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
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.
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.
Many units had their target priorities updated to enabled them to function more effectively. Find all the details here.
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.
Fixed the vision effects of Lobos and Seraphim air scouts.