Yeah that's right, it's Monday. Let's see what's new.
Important Global Changes:
- Supply Docks contain $60,000 now
- Supply Piles contain $7,500 now
- Reworked all Hero units
- Burton HP increased, from 200 to 300. More exp required to rank up. C4 timer halved
- Lotus exp gain reworked and it's possible to gain veterancy easily now
- Infantry General Super Lotus has default capture times like other Lotus, but has +25% more range
- Lotus System Hack now gives some exp for using it
- Lotus: Capturing = 50 exp. Vehicle shutdown = 25 exp. Cash Steal = 25 exp
- Jarmens: Added a unique explosive charge to non-demo faction Jarmen Kell's
- Unique charges deal half as much damage as Demolition Jarmen, but have cool effects
- Salvage Jarmen: Explosive charge releases Phosphorus
- Toxin Jarmen: Explosive charge releases an acidic cloud
- Stealth and Vanilla Jarmen: Explosive charge releases a scouting flare that detects hidden units in a large radius
USA Factions:
- Police Officer Sentry Gun now properly uses stealth when attacking/idling
- Normal and Laser Firebases no longer block unit line of sight. Excludes Fortified Firebase
- All types of Auroras require more exp to rank up, and give more exp when destroyed
- Fixed a strange bug with SWAT Vans and Paradrop. It works as intended now
- AI should be capable of deploying Officers from SWAT Vans now
- Increased normal Particle/Laser Uplink Cannon firing time by 50% (+5 seconds)
- Improved CIA Agent animations slightly
- CIA Agent HP reduced, from 240 to 200
- Changed Laser Lock hotkey to R
- Significantly reduced SEAL HP
- Greatly improved the stabbing sound of Colonel Burton. Replaced stab sound with Phil Swift stabbing a bucket
- Doubled the timer on SEAL C4 charges due to the extreme damage
USA Laser General:
- Laser Crusaders gain a 3 shot burst fire with Focusing Crystal upgrade
- Laser Paladins can retain damage for longer after Focusing Crystal upgrade
- Increased Laser Paladin Range by a small amount
- Laser Missile Defenders shoot Lasers. Yes, lasers
- You can Laser Lock with Laser Missile Defenders that shoot Lasers
- Increased Mega Mech HP by 1,000 since it cannot be healed
- Changed Dozer PDL into something weaker, but visually nicer
- Laser Dozers can construct a special Laser Battle Drone that can zap things and deflect incoming missiles
USA Armor General:
- Wraith Tank reload time increased, from 2 to 2.5 seconds
- Increased exp given by Wraith and Mammoth tanks slightly
- CIA Agents now properly benefit from Combat Vests
- Mammoth Tank price increased, from $1,600 to $2,000
- Mammoth Tank build time increase by 2 seconds
USA Super Train General:
- Removed EMP_HARDENED from ground units so Jarmen's Vehicle Stun ability works properly
USA Airforce:
- Tweaked buildable Spectre Gunship armor slightly. Less tanky overall
- Decreased the number of bombs in the Carpet Bomb GP, from 25 to 20 [per bomber]
- Carpet Bomb GP planes are stealth after the upgrade, not before
GLA Factions:
- Leech Tank hit with the nerf bat one more time
- Buggy Ammo upgrade properly displays percentage ammo increase, as well as reload time increase of +33%, and damage decrease of -40%
- Buggy damage after ammo upgrade increased by 2. Missiles are slightly more visible with new exhaust
- Fixed an issue where Mega Man Cannon shots would fail to reach their target on extremely large maps
GLA GLA General:
- Slight nerf to Balloons. -2 infantry inside, updated ToolTip to display accurate information
GLA Demolition General:
- Reworked Dynamite Pack upgrade!
- Dynamite Pack is changed to create up to 4 small Demo Traps upon death. These are flung randomly and detonate, dealing small damage
- It cannot damage your own units
- Explosion resistance changed, from 50% to 15%
- Changed Nuclear Topols into Thermobaric Topols using MOAB-style damage and FX. This fixes a crash on his challenge map
- Rocket Tunnel Networks only come with 1 Terrorist now
DR. THRAX:
- Removed Nerve Gas from Terrorists. I want to rework this upgrade later in the future
- Toxin Demo Traps deployed from Biplanes no longer damage flying units
- Nerfed armor of Chemical Bomber
- Slightly increased Chemical Bomber cost and build time
- Reduced the radius of Anthrax Bombs deployed from the Assault Airship, from 300 to 200
GLA Salvage General:
- Me262 damage increased by a total of 4 (+2 per gun)
- Me262 can now detect stealth Aircraft within a radius of 350
GLA Stealth General:
- Workers are no longer stealth due to safety reasons, and PVP reasons
- Buildings take 2.5 seconds to stealth, and are not stealth when taking damage
- Advanced War Factory is still instantly stealth, because it's advanced, or something
- Added an Engineer builder that is created from the Supply Stash. He is always stealth and can only build base defenses by default
China Infantry General:
- Conscripts fired from the Berserk should count towards unit lost statistic
- New unit! Turbo Minigunner! Replaces Mortar Squad
- Turbo Minigunner has increased range and damage and shreds most infantry with ease. Voices from Yuri's Revenge
- Infantry should no longer give the Frenzy 1 effect when killed inside of garrisons. Keyword: should
China Tank General:
- Changed Ramjet Turret damage from EXPLOSION to ARMOR_PIERCING, making it much less effective at killing infantry
- Added a weaker, secondary Hero unit to the Barracks...
Misc:
- Fancy Limo is no longer a suicide unit upon creation
- Conscripts now have the highest health of any basic infantry, like RA2
- Fixed issues with Skydiving Terrorist armor
- Tech Refinery now discounts 10% on everything instead of 50%
- Updated loads of ToolTips with useful information that you won't read
- Fixed a bug where Avengers could target stealth Radar Trucks
- Fixed a mistake where Kirov armor was actually made weaker to heavy anti-air damage after their armor upgrade
- Fixed some ArmorSets so big tanks take big bonus damage from Particle Cannons
- Hopefully fixed some potential crash sources
- Fixed an issue where not all of Infantry Generals vehicles could benefit from vehicle Rank-up ability
- Attempted to optimize SSNR FX. Results may vary. Visuals may vary as well
- Fixed the delay when Comanche's hit the ground to them dealing damage by landing on things
- Attempted to optimize Grinder Flechette FX. It might look ugly now