Welcome to the patchnotes for the 3674.
This patch contains the HP changes that have been in testing and discussion for a long time, and some Ythotha buffs on top. As always, you can post your feedback and opinion on the forums.
We wish you good luck and much fun playing with the new patch!
Ythotha:A buff to the Ythotha has been long planned and wished, but buffing it in a way that makes the unit more dynamic and interesting turned out to be difficult. We have decided to improve it by making it more nimble and also allowing it to shoot 45 degrees backwards so that it can be microed to a much greater degree. It also gets a slight range increase to help with this goal. We will closely observe if this new microability in certain situations gives the Ythotha the power it should have, or if further adjustments are needed.
Janus:The Janus change in the last patch worked well but was found to be too strong. The napalm's burn time is increased to allow players to react and move out of the damage radius before all damage has been dealt. The initial damage of the bombs is also decreased.
HP Reductions (Part 1)The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the lategame and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game.
The goal with increasing the HP differences between the factions is to make them a relevant and interesting part of the game, rather than a visual difference without much impact. The changes are aimed to increase faction diversity and attempt to even out the current differences in power between the factions by giving them more unique strengths and weaknesses, rather than making them more equal. This are rather big changes, but we believe they will make the game more diverse and interesting.
To compensate cybran a bit for the rather large nerfs, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnuable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.
T1 Land/Air/Navy and T2 Land/Air Support Factories
T2 Land/Air HQ and T3 Land/Air Support Factories
T3 Land/Air HQs
T2 Navy Support Factories
T2 Navy HQs / t3 Navy Support Factories
T3 Navy HQs
HP Reductions (Part 2)If you look at the values, you will notice that we tried to make the new HP values as consistent and intuitive as possible. Mex and PGs now have equal HP, and most support factories have the same HP as the lower tech HQ. Meanwhile every HQ upgrade will double its HP.
These changes have many interesting side effects and small direct or indirect buffs to specific units and factions. Some examples?
T1 Mass Extractors and T1 Power Generators:
T1 Mass Storage:
T2 Mass Extractors and T2 Power Generators:
T3 Mass Extractors and T3 Power Generators: