![]() Increase compatibility between races and secret techs by allowing unit upgrades to be used more freely.With these changes, we were mainly trying to achieve the following: Tactical Repair Rig - Increased heal per Action Point from 7hp to 12hp.īased on the feedback we’ve collected we’ve done a huge range of tweaks to the game’s balance.Tactical Aid Rig - Increased heal per Action Point from 7hp to 12hp. ![]() Increased Bio Launcher Tier from Tier II to Tier III.Life's Grace now dispels negative Status Effects.Changed Life's Grace to an AoE ability with a 4 hex radius and a casting range of 5.Changed Death's Gaze to an AoE ability with a 4 hex radius and a casting range of 5.Decreased base hero hit points from 60hp to 50hp.Vehicle Loadout perks now only give Vitality I instead of both I and II.Decreased Advanced Piloting costs from 10 points to 8 points.Decreased Advanced Piloting unlock level from level 8 to level 6.Vehicles now give a bonus to armor, shields and/or hit points instead of overwriting those stats on the hero.These changes are meant to try and make the investment of getting into a vehicle more worthwhile. It was felt that Heroes in vehicles were too weak, mostly because heroes alone are actually more powerful than many vehicles when the game starts. Any unit upgrade that adds a status effect on hit to a units attacks now has a higher strength to apply from single shot attacks than from repeating attacks.Instead, they are now destroyed by units with the Large and Huge passive abilities, since those are the units that cannot make use of the cover the obstacles provide. Partial Obstacles, such as Dvar Trenches are no longer destroyed by Heavy units.Units can now enter melee overwatch after sprinting, allowing melee units to more easily get into position to disrupt enemy lines.This means that stacking evasion mods with cover will be less effective, as will using cover to reduce the effect of Easier To Hit debuffs. Cover bonuses are now applied to hit chances after bonuses that make a unit harder to hit, rather than before.Units bought from the NPC dwellings will now get production bonuses from the player's HQ, helping to keep NPC units viables in the late game.Imperial Defenses in a colonized or annexed sector will gain a Garrison Militia of equal strength to the Colony Militia and unlock a sustainable strategic operation, which can target a friendly or enemy colony.Imperial Defenses are no longer destroyed upon exploration, instead, they're turned off so that their combat and world map effects will no longer be active in their sector.A new Diplomatic agreement is now available for any (Defensive) Ally with whom you share both an 'Open Borders' agreement: 'Open Relay Agreement'.A new covert operation has been added to the 'Insurrection' skill in the cover ops tech tree: 'Relay Disruption'.Forward Bases can be upgraded to Forward Relays, allowing you to connect them to the Orbital Relay network.Orbital relays function akin to teleporters, letting you transport an army through a relay to any other accessible relay in an instant. Added a new sector Exploitation: 'Orbital Relays'.This can be disabled in the Advanced Setup. You are now able to retry a battle in manual combat once after seeing the results of an auto combat.
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