Patch 3718

Welcome to the patchnotes for the 3718 patch.

This patch aims to increase the power of early attacking options through buffs to tech 1 bombers and labs. It also aims to align the strength of tech one tanks more closely through adjustments to aurora and mantis.

Tech two mobile shields and range bots get a slight nerf. Overcharge now operates at a fixed energy cost per damage witha ratio of 1:4 damage to energy. A minimum of 5k energy is required.

We wish you good luck and much fun playing with the new patch!

-- The Balance Team

Land

Aurora

  • Mass Cost: 52 → 54
  • Power Cost: 260 → 270
  • Build Time: 260 → 270
  • Health: 140 → 155
  • Speed: 2.9 → 3
  • RateOfFire: 0.66 → 0.6

Mantis

  • Mass Cost: 52 → 56
  • Build Time: 260 → 265

Flare

  • Mass Cost: 35 → 42
  • Power Cost: 140 → 165
  • Build Time: 120 → 140
  • Health: 70 → 115
  • Speed: 4 → 3.8
  • Damage: 7 → 9

Hunter

  • Health: 65 → 90

Mech Marine

  • Mass Cost: 35 → 30
  • Power Cost: 120 → 100
  • Build Time: 120 → 100
  • Health: 75 → 60
  • Speed: 4 → 4.2
  • Turnrate: 45 → 50
  • TurretYawSpeed: 180 → 200

Selen

  • Build Time: 80 → 90
  • Speed: 4 → 3.8
  • Range: 16 → 18
  • Turret SlavedToBody: True → False
  • TurretYawRange: 30 → 360
  • TurretYawSpeed: 180 → 120

Mongoose

  • MaxSpeed: 3.2 → 2.8

Hoplite

  • MaxSpeed: 3.6 → 3.3

Asylum

  • Energy maintenance: 35 → 45

Parashield

  • Energy maintenance: 60 → 80
  • MaxSpeed: 4 → 3.5

Air

Air scout

  • Power Cost: 420 → 580
  • Build Time: 145 → 200

T1 bomber

  • Mass cost: 105 → 90
  • Energy cost: 2450 → 2050
  • Build time: 700 → 500
  • BreakOffDistance: 24 → 32
  • RadarRadius: 0 → 42

Jester

  • Mass cost: 200 → 170
  • Energy cost: 5000 → 4250
  • Build time: 1000 → 850
  • Health: 525 → 350
  • MaxSpeed: 12 → 9
  • Damage: 16 → 15

Structures

Flood XR

  • Sonar Stealth: 90 → 70
  • Radar Stealth: 45 → 70

Yolona-Oss

The Yolona-Oss has its animation reduced to increase the speed of its firing cycle. It also explodes like other strategic missile launchers when killed.

    Death Weapon
  • Inner Ring Damage: 20000
  • Inner Ring Radius: 15
  • Outer Ring Damage: 5000
  • Outer Ring Radius: 20
  • WeaponRepackTimeout: 32.5 → 20

Miscellaneous

Overcharge

Overcharge is changed from a variable system to a fixed damage per energy used. The ratio is 1:4 damage to energy drained and the minimum damage is 1250, maintaining the minimum energy required to Overcharge at 5k.

The damage dealt by overcharge scales with the amount of energy drained from storage.

Overcharge will use as much energy as is needed to kill the highest health unit hit

The minimum damage is 1250 at a cost of 5k energy.

The maximum damage is 15k at a cost of 60k energy.

Overcharge will drain a maximum of 90% of stored energy.

Damage vs buildings is 800 for 5k energy as before.

Damage vs commanders is 400 for 5k energy as before.

Target Priorities

Many units had their target priorities updated to enabled them to function more effectively. Find all the details here.

Nukes

    Experimental Nuclear Missile
  • Health: 60 → 60000
    Nuclear Missile
  • Health: 25 → 25000
    Anti-nuke missile
  • Damage: 30 → 30000

Air Factory Rolloff

Air factory rolloff times have been equalised between factions.

T3 Air Crash Damage

The crash damage of T3 air units has been increased and made more consistent.

Vision Fix

Fixed the vision effects of Lobos and Seraphim air scouts.