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particle cannons and a medium lasercannon
■ Acklay: Horrific anti infantry beast, can use hunter instinct to detect its
prey
■ Giant Gizka: Frog like creature able to swallow infantry. Can use sonic
shockwaves to stun infantry
■ Reek: Fast and aggressive anti vehicle beast. Stuns hit vehicles with its
heavy impact. Can sprint to get out of danger
■ Rancor: Same as before, can brace for impact to endure damage longer
■ Two types of Beast Masters:
● Beast Masters come with various beasts to help your troops in
combat, they are also able to heal other wounded beasts. Each
beast company comes with additional Vornskrs.
● Reek & Rancor Company - Anti vehicle geared beast company
● Gizka and Acklay Company - Anti Infantry geared beast company.
■ Droideka MK2: Uses repeating blasters, ion cannons and is of course
shielded
■ ZQ Droid: Anti Infantry droid used inside Santhe security teams
■ SD-6 Hulk Droid: Anti infantry droid with ion cannons, used by CSA and
Droid Revolution
■ AT-TE: Anti Infantry/Anti Vehicle transport, used by Xizor Tank
■ Heavy Santhe unit with ZQ droids
■ Replaced buildable bacta tank with Imperial Mobile Surgical Unit
■ Republic Forward Command Center replaces Sensor Node
■ Destroyer Droid Mk2: A heavier version of the Mk1 with additional Ion
Cannons and heavier blaster cannons.
■ LR-57 Droid: Anti Infantry and Light Vehicle droid that can assist armies
with minefields and sensor arrays
■ Espo Flamers: Flamethrower infantry for the CSA
■ Shielded Espo Troopers: Carry a shield, are mixed inside the default
squad, can absord damage and carry stun rifles
■ Rodian Hunters: Shielded soldiers carrying stun rifles, used by Black Sun
■ IRD-A: Ground fighter for CSA
■ HH-87 Starhopper: Ground fighter for Hutts
■ IG-86 Assassin Droid: Sniper and stun rifle infantry, can turn 360 degree,
used by IG-88s Droid Revolution. Carry poison grenades, can increase
range for short periods of time using target-lock
■ Miy Til Bombing run added for Hapes
■ Vhrok Speeder: Fast, always moving speeder for Hapes
■ Black Krrsantan: Sturdy Bounty Hunter, can punch infantry, or blast them
with overloading his Bowcaster
■ GRZ-6B: Big droid using flamethrowers and composite beams, used by
IG-88 Droid Revolution
■ AT-MP: Anti infantry walker using anti infantry rockets for Imperial
Remnant
■ Swoop Bike: Scout bike similar to rebel/imperial speeder bike for Black
Sun. Comes with standard gangster platoon, carries a concussion
grenade
● Added Leader Tech for Black Sun: Choosing a leader tech will unlock new mechanics
and units, but you can only have one leader tech branch at a time.
Switching will auto sell some structures and units (marked as Exclusive Unit).
The available Leader Techs are:
○ Xizor Trade Systems: Specializes in Freighters, defenses and income generating
buildings. Mostly uses open market ships and republic refits in his navy.
○ Zann Consortium: Specializes in powerful and expensive ships and tanks. Lacks
options to get additional income.
○ Hutt Cartel: Unlock slaver and salvager units that will fly around like freighters,
but generate weak infantry and starfighters. Rely on bulky space units and beasts
on ground.
○ IG-88 Droid Revolution: Utilizes old CIS ships and various droids for combat.
Relies on spam tactics with cheap units. When going IG Tech the Droid Factory is
buildable everywhere, gave it bonus to droid/vehicle build times.
● New Intervention Mission: Salvage Unit - Trade in a tech unit you do not currently have
access to for a tech unit you do have access to
● Rebalanced Corruption
○ Reduced prices a lot, advanced corruption types now require specific leader
techs.
and spawns a merc recruiter on the initial landingzone on ground, giving it a
tactical bonus finally
○ Sabotage now lowers defense of all units by 25%, lowers movement speed of
ships, vehicles and droids by 30% and damage of infantry by 25%
○ Black Market no longer boosts damage of your units in battle
○ All corruption options now only require Black Sun presence, the amount depends
on how valuable the planet is
○ For very good planets, tech is needed as well
■ IG 1 for sabotage
■ Hutt 1 for piracy
■ Zann 1 for Black Market
■ Xizor 1 for Racketeering
○ Mercenaries still need their tech
○ Generic Mercenary recruitment is now available on some planets
● BLACK MARKET REWORK: Each Black Market now has 5 Items:
○ Illegal Equipment (Empire Black Market , 7500 Credits)
■ Incinerator Rockets
■ Poison Gas Grenades
■ Stim Pack
○ Improved Ammunition (Empire Black Market, 10000 Credits)
■ Overload Main Weapon
■ Armor Pierce
■ Bullet Hail
○ Experimental Weapons (Empire Black Market, 10000 Credits)
■ Carbonite Ammunition
■ Shield Leech
○ Reactor Overload Technology (Empire Black Market, 12500 Credits)
■ Overcharge Reactor
■ Self Destruct
○ Full Salvo Synchronization (Empire Black Market, 15000 Credits)
■ Full Salvo
■ Ion Barrage
○ Clone Wars Relics (Rebel Black Market, 7500 Credits)
■ Buzz Droids
■ Composite Beam
○ Improved Targeting Computers (Rebel Black Market, 10000 Credits)
■ Target Lock
■ Stability Fire
○ Supportive Supplies (Rebel Black Market, 10000 Credits)
■ Ammo Crate
■ Repair Droids
■ Supplement Drop
○ Defensive Enhancements (Rebel Black Market, 12500 Credits)
■ Brace for Impact
■ Defensive Shield
■ Blockade Run
○ Ordinance Countermeasures (Rebel Black Market, 15000 Credits)
■ Laser Defense
■ Missile Jammer
■ Particle Cloud
● Added Power Generator as a seperate Building, unlocks powered structures like
Turbolasers, Shutter Shield. Additionally having a power generator increases damage
from build turrets, unlocks repair ability of landing pads.
● Added Ground Tech for Empire and Rebel Alliance. These factions now have to
purchase ground tech similar to space tech to unlock more advanced units
● New projectiles for space and ground, these include:
○ New space laser cannon model to have a visual distinction between it and
turbolasers
○ New Turboioncannon projectiles, these include distinct close range, medium
range and long range variants
○ Full set of blue projectiles (mainly used by CSA)
○ Full set of purple projectiles (mainly used by Hapes Consortium)
○ Full set of orange projectiles (mainly used by Mandalorian ships)
○ Space single shot massdriver (has no light beneath)
○ Carbonite projectile (looks like the massdriver but in Aqua/Light blue)
○ New Blaster cannon projectile for ground to have a visual distinction between
blaster cannons and laser cannons
○ Purple ground projectiles
○ New disruptor projectile
○ New aqua/light blue coloured stun cannon projectile.
● Minor faction space structures now all have fitting laser colors and fighter loadouts.
● Made some ground and space structures not victory relevant, to make the clean up
phase of battles faster
● Recoded Rebel Intervention system to be more crash resistant
● Winning and losing missions can now impact support differently
● Hunt Capital Ship mission reworked to track any shipyards killed and award the
corresponding stolen unit
● Capital Buildings for Random GCs and small GCs. Capital buildings provide a huge
income and population, making smaller GCs and random starts more playable. They
have a build limit of 2 and can be rebuilt in random GCs.
● Rewrote and added actually useful hints for GC, Space and Ground.
● Adjusting the order of units in the build UI: Special --> NR --> Tech --> No Tech, this will make sure, that if there's not enough build slots, the important units are up front
● Web Core Campaign (Random single planet start, standard 5 planet start )
● Adding destruction survivors to pirate trade, station, and tibanna to mimic behaviour of
killing a big freighter + chance of pirate raid after
● Probe droid can now be built from all Normal Factory Levels
● Vulture Droid and Tri Droid Engine and Death SFX added
● Changed tractor beam SFX
● Added Allegiance VO
● Added XTS Minelayer VO
● New icons for AT-AAs and Skiffs
● Imperial Skipray model
● New Model for Elite AT-AT, AT-AA and AT-MAA
● Made heal range of Medics/Engineer visible
● Radar icons for CSA Base
● Intervention missions that require buildings as buildable objectives will now check to see
if they require tech
● Added random chance to do hero theme music
● Randomized trade stations, can now have one of five different fighter loadouts
● Explosive weapons will now throw infantry they killed away, using the same visual as
Force Whirlwind
● Black market abilities removed for non-underworld ship variants
● Ground To Space Projectiles and Sounds now visible/audible across the entire map
● New UI for GC Mode, now featuring 36 build buttons instead of 26
● New Icons for Quasars
● Added feature to reveal map, once all player units have died. You can watch the battle if
there are more than 2 other factions fighting.
● Added BS Acclamator VO
● Gave planet special abilities icons/texts in the battle sidebar
● T1-B now has an armored turret
● Many new death animations for space units
● New shadow blobs for medics/engineers/buff objects
● Added blue/purple/red laser variants for defense satellites to match faction color
● New Splash screen and Main Menu
Balance Updates GC
● Adjusting imperial player version of Endor's eve starting forces and missions
● Adding Rebel AI specific hero spawns to Endor's Eve
● Lowered costs and upkeep for powered structures, such as Turbolasers, Shutter Shield
and Base Shield
● Rebels can now build Toscans on Azameen station
● Added build limits to N1, Fang and Umbaran Starfighter, which is now buildable
● Endor story campaign adjustments for missions to work specifically on Endor’s Eve.
Updated AI hero spawn locations.
● Adding more rebel units that are disabled after the transition to NR
● Added civilian GC companies to reward tables for random missions.
● Made normal and hard difficulty easier, made Black Sun Expert AI easier
● Making NR techs not rely on GCW techs being built
● AI Hero respawn times increased to 45 weeks
● Many planets ground build slots increased
● Made BS Guards and BS Elite Platoons Arms Dealer units
● Increased price of Magnetar and Keldabe
● Added more starting infrastructure for Black Sun on main canon campaign for player
● Added Kandosii back to Black Sun starting forces
● Removed income from Amusement station, lowered income on cantina
● Removed additional units from Expert difficulty spawns, reduced Hard difficulty spawned
buildings to half of expert
● Added Space Structure production speed increase to all population buildings
● Replaced XTS Combat stations with firestars in starting forces
● Reduced Cost of t47 company
● Increased cost of t1c company
● Chance overhaul for random pirate spawns
○ Chances for getting a higher level starbase increased based on planet value
○ Chances for additional ground base and space structures increased based on
planet value, initial value much lower.
○ Added support for not allowing neutral planets on a random gc (used in core
worlds)
○ Increased capital building pop to 75 so you are never pop locked in random
○ Made planet value most important for the amount and type of unit spawned.
○ Lowered overall max amount of a single unit type to be spawned (so you get
more random armies and space units rather than a huge stack of one type of
unit)
○ Overall difficulty has a very minor adjustment and the random range is much
lower, so that planet value influences the total power of armies, fleets, and now
additionally the structures. Before, structures were purely random.
○ Chances of additional space and ground structures has been lowered a lot,
making planet value the most significant here
○ Starbases will also more likely be maxed out on important planets.
○ Overall, the chance of starting on a planet next to fortified worlds has been
reduced due to the planet value being most important.
○ Allowed the option to have no neutral planets on certain Random campaigns.
● TIE Phantoms will now be only buildable from Aeten II, and have a build limit of 5
● Planet build limits of space and ground structures reduced to 2. Notable exceptions:
Ground Mines, Black Sun Outposts, Tier 1 Defense stations (all set to 3)
● Space Techs rebalanced in price and buildtime to be equal for each branch at each
level, NR/IR techs now restart the prices/buildtimes
● Sullust Tech prices reduced to 10000/20000
● Increased cooldown time for random missions once they are completed
● Saboath Mercenary now available from Hypori
● Special Shipyard units (Bakuran Destroyer, Hapan units, CorSec units) now don’t require
the Planetary Defense Station to be built, just the main base on an appropriate level
● Planetary Defense structures will reduce build time of their units
● Imperial Acclamator can now be built from the main yard on Rothana
● Empire can't build Corellian units until IR Era
● Reduced total freighter income by 50%
● Black Market is now able to be built on every planet
● Black Sun can now build the generic XQ3 platform
● Made Grand Arena Hutt tech and planet specific
● Disabled HF-901 freighter, added XTS to the bonus freighter group
● Buffed Rattatak to be able to have a level 2 starbase
● Changed how freighters move code wise, should make them move more consistently
● Hidden Treasure mission will now reward more credits based on how many bounty
hunters you send to the target planet
● Reduced built limits on hired mercenary units by unit class
● Increased price of corellian frigate
● Powered up some planet specific abilities, that lowered price of only one unit, now better
effect and galaxy wide
● Recoding tech for Black Sun mercenaries, now mercenaries can be filtered, and are only
buildable, if you have the tech and the planet or corruption
● Making the XTS Freighter a super freighter with higher income, higher popcap and
higher freight bonus
● Making Durga a starting hero, moving the starting locations of some BS heroes around
● Made unique mercenary heroes only buildable one time
● Lowered cost for Arms Dealer (6000 -> 4000)
● Lowered cost for Tank Dealer (7500 -> 5000)
● Reduced Imperial factory costs and level 3 barracks upgrade
● Tatooine cantina buff now actually 25% discount
● Atzerri Black Market 25% discount galaxy wide
● Adumar now makes all fighters 20% cheaper
● Added ship trader to the maw
● Added Black Market corruption to the maw
● Updated Traders/KDY representative to discount only price by 25%, Black Sun Traders
also dicount their respective building
● Sabotage, Piracy, Black Sun Presence only have their battle effect when attacking
● Added Black Market to Ession
● Price rebalance of hutt gunship/bombers
○ Kimogila 1500 -> 1400
○ Krayt 1000 -> 1500
○ Warlord 1000 -> 1600
● Slightly increased price of shutter shield (500 -> 750)
● Made ISD 2 fighters no longer NR
● HWK squadron price reduced to 900
● Added Ession -> Raxus trade route for main GC
● Removed Liberator from randomized starting forces
● Capital buildings have a unit garrison
● Increased build slots on Anoat, Taris, Scipio, Telo, Raxus Prime, Kamino, Lok, Ryloth,
Rattatak, Fresia, Manaan
● Gave Honoghr, Kalee, Mandalore, Concord Dawn, Lok access to Elite Barracks
● Increased transition time to IR and NR era upgrade to 1 minute
● Removing crime from influencing the amount of credits given by the Hidden Treasure
mission
● Adding Ship Refitter to Mandalore
● Increasing time for intervention mission generation across all difficulties
Balance Updates Space
● Buffed Laser defense range: laser defense now shoots down more the larger the ship
class, using Laser defense reduces fire rate by 50%.
● Nerfed Sensor Jam: disables shield recharge and lowers movement speed by 50% when
using it.
● Project shield redone: Now creates a shield that really only blocks lasers. Hitting the
shield damages the unit creating it, using the ability slowly drains shields and lowers fire
rate of the ship. Ion stun weapons that hit the shield will temporarily disable it. New
project shield also makes the collision when hyper spacing in MC80 Justices stay the
size of the MC80 Justice, fixing the issue where AI using the ship would have a super
spread out fleet.
● Making shields of bigger ships more resistant to small caliber weapons
● Making fires to indicate health of ships show up later
● Lowering multiplier for Power To Main Batteries from 4 to 3
● Raid fleet corvettes and bigger are now victory relevant
● Planetary Defense Stations (Hapan, Bakuran, CorSec, Mandolorian) now spawn an
additional defense fleet
● Ability spawned turrets now give 10 credit bounty, map turrets give 25 credit bounty
● Made it so project shield doesn't autofire, if there's already a shield near it
● Made Space structure and super ship weapon recharge penalty lower (1.5 increased
recharge -> 1.33)
● Lowered full salvo multiplier (4x faster/slower -> 3x fast/slower)
● Lowered active fighters and reserves on most space stations, star bases
● Increased size of the fleet that can spawn if a hostile pirate base is destroyed
● Missile Shield has been changed to EM Defense Field, Increases defense as well as
blocks missiles for a movement penalty
● Capturable Healing station will no longer heal structures, or itself
● Remove liberator from pirate/hostile defense fleets
● Reduced salvage amount from underworld station upgrade
● Weapon Changes:
○ Increased accuracy of heavy lasers
○ nerfed heavy concussion missiles against fighters
○ Added a Light LC variant for gunships.
○ Increased damage of all Close range weapons
○ Decreasing accuracy of Heavy and Medium LCs against Fighters and Gunships
○ Made Composite beams weapons weaker against shields
○ Made fighter based turrets more inaccurate against fighters and gunships
○ Increased large proton bomb damage and splash range
○ Changed Large Torpedoes to also shoot while targeting
○ Rebalanced concussion missile family
■ Heavy Concussion now does more damage to light armor, ideal for killing
gunships/corvettes
■ Assault missile now does ideal damage to medium armor, less effective
against gunships
■ Heavy Assault now does ideal damage to heavy armor, deals more
damage in general
○
● Unit Changes:
○ Buffed CROC Health and movement
○ Buffed IPV Health and weapon arcs/assault missile fire rate
○ Buffed Warlord gunship weapon arcs, made all heavy lasers repeaters
○ Buffed E-Wing health
○ Hapan Battledragons changed to barrage rockets, reduced fighter compliment,
increased prices, stun bomb duration increased to 90 seconds
○ Executor pop cap to 111
○ Bulk Cruiser carrier now has supplement drop instead of point defense
○ Buffed Keldabe a lot, changed to be more of a battleship similar to the Tector.
○ Sped up movement speed of mobile starbases
○ Assault Frigate health and shield increased, shield recharge buffed
○ Coreliian destroyer health lowered, price increased
○ Redesigned Liberator, now Strike Carrier Picket carrying tractor beam, sensor
jam and mostly Laser cannons
○ Reduced cooldown on HWK turret ability
○ Upped B-Wing Squadron to 6, flight to 3
○ Increased H-Wing health from 50 -> 60
○ MC80 Liberty now has Anti Turbo shields, upgraded the light TLs to medium TLs,
upgraded medium Turbo ICs to heavy Turbo ICs, upgraded A-Wings from flight to
squadron, one less reserve
○ MC80a Alliance now uses Diamond Boron Rockets, replaced ion cannons for
turbolasers, added 1 / 2 Y-Wing sqaudron to loadout, increased speed
○ MC80 Freedom: increased speed
○ MC80b Mon Remonda is now a lot faster, got defensive shield, upgraded light
TLs to medium TLs, upgraded medium ICs to heavy ICs, upgraded light ICs to
medium ICs, upgraded X-Wings from flight to squadron
○ Fixing ISD2 shield refresh rate (was 25% too high), lowering health by 1K
○ Allow Vengeances to fire at gunships and fighters
○ Removed Laser Defense ability from Gladiator, Mercenary Corona
○ Removed Personal Laser Defense from Corona
○ Upgraded Personal Laser Defense to Laser Defense on Lancer Frigate and
Thanas
○ Gladiator Bomber loadout reduced to 2
○ Redesigned Eidolon, now a torpedo boat/disabler, gave model effects, shadows,
removed Laser Defense
○ XQ-1 Mistress now has Project shield as an ability
○ Home One/MC80 Independence now carry full squadrons instead of flights
○ CSA Mercenary now controls an Invincible with Plasma Missiles instead of a
Venator
○ Buffed XG-1 health, made it a scout
○ Gave Firestar 2 Armor Pierce
○ Updated the Mediator loadout to full squadrons
○ Added Weapons back to Lucrehulk
○ Corellian Carrier has HLAF 500 Squadron in complement
○ Increased active squadron count of ISD 1, ISD 2 and their fighter upgrades
■ Regular: 1 / 2 TIEs, 1 / 1 TIE-Bomber → 2 / 2 TIEs, 1 / 1 TIE-Bomber
■ Advanced: 1 / 2 TIE-Interceptor, 1 / 1 TIE-Punisher → 1 / 1
TIE-Interceptor, 1 / 1 TIE-Brute, 1 / 1 TIE-Punisher
○ Made hapan battledragon have Sail Fighter squadrons
○ Nova Cruiser now has Sail Fighter flights
○ Buffed AAF1 armor to heavy
○ Updated Pirate Quasar Carrier loadout
○ Increased health of Skipray
○ Increased health of Strike cruiser and Eidolon
○ Gave XTS 2 Bullet Hail instead of Reactor Overcharge
○ Dreadnaught gets full squadrons of TIES/V-wings again
○ Gave Rebel XQ3 Combat a more fitting loadout
○ Gave Rihkzyrk Defensive Formation instead of Overcharge
○ Gave Freefall Blockade Run
○ Gave Scurrg Particle Cloud
○ Gave Warlord Gunship Target Lock
○ Gave Krayt Gunship Full Salvo
○ New Conner Net ability for Niles Ferrier, now sets up a small blue minefield, that
stuns ships inside it
○ Buffed HF-901 Combat Freighter (More torp hardpoints, more health
○ Improved firerates on HWK deployed turrets
○ Changed some missiles on starbases, widened firing arc of underworld missile
launchers
○ Removed one Miytil squadron from Royal Dragon, removed focus fire ability
○ Nerf Royal Battledragon, now shoots single LR TLs instead of duals
○ Nerfed Z-95 shields (15 -> 10)
Balance Updates Ground
● Small and medium build pads are one time use, after the structure is destroyed so will
the buildpad. Built structures can’t be sold anymore
● Lowered turn rate of Walkers
● Adjusted movement of tracked vehicles, now more realistic looking
● Changed garrisons of Arms Dealer and Tank Dealer to contain no tech units
● Ground Turrets and Walls now give 5 and 1 bounty respectively
● Standardized infantry spacing (lower level infantry are spaced closer together than more
elite infantry)
● Added Gamorrean Guards to the main hutt base building and underworld version
● Power to Engines on land now has a 5 second active time
● Lowered self inflicted damage by stim pack from 25% to 10%
● Lowered self inflicted damage by reactor overcharge from 35% to 15%
● Slowed down artillery unit deployment
● Increased fire rate of laser artillery
● Missile Shield has been changed to EM Defense Field, Increases defense as well as
blocks missiles for a movement penalty
● sensor drop ability will now have a larger activation range, and will delete themselves
after a minute
● Captured mines will now take 30 seconds before awarding credits (to match space
behavior)
● Added ping ability to abandoned space and ground sensor with cooldown
● Ground Weapon Changes
○ Flak Projectile splash increased, changed AOE damage, now fires more
consistently and not in a burst
○ Reduced penetration of infantry blasters against vehicle armor
○ Balancing ground splash weapons, most now have max hit targets to prevent
overperforming. This means weapons such as the particle cannon or grenades
can only damage 5 targets instead of unlimited ones, if they shoot into a blob of
infantry.
○ Reduced damage of proton charges
○ Increased Surface to Air Missile Damage from 30 to 35
○ Laser AA range increased for turret, Slightly buffed damage of Laser AA (10 ->
15)
○ Lowered damage of particle cannons
○ Artillery Rockets now fire in an arc and are ideal against infantry.
○ Energy Artillery changed to Anti-Everything, making it effective at taking out tanks
and buildings, increased range
○ Increased range and damage of Mortar
○ Reduced Damage of infantry fire and particle cannons against aircraft shields
○ Adjustments for various weapon types against aircraft shields
○ Lowered dropoff tiers for ground flak, should not cause as much damage on an
indirect hit.
○ Reduced ground flak damage
○ Increased AA missile range
○ Ground mines have an explosion radius bigger than their trigger radius
○ Nerfed Melee unit recharge times
○ Anti Infantry Air rockets will now hit the ground and do more consistent damage.
They will also no longer target aircraft
● Ground Unit Changes
○ Reduced amount of gunners from shock trooper squads
○ Lowered V25 health to 175, Gian Speeder to 125
○ Buffed Turbo tower health to 1200
○ Added Armor Pierce for Improved AT-AT
○ Veers has two abilities (Maximum firepower and armor pierce)
○ Veers Required Advanced Tech 1 and Cost went up to 10k
○ Reduced ability time on AT-ST grenade salvo
○ Changed Kaleesh Ability to Rush down
○ IDT now uses smart anti tank missiles instead of surface to air missiles
○ Gave Juggernaut more missiles and repeating blaster cannons
○ Increasing Ground Bombardment direct impact damage and adding an extra
salvo
○ Chewbacca has overload blaster instead of sprint
○ AAT now buildable from Tank Dealer
○ MAL and MPTL now fire barrage rockets in an arc and have radius inaccuracy.
○ Added repeating blaster to revenant speeder and other E-webs
○ Removed gangster gunner platoon, added 4 gunners and 4 rifle man to standard
gangster platoon
○ Revenant Speeder can no longer capture contestables
○ Increasing Swamp Speeder reserves on Black Sun Outpost, Adding additional
gangster platoon to replace the suppression squad removal
○ Tashkin AT-RT + standard captures contestables
○ IG-88 units heal droids and provide combat bonuses to them
○ Making the Black Sun grenade launcher turret shoot frag grenades
○ Removed the Anti Infantry turret from the imperial barracks, added hardpoints to
the rebel camp
○ Adding vehicle repair to Han Solo and Zuckuss
○ Buffed Zuckuss and Han Solo vehicle repair
○ Adding carbonite swap to Canderous Tank (Black Market tech)
○ Rebalanced Gungan Energy grenades, longer recharge, no splash stun, more
damage
○ Reduced accuracy of infantry weapons against Aircraft
○ AT-AT main cannons can now shoot at aircraft again, low accuracy
○ T1B/T2B flak fire rate reduced, AT-AA custom flak gun fire rate
○ Ground Flak Turret has Heavy Flak Cannon projectile
○ Destroyer Droid 1 has more health, added sprint
○ Gave MZ-8 Pulse Cannon Tank Armor Pierce instead of Overcharge
○ Gave MZ-9 Self Destruct instead of Overcharge
○ Gave Swamp Speeder Overcharge
○ Gave Revenant Speeder Overcharge
○ Gave AAT Overcharge
○ Gave Skiff Ammo Crate
○ Gave Minigun Skiff Carbonite Ammunition
○ Gave Missile Skiff Incinerator Rockets
○ Gave AT-AP Stability Fire
○ Boba Fett has a 3 round burst rifle
○ Rebel Infiltrator adjustments
■ Infiltrators will no longer have take cover
■ # of proton charges increases with higher levels
■ Vehicle theif has ion grenade
■ Level 2 infiltrators have mortar team
■ Scout bikes have sensor node ability
■ Added ion mines to SpecForce Infiltrators
○ Rebalanced underworld grenade launcher and rocket launcher turret
○ Lowered damage of AT-DT, lowered recharge of ability
○ Black Sun Elite Platoon will have sprint instead of firing position
○ Beast Eat heal is now 10% of health per unit eaten, beast master heals 10% of
health every 5 seconds
○ AAC-3 Now has Smart Rockets and LR Light Lasers
○ Reduced recharge time of T3H smart missile and T3B Torpedo
○ Swapped underworld missile turret to use ground torpedos
○ V-wing airspeeder loadout changed to have Anti-Infantry rockets + Light Air
Lasers
○
Map Changes
● Space
○ Corellia: Removed rebel turrets
○ Eriadu: Added freighter destination and improved visibility
○ Kamino/Manaan: Added freighter destination and adjusted lighting
○ Sluis Van: Added Sluis Van shipyard prop
○ Bespin: Added Cloud City prop
○ Coruscant/Etti IV: Fixed structures at edge of map not capturable
○ Thrakia: Cleared the Nebula a bit to reduce lag, added Purrgil raid
○ Added Purrgil attacks to a lot of planets
○ Added additional entry points for Purrgil attacks, Pirate raids and freighter
convois
○ Edited Aargau map to not always have capturable trade stations
○ Sluis Van Space: made Dreadnaughts easier to capture
○ Nal Hutta Space: removed buggy planet prop
○ Fresia Space: moved defense station away from the attacker spawn
○ Azzameen station: added freighter destination
○ Hoth, Orto Plutonia Space: made map brighter, now you can actually see stuff
○ Corellia Space: fixed capturables sometimes already being captured
● Ground
● Ilum: added new map for Ilum
● Manaan: increased size of center landing zone, added secondary shield
● Byss: moved medium buildpads and added stuff for secret project
● Atzerri: fixed units getting stuck in landing zone
● Allyuen: moved one of the medium buildpads to prevent units from shooting
through terrain a lot
● Eriadu: fixed the map having to few positions for structures, added secondary
shields and generators, converted many obstructing forrests/hills to infantry
walkable
● Lok: added additional generators, secondary shield, more landing zones and a
small city with pirates
● Yaga Minor: fixed bug where units couldn't deploy on the beach
● Nal Hutta: fixed transports not deploying at right defense position
● Kessel: added additional shield and generators
● Saleucami: added more structures
● Kamino: added secondary shields and generators
● Tatooine: added additional Shields and Generators
● Fresia: added additional shields and generators. Added shalllow water between
islands
● Bakura: changed layout and added secondary shields/generators
● Sluis Van: added secondary shields/generators
● Rhen Var Ground: fixed z-layer fighting on a prop
● Mygeeto Ground: added new infantry only path and secondary generator
● Naboo Ground: expanded map, added new paths, change structure positions,
added secondary shields
● Felucia: Added Acklays and more Sarlaccs, added secondary shield and power
generator
● Updated Iridonia, Malastare, Ord Mantell, Rhen Var, Bespin with multiple shields
○ Kamino Land: fixed bunkers not showing up
○ New bigger Kessel Map
○ Added more structure slots to Ryloth/Rattatak Map
○ Bastion Land: added new LZs and secondary shields
○ Aridus Land: added new LZs and shield generators
○ Adumar Land: added new LZs and secondary shields
○ Anoat Land: added new LZs and secondary shields
○ Concord Dawn: added new LZs and secondary shields
○ Atzerri Land: added new LZs and secondary shield
○ Allyuen Land: added new LZs and secondary shields
○ Scipio Land: added secondary shields
○ Anaxes Land: added secondary shields and new LZs
○ Orto Plutonia Land: added secondary shield and LZs
○ AetenII Land: added multiple generators and new LZs
○ Abregado Rae Land: added secondary shield
○ Orto Plutonia Land: reduced light, now you don't need sunglasses to play
anymore
AI Updates
● The AI can now sell ground and space structures to adjust to changes of frontline,
desires to build specifics things, such as tech
● SpaceFreestore will exit early if there's no forces on the battlefield, increasing
performance in battle
● Increasing amount of raid units the AI can bring in their raid force
● AI now waits after each tech to construct the next one
● Potential fix for AI lag, realted to capturing secondary objectives
● Make AI not prioritize units inside obstacles (Asteroid, Nebulas, Ion Storms) to prevent
them from flying into them as much
● Adjusted build space units to have less capitals and cruisers, making the AI built more
smaller units
● AI will now keep fast close range ships moving while attacking their target, making them
more slippery and harder to hit. They will also keep their optimal attack distance that way
and fly to the sides of their target, preventing ships like ISDs to shoot all their projectiles
at them
● Lowering desire for ground defenses
● Lowering desire for Warehouses, forcing AI to always get the correct warehouse
● Editing defensive rush perceptual to handle orbital/bombing runs better
● Editing space tactical freestore to defend turrets/secondary structures only at a limited
range (so AI doesn't sit at their base)
● Added an AI plan to sell ground buildings if they currently desire to build a tech building
but do not have ground slots
● Fixing some ground AI logic for bringing in reinforcements, AI should hopefully bring in a
mix of units and not infantry first
● Ground Skirmish AI build plan similar to space plan, should build all units now
● AI will now use their Mobile Space Stations to guard other units correctly
● Attempting fix for secure victory control point AI ground script (did not count any of its
reinforcement point variants in GC)
● Adjusting contrast types for AI attack scripts (less increase so that concurrent attacks
happen faster)
● Adjustment for building ground production desire (should help more than one production
building be allowed on a planet, removes more than 1 defensive building as
requirement)
● Increased difficulty adjustments for Hard mode, was nerfed a bit too much
● Added more checks for not allowing to building more tech when a similar tech is already
being built for AI
● Optimising Ground Freestore to exit when no units are present
● Fixed AI using capture script against deployed turrets that are not capturable, removed
behavior in campaign to try and take over turrets that already have a child built on them
● Move Army script will now also include enemy units to prevent situations where AI does
not move out of landing zone if no structure exists for player
● Equalizing Empire/Rebel difficulty adjustments
● Adjusting AI teching behavior
● Wait time no lower overall, is overall lower on higher difficulties
● Made AI not do a forced wait, if they are behind the player tech wise
● Added some variance to tech, so not all techs are started at the same time
○ If AI has 3 times the money needed for tech, its current income is ignored when
deciding if AI should tech
● Fixing AI sending fighters to deployed satellites
● Non-combat ground and space buildings will no longer be victory relevant.
● Hopefully fixed an issue that could sometimes result in AI getting stuck not teching
anymore
● Increased AI knowledge of defense fleet power to make AI send more stuff
● AI will smuggle and corrupt more reliably again
● AI now more effective at assassinating freighters
● AI will wait a bit before killing smugglers, so player gets more out of them
● Warlords don't retreat anymore
● AI will now initially move its fleet towards capturable ships. On defense only if the AI
does not have defensive structures.
● AI will no longer suicide rush their ships into asteroids, if the enemy they want to attack
is inside one
● Defensive Rush and Capture Landing zone scripts are now much more limited for AI on
ground defense
● Make AI only capture satellites if on defense and not yet in aggressive mode
● Increasing forces AI send to conquer AI planets to lower losses of attacking AI
● Allowing Minor AI to build space units and ground units (will only do it if they have
offensive budget)
● AI Raids way more common now
● AI will not attempt to capture build pads in space if they do not have enough money to
build anything
● Ai should no longer attempt to capture space build pads if they built something on it
already
● Fixed Interdictor structures to have AI use the ability
Bug Fixes
● Bugfix Empire Hoth story arc: Taking Hoth before conquering Allyuen leads to being
stuck, because the objective to take Hoth has not been issued yet, while the event
completing the objective has already fired. Solution: Vader now needs to be deployed to
the ground of Hoth to complete the objective and the completion event now has the
objective as a prerequesite.
● Bugfix Empire Hoth Story #2: Due to the trade route between Sluis Van and Mustafar,
the player can circumvent Allyuen and move to Hoth directly from Mustafar.
Solution: Hoth is now locked after entering Allyuen or Mustafar and can only be unlocked
by Ozzel after getting the objective to take Hoth.
● Bugfix: Empire Maw Tactical Mission
Black Sun retreat is now disabled.
● Bugfix: In the web campaign, the game crashed when triggering the Kalee tactical battle
● Removed the "This planet can build Mining Faciltities"-text from Atzerri.
● Fixed the issue that defeating the Hutts ends the campaign even with major factions still
be alive.... Maybe?
● Satellites now despawn if the owner is not defender at start of the battle
● Added script to check, if a ground building is part of the faction, if not, despawn
● Mortar turret shouldn't fire at aircraft anymore
● Fixed Weapon, Engine, Tractor, Explosion SFX preset balancing
● Fixed HWKs only spawning one turret when using autofire (and for AI)
● Fixed fires not moving with the movement of ships
● Fixed TIE-Bomb not exploding in Nebula
● Fixed HyperV shield impact missing particle
● Fixed Ground to Space weapons not shooting on a variety of maps
● Fixed Tagge Tractor Beam
● Fixed bombing run fighter escort breaking
● Fixed Hutt droid company spawner, now AI will actually land them
● Fixed some Force Whirlwind and Force Lightning death clones
● Fixed the Special Offer mission for black sun to check for Xizor, Bib Fortuna added as
alternate hero
● Fixing AI controlled freighters not moving
● Moving the infantry that spawns special units down to the bottom of the company so the
extra spawns don't get stuck in buildings, moving the special spawned units to the
building garrisons in equal amounts to the infantry that spawns from it.
● Hopefully getting AI garrisoned into transports
● Additional logic to building ground and space defense structures, making sure AI doesn't
overbuild defenses on non enemy connected planets
● Healing no longer applies to C3po and r2
● Possibly fixing Luke Xwing/Moldy Crow being used by AI
● Fixing missing kimogila hardpoint
● Fixing rebel ionizer infiltrators not shooting
● Fixing Era Advancement Tech being buildable in story GCs for Empire
● Fixing a bug with defense fleet still spawning a unit that it was actually unable to give
● Fixed some bugs with Corellian units allowing wrong variants to be built for different
factions
● Fixing odd logic in RetreatPlanGround when they do not have a captured landing zone
● Fixed Underworld faction not having story in Web GCW campaign
● Fixing Defense Fleet sometimes not spawning
● Space obstacles (asteroids/debris/nebulas/ion storms) no longer have a health bar when
mousing over them
● Fixed Underworld and Empire Interventions crashing on Hunt Shipyards
● Trying fix for Rebel Hunt Shipyard mission to prevent AI selling or AI destruction from
counting towards the mission (NEEDS TESTING)
● Fixed HWK Turrets going off to early
● Fixing minor factions not spawning in random GCs
● Fixed XX-777 being unbuildable, now buildable from a Ship trader at IG Tech 3
● Fix some incorrect texts/rewards for setting up black markets, now the dealers should fit
the description
● Fixed AI not properly deleting space structure dummies when selling
● Fixed double BS palace on tatooine
● Fix warehouse script, now AI will always get the right one
● Fixed Nal Hutta/Geonosis skydome, now lower resolution
● Fix tech switching for Underworld not deleting structure dummies
● Fix SFX for building Hutt Palace to be underworld
● Hopefully fixed Beasts attacking Air units
● Fixed Executor not being locked after failed KDY demand
● Fixed stats on L-2783 and Slaver Dropship
● Fix special case in Mon Cala mission resulting in 2 Mon Mothmas
● Fix description of XQ Combat station
● Fixed underworld filters breaking after lost ship dealer war
● Fix IG Tech instantly despawning and being weird
● Fixed IG units being tech required not the tech building
● Fixed IG units ground popcap values
● Added Grand Arena to all planet descriptions, that can have one
● Added Refit Acclamator/Venator upgrades to all price reductions and unit filters
● Fixed Niles being buildable multiple times
● Fixed a filter crash after shipdealer war reactivates ships
● Added security check to potential breaking part of filter system
● Fixing some various ground AI script taskforces
● Fix shipdealer war crashing the filters
● Locking refit upgrades when refit units are locked
● Fixing incorrect ship dealer locks/ship dealer bonuses
● Additional fixes to the kyber mission crashing
● Fixed health bar sizes of B2/Pirate speeder
● Adjusted collision box of skiffs to hopefully make their movement better
● Fixed colorization of Underworld R41 texture
● Fixed Ession description, now builds ship trader, tank dealer and arms dealer
● Fixed incorrect countdown color on Alliance NR tech
● Fixed Wheel garrison
● Fixed Minefield Muzzle directions, it only shot to one direction before, now will shoot at
ships inside it
● Fixed Harrow SD MagPulse Missiles not shooting
● Fixed crash with neutral capturable stations
● Fixed hostile stations not spawning their squadrons
● Fix for NR Katana mission crash
● Fix for Noghri spawn house having infantry stuck in it
● Fixed Nightsister attack range
● Fixed revenant speeder not shooting up close
● Allowing minor factions to capture all secondary structures on ground
● Fixed Flak Turret Ability name on Neutral HWK squadron
● Fixed underworld starbase concussion missiles not always firing
● Salvage will now apply to hostile units
● Made Mandalorian Merc have full salvo instantly
● Fix shadow tear on twin blade
● Fixed Interceptor 4 Hero recharge time being to short
● Added planet info for Umbara/Azameen station special units
● Fixing Ace being buildable while he was assassinated
● Fixed Focus Weak Unit script causing units to not do anything
● Anoat no longer restricts ground units (FINALLY)
● Fixed CSA shipyard cluster rockets not firing
● Fixed Sensor Array space structure delete icon and text
Other
● Removed a certain word from the overwriting save games warning
● Unit icons have been brightened and are more readable