The 1.08 patch for Armageddon Empires. See File Details for the list of changes.
7/21/2008 - V 1.08 Tip of the Spear Update - PC version
This update should be applied to earlier versions 1.1a, 1.1b, 1.1c, 1.02, 1.03, 1.03a, 1.03b, 1.04,1.04a, 1.05, 1.05a, 1.05b, 1.06, 1.06a., 1.07 and 1.07a All previous save games are compatible.
Instructions: Double left click on the self extracting ZIP file to unload the files to your Armageddon Empires folder where the game was installed. The default installation location is C:Program FilesCryptic CometArmageddonEmpires. The default location for the update unzip program corresponds to the default installation program. Two files should be overwritten AIScripts.cxt and MainInterface.cxt.
Windows Vista users may have to perform this operation by first unziping the files to a location like their desktop and then copying the files manually.
Tip of the Spear Mini Expansion Pack
New Infantry-type Rules:
Note that Infantry Type refers to the following types of cards: Infantry, Robots, Mutants and Xenogytes. Elite Machine Infantry (Scourge, Revenant, and Lich Platoons) even though they are Robot subtypes DO NOT qualify for these bonuses because they are considered Powered Battle Armor (PBA) equivalent.
1. Fire and Maneuver:
Infantry Type unit cards in the front row that initiate an attack against a Large type unit card (Large type is an Armor, Mecha, Automat, Automecha, Dragon, Giant, Biomecha, Xenomorph, Support or Artillery) in the opponent’s front row automatically apply a disable effect equal to the Terrain Movement Cost of the hex that they are fighting in minus 1. The disable effect lasts for a single turn.
For Example: An Imperial infantry card attacks a Machine Leviathan Automat card in a city hex and misses the attack roll. Despite missing the attack roll a -2 modifier is applied to the Leviathon’s Defense die for the remainder of the turn.
2. Combined Arms Bonus:
If an Armor, Mecha, Automat, Automech, Dragon, Giant, Biomecha or Xenomorph unit card makes an attack from the front row against a target card in the opponent’s front row and succeeds in the Attack Challenge then a damage bonus is applied if there are Infantry Type unit cards in the front row with the attacking card. For each Infantry Type unit in the front row a +1 damage modifier is applied.
New Advanced Training Enhancement Cards:
12 New special Advanced Training enhancement cards are available to buff up infantry type unit cards. In order to create an Advanced Training card you must have an Academy type facility card deployed to the game board as well as a hero with the “General” card subtype. A hero with the “General” subtype may attempt a Create Card Challenge if he or she is stationed at a hex with an academy and the hex is controlled by the player and not contested.
How To Create Advanced Training Cards:
Right click on the hero to bring up the Create Advanced Training option on the pop up menu. Click on the Create Advanced Training text and the Select Advanced Training Options Dialogue Box will appear. This dialogue is just like a Create a Technology or Tactics card dialogue box with the addition of a “Next” button on the left hand side of the dialogue that lets you toggle between the two pages of possible Advanced Training Cards that you can create.
You get 1 die for each level of the Academy card’s level and one die for every two points of Command Rating that the “General” possesses. You must then roll equal to the target threshold for the particular Advanced Training Card that you are trying to create. The Target Threshold ranges from 2 to 7.
For Example: Vladimir Kost is at an Imperial Outpost that also contains an Imperial War College that has been upgraded to level 3. When Vlad goes to attempt to create an Advanced Training Card he will receive (8 / 2) + 3 = 7 die.
Creating Advanced Training Cards only costs Action Points ranging from 2 to 7 which must be paid when the challenge is initiated.
If a Hero General succeeds in the Create Card Challenge then an Advanced Training Enhancement card is created and it can be added to the player’s hand. To enhance an infantry type card open the Army Viewer for the army containing the card then drag and drop the enhancement card onto the target infantry type card. The target infantry card must be at a controlled outpost or stronghold location that is not contested or besieged.
Each Infantry Type card can only ever receive 1 Advanced Training Enhancement. Once the enhancement has been applied by dragging and dropping the enhancement card onto the target infantry type card, then a special Chevron icon will appear in the top left corner of the card.
Advanced Training Cards Available:
Toughness Training - adds + 2 HP, +3 Resist
Defense Training - adds + 1 Defense
Firepower Training - adds + 1 Attack
Tactical Training - adds Flanking 2 Special Ability
Maneuver Warfare - adds +1 to unit card movement rate
Anti-Armor Warfare - adds Hyperkinetic +2 Special Ability
Deep Strike Training - adds +1 Attack and Breakthrough* Special Ability
NBC Training - adds Neuro Toxin 4 Special Ability and + 3 Resist
Medical Training - adds Triage** Special Ability
Assault Training - adds Assault +5 Special Ability
Advanced Sniper Training - adds Sniper 7 Special Ability
Commando School - adds + 1 Attack, +1 Defense and the Commando Special Ability
*Breakthrough cannot be added to a card that already possesses the Assault Special Ability.
**Triage is a new Special Ability. Each Infantry Type card in an army that has a card with the Triage Special Ability has a 50% chance each turn of healing a single hit point of damage regardless of where the army is located. This also applies to the card with the Special Ability. This special ability can stack.
New Assassination And Sabotage Action Point Costs:
The AP cost for Assassination and Sabotage Challenge Attempts increases by 1 point for each additional respective assassination or sabotage challenge performed by any given hero or unit card during a single turn.
For Example: Mata Boyd stumbles upon the enemy’s Stronghold and attempts to destroy it through sabotage. The first Sabotage Challenge costs 4 Action Points to initiate. The Challenge is unsuccessful. The next challenge will cost 5 Action Points to initiate. At the start of the next turn the first sabotage challenge will cost 4 Action Points and then ramp up by one for each additional challenge attempt.
Optional Fuel Cost Rule:
This rule can be toggled on via the Options menu and is available at any point within a game. It ONLY AFFECTS YOU and NOT YOUR AI OPPONENTS. In order to move an army containing an Armor, Mecha, Automat, Automecha or Biomecha type unit card, you must pay one unit of the Energy resource for each such card.
For Example: You have an Imperial Recon Army with a single Leopard Armor card. In order to move this army you will have to pay 1 unit of the energy resource.
NOTE: If at any point you toggle off the Optional Fuel Rule then all games will have this rule disabled. The rule is global and not specific to any particular game.