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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更新:2020 年 10 月 11 日 @ 下午 7:38

Damage against Ground Super Heavy Armor increased for lighter weapons.

更新:2020 年 10 月 8 日 @ 下午 7:08

2.8.1 Patch 3 Notes:

Bug Fixes:
Adding leia to NR GC.
Fixed Hero Lambda being untargetable in space, now it has untargetable HPs on ground.
Retreatplan for ground optimized, should reduce lag spikes towards the end of a battle.
Reduced stuttering of certain AI plans.
Made AI update only 20% of units that already have orders in space and ground. Reduced combat lag significantly while improving AI ordering units.
Fixed space unit kiting behavior. AI will now take fast and damaged units and retreat them from combat.
Fixed Double executor bug on endor eve
Changed Zhar mission to not despawn Ace to prevent situations where you could both rescue and purchase Ace
Improved sound clipping
Set bounds to tactical camera, should hopefully reduce crashing on land combat.
Hopefully fixed crashes on Onderon, Ession, Jabiim map
Fixed incorrecttly assigned flak explosions
Removed double veers in the endor GC
Fixed vengeances not firing

Balance Updates:
Increased Suppression duration to 5 seconds.
Reduced Endor mission spawn time from 1500 seconds to 750 after tyberium spawns
Lowered ATAT lvl 1 health to 1400 and Elite to 1500, Veers to 1700
Increased vulnerability of land Super armor against rockets and AV explosives
Removed repeaters from Elite ATAT
Decreased Elite ATAT primary and secondary gun accuracy against infantry and air
Increased T-16 super shot damage and accuracy against vehicles
Modifiers for damage vs armors (lowered minimum resistance from 0.2 to 0.4)
Added ion grenade infantry to more anti-vehicle squads (disruptor mercs, alliance army rocketeers)
Lambda speed increased in GC
Buffed Disrupter damage against super heavy armor
Increased Super Heavy armor protection against light weapons

更新:2020 年 9 月 3 日 @ 下午 7:05

2.8.1 Patch 2 Notes:
Bug Fixes:
○ Fixing mon mothma moncal story from spawning a duplicate mothma if moncala is taken over by the enemy.
○ Non-Combat ground heroes can no longer spawn inside buildings.
○ Fix for space skirmish freestore: AI will no longer target allied structures as enemy structures.
○ Created a custom Lambda for non combat heroes, that is the fortified Lambda on ground, regular Lambda in space. This prevents duplicates of non-combat heroes and other issues.
○ Non-space Heroes will no longer attach to flagships to avoid the orbital dummies from despawning them.
○ Ground AI on defense will no longer rush the player.
○ Fixed Niles Ferrier from being unable to be rescued after a ship thief mission.
○ Space and Ground AI optimized to reduce lag spikes.
○ GC AI optimized to reduce lag spikes.
○ Reverted broken skirmish space Kuat planet prop.
○ Home one and executor not assassinatable to prevent being able to have more than one of each of these units.
○ Fixed situations where the space map fog of war would reveal when enemies were attacking.
○ Non-killable skirmish objects should no longer be targeted by AI in space combat.
○ Zhar mission story update: ace will still despawn, but you can buy him after.
○ Fixed Mon Cala and Polus map crashes in tactical ground battle.
○ Fixed Vader not rescuable after doing Inquisitor training mission.
Balance Updates:
○ Elite ATAT secondary cannons changed to Anti-Tank to better fulfill its role.
○ ATATs have less side anti-infantry repeaters
○ Kyber transport has different escort forces: 2x Lancers, 1x Star Galleon, 1x Immobilizer
○ Ground Turbolaser damage type is now Anti-Everything.

更新:2020 年 7 月 5 日 @ 下午 2:15

2.8.1 Patch 1 Notes:
Bug Fixes:
Nova Cruiser turret hardpoint fixed
Merc Refitter now working for AI
Secondary structures blow up again after capture, to make AI work better with them
Sandbags not a valid target anymore
Fixed situations where heroes can be assasinated for 1 credit
Zuckuss now only unit in company, fixed hero not respawning after assasination
Fixed AI not bringing in reinforcements if they are currently focusing down a unit
New Features:
Added Tagge Battlecruiser to CSA, limit of 3 at a time
Added Saboath to Hutts, limit of 3 at a time
Sight range on LZs is now equal to landing area
Balance Updates:
Added lando to NR GC
Ground AI plan optimization: Secure Landing Zone, Secure Neutral objective, Secure build pad/contestables, AI bunkering, ground AI targeting selection.
Faction leader cant be assassinated anymore
Air units are the last category for AI to focus attacks on
Optimized galactic build priorities. Credit buildings should be built only when AI is low on income, Defensive buildings should only be built if the planet is threatened, Focuses more on production buildings first.
Hapans minor faction will no longer be aggressive in the beginning of the main campaigns.
Nerfed Anti Infantry Weapons, less splash, less damage
Rebalanced vehicle ability recharge times to make them longer
Emperors Force Lightning is no longer his constant attack, but has a 20 second cooldown like before
Space AI will stay defensive, if they have at least one station
Ground AI will not rush the player when on the defense but having no buildings, but instead try to fortify around buildpads etc
Skirmish ground AI will no longer stay around its base
AT-ST and T3-H now fire Smart Missiles, reducing their damage output, but making them hit moving targets and air units more reliable.
Juggernaut now fires anti-infantry rockets, making it worse against vehicles, and less well rounded overall
All fire grenades, rockets, missile abilities had their recharge time increased, usually from 15 to 60 seconds (there are some exceptions). This was done to make these units less dependant on only their abilities, and make fights with lasers happen more often
Anti Infantry weapons overall nerfed, this includes lower range on many projectiles with splash (frag grenade, thermal detonator, artillery, anti infantry rockets), but most importantly the damage of vehicle based blasters was reduced by 30%, and had its splash lowered. Infantry can now survive better against tanks, and fights generally last longer
T3-B got more health and now fires two torpedos per volley, but the initial damage of torpedos has been reduced, so the main damage source is the burn
AI will capture neutral contestable buildings correctly
AI will now correctly build the Flak Turret on the Medium Build pad!

更新:2020 年 6 月 25 日 @ 下午 6:27

2.8.1 Release Notes:

Bug Fixes:
Adjusted Myrkr Water table height to fix minimap displaying water where there is none
IG-88 duplicate fix in NR GC
Changed intersection 9 space map
Fixed sensor jamming ability for Nebulon B2
Fixed large LZ on Byss
Fixed random structure on Chandrila
Fixed Heget destruction scale
Fixed sandcrawler on Raxus only spawning if rebel controlled
Reduced crashes on land combat due to badly coded/rigged ground units
Fixed up anims for Flash Speeder. Gave it a new collision mesh that is more performant
Fixed up anims for Gian Speeder/Shadowmesh
Removed the shield flash effect from units when hit
Made sure AI can not target cloaked units on ground
Kuat space map is redone and more performant
Lowered fog on various ground maps
Improved quality of textures for various ground maps
Removed Tracked vehicles driving backwards
Fixed rocket Weequay animation breaking when crouched
Adjusted unit targeting so certain problematic units can be hit properly.
Fixed Tok not strafing and adjusted loadout, gave him a new LAAT model + icon.
Created rescue missions for Ace and Tyderium
Fixed AI upgrading to supply depots on planets that have production facilities
Limited AI spamming freighters.
Optimized ArmyTroopers for performance.
Fixed Empire story research facility buildable for web.
Mid-Battle auto resolve fix to not have one unit kill entire fleets
Fixed issue where the AI fleet would get stuck over an enemy planet if in the middle of an attack the planet gets taken under the AI
Fix for heroes in Fortified Lambdas. They will now spawn outside of the building they are in. Should fix issue where they took out entire armies with autoresolve. Heroes are not able to be landed via reinforcement anymore.
Fixed issue, that resulted in Longprobes/TIE-Scouts and Bothans spying without being deployed
Fixed AI upgrading to supply depots on planets they have production facilities
Limited AI spamming freighters
Fixed Droideka not suppressing

New Features:
New Onderon Map
Removal of single ramp chokepoint on the map
More avenues of attack for the player
New infantry only zone in the center
Defender base moved to top right
New AI behaviors:
Ai will now properly move their forces to a landing zone before issuing a retreat. Will also ungarrison units from buildings before they retreat.
New AI behavior for Bunkering: should only bunker something if enemies are near. AI should leave garrison if theres no more nearby enemies.
Ai will now properly rush into a shield if they are attacking and not sit outside the shield.
Ai will start protecting/attacking the correct starbase/buildings sooner
Major heroes can now be assassinated by other major heroes
Infantry are now handled with a new spawning system in order to:
Reduce lag on the GC level
Correctly display the losses on the results screen
Fix auto resolve calculations against infantry during battle
Added Hutt Venator model
New Hapan units: Royal Battledragon and Beta cruiser.
New trade routes for Web and Canon GCs
Ace Azameen is buildable in non-story campaigns
New Dathomir low orbit space model
Cool new animation for deploying rocket skiffs!
New grenade types!
Ion
Stun
Flash
Frag
Concussion
Thermal
Glop
Added community created flavor descriptions for units.
Random and non-story campaigns now have changeable starting credit amounts and some have the option to start either in GCW era or NR era (techs 3 or 4). The correct
New Model for the Dauntless Battlecruiser (courtesy of Remake mod)
Overhauled models and weaponry for the T1B and T3B series tanks.
New ground units such as the AT DT, TX-225 Occupier Tank, Hapan Archon Tank and more!

Balance Updates:
Balancing to starting forces for Endor Eve Campaign
Reduced assasination time to 5 weeks
Re-adjusted the way the AI calculates what infantry is good against which target, making the AI use the correct infantry against your forces.
Ground Air Combat rebalance:
Rebalanced Air to Ground weaponry damage, accuracy, and fire rates.
Gave air units unique abilities.
Added new buildable Air units
Standard weapons are less accurate against aircraft
Air armor better protects against non-AA weapons
Gargantuan Loadout change: Has 2 heavy laser, 4 light lasers, and 2 blaster now
Nerfed anti-building force attacks
Split royal guards into 2 units, one melee unit and one gunner unit
Higher Tier garrison structures got more reserve infantry
Artillery units and Rocket Skiff has deploy as an Ability again
Ion Rifle recharge increased to prevent Stun locking
Reduced the force count of random pirate forces in random GC, less chance for them to spawn with a building.
Nerfed Melee vs Heavy and Super armors
Armor/Shield type changes:
T1C, T2B Anti Medium Shields
T3H Anti Heavy Shield
T3B lost shields, got Heavy Armor
Canderous got Heavy Armor
Changed Text
Coaxial --> repeating blaster
Howitzer --> Explosive Particle Cannon
Infantry Build time reduced across the board
New Droid armor type for infantry that are not meatbags
Droid troops can not get flashed, concussed, or suppressed by weapons
Droids will be stunned by ion weapons
New Open Top vehicle armor type
Vulnerable to explosives but more resistant to anti-infantry weapons.
Infiltrator Rework
New infiltrator companies created to be more specialized in their role, but less in numbers.
Infiltrator attacks are balanced to be used as quick strikes against targets, and not for full out assault or prolonged attack.
Added the Rebel Infiltrator academy building.
All Infiltrators now have personal shields again.
Added Ghorman to Core worlds campaign to give the Black Sun a larger presence in the southern territory.
Added additional trade routes to core world cluster planets so you wont get disconnected as easily.
Black Sun Presence corruption reveals ground FOV now too
Gamorreans got Rushdown ability
Indigenous Nightsisters got Take Cover ability and also have been watching a bit too much anime ;)
Made Rancors able to be hit by rockets
Nerfed Bull Rancor health and Rancor eat health regeneration
Gave Vornskr Eat ability
Empire Landing Platforms can now heal fighters.
Empire and Rebel scout bikes thermal detonator ability changed to a thrown frag grenade.
Switched Kota’s Rally ability to boost firerates of nearby troops
Gave Vader more lightsaber damage so that he is the best swordsman
Grenade Rebalance: less damage but more AOE, less accuracy against infantry.
Droidekas can capture contestables.
Renegade Squadron is now its own hero unit. Removed renegade squadron spawning from Han Solo.
Lowered prevention radius of Grav Well
Normal AI difficulty has been made easier to accommodate new players.
Reduced overall build time bonus each difficulty has.
Turbolaser towers fire rate buffed. Cheapened by 1k
Increased prices on freighters, reduced credit income on freighters sitting over planets. Freighters will now make more income from moving from planet to planet.
Added additional credit multiplier for freighters movement to planets with credit buildings.
AA turrets built from small build pad are now laser AA turrets. Created a new flak turret for the medium build pad.
AI will now take pirate controlled planets quicker and minor factions do not stop this plan even when reaching their planet control cap to make random GCs more engaging with them.

更新:2020 年 4 月 18 日 @ 上午 10:09

Version 2.8.0-4

2.8 Patch 3 Notes:

Edited Black Sun Outpost build desirability for Black Sun AI so multiple on the same planet won't be as common.
Fixed Juggernaut script, which caused freezes, when rocket attack was turned off
Rocket and Grenade switch abilities wait before switching weapons to let the unit be facing the target
Ranges for swap weapon scripts adjusted so they don't fire them off too early
Fixed AI and player autofire of the cluster ion ability on Battledragons
Fixed firerate and sounds of battledragon weapons.
Fixed the skirmish price/buildtime of battledragons.
Fixed crashes to the intervention system for both Rebels and Empire.

更新:2020 年 4 月 8 日 @ 下午 1:19

Version: 2.8.0-3

2.8 Patch 2 Notes:

Mortar trooper fixes
New grenade icons for infantry
New ATST texture and model fixes
New model for the Battledragon
Fixing Jedi Temple dissapearing
Removing CSA buildable Supafighter, Cloakshape, Toskan
Fang Fighter buildable for minor factions
Vader no longer buildable in New Republic Galactic Conquests
Fixed duplicate heros in New Republic Galactic Conquest
Fixing duplicate Wedge
fixes to coruscant surrounded
Changed how Rogue Squadron and Storm Commandos work, so no double space transports/Rogue randomly dying
Fixed an issue, where if theres two Merc refitters on the map, the reinforcements are spawned in the wrong area, now it will find a Merc Refitter owned by the upgrade buyer
Fixed crash error from Random Secondary Structures, now random structures are spawned via LUA
Removed Bugs Swamp, since they cause problems
Removed Dogs from AI plans that capture buildings
Units will now hit Ewebs more consistently
Fixed a crash caused by the AI trying to move their units from over an enemy planet
Fixed some missions, like Katarn recruitment, not working
Fixed infinite spawning sullust rewards for Rebel AI, which also fixed really bad framerate drops
Fixed random faction spawns for RvE campaigns
Fixed Bothan Jedi head going invisible
Fixed Elite AT-AT sounds
Updated maps that had some issues
Another round of tactical ground AI adjustments
Sped up AT-ATs, slowed down Juggernaut
Lowered health of walls
Lowered attack range of sniper units, so they get all units in range, not only the snipers
Fixed issue with rescue system if you started building a hero and then cancelled a rescue mission would pop up.

更新:2020 年 3 月 31 日 @ 下午 6:11

2.8 Patch 1 Notes:

Fixed some unselectable infantry units/breaking units.
Gave Kyle/General Veers a build time.
AI now lands forces properly if they are able to.
AI now properly garrisons and ungarrisons units.
AI no longer starts ground plans if they are too far away from the target.
Web campaign has some new planet trade routes to help with getting stuck on planets with only one planet connection.
Adjustments to AI, now they escort the friendly infantry location with their vehicles.
Fixed incorrect starting Rebel turbo laser buildings on Web campaign.
Changed the way Rogue Squadron, Luke, Xizor, Storm Commandos work with their transports, now will get properly used by AI
Fixed BS Elite Flamer and Wolf not being used by AI
Empire Darktrooper changes
Made Darktroopers stealth units
halved their company size
gave them build limits
Added Darktrtoopers to AI raid plan
stopped AI Arc Hammer from attacking, so it can produce Darktroopers to raid
Added Stealth icons for Darktroopers/Page
Removed planet from Bespin space map
canderous tank projectiles will correctly emit from the two barrels
AI should no longer be able to have both Piett and the Executor at the same time
Fixed Cato Neimodia map having rebel build pads
Fixed spawn distance on black market/governor's palace
Adjusted Armor of F5, AT-AP (both received heavier armor)
Nerfed massdrivers by increasing reload, nerfing accuracy
Added melee blocking to Dogs
Infantry no longer selectable in space, icon no longer visible in space
New icon for the gravity well station
Fixed fires on the gravity well station
Removed death clone of gravity well station
Fixed Empire mobile starbase, pirate space outpost, and rebel fighter defense station not spawning on some space maps
Added proper Text and speech of Rogue Shadow
Added Merc Recruiter Upgrades to AI Upgrade plan, and adjusted the Perceptual, so that they might do it in campaign now
Fixed an issue, that caused some mechanics, like Rescue to not work in some campaigns
Buildtimes for Heroes added
Adjusted weather effects, adjusted text for weather correspondingly
Gave Speeder Bike correct projectile
Gave Rebel Speeder Bike rebel VO
Fixing description of Endor campaigns
Fixed Non destroyable fighter defense shield hardpoint
Fixed texture of Rebel Fighter Defense Station
Unrestricted Camera so that space camera does not snap and take you off map
Fixed insta crash of Mandalore Skirmish and other skirmish maps
Fixed crash caused by Empire Field Commander and Mon Cal defender
Fixed autofire script on Storm Commandos
Adjusted Ai behavior to land ground units, so they constantly try and hopefully land everything now
Fixed AA not shooting at Rogue Squadron
Fixed Refugee Mission
Gave Corulag a Moffs Palace
Fixed Flame Tank turret not turning
Adjusted sizes of Swamp and revenant speeder
Some text fixes, mostly missing text
F5 tank smoke screen effect changed
changed visual of ground Turbolaser projectile

更新:2020 年 3 月 27 日 @ 下午 9:34

更新:2019 年 8 月 21 日 @ 下午 6:33

2.7.2 Hotfix 3 Patch Notes
Fix for infinite loading screen / loading screen freeze when loading into a battle.
Moved the Current Space Tech into a dialog.
Moved the main NR objectives into a dialog.
Nerfed the Black Sun AI slightly across all difficulties as it was dominating most other AI factions.
Main faction space station loadouts have been adjusted, text updated to match the new units.
Black Sun/Rebel Level 3 station now has Heavy Shield type.
Rebel Ground Commander now has the correct fighter loadout.
Retreat times have been reverted to pre-Hotfix 2 patch times.
Reducing the frequency of Rogue Squadron land combat audio.
Carrack weapons fixed, units now will not target the center of the map when this unit is present.
Ground Z95 audio fixed.
Removing leftover debug message logs during campaign and battle modes.