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- Quasar Defence Fleet spawns switched from garrisons to LUA scripts.
- Quasar Defence Fleet and Arkanis Sector Fleet flagships now spawn fighters.
- Kalani's Zeta Munificents spawn changed from garrisons to LUA scripts.
- Fortressa no longer requires a CIS world to be built.
- Recuscant Light Destroyer speed increased from 1.5 to 2, so it no longer makes AI fleets crawl towards your starbase.
- Fixed Sloane's missing engine hardpoint which made him enter the battle on fire.
Sloane using nuclear fuel engines to prove a point with melting reactors. Madman.
- Fixed typo in Third Ado Superiority Fleet (Rebel faction)
- Replaced loading screen text from "Remake 4.0.9" to "Remake 3.5 Revisited"
- Replaced main menu logo to a 3.5 Revisited version (Thanks to Luke Lasermaster for creating this for me!)
NOTE: There's been a few reports recently of game crashes in large, long-lasting battles. I believe this is caused by the game running out of memory. Since EAW can only use a maximum of 4gb of RAM, when it hits this limit it will crash. Unfortunately this is a limitation of the base game and can't be fixed via modding so there's nothing I can do about it.
- Fixed missing tooltip for Neimodia.
- Fixed AI having the ability to clone Sykes, Ackbar and Screed.
- Removed bugged fire range bonus from Trench and removed speed debuff to compensate.
- Removed non-functional invasion scripts completely, as they may have been causing FPS issues beyond tech level 5.
- Starbase AI combat value adjustments to better represent their strength when auto-resolving.
- Battlegroup command AI combat value halved as it shows in battle results twice, cost reduced from 15k to 10k.
- Reworked auto-resolve values to better match the damage both fleets would take in a tactical battle between 2 AI. Damage taken by the losing team during auto-resolve has been greatly increased and winning team increased by a smaller amount. This simulates the two teams fighting for a while and both taking losses before one side chooses to retreat with what remains. Previously, 95% of auto-resolves simulated a near instant retreat which rarely happens in tactical battles.
- Auto-resolve will prioritise weaker ships for destruction first, which will make losing more powerful ships or battlegroups less likely.
+ These changes to auto-resolve fix an issue where the winner was taking too many losses, allowing a single fighter squadron to kill capital ships and heroes. This allowed an exploit where a player sending waves of fighters at the enemy and auto-resolving spamming could take out entire fleets.
- Change to Lancer being buildable by Republic has been expanded - all factions can now cross-build the Lancer from Empire and Republic worlds. Republic, Warlords and Empire can build it anywhere.
- All Dreadnaught Cruisers except for pirate controlled versions have been switched to the Refit version for all factions. Empire and CIS versions have unique garrisons.
- Included CW Holdouts stat changes to the Geonosian Cruiser, Lancer, Dreadnaught Cruiser, Invincible Dreadnaught and Arquitens. Further details about the changes to these ships can be found on the above linked changelog.
- Some rogue planet abilities that have broken text were removed.
- Missing text on Golan 2 hardpoint fixed.
- Katana Fleet spawn script corrected.