigate upgrade
● Fixed KDY Demand restored trust dialog appearing when the KDY Demand mission
was successful.
● Fixed Demo icon of the NR space tech for fighters.
● Added full tech requirements to techs descriptions.
● Fixed Terephon being able to build mining facilities.
● Added rebel manufacturing base to Terephon's text.
● Fixed upgrades displaying unit abilities in their build menu text.
● Added description to Quellor.
● Fixed sabotage on bothawui having racketeering text.
● Fixed probe droid having imperial landing craft VO by making it a lovely personal
transport with the correct VO.
● Fixed AAC Captured clone having wrong ability.
● Fixes to script crashes within the StabilityFire autofire scripts.
● Fixed Roget Jiriss not being buildable or having no shields, this hero was completely
forgotten about lol
● Fixed bug where capturable mercenary structures would go invisible or turn hostile if
the owner changed before something was spawned.
● Removed some unneeded text on sullustan soldiers
● Fixed Manufacturing Base Upgrade not showing up on Terephon in Canon Campaign
● Made Arms Dealer buildable on Jabiim
● Fixed missing turret on corellian heavy gunship
● Fixed missing requirement texts for underworld.
● Fixed hero rescue text for Ace and Tydirium
● Removing the stolen vehicle icons that had chewbacca on them.
● Fixing reveal ping on ground and space sensor relays to reveal when button is
clicked and not need a target
● Fixed Raider and Dodona Pursuit draining shields. Added take damage multiplier
consistent with other pursuit abilities.
● Fixed crash after getting an Assassinate Heroes mission
● Rerigged Sandcrawler, now has damage states, proper animated tracks etc
● Rewritten Assasinate Heroes mission text to refer to Neutralize Target instead and be
more flavorful.
● Fixed SP9 Tank having a misaligned health bar
● Fixed MZ-9 Self Destruct damaging friendly units
● Fixed T1-A/T1-B flickering/snapping
● Fixed Ewebs not attacking on attack move order
● Increased time for Zhar mission text
● Fixing issues with the Sullust Liberation mission if you did it out of order.
● Fixed and reactivated desert camo variant of T1-A
● Added a proper icon to jedi temple
● Scaled down jedi temple and empire light factory
● Update to Cargo Raid with new method, reduces enemy factions killing the transport
from completing the mission, also fixes bug where the timer could expire right after
the AI killed the transport
● Added proper icon to jedi temple
● Scaled down jedi temple and empire light factory to fit the maps better
● Fixed Noghri mission if Empire starts with Honoghr
● Made sandstorm effect in ground battles bigger to fit the bigger maps
● Removed tow cable attack from AT-DT since it caused the game to crash
● Fixed HAET being immune to rockets
● Fixed Stop Command making fighters/raiders not idle attack to account for 64 bit
Petro Patch
● Fixed units shooting out of bunkers being inconsistent, now they should fire a lot
more and more consistently
● Adding logic to prevent rare crashes of KDY demand and shipdealer war to crash the
whole mission system
● Fixing the underworld shipdealer war not resetting the locked units on a successful
mission complete
● Removed Zhar mission unit fire range bonus to account for fix done by 64 bit Petro
Patch
● Fixed deploy sandbags/deploy shield activating when entering a garrison (Only
happened on new 64 bit build)
● Fixed Hutts and Bothan Spies to have wrong animations/T-pose when crouching
● Fixing AI completing hunt shipyards missions for the player.
● Fixed Xizors StarViper having Flight S-Foils instead of Retreat S-Foils
● Fixed a wide variety of text errors, too many to count and too many to list
AI Updates
● With the IG-88 Tech being a ground building, the AI will now build all tech evenly and
not always spam IG-88.
● Added unique built space units plans for Rebels and Black Sun so they built specific
units more
● AI now activates Rush Down ability appropriately.
● Lowered lost forces on Auto Resolve.
● Adjustments to reinforce ground so they hopefully land all their units now.
● Moving up the importance of kiting fast moving units.
● Allowing kiting for all air units
● Moving into shield should do attack move if out of range of target, to avoid units
blindly charging in at a building deep into the base and well out of range.
● Minor factions in Story Campaigns are now limited in how many units and defense
stations they can built to stop them from becoming untakeable fortresses. This scales
with difficulty and how many planets they control.
● AI should value fighters, gunships and corvettes higher when trying to match an
opponent’s force.
● Made AI not wait as long before selling a defensive structure.
● Made AI not wait as long after a successful invasion.
● Made AI value the importance of Carriers less.
● Make raid forces not wait as long after the invasion.
● Ai should raid far more consistently now.
● Made BS AI more likely to buy Black Market items, but force them to wait between
each buy.
● Fix Underworld not corrupting planets.
● Made GTS weapons not be the first things sold by AI, should increase the possibility
of facing one of these.
● AI should no longer consider dead ground structures as valid targets.
● Added additional logic to help AI move towards the space skirmish mine pads.
● Fixed ground and space reinforcing and made it more consistent.
● Created a new ground AI plan for raids: AI will target random structures with
infiltrators until it feels it can no longer achieve any more destructions and retreat.
● Minor factions will now choose to invade additional planets at different points, so all
minor factions do not activate at the exact same time.
● Added additional logic for AI being far behind tech and allowing them to skip the wait
time in that scenario.
● AI will now take into account purchased black market tech when evaluating if they
need more tech. Non-Underworld AI will also take into account how much Black
Market tech has been purchased.
● Fixed the issue of AI becoming less and less aggressive over time throughout the
campaign.
● Increasing restrictions of certain niche attack plans (clear blockade, unrestricted
grab, conquer space only, Crush) to already have the units available before
executing the plan. This will reduce the time the AI is blocked from invading and
being forced to make units. Also helps with the less aggressive over time issue as
planets become more fortified.
● Some more work to prevent failures from lowering repeat attacks against a planet.
● For Map Makers: Added support for a good ground marker without the sandbag prop
model. This will allow you to guide AI towards areas of the map where infantry are
more protected.
● Limiting the crush plan to one at a time so they can focus down one planet.
● Another iteration of Selling Space/Ground Structures and Chokepoint, which should
increase the minimum defense stations needed to be kept on key planets.
● AI should plant land mines down more consistently in battle.
● Making defending space AI units not move towards the player if they pick a
capturable structure that's obscured
● Attempting to reduce AI's desire to attack each other and focus more on the player
● Fixed AI not using stim pack in space on their larger units.
● Added get good ground behavior to land freestore, AI will attempt to find good ground
for Infantry/Droids/Small Vehicles and go to it if within range when guarding and
attacking units
● Decreasing space retreat desire if AI has a powered GTS weapon available
● Increased Underworld AI desirability of creating a second structure of the same type
● Better logic for guarding good ground
● Fixed AI raid perceptual from having a double negative. This could cause the AI to
actually pick more defended targets for raids rather than less defended targets.
● Remove some specific units from some AI plans, like carriers from destroy unit, so
that they do not use them for combat.
● Make AI only use one interdictor at a time.
● Removing hero units from GC attack plans against AI,so the AI doesn't kill its heroes
against other AI as much.
● Adding AI bonus to smuggle on corrupted planets if it already is a good planet to
smuggle from
Skirmish
● Added freighters to skirmish as another credit income option, built from the Tibanna
structure
● Fixed Space Skirmish AI edge case causing them to not do anything except suicide
their starting units at the enemy station
● Created multiple skirmish shipyards for each type of unit: Fighter/Corvette,
Frigate/Cruiser, and Capital. AI will now randomly choose which starbase to build,
until they have spawned all of them.
● Fixed AI not building their Space Research Station.
● Fixed space skirmish AI reinforcements, capturing mines, building mines.
● Modified Skirmish building descriptions to inform players of their SKIRMISH
functionality instead of the GC one.

Other
● Big welcome to our new teammates: Grimley, Kalani, and BigCasperr!
○ Grimley and Kalani are bringing their impressive modeling and texturing skills
to help out with the project, you will start seeing their work in the mod soon!
○ BigCasperr is our newest coder (the first one for a long time). He is helping
out with bug fixes and even some new features!
● Added chest armor to Fieldtroopers
● Made Shocktrooper Officer pauldron red
● Death Troopers now land with a TIE-Reaper
● N1 engine sounds
● New Target Lock Ability Audio
● Bring back Resume button in pause header.
● Fixed Victory and Defeat music events so that they loop.
● Added guides for GC mode and Ground Roles
● Optimized logic for freighter movement
● New Flak and laser AA SFX
● Updated campaign menu to add more space to the campaign list (Credit to Joel
McFly for his assistance)
● Lowering volume on infantry blasters
● Extremely important features added, definitely not more memes.
● AT-TE Texture now more neutral and less Republic
● New Texture for the WLO-5
● New dialog sounds
● New Venator Turrets
● Added unique icons for Imperial and Rebel militia
● Updated credits with our new developers Kalani, Grimley and BigCasperr and added
a section for our community mappers Polemarchos, Primid and Chees
General Brooks  [developer] Dec 19, 2023 @ 6:46am 
2.11.2 Patch:
Balance Updates GC
● Rebranded Skako to be Skako Minor, now represents the look of that planet and also
is able to build Tibanna Gas refineries
Balance Updates Ground
● Changed T2-B to having repeating blaster cannons
Map Changes
● New Ground Maps
○ Takodana (From: Polemarchos)
○ Skako Minor (From: Polemarchos)
○ Eadu (From: Polemarchos)
● Ground Map Changes
○ Hypori: Moved power generator to a more secure position and added a
destructible wall so you can't shoot it from outside of the base. Added second
generator
○ Iridonia: Fixed darkness and adjusted defending forces positions
○ Toprawa: Add infantry bonus to forests
○ Various small changes on: Ando, Crait, Raithal, Uyter, Falleen, Sy Myrth,
Zygerria
Bug Fixes
● Fixed Kyle Katarns mission to rescue Crix Madine not triggering, which prevented the
Zhar mission chain to start
● Fixed additional AI starting forces for Grand GCW campaign, which caused some
issues like Rebels being unable to build space units on Ryloth
● Changed Gladiator icon to the one with TIE bombers as that more closely resembles
its loadout
● Fixed Ground TIE Fighters having broken inaccuracy
● Fixed Scouttroopers not spawning Scout Bikes
● Fixed honor guards having two DH-17 blasters in their hand
● Fixed AI leaving raid units stuck on a planet after a successful raid
● Fixed volcanic skydome
● Potentially make mercenary recruitment more stable
● Hopefully fixed freighters trying to move to their current location
● Fixed Hunt Sympathisers showing up incorrectly for Black Sun
● Fixed Range description of Scouttroopers
● Fixed title of credits, now properly stating 2.11 Jump To Hyperspace
● Fixed Imperial Venator with fighters being unable to do bombardements
● Fixed Independence Tech requirement text
● Fixed Piett upgrade tech requirement text
● Fixed IG-88B insta healing droids
● Fixed IG-88C AAT description
● Fixed a ton of small text errors
● Fixed Dodanna and Juno being rebuildable after being killed
● Fixed Carida not providing its infantry health bonus
● Fixed Felucia incorrectly still giving the weather immunity bonus
● Fixed Balmorra not giving the walker defense bonus
● Fixed TIE-Scout and Longprobe tactical popcap textxs, now should be 4 everywhere
● Fixed Space Mines being not buildable on Polis Massa
● Fixed Space Casino and Black Sun Palace being not buildable on Taris
● Try to fix Ozzel not despawning after Hoth mission chain sometimes
Skirmish
● Move tech upgrades in skirmish to secondary queue (Thanks to Cheese)
● Fix some skirmish price/buildtime/tech requirements (Thanks to Cheese)
Other
● Warhound death animations
● Unified visuals for repeating blaster cannons
● Visual updates to laser projectiles
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