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-- Factions --
* No Technoflux
* No Phoenix
* No Ga'Taraan
-- Weapon/Armor classes --
* Gattlg Gun damage against heavy armor lowered from 75% to 31.25%
* Gattlg Gun damage against extra heavy armor lowered from 50% to 25%
* Util cannon damage against heavy armor lowered from 50% to 31.25%
* Mini-gun damage against heavy armor lowered from 50% to 31.25%
* Mini-AC damage against medium armor decreased from 85% to 75%
* Mini-AC damage against heavy armor lowered from 50% to 31.25%
* Mini-AC damage against utility armor lowered from 50% to 25%
* Mini-AC damage against lt/med shields decreased from 75% to 50%
* Mini-AC damage against lt base shields decreased from 75% to 50%
* Mini-AC damage against large shields decreased from 75% to 50%
* Galv Blstr damage against heavy armor decreased from 400% to 170%
* Galv Blstr damage against extra heavy armor decreased from 400% to 170%
* Galv Blstr damage against large shields decreased from 300% to 180%
* Nanite healing for heavy armor decreased from 75% to 60%
* Nanite healing for extra heavy armor increased from 50% to 60%
* EMP Missile damage against large shields decreased from 100% to 20%
* EMP Cannon damage against minor base shields increased from 50% to 66%
* Skyripper damage against heavy armor decreased from 250% to 190%
* Skyripper damage against extra heavy armor decreased from 200% to 170%
* Skyripper damage against large shields decreased from 150% to 100%
-- Turrets (Skycap / AC, not including mini-AC)
* Turret damage against extra heavy decreased from 40% to 25%
-- Anti-capship weapons (Disruptor, Killers, Hvy pods, Killer Swarm)
* Anti-capship damage against medium armor decreased from 160% to 150%
* Anti-capship damage against heavy armor decreased from 400% to 190%
* Anti-capship damage against extra heavy armor decreased from 400% to 170%
* Anti-capship damage against large shields decreased from 300% to 180%
-- Small-Craft weapons (Snipers, Combat Drones, Seekers, Dumbfires, Hunters, Hunter Killers,)
* Damage against heavy armor decreased from 133% to 100%
* Damage against extra heavy armor decreased from 100% to 80%
-- Constructors / Drones --
* Tower cost increased from 1000 to 1500
* Tower hitpoints increased from 200 to 250
* Towers now have a finite amount of ammo
* Miner/Enh/Adv signature reduced from 225/200/175% to 175/150/125%
-- Garrison/Starbase --
* Heavy scout cost reduced from 10000 to 7500
* Heavy scouts no longer require a techbase
* Heavy scouts missile are now Dual-loading instead of quick-loading
* Heavy scout scan range reduced from 3000 to 1600
* Heavy scout HP decreased from 250 to 225
* Heavy scouts can now mount Heavy Nanite repair guns
* Gunship scanners increased from 1600 to 2000
* Gunships no longer carry boosters
* Non-Rix Gunships now mount 2 gatt/dis instead of one mini-AC
* Light booster 1/2 are now in the Expansion
* Light booster 1/2 research cost increased from 2500 to 5000
* Countermeasure/Hvy Countermeasure strength decreased by 33%
* Skycap damage is now 75% in AoE, instead of 50% AoE, 50% direct damage
* Small Shield 2 added to the treasure list
* Aleph res explosion time reduced from 15s to 10s
* Aleph res 2/3 no longer exist
* Aleph res removed from the treasure list
* Quickfires no longer exist
-- Supremacy Center --
* Boost 3 fuel efficiency increased by 20%
* Fighter/Enh/Adv scanners increased from 600/700/800 to 800/900/1000
* Fighter/Enh/Adv fuel increased from 8/10/12 to 10/12/15
* Gattling 2/3, Dis2/3, Dumbfire 2/3, Boost2/3, Galvs, Minepack 1/2, AB 2/3, AC2/3 costs increased from 2500 to 5000
* Minepack 2 radius increased from 75 to 90
* Probe 2/3 scanners increased by roughly 10% for probe2, and 20% for probe3.
* Probe 3 size increased so that ships now carry the same number of probe3 as probe1/2
* XRM Missiles no longer exist
* Heavy boosters no longer exist
* Crs boosters no longer exist
* Figbombers no longer exist
* Mini-AC 2/3 no longer exist
* Ion boosters no longer exist
-- Tactical Laboratory --
* Util 1 damage reduced by 10%
* Sig 2/3 energy consumption increased by 10/20%
* Stealth Bomber cost increased from 250 to 500
* Killer missiles have a slightly higher acceleration and a significantly lower turn radius
* SRM Seismic missiles deal 87.5% more damage
* EMP mines no longer exist
-- Expansion Complex --
* Lt Int/Interceptor/Heavy Int signature increased from 75% to 125%
* Non-rixian heavy interceptors roughly 10% larger
* Light booster 1/2 thrust increased by 10/25%
* Light booster 1/2 efficiency increased by 15/20%
* Retro boosters no longer exist
-- Shipyard/Drydock --
* Shipyard ships are now researched one at a time, with the option to upgrade the SY to a Drydock at normal techbase upgrade costs
* Shipyard provides the option to research Missile Frigates and Destroyers
* Drydock provides the ability to research Devastators, Assault Ships, Cruisers
* Missile Frigates are required to research Cruisers
* Shipyard/Drydock are required to build carriers
* Carrier build time reduced from 2 minutes to 90 seconds
* Carriers are 10x less massive
* Carrier HP increased from 3000 to 7000
* Carrier scanners increased from 2400 to 3600
* Carriers are no longer small ripcords
* Frigate signature increased from 300% to 400%
* Frigate cost increased from 5000 to 7000
* Cruisers can no longer cloak
* Cruiser signature increased from 400% to 600%
* Destroyer signature increased from 300% to 400%
* Destroyers can no longer cloak
* Devastator signature increased from 350% to 400%
* Killer Swarm 1/2 damage increased from 80/100 to 120/150
* Killer Swarm Turn Radius increased from .61 to .78
* MRM Seismic missiles deal 50% more damage
* XRM cruise 2 missiles signature reduced from 50% to 40%
* Skyrippers consume 50% more energy, with 2x the particle spread
* Skyrippers deal 10% more damage
* Assault Carriers no longer exist
Faction Specific:
Bios -
* Lt Int/Int/Heavy int mass increased from 18/16/14 to 20
* Lt Int/Int/Heavy int fuel decreased by 25%
* Lt SF energy increased from 1800 to 2400
* Constructor build times now the same as other factions
* Fighters can no longer mount proximity mines
Belters -
* All ships roughly 15% larger
* Slightly increased paydays (510 instead of 450)
* Towers/minelayers cost 1200 instead of 1500
Dregh -
* Hull lowered from 90% to 85%
* Shield strength lowered from 100% to 90%
* Lowered energy from 115% to 90%
* Lowered PW range from 100% to 90%
* Reduced missile tracking from 125% to 100%
* Lowered PW Damage from 100% to 95%
* Lowered missile damage from 110% to 100%
* Increased miner capacity from 75% to 80%
* Increased He3 Speed from 65% to 75%
* Lowered he3 yield from 135% to 120%
* He3 refinery hull/shield increased by 10%
* Many different models
Gigacorp -
* Fig gunmounts further apart
* Lowered ship shield from 110% to 100%
* Patroller research cost reduced from 5000 to 4000
* Patroller size increased by 20%
* Patroller scanners increased from 1200 to 1600
* Patrollers no longer carry boosters
* Lt Cruiser cost increased from 8000 to 11250
* Lt Cruiser HP decreased from 5000 to 3000
* Lxy Fighter scanners reduced from 1200 to 500
* Lxy Fighter hp decreased from 495 to 450
* Lxy Int signature increased from 75% to 100%
* Lxy SFs have reduced energy recharge and missile capacity, but can carry a medium shield
* Si refinery paydays and cost reduced to 1250 payday and 6000 cost to make them equal to other mines
* U refinery shields reduced by 50%
* Lxy scouts no longer exist
Iron Coalition -
* No longer get Enh ship technology once techbase builds, but requires a $1 investment with a 2 minute timer
* Lowered ship energy from 120% to 100%
* Increased he3 speed from 85% to 100%
* Techbase construction time decreased from 4 minutes to 2 minutes
Rixian Unity -
* SR scouts no longer exist
* All rixian scouts can ripcord to other scouts
* Only Enh/Adv rixian figs can rip to scouts
* Stealth Fighters/Adv SFs can no longer rip to scouts
* Stealth Fighter / ASF signature reduced from 75% to 50%
* Bombers energy increased from 2000 to 2500
* Heavy scout energy increased from 1800 to 2100
* Rixian Anti-Base weapons deal roughly 33-40% less damage against bases
* Rixian gunships now mount two forward mini-AC, rather than one forward AC
* Seismic pods are now researchable in the Adv Tactical Laboratory
* Combat pod 2/3 are less accurate
* Combat pods fire roughly 100% faster
* Combat pods have roughly 2x the aiming time
* Combat pods 2/3 only turn as fast as combat pod 1 now
* Combat pod range reduced from 1200 to 900
* Combat pod damage decreased by 13%
* Heavy pods 1/2 now take 1/2 seconds longer to active, are less accurate, and fire 3x faster
* Heavy pods damage reduced by 13%
* Heavy pods range reduced from 800 to 600
* Heavy station pods take 1/2 seconds longer to activate
* Station pods 1/2 now take longer 1/2s longer to activate, have 20/50% more health
* Stinger 2 has been renamed to Stinger 3 and placed in Adv sup.
* PW Lancer 1/2/3 damage decreased by roughly 20%