STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Rebellion 2.11.9: Jump To Hyperspace
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General Brooks  [developer] 30 Mar, 2024 @ 8:32am
AotR 2.11.3 Patchnotes
These are available in a more easily readable format on our discord.

New Features
● UI Rework
○ GC UIs for all factions
○ Tactical UIs for all factions
○ Tech Trees for all factions
○ New Hero Portraits
○ New Screens for various thing like Planet Info, Battle load
○ Checkout “UI Updates” chapter for more details!
● AI Adjustments
○ GC AI now builds way more varied fleets and armies, and also constantly
builds units
○ Optimized GC AI to only run relevant plans. This will make them more
reactive and should also increase performance of the mod
○ Ground AI now way smarter when choosing targets to destroy with its units
○ Ground AI now better at using and countering Air units
○ Ground AI now moves units to strong positions and fortifies them
○ Checkout “AI Adjustment” chapters for more details!
● Added 20 new ground maps and one new space map
○ Some new maps feature new indigenous species, like Dresselians
○ Checkout “Map Changes” chapter for more details!
● Added Snowtrooper, Lavatroopers in 501st and Fulik style
● HLK Citadel Gunship added to CSA, buildable by all factions from Koensayr
● Added Mobil Tacpod transport for CSA and some neutral infantry
● Added Dresselian Snipers, recruitable from Dressel by the Rebel Alliance
● Made Mimbanese Freedom fighters buildable from Mimban
● New visuals for all ground rockets, missiles and torpedoes
○ Rockets now have black smoke and curve when shot
○ Missiles have white smoke
○ Torpedoes have a cone shaped projectile and white smoke
● Visual adjustments of space rockets and missiles
○ All rockets now have the same effect as artillery rockets
○ Smokes on rockets should now not disappear as soon as the rocket hit
● Made Merc recruitment centers have 3 possible loadouts for each faction, with each
faction having different options to choose from
● Add pirate and independent capturable abandoned factories with four different
vehicles for each, all themed to either be pirate and neutral vehicles

UI Updates
● New GC and Tactical UI for all factions courtesy of Kukakraft
● Tech Trees for all Factions
● Added Kukakrafts new hero icons
● New mission log layout
● Expanded Droid Log and removed old planet abilities
● Some adjustments to the campaign selection screen - the bottom of the list box is
now lined up with the groupboxes on the right side
● Changed position of galactic countdown timers to bottom right and reduced size
● New Smuggler/Smuggled Icon
● New Loading Screens for GC Ground/Space/Missions by Kuka
● Rearranged Story Mission Texts to work with new loading screen
● Skirmish and Post Battle results screens added
● Added new species images to all planets
● Added Guides button to GC UI, moved Cinematic button to corner of radar
○ Guides Button will open the mission dialog with all guides, closing the dialog
will remove the Guides again
● Changed Pathfinder-box from yellow to blueish
● Changed color and rollover of hero ring (top right in galactic/tactical) to blue
● Changed color of space special structure slots from yellow to blue
● Changed color of campaign select dialog difficulty buttons from yellow to red
● Hero Rings now have black background instead of green. That looks way cooler!
● Made space/ground tab blue instead of green
● Newly colored hero frame
● Changed color of "Enemy Losses"-text in battle results screen from yellow to red
● Changed Neutralize Hero Dialog to base game blue
● Changed texture of close/cancel button for reinforcement window and neutralize hero
window
● New Corruption Choice and Black Market screen
● Reactivated build in progress clock for GC
● New style for build in progress overlay and grid background
● Add Mod version number to main menu, no more “Did my version update?” problems
Balance Updates GC
● Lowered AI bonuses on Big Chungus (with the new AI they dont need them to be as
extreme anymore)
● Only two mines can be built per planet instead of three
● Adding additional wait to the reset time of shipdealer war
● Added Skipray to Empire mission reward tables
● Swapped VSD 1 on Lianna with ISD 1 on Fondor for Big GC Starting Forces
● Added all Mandal Motor units to Mandal Defense Station Bonus
● Swap TIE-Hunter and TIE-Avenger techs
● Increased Lictor Price from 5400 -> 7500
● Lowered Porunga price from 8000 -> 7000
● Slightly increasing base reward value for random missions that are not hunt capital
shipyard/build production
● Higher support now reduces time between missions
● Lowered time between intervention system trying to find a new mission, especially for
when no mission was found before
● Changed Major Hero corruption removal time to 10 seconds
Balance Updates Space
● Switched Tagge's TIE Bombers for GAT-12s
● Switched the Hardcell from frigate to corvette class
● Gave Bakuran Destroyer 1/1 Squadrons of Razors instead of 1/2 Flights
● Made Pirate Marauder variant with only turbos, renamed the Rebel Marauder to Ion
Refit with one less Turbolaser and Ion Cannon
● Make imperial escort carrier have 2x3-Rabid Burst Lt TLs and make the Hvy LCs fire
in 2-Burst
● Increased recharge of project shield ability from 60 to 120
● Laser defense ability now more effective from frigates and corvettes
● Nym now in squad of 6
● Po’runga shield 8000->9000
● Lowered hostile freighter fleet spawn chances
● Adjusted scale of V-Wing now only 42% the size it used to be, lowered health to 8 to
account for the better survivability provided by being a smaller target
● B-Wings now in squads of 5
● Rebalanced MC80 Freedom, now uses heavy stuns, and they are placed in more
favorable positions for broadside attacks, replaced Shield Leech with Defensive
shield
● Strike cruiser now has LR stuns, all weapons fire in 2-Bursts, 1 reserve squadron,
popcap increased to 12
Balance Updates Ground
● Changed AT-DT projectile to fire damage
● Updating civilian houses that align to pirates to check if the defender is either Pirate
or Independent and align it with those factions, if not, it will be hostile
● Hutt Security droids are not able to garrison anymore
● All ground structures will now take 5 seconds before spawning a reserve unit instead
of 0 seconds
● Mustafarian Indigenous units now have flamethrowers instead of disruptor rifles
● Made Flamethrowers of Espos/Mustafarians reload faster
● Rebalanced air unit weapons, now way more accurate, but lower damage for lights
and mediums
● Made dumb fire rockets more accurate
● Nerf T-16 ions from Heavy to light
● Darktrooper 2 now has repeating blaster cannon
● Lowered visual effect of gas grenade/plasma grenade, increased range and duration
of gas effect
● Incinerator rockets now do fire damage
● Rancors and Reeks now have Charge ability, which increases speed and defense
● Deathtrooper Heavy rifleman now are snipers, rifleman now heavy rifleman
● Lowered health of landing pads

Map Changes
● New Ground Maps
○ Dressel (From: Polemarchos)
○ Polis Massa (From: Primid)
○ Agamar (From: Polemarchos)
○ Florrum (From: Polemarchos)
○ Cerea (From: Primid)
○ Oba Diah (From: Primid)
○ Hoth (From: Polemarchos)
○ Yavin IV (From: Polemarchos)
○ Kalist VI (From: Primid)
○ Mimban (From: Cheese)
○ Commenor (From: Polemarchos)
○ Ord Mantell (From: Polemarchos)
○ Ryloth (From: Polemarchos)
○ Ubrikkia (From: Polemarchos)
○ Scarif (From: Polemarchos)
○ Centares (From: Edmar Fecler)
○ Thyferra (From: Polemarchos)
○ Koensayr (From: Polemarchos)
○ Zeltros (From: Primid)
○ Quellor (From: Cheese)
○ Oasis Skirmish Map (From: Cheese)
● Ground Map Changes
○ Teth: Made paths wider
○ Toprawa: Fixed units getting stuck in the starting LZ
○ Umbara: New groundcover
○ Various visual updates for: Corsin, Falleen, Ando, Zygerria, Crait, Ylesia,
Bogden, Mimban, Cerea, Bestine, Mechis III
○ New pirate factories on Sriluur, Mon Gazza, Oba Diah, Sleheyron, Uyter,
Abregado Rae
○ Cato Neimodia: Fixed droid spawner
○ Falleen: Passability fix
○ Ession: Map Layout Update
● Fixed Ground Map Crashes
○ Fixed Sy Myrth crash (Thanks to TJ)
○ Fixed Scipio crash (Thanks Polemarchos and TJ)
○ Fixed Ithor map crash (Thanks to Polemarchos)
● New Space Maps
○ Agamar Space (From: CouncilOfPoorlyLitBaldPeople)
● Space Map Changes
○ Fix Bonadan missing space freighter destination marker
○ Adjustments to Agamar Space map, fixing GTS weapon not working
○ Moved planet closer to the battlefield on Saleucami space
○ Fixed GTS weapon on space Endor map
○ Fixed GTS weapon on Rhen Var space
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General Brooks  [developer] 30 Mar, 2024 @ 8:32am 
Bug Fixes
● Fixed Mercenary Corruption not unlocking Mercenaries and Black Market not
spawning Dealers at some point in Black Sun campaigns
● Added code to respawn the starbase and all space structures after the Felucia
Bufferzone mission was won
● Fixed Storm Commando snipers having incorrect fog of war reveal range
● Fixed WLO5 can't be bribed
● Made Tok visible on radar when fogged
● Fixed Big campaign random start AI having all heroes on spawn and not being able
to advance Era
● Fixed snow effect not blinding like a flash bang anymore
● Changed out Defiler ability to minefield instead of throw bomb, to avoid crashes in
ground battles
● Add missing objectives and texts for Zygerrian Spawner
● Increased flyout distance on empire barracks to have the units get stuck less
● Made fighter ion stunners not do ion stun anymore, only heavy stunners can stun
large ships
● Fixing instances of pirate outposts that were not aligned to Hostile faction and didn't
spawn any units.
● Increasing size of selection circle of Occupier tank
● Fixing abandoned droid factory name
● Increasing flyout distance of abandoned factories to hopefully have units not be stuck
● Fixed Freighters sometimes moving to the planet they are stationed on
● Fix Zygerrian Whip Lady weapon text
● Add bombing run capability text to bulk carrier
● Minor AI has no conquest limits in random grand campaigns
● Ubrikkia bonus now applies to Black Sun Skiff company
● Cuddles can now be healed by Beast Masters
● Some selection ring fixes
● Empire now has a sound event for S-Foils Ability
● Fixed some planets only having one turbolaser tower as starting force
● Fixed Hutt guard droids costing 2 popcap
● Fixed Black Krrsantan Warcry ability making him completely stuck
● Fixed space slot count of Dorin and Balmorra
● Made Vulpter able to build swoop arenas as intended
● Fixed Felucia’s Planet ability not working
● Fixed Underworld Conquer Planet intervention
● Hopefully fix crash/freeze caused by Mission particles being used by freestore
● Fixed capital buildings being buildable unintentionally on story campaigns.
● Hopefully fixing Black Sun Elites getting stuck
● Fixed sandcrawler not showing up in maps anymore
● Fixed Keldabes not being discounted by dealer
● Fixed Rothana double factory spawn
● Fixed Bogden terrain preview
● Gave Keda Tank a different target bone to maybe fix it being not hit sometimes,
changed collision mesh for more accurate hit detection
● Add Kihraxz to shipdealer bonus
● Make ground Merc refitter not switch to hostile, if the planet is corrupted with merc
recruitment
● Removed unit fire sound from ground TIE-Fighter
● Fixed SFX for building the XTS minelayer
● Fixed target lock autofire script
● Prevent Black Sun Elite flamer from attacking air units
● Potential fixes for the Empire reconquer Sullust sector missions
● Fixed MC80 independence being buildable at mon cal tech 3 without needing to do
bufferzone or negotiations missions
● Add Underworld Saboteurs to all cheaper/faster hero planet abilities
● Fixed Dauntless right battery having half salvo size
● Add build limit texts to dark troopers
● Fix AT-ST having no script for autofiring its ability
● Make ITT, Skiff not stealable by vehicle thiefs
● Make bubble shield not give a salvage reward on killing it
● Make AI use power to weapons on Black Sun Acclamator
● Add build limit texts to dark troopers
● Cleared up some minor inconsistencies with dockyards and shipyards in story
mission texts and tech tree hints
● Fixed FireStar incorrect weapons
● Fixed some space structure selection rings
● Turned off Shadow_Occlusion everywhere
● Fixed AI not using target lock on IPV
● Fix droid factory spawn bone alignment
● Fixed Death Star being buildable when it shouldn't be
● Death Star is now initially locked through unit file and is only unlocked after the
scouting mission is completed/failed
● Fixed scales of infantry props to be accurate (no more Gulliver's Travels)
● Fixed some planets being unable to build stuff they list in their description
● Fixed space defensive marker model (important for future space mappers!)
● Fixed starbases being discounted by Denon
● Added XX-777 to Corellia bonus
● Fixed IPV-1 class text
● Hopefully fixed crouch animations for Neimodians / Kaleesh
● Fixed Aqualish Spawner objective text
● Allow Tok to garrison EWEBs
● Merc Recruitment objective should now have a different text if the enemy is Black
Sun and gets merc recruitment
● Fixed HWK build SFX
● Fixed Scarif Terrain text
● Fixed Alliance HQ upgrade displaying wrong popcap
● Removed GTS behavior from some props resulting in GTS weapons being unable to
fire
● Fixed CC-7700 being not buildable for underworld
● Fixed Raider Corvette and TIE-Brute not having unit names
● Fixed Rebel NR Mission
● Imperial Mobile Support Station Garrison text fixed
● Fixed Carida planetary ability tooltip
● Make Bel Iblis not bribable
● Fix time between shots of Mistress Stun Ion
● Fix Kalee corruption requirements
● Countless Text Fixes

GC AI Updates
● AI now builds more units with the Build Unit story script, this will result in AI building
units consistently and build more varied fleets and army compositions
● AI now doesn't propose plans, that are not relevant, making AI cycle time
significantly faster, which results in a more reactive and faster AI
● Rebalanced AI infrastructure building behavior to result in better bases and better
distribution of structures
● Made AI tech faster, allow AI to tech after certain time has passed, so they can
effectively outtech the player now
● Made AI more likely to raid planets with production structures
● Reducing AI bonus desire for player controlled planets when choosing a planet to
corrupt, Increasing desire on "hard to corrupt" planets if possible regardless of who
controls the planet.
● Allow AI to tech, even if they don’t have a lot of infrastructure
● AI can no longer build ground tech as the first structure on a planet
● AI updates to make the GC AI more active again
○ Lower combat power of defense fleets
○ Increase the amount of required units only when AI is attacking the human
player
● Fixed conquer to reconnect, which sometimes resulted in the AI only sending one
ship
Space AI Updates
● Fix AI not moving their fleet together when defending and going on the offensive, this
will happen when they have no starbases or if they think they outnumber the attacker
● AI will now change its targeting priorities in certain AI plans, which will allow it to take
out units more effectively
● Hard and Expert AI will now focus down engines of super ships to make retreating
with them harder
● Fixing Independent faction not being able to capture space defense satellites
● Fix Beginning Assault not working when AI is defending, this will result in them
moving their fleet together when they have no starbases or if they think they
outnumber and go aggressive
● Recoded parts of AI activating abilities, to make them also use abilities on variants,
like Capturable ships etc
● Adjusted space capture script to go for high priority structures
● Making Initial Assault not go for capturable structures, this is now handled by a better
version of the space capture script.
Ground AI Updates
● Removed bonuses from secure build pad when the pads are close to a structure,
allow build pads to be captured if they are closer to enemies
● AI will now try to attack targets the unit is strong against
● Air units will now try to avoid anti-air units
● Non Anti-Air units will now retreat to Anti-Air or their strongest position if attacked by
Air and not being in combat themselves
● Make Ground AI patrol between medium pads and bunkers, if they have no
structures on defense. This will hopefully result in them clumping up all their units in
one spot less often and instead moving them around.
● Added code to prevent infantry LandHeroes from escorting themselves, which
caused them to get stuck infinitely
● Hopefully fixed AI script crash when doing the DestroyStructure plan
● Make Ground AI patrol between medium pads and bunkers, if they have no
structures on defense and regular structures and medium pads, if they have
structures. This will make the AI better at holding forward positions instead of
hugging their base.
● Fixed AI starting to move some units in the start of the fight
● Increase desire to build stuff on captured build pads, increase tracking duration for
build pad plans

Misc
● Made Acclamators, Venators, Munificients, Bulk Cruisers models more reflective
● Venators now have proper shadows
● Added imperial skins for Liberator and Quasar
● Add text to Zekka explaining he can buy from black market
● Visual adjustments to Strike Cruiser model
● Added new LZ model with an 8, made all LZs display the correct amount of popcap
you get from them
● Updated Credits Text Mastertextfile, adjusted credits roll speed to sync up with music
ending time
● Added information about corruption removal time and cost to ability description
● Warhound death animations
● Unified visuals for repeating blaster cannons
● New Thermal detonator sounds
● New model/icon for Sith Base
● New imperial victory music
Last edited by General Brooks; 30 Mar, 2024 @ 8:32am
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