STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Awakening of the Clone Wars
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Update: 3 Sep @ 1:02pm

Patch to 1.2.0.

Tons of bug fixes, balance changes and new content. Patch notes are too long to fit here - see discussion post, or download them from our discord for the best format.

Update: 16 Feb @ 11:31pm

Patch to 1.1.6.

● Ground Map Change Centares: Change Environment settings
● Fix Republic Dual LAAT transport not appearing
● Add Cham Syndulla and Free Ryloth Movement as Special Production to Ryloth
description.
● Add Gizor Dellso to Special Production text of Geonosis description
● Fix Jabiim Spawner Text issue
● Add Free Ryloth Movement to Special Production in tech tree.

Update: 15 Feb @ 7:16am

Patch to 1.1.5.

● Republic Act 2: Make Anakin no longer stealth and make the mission objective to move him to a planet neighbouring Abregado instead of Abregado itself. No more just keeping him around as a cheesy full stealth jedi.

Balance Changes Ground
● Lowered distance between infantry moving in row formations, like Clone Troopers Phase 1, to make pathing better.
● Make all infantry not spread out such a far distance when doing spread out or variants of that ability.
● Switch collision class of all infantry units to make vehicles not get stuck on them as much
● Added missing 50% turret damage bonus and 20% turret buildtime bonus to K2B4 Tactical Droid
● Switches Transports of Crab Droid, Sullustan Soldiers and B1s. Now you can't invade planets in space with 220 B1s, since their transport now has no weapons.

Ground Map Changes
○ Dorin: Fixed affiliation of medium buildpad, minor pathing adjustments
○ Jabiim: Add new Jabiim indigenous
○ Tepasi: Minor Pathing adjustments

Bug Fixes
● Fix Cody and Rex not progressing to phase 2, if Infantry I tech was not build when their progression is supposed to occur. Now the two will progress after 78 weeks and whenever the player has gotten infantry tech 1.
● Fix a bug related to Katana Dreadnaught event, which caused the text for all following events to be wrong.
● Fix Lucrehulk Battleship crashing the game, when it gets healed above 50% health again.
● Fix some damage types having no damage vs armour multipliers
● Fix SD-6 for Republic not being filterable.
● Make Stability fire and repeating fire not autofire for human players, if autofire is turned off.
● Fix some issues switch certain AI plans in ground and space combat resulting in AI staying idle in their starting positions.
● Corrected landing transport for TX20 Tactical Droid AAT hero from Sheathipede to C9979.
● Make Corellian ships not buildable from Corellia for CIS
● Gave Volan Das and Tofen Van Supplement drop as the description suggests.
● Fix Wheel Garrison to match era, now uses Aurore transports instead of R-41s.
● Use the Republic LAAT models for the dual lander
● Remove Black Market abilities and Underworld tech text from some units
● Various text fixes.

AI Adjustment - Allow AI to properly target down Bombers and fighters, if there's no other units left

Misc
● Adjusted tech trees to include planet specific special production on Infrastructure page.
● New normal textures for CR70 for an even better look.
● New pirate swamp speeder model.

Update: 25 Jan @ 3:10pm

Patch to 1.1.4

● Lowered Damage of Snipers from 30 to 15.
● Yet another fix for independent takeover.

Update: 25 Jan @ 11:10am

Tiny hotfix.

Update: 25 Jan @ 5:10am

Patch to 1.1.3

● Made the Citadel properly build-able from Koensayr for Republic, now also is part of
random starting forces and rewards for republic
● Lowered how many Defensive Space stations minor factions, like the Hutts, can build to
prevent them from building as many fortresses

Balance Changes Space
● Rebalanced Audacious and Ruthless traits (applies to both space and ground)
○ Audacious: +15% damage; -12.5% defense; +10% speed; 5% faster ability
recharge → +20% damage; -10% defense; +10% speed; 10% faster ability
recharge
○ Ruthless: +25% damage; -17.5% defense; +20% speed; 10% faster ability
recharge → +30% damage; -15% defense; +20% speed; 15% faster ability
recharge
● Make Condor have heavy fighter armour
● Rebalance all space healing abilities (this includes Supplement Drop, Repair Droids,
Capturable Repair station and Shipyards):
○ Now are all single target heal, preventing heal stacking being overpowered
○ Repairs on fighters are now a flat value, making each tick heal one fighter for 10 health
○ Repairs on ships are now 3% plus 25 flat health instead of 5% for all ships, this will make repairs more effective on smaller ships like frigates and corvettes while ensuring, that bigger ships also get at least 60% health
○ Capturable repair station no longer heals fighters
● DH-Omni now uses big repair droids, which have a bigger healing range and stay for 40 seconds. Increased the recharge of the ability from 30 seconds to 60 to balance it out

Balance Changes Ground
● Fixed Stability Fire
○ Now uses Power to Weapons in the backend
○ Disables movement and plays deploy/undeploy animations
○ Now you can target whatever you want while the ability is active
● AT-AP no longer needs to deploy to fire main gun, now only deploys for stability fire, removed armor pierce, wider firing cones, made the collision mesh smaller
● Gave Snail Tank two Light 3-Burst Particle cannons instead of Blaster Cannons
● Lowered range of J1 from 1000 to 800
● Made LR-57 able to move into infantry only
● Reduced distance soldiers spread out from 2.0 to 1.8, so that they dont spread out as much to make them block less area
● Increase range of ammo container effect

Map Changes
● Space Map Changes
○ Removed respawning turrets from Commenor, Roche_Asteroids, and Skako Minor (Courtesy of StarGhostss)
○ Changed Brentaal IV to low orbit map (Courtesy of SatteliteofLove)
● New Ground Maps
○ Dorin (From: Polemarchos)
● Ground Map Changes
○ Umbara
■ Increased Starting Landing Zone Population from 8 to 10
■ Reduced number of small build pads in the initial trench line before the
first Landing Zone
■ Adjusted bunker placement along the roadway in the valley
■ Reduced turbolaser towers from 4 to 3
○ Koensayr: Removed era inappropriate starfighters
○ Raxus Secundus: Removed ISD bridge wreckage from junkyard
○ Uyter: Fixed bug where small turret buildpads did not spawn when Republic was defending

Bug Fixes
● Fixing Independent takeover not working anymore after player did regular diplomacy
● Locking both Count Dooku and Padme after they get spawned through diplomacy, to prevent players being able to purchase them a second time.
● Fixed minor stacking issues with some hero command traits:
○ Captain Voss Parck's bonuses were stacking on top of all traits; now functions the same as all other hero traits.
○ Disciplined commanders (both space and ground) provide an ability recharge bonus that was incorrectly stacking on top of other ability recharge bonuses / Heroes impacted are as follows (Commander Cody, Ki-Adi Munid, Admiral Dao,
Captain Pellaeon, Count Dooku, Lushros Dofine, and Gizor Dellso)
● Fix shipyard heal not working
● Fixed Hero head not appearing in the top right corner for Captain Sparky, Horn Ambigene, Jace Dallin, Kalani, Gap Nox, Darts Dnar, K2B4, TN123, TX21
● Fixed difficulty starting forces for Canon GC being loaded in Big GC (Noticable through stuff like Republic Administration on Pirate controlled Ord Mantell)
● Fixed AT-TE, J1 from moving through infantry only
● Fixed Crab Droids auto attacking walls
● Fix Kessel not using the CW version of the map
● Fix Padme name in space
● Fix invisible icon for clone commandos in GC mode
● Gave some pirate raid units Hostile affiliation, so that the AI uses them
● Fix Fantail using carrack VO for ion ability
● Fix Porax/Belbullab armor typo, now they properly use their Heavy Fighter armor making them more durable
● Fix Victory II frigate and Homing Spider droid not having an autofire script
● Fixed icon reference for Delta-7b fighter
● Fix some formation spacing errors on B1s, B2s and a few indigenous units, hopefully fixes them freezing up sometimes
● Fix some texts mentioning rebels and black sun

Misc
● New model for sniper projectile, very loong to make them look distinct
● Polished up model of LR-57, now nice and smooth
● New era appropriate icon for Carlist Rieekan
● Make loadout upgrades play Upgrade SFX when building, cancelling, finishing
● Made swamp speeder model easier to reuse, fix grills being invisible

Update: 19 Jan @ 7:46am

Patch to 1.1.2.

Space Map Changes
○ Vergesso Asteroids: Give middle asteroids collision to prevent units from flying
into them

Bug Fixes
● Fix planetary takeover sometimes breaking, when the diplomat is moved away from the planet.
● Fix bounty hunter build limit allowing for building over the limit, if a hunter is on assassination cooldown.

Update: 18 Jan @ 7:44am

Patch to 1.1.1.

Mechanic Adjustments

● Galactic Events
○ Fix Galactic Events permanently freezing the game when they show up at the same time as a battle does
○ Now the game is just paused with the pause button
○ If player unpauses, the game will just run with the event screen still visible for 5 weeks (player is unable to do most actions)
○ If a battle appears at the same time as an event, the game will just be in a regular paused state the player can unpause, events will completely reset themselves after 5 weeks and start appearing again

● Hero Locking
○ All story locked heroes will now be locked in the first few seconds of the GC
○ Units will become buildable after 3 seconds, so players can’t build heroes before they get locked

● Hero Cooldown
○ Now properly works for all Jedi and Clone Commanders
○ Delta and Fordo now also have cooldown.

Bug Fixes
● Fix Jedi and Clone Commanders being unsellable
● Fix hero cooldown mechanic not properly working
● Remove Yularen from minor hero list in gamescoring to maybe fix his rescue mission firing incorrectly
● Prevent build unit script to build ground units when theres no company slots open and the planet is blockaded by an enemy
● Fixed a text error with "Pirate Rescue" (Independent Leader Rescue)
● Fixed missing commander group text on TF-1726
● Fix hero Techno Union role
● Fix Kleeve unit for Build limit dialog
● Fix text errors on Lt Hawk and Warthog
● Make congressional office buildable on Skako
● Fix some minor text issues

Update: 15 Jan @ 12:07pm

Patch to 1.1.0.

Patch notes too long to add here - see the pinned discussion for them, or get them on our discord.

Update: 29 Dec, 2024 @ 4:32pm

Patch to 1.0.4

Story Changes:
● CIS Act 4 Drastic Measures: Fixed a typo in Ahsoka Tano-reference that might lead to
the script crashing.
● CIS Act 5: Removed IBC Gun from possible Outer Rim Strongholds Objectives
● Republic Act 3: Fixed Tarkin being buildable from the start. He should spawn/be
buildable after completing War Score.

Balance Changes Space
● Gave HF-901 Combat refit 4 Large Heavy Torpedo Launchers, text mentioned 8 before
that weren’t there, now text and loadout match up

Bug Fixes
● Make all-health commanders lower defense instead. This will fix the issue with some
units becoming invincible/staying at 1 health.
● Fixed Yago needing Trade Federation Tech 3 to be built.
● Add all dockyard units to shipyard speed bonus abilities
● Fix some buildable CIS/Republic fighters being not sped up by having multiple shipyards
● Fix Elite Barracks being not buildable on Scarif
● Fix Panaka Bonus not working
● Fix some defense stations being not buildable on Pammant
● Fix Darth Sidious duplicated on ground defence.
● Fix error in hero progression breaking the system, if the hero to be upgraded is in transit.
● Fix Rex and Cody not respawning for AI.

Map Changes
● Space Map Changes
○ Remove ISD prop on Scarif
○ Remove ISD prop on Muunilinst
○ Remove floating turrets and weird space station on Brentaal
● Ground Map Changes
○ Sullust wall fix

Text Fixes
● Fix text mentioning rebel alliance on Mon Cala
● Fix text on Republic wing commander
● Added tech text to Whorm
● Make text for jedi that only buff ground say General
● Fix Firestar II complement text