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AotR 2.9.3 Patch Notes

This document provides release notes for version 2.9.3 of AotR, listing numerous new features, units, maps, and bug fixes. Key additions include over 75 new space maps with unique gameplay elements, a new space tech system for Empire and Rebels, an era advancement mechanic for campaigns, and many new units such as the H-Wing bomber and Miy'Til bomber. Bug fixes address issues such as AI behavior in space battles and minor factions being unable to build freighters.

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0% found this document useful (0 votes)
141 views34 pages

AotR 2.9.3 Patch Notes

This document provides release notes for version 2.9.3 of AotR, listing numerous new features, units, maps, and bug fixes. Key additions include over 75 new space maps with unique gameplay elements, a new space tech system for Empire and Rebels, an era advancement mechanic for campaigns, and many new units such as the H-Wing bomber and Miy'Til bomber. Bug fixes address issues such as AI behavior in space battles and minor factions being unable to build freighters.

Uploaded by

Evan henderson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

Current Version

AotR 2.9.3

New Features
● 75+ new space maps with unique aesthetics, gameplay features and secrets! Be sure to
get some scouts and explore them well! Some features include:
○ Freighter Convoys to raid and defend.
○ Capurable neutral stations.
○ Obstacles with benefits/drawbacks.
○ Themed maps based on lore. Intersections now become unique named locations.
○ Space militia forces.
○ Hostile pirate space raids.
○ Capturable ships.
○ And many more!
● Completely new Space Tech system for Empire and Rebels! You can now choose to
tech into specific classes of ships
○ Multiple levels for different classes of ships: Small Craft, Frigate and Cruiser,
Capital ships and some special ones as well.
○ New space techs for both NR and IR era.
○ Construction of Space techs triggers a music event specific to the faction that
built it.
○ New Icons for all Space techs
○ Descriptions of Space Techs will list what units are unlocked. Unit descriptions
will state the building techs required.
● New Era Advancement Mechanic
○ Non-story campaigns have Era Advance upgrades that will advance your faction
from GCW to NR versions.
○ Era Advancement upgrades unlock in non-story campaigns after all highest level
space techs have been built. Available to build on the Palace of the Emperor
(Empire) and Intelligence Center (Rebels)
○ Story campaigns will change Eras automatically based on mission completion.
○ Era upgrades will now lock certain units/buildings for the NR on every campaign
where you can advance eras for the Rebels.
■ Becoming the New Republic removes income from Rebel Camps.
■ Rebel Tanks can now also be built from the New Republic factories.
■ Rebel Camps will not be buildable.
■ Many Tech 0 Rebel space units and some ground units are locked.
○ AI for Rebels and Empire will now need to build era tech after story missions.
● New GC Model for Iridonia
● Added Mayvitch Defense Troopers for Independent Forces
● Green Squadron is now purchasable in non-Endor story campaigns
● Made projectile interception effect of asteroids and debris invisible
● Unit specific animation sounds added: Bull Rancor, Uwing landing transport, Taun Taun
rebel trooper
● Added pauldron to Scout Trooper Sergeant
● Landos Lady Luck new ability: Lady Luck spawns in a random ship once per battle.
● New weapon SFX for:
○ Single Shot light and medium mass drivers
○ heavy repeating mass drivers
○ fang fighters
○ canderous tank
○ T1C, IDT, and AT-MAA Missiles
○ geonosian locals
○ wookie slug thrower
● Added upgrades for the Black Sun Acclamator and Venator to upgrade them to their refit
versions.
● New Units:
○ H-Wing bomber
■ The H-Wing Bomber is the heavier cousin of the more famous Y-Wing.
Equipped with a heavy laser turret for defence and capable of dropping
powerful proton bombs, the H-Wing can inflict devastating amounts of
damage, but is even slower and heavier than its predecessor. It also
needs to be operated by a three person team, making it quite crew
intensive for the constantly stretched Rebel Alliance. Thankfully H-Wings
can overcharge their engines, allowing them to escape unfavorable
situations.

○ Added Invincible Heavy Cruiser for CSA.


■ One of the oldest ships still in service during the Galactic Civil War, the
Invincible Heavy Cruiser is a lot less threatening than its size or name
might suggest. Whilst impressively bulky, its internal power management
is extremely poor, forcing it to be equipped with weak shielding and light
weapons for its size. Invincible’s are best used to absorb incoming fire
and to target smaller ships.

○ Added Victory II Frigate for CSA.


■ The Victory II Frigate was developed shortly before the Galactic Civil War.
Unfortunately for RHE, the Empire showed little interest in such a vessel,
and so most of the ships produced were sold to planetary defence forces
or the CSA. The Victory II is however an excellent escort ship, able to
both counter smaller vessels and protect the fleet from ordinance.

○ Added Miy’Til Bomber for Hapans


■ The Miy'Til Assault Bomber excels at carrying out swift bombing runs on
enemy ships. Despite being substantially larger than their smaller brother,
the Miy'Til Starfighter, they still possess impressive speed and
maneuverability. They also have enough space to house both a gunner
and astromech, making these craft both flexible and deadly.
○ Added Sail Fighter for Hapans
■ As the least militarized starfighter produced by Olanji/Charubah, the Sail
Fighter was equipped with a unique sail to increase its maneuverability.
Unfortunately, Sail Fighters aren’t the most powerful craft, and they have
to be deployed in significant numbers to be effective. Their usage of ion
blasters does however make them quite useful against shielded
starfighters.
○ New model for Miy’Til Fighter

○ Many New Freighter Units made for the space battle event!
● Skirmish Updates
○ Moved larger space skirmish build pad structures to the buildable space mine
locations. You can only build the larger buildings on the space mines.
○ Rebalanced difficulties of skirmish AI. AI should now be more in line with their
stated difficulty, as Normal AI was extremely difficult before.
● Enabling CorSec and Bakuran units for minor factions when the correct shipyard is built

AI Updates
● Increased weighting of starbases when calculating retreat, AI should retreat less now if
they still have a main starbase
● Making ships spawn in behind the friendly forces in cover to the enemy forces
● Lowered AT-AA Combat Power, so AI spams them less.
● Minor AI will respect planet limits when considering attacking minor factions and pirate
planets.
● Minor and Black Sun Faction AI will attack Major faction AI in random campaigns.
● Adding a move-army-raid for smaller raid forces to move off of the LZ.
● AI will keep destroyers in the back until battle has started
● AI will keep fighters on guard, if no good targets are near
● AI will use fighter escorts more reliably to focus down enemy fighters/bombers
● Burn Units space check for hostile forces, Evaluates if human force is the last remaining
force and reveals fog of war only then.

Bug Fixes
● Fixed Death Star being too close on all maps
● Fixed AI retreating in space battles more reliably and in more appropriate situations.
Especially when they have a defensive structure still active.
● Fixed AI not buying black market tech.
● Fixed B-wing Ion Blaster never firing.
● Fixed incorrect Ion Blaster space weapon stats.
● Fixed AI selling space structures, before they sold the structure on a random planet, now
it's the correct one.
● Fixed Twilek indiginous medic not healing.
● Fixed NR Corona Frigate not auto-casting its sensor jamming.
● Fixing minor factions not being able to build freighters.
● Delete units have stealth so you don't see enemy selling units, also shouldn't show up in
battle anymore.
● Fixed weird movement of some hover vehicles, where they move to the front before
moving back and stop moving way after the ordered location. The fixed vehicles are:
○ All Skiff variants
○ All T1 tanks
○ TX-130
○ T3-H
● Fixed Bulk Carrier to actually be able to shoot its Heavy Laser Cannons.
● Made Ion Storm and obstacle buff projectiles more consistent.
● Corrected price reduction and locking behavior for Corellian Battlecruiser and
Providence.
● Changed how affiliate to defender works to reduce initial lag on some maps.
● Fixed Stormtrooper Engineer model.
● Fixed Web Campaign not advancing era to NR after Endor for Rebel faction.
● Fixed Minelayer in nebula losing its meshes and ability to self destruct.
● Removed Home Ones as non targetables from regular death star.
● Fixed EI_Scouttrooper and EI_Snipertrooper bloated shadow mesh + other optimizations
● Fixing random core worlds campaign so that all starting planets are possible, Underworld
will no longer start with just one planet.
● Fixing Quasar loadout text for upgrade object.
● Fixing AT-DT not having a firing sound
● Fixed Tie Brute main turret firing arc, rotation speed, and vertical rotation to shoot
backwards.
● Fixed shadow mesh on Gian speeder turret
● CSA Golan 1 added, no more CSA TIEs
● Removed all hapan y-wings, replaced with Miy Til Bomber.
● Reduced scale of Lambda vehicle transport in space to half.
● Concord Dawn Ground: fixed bunker and terrain type.
● Reassigned some weapon SFX presets to reduce audio issues.
● Reducing the amount of particles used by nebulas harshly, should help improve FPS.
● Fixing filters unlocking heroes initially, that are supposed to be locked by story.
● Fixing Andal Sait weapon description.
● Fixed amusement station planet build limit to match description of 2.
● Fixed providence staying locked after failed ship trader war.
● Fixed Cash Drops in GC, was previously not working. Limited Cash Drops to one at a
time.
● Fixed skirmish cash drops to be one at a time.
● Reduced credit amount before cash drop triggers.

Balance Updates GC
● Rebalanced prices of many space units, generally CW units got cheaper, higher tech
units got cheaper
● Added rebel Toscan buildable on Azzameen Station.
● Rebel Heroes now require the space tech of the base variant of their ship.
● Increased respawn time for AI heroes
● Minor AI will now attack other Minor AI (includes Black Sun) when planet count
restrictions permit.
● Made Corellian Battlecruiser a main yard unit, Providence now buildable on the ship
refitter
● Added Amusement Stations to Underworld canon GC start to prevent players from
starting above popcap.
● Removed Pirate Raid corruption, replaced it with cheap Racketeering.
● Prototype mission now will use space tech to determine which units have not been
researched yet, and added some additional units as possible rewards.
● Refugee Escort now grants a random generic hero type unit instead of credits.
● Limiting minor factions from endlessly buying ground units when not able to attack
anymore.
● Reduced Rebel AI income bonuses.
● Made AI sell ground structures, if for example less defenses are needed.
● Super ships (Bellator, Executor, Piett, Arc Hammer) are only buildable on Fondor, Mon
Cala, Kuat, Yaga Minor and Sullust.
● Replacing Providence with Corellian Battlecruiser for starting random Black Sun fleet.

Balance Updates Space


● Rebalanced popcap cost of some space units, generally higher tech units got cheaper,
carriers, especially ones carrying bombers, got more expensive
● Better income for Black Sun from structures, increased income on Space Casino,
lowered price and build time of space casino, increase income of Cantina slightly, added
small income to Amusement station, made it more expensive than other factions popcap
stations
● Reduced damage of debris against larger ships, increased against transports
● Lowered damage to Anti-Turbo Shields by laser type weapons
● Reduced asteroid damage by 25%
● Made Nebulas not constantly jam missiles, added properly sized particle effects for their
jamming
● Units will better turn their units towards the enemy based on what weapons are
available.
● Nerfed armor level and shield recharge rate of satellite turrets.
● Made space mines stealth initially and unstealth if ships enter them for the first time.
● E-Wing target lock now correctly has double range on torpedo.
● Increased speed of planetary weapon projectiles to increase their accuracy.
● Howlrunners now in squads of 8, only unlocked in the NR era.
● Reduced automatic activation range on Project Shield ability.
● Increased shield amount of B-Wing from 40 -> 60, changed recharge type to average
charging instead of slow charging
● Rihkxyrk squadron size reduced to 4, including hero
● Removed Mag Pulse ability off of MC-60 and Harrow, now they automatically fire the
missiles.
● Made Kandosii a mid ranged ship of the line, changed the following:
○ Removed shields
○ 16000 Hull -> 22000 Hull
○ New Weapons: 2xHvy Dual TL, 5xMed Quad TL, 2xHvy 8-Burst Artillery RKT,
[4xLt Quad TL, 4xHvy LC]
○ New Weapons Merc: 2xHvy Dual TL, 5xMed Quad TL, 2x8-Burst Diamond Boron
RKT, [4xLt Quad TL, 4xHvy LC]
● Buffed Munificent
○ Made all Light Turbolasers fire in bursts of 2
● Rebalanced Acclamator
○ Reduced Shield by 500
○ Removed Lt TLs
○ Added second Assault Missile launcher
● Rebalanced Acclamator Refit
○ Reduced Shield by 500
○ Added second Heavy Assault Missile launcher
● Self-Destruct explosions will now leave a 3 minute defense debuff on anything in the
blast radius.
● Lowered damage of plasma missiles from 150 -> 120
● Rebalanced Cluster rockets to have more range but do less damage
● Buffed and polished Green Squadron, gave them pursuit ability
● Buffed Ace Azameen health for both his ships to match the falcon.
● Nerfed Nova Cruiser weapons, removed one Light close range Turbolaser, made the Ion
Cannons fire as 5 with a 2-Burst instead of 10 single ones
● Gave Bulk Cruisers Support Point Defense instead of Personal Point Defense.
● Nerfed Arquitens weapons (all duals are now single 2-Bursts)
● Buffed Providence health (Shield 9000 -> 14000, Hull 13200 -> 14000)
● Super ships now have starbase weapon range increase and fire rate decrease, Units
affected: Executor, Bellator, Mandator, Arc Hammer.
● Pure fighters (no anti ship ordinance) 25% cheaper, less popcap cost
● Bombers now 25% more expensive, more popcap cost
● Added Gunship Category to Dornean, Gozantis, IPV-1, Warlord. Gunships will not be
shot at by turbolasers, still have the same debuffs as corvettes, should make them a lot
more survivable.
● Proton Bomb changes: Less Splash and damage, no longer tracking, more inaccurate,
longer recharge, faster projectile speed.
Overall bombs arent killing ships as easily, but spread out nicely and blowing up multiple
hardpoints at once
● Gave Sabra, Millenium Falcon CoPilot Bonus
● NebB2 loadout update: 4xHLC and 4-burst assault missiles
● Fixed fire rate of AT-ST grenade full salvo + new ability name
● MC40 Ywing squadron reduced to flight
● HUOBA NEVA new carrier loadout
● Made Minefield stick around longer, do less damage
● Removed T-Wings from MC80 Justice, A-Wings from Silent Water
● Sabaoth rebalance, now a Close range stunner/destroyer.
● Making BS Presence only increase FOW of all units by 50%.
● Mere Cruiser Nerfs (Medium Armor, less shield strength)
● Nerfed Captor Armor and weapons
● Changed the ship class of the Vengeance to a Cruiser.
● Switched ability of TIE-Interceptor from Burst Fire to Power to Engines
● Increased Duration of Overcharge Reactors, increasing damage projectiles do while
Overcharge Reactors is active
● Space Pop cap set to 220.
● Changed Debris Obstacle effect:
○ Lowers defense of Fighters, Transports and corvettes inside them by 30%
○ Very little damage.
○ Intercepts all projectiles at a high rate

Balance Updates Ground


● Removed destruction survivors from regular buildings except the prisons.
● HTT now has Ion Cannons and Heavy Howitzers.
● Increasing fire rate of T1-A grenade launcher.
● Nerfing AAC rocket fire rate and ability.
● Reduced Gian Speeder health from 200 to 150.
● New abilities for ground vehicles:
○ AT-ST now has Full Salvo for grenades
○ AT-ST/R now has stability fire
○ T1-B has overcharge shield
○ T1-C has swap to Smart Fire Missiles
○ V-25 now has turbo
○ T3-H now has defensive shield
○ T3-B now has brace for impact
○ T4-B now has power to weapons.
● Increased range of infantry disruptor rifles.
● Made all weapons have inaccuracy against Walls
● Ground massdrivers accuracy nerfed against non-air units.
● AA laser does more damage against AA shields, AA shields only good against infantry
weapons.
● Lowered repair rate of Landing pads to 20% of previous value
● Increased speed of SAM missiles.
● Changed Flak on ground, has combat mod, less damage, more constant fire rate instead
of bursts.
● Adding speed increase to overload shield ability.
● Fatal was raging about getting too much credits from map placed turrets salvage so now
its 10 credits on destruction. Thanks Fatal.
● Adjusted taris ground map.
● Updated yaga minor ground map
● Buffed infantry Z6 repeater Fire Rate and pulse count

Previous Versions

AotR 2.9.2 Hotfix Patch Notes

Bug Fixes
● Added behavior for AI to use the XTS Minelayer Deploy Space Mines ability
● Made Minefield unselectable
● Fixed XTS Minelayer starting with self destruct disabled if not spawned instantly
● Made pathing pass around obstacles more
● Fixed descriptions of AAF 2, Kiltrin
● Changing guard range of AT-ATs to maybe prevent them from running of on their own
● Fixed MPTL not firing
● Changed firing sound of MAL and MPTL to the one it used to have with hardpoints
● Fixed BS Flamers being able to use flamethrower while being stealth, now they will
unstealth if using the ability

Balance Updates Space


● Reworked Corellian Battlecruiser weapons and shield type, now more medium turbos
and barrage rockets and Anti-Turbo shield
● Reduced damage multiplier of lasers/laser cannons against Anti-Turbo shields
● Lowered speed of all mobile stations
● Removed light torpedos from the Action IV Transport
AotR 2.9.2 Patch Notes

Bug Fixes
● Made AI prefer building smaller units like frigates, corvettes and fighters more, should
result in more balanced fleet compositions
● Fixed AI on ground to put units into bunkers and leave bunkers if appropriate
● Fixed an issue causing AI to not tech up sometimes
● Fixed Underworld Starbase Level 1, Rebel Starbase Level 2 and 3 over performing in
autoresolve
● Fixed an issue that sometimes resulted in Orbital dummies not despawning properly
● Fixed overpowered Kedalbe tank projectile when deployed
● Fixed Space Casino Garrison not spawning
● Fixed issues with Mere, fixed autofire
● Added new units to Black Sun Dealer bonuses/discounts
● Fixed TIE-Scout/Longprobe in Skirmish
● Fixed AI not building freighters
● TX225 object script optimized to sell at shorter range, and only against range of ground
units (excluding aircraft and buildings)
● Fixed prisoners being neutral
● Fixed Obstacle radius of asteroids debris, should stop AI flying into them as much
● Fixed some distances units move to before positioning themselves for attacks, should
generally keep units at more distance when ordered to attack
● Fixed Assault Missiles of Kimogila shooting out of the middle of the map
● Made AI more likely to retreat in space if they have no more defensive structures left
● Fixed Action IV Freighter Icon
● Made Battledragon and Royal Battledragon unable to fire their rockets at fighters
● Fixed Death Troopers getting stuck leaving the Moffs Palace

New Features
● New Space Units
○ Alliance Assault Frigate MK2 - Cruiser for New Republic, bulky, forward facing
weaponry
○ Kiltrin Frigate - Frigate for Hutts, unshielded, turbolaser weaponry
○ Krayt Gunship - Gunship for Hutts, carries Ion Stunners, barrage rockets
○ Warlord Gunship - Gunship for Hutts, carries heavy lasers and point defense
(Thanks to DT Team!)
○ Crimson VSD II - Red version of the VSD II, used by warlords over Dathomir
(Thanks to DT Team!)
○ XTS Mine Layer - The XTS Container Transport was one of the most common
freighters during the Galactic Civil War. Its cargo capacity and decent defensive
ability against small pirate groups resulted in great success, making Xizor
billions. Besides carrying cargo, the XTS Container Transport was also used to
lay down highly explosive minefields to lock down areas of space, forcing
enemies to only attack from certain directions. If the situation called for it, the
mines could also be self destructed remotely, allowing the small crew to escape.
When units are in minefields they take huge amounts of damage. Minefields will
lose health over time as they do damage and eventually run out of mines.

● New Ground Units


○ Gungan kaduu rider for gungan militia (Thanks to DT Team!)
○ SP9 tank - Independant forces and CSA, light anti infantry vehicle (Thanks to DT
Team!)
○ Hutt Security Droid - Hutts, elite melee and suppression unit (Thanks to DT
Team!)
● New Sensor Array Station, reveals the fleets and ground units of nearby systems
● New Music for all 3 factions, GC, space, ground battles
● Made AI sell space structures in some cases to prevent them from being unable to build
Tech
● Adjusted AT-DP walk animations
● New model/Voiceover for Black Sun Bloodstar
● Gave Vaders 501st units Clonetrooper VO
● Empire Hoth Story spawns regular ISD1 as replacement for Ozzel after conquering Hoth
● New Vehicle Repair SFX
● Lowered Infantry Heal SFX
● Made turrets of Magnetar and Lictor move
● Made Executor in Rebel Endor mission unkillable until the mission to kill it is given to
prevent softlock
● Added different skins for V-25 depending on terrain (Thanks to DT Team!)
Balance Updates GC
● Reduced Underworld starting forces in Core campaign, added MC75 to rebels
● Made Hutts able to build Gamorrean Guards everywhere
● Removed stealth from rebel freighters

Balance Updates Space


● Increased Ranges of Anit-Fighter weapons
○ Point Defense 1000 -> 1400
○ Lasercannon 1200 -> 1600
○ Flak Lasercannon 1500 -> 1800
○ Heavy Flak Lasercannon 1750 -> 2000
● Changed the Co-Pilot Bonus to increase range instead of accuracy
● Removed the Proton Bomb ability from all units having it, instead they fire them
automatically
● Reduced reload time of proton bombs
● Made Cluster Rockets only shoot at fighters, bombers and transports
● Made the IPV-1 a hunter using heavy lasers and assault missiles
● Removed beam from hutt variant of the Mere
● Shortened beam range on the Black Sun Mere
● Fighter self heal (astromech) nerfed
● Added new shield types to make sure Ion Storms damage bigger ships more
● Quasar carrier has changed it’s loadouts to become more specialized
○ Strike Loadout -> 2/2 Xwing squadrons + 1/0 Uwing squadron
○ Bomber Loadout -> 2/2 Ywing squadrons + 1/0 Bwing squadron
○ New Republic Loadout -> 2/2 E-wing squadrons + 1/0 Kwing squadron
● Lucrehulk has changed its loadouts to contain a swarm of low tech fighters.
● Recusant shield now fast charging
● Increased hitbox size of the A-Wing
● Increased hitbox of Miytil
● Increased health of Cutlass (15 Shield -> 20 Shield, 15 Hull -> 20 Hull)
● Increased Health on Freefall Bomber (50 Shield -> 80 Shield, 100 Hull -> 160 Hull)
● Removed Heavy Proton Torpedoes from Freefall
● Removed Proton Bombs from Scurrg, replaced Medium Torpedoes with Heavy
Torpedoes
● Lowered Health on TIE-Phantom (20 Shield -> 15 Shield, 30 Hull -> 25 Hull) , increased
sensor range (2000 -> 3000)

Balance Updates Ground


● Removed switch weapons abilities from all ground vehicles, instead they fire them
automatically
● Increased time between shots on all vehicle grade weapons on ground, should make
units with multiple weapons a bit weaker
● Ground Anti Air damage type does close to nothing against non-air units (to prevent
random AA deaths on ground troops)
● Buffed accuracy against vehicles and fire rate for ground turbolaser weapons
● Increased range, lowered recharge on Disruptors
● WLO-5: Now has 1xLight Lasercannon, 1xDual Blastercannon, lowered health from 300
-> 250
● T-16: Added repeating Ion Cannons
● MZ-8: Replaced Heavy Lasercannon with 1xHeavy Disruptor Cannon
● Made MAL and MPTL Rockets not fly into Terrain
● AAT: Removed Shield
● TX-130: Made beam anti tank only
● Increased Health on the following units:
○ AT-ST (200 -> 250)
○ AT-ST/R (250 -> 300)
○ AT-DP (175 -> 200)
○ AAT (250 Hull -> 400 Hull)
● Lowered Health on the following units:
○ Skiff (200 -> 150)
○ WLO-5 (300 -> 250)
○ AAC (200 -> 150)
○ Kedalbe Tank (750 -> 500)
○ TX-130 (350 Hull -> 200 Hull)

AotR 2.9.1 Patch Notes


● Bug Fixes
○ Fixed Vader/Iblis Popcap in space
○ Fixed Armytrooper Medic Heal effect
○ Fixed ISD2 Fighter Upgrade
○ Noghri being always buildable has been fixed, now the mission will enable them
correctly
○ Fixed the incorrect usages of IsOwner on planets and tactical (fixed some AI
functions that used to break)
○ Galactic Empire Endor Chain: (Hopefully) fixed an issue where the Death Star
wouldn't spawn after winning the Tactical Mission.
○ Empire Endor Tactical Mission: Reenabled regular victory after receiving the
"Destroy all remaining Rebel Capital Ships"-objective.
○ Fixed an issue where the hint to put units at Endor during the Empire Death Star
Story arc to protect the Death Star construction side would not show in case you
failed the scouting mission.
○ Turned off min range attack distance for space turbolasers. Should help with
units moving away from their attack target.
○ Temporarily reverted Ground tree/ground cover props that were causing FPS
drops on ground maps. We will investigate at a future point to come up with a
more performant solution.
● New Features
○ Space Station Defense Fleets are now randomized and based on current space
tech level/era
■ There are three levels of defense fleets that coincide with the level of the
main starbase/shipyard built. The fleet size will increase with defense fleet
level.
■ The defense fleet will have the ability to spawn in newer tech units as
more space techs are built or if the era changes to New Republic.
○ Space Obstacles have been overhauled to have new gameplay mechanics. The
four obstacles we have in the game right now are Asteroid Fields, Debris Fields,
Nebulas and Ion Storms. Those obstacles were usually better to be just avoided,
as they had only downsides, except for hiding transports in them or moving
corvettes/fighters through them. We want to make them have advantages and
disadvantages, so that sometimes its just better for you to be inside an obstacle.
Here are the effects for every obstacle:
■ Asteroid Fields
● Increase defense by 25%
● Damage the hull of units inside them, bigger ships usually take
more damage from asteroids, making them ideal hiding places for
fighters, corvettes and frigates
● Asteroid fields have a passive point defense system that will shoot
down any projectile going through them, simulating ordinance
hitting asteroids. Bigger asteroid fields can shoot down more
projectiles.
■ Debris Fields
● Increase defense by 10%
● Damages hull of units inside them, smaller ships take damage
from them more often, making them very dangerous for fighters
and corvettes, while capital ships can traverse them without
trouble
■ Nebulas
● Jams all torpedo, rocket and missile weaponry
● Disables abilities of units inside them
■ Ion Storms
● Increase fire rate by 25%
● Damages shield over time
■ Additionally to these effects, all obstacles lower the FOW of units inside
them, some special units like scout ships (Longprobes, TIE-Scouts,
ARC-170) are excluded from this.
■ Besides these gameplay changes, the Nebulas and Ion Storms have also
gotten now visuals, making it easier to distinguish them and just making
them look better.
○ New textures/particles for space fires.
○ Re-added Chimera painting to Thrawns ISD.
○ Black Sun Space Ship Changes:
■ Added the following new units for Black Sun:
● Longhorn - A new main dockyard unit for the Black Sun, comes
with a broadside of Heavy Laser Cannons perfect for destroying
corvettes and frigates. The Longhorn Escort Frigate is a very old
cargo ship, developed prior to super carriers like the Captor and
Lucrehulk. Their low cost made them attractive to smaller
businesses, spreading Longhorns even to the most separated
areas of the galaxy. Over time Longhorns have been captured by
pirates and transformed into battleships, removing their cargo
holders and replacing them with weapons instead. Especially in

more primitive areas of the galaxy one is likely to encounter a


band of pirates using a Longhorn as their command ship.
● Lictor - The Lictor Dungeon ship was once used by the
Mandolorian Neo Crusaders to transport prisoners, even Jedi. It
avoided the use of shielding to be harder to detect by sensor
systems and relies purely on its excellent armour for defence. If
there ever was a rescue attack launched at a Lictor, it could take
on other cruiser with its turbolasers, while smaller ships didn't
have enough firepower to destroy the blastdoors protecting its
hangar bays.

● Captor - Developed prior to the Clone Wars to serve as an armed


cargo ship for the Trade Federation, the Captor Carrier was often
seen as the little brother of the Lucrehulk. It offers enough space
to house multiple squadrons of fighters and equipment to sustain
them to make them a valid carrier to support smaller and larger
battlegroups. The high amount of automated systems also
reduces the need for big crews, making the Captor attractive to
pirates and private defence fleets. The Captor itself shouldn't pose
much of a threat to modern ships, but its size makes it durable
enough to deploy and support its fighters.

● Invincible Dreadnaught - The Magnetar Battlecruiser used to be a


mining vehicle. It was able to move gigantic asteroids with its
tractor beams and even do mineral extraction and storage itself. In
modern days with more powerful tractor beams and more efficient
solutions, the Magnetar has been made obsolete for the job. Still
existing Magnetars have often been refitted to serve as flag ships
of planetary defense forces or even pirates. Magnetars can take a
beating and have powerful enough reactors to power strong
weapons, but their shielding and movement is not up to modern
standards.

● XTS Mine Layer - The XTS Container Transport was one of the
most common freighters during the Galactic Civil War. Its cargo
capacity and decent defensive ability against small pirate groups
resulted in great success, making Xizor billions. Besides carrying
cargo, the XTS Container Transport was also used to lay down
highly explosive minefields to lock down areas of space, forcing
enemies to only attack from certain directions. If the situation
called for it, the mines could also be self destructed remotely,
allowing the small crew to escape. When units are in minefields
they take huge amounts of damage. Minefields will lose health
over time as they do damage and eventually run out of mines.

■ Removed Corellian Destroyer and Liberator from Black Sun Shiptrader.


■ Moved Interceptor IV, Mere to Trader.
○ MC80 Justice now has a new ability: The combat bubble shield! The Justice can
overpower its shields and project a bubble that will protect nearby units, however
any damage that hits it drains the Justices shields. Units and shield piercing
projectiles can pass through and deal damage. It replaces it’s fighter supplement
ability.
○ Reworked Y-Wing model, changed shadowmesh and added speculartexture to
normalmap.

○ New Y-Wing Longprobe model.

○ Added new manaan and reworked concord dawn ground maps


○ Updated and optimized X-Wing model and shadowmesh, fixed Sfoil animations

○ New AAF-1 model with death animations


○ Lady Luck added as a space transport to Lando
○ New Carrack model

○ Gave space defense structures build limits per planet


○ AI optimization by turning some units to neutral, reworking some units to only
have the correct affiliations
○ Changed some VO's of Sundered Heart from Captain Antilles to Leia
○ Changed Underworld campaign starting units to the main starbase ones
○ Lando has a new Charisma ability that converts non-droid infantry to fight for the
rebellion.
○ Akbar is now buildable in non-story campaigns.
○ MC80 Independence available after Space Tech 2 in non-story campaigns.
○ Mon Cal Negotiations mission unlocks MC80 Independence, Build limit of 3.
Requires Space Tech 2.
● Balance Updates
○ Y-Wing Longprobe is much faster in combat.
○ Reduced income of Empire asteroid mine from 500 to 400
○ Ships with Ion Torp ability now do it automatically (ability has been removed)
Affects: WildeKarrde, MC75, Corsec Frigate. Full Salvo now improves fire rate of
ion torps.
○ Dropped the Refit Ventator health back down to regular venator health
○ AI planet attack restrictions have been redone to be modular per campaign.
■ There are now two types of planet attack restrictions:
● Planet Limit Restriction (AI will stop attacking any planet after they
control a certain planet amount)
● Against AI Restriction (AI will not attack any other AI controlled
planet)
■ Minor AIs will have both restrictions placed on them in all campaigns.
■ Underworld AI will have the Against AI Restriction in story campaigns.
○ Reduced Boba Fett health and beskar no longer applies to small vehicles
○ Added additional defenses for Rebel AI to Muunilinst and Rhen Var on the main
campaign
○ Heavy Corellian Corvette: added blockade run ability (removed overcharge from
Black Sun version)
○ Heavy Corellian Gunship: replaced assault missile with heavy barrage rocket
○ Minor factions have a build limit for the total amount of space units they can build
with the build space units AI plan. If they are mounting an attack, they will still
build units towards that goal.
○ New Overcharge Reactor Balance (shorter ability time and cooldown but less
damage taken per use, also changed the fire rate from x10 to x4)
○ Created a large version of fighter supplement for large ships, adjusted abilities for
shorter cooldown, increased deployment range
○ Starviper buffed to 35 hull (like vanilla again lmao)

AotR 2.9 Hotfix 3 Patch Notes


● Bug Fixes
○ Fixed massive errors regarding Light CR Turbos, that caused them to do 4.5
times their intended damage
○ Empire Endor Mission final mission objective can be completed again
○ Reverted Medic and Engineer healing,
○ Fixed heavy Corellian frigate not spawning fighters
○ Fixed Golan 2 Tractor beam
○ Fixed an issue, where prematurely conquering Ord Mantell in the Web
Campaigns wouldn't trigger the Zaarin story arc
○ Fixed high level upgrades on lower level starbases
○ Fixed Etti Cruisers turrets
○ Added some units to bombardement (Rebel/Underworld Star Destroyer, Andal
Sait, Kalani)
○ Changed respawn time of Zekka when buying stuff of the Black Market, so that it
does not cause a rescue
○ Increased scale of Moffs Palace in battle
○ Removed death clone animation from the Corsec Frigate, which was way too big
○ Text Fixes
● New Features
○ Rework in the "Deploy Death Squadron"-part:
■ Player is only supposed to spawn in the Executor now
■ After Executor spawned, 7 ISD/VSD/Gladiators are spawned at certain
locations from the reinforcement pool, 1 Allegiance is spawned in for the
player
○ Gave Dodanna Pursuit rather than Power To Main Batteries
○ Gave Bel Iblis remove corruption
○ Added a new warning for overwriting saves, added more explanations to the save
game screen, centralized the header
○ Gave Vader Sword Throw as his second ability
○ Gave Urai stun grenade, replaced Stun ability with Sprint
○ New Flora for Ground, such as trees and stones
○ Added Chimera Painting to Thrawns ISD
○ New Dreadnaught models
○ New space fires
● Balance Updates
○ Space Defense Structure prices and upkeep increased by 50%
○ Nerfed Bonuses the Black Sun and Minor Factions get
○ Lowered starting income for minor factions in Full and GCW campaigns
○ Reduced the amount of Corruption the Black Sun AI creates
○ Adjusted AI to build less Defense stations on planets behind the frontline
○ Extended range of repair of mobile support station
○ Lowered Black Sun station garrison
■ Removed 1 Mere from Level 2 and Level 3 Garrison
○ Made Tractor Beams not completely stop their target, but reduce speed harshly
○ Nerfed Point Defense abilities
○ Nerfed damage and penetration of Massdrivers
○ Nerfed fighter based ion cannon damage
○ Removed splash on miss from artillery rockets, lowered penetration of Artillery
Rockets, so Medium and Heavy Armor protect well against them
○ Increased the recharge of Space Structure weapons
○ Buffed Carrack Health, added 2 Light CR TLs
○ Added 6 Light CR TLs to MC75
○ Increased health on MC75
○ Increased Shield amount on all ISDs (ISD1, ISD2, Tector, Dominator and heroes)
○ VSD1 now has barrage rockets instead of assault missiles, lowered effectiveness
of Full Salvo
○ Increased firing arc of Venator sideguns
○ Increased effectiveness for Carrack/Strike Ion Barrage
○ Increased Shield amount of Alliance Assault Frigate
○ Replaced Recusant single CR TLs for dual CR TLs, Increased shield amount
○ Replaced MC80 Justice Supplement Drop for Power to Shields
○ Replaced Etti Cruiser Light LR TLs for 2-Burst Light LR TL
○ Nerfed HWK 290
■ Increased cost from 700 -> 1400
■ Increased popcap from 6 -> 8
■ Reduced speed, reduced turnrate,
■ Removed turbo
○ Globally lowered the damage of all Anti-Vehicle weapons on ground by around
25%. These include all Lasercannons as well as Rockets. The recharge of
infantry based rockets was also increased.
○ Lowered turret health and cost by 50%.
○ Made Vornskr hit Force users more reliable, making them more effective at taking
them out
○ Force Vehicle and Structure crush nerfed

AotR 2.9 Hotfix 2 Patch Notes


● Bug Fixes
○ Rebel Zhar Mission: Increased the distance you have to be towards the final
marker with the shuttle to make it easier to get out (maybe highlight-arrow is too
big?)
○ Fixed a Bug where the lua script of the empire endor mission would crash if you
destroyed all capital ships before getting the mission objective to do so.
○ Made Healer Units on Ground less prone to crashing
○ Fixed Space retreat, should now retreat on Normal again
○ Fixed Engine SFX presets in space, causing Assertions.
○ Removed Freerandom from Distributed List function for MP usage
○ Fixed Otana GUI Row
○ Fixed Liberation Radar Icon
○ Random Campaign Changes:
■ Fixing max count spawning, will no longer randomly spawn more than 10
ground companies and put them in space
■ Planets with no ground accessibility will no longer spawn random ground
forces in space
■ Increased starting forces per planet so the action can begin sooner
■ reduced starting credits
■ removed the advanced custom settings for random campaigns, would
cause weird tech problems (NR vs GCW era)
■ Decreased the chance for spawning a supporting space structure
■ Random starting forces will now correctly scale with difficulty (was broken
before)
■ Added option to dynamically start with more planets
■ Fixed some secondary space structures to only spawn the space
dummies for pirates
■ Fixed edge case where putting a bad unit into the spawn list would crash
the whole script, now protects against a bad unit, logs error, and
continues
○ Ackbar story was causing crashing on loading back into GC.
○ Fixed untargetable Mistress Shield Generator Hardpoint
○ Set Service Rate for Empire Endor Mission Lua Script to 0.5, to make sure all
Death Star shots at Capital Ships are being tracked.
○ If you haven't constructed the Death Star at the time the mission triggers, you're
losing the space station. The production speed reduction boost ability on
Jerjerrod apparently can't be activated, so we're just spawning the Death Star in
after a victorious battle for now.
○ You would get the Executor-defeated dialog before the tactical missions, when
we remove the Executor for Story purposes. Fixed that.
● New Features
○ Added Espo Shieldman Model
○ New Main menu overlay
● Balance Updates
○ Changing Damage type of HyperVelocity gun to Damage Heavy which reduces
damage increase against heavier armors.

AotR 2.9 Hotfix 1 Patch Notes


● Bug Fixes
○ Fixed untargetable/broken Mistress Shield Generator Hardpoint
○ Set Service Rate for Empire Endor Mission Lua Script to 0.5, to make sure all
Death Star shots at Capital Ships are being tracked.
○ If you haven't constructed the Death Star at the time the mission triggers, you're
losing the space station. The production speed reduction boost ability on
Jerjerrod apparently can't be activated, so we're just spawning the Death Star in
after a victorious battle for now.
○ You would get the Executor-defeated dialog before the tactical missions, when
we remove the Executor for Story purposes. Fixed that.
○ Adding missing units to filters
○ Adjusted incorrect space techs on certain space units
○ Empire Liberator fighter loadout spawns fixed
○ Bugfix (hopefully): AI wasn't able (or just very unlikely) to build stuff on
unrevealed planets
○ Performance: Added a Service Rate to the Zaarin Galactic lua mission, so that
Story Mode Service only updates every 10 seconds
○ The disabled reinforcements in the empire defeat scenario in the Empire Endor
Mission would carry over to the next battles for some reason, preventing the
player from bringing in reinforcements for the rest of the campaign.
○ Added safety checks to both ground and space retreat, maybe those caused
crashes before
○ Fixed C++ Error, cause was ground defensive rush perceptual
○ Fixed another issue in ground defensive rush (now it works actually)
○ Reverted FireDeathstar, exiting instantly if in Endor Mission via globalValue
○ Change: Disabled the Fire-Superlaser-At-Planet Button in the first part of the
Empire Endor Tactical Mission (up until you're supposed to destroy Endor).
○ Bugfix Zaarin Tactical Mission: The final dialog for Thrawn, talking about Zaarins
flagship burning doesn't show up because it triggered after the destruction of an
ISD3 (previously used as a stand-in for Zaarin before we made the hero unit).
○ Ackbar could spawn twice if the player completed the Bufferzone Mission after
the Endor Mission.
○ Hoth Mission was not doable (planets didn't reveal) on Web campaign.
○ Bugfix for an issue, where the Empire Endor Mission won't resolve if you lost all
units but progressed far enough to destroy Endor, while Home One was still alive
○ Victory will be enabled after Executor dies
○ Home_One_Story_Empire is now a superweapon killer (meaning: If it's still alive,
you're losing the battle.)
○ Zaarin Mission couldn't progress further than the objective to conquer Muunilinst,
Kalee, bastion and Mygeeto in GCW campaigns, since the empire already
controlled some of those planets (was triggered via STORY_CONQUER), added
a lua-check for planet ownership. Will not affect existing saves.
● Balance Updates
○ Balance Changes Rebel Bufferzone Tactical Mission:
■ Outpost 13 now has Anti-Turbo Shields
■ Imperial Fleet Composition now depends on difficulty level
■ Rebels are getting more and better units in second wave reinforcements
on lower difficulty levels
■ Rephrased Mission Objectives to make the player aware that he has to
attack the engine hardpoints of a Star Destroyer to progress in the
mission.

AotR 2.9 Patch Notes

● Bug Fixes
○ Fixed Missile Skiff deploy animations
○ Further optimized tactical space and ground AI behaviors for better performance.
○ Ships with heavy broadside weaponry will now correctly turn to the other side if
weapons are destroyed on the firing side.
○ Fix for generic bounty hunter not tracking assassinations in random missions.
○ Fixed Ground Combat AI getting air units stuck on ground attack.
○ Made Infantry Platoons stay at max range, AI will move in for grenades on
○ Fixed various Intervention system crashes for Rebels.
○ Fixed missing icons for Umbaran civilians.
○ Fixed an issue where Minor factions were unable to build special space
shipyards and Tibanna Gas Stations.
○ Fixed glitched Stormtrooper crouch animation.
○ Fix for BS Hunter move animation glitches.
○ Taking Kuat in the NR GC now does not spawn the Mandator.
○ Space Casinos now appear in planet encyclopedia text.
○ Bounty Hunter 1 Credit Assassination on corrupted planets fixed
○ Doubled Assassination Cost for all Ground Heros fix with a workaround.
○ Unit SFX for Needa now in English
○ Fixed PointDefense on ground to trigger when rocket units are near. Should
make autocasting of this ability more consistent.
○ Master Luke buildable in Random Campaign, ESB era Luke is not buildable.
○ Fixed dancing trees on Yager Miner
○ Fixed Rebel One's team color
○ Fixes in Hoth Mission Chain
■ Vader Dialog text after conquering Allyuen should now be removed after
the background music-speech ends
■ Boba Dialog text after conquering Hoth (leading you to Bespin) should
now disappear if you do an Intervention mission at the same time
■ Putting Vader on Bespin during the Hoth/Bespin-story arc should now
advance your progress
○ BS space mass driver turrets: fixed shadow mesh issues
○ Orbital structures no longer get destroyed if used for corruption
○ New ground map for Jabiim (still crashes tho)
○ Repair drones autofire now includes space structures as a valid target.
● New Features
○ Brand new Hull Hardpoint system added to space units with hardpoints.
■ Targeting Hull Hardpoint will damage other hardpoints on the unit
■ Targeting Individual hardpoints will disable those subsystems and lower
remaining hull health of the unit.
○ New Hardpoint Icons for Ion Weapons, Laser Weapons and Hull Hardpoint.
○ Every space unit has been rebalanced, and has received visual improvements.
○ Space Units have been all rigged to have fires for overall health, stun effects, and
blinking lights for various ability tells (Power to weapons, Full Salvo, Ion Barrage).
○ New Space Units:
■ FireStar Defense Station - Siege Space Station platform with long range.
Can shoot at targets almost map wide.
■ Fondor Shipyards - New main starbases for the Empire.
■ Various new Starbases
■ Ye-4 and X-4 Gunships - Gunships designed to counter enemy fighters
and ordinance.
■ Space U-Wing - Supports friendly fighters by applying combat buffs
during battle.
■ Imperial Raider Corvette - Advanced anti fighter and anti corvette unit
■ MC-75 Profundity - A space tech 0 Heavy torpedo capital ship for the
alliance. (Old MC-75 Barracuda is now the MC70).
■ Hammerhead Corvette - Enemy corvette and frigate hunter, can take a
heavy beating during battle.
■ MC60 Redesign - Completely new Model
■ Cutlass-9 Fighter: A mid tier Rebel Interceptor
■ Tie Experimental Series - All sorts of fun stuff here
■ Tie Brute - A heavy imperial fighter
■ And many more!
○ Space Unit Descriptions are completely reworked. Each space unit will now have
the following information:
■ Ship Class: Useful for determining what buffs/debuffs will apply to a unit
■ Ship Role: Roles have been created to better describe the overall
purpose of a unit. Additional info on roles can be found on the wiki.
■ Manufacturer: Company that designed the unit, useful for identifying
planets that will discount units.
■ Lore Description: Short flavor text to describe the unit in the universe.
■ Combat Stats
● Speed, Turnrates, and Acceleration
● Shield Type, Shield Amount, and Shield Recharge Rate
● Armor Type and Health
● Weapons: Total loadout of the unit
○ weapons inside brackets [] indicate untargetable weapons
○ Weapons will follow a specific naming convention:
■ <Caliber> <Range> <Burst> <Property>
<WeaponType>
■ Examples:
● 8xMed LR 4-Burst Dual TL
● Hvy 6-Burst Proton TRP
● Lt Repeating Dual Laser
● Fighter Loadout: Additional loadout the unit carries.
○ Numbers indicate Active/Reserve counts of units.
● Abilities: Provide a short description of the unit’s abilities.
■ Space Tech: What tech the unit requires.
○ New Storyline Missions:
■ Added Endor space tactical mission for Rebels and Empire.
■ Created a new Bufferzone mission with an accompanying planet.
■ Empire Zaarin Mission
○ New types and calibers for space weapons.
■ Heavy Laser class for small ships, similar to a Laser Cannon.
■ Repeaters and Flak for most Laser Cannons/Lasers
■ New Point Defense projectile for large ship anti-fighter weapons.
■ Stun and Turbo variants of Ion Cannons
● Stun Ion Cannons will stun ships fire rate, movement, and will
disable retreat if shields are disabled
● TurboIon Cannons will not stun, but do a lot of damage against
shields.
● Both kinds of Ion weapons now do very small hull damage.
■ Close Range, Long Range variants of TurboLasers
■ Light, Medium, Heavy calibers of TurboLasers
■ Light, Medium, Heavy calibers of Proton Torpedos.
■ Large variant of torpedoes of each caliber for non-starfighter units.
■ Light, Medium, heavy variants of Mass Drivers. Mass Drivers also have
Repeater and Single Shot variants.
■ Many new additional missile types with unique effects.
● Plasma Missiles - disable large chunks of shield
● Assault Missiles - lower defense of small ships
● Concussion Missiles - anti-fighter missile that tracks small targets
well.
● MagPulse Missile - Slows fire rate of units.
■ Heavy variants of each missile type for non-starfighter units.
■ New Rocket variants each with a unique role
● Cluster Rockets: Mass spray of low damage aoe, good against
fighters.
● Barrage Rockets: Quick firing rockets used against lighter armor.
● Artillery Rockets: Slow firing, high damage AOE rockets useful
against heavy armor.
○ New types of Armors and Shields for space units
○ Certain space weapons now have additional debuffs similar to ground combat.
Affected units will have particle effects to signify the buffs/debuffs.
■ Repeating lasers will suppress small craft, lowering firerate
■ Ion Weapons will stun movement
■ Assault Missiles will lower defense of gunships and corvettes
■ Flak will lower defense of enemy small craft.
○ Primary starbases have been turned into shipyards for each faction.
■ There are 3 shipyard levels, each allowing for the production of the main
space tech 0 units.
■ More advanced units still require additional shipyards to be built, and can
only be built on specific planets.
■ Advanced Shipyards can have multiple built on one planet to speed up
production.
■ Each main starbase will come with a defense fleet to defend the planet.
○ Defense Structure Update
■ The previous starbases have been turned into secondary defensive
structures.
■ Multiple of these can be built per planet and each cost upkeep.
■ Each planet will have a Defense Level which indicates what types of
defense stations you can build.
○ First balance pass of Space Maps
■ Defense structure positioning updated so that Combat stations sit in front
of the starting defense fleet. Support structures remain behind the
frontline.
■ Updated some planet visuals.
■ Updated some obstacles.
○ Underworld Plasma Cannon Station has been retired from service, it is now
replaced by the ground based Hypervelocity Mass Driver Gun.
○ Empire Hypervelocity gun has been changed to the Planetary TurboLaser.
○ New skirmish defense satellite models.
○ Additional variants of the single placeable satellite turret.
○ Black Sun ShipTraders and ShipDealers have been moved from ground buildings
to space builds. New models have been given to both.
○ Ground warehouses have been changed to two types. One to speed up
production of infantry, one to speed up vehicle/air production. Both provide a
large amount of population.
○ Unique model for Trandoshan Hunter
○ New Black Sun announcer VO.
○ Space Combat AI will now use its units more efficiently.
■ Each unit now has a targeting priority set related to its class and weapon
loadout and will prioritize targets based on how good a unit is versus its
target.
■ Prioritizes specific hardpoints based on combat situations and unit
weapon loadout. (i.e. Units with Shield Piercing weapons will target
important subsystems if enemy shields are up).
○ Ground Combat AI will be more mobile on defensive battles.
○ Space Beam Weapons now look more natural with longer duration.
○ New Uwing landing animation for various Rebel Infantry.
○ Planets in GC now specify their manufacturer bonuses to building certain units,
which will match space unit descriptions.
○ Added Magma variant Field Trooper, Changed Anti-Armor Shocktroopers to
Artillery Troopers w/ Field Troopers
○ Replaced Relby with Trandoshan Hunting Rifle for Trandoshan Hunters
○ Bribery Corruption is now Pirate Raid: Allows for a large boost in credits but with
the tradeoff of corruption being disabled for some time for this planet.
○ Otana now buildable after Zhar mission, Sabra despawned.
○ Unique Radar Icons for ships longer than 900m and structures.
○ Story Mission Updates
■ Zhar
● Added highlight arrow to freighter you're supposed to follow
● Scaled up some Zhar mission units for better visibility.
■ Endor
● Luke is now being replaced by Jedi Master Luke after successfully
doing the Rebel Endor Story Arc
● The Empire now gets a Death Star II spawned if you lose the
Endor Tactical Mission as the Rebels.
○ New build pad model for skirmish space turrets.
○ Replaced "Pirate Fleet" and "Pirate Garrison" with "Local Fleet" and "Local
Garrison". “Pirates” changed to “Independent Faction”. Changed Independent
Faction color to white.
○ Added Santhe Security Forces, Herdessan Guard, and Hapan Home Guard
○ Added Description to Global Space Tech telling the player what this GST building
unlocks.
○ Added Idle animations to Skyhooks (They rotate now? They rotate now!)
○ Added Bombing run warning audio line.
○ Changed the names of Imperial Factories:
■ Standard Imperial Factory = Imperial Factory
■ Medium Imperial Factory = Automated Factory
■ Large Imperial Factory = Specialized Factory
■ Heavy-Vehicle Foundry = Heavy Factory
■ Large Heavy-Vehicle Foundry = Advanced Factory
○ Added new Howitzer projectile models to ground.
○ Rebel Warehouses and Empire Prisons now improve build time of Infantry and
Vehicles. New icons to represent what they buff.
○ Population granted from most buildings has been removed, there are now
dedicated ground buildings that will increase population.
○ Added Game Message and SFX to Underworld Sabotage Corruption to make
players aware of the retreat prevention
○ Enemy bombing run tactical announcer (and corresponding objectscript)
○ Fighter Flights will now be represented with an F on their squadron icon, to better
distinguish the difference between Squadrons when units are selected.
○ New texts for freighters with better description of income. Structures that increase
freighter income also have a special description describing this behavior.
● Balance Updates
○ 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.

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