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Een vertaalprobleem melden
○ Many space units have been given untargetable hardpoints, only the most
important weapons and subsystems are targetable. Weapons that are
untargetable are indicated in the unit descriptions between brackets [ ]
○ Drastically reduced the space unit collision for pathfinding, units will be able to
take up less space and path easier in close formations.
○ New Carrier Balance - We have designed new types of space carriers which will
each behave differently.
■ Strike Carriers
■ Endurance Carriers
■ Battle Carriers
■ Combat Starbases function as Endurance Carriers, Support Stations
function as Battle Carriers.
○ Overall ranges of space weapons have been expanded.
■ Close Range weapons have quicker fire rate
■ Long range weapons have slower fire rates but more accuracy.
■ Space Stations outrange every space unit but also have the slowest
firerates.
○ Complete Overhaul of all Space Units balance, weapons, health, movement, and
fighter complement stats.
○ Secondary Shipyards will no longer have the upgrades for additional defense
units.
○ Chandrilla will now increase costs of structures instead of limiting the types of
structures that can be built.
○ Standardized space armor passive repair amounts and rates. Repair amounts
are defined by the armor type, repair rates by the ship class.
○ Added proximity detonation to dumb fire rockets on ground.
○ Heavy space weapons (such as turbolasers) have a minimum firing distance and
no longer shoot at starfighters. Each ship now has some form of dedicated AA
weaponry.
○ Space Casinos now provide population increase, small credit income, and are
the new place for Underworld to recruit space heroes.
○ Random Pirate spawns in GC mode will now take into consideration the value of
the planet and spawn more units if it is of higher value.
○ New ground vehicle categories have been added (SmallVehicle, BigVehicle) to
better balance buffs/debuffs around the different sizes of vehicles. Large
weaponry should now hit small vehicles a lot less.
○ Freighters can now be assassinated by heroes.
○ Interdictor units will no longer infinitely use its ability, will now have a time
duration and cooldown before being able to use again.
○ Adding a wait time between removing corruption for AI, so they take a break
before removing subsequent planets based on difficulty.
○ GC AI adjusted to attack players more frequently, and target other AI planets
less.○ Core Overload ability fire rate has been increased, now that units are damaged
properly with the hull hp.
○ Units in bunkers will now have an Increased firing range.
○ Many outer-rim GC planets have had their ground and space structure limits
increased, as well as additional space structure slots.
○ Increased maneuverability of V-Wing Airspeeder, T-16 and T-47
○ Allowing ATDT cannon and Turbolaser to shoot through terrain
○ Thanks to the petroglyph patch, Unit Projectile inaccuracy is now fixed: MZ8,
MLC5, SPMAT, AT-DT, Dathomir Nightsister Hunter, Mortar Trooper, Grenade
Turret.
○ Ground unit reserves for defensive buildings now function like space stations.
They will have low active counts but a high reserve for infantry and small
vehicles. Large vehicles remain at only one wave.
○ Reduced build time of repair/bacta/sensor stations.
○ Adjusted Space AI which should make fighters used more effectively
○ Interdictors will now have an initial cooldown before they can use their interdiction
ability of 30 seconds when they are hyper spaced in. Interdictors also can not
indefinitely use interdiction and must recharge the ability. Interdictor Star
Destroyer can interdict while moving.
○ Ground Defensive AI should be much more mobile and may also rush your
landingzone if they detect you have less forces than them.
○ Reduced trade route income (50% reduction to low/medium credit income trade
routes. High income trade routes remain the same). You must now rely more on
credit income buildings and other methods of income.
○ Major buff to income for Rebel supply depot and manufacturing base. Because of
the tradeoff of not being able to build units, these buildings are now the most
profitable.
○ Made engines targetable on MC60, 70, 75, most MC80s.
○ Removed countdown from Independence/Allegiance
○ Pure percentage income structures changed to also include flat credit amounts
as a base to make them more worthwhile on planets with low income.
○ Cantina no longer requires Black Sun Outpost on a planet in order to be built.
○ Reduced Black Sun Outpost upkeep
○ Fixed Intervention Reward function (uses price instead of combat power now).
Any missions revolving around conquering a planet now gives larger rewards.
Missions to build structures had their rewards reduced.
○ Increased reserves of militia/civilians
○ Lowered frag grenade speed reduction from 0.8 to 0.25
○ ATAT health increase by 100 for all ATAT varrients
○ Super Heavy Armor type buffed slightly
○ Changed the encyclopedia text box and text sizes to fit all the brand new walls of
text.
○ Adjustments to planet locations to control hyperspace skipping: Yavin, Toydaria,
Aridus, Atzerri, Thyferra, Intersection 1.○ AI Cash Grants now have a correct delay between income drops. Nerfed
skirmish cash drop amounts
○ AT-PT Armor changed to medium, max attack range increased to 500, grenade
range increased to 550, grenade fire rate set at 13-14 seconds, removed autofire
script and ability