Small update, here we go.
USA:
- UAV DamageType changed to JET_MISSILES
- UAV damage reduced, from 150 to 100
- UAV DamageRadius reduced, from 3 to 1
- UAV range decreased, from 600 to 400
USA Airforce:
- Applied the LazerPig fix for buildable A10's
- A10 vulcan damage changed to GATTLING (better against infantry, worse vs tanks)
- A10 health reduced, from 550 to 500
- A10 vulvan accuracy greatly reduced against ground targets. Damage slightly increased to offset
- Thanks LazerPig!
China Infantry:
- Iron Dragon Infantry now have an ECM jammer instead of napalm grenades
- Iron Dragon Infantry damage reduced, from 80 to 65
- Iron Dragon ECM is 50% more powerful than a normal ECM tank disable
- Iron Dragon scatter against infantry increased
GLA Vanilla:
- Successfully summoned the Sandworm for use as a Rank 7 ability
GLA Stealth:
- New unit! Underminer!
- Mega Man Cannon removed
- Underminer replaces Mega Man Cannon
- Underminer is a mobile superweapon
- Fires drills to the target that deal damage enroute
- Behold! The Underminer!
- No capes!
Campaigns:
- Updated final China mission to fix potential softlock with objectives
Misc:
- Added Prussian Blue color option
Posted on April Fools Day
Underminer feedback: Unit is very cool, but unfortunately very difficult to use in practice. They deal friendly fire, so have to be positioned carefully to not murder your base, but also damage each other. However, the sidebar shortcut doesn't tell you which underminer is firing. So if you keep them in the same area you can't use the shortcut because inevitably firing one would kill all the others. Spreading them out while keeping them safe is super tedious, as is individually selecting them to fire.
I would say put the mega man cannon back, nerf underminer damage and demote it from superweapon status.