STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
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Atualização: 3 abr. 2022 às 14:20

Atualização: 26 fev. 2022 às 15:13

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.
○ Capturable 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, U-wing 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
○ Added Invincible Heavy Cruiser for CSA.
○ Added Victory II Frigate for CSA.
○ Added Miy’Til Bomber for Hapans
○ Added Sail Fighter for Hapans
○ 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.

And a massive list of bug fixes and balance updates that I can't fit here - see our discord for more information.

Atualização: 17 dez. 2021 às 14:39

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

Atualização: 1 dez. 2021 às 15:16

Atualização: 30 nov. 2021 às 15:25

Atualização: 30 nov. 2021 às 15:08

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
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
SP9 tank - Independant forces and CSA, light anti infantry vehicle
Hutt Security Droid - Hutts, elite melee and suppression unit
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
Added 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

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)

Atualização: 19 out. 2021 às 9:17

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

Atualização: 19 jul. 2021 às 3:26

AotR 2.9 Patch 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

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

Atualização: 6 jun. 2021 às 13:14

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.

Atualização: 23 mai. 2021 às 14:44