by elvenfury on Mar 8th, 2008 digg this super bookmark
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General/Gameplay Changes
- Four brand new skirmish/multiplayer maps have been added:
Washington D.C. (1 vs 1)
Atlatea (1 vs 1)
Arecibo (1 vs 1)
Grand Canyon (8 players)
- Atlatea, Arecibo, and Washington D.C. have been added to the Ranked game map rotation
- Most Abnormal Game Exit crashes should now be a thing of the past (oh man am I glad to type that)
- That occasional invulnerable walker thing? Fixed.
- Walker hardpoints are now always customizable after loading a saved game
- Camera distance increased by 22%
- Map transfer support added (maps go in Data\CustomMaps)
- Mod support added (full mod tools coming soon)
- AMD driver and detection issues resolved
- UI response time and behavior has been improved
- DirectX 10 performance improvements
- All shadows should now touch units’ feet
- Miscellaneous AI improvements
- Quick Match should now be more responsive when matching
- Players can no longer modify their settings in a Custom session once the host has started the countdown
- Outdated replays now appear in red to indicate that they were recorded with a different version
- Replays no longer quit at the point another player leaves the game
- Newly recorded replays should behave better in general (alternate universe replays should no longer happen)
- The camera view can now be rotated via the keyboard (left and right arrows)
- Removed 5 cows from Appalachia southwest starting area
- Several Russian and Korean language audio/text fixes
- General terrain and map beautification. Also, more crushing!
- Civilian pathfinding optimized for better performance
- The Inverter shield is now lowered upon being EMPed
- Conquerors no longer pass through buildings while using Vortex
- Masari Knowledge Vault upgrades are no longer cancelable by attacking the upgrade in progress
- Altea’s Peace now shuts off Saucer foo behaviors
- Allies can no longer be taken over by Mind Magnets
- Phased units are no longer targeted by Mind Magnet
- Avengers no longer spawn when Masari vehicles are uploaded by Vertigo
- Vertigo can no longer upload other Vertigos in multiplayer games (the ramifications were just too confusing)
- Midnight basketball league for at-risk youth added
Masari balance changes
- Figments no longer require Knowledge Vault Tier 1 upgrade for production
- Figment damage vs infantry increased by 50%
- Figment damage vs vehicles, walkers and structures reduced by 60%
- Figment health reduced by 15%, DMA pool reduced by 50%
- Figment cost reduced from 55 to 50, and build time reduced from 50 to 45
- Figment Light Mine damage vs infantry increased by 50%
- Figment Light Mine damage vs vehicles and structures reduced by 30%
- Peace Bringer Disintegrate damage reduced by 30%
- Peace Bringer Tractor Beam range reduced by 20%
- Peace Bringer Tractor Beam speed modifier reduced from 90% to 30% (Mirabel can now flee!)
- Peace Bringer global damage increased by 50%
- Peace Bringer range reduced by 40% in both Light and Dark mode
- Sentry DMA Pool reduced by 50%
- Skylord range increased by 18% in Light mode
- Skylord damage vs vehicles and structures increased by 15%
- Skylord price increased from 160 to 175
- Disciple damage vs infantry reduced by 50% in both Light and Dark mode
- Disciple damage vs vehicles, structures, and aircraft increased by 40% in both Light and Dark mode
- Conqueror Light mode range reduced by 10%
- Conqueror Light mode FOW reveal reduced by 10%
- Guardian Turret FOW increased by 10%
- Guardian Turret rate of fire increased by 10%
- Knowledge Vault Tier 2 upgrade build time reduced from 100 to 85 seconds
- Oracle range reduced by 35% in both Light and Dark mode
- Oracle cost increased from 60 to 80
- Oracle build time increased from 40 to 45 seconds
- Oracle beam weapon min range increased by 10%
- Sky Guardian price increased from 50 to 60 credits
- Sky Guardian build time increased from 35 to 38 seconds
- Sky Guardian upgrade price reduced from 75 to 50
- Sky Guardian upgrade build time reduced from 50 to 40 seconds
- Sky Guardian range in Light mode reduced by 15%
- Sky Guardian min range properly set
- Dark matter weapons now do 25% less damage vs dark matter armor.
Hierarchy balance changes
- Gravitic Turret now has a minimum range of 40
- Gravitic Turret price increased from 300 to 400
- Radiation Spitter Turret Cost increased from 450 to 475
- Monolith Stealth reveal refresh timer updates more often
- Walkers now bring all turrets to bear on targets
- Walker Foo Chamber healing amount increased by 10% per second
- Nufai Phase Claw damage vs vehicles and infantry increased by 20%
- Brute damage vs infantry increased by 15%
- Brute charge ability now does 100% damage to all unbuffed turrets
- Brute Death from above damage vs all vehicles reduced by 15%
- Lost One damage vs aircraft increased by 20%
- Walker Arc Turret damage increased by 20% vs aircraft
- Monolith Beam weapon damage vs infantry increased by 10%
- Mass Drop damage vs Aircraft increased by 100%
- Defiler popcap increased from 2 to 3
- Defiler build time increased from 24 to 26 seconds
- Defiler Project Radiation Ability recharge increased from 20 to 28 seconds
Novus balance changes
- Amplifier spin-up time per damage stage reduced by 3 seconds
- Corruptor stealth reveal refresh timer updates more often
- Corruptor damage vs all infantry types increased by 10%
- OHM damage vs heavy infantry increased by 15%
- Blade Trooper damage vs all infantry increased by 60%
- Dervish Death Blossom range reducedby 30%
- Redirection Turret FOW reveal increased by 15%
- Redirection Turret projectile chaining damage reduced by 10%
Vote for JoJ for mod of the year :)
http://www.moddb.com/mods/judgment-of-the-jedi
THIS GAME IS GOING TO ROCK COMMAND&CONQUER
@Afanickton
Graphics, graphics, graphics. There is more to a game than just graphics. Universe at War isn't about super good graphics like World in Conflict. Look at Starcraft II, it has cartoonish look, people want it for a key feature, Game play. Game play is far more important than graphics.
You're right you don't play the humans beyond the tutorial campaign. Universe at War is about the backstory between 3 alien factions and how they all end up on Earth. Hierarchy want to strip mine the planet and destroy out race. Novus are holy crusaders out to destroy the Hierarchy. The Masari are literally what gods of men in ancient times were. Humans do play a role in story mode.
Graphics, graphics, graphics. There is more to a game than just graphics. Universe at War isn't about super good graphics like World in Conflict. Look at Starcraft II, it has cartoonish look, people want it for a key feature, Game play. Game play is far more important than graphics.
Quoted for f'ing truth >_<
Stop bashing the graphics of UaW, Red Alert 3 is a game to bash about graphics :P
But Seriously stop bashing it annoyes me, UaW actually has nice graphics.
People's opinions on how good a game is shouldn't be affected by how good the graphics are.
looks gay i dont know why, ive heard you dont even play as humans just three alien races, and the graphics look too... idk old?
Well, the game was delayed till December 4th 2007, there is a demo out and a closed beta build.
Without Lucasarts rushing them, this game is going to rock. Especially since it's already been delay <_<. Well at least they have time to work all the bugs and get some serious balanced gameplay out there.
@bobwashere
Empire at War was STAR WARS. And therefore.. was mostly set in the Stars.
This is Earth Assault. I see nothing that points to space battles AT all.
So the land battles would be the focus. And seeing as their past land-battle games included Red alert and Command and Conquer, I don't think there'll be an issue.
I sure hope the ground battles are better than Empire at War, since it's the same guys making this game.