STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
BigCheese256  [developer] Nov 29, 2022 @ 2:42pm
Space Battle and Unit Full Changelog and Overview
INITIAL RELEASE
29/11/2022

Changes affecting multiple or all units:

- View range of all ships increased to 20000, removing FoW entirely.
- Engagement range of all ships reduced by 300, so that they get more of their weapons on target. Weapon range is the same.
- Turn rate of all ships doubled so they don't go in such massive circles when told to turn.
- Active fighter garrisons have been halved for all ships to help with framerate, to a minimum of 2 fielded squadrons. The number of reserve squadrons was increased by the amount lost, so the total number of squadrons a ship carries is unchanged. For example the Titan Battlecruiser went from "TIE Phantom 6 (18)" to "TIE Phantom 3 (21)". Odd numbers were rounded up, so "Skipray 3 (6)" became "Skipray 2 (7)".
- Mass drivers can penetrate shields.
- Captain and Admiral bonuses were changed from +20% speed and +10% shields to +20% shields and +10% damage.
- Upkeep was removed from all units, and all tooltip text mentioning upkeep is gone.
- Attrition was removed from all fighters and text tooltips.
- Fighter stats have been removed from their text tooltips. They now show only number units in a squadron and what weapons they use.
- Hardpoint stats were removed from their text popup.
- All carrier ships that had upgradable garrisons in 4.0 now upgrade automatically when the tech level advances, and new carriers begin upgraded. Their new garrisons are shown in their tooltips.
- Battle pop cap was raised to 200. This is possible thanks to the FPS gain from lower fighter numbers.



AI Changes:
- AI no longer sees corvettes as targets to be escorted, which reduces the amount of fighters hanging out in the back.
- AI has become better at focusing fire on low health targets and shield generator hardpoints, and better at focusing targets they are strong against.
- AI has become better at retreating damaged ships, just as a player would do. Previously they always went to the map's NE corner, now they pull back behind their allies and a set distance from the nearest enemy ship. If defending they retreat behind their starbase. This is very powerful in both saving damaged ships and baiting you into it's allies.
- Starbases no longer block the AI's retreat, so you're not spending forever each battle shooting at a half-dead ion stunned Golan. Once the starbase has taken some damage or has no defenders the AI will retreat and the starbase will self destruct.



Battlegroups:

- Battlegroup Command had it's cost, weapons, text tooltips and garrison replaced.
- Battlegroup build time has been capped at 300 seconds, population cost capped at 150 and cost based on the total of all ships combined -20%.
- Battlegroup flagships will now sit far away from the combat usually out of weapon range behind their allies. Once the flagship is lost the whole fleet is lost, if it survives the fleet can be restored. This makes sure such valuable ships are kept safe.
- Battlegroup flagships are marked with their icon in battle and shown in the hero list.
- Battlegroups were adjusted for the new minor factions, with variants buildable by them added. Minor factions can only build their own battlegroups, while major factions can build minor faction battlegroups from marked planets.
- Imperial Escort Carrier was replaced in all fleets with the Ton Folk Carrier.
- Minstrel Yacht was replaced in all fleets with the Javalin.
- Acclamator was replaced in all Imperial variant Republic fleets with the Acclamator II.
- Warlord and Extremist versions of Empire and Rebel fleets have non-upgrading carriers.

- A new fleet, the Hutt Cartel Vanguard was added consisting of a mixed fleet of Hutt ships.
- A new fleet, the Quellor Sector Fleet II was added, replacing the Lucrehulks with Lucrehulk Battleships and Munificents with Recusants.
- EM4 Assault Fleet was pretty useless and now unbuildable.
- Imperial Open Circle Fleet no longer requires a Republic world to be built.
- Quasar Defence Force no longer requires Sullust to be built.
- Imperial Chandrila Defence Fleet no longer requires a Republic world to be built.



Empire:

- Buildable fighter roster changed. Most moved down by one tech level.
- Modular Taskforce Cruiser is removed (TL1 Tarkin keeps Havelon)
- Dominator missile jammer no longer prevents movement.
- Gladiator garrison auto-upgrades at TL3.
- Ton Folk garrison auto-upgrades at TL3, and again at TL4.
- Quasar garrison auto-upgrades at TL2, and again at TL3.
- All ISD-1 main battery turrets can now fire forwards.
- All rework submod Imperial Venator main battery turrets can now fire forwards.

- Golan 2 garrisons 2x Imperial II SDs.
- Golan 3 garrisons 2x Imperial II SDs and 1x Titan Battlecruiser.

- Arc Hammer now truly has infinite number of TIE swarms, but can still only field one.
- Mara Jade removed pending rework.
- Palpatine removed pending rework.
- Piett's Executor removed.
- Screed's fighter garrison upgrades at TL3, in line with other Gladiators.
- Tarkin now upgrades to an Allegiance SD at TL4.
- Tarkin was given Palpatine's cost reduction ability.




Rebellion:

- Buildable fighter roster changed. Most moved down by one tech level.
- Quasar garrison auto-upgrades at TL2, and again at TL3.
- Liberator garrison auto-upgrades at TL4.

- Golan 2 garrisons 3x MC-80s.
- Golan 3 garrisons 3x MC-80s and 3x Endurance carriers.

- Independence is now a respawning major hero from TL4.
- Liberty is now a respawning major hero from TL3.



Underworld:

- Buildable fighter roster changed. Most moved down by one tech level.
- Principality torpedo hardpoints are no longer targetable.
- Chelandion moved from TL3 to TL2.
- Quasar garrison auto-upgrades at TL2, and again at TL3.
- Corona Corvette removed (no memes allowed :D )
- Underworld Venator no longer requires a Republic world to be constructed.
- All rework submod Underworld Venator main battery turrets can now fire forwards.
- Aggressor turbolaser hardpoints are no longer targetable.
- Crusader Gunship no longer requires Mandalore to be constructed.
- Kedalbe Battleship no longer requires Mandalore to be constructed.

- Golan 2 garrisons 3x Sabaoths.
- Golan 3 garrisons 3x Sabaoths and 4x Aggressors.

- Durga is now a respawning major hero from TL4.
- Talon Karrde is bugged and was removed (broken textures).
- Underworld can now train Captains, commanding a Nebulon Hammerhead.
- Underworld can now train Admirals, commanding a Recuscant II.



CIS:

- Controls the reapers when the reaper invasion begins (they can't build them though)

- Golan 2 garrisons 3x Providence.
- Golan 3 garrisons 3x Providence and 1x Lucrehulk Battleship.



Republic:

- All rework submod Venator main battery turrets can now fire forwards.
- Secutor combat power and cost increased, per the Venator submod.

- Golan 2 garrisons 4x Venator.
- Golan 3 garrisons 4x Venator and 2x Secutor.



Warlords:

- Golan 2 garrisons 2x Imperial II SDs.
- Golan 3 garrisons 2x Imperial II SDs and 2x Allegiance SDs.



Rebel Extremists:

- Remade CSA, can build the MC-80 Home One class, but can't build New Republic ships.

- Golan 2 garrisons 3x MC-80s.
- Golan 3 garrisons 3x MC-80s and 2x MC-80 Home One class.



Hapes:

- Nebula SD and Endurance carrier buildable from TL4.

- Golan 2 garrisons 6x Battledragons.
- Golan 3 garrisons 6x Battledragons and 3x Nebula SDs.



Mandalorians:

- Effectiveness of Beskar plating reduced, reflect chance down from 30% to 15%.
- Can now build the Aggressor.

- Golan 2 garrisons 2x Kandosii.
- Golan 3 garrisons 2x Kandosii and 3x Keldabe Battleships.



Sith Cultists:

- Controls the Final Order when the FO invasion begins.
- Can build the most powerful and expensive battlegroup in the game, the Final Order consisting of 10 Xyston SDs. Was previously freely buildable by the Empire. Major factions can build this battlegroup from Sith worlds, alongside other Sith battlegroups.

- Golan 2 garrisons 3x Centurions.
- Golan 3 garrisons 3x Centurions and 2x Harrowers.
Last edited by BigCheese256; Nov 29, 2022 @ 5:15pm