With an expanded narrative for the campaign, numerous balance tweaks, AI fixes, and improved latency, this update has something for everyone.
The campaign codex has been added, ready to be filled with history and rumours from all over the galaxy. As you explore, you'll learn about its inhabitants, the events that transpired, and how it relates to you. The codex entries for already explored planet are added to ongoing campaigns, or you might prefer to start afresh (perhaps on a higher difficulty?).
The balance tweaks are focused on toning down Bolas and on evening up the relative appeal of Planes and Gunships in the early to mid game. Dominatrix has been moved back towards the anti-heavy role, submarines have better behaviour, and Merlin may be less dominant late game. There are also some changes to move transports away from bomb tossing and to make the prefire widget obsolete.
Other notable changes include a new Hunter model, polish for the main menu, and configuration changes that should result in reduced latency. Report changes in latency so we can assess their effectiveness.
Balance
Some units now aim and fire when their target is predicted to be within range. The affected units are Reaver, Pyro, Venom, Recluse, Dart, Ripper, Kodachi, Blitz, Ogre, Nimbus, Dante, Stardust and Faraday. This is a cheap and seamless replacement of the prefire widget and will affect balance, so further tweaks will be required.
Dagger is slightly slower.
Speed 4.8 -> 4.75
Bolas is slightly worse at combat.
Health 780 -> 720
Range 230 -> 225
Ronin can lose a hindrance now that Cloaky is not so powerful.
No longer slows down after firing (was slowing to 80% speed).
Dominatrix is now much better against heavy units. This is likely to need walking back.
Doubled damage.
Doubled the fixed capture buffer intrinsic to all units.
Blastwing is better at scouting.
Sight radius 450 -> 500.
Locust requires more infrastructure to repair and reuse.
Regen 10/s -> 5/s
Transport carry speed no longer depends on mass. This is a relative nerf for their ability to throw bombs.
Charon speed 321 -> 345
Charon transports at 70% speed. This is about how fast it moved while transporting Reaver/Ravager weight units.
Hercules transport light units at 100% speed.
Hercules transports heavy units at 50% speed. This makes it a bit slower for transporting Grizzly/Dante weight units, but about twice as fast for Detriment.
Raven can be cheaper now that energy drain for rearming has proven to be so effective.
Cost 320 -> 300
Raptor is more manoeuvrable.
Acceleration increased 10%.
Aileron increased 33%.
Rudder increased 33%.
Elevator increased 50%.
Merlin no longer has above-average health/cost for artillery.
Health 4000 -> 3140
Submarines (Seawolf and Scylla):
Dive deeper in open water, reducing their depth when the sea floor requires it.
Can traverse shallower water, but become vulnerable to surface weaponary.
Take full damage from all weapons.
Campaign
Added the codex, a repository of logs uncovered as you explore the galaxy.
Added 40+ codex entries. The plot thickens.
Added a friendly Stinger to Cygnet as this planet is a bit of a difficulty jump.
Added tips to Kirdipan regarding the heavy turrets.
Added more Thunderbirds to Fel Diacia.
Main Menu
Updated font.
Added icons for friend invites.
Fiddled with and fixed the campaign planet window to display better on smaller screens.
Added a brief loading delay so that the menu does not try to draw without textures.
Added an incomplete language selector.
Fixed popup clickthrough.
Added a tutorial prompt that prompts newcomers start the campaign in a single click.
Applied some network settings that show result in much better latency.
Fixed a bug with loading multiple save files.
Graphics and Effects
Remodeled Hunter.
Damaged underwater units bubble instead of smoke.
Removed grass.
Interface
Added hotkeys for state toggles to command tooltips.
Lobsters set to block attack commands can now only be fired with their special weapon.
Updated commander chassis descriptions.
Optimised some widget that draws state (health, selection etc...) on units in worldspace.
Fixed Cutter build icon.
Added Bolas translation support and help text.
Area cloakers that are enabled by default now default to medium priority.
Fixes
Fixed raider tactical AI attempting to avoid factories.
Tightened velocity prediction for Scorcher.
Tweakunits can now propperly change factory build options.
The engine developers are looking to drop support for the 32-bit builds so, after some testing and profiling, this update applies the 64-bit engine to everyone with a 64-bit system. Previous attempts to do this hit bugs and performance issues, but none of those were found this time around. The 64-bit build appears to be faster and able to run larger and longer games without apparent issue. Be sure to report any if you find them.
Lobster has been the focus of much experimentation in the past few days so it is time for some changes. The biggest issue is the lack of counterplay against units that spend all their time in the sky. To address this Lobster can no longer fire mid-air, removing self-sufficient clouds and flying Lobster abduction. They can still steal enemy units when on the ground, and have received a few more tweaks and consistency improvements. Related to the rise of Lobster is Scallop, which has been nerfed a little while its intended counters have received tweaks.
This patch also include a fix for campaign savegames and a tweak to energy distribution that makes make storages less bad in large teamgames. There are small nerfs for the Hover and Gunship raiders, Raptor is a bit more responsive, and land units are less slow in shallow water.
Engine
Further improved terrain rendering performance.
Fixed a save/load bug that is especially relevant for campaign missions.
Fixed starting construction inside unseen enemy units and structures.
Balance
Storages no longer preferentially 'drain' energy shared from other players. The energy redistribution system treats everyone as having at most 300 free energy storage, provided that no energy would be excessed under this assumption.
Scallop:
Range 285 -> 270
Shotgun damage reduced by 11.5%
Lobster
Only able to fire when on the ground or in water.
Reload Time 8.5s -> 9s
Increased aim speed.
Simplified some flight logic.
Dagger
Cost 75 -> 80
Bolas
Slow damage 140 -> 105
Claymore
Health 1320 -> 1260
Damage 600 -> 620
Speed 2.5 -> 2.35
Range 280 -> 300
Fixed tactical AI.
Siren
Health 3750 -> 4000
Range 355 -> 360
Fixed tactical AI.
Locust
Health 860 -> 800
Range 270 -> 260
Aim Tolerance 180 -> 150
DPS reduced by 2.5%
Raptor
Combat speed 50% -> 35%
Combat turn speed 200% -> 286%
Slowdown restore delay 250ms -> 150ms
Acceleration increased 10%
Land units are faster in shallow water:
Depth 3, 0.82 -> 0.92
Depth 6, 0.70 -> 0.82
Depth 9, 0.61 -> 0.71
Depth 15, 0.49 -> 0.52
Depth 21, 0.40 -> 0.38
Fixes
Cerberus no longer fires through terrain.
Cockatrice spores no longer ignore shields.
Fixed the values in the space+click information for shield damage boosters.
Fixed Z-fighting on Gunship Plant.
Moved the rotation-centre of most models to make them rotate around their centre of mass (instead of their feet) when flying through the air.
Fixed Ripper suspension becoming confused while flying through the air.
Fixed units repairing launched Missile Silo missiles.
Fixed the sun on SailAway. Added support for overriding sun direction.
Recent engine development focused on a single number - the CPU usage of terrain rendering - and a new version is ready for release. The old renderer was quite expensive when zooming around, even lategame, whereas the new one is barely noticeable. For the best results consider tweaking your map detail settings.
Along with the engine update we have fixed a few issues from v1.8.4.0. The elo options in !proposebattle now work and there is a larger teams matchmaker. Lingering Lobster bugs are gone and Crab has some additional fixes.
Engine
Map rendering is much faster. This should be especially noticeable on lower-spec computers.
Nanoframes no longer decloak. As a side effect terraform construction points are no longer placed far underground.
Lobby
Fixed the minelo and maxelo options in !proposebattle.
Split the 2v2 - 4v4 matchmaker queue into 2v2 - 3v3 and 4v4 - 6v6.
Game
Fixed Lobster throw bugs and unreliability. The improvements of v1.8.4.0 are now properly live.
Hacked around Crab uncurling issues to make the bug less common.
Units no longer run away from economic structure AoE if the structure is in a hole.
Fixed some map trees having unintentionally low energy values.
Added compatibility for some maps that set the energy values and reclaim time of trees too high.
This is a patch of tweaks and systems. The main balance tweaks are nerfs for Shieldbots and Hovers, while Crab and Lobster have been buffed in the form of fixes. Sea battles are easier to track with much more visible torpedo effects. Bolas is in the campaign and can be found on planet Falloway.
The patch boasts two new systems. The first is a battle proposal system which aims to solve many of the coordination issues involved with hosting a game. The second is a terraform keybinding system to make terraforming easier than ever. To counterbalance it there are some tweaks that make it easier for units to shoot into holes.
Battle Proposals
Sometimes you may want to organise a battle but find the public hosts a bit chaotic and the matchmaker a bit impersonal. To address this there is a new battle proposal system that combines the coordination of a matchmaker and customisation of a room. If there is enough interest we might even write a proper UI.
Type '!proposebattle' anywhere in the lobby to propose a battle.
Other players can click the text to accept the proposal.
When enough players accept the proposal a game is hosted and the other players automatically join.
'!proposebattle' can be followed by the parameters minelo, maxelo, minsize and maxsize. For example '!proposebattle maxelo=1600 minsize=6 maxsize=6' would propose a six player game for players with rating (maximum of teams and MM) below 1600.
The host of the battle can use commands as usual. '!password' can be used to make the game public and !type' can be used to select different game modes.
Balance
Glaive:
DPS increased by 2%.
Thug:
Cost 170 -> 175
Outlaw:
Damage 30 -> 25
Slow damage 90 -> 75
No longer fires underwater.
Recluse:
Speed 48 -> 45
Turn rate reduced by 12.5% (still 5% more than pre-Superfluid)
We are leaning into the low-manoeuvrability aspect of Hovercraft now that there is more room at the low end of the scale.
Dagger turn rate reduced by 20% (still 28% more than pre-Superfluid)
Scalpel turn rate reduced by 20% (still 28% more than pre-Superfluid)
Mace turn rate reduced by 6% (still 7% more than pre-Superfluid)
Dagger:
Range reduced by 1.4%
Reload increased by 1.2%
Crane:
Health 240 -> 260
Build Power 4 -> 5
Normalised constructor vision ranges.
Crane 380 -> 375
Wasp 350 -> 375
Mariner 325 -> 375
Weaver 380 -> 375
Quill 325 -> 300
Mason 273 -> 300
Other changes:
Lobster now lobs units directly upwards and adds the horizontal velocity over half a second. This prevents Lobster lobbing lobs into itself.
Crab no longer stops shooting under heavy fire. It can now fire while curling and uncurling (this was always the case yet nobody seemed to notice).
Drones now heal at 10 hp/second after 10 seconds of inactivity.
Metal Extractors and Caretakers are a bit taller and units aim at them higher up.
Metal Extractors can no longer be built on steep cliffs.
Terraform
Terraform tends to be more common after interface improvements. Some issues with the current system have been fixed:
Most units, including vehicle raiders, can shoot into terraformed holes.
Walls that block particular unit types (bots or vehicles depending on height) are more expensive and look more substantial.
The area to be terraformed is now marked while constructors spend the base cost of terraform.
Unburrying enemy units is feasible with overwhelming buildpower.
The details of the fixes are as follows:
Terraform near an enemy is now 20x slower instead of 50x slower. A bug that caused enemies to fully block terraform has been fixed.
The angle of terraform supports is now 74 degrees (from 75 degrees).
The angle of the outer edge of the terraform supports is limited to 22.5 degrees. This raises the height required to block vehicles.
The angle of the inner edge of a subractive terrafom support is limited to 45 degrees. This rounds the base of terraformed holes, giving units the space to peer into the hole and shoot whatever is at the bottom.
A small amount of terrain deformation occurs while the base cost of the terraform is being spent.
Interface
There is now a keybind system for issuing Level and Raise terraform commands with preset heights.
Navigate to Hotkeys/Construction/Level or Hotkeys/Construction/Raise in the ingame menu.
Set the parameters (height and culling) for one of the ten terraform presets.
Click 'None' and press a key combination.
Press the key combination to issue a terraform command that is executed after the drawing step - no height selection required.
Ctrl-Click can now be used on the selected unit panel to filter selections in a new way. To use it:
Select some units.
Hold Ctrl.
Left click on some unit potraits (Shift+Click to select all units of a type).
Release Ctrl.
The units clicked on while Ctrl was held become the new selection.
Graphics
Underwater wreckages bubble instead of smoke.
Torpdoes and depth charge projectiles are now much easier to see. Hunter was feeling particularly lackluster due to the difficulty in discerning its targets.
Fixes
Fixed some technology descriptions in the campaign.
Fixed Placeholder overkill prevention.
Djinn no longer teleports units to terrain with an impassible movement modifiers.
Removed Seawolf impulse. This prevents it from pushing ships out of the water and carrying them on its back.
Tweak collision volume for Minotaur wreckage and Tidal Generators.
Envoy and Emissary avoid shooting into terrain (this was intended, the theory being that their cratering was sufficient to break down walls).
Optimised some parts of healthbar drawing. Fiddled with the settings and made the text fade out at lower zoom levels.
Fixed Scylla firing more than one tacnuke when the intention was to only fire one.
Fixed cloak ranges widget crashing when an unseen enemy unit is selected.
Fixed a crash in the construction height widget related to clicking outside the map.
Fixed areamex construction ghost positions in the sea.
In this version the Tank Foundry is bestowed with two reliable raiders, there are some tweaks for Hover and Rover, and we make an attempt at diversifying the commander chassis. Amphibious units have some minor tweaks and major fixes as part of the continual attempt to make them more generally useful.
In non-unit changes, terraform can no longer be used near enemy units. This removes a source of APM frenzy and allows terraform to be buffed for other purposes. There is a new variant of Brutal AI and we have added a few hooks in the game definitions that make it easier to mod.
AI
Added a Brutal AI personally with a focus on economy and escalation.
Balance
Kodachi is now a more standard raider. Instead of a single large, high-reload, large fireball it fires a stream of small fireballs. The fireballs travel quite slowly, giving fast units a chance to get away, and only burn the ground for 1.5 seconds. It has received some health and speed nerfs to bring it more in line with other raiders.
Blitz is a little heavier and slower, since Kodachi should be able to take up more raiding responsibility.
Cost 280 -> 300 (where it was before all the tweaking)
Health 1100 -> 1250
Speed 102 -> 97.5
Reload 2.6333 -> 2.6
Ogre is better against small units and those that try to run away.
Can shoot at retreating targets at max range.
Fires two missiles, Picket-style, with a gap of 0.3s
Reload 2.133s -> 2.3s
Damage 420 -> 2x240
Scorcher regains some of the DPS it lost in the superfluid update.
DPS increased by 5% (84% of previous, up from 80%).
Fencer became a little too manoeuverable and needs less damage if Hover is to be more viable.
Reduced manoeuverability (still greater than pre-superfuild).
Reload time 0.733s -> 0.766s
Ripper is still finding its place after becoming a more buildable unit.
Health 1100 -> 1020
Speed 66 -> 63
Turn Rate 707 -> 624 (was 442)
Reload 1.7s -> 1.766s
Damage 270 -> 260
Range 285 -> 280
Sight Distance 347 -> 350
Dagger is one of those knife-edge units and needs small tweaks.
Range 220 -> 215 (was 210).
Bolas is better at escorting.
Health 720 -> 780
Range 220 -> 230
Claymore might see use on land.
Cost 330 -> 320
Land Range 160 -> 220
Reaver has a tweak to make it better against Glaive.
Range 270 -> 275
Damage 40 -> 45
Reload 0.466 -> 0.5
Sight Distance 345 -> 350
Conch needs to be faster for Amph to be more generally useful, and now has a unique ability.
Speed 51 -> 54
Armours while idle.
Duck has room to be a decent sea raider thanks to the other changes to sea.
Torp range 150 -> 210
Scallop deals more AoE damage to non-primary targets to make it a bit better against Ducks.
Depthcharge Edge Effectiveness 0 -> 0.6
Lobster is finicky enough without a high fire delay.
Multiplied aim rate by 3.
Seawolf is better at bursting down enemy ships.
Damage 250 -> 260
Funnelweb can no longer block two Shockleys.
Max Shield 23000 -> 19400
Terraform can no longer be worked on when enemies are nearby.
Buildrate slows by 50x while visible enemy units are nearby.
Made all terraform segments cheaper by 12.
Commanders
It is time to address the dominance of the Recon chassis. Instead of nerfing jumpjets, and potentially ruining the fun, we're differentiating commanders by buildpower and buffing the other chassis.
Recon uses jump to expand rapidly and a BP nerf tones down this advantage.
Buildpower 10 -> 8
Strike is made distinctive with more speed than Guardian.
Speed 40.5 -> 43.5
Regen 5/5/12.5/20/27.5/35 -> 5/5/10/16/25/35
Guardian is fairly plain so it has gained drones as an experiment.
Three units, Bolas, Puppy and Scallop, were a bit overtuned and so they are the focus of this patch. As a new unit, it is better for Bolas to be a bit on the side of OP, Puppy will be revisited later, and Scallop was too good against units intended to force it to the surface. Big seismic effects now ignore structures and there are some small raider tweaks.
Balance
Bolas:
Health 760 -> 720
Range 225 -> 220
Reload Time 0.3s -> 0.33s
Puppy:
Reverted changes from v1.8.3.0.
Cost 50 -> 45
No longer cloaks while reclaiming.
Added a goo gather state with options Off, On except cloaked (default), and On always.
Glaive:
Health 240 -> 230
Bandit:
Health 340 -> 330
Lotus:
Increased DPS by 5%
Scallop:
Range (both weapons) 300 -> 285
Siren:
Range 340 -> 355
Fixed tactical AI
Decreased hitvolume size to match the model
Increased brake rate by 19%
Decreased turn rate by 11%
Quake, Detriment and Disco Rave Party smoothing now affects structures.
Quake radius 256 -> 320
Improved the smoothing effect so vehicles are more able to use Quaked hills.
Fixes
Removed the Cancel Retreat hotkey from deep in the Settings menu. Fixed the Cancel Retreat hotkey in the Hotkeys menu.
Hovercraft have a new heavy raider - the Bolas - bringing its unit count from a uniquely-low eight to a healthy nine. The question "How can Claymore be less janky when it is required to beat Scallop?" has been answered by reworking the Hover and Amph factories around a Scallop that must float to fire. Alongside this rework are changes for some of the more maligned units of the two factories, including tweaks to Dagger and Duck to bring them closer to other raiders in power.
Apart from tacking the longstanding issue of Claymore, we also tackle the longstanding issue of the general uncatachability of artillery. Additionally there are some small adjustments based on the previous update, a Ripper nerf, a Redback buff, and the matchmaker map pool has been rotated.
Balance
Metal Extractor health 750 -> 700
Hovercraft
Added Bolas, a heavy disruptor raider hovercraft.
Cost 190
Health 760
Speed 94.5 (for comparison, Bandit is 90 and Blitz is 102)
Disruptor beam with 116 DPS and 4x slow damage (essentially a Dart that shoots 3.33x faster)
Range 225
Dagger:
Fixed a longstanding bug that prevented Dagger and Gauss turret projectiles hitting maximum range when elevated.
Cost 80 -> 75
Speed 144 -> 147
Damage 95 -> 100
Reload 3 -> 2.8
Range 210 -> 220
Claymore:
Health 1650 -> 1320
Speed 99 -> 75
Brake rate increased by 200%
Range 270 -> 280
Damage 900 -> 600
Reload 8 -> 5.5
AoE 298 -> 160
Depthcharges move immediately instead of floating for a few seconds first.
Removed self-damage (this is consistent with all low-moderate AoE weapons).
Land depthcharge now rolls along the ground towards targets at a range of 160.
Removed manual fire ability.
Mace:
Speed 66 -> 61.5
Turn rate 560 -> 400 (note that the recent changes are 560 -> 896 -> 640 with the 1.6x multiplier)
Lance collision volume is now smaller and should result in less friendly fire.
Amphibious Bots
Duck:
Damage 115 -> 130
Turn rate improved by 75% (still 30% slower than Bandit and Glaive).
Increased turret turn rate by 58%
Speed 84 -> 90
Shoots one projectile every 2s, instead of two every 4s.
Scallop:
Floats to fire.
Speed 45 -> 48
Depth charge range 230 -> 300 (matches shotgun)
Depth charge AoE 100 -> 128
Buoy:
Cost 300 -> 280
Speed 42 -> 51
Lobster:
Cost 320 -> 230
Land Bots
Glaive:
Fixed a recent bug that removed Glaive weapon spray. The fix makes Glaive slightly worse against small and distant units, making raider interactions more interesting.
Bandit:
Health 320 -> 340
DPS increased by 2.5%
Thug:
Cost 180 -> 170
Puppy:
Speed 105 -> 102
Damage 410 -> 720 (so it can kill a mex)
Range 170 -> 160
Reload Time 1s -> 1.5s
Pyro:
Health 620 -> 700
DPS increased by 8%
Toad:
Health 2000 -> 2100 so it unambiguously survives Likho.
Venom:
Speed 2.7 -> 2.8
AoE 160 -> 128
Reload 1.73 -> 1.5
EMP 600 -> 450
Real damage 18 -> 40
Redback:
Turret turn rate buffed by 22%
Reload time 0.33 -> 0.3
Land Vehicles
Ripper:
Damage 280 -> 270 (used to be 220)
Reload 1.6 -> 1.7 (used to be 1.63)
Range 300 -> 285
Increased turret turn rate by 75%
Kodachi:
No change, I'd just like to mention that a Kodachi 1-shot kills mexes with 700 health.
Blitz:
Cost 285 -> 280
Air
Blastwing:
Cost 55 -> 45 (it no longer 1-shots mexes, so it is free to find more general use).
Gnat:
Health 420 -> 370
Applied -0.8 target priority to shoot at Gnats. Locust is now prioritised after Gnat.
Bomber health buffs:
Thunderbird 1000 -> 1120
Phoenix 720 -> 900
Artillery
Most artillery is a bit easier to catch, especially heavy artillery:
Sling 1.2% slower (for roundness)
Phantom 3.4% slower
Racketeer 5.5% slower
Firewalker 3.4% slower
Badger 10% slower (increased range 730 -> 750 to compensate)