STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
59 sonuçtan 51 ile 59 arası gösteriliyor
< 1  2  3  4  5  >
Güncelleme: 28 Tem 2019 @ 14:37

2.7.2 Hotfix 2 Patch Notes
Removed random occurances of droid logs with debug text.
Fixed bug where starting attack troops would land outside the starting landing zone.
Stability improvements for the intervention system to prevent the system from crashing.
Reduced the amount of space ships needed to hyperspace in next to eachother.
Fixed Strike Cruiser Engines instantly exploding.
Fixed Attack Bones on Nebulon B and B2.
Lowered the service rate of Interventions from 0.5 to 1.0 and Dummy system from 0.1 to 0.5, improving these systems performance.
Fixed the TIE-Escort squadron from having overlapping units.
Adding higher level starting starbases to ai and player for neighboring planets/key worlds.
AI will now correctly blockade their planets if they are connected to the Rebel faction.
Ai will now correctly detect the Rebel faction on neighboring worlds.
Added Black Sun Palace to Mandalore.
Fixed untargetable Lambda Shuttle by splitting the Fortified Lambda from it.
Gave the fortified Lambda to all heroes that use it.
Switched some planet models and space maps.
Increased retreat times for all factions.
Universally slowed down fire rates for ship weapons. Battles should now play out more at the speed we intended.
Reduced the amount of space projectiles present on screen, improving performance.
Adjusted Autoresolve, so theres more units lost when winning/losing.
Adjusted AA weapons to shoot at Rogue Squadron.
Made Rogue Squadron and Rebel Fighter squadron single units.
Readded magic ships On Hard and Expert difficulties, AI will now be given additional ships in timed drops. Hard difficulty will have less frequent ships than Expert.
Made Salvage abilities work against Black Sun faction.
Noghris dont need a governors palace anymore.
Acclamator, Kota/Shack's Venator, MC80 Freedom given a new deathclone.
Projectiles will now correctly hit Afyon.
Fixed Bespin Shield generator position to not cover the landing zone, added some more Turbo Laser Towers.
Fixed Corulag Random Building spawner to prevent factories from getting units stuck, moved turbolaser placement.
Moved Onderon Power Generator position, added random building spawner in the old power generator position, changed turbolaser positions, changed defending forces positions.

Güncelleme: 28 Haz 2019 @ 14:56

Güncelleme: 27 Haz 2019 @ 21:14

2.7.2 Hotfix 1 Patch Notes
Slowed down infantry hero move speeds.
Needa is now unassasinatable in order to prevent the needa death movie from happening when he is assasinated.
Fixing various DS2 story mission edgecases.
Fixed a bug where Endor was blown up even though you finished DS2 in time.
increased heavy blaster inaccuracy.
Fixed neutral Marauder head team color.
Fixed dark Col Serra death animation.
Shader fix for unit invisibility on low shader setting/low graphics settings.
AAT: improved UV + added anti-personnel blasters.
Fixed incorrect Venator price.
B1 Battledroid: further optimizations to performance.
Fixed Black Sun Acclamator discoloration.
fixed VSD2 blue Wings.
added CC7700 Death animation.
increased Combat power of bellator.
Fixed Plasma Turret firing continuously in skirmish.
Removed AT-AA shooting at non-air units with its main battery.
Changed Dummy Structures, so that they despawn if the owner of the planet changed OR the enemy has space control.
Fixed Rogue Squadron, so the AI uses them now.
Added Luke in for AI, gave him a suqadron and Lucky Shot.
Xizor now has escort Vipers.
Various unit text fixed.
Devaron now 2 Space Structures.
Optimized story scripts to hopefully reduce infinite battle loading crash.
Added Orbital Bombard to Snumb.
Escort Carrier advanced loadout now Space Tech 2.
Added Ion_Stun behavior to Mandalyard.
Increasing fire rate of AA turrets for empire/rebels.
Increasing pop cap of Acclamators from 3 to 4.

Güncelleme: 22 Haz 2019 @ 11:51

Venator pricing fixed

Güncelleme: 21 Haz 2019 @ 18:37

2.7.2 Update Patch Notes
Bugfixes
Stability sweep for all ai scripts.
Made the random height ship script more stable.

Rebalance/Gameplay Tweaks
Reducing planet capture credits.
Reducing space armor and shields to 4 levels each and adjusting weapon multipliers.
Squadron flights (half squadrons) now added to all ship hangar bays. Imperial non-hyperspace fighters still have full squadrons as do spacestations.
Removed Alderaan, Corellia/Kuat Traderoute, Byss/Aargau, Aargau/Corulag.
Removing Imperial scoutbikes / Rebel scouts as a buildable unit.
Overhauling AI GC build scripts, preventing ai stalling out.
Optimizing AI GC attack scripts for more aggression.
Overhauling space tactical ai targeting and behavior.
Fire rates standardized per space weapon type.
Accuracy adjustments for each space weapon type.
Shortened Ion stun durations for space ion weapons.
Ground transports now take up 1 population in space.
Space/Ground ping ability now reveals for a longer amount of time.
Nerfed Juggernaught health.
Increased price of Imperial artillery and moved to advanced factory level 2.
Overhauled guard and attack scripts for space ai.
Credits earned from Bribery fleet movement changed to 5% of Unit build cost.
Prices of Rebel infiltrators increased substantially.
Lower level infiltrators no longer have shields.
Nerfed the movement/turn rate of the Imperial Stations 1 and 2.
Reduced lifetime of dead infantry to reduce lag.
Large space balance tweak for the entire roster of space units.
Reduced Ion Cannon ranges.
Ground bombing runs now get more deadly as more advanced bombers are called in.
AI will now no longer get free ships and will build everything naturally.
Added countdown build timers to Global Space Tech and other large space units for both the player and enemy.
Imperial bombers now default again to torpedos.
Adjusted the automatic targeting range of all space units so ships don’t sit outside of their weapon ranges.
Lowered the upkeep cost of all buildings.
Increased the build time of most space units.
Home One/Executor/Mandator no longer given as reward but unlocked to be buildable.
Increased the speed of the anti fighter missiles.
Reduced the AI’s tendency to attack the other AI factions over the player.
Increased cost/Decreased time for removing corruption for major heros
Decreased cost/Increased time for removing corruption for the buildable minor heros.
Reduced banking of larger capital ships.
Steiner demanded that the Kyramud be completely removed from the game.
AI will now save up for Global Space Tech/Big ships when able to.
Ground vehicles will no longer chase enemy units by themselves.
Space structures will now be placed in optimal locations around the starbase according to their role.
AI will grab undefended planets more consistently.
Changed Fight Corruption mission, so that you need to remove 2 corrupted planets.
Changed Assassinate Heroes mission, so that the AI does not win it for the player anymore.
Tyber and Urai now use Vengeances in space, with Bullet Hail and Carbonite Ammunition
Ai now assembles ground forces at a well defended planet not connected to enemy.
Nerfed Empire Starbase garrisons.
Hidden Treasure mission has a hint planet and choses random enemy planet near it.
Full Salvo ability now standardized bonus across all units.

New Features
Unique ground maps for each planet (big shout out to RadicalEdward for his amazing work)
Jakku and Jedha added as new planets along with new hyperspace lanes to the left of the galaxy map.
Fresh corruption missions and rewards for Black Sun.
New random missions for all factions
New support system for random missions for all factions
Entire new set of Black Sun Mercenary units (rewarded through corruption)
Officers Academy now recruits Empire heros
Empire GC campaign redone
New fleet of Mandalorian ships
Overhaul of the Corellian fleet
Black Market corruption now spawns dealers that discount various items for Black Sun
New dummy space structure system that allows for ai to correctly estimate your forces. The default game ai does not take into account any secondary space structures.
Space freighters buildable for all three factions out of your credit buildings. Freighters will generate income by travelling around the galaxy. The longer the trip, the more the haul will net you.
New Brace for Impact ability, reduces damage taken by ships while lowering their speed and fire rate.
New space combat upgrades that feature benefits along with negatives.


Art
New unit icons
New hero icons
refined rebel infantry move animations
New set of Space explosion effects (reduced flickering of explosions)
New models/particles for space weapons
New asteroid field models.
Many overhauled ground/space units and death animations.
New space planet models

UI
Buildings now report their upkeep/credit generation amounts
New main menu battle and art

Sounds
community voiceovers added for many various units.
New SFX for various ground units
Added new sound cues to inform the building of space tech for both enemy and player
SFX overhaul for building/removing buildings.



Skirmish
New skirmish defense pad buildings, new mining pad building //
Redid most (still need to do capital ships and heros) skirmish prices to the same as GC //
Redid skirmish build roster for Rebels, started on Empire //
Redid build roster for neutral capturable orbital construction pod with unique units //
Increased the skirmish credit income by 2.0x for mining facilities and starbase income //
temporarily removed the mining income upgrade to make income standardized //
lots of skirmish code cleanup
Made station upgrade/shipyard upgrade take longer and cost double //
Finished Empire and Black Sun unit roster //
Standardized all prices for capital ships, supers, and heros //
Lengthened skirmish pad build times and lowered health //
Swapped out pirate base with capturable BS cannon //
Skrimish credit balancing for AI building //
Adding passive repair to skirmish buildings and starbases
Added two new Space Skirmish maps: Battlefield Control and Coruscant Control. Space Reinforcement points are capturable and will determine where you can spawn units in.

Random GC
New campaign offering that will randomize you and the enemies starting positions. You and your enemies start with two random planets (one for each minor ai) with predetermined starting forces. All other planets will be randomized with local pirate forces. Random missions, hero rescue, and space tech is enabled for this campaign.

Güncelleme: 15 Ara 2018 @ 18:17

2.7.1 Hotfix Patch Notes

Bugfixes
Fixing ground AA turrets not firing at aircraft
Executor hardpoint explosions fixed
WLO5 tank deathclone fires fixed
NR story mission fixed
Fix for starting units being off of the landing zone
Fixed Xizor accompanying infantry squad

Rebalance/Gameplay Tweaks
AI will lift their space station defense if they feel their forces outnumber yours more consistently.
Tie bomber, punisher torpedo range increased to match other bombers
AI galactic conquest attacking aggressiveness increased, ship building amounts increased
Rebalanced certain space unit weapon firing ranges and attack ranges
Nerfed health of Carrack, Arquitens, Lancer
Nerfed fire rate of Arquitens
Nerfed assault missile reload rate on all fighters/bombers
Reduced prices for all space stations
Reducing starting income for Imperial GC
Vader nerfed and abilities changed to Force Choke and Force Crush only
Increased accuracy for fighter and anti-fighter dual lasers
Reduced AI desire to attack other AI factions if the player is a main threat
Nerfed Juno Eclipse
Trandoshans now come in a company of 6 rather than individual units
Reducing power of AA turrets, increasing power of AT-AAs
Increasing price on Juggernaught
AA projectiles will now go through shields
Tie Punishers now have shields
Reduced captial ship hero assault ability time from 10 to 5 seconds.
Tie Bomber/punisher/scimitar switch weapons reverted to torpedos by default, anti fighter missiles secondary
Kwing bomber weapon loadout changed to Assault Missile default, swap between additional torpedos/anti fighter missiles.

New Features
New main menu battle

Art
Adjusted Arquitens texture

UI
Added retreat prevention text to all units that stop retreats
New ability icons for switch weapons and Ion Barrage

Sounds
New mandalorian rifle sound
Removed Trandoshan death sound

Güncelleme: 23 Kas 2018 @ 12:59

Güncelleme: 29 May 2018 @ 15:07

Güncelleme: 28 May 2018 @ 19:41