- Fixed a bug where split trees from groups were worth less than they should have been
- Fixed a typo which broke some FX on the Ythotha
- Janus
- Corrected miscalculation in total damage. Fire pulse count decreased 15 → 10
- Reclaim
- Time taken to reclaim unit wrecks doubled. Props and living units unaffected
- Increased value of split trees by 25% to compensate for it taking longer to reclaim them
- T1 Land/Air Factory + T2 Land/Air Support
- Aeon Health increased 3100 → 3200
- Cybran
- Health increased 2500 → 2750
- Regen increased 6 → 9
- T1 Naval Factory
- Aeon Health increased 3100 → 3700
- UEF Health increased 4000 → 4500
- Cybran
- Health increased 2500 → 3200
- Regen increased 6 → 10
- Seraphim Health increased 3500 → 4000
- T2 Land/Air HQ + T3 Land/Air Support
- Aeon Health increased 6200 → 6400
- Cybran Health increased 5000 → 5500
- T2 Naval Support
- Aeon Health increased 5000 → 6400
- UEF Health increased 6500 → 8000
- Cybran
- Health increased 4000 → 5500
- Regen increased 12 → 20
- Seraphim Health increased 5500 → 7000
- T2 Naval HQ
- Aeon Health increased 10000 → 12800
- UEF Health increased 13000 → 16000
- Cybran
- Health increased 8000 → 11000
- Regen increased 30 → 40
- Seraphim Health increased 11000 → 14000
- T3 Land/Air HQ
- Aeon Health increased 12400 → 12800
- Cybran Health increased 10000 → 11000
- T3 Naval Support
- Aeon Health decreased 13000 → 12800
- UEF Health decreased 17000 → 16000
- Cybran Regen increased 30 → 40
- Seraphim Health decreased 15000 → 14000
- T3 Naval HQ
- Aeon Health increased 20000 → 21000
- Cybran Health increased 16000 → 17000
- Seraphim Health increased 22000 → 23000
- Hydrocarbon
- Cybran Regen decreased 6 → 5
- Mass Storage
- Cybran Regen decreased 4 → 3
- Seraphim ACU Second Gun Upgrade
- Mass cost increased 3500 → 4800
- Energy cost decreased 300000 → 270000
- Damage bonus increased 400 → 750
- Damage radius increased 2 → 2.7
- Veterancy
- Increased veterancy regen values for Experimentals across the board
- Fixed longstanding bug causing Veterancy to heal far too much health
- Introduced new veterancy mechanics to allow fine control over instant heal effect
- Old system: 1st Vet = Heal for max HP _ 0.1. 2nd Vet = Heal for max HP _ 0.2 ... etc
- New system: Unchanged for ACUs. Other units heal max HP * 0.1 each time
- MMLs
- Aeon
- Missile HP increased 1 → 2
- Missile motion parameters changed to be slower
- UEF
- Now fires 3 missiles in a salvo, 1.8 seconds apart, every 10 seconds
- Effective DPS increased 60 → 90
- Seraphim
- Missile motion parameters changed to be faster
- MuzzleVelocity increased 3 → 4
- RateOfFire increased 0.15 → 0.1666. Firing cycle from 1 shot every 6.7s to one shot every 6 seconds
- Effective DPS increased 60.4 → 67.5
- Aeon
- Sparky
- Reintroduced Energy drain of 15 for running Jammer
- Novax Satellite
- Crash damage decreased 3000 → 1000
- UEF T1 Bomber - Bomb DoT Duration increased 1.5 → 4.2. Damage remains the same, just more spread out in time T2 Static Flak - Aeon MuzzleVelocity increased 30 → 35 - UEF MuzzleVelocity increased 25 → 35 - Cybran MuzzleVelocity increased 20 → 30 - Seraphim - MuzzleVelocity increased 25 → 35 - AOE increased 3 → 4 - FiringRandomness decreased 2.5 → 2
- Crab Eggs
- Corrected T3 Engineer Egg to match new values for the main unit from previous patches
- BuildTime of all eggs reduced by 50%
- Megalith
- BuildRate decreased 180 → 45
- Combined with egg changes, effectively doubles egg build time, and reduces Megalith reclaim rate to 25% of before
- Aurora
- FiringRandomnessWhileMoving increased 0.1 → 0.3
- Harbinger
- BuildRate increased 3 → 5
- Aeon ACU
- First Shield upgrade recharge time increased 65 → 90
- Crotalus
- IceDreamer
- JaggedAppliance
- MrNukealizer
- Petricpwnz