Veterancy
This balance patch will be a small one. The main feature of this patch is the move to a mass-based veterancy system.
We have also scrapped changes to the shield spillover and overcharge for now since we want to do them either after or with the next patch.
We hope you can appreciate the changes we made with this patch and welcome constructive feedback via the forum.
We wish you good luck and much fun playing with the new patch!
Veterancy:
Until now the veterancy system worked in such a way that the tech level of the units killed determined how many veterancy points a unit was given, and only the unit that got the killing blow would get the veterancy point(s).
With this patch we are moving from that tech-based system to a mass based system. That means your units will get veterancy based on the mass of the unit that is killed. Your unit also doesn't need to get the killing blow to get veterancy. Once a unit dies all the units which damaged it will get veterancy points based on how much damage they did to that unit. There are also multipliers to adjust how much veterancy certain classes of units will require to vet up. We will watch closely for cases where veterancy may move to fast or too slow in certain fights and make any adjustments necessary in upcoming patches.
New Unified regeneration values
- T1 +1 -> 1, 2, 3, 4, 5 regeneration
- T2 +3 -> 3, 6, 9, 12, 15 regeneration
- T3/ACUs +6 -> 6, 12, 18, 24, 30 regeneration
- SACUs +9 -> 9, 18, 27, 36, 45 regeneration
- T4 +25 -> 25, 50, 75, 100, 125 regeneration
Gunships
We have found that the seraphim gunship is fairly unimpressive especially considering Seraphim do not get a T3 gunship. We've improved it across the board and increased the price.
The ability changes for the t3 gunships are.
Seraphim T2 Gunship
- Health: 864 → 1080
- Power Build Cost: 4800 → 6000
- Mass Build Cost: 240 → 300
- Build Time: 1600 → 2000
- Damage: 12 → 16
We've moved around the abilites of the UEF and Cybran T3 gunships to better fit the faction designs.
- Cybran T3 Gunships have a personal stealth ability instead of radar jamming.
- UEF T3 Gunships have radar jamming.
Novax Satellite
The novax satellite has been given a decent speed buff and more intel based capabilities to increase it's effectiveness and to give it better abilities as a supportive unit.
The cost increase for rebuilding the satellite - which can only be shot down by a strategic missile at the moment - will nerf it as a tool to lock the t4 nuke launcher.
- Speed: 6 → 9
- Radar Range: 70 → 150
- Omni Range: 0 → 50
- Energy Cost: 80000 → 160000
- Mass Cost: 5000 → 10000
- Build Time: 15000 → 30000
Flapjack
Overall we are pretty happy with the recent MML buffs but the Flapjack buff was a bit over the top.
- Volley size: 3 → 2
Seraphim T1 submarines
We've buffed the torp defense considerably to improve the comparatively weak Seraphim sub and to allow them to be used in conjunction with Seraphim destroyers vs T2 subs.
- Torpedo Defense Rate of Fire 0.05 → 0.2
Seraphim T1 Mobile Artillery
The seraphim t1 arty is currently a very strong tool vs navy. The speed on water nerf - which has been done to other hover units before already - will make the life of the average aeon navy player a bit easier.
- WaterSpeedMultiplier : 1 → 0.9
Shields
- Smoothed out shield recharge from once per second lumps to once per tick.
Massfabs
T2 and T3 Mass Fabricators have been rebalanced to make T2 Fabs slightly less efficient and T3 a lot more efficient than before.
T2 Massfabs
- mass cost: 100 → 200
- power drain: 150 → 100
T3 Massfabs
- mass cost: 3000 → 4000
- power cost: 65000 → 120000
- build time: 4988 → 5000
- power drain: 3500 → 1500
- mass gain: 12 → 16
- The adjacency bonus for buildings has been buffed to 20% which is the same value as the one we currently have for buildings of the size of a factory. Gateways are an exception. They get a 3.75% bonus which is similar to what you get for ringing the Gateway with T2 Fabricators.
New Feature: Integrated a vastly improved version of the popular Notify mod
Notify Features
- Notify started as a way to allow ACU upgrade progress to be communicated nicely to the team. FAF has taken it to the next level.
- Support for sending notifications about ACU upgrades, Factory Tech upgrades (HQs), Experimental construction, and Nuke and T3 Artillery construction
- By default, you will see notifications about ACU upgrades only, as well as an ETA overlay at the location of the upgrading ACUs
- Toggles available to define which types of messages you want to see come in from allies
- Notify messages limited to only show the first of each HQ type, Experimental (Non game-ender), Nuke, or T3 Artillery to avoid spamming the chat with notifications late-game
Notify UI
- Selecting your ACU will show any upgrades it has completed for each slot above the UI in the bottom left corner
- There is an in-game customisation menu UI. It can be accessed via the main menu, or with a key bind. Default binding is CTRL-ALT-F1
- Full customisation of all Notify messages is enabled, including resetting to default
- All message types are broadcast at all times. The menu allows you to customise which messages you see, using toggle buttons at the top of the customiser.
- Colour of Notify messages can be changed inside the chat window
Upgrade Queuing
- ACU Upgrades can now be queued up the same as any other construction project
- Unfortunately, due to an engine limitation, upgrades cannot be UN-queued (You can only stop the ACU, cancelling the in-progress work orders)
- ACUs can queue buildings from an uncompleted tech level if the upgrade is queued
- Hotbuild has the ability to correctly access the uncompleted tech level buildings tooltip
Significantly improved unit formations
- Changed land and naval formations to give large units extra space instead of forcing the whole group to spread out
- Moved submarines so they sit between surface vessels instead of directly under them
- Changed air formation shape to spread units out more evenly and make large formations wider instead of a long line
- Made guard formation denser so more units can stay close to the target
- Changed shield distribution in guard formation to more efficiently cover the target and other guarding units
- Fixed several unit filter issues that caused units to get the wrong positions or even be excluded from a formation altogether
- Rearranged land and naval formations to give some units better positions
Other
- Blacklisted all previous Notify mod versions
- Improved spread attack. It now handles most order types.
- Changed the timeout on player attention pings to be per-player instead of on a global cooldown
- Fixed and optimised TML leading for AIs
- Increased the depth at which Megalith and Ythotha appear to be submerged in water instead of walking on land
- Reverted the Energy hotbuild cycling through to Storage, in response to popular demand.
- T3 Sonar can now be given assist commands. Primarily useful so they can guard a unit and stay with it.
Included in this patch are a veterancy overhaul, factory HP changes(yes, again), a sera second gun buff, reduced wreck reclaim rate and more.
Try out the new features and changes, and leave your feedback and replays on the balance forum. Thank you.
There have been some changes discussed for a long time in the community and one of them is decreasing the speed of reclaiming. A T1 engy can reclaim 50 mass/s which is a very high rate. This makes reclaim fields disappear very quickly after being deposited. We have decided to reduce the reclaim rate by half for wrecks to allow reclaim fields to be more contestable to improve the dynamic map control element created by reclaim fields.
- Reclaim time of unit wrecks has been doubled. Props and live units are unaffected.
- The mass and energy value of split trees has been increased by 25% to balance against the inefficiency of reclaiming trees individually.
Refracting Chronotron Amplifier
The Seraphim second gun is one of the rarest upgrades, many players have never even seen it used in a game. We are buffing it with increased damage and AoE, while increasing the mass cost and decreasing the energy cost to keep it as a very powerful lategame option for an aggressive acu and even telesniping.
- Mass cost: 3500 → 4800
- Energy cost: 300000 → 270000
- AOE: 2 → 2.7
- Additional damage: 400 → 750
Personal Shield Generator
Since the Aeon Personal Shield Generator was reworked in 3662, it was found that the recharge time of the shield was too low. The recharge time is increased to 1 minute 30 seconds.
- ShieldRechargeTime: 65 → 90
Sparky
Reintroduced power drain on Sparkies since the bug that did prevent units with power drain from supporting other units has been fixed.
- Energy Maintenance cost: 0 → 15
Harbinger
Increase Harbinger BuildRate to compensate for the global reduced reclaim speed.
- BuildRate: 3 → 5
Mobile Missile Launchers
The mobile missile launchers of Aeon, Seraphim and UEF are buffed to bring them closer in strength to Cybran MMLs. The MMLs are also given different traits to distinguish them from each other. UEF fires in volleys of three. Aeon missiles have 2 hp but travel much slower. Sera missiles fly faster.
Aeon
- Missile:
- Health: 1 → 2
- MaxSpeed: 12 → 8
- Acceleration: 3 → 2
- InitialSpeed: 3 → 2
UEF
- RateofFire: 0.2 → 0.1
- MuzzleSalvoSize: 1 → 3
Seraphim
- Muzzle Velocity: 3 → 4
- RateofFire: 0.15 → 0.1666
- Missile:
- MaxSpeed: 12 → 15
- Acceleration: 3 → 4
- InitialSpeed: 3 → 4
Aurora
Aurora now shoot a bit less accurately while moving to reduce their effectiveness while kiting.
- FiringRandomnessWhileMoving: 0.1 → 0.3
Janus
A Janus damage miscalculation is corrected. There was also a very abusable bug which has been found and now fixed.
- DoT Pulses: 15 → 10
- Fixed a bug that made cluster bombs gain a new target halfway through a run.
Scorcher
The UEF t1 bomber gets an increase in the burn time of its bombs to stop it from regularly one shotting t1 tanks that are moving.
- DoT Time: 1.5 → 4.2
Instant healing for Experimentals is a somewhat problematic feature, later vets give very large healing boosts which can create coinflip moments and encourage suiciding XPs in rather keeping them alive. In compensation, regen gained from later vets is increased dramatically. XPs will now regain a flat 10% of their base hp on every Veteran level rather than the previous 10%/20%/30%/40%/50% of base health regained on respective vets. This will reward people for keeping their XPs alive which fits much better with the idea of veterancy and is more interesting than gambling on getting those large and unpredictable instant heals..
All Units except ACUs
- Veteran level 1 health regained: 10% of base HP
- Veteran level 2 health regained: 20% of base HP → 10%
- Veteran level 3 health regained: 30% of base HP → 10%
- Veteran level 4 health regained: 40% of base HP → 10%
- Veteran level 5 health regained: 50% of base HP → 10%
Megalith
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 65
- Veteran level 3 regen: 30 → 120
- Veteran level 4 regen: 40 → 180
- Veteran level 5 regen: 50 → 235
Soul Ripper
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 55
- Veteran level 3 regen: 30 → 105
- Veteran level 4 regen: 40 → 155
- Veteran level 5 regen: 50 → 200
Monkeylord
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 40
- Veteran level 3 regen: 30 → 70
- Veteran level 4 regen: 40 → 95
- Veteran level 5 regen: 50 → 125
Scathis
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 25
- Veteran level 3 regen: 30 → 45
- Veteran level 4 regen: 40 → 60
- Veteran level 5 regen: 50 → 80
Galactic Colossus
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 60
- Veteran level 3 regen: 30 → 115
- Veteran level 4 regen: 40 → 165
- Veteran level 5 regen: 50 → 215
Temmpest
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 45
- Veteran level 3 regen: 30 → 80
- Veteran level 4 regen: 40 → 115
- Veteran level 5 regen: 50 → 150
Czar
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 45
- Veteran level 3 regen: 30 → 80
- Veteran level 4 regen: 40 → 115
- Veteran level 5 regen: 50 → 145
Atlantis
- Veteran level 1 regen: 10
- Veteran level 2 regen: 20 → 35
- Veteran level 3 regen: 30 → 65
- Veteran level 4 regen: 40 → 90
- Veteran level 5 regen: 50 → 115
Ythotha
- Veteran level 1 regen: 15
- Veteran level 2 regen: 30 → 60
- Veteran level 3 regen: 45 → 100
- Veteran level 4 regen: 60 → 145
- Veteran level 5 regen: 75 → 185
Ahwassa
- Veteran level 1 regen: 15
- Veteran level 2 regen: 30 → 50
- Veteran level 3 regen: 45 → 90
- Veteran level 4 regen: 60 → 125
- Veteran level 5 regen: 75 → 160
Fatboy
- Veteran level 1 regen: 15
- Veteran level 2 regen: 30 → 35
- Veteran level 3 regen: 45 → 55
- Veteran level 4 regen: 60 → 75
- Veteran level 5 regen: 75 → 95
Static Flak
Static flak is buffed to allow it to hit T3 Air units more regularly.
Aeon
- Muzzle Velocity: 30 → 35
UEF
- Muzzle Velocity: 25 → 35
Seraphim
- Muzzle Velocity: 25 → 35
- FiringRandomness: 2.5 → 2
- AoE: 3 → 4
Cybran
- Muzzle Velocity: 20 → 30
Factory HPs
Factory HPs are being overhauled to some degree once again, and hopefully for the last time in the near future. Naval factory HPs are the main focus here. Given that navy is a more expensive and generally powerful arena than land or air on a given tech level, it has had some of its hp restored. HP values have also been realigned to make them very easy to learn should you feel the need to, to make predicting the number of units needed to snipe a factory much easier.
T1 Land/Air + T2 Land/Air Support Factory
- UEF: 4000
- Sera: 3500
- Aeon: 3100 → 3200
- Cybran: 2500 → 2750
- Cybran regen: 6 → 9
T1 Naval Factory
- UEF: 4000 → 4500
- Sera: 3500 → 4000
- Aeon: 3100 → 3700
- Cybran: 2500 → 3200
- Cybran regen: 6 → 10
T2 Land/Air HQ + T3 Land/Air Support Factory
- UEF: 8000
- Sera: 7000
- Aeon: 6200 → 6400
- Cybran: 5000 → 5500
- Cybran regen: 20
T2 Naval HQ
- UEF: 13000 → 16000
- Sera: 11000 → 14000
- Aeon: 10000 → 12800
- Cybran: 8000 → 11000
- Cybran regen: 30 → 40
T2 Naval Support Factory
- UEF: 6500 → 8000
- Sera: 5500 → 7000
- Aeon: 5000 → 6400
- Cybran: 4000 → 5500
- Cybran regen: 12 → 20
T3 Land/Air HQ
- UEF: 16000
- Sera: 14000
- Aeon: 12400 → 12800
- Cybran: 10000 → 11000
- Cybran regen: 40
T3 Naval HQ
- UEF: 26000
- Sera: 22000 → 23000
- Aeon: 20000 → 21000
- Cybran: 16000 → 17000
- Cybran regen: 60
T3 Naval Support Factory
- UEF: 17000 → 16000
- Sera: 15000 → 14000
- Aeon: 13000 → 12800
- Cybran: 11000
- Cybran regen: 40
Cybran Regeneration
- Mass Storage Regen: 4 → 3
- Hydrocarbon Power Plant Regen: 6 → 5
Megalith
Megalith build power is reduced and the megalith eggs' buildtime is also reduced to nerf the Megalith's ability to reclaim at a very high rate.
- BuildRate: 180 → 45
- Egg BuildTimes reduced by 50%
Satellite
Satellite crash damage is reduced to deter ctrl-k abuse.
-Crash Damage: 3000 → 1000
Crotalus
IceDreamer
JaggedAppliance
MrNukealizer
PerticPwnz
The focus of this patch is working on improving the implementation of the previous patch. Cybran regen is improved, Seraphim get a buff to their hps, as well as some smaller changes and fixes.
We wish you good luck and much fun playing with the new patch!
-- The Balance Team
Janus:
Janus gets a slight buff again to improve it slightly vs units.
- Initial Damage: 15 → 20
- Total Impact Damage: 300 → 400
- Total Overall Damage: 1500 → 1600
T3 Naval Support Factories:
T3 naval support facs were found to be too vulnerable considering the cost of the units being constructed within them so we have reduced their hp nerf.
- UEF HP: 13000 → 17000
- Seraphim HP: 10000 → 15000
- Aeon HP: 10000 → 13000
- Cybran HP: 8000 → 11000
- Cybran HP Regeneration: 15 → 30
T2 UEF Naval Support Factory:
This is a correction of the UEF T2 naval support factory which was missed in testing before the previous balance patch.
- HP: 6000 → 6500
Mass Storages:
Mass storage hp has been given some hp back, so that it is more in line with their cost.
- UEF HP: 760 → 1200
- Seraphim HP: 600 → 1100
- Aeon HP: 600 → 1000
- Cybran HP: 500 → 800
- Cybran HP Regeneration: 1 → 4
Seraphim Structures
In the HP nerf patch Seraphim were given the same HP as Aeon. However we now decided to buff their HP so that they have more than Aeon, but still less than UEF. Seraphim have less unit choices and are not one of the stongest factions so some buffs are warranted and this also increases faction diversity.
Seraphim T1 Buildings:
- Air/Land/Naval Factory HP: 3100 → 3500
- Power Generator HP: 600 → 650
- Hydrocarbon Power Plant HP: 1600 → 1700
- Mass Extractor HP: 600 → 650
- Wall Segment HP: 2000 → 2500
Seraphim T2 Buildings:
- Air/Land Factory HQ HP: 6200 → 7000
- Naval Factory HQ HP: 10000 → 11000
- Air/Land Support Factory HP: 3100 → 3500
- Naval Support Factory HP: 5000 → 5500
- Power Generator/Mass Extractor HP: 1900 → 2000
Seraphim T3 Buildings:
- Air/Land Factory HQ HP: 12400 → 14000
- Naval Factory HQ HP: 20000 → 22000
- Air/Land Support Factory HP: 6200 → 7000
- Naval Support Factory HP: 10000 → 15000
- Power Generator/Mass Extractor HP: 6200 → 7000
Cybran Structure Regeneration
The initial Cybran regen values were found to be too low to be a relevant feature, so we have increased Cybran regen across the board.
Cybran T1 Buildings:
- Air/Land/Naval Factory: 3 → 6
- Power Generator/Mass Extractor: 1 → 2
- Hydrocarbon Power Plant: 1 → 6
- Wall Segment: 3 → 6
Cybran T2 Buildings:
- Air/Land Factory HQ Regen: 10 → 20
- Naval Factory HQ Regen: 15 → 30
- Air/Land Support Factory Regen: 3 → 6
- Naval Factory Regen: 6 → 12
- Power Generator/Mass Extractor Regen: 3 → 6
Cybran T3 Buildings:
- Land Factory HQ Regen: 20 → 40
- Air Factory HQ Regen: 20 → 40
- Naval Factory HQ Regen: 30 → 60
- Air/Land Support Factory Regen: 10 → 20
- Naval Factory Regen: 15 → 30
- Power Generator/Mass Extractor Regen: 10 → 20
Wall segments:
Destroying Wall Segments now grants 0.1 veterancy instead of 1. Killing walls for vet was an abuse which became more prevalent since the wall hp nerf.
T2 Radar:
We have reduced the maintenance cost of T2 radars to encourage this intel option in the midgame.
- T2 Radar energy Mainentance cost: 250 → 200
This patch contains the HP changes that have been in testing and discussion for a long time, and some Ythotha buffs on top. As always, you can post your feedback and opinion on the forums.
We wish you good luck and much fun playing with the new patch!
-- The balance team
Ythotha:
A buff to the Ythotha has been long planned and wished, but buffing it in a way that makes the unit more dynamic and interesting turned out to be difficult. We have decided to improve it by making it more nimble and also allowing it to shoot 45 degrees backwards so that it can be microed to a much greater degree. It also gets a slight range increase to help with this goal. We will closely observe if this new microability in certain situations gives the Ythotha the power it should have, or if further adjustments are needed.
- TurnRate: 40 → 60
- EyeWeapon Range: 45 → 47
- LeftArm Range: 45 → 47
- RightArm Range: 45 → 47
- AA Range: 45 → 47
- AA AOE: 1.5 → 4
- RightArm, LeftArm and EyeWeapon can now shoot 45 degrees behind them.
- AA can shoot at a slightly greater angle to eliminate blindspots.
- Added UseFiringSolutionInsteadOfAimBone = true for better AA performance. Credit to EQ for this AA change.
Stun:
- Stun effects will no longer affect air units.
Janus:
The Janus change in the last patch worked well but was found to be too strong. The napalm's burn time is increased to allow players to react and move out of the damage radius before all damage has been dealt. The initial damage of the bombs is also decreased.
- DoTTime: 4.2 → 6
- InitialDamage per bomb: 30 → 15
HP Reductions (Part 1)
The goal with all the HP reductions in general is to allow more options for aggressive play, especially in the lategame and to bring the game closer to how it is working with the current low t2 pg HP and its impact on the game.
The goal with increasing the HP differences between the factions is to make them a relevant and interesting part of the game, rather than a visual difference without much impact. The changes are aimed to increase faction diversity and attempt to even out the current differences in power between the factions by giving them more unique strengths and weaknesses, rather than making them more equal. This are rather big changes, but we believe they will make the game more diverse and interesting.
To compensate cybran a bit for the rather large nerfs, and to accompany their new weakness with a strength that fits to them, all their nerfed buildings do (very slowly) regenerate health now in return. They are more vulnuable, but if you don't kill them they will be back at full HP after about 10 minutes for each building.
T1 Land/Air/Navy and T2 Land/Air Support Factories
- UEF HP: 4100 / 4100 / 4800 and 4500 / 4500 → 4000
- Aeon HP: 3700 / 3700 / 4400 and 4100 / 4100 → 3100
- Seraphim HP: 3700 / 3700 / 4600 and 4300 / 4300 → 3100
- Cybran HP: 3500 / 3500 / 4200 and 3900 / 3900 → 2500
- Cybran HP regeneration: 3 hp/s
T2 Land/Air HQ and T3 Land/Air Support Factories
- UEF HP: 9000 and 4500 / 4500 → 8000
- Aeon HP: 8200 and 10000 → 6200
- Seraphim HP: 8200 and 10500 → 6200
- Cybran HP: 7800 and 9500 → 5000
- Cybran HP regeneration: 10 hp/s
T3 Land/Air HQs
- UEF HP: 22000 → 16000
- Aeon HP: 20000 → 12400
- Seraphim HP: 21000 → 12400
- Cybran HP: 19000 → 10000
- Cybran HP regeneration: 20 hp/s
T2 Navy Support Factories
- UEF HP: 9000 → 6000
- Aeon HP: 8000 → 5000
- Seraphim HP: 8500 → 5000
- Cybran HP: 7500 → 4000
- Cybran HP regeneration: 6 hp/s
T2 Navy HQs / t3 Navy Support Factories
- UEF HP: 18000 / 20000 → 13000
- Aeon HP: 16000 / 18750 → 10000
- Seraphim HP: 17000 / 19000 → 10000
- Cybran HP: 15000 / 17000 → 8000
- Cybran HP regeneration: 15 hp/s
T3 Navy HQs
- UEF HP: 40000 → 26000
- Aeon HP: 37500 → 20000
- Seraphim HP: 38000 → 20000
- Cybran HP: 34000 → 16000
- Cybran HP regeneration: 30 hp/s
HP Reductions (Part 2)
If you look at the values, you will notice that we tried to make the new HP values as consistent and intuitive as possible. Mex and PGs now have equal HP, and most support factories have the same HP as the lower tech HQ. Meanwhile every HQ upgrade will double its HP.
These changes have many interesting side effects and small direct or indirect buffs to specific units and factions. Some examples?
The last building that got its HP changed are Walls. They found increasing popularity in the past year, and with that also causing increasing annoyance and they proved that they are very powerful. Walls take twice the time to build now (which is still very fast), and while UEF walls are almost as hard to destroy as before, Cybran walls are much less of a obstacle.
T1 Mass Extractors and T1 Power Generators:
- UEF HP: 600 → 760
- Aeon HP: 600
- Seraphim HP: 600
- Cybran HP: 600 → 500
- Cybran HP regeneration: 1 hp/s
T1 Mass Storage:
- UEF HP: 1600 → 760
- Aeon HP: 1600 → 600
- Seraphim HP: 1600 → 600
- Cybran HP: 1600 → 500
- Cybran HP regeneration: 1 hp/s
T2 Mass Extractors and T2 Power Generators:
- UEF HP: 3000 / 2160 → 2500
- Aeon HP: 3000 / 2160 → 1900
- Seraphim HP: 3000 / 2160 → 1900
- Cybran HP: 3000 / 2160 → 1800
- Cybran HP regeneration: 3 hp/s
T3 Mass Extractors and T3 Power Generators:
- UEF HP: 8400 / 9720 → 9000
- Aeon HP: 8400 / 9720 → 6200
- Seraphim HP: 8400 / 9720 → 6200
- Cybran HP: 8400 / 9720 → 6000
- Cybran HP regeneration: 10 hp/s
- Explosion Damage (only t3 Power Generator): 8000 → 5500
Hydrocarbonplants:
- UEF HP: 1600 → 1800
- Aeon HP: 1600
- Seraphim HP: 1600
- Cybran HP: 1600 → 1400
- Cybran HP regeneration: 1 hp/s
Walls:
- BuildTime: 10 → 20
- UEF HP: 4000 → 3000
- Aeon HP: 4000 → 2000
- Seraphim HP: 4000 → 2000
- Cybran HP: 4000 → 1500
- Cybran HP regeneration: 3 hp/s