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● Diplomacy
○ Fixed Diplomacy sometimes not working due to invalid diplomat location variable
○ Fixed an issue where Riot, Ship and Army would not update the mission log after
removing the mission
○ Increased the impact of higher diplomacy levels on the chance for diplomacy
riot-rewards
● Interventions
○ Make interventions only reward units the player has tech for
○ Update reward lists to ensure the lists always have some units without
requirements
● Galactic Events
○ Corporate Entanglements: Increased Compensation for choosing to align with the
CIS Congress over the Corporations
○ Hero Encounter: Added a 50% bonus on combat power for the player’s hero
● Split named and generic commanders into their own group
○ 8 Named For Republic, 10 Named for CIS
○ 5 Generic Commanders
○ Moved generic clone commander/tactical droids to new limit
○ Lowered clone commander limit to 4
Story Adjustments
● CIS
○ Malevolence Campaign: If both parts of the mission are completed within a
certain timeframe, the player gets a free Malevolence rewarded after the mission.
Increased that timeframe from 10 to 20 weeks for expert, 30 for hard and 40 for
normal.
○ Malevolence Campaign: Changed Planet Selection for destroying starbases to be
the five most nearby planets under Republic control
○ Strongholds: Adjust outer rim stronghold mission to build IBCs instead of
Lucrehulk Ring Stations
● Republic
○ Fix issue with Anakin not triggering Act II if moved with different units to a target
planet instead of alone
Balance Changes GC
● Republic AT-TE Hero, Marcellin Wessel, no longer requires Vehicle Tech 1
● Captain Rex spawns on Coruscant instead of Kamino or Rishi on Canon and Grand
campaigns.
● Enabled buildable Gunnery Battalion on Cato Neimoidia, build limit of 3
● Allow all Jedi Academy units to also be built from the Jedi Temple
● Increase Providence population cost and price
● Make Fang FIghters not buildable for Republic/CIS
● Allow 2 named Jedi for raids, remove generic Jedi from being counted as heroes
allowing you to raid with up to 3 generic Jedi
● Increased cost penalty for Hemlock and Vindi from 40% to 100% more tech cost
● Moved Bulwark MK I to Techno Union II
● Add Captain Fordo to Arc Trooper Build Limit
● Create new Commando Build Limit with Commandos, Delta and Bad Batch
● Increased Tech Times by 50%
● Move Lushros Dofine to Commander limit
● Adjust space defense structures
○ Switch Lucrehulk Ring and IBC station tech, defense level
○ Lower price of IBC to 4500, increase price of Ring to 6000
○ Make all defense structures have a per planet limit of 2
○ Replace rings on Skako, Foerost, Fondor for IBCs
● Move J-1 Proton Cannon to Banking Clan III
● Scarab fighters no longer buildable
● Reduced Bevel tech build time penalty to 10%
● Move Porax, Belbullab each down a tech
● Buff Vylagos bonus to 10% cheaper/faster vehicles
● Fix Republic fleet commander tech requirements
○ Frigate now requires Medium 2
○ Cruiser now requires Medium 1
○ Capital now requires Capital 1
● Increased Bulwark MK I price from 12K to 15K and adjust build time accordingly
● Minor Adjustment to Riyo Chuchi trait bonus to also give 20% cheaper and faster
production of Civilian Population Centers
● Make Hutt AI get aggressive sooner (time until a new planet can be conquered changed)
○ Normal -> 40 to 20 weeks
○ Hard -> 30 to 15 weeks
○ Expert -> 20 to 10 weeks
● Removed up to 4 planets from Hutts, so that they will attack to hit their max planet limit
● Make Nuvo Vindi buildable on Naboo as well
● Add Tepasi to Lite GC layout
● Move AV-7 to Vehicle I
● Increase price/buildtime of Vehicle I
● Lower price/buildtime of Legions III
● Increase Jedi Mediation duration to 10 weeks
● Add Tepasi to Big Lite layout
● Add Captain Keeli as a starting hero to Ryloth
● Umbara starts with Umbaran outpost
● Naboo starts with Naboo Guard Base
● Change starting owners of some planets
○ Ubrikkia: Independent -> Pirates
○ Baldemnic: CIS -> Independent
● Make Large Torps not target fighters, bombers
● Make secondary Turbolasers on Venators long ranged versions to increase max
distances
● Buff Asajj Ventress fighter health
● Cutting Beams can now shoot at transports/gunships
● Regular Providence loses one Hyena Squad
● Valiant now uses an Anti-Turbolaser shield
● Bulwark MK I shields increased to 14k and now uses Anti-Turbolaser shield
● Captors get one extra bomber squad each
● Advanced Providence Loadout nerfed to 1/3 Tri, 1/3 Vulture, 1/3 Hyena, 1/0 HMP
● Increased BT-47C to have 4 bombers per squad
● Rebalancing Tactical popcap of some supers
○ Lucrehulk DC: 68 -> 62
○ Tagge: 68 -> 60
● Change HMP Space weapons from Barrage Rockets to Cluster Rockets
● Give Generic CIS Wing Commander Sayeroth Fighters
● Give Sabaoth Cruiser Sabaoth Fighters
○ 1/3 Letkoth Squadron, 1/2 Melaoth Squadron, 1/2 Nezekoth Squadron
● Give Condor Heavy Torpedos, increase health from 15 -> 20
● Make Space Satellites not have hardpoints anymore
● Rebalance Saberthrow to do way less damage to heroes
● Make Tofen Vane fly out in a Tempest Zero MK II, make him carry Tempest Zero MK Is
● Make Volan Das fly out in Tri Fighters himself
● Make Dua Ningo use a Bulwark MK 2
● Rebalance IBC Gun Platform to be between Golan 1 and Golan 2 in strength
○ SHIELD: 18000 -> 10000
○ HULL: 30000 -> 20000
○ WEAPONS: 15xMed LR Dual TL, [9xLt Dual TL, 8xHvy LC] ->
WEAPONS: 15xMed LR Dual TL, [8xLt Dual TL, 8xHvy LC]
● Give CIS frigate commander Hyenas instead of Jackals
● Adjust Venator fighter loadouts
○ Upgraded: 1/3 V-19, 2/6 Z-95C, 1/2 Y-Wing
○ Advanced: 2/6 V-Wing, 1/2 ARC-170, 1/2 Y-Wing
● Add Space LAAT to Tagge
● Lower population cost of Belbullab to 4
● Adjust population cost of fighter heroes
○ Wing Commanders 10 -> 8
○ Odd Ball 5 -> 8
○ Razor 5 -> 8
○ Shadow 6 -> 9
● Add a V-19 wave to Yularen level 1
● Munificient Rebalance
○ Replace Light TLs and Med Ion for Regular ranged ones, readd Power to
Weapons
○ Buff health from 3000 -> 4500
○ Generic Commander and Mar Tuuk keep old Muni balance, are colored green to
easier identify
● Make fighter loadouts on Generic Republic Cruiser and Capital commander the same as
not upgraded versions of their ships
● Change how Artillery Rocket and Mine field projectiles do their AOE damage, this will
give the AOE the right damage type and make them better against heavy armor
● Change Admiral Dao loadout to 1/1 H-60 Tempest Bombers and 1/1 BTN-H7
● Copilot Bonus rebalance: instead of giving 1.5 times range boost, its now +250
● Target Lock rebalance: Instead of giving a 2 times range boost, its now +500 on fighters,
+1000 on ships
Balance Changes Ground
● Partial Implementation of Air Rework Balance changes (full rework coming in AotR 3.0)
○ New vehicle category: Flying vehicle, used by LAAT, MAAT, HAET, HMP. Makes
them easier to hit by non anti air weapons.
○ New Weapon type: Light Linked Cannon (Lt Linked cannon) Fires in a burst of 3,
provides suppression against infantry, good at engaging infantry, light armored air
and open top vehicles
○ New Weapon Type: Medium Linked Cannon (Med Linked Cannon) fires in a burst
of 2, provides suppression against infantry and small vehicles, good at engaging
infantry, gunships, small vehicles
○ New Weapon Type: Rapid burst blaster cannon, fires a burst of fire, good at
killing all types of air and infantry
○ New movement on all air units and flying vehicles
○ New Armor types: Fighter, Heavy Fighter
○ Aircraft should make the appropriate sized circles around their targets
○ Ground Gunships (LAAT, MAAT, HMP, HAET) now have a new armor type
making them more resistant against AA but weaker against rockets, particle
cannons, and laser cannons
○ Adjust movement of LAAT, MAAT, HMP, now all higher top speed, but they use
hover movement calculations, so less turn, less acceleration
● Gap nox changed to a ranger hero focused on heavy rifles and snipers. Removed
Sandbag in favor of Ping
● UT-AT now has Stability Fire
● HMP now has less shields, but faster recharge
● New ground shields, flak changes, armor changes
○ Shields now are Anti Blaster, Anti Lasercannon or Balanced
○ Flak now lowers defense by 50% instead of 25%, does less damage
● Give all Jedi/Sith/Saber users shields (called Block Stamina), lower their health to make
up for it
○ Block Stamina uses the same armor type as the health, basically acting as a
rechargeable portion of their health
● Made Sensor Ping on ground for all units stay for a few seconds
● ISPs now come with different loadouts
○ Standard: Repeating Lasers, same as before, red coloring
○ Beam: Composite beam, strong against vehicles, green coloring
○ Rocket: Fires anti infantry rockets in a big barrage, blue coloring
● Rebalance healths of clone commanders/commandos
○ Clone Commanders all lost 100 Health
○ Clone Commandos/Delta gained 100 Health, shield now only 25 instead of 50,
recharges way slower
● Give Horn Ambigene Sonic Grenade Launchers (lower defense of infantry)
● Made Umbaran Walker destroy walls/walk over them
● LAAT health nerf
● MAAT Health Increase
● Grapple Droid Buffs
○ Faster recharge, more damage on its attack
○ No has shields of 10
○ Has auto attack against nearby targets
● Magna Guard Buffs
○ Has blocking stamina of 20
○ Uses Hero Droid armor
○ Has auto attack against nearby targets
● Make AT-TE trample walls
● Remove hunt from droidekas, since it just doesn’t work
● TX20 Vehicle Commander Droid has Ping ability from his tank as described in the tooltip
● Make Hutt affiliated indies align with pirates, if pirates are defender, make Klatoonians
and Weequays use that script
● Give more raid units proton charges (all bounty hunters, some Arcs, clone commandos)
● Buff all jedi structure attack damage (16 per second to 40 per second)
● Make Super Tactical Droid buff work on all droids and vehicles to make it easier to
understand
● Add 1 Medic to Phase 1 Clone Commander
● Add 2 Engineers to Phase 2 Clone Commander
● Add 2 B1 Engineers to Tactical Droid
● Add 1 B1 Engineer to Super Tactical Droid
● Switch Flashspeeder to Episode 1 model with only a single blaster instead of the dual
● Target Lock rebalance: Instead of giving a 1.5 times range boost, its now +200
● Made Neimodian Gunnery Platoon have only 3 teams instead of 4
● Made Jabiim Nationalists use less snipers, be more ranged units with snipers and heavy
rifles
● Made Jabiim Loyalists use Republic weapons, be more front line heavy with gunners
and grenades
● Remove Stability Fire from AT-TE, increase health from 800 to 900 to play more into its
bulky role
Map Changes
● New Space Maps
○ Muunilinst (From SatelliteOfLove)
● New Ground Maps
○ Borleias (From Polemarchos)
○ Wayland (From Primid)
○ Mygeeto (From SatelliteOfLove)
○ Generis (From SatelliteOfLove)
○ Pantora (From Polemarchos)
○ Baldemnic (From Polemarchos)
○ Castell (From Polemarchos)
○ Naboo (From Polemarchos)
○ Ghorman (From Polemarchos)
○ Dantooine (From Polemarchos)
○ Yag Dhul (From satelliteOfLove)
● Ground Map Changes
○ Bestine 4: Fix turret rotation
○ Umbara: Removed Umbaran fighter spawners
○ Felucia: Added more structure markers
○ Dathomir: Make Nightsisters aligned with Pirates
○ Jabiim: Spawners spawn single squads of 10 soldiers, not 4 platoons of 10
soldiers
○ Mimban: Mimbanese Spawners now Republic aligned
○ Umbara: Umbaran Spawners only show up, when CIS is defender
● Merging Map adjustments from AotR to CW
○ Adjust amount of turrets on some space maps
○ Adjust structure markers on almost all space maps, now the first defensive
structure is always near the main dockyard, the second near the first space
structure
Bug Fixes
● Fix hard freeze at the end of GC
● Fix players being able to build multiple Yularens/Trenches
● Hopefully fix Jedi and Melee unit auto attack behavior
● Was not showing Vindoo Barvel's name when hovering over his individual V-Wing
● Fix tracking torpedoes targeting fighters/bombers
● Fix sound of Dual LAATs not playing
● Fix Merc recruiter not working for CIS AI
● Fix defense garrison not choosing tech locked units for indies
● Fixed Pammant not being able to build tier 3 defenses.
● Made Cloning Senators and Engineers actually discount the unit types in their
descriptions instead of all clones.
● Fixed Bulwark text and fixed bomber reserve typo
● Fixed Osi Sobecks trait bonus not working
● Fix bad collision on Lucrehulk Ring Shield Generator
● Fix force lightning text mentioning Emperor
● Fix some missing units on tech screen
● Fix deploy sand bag script
● Fix Yularen upgrade not working
● Fix Nightsister hunters you can get from diplomacy not working
● Fix J-1 Proton Cannon Hitboxes against rockets
● Fix Space Structure text of Felucia
● Fix some starfighter formations
● Remove every mention of Underworld Tech
● Fixed the Octuptarra combat droid and HMP gunship missing firing sounds
● Add CIS spy drone to tech screen
● Recode Build Limit Dialog, should now have no more bugs associated with it
● Fix garrison table for independent faction having non existing units
● Fix Neimodian Gunnery Platoon being wrong in unit table, which broke build
limits/filtering etc
● Fix Sabaoth, C-9979 and Frigate commander not mentioning having bombing run
● HMPs should now dogfight in space when used by AI
● Fixed incorrect text for Mad Science trait
● Fix Marcellin Wessel transport
● Fixed a text error where Stability would be called "Support" in the outcome of the Event:
The Defector for the Republic
● Fix MAAT collision box, now should be harder to hit
● Fix Crab droid not showing ability in GC mode
● Fix FOW bonus not working on all space commanders
● Fix Parcks combat bonuses not working
● Fix Sidious not being able to do force lightning
● Fix all issues with weird starting forces (like double senators outposts etc)
● Fix Senate guards being not victory relevant, should only be on Corsucant indigenous
spawners
● Fix all broken build limit location texts
● Fix some minor problems with planet ability icons
● Hopefully fix missing effect if republic bombardement hits a shield
● Add initial lock of 2 seconds to prevent players from building story locked units instantly
(Malevolance for example)
● Fix Kleeve being unable to do Brace
● Fix Terrada Tractor beam not working
● Made some indie unit firecones wider, should fix Geonosians sometimes not shooting
● Removed TX20 and General Kleeve incorrectly providing a 10% FOW bonus to all
friendly units
● Fix independent and pirates not building forces over time in any GC except Random
● Fix Kandosii not having brace
● Fix Golan 1 hardpoint asymmetry
● Adjust target position of LAAT/MAAT so rockets hit them more reliably
● Add extra nil checks to hopefully make freighter system more stable
● Fix Razor health text
● Fixed firing bones of the LAAT missile launchers
● Fix HMP gunship acceleration on ground
● Fix some walls being not walk through for gigantic walkers
● Fix FOW reveal doing hunter instinct effect
● Fix Ki Adi Mundi Legion bonus
● Add popcap text to all droid fighters
● Fix Merai bonus text, now mentions cruisers not capitals
● Fix a lot of Ability SFX events not playing, remove weird fixes to make some Clone VOs
play when abilities got activated (affects abilities, that spawn objects, mine laying, fire
command etc)
● Comment out Secondary Coreship from Code to stop them from ever appearing
● Fix Mar Tuuk VO
● Fix Ahsoka Force Dash having wrong text
● Fix Osi Sobeck not being buildable
● Fix a crash of the CIS mission system
● Fix Bacara Fire Command not working and autofire of grenade ability
● Fix entries for Duke Solhas B2s in unittable, now they work with filter system, tech
system etc, make their techs the same as their regular B2 counterpart
● Fix all reported text errors
AI Adjustments
● GC
○ Big changes to build unit script, tech units should be way more preferred now
○ Hopefully fixed Conquer to Reconnect (This AI plan sometimes resulted in AI
only sending one unit to attack a planet)
○ Turn off AI plan to turn off building shipyards, if they don't have the tech yet (This
will make AI build way more shipyards initially, helping them with building
advanced units later)
○ Make Sniper B1s less desirable, lower change to be build by build unit system
○ Remove sleep time of 200+ seconds after AI finishes any tech
○ Rewrote Stealth Raids completely, AI will now be way more consistent in doing
them (they will do them once they have 3 units that can stealth raid)
○ Make AI also move their stealth units to a planet they want to border raid,
allowing them to bring Commandos to border raids
○ Remove Penalty for build unit script if AI is building tech
○ Hopefully fixed AI not teching, when they have a lot of credits/are late in GC
○ Allow AI to spawn Duke Solhas Cortosis B2s in a certain way that follows build
limits and costs credits
○ Rewrite Border Strike script to make AI more likely to do it
● Space
○ Make Space AI not defend secondary structures or turrets anymore
○ Make Space AI not prioritize/target ships, that have the Stealth ability active
○ Fix AI not using Abilities for a ton of units (Venators, Venator heroes,
Acclamators, Fantail, Munificients etc)
● Ground
○ Adjust ground AI to target flying vehicles more
○ Add more units to execute raid plan, which prioritizes taking out structures when
the AI is doing a border strike or stealth raid
○ Add code to make sure anti structure infantry moves into proton charge range
Misc
● New infantry models and weapons for Gap Nox
● UT-AT model upgrade with new death clone
● New Models/Textures for Mandator, Sheathipede, Nantex, C-9979
● New beam projectiles for blue and green
● Optimized some Scripts to increase GC performance
● Add lightmesh to Munificent bridge and secondary engines
● Add new models for CIS outposts, with new fitting icons
● Change color of Sabaoth Cruiser lasers to orange
● New Model for Sidious
● Make lightsaber effects brighter
● Add new VOs for Administrators
○ Republic
■ Halle Burtoni
■ Hemlock
■ Nala Se
■ Riyo Chuchi
○ CIS
■ Bec Lawise
■ Lott Dodd
■ Mena Bonteri
■ Miraj Scintel
■ Nuo Vindi
■ Rush Clovis
● Add big icons for Tofen Vane and Volan Das
● Add flinch animations to all Lightsaber users, so they look like they reflect shots when
being attacked and standing
● Updated Jettrooper animations to only lean forward when moving
● New Luminara VO
● Female Jedi VO
● Added Minor Generic Heroes (Bounter Hunters, Spies, Smugglers) to GroundUpgrade
(Hero) Filter Category
● Added Transport variants to Republic Jedi Investigator and Jedi Peacekeeper (Spy and
Bounty Hunter) to make sure their Fleet Move SFXEvents work properly
● Upscaled Hyena texture
● Added VO for Republic final mission log entry
● Replaced Droid Picture in Droid Logs, CIS now has Tactical Droid, Republic now has
R2-D2
● Add missing Ishi Tib - Tibrin missing loadscreen portrait
● Changed ground LAAT and MAAT VO to match the one in space
● Add new Umbara themed Splash Screen