V3.0

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Revision as of 19:59, 4 February 2021 by JYWLuca8269 (talk | contribs) (Updated.)
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V3.0 Update


General Changes

Weapon accuracy is now standardized based on impact and weapon types. Previously, it varied widely.

  • Direct / Kinetic = 80% accuracy
  • Direct / Bolt = 85% accuracy
  • Direct / Explosive = 80% accuracy
  • OverTime / Beam = 100% accuracy
  • Dispersed / Bolt = 75% accuracy
  • Dispersed / Explosive = 65% accuracy
  • Abilities - Varies (all beneficial ability buffs are 100%)

Substrate shield passive regeneration has been standardized across unit tiers. Previously, it varied per unit/structure. Note that even with passive regeneration, it would take many minutes to restore a unit, so this does not invalidate the Caretaker (same reasoning for HP below).

  • Tier 1 Units = 1.0 per second (Creeps = 0.75)
  • Tier 2 Units = 3.0 per second
  • Tier 3 Units = 6.0 per second
  • Tier 4 Units = 10.0 per second
  • Air Units = 3.0 per second
  • Structures (non-economy) = 2.5 per second
  • Nexus = 3.0 per second

The PHC Medic and higher tier units now have standardized passive HP regeneration:

  • PHC Medic = 0.25 per second
  • PHC Tier 3 Units = 8.0 per second
  • Substrate Tier 3 Units = 1.0 per second
  • PHC Tier 4 Units = 15.0 per second
  • Substrate Tier 4 Units = 2.0 per second

Visual and Radar ranges have been standardized as well. All units and defensive structures now have limited radar capability.

  • Tier 1 Units : 800m sight / 815m radar
  • Ground Recon Units : 1000m sight / Various Radar
  • Tier 2 Units / Non-Econ Structures : 1000m sight / 1015m radar
  • Tier 3 Units : 1400m sight / 1415m radar
  • Tier 4 Units : 2000m sight / 2015m radar
  • Nexus : 1500m sight / 1515m radar
  • Air Units : Varies

Unit speeds (meters / sec) have also been standardized to help overall movement and game progression (except where otherwise indicated). Previously units would move at their own various rates; these changes represent an overall speed increase from 2.92.

  • Tier 1: 150 m/s
  • Tier 2: 150 m/s
    • Engineers/Constructors: 140 m/s
  • Tier 3: 120 m/s
  • Tier 4: 92 m/s
  • Air: Various


Additional Changes

  • Beam weapon firing arcs have been adjusted to allow them to target objects on varying heights more easily.
  • Tier 3 level-up XP has been updated:
    • Level 2: 20,000
    • Level 3: 40,000
    • Level 4: 60,000
    • Level 5: 80,000
  • Tier 4 level-up XP has been updated:
    • Level 2: 40,000
    • Level 3: 80,000
    • Level 4: 120,000
    • Level 5: 160,000
    • Level 6+: Increases linearly.
  • Weapons are now Armor Piercing or not. There are no longer varying levels of Armor Piercing.
  • Most units’ capture beam range increased to 350m (from 300m)
  • Engineer/Constructure capture beam range increased to 450m (from 300m)


Graphics

  • Potential fixes for various swap-chain graphics crashes.
  • PHC Fury unit size increased to better match Substrate Dominator.
  • PHC Hermes unit size increased slightly.
  • PHC Archer unit size increased slightly.
  • Substrate Dominator unit size decreased.
  • Benchmark: PHC Archer and Strategic Bomber weapon visuals updated.
  • Optimized DDS compression on unit/building textures to improve performance and reduce VRAM footprint.
  • Updated PHC Battery Tower graphics (Hunter/Prey Expansion)
  • Adjusted Substrate Constructor height to prevent ground clipping.
  • Fixed Substrate Assembly skirt showing transparency incorrectly.
  • Fixed PHC Weapon Factory skirt to fix incorrect shadows.
  • Added shimmer vfx to Substrate units.
  • Updated visual fx on Substrate Constructor’s heal ray.
  • New visual fx for Tier 1 unit death explosions; removed delay in effects after death.
  • Updated Tier 2 death explosions to be more impressive.
  • Added specific Tier 3 air unit destruction visuals.
  • New visuals for destruction for PHC and Substrate units to make them more unique between factions.
  • Updated air unit destruction visuals to be less 2-dimensional.
  • Fixed ghost selection rings after unit death.
  • Updated unit timelines so that things disappear during the explosion vfx instead of after.
  • Updated Juggernaut death visuals to be more impressive.
  • Updated AoE weapon impact visuals to match their actual impact size (in meters).
  • Improved AoE impact explosions to be more impressive.
  • Updated PHC Cronus Mirv weapons to more visibly split apart during flight; updated graphics.
  • Added visuals for when a Tier 3 or 4 unit levels up.
  • Substrate Retributor: Fixed mis-aligned primary particle beam weapons.
  • Beam weapon impact visuals improved slightly.
  • PHC Fury: Fixed misaligned engine contrails and weapon emitters.
  • Substrate Reaper: New weapon fx added.
  • Substrate Martyr: Weapon fx updated.
  • Substrate Avenger: Main weapon fx updated.
  • Creep weapon visuals have been changed to be more unique.
  • Substrate Air Rampager: Fixed turret not moving.


New Maps

  • New 4-player map added: Desolation.
  • New 8-player map added: Aetheon.


Benchmarks

  • Updated the GPU benchmark:
    • Removed redundant units and armies.
    • Revised armies to showcase more unit types.
    • Fixes Substrate buildings using PHC models.
    • Updated various camera positions/views to better show action; previously these showed empty space.
    • Other misc. map fixes.
  • Created duplicates of all benchmark units, weapons, structures, etc. so that game changes don’t affect the benchmark moving forward.
  • Benchmark units have had their bounding areas adjusted to prevent unit collisions and clipping.
  • Updated the CPU benchmark:
    • Added missing player Nexus that may have caused a crash.
    • Moved player Nexus out of a mountain range and fixes other map placement errors.
    • Fixed countless scripting errors in the CPU benchmark.
    • Adjusted unit compositions to address various pathfinding issues.
    • Other misc. map fixes.
  • Benchmark army formations updated for better spacing.


AI

  • Updated the AI’s approach to using air units now that air is a viable power. Many air units have been incorporated into standard armies as close-air support; while larger gunship and heavy bomber reserves will show up in the mid-late game.
  • AI army groups have been improved, diversified, and updated based on their respective personality types. Generally, the AI will use larger and stronger forces; and will switch up strategies based on conditions.
  • Restructured and updated AI build orders to take advantage of balance changes and to minimize production bottlenecks.
  • Challenging and higher Ais now use stronger, more aggressive strategies.
  • Insane AI bonuses have been reduced to allow it to fit into more multiplayer compstomp matches.
  • AI players will build Refineries/Harvesters according to its immediate economic needs and try to keep them close to the Nexus.
  • Stronger AI’s will now rush early air units for defense against early gunship strategies.
  • Fixed issues where a large number of forces would accumulate around the AI Nexus before moving out.
  • Fixed AI expansion behavior in campaign missions.
  • Fixed AI behavior on Battleline Frenzy and Fast and Furious maps.
  • Fixed a bug that caused the AI to stop building ground units when it switched to air production.
  • Fixed an issue where Engineer build orders could be repeatedly interrupted by flying a unit over the region they were working in.
  • Updated all task forces to reflect the new meta and balance changes.
  • Special thanks to Tarnished Knight for his efforts in updating the AI!


Audio

  • Fixed Substrate Air Rampager using PHC ground unit engine audio.
  • Fixed inaudible air unit destruction audio.
  • Added sound fx for when a Tier 3 or 4 unit levels up.


Campaign

  • Escalation – Betelgeuse and Orion Spur campaign mission unit compositions updated to account for new balance changes.
  • Genesis – Glarus: Haalee’s difficulty changed to Challenging from Tough.
  • Genesis – Auctor: Nihilon’s difficulty changed to Challenging from Normal; various fixes made to correct custom difficulty assignments and XML errors.
  • Misc. fixes to campaign missions.


Miscellaneous Fixes & Changes

  • Updated engine to support up to 32 logical cores.
  • Updated unit steering modules to improve movement/targeting/behavior.
  • Fixed incorrect tag that prevented the Battleline Frenzy map from showing up in-game.
  • Updated supported list of GPUs for AMD and Nvidia graphics cards; default settings.
  • Fixed bug that referred to the PHC Orbital Factory as the Armory.
  • Camera movement updated so that player can adjust pitch.
  • Changed UI so that “OK”, “Continue” etc. display on the right and “Back” or “Cancel” displays on the left.
  • Removed various unneeded or redundant files.
  • Modding: Updated debug menus to not overlap so badly.
  • Modding: Updated particle definition limit to 288.
  • Removed duplicate ‘Armor Piercing’ text from weapon strings.
  • Regenerated Seton map to correct pathing and AI issues.
  • Regenerated Alpha Repeculae map to correct pathing and other issues.


Unit Changes

Units have been re-balanced based on symmetry and asymmetry between factions and are grouped accordingly below. Symmetrical units (those which have a counterpart in the opposing faction) will balance out closely against one another overall. This is to make units have a singular, obvious function in the game.


Creeps (Neutral)

Creeps have been made a bit tougher to deal with and less of a paper tiger. As previously, more creeps will spawn around Computronium Generators.

  • Reapers: Shields increased to 48 (from 10).
    • Weapon:
      • Type: OverTime / Beam
      • Range: 500m
      • Rate of Fire: 2 seconds
      • Duration: 1.4 seconds
      • Damage: 13
      • Armor Piercing: No
  • Skycleansers: HP increased to 36 (from 20), Shields increased to 85 (from 10); can now target both air, ground and drone units.
    • Weapon:
      • Type: Dispersed / Explosive
      • Range: 500m
      • Rate of Fire: 3 seconds
      • Shots per Volley: 10
      • AoE: 20m
      • Damage: 3
      • Armor Piercing: No
  • Martyrs: HP increased to 38 (from 10), Shields increased to 88 (from 30).
    • Weapon:
      • Type: Direct / Explosive
      • Range: 300m
      • Rate of Fire: 2.2 seconds
      • Shots per Volley: 5
      • Damage: 3
      • Armor Piercing: No


Tier 1 – Ranged

  • PHC Archer: Squad size increased to 2; HP increased to 83 (from 80). Logistics cost increased to 7 (from 2); Metal cost decreased to 60 (from 64).
    • Weapon: Toxotes Rockets (Direct / Explosive)
      • Range (min/max): 125m / 650m (up from 25m / 525m)
      • Rate of Fire: 3.5 seconds (down from 3)
      • Shots per Volley: 2 (down from 3)
      • Damage: 40 (up from 30)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Projectile speed decreased to 350 (from 400)
  • Substrate Reaper: Squad size decreased to 2 (from 3); HP increased to 22 (from 15), Shields increased to 53 (from 45), Energy decreased to 15 (from 20). Logistics cost increased to 7 (from 3), Metal cost decreased to 60 (from 140), Construction time decreased to 8 (from 16).
    • Weapon: Reaper Scythe (OverTime / Beam)
      • Range (min/max): 125m / 625m (up from 0m / 525m)
      • Rate of Fire: 2.1 seconds (up from 1.06)
      • Duration: 2.8 seconds (up from 2.4)
      • Damage: 23 (up from 19)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Weapon firing arcs adjusted for height changes.


Tier 1 – Melee

  • PHC Brute: Squad size increased to 3 (from 1); HP increased to 134 (from 125). Logistics cost increased to 3 (from 1), Metal cost increased to 40 (from 25), Construction time increased to 6 (from 3).
    • Weapon: Anbus Plasma Cannon (Direct / Bolt)
      • Rate of Fire: 2 seconds (down from 1.5)
      • Shots per Volley: 5 (down from 6)
      • Damage: 40 (up from 30)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
  • Substrate Martyr: Squad size decreased to 3 (from 4); HP increased to 40 (from 20), Shields increased to 94 (from 25). Logistics cost increased to 5 (from 2), Metal cost decreased to 40 (from 75), Construction time decreased to 6 (from 10).
    • Weapon: Plasma Launcher (Direct / Explosive)
      • Shots per Volley: 5 (up from 4)
      • Damage: 4.5 (down from 6)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones


Tier 1 – Anti-Air / Drone

  • PHC Atlus (Secret Missions DLC): Squad size increased to 2; HP decreased to 154 (from 250). Logistics cost increased to 6 (from 4), Metal cost decreased to 90 (from 120), Construction time decreased to 12 (from 13).
    • Weapon: Flak Cannon (Dispersed / Explosive)
      • Range: 1200m (up from 1100m)
      • Shots per Volley: 6 (down from 10)
      • Damage: 10 (down from 16)
      • AoE: 60m (up from 40m)
      • Primary Target: Drones
      • Secondary Target: Air
      • Cannot Target: T1+, Buildings
      • Armor Piercing: No
      • Other: Projectile speed increased to 1100 (from 750)
  • Substrate Skycleanser: HP decreased to 42 (from 60), Shields increased to 98 (from 80). Logistics cost increased to 6 (from 3), Metal cost decreased to 90 (from 100).
    • Weapon: Demeter Autogun (Dispersed / Explosive)
      • Shots per Volley: 14 (up from 6)
      • Damage: 10 (up from 7)
      • AoE: 60m (up from 50)
      • Primary Target: Drones
      • Secondary Target: Air
      • Cannot Target: T1+, Buildings
      • Armor Piercing: No
      • Other: Projectile speed increased to 1100 (from 700)


Tier 1 – Heavy

  • PHC Sentry (Summoned): Squad size decreased to 4 (from 5). HP increased to 345 (from 90), Armor increased to 1 (from 0); Logistics increased to 20 (from 12), Quanta cost increased to 85 (from 80).
    • Weapon: Chopin MK-II Thermic Railgun (Direct / Kinetic)
      • Range: 350m (up from 300m)
      • Damage: 30 (up from 20)
      • Primary Target: Tier 2
      • Secondary Target: Tier 1
      • Cannot Target: Air, Drones
      • Armor Piercing: No
  • Substrate Saboteur (Summoned): Squad size decreased to 4 (from 8); HP increased to 104 (from 20), Shields increased to 241 (from 40). Logistics cost increased to 20 (from 3), Quanta cost increased to 85 (from 75).
    • Weapon: Ion Bolt Cannon (OverTime / Beam)
      • Rate of Fire: 1.4 seconds (down from 1.06)
      • Damage: 30 (up from 12)
      • Primary Target: Tier 1/2
      • Secondary Target: Buildings
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Firing arcs adjusted for elevation changes


Tier 1 – Heavy Asymmetric

  • Substrate Scarab (Hunter / Prey DLC): Squad size increased to 5 (from 4); HP increased to 124 (from 40), Shields increased to 270 (from 140), Armor increased to 1. Logistics increased to 10 (from 8), Radioactive cost increased to 75 (from 35), Construction time decreased to 24 (from 32).
    • Weapon: Mol-EE7 Cannon (Direct / Bolt)
      • Range: 350m (down from 650m)
      • Primary Target: Tier 2
      • Secondary Target: Tier 1
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Firing arcs adjusted for elevation changes


Tier 1 – Support (Asymmetric)

  • PHC Hermes: Radar range increased to 1800 (from 1400). Logistics cost decreased to 1 (from 2), Metal cost decreased to 20 (from 52), Construction time decreased to 5 (from 6.5).
    • Weapon: Melara Light Railgun (Direct / Kinetic)
      • Range: 600m (up from 400m)
      • Damage: 1.5 (down from 2)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
  • PHC Medic: HP decreased to 160 (from 200). Logistics increased to 5 (from 4), Metal cost decreased to 75 (from 95), Radioactive cost decreased to 17 (from 35).
    • Weapon: Fusion Arc (OverTime / Beam)
      • Range (min/max): 5m / 450m (up from 5m / 300m)
      • HP Restore: 97 (up from 75)
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2/Air
      • Cannot Target: Drones
      • Armor Piercing: Yes
  • Substrate Capacitor: Radar range decreased to 1800 (from 2000). HP increased to 48 (from 30), Shields increased to 112 (from 100), Energy decreased to 250 (from 500). Logistics cost increased to 4 (from 2), Metal cost increased to 75 (from 62), Radioactive cost increased to 30 (from 18), Construction time increased to 12 (from 10).
    • Weapon: Energy Transfer (OverTime / Beam)
      • Range (min/max): 150m / 500m (up from 10m / 250m)
      • Primary Target: Tier 1+
      • Secondary Target: N/A
      • Cannot Target: Drones, Buildings
      • Armor Piercing: Yes


Tier 1 – Artillery (Asymmetric)

  • Substrate Tormentor (Secret Missions DLC): HP decreased to 24 (from 30), Shields decreased to 60 (from 100), Energy decreased to 60 (from 100). Logistics cost increased to 7 (from 5), Metal cost decreased to 64 (from 180), Radioactive cost increased to 10 (from 0), Construction time decreased to 14 (from 22).
    • Weapon: Plasma Saturator (Dispersed / Explosive)
      • Range (min/max): 300m / 1300m (down from 300m / 2000m)
      • Damage: 120 (up from 80)
      • Primary Target: Tier 1/2
      • Secondary Target: Tier 3+, Buildings
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Projectile speed increased to 320 (from 200)


Tier 2 – Anti-T1

  • PHC Zeus: HP increased to 2240 (from 1100), Armor decreased to 1 (from 4). Logistics increased to 10 (from 7), Metal cost decreased to 275 (from 320), Radioactive cost increased to 58 (from 60), Construction time decreased to 35 (from 41).
    • Weapon: Heavy Laser Cannon x2 (OverTime / Beam)
      • Range: 600m (up from 300m)
      • Rate of Fire: 2.8 seconds (down from 2.5)
      • Damage: 70 (down from 145)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Firing arcs adjusted for elevation changes
    • Weapon: CT-941A Plasma Streamer (OverTime / Beam)
      • Rate of Fire: 4.25 seconds (down from 3)
      • Damage: 85 (up from 130)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
  • Substrate Avenger: HP increased to 635 (from 280), Shields increased to 1380 (from 550), Armor decreased to 1 (from 4), Energy increased to 135 (from 80). Logistics increased to 10 (from 7), Metal cost decreased to 275 (from 292), Radioactive cost increased to 60 (from 56), Construction time decreased to 35 (from 39).
    • Weapon: Mayhem Cannon (Direct / Kinetic)
      • Range: 400m (down from 500m)
      • Shots per Volley: 3 (down from 2)
      • Damage: 55 (up from 50)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Air, Drones
      • Armor Piercing: No
      • Other: Projectile speed increased to 900 (from 750)
    • Weapon: Discouraging Streamer x2 (Direct / Bolt)
      • Rate of Fire: 0.75 seconds (down from 0.6)
      • Shots per Volley: 36 (up from 8)
      • Damage: 12 (up from 10)
      • Primary Target: Tier 1
      • Secondary Target: N/A
      • Cannot Target: Air, Drones, T2+, Buildings
      • Armor Piercing: No
      • Other: Projectile speed decreased to 250 (from 600); firing arcs adjusted for elevation.


Tier 2 – Anti-T2

  • PHC Athena: HP increased to 2583 (from 920), Armor decreased to 2 (from 4), Energy increased to 45 (from 0). Radioactive cost increased to 105 (from 90), Construction time increased to 50 (from 44).
    • Weapon: Rapture Cannon (Direct / Bolt)
      • Rate of Fire: 2 (up from 3.1)
      • Shots per Volley: 2 (down from 5)
      • Primary Target: Tier 2
      • Secondary Target: Tier 3/4
      • Cannot Target: Air, Drones
      • Armor Piercing: No
    • Weapon: Plasma Gutter (OverTime / Beam)
      • Range: 400m (down from 480m)
      • Rate of Fire: 6 seconds (down from 3.7)
      • Damage: 480 (up from 220)
      • Duration: 2 (down from 4)
      • Energy: 10 per shot
      • Primary Target: Tier 2
      • Secondary Target: Tier 3/4
      • Cannot Target: Air, Drones, Tier 1
      • Armor Piercing: No
      • Other: Firing arcs updated for elevation
    • Weapon: TK-421 Blast Cannon (Direct / Bolt)
      • Rate of Fire: 2 (up from 4)
      • Shots per Volley: 2 (down from 3)
      • Damage: 10 (down from 25)
      • Primary Target: Tier 2
      • Secondary Target: Tier 3/4
      • Cannot Target: Air, Drones
      • Armor Piercing: No
  • Substrate Mauler: HP increased to 698 (from 280), Shields increased to 1627 (from 630), Armor decreased to 2 (from 4), Energy decreased to 75 (from 100). Radioactive cost increased to 105 (from 90), Construction time decreased to 44 (from 50).
    • Weapon: Dissuader Particle Response x2 (Direct / Bolt)
      • Range: 400m (down from 450m)
      • Rate of Fire: 2 seconds (up from 2.8)
      • Primary Target: Tier 2
      • Secondary Target: Tier 3/4
      • Cannot Target: Air, Drones
      • Armor Piercing: No
    • Weapon: Hyena Laser Array (OverTime / Beam)
      • Range: 400m (down from 450m)
      • Rate of Fire: 6 seconds (down from 2.8)
      • Damage: 130 (up from 70)
      • Duration: 2 seconds (down from 2.2)
      • Energy: 20 (up from 15)
      • Primary Target: Tier 2
      • Secondary Target: Tier 3/4
      • Cannot Target: Air, Drones, Tier 1
      • Armor Piercing: No
      • Other: Firing arcs adjusted for elevation.


Tier 2 – Anti-Air / Drone

  • PHC Apollo: HP increased to 910 (from 820), Armor decreased to 0 (from 4). Metal cost decreased to 320 (from 350), Construction time increased to 42 (from 34).
    • Weapon: TG-4 Light Railgun x2 (Direct / Kinetic)
      • Range: 900m (down from 1200m)
      • Rate of Fire: 6.5 seconds (down from 4.5)
      • Shots per Volley: 6 (down from 20)
      • Damage: 5 (down from 6)
      • Primary Target: Air
      • Secondary Target: Drones
      • Cannot Target: T1+, Buildings
      • Armor Piercing: No
      • Other: Projectile speed increased to 1200 (from 600)
    • Weapon: PDL Turret x4 (OverTime / Beam)
      • Damage: 120 (up from 60)
      • Primary Target: Air
      • Secondary Target: Drones
      • Cannot Target: T1+, Buildings
      • Armor Piercing: No
      • Other: Firing arcs adjusted
    • Weapon: Flak Cannon (Dispersed / Explosive)
      • Primary Target: Drones
      • Secondary Target: Air
      • Cannot Target: T1+. Buildings
      • Armor Piercing: No
      • Other: Projectile speed increased to 1100 (from 750)
  • Substrate Drone Hive: Shields increased to 620 (from 600), Armor decreased to 0 (from 4). Metal cost decreased to 300 (from 320), Radioactive cost decreased to 40 (from 50), Construction time decreased to 34 (from 42).
    • Weapon: Sorphiast Defense Laser (Direct / Bolt)
      • Rate of Fire: 1.65 seconds (down from 1.1)
      • Damage: 8 (down from 10)
      • Primary Target: Tier 1/2
      • Secondary Target: Tier 3+
      • Cannot Target: Air, Drones
      • Armor Piercing: No
    • Weapon: AA Drone Bay
      • Squad Size: 16
      • HP: 20
      • Weapon: Polaron Beam (OverTime / Beam)
        • Damage: 72 (down from 140)
        • Primary Target: Air
        • Secondary Target: Drones
        • Cannot Target: T1+, Buildings
        • Armor Piercing: No
        • Other: Firing arcs adjusted
    • Weapon (New): Drone Bay
      • Squad Size: 8
      • HP: 20
      • Weapon: Drone Bolt (Direct / Bolt)
        • Range: 400m
        • Rate of Fire: 2.8 seconds
        • Shots per Volley: 4
        • Damage: 5
        • Primary Target: Tier 1
        • Secondary Target: Tier 2
        • Cannot Target: Drones, Air
        • Armor Piercing: No


Tier 2- Anti-Structure

  • PHC Artemis: HP increased to 575 (from 520), Armor decreased to 0 (from 4), Energy increased to 100 (from 0). Construction time increased to 42 (from 40).
    • Weapon: Havox MK-III Missile Launcher (Dispersed / Explosive)
      • Range (Min/Max): 300m / 1300m (down from 300m / 1400m)
      • Shots per Volley: 5 (down from 6)
      • Damage: 59 (down from 85)
      • AoE: 50m (up from 30m)
      • Primary Target: T1+
      • Secondary Target: N/A
      • Cannot Target: Drones, Air
      • Armor Piercing: No
      • Other: Projectile speed increased to 400 (from 150)
    • Weapon: Ratheon AR-1 Harpoon (Direct / Explosive)
      • Range (Min/Max): 300m / 1400m (down from 100m / 1400m)
      • Rate of Fire: 6.5 seconds (down from 6)
      • Shots per Volley: 2 (up from 1)
      • Damage: 422 (up from 400)
      • Energy: 10
      • Primary Target: Buildings
      • Secondary Target: N/A
      • Cannot Target: Drones, Air, T1+
      • Armor Piercing: Yes
      • Other: Projectile speed increased to 320 (from 160)
  • Substrate Destructor: HP increased to 155 (from 100), Shields increased to 420 (from 400), Armor decreased to 0 (from 4), Energy decreased to 75 (from 100).
    • Weapon: Plasma Rain Launcher x6 (Dispersed / Explosive)
      • Shots per Volley: 16 (up from 12)
      • Primary Target: Buildings
      • Secondary Target: N/A
      • Cannot Target: Drones, Air, T1+
      • Armor Piercing: Yes
      • Other: Projectile speed increased to 320 (from 120)
    • Weapon: Orion Plasma Cannon x2 (Direct / Bolt)
      • Range: 1400m (up from 500m)
      • Primary Target: Tier 1
      • Secondary Target: Tier 2
      • Cannot Target: Drones, Air
      • Armor Piercing: No


Tier 2 – Super Heavy

  • PHC Hera: HP increased to 5120 (from 2400), Armor decreased to 4 (from 6). Logistics cost increased to 19 (from 17), Construction time decreased to 70 (from 80).
    • Weapon: Fusion Bombard (Direct / Bolt)
      • Range: 600m (down from 900m)
      • Shots per Volley: 2 (up from 1)
      • Damage: 200 (up from 180)
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2
      • Cannot Target: Drones, Air
      • Armor Piercing: No
  • Substrate Eradicator: HP increased to 1590 (from 800), Shields increased to 3015 (from 1400), Armor decreased to 4 (from 6), Energy decreased to 80 (from 100). Metal cost decreased to 640 (from 720), Construction time decreased to 66 (from 90).
    • Weapon: Peeping Tom (Direct / Bolt)
      • Range: 800m (down from 900m)
      • Damage: 450 (down from 300)
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2
      • Cannot Target: Drones, Air
      • Armor Piercing: No
    • Weapon: Plasma Cannon x7 (Direct / Bolt)
      • Range: 800m (up from 400m)
      • Damage: 10 (up from 1)
      • Primary Target: Tier 2+
      • Secondary Target: Tier 1
      • Cannot Target: Drones, Air
      • Armor Piercing: No


Tier 2 – Support

  • PHC Mobile Nullifier: HP increased to 1600 (from 600), Armor decreased to 0 (from 4). Metal cost decreased to 700 (from 800).
    • Weapon: Light Plasma Cannon x7 (Direct / Bolt)
      • Rate of Fire: 2.5 seconds (down from 1)
      • Damage: 6 (down from 10)
      • Primary Target: T1+
      • Secondary Target: N/A
      • Cannot Target: Drones, Air
      • Armor Piercing: No
  • Substrate Mobile Nullifier: HP increased to 432 (from 180), Shields increased to 1008 (from 400), Armor decreased to 0 (from 4).
    • Weapon: Light Plasma Cannon x2 (Direct / Bolt)
      • Primary Target: T1+
      • Secondary Target: N/A
      • Cannot Target: Drones, Air
      • Armor Piercing: No
    • Weapon: Anti-Air Plasma Cannon x2 (Direct / Bolt)
      • Shots per Volley: 2 (down from 6)
      • Damage: 6 (down from 7)
      • Primary Target: Air
      • Secondary Target: Drones
      • Cannot Target: T1+, Buildings
      • Armor Piercing: No
      • Other: Projectile speed increased to 1200 (from 600)


Tier 2 – Advanced Engineers

  • PHC Sapper (Summoned): Armor decreased to 0 (from 8). Logistics increased to 10 (from 4).
    • Weapon: Fusion Arc (Direct / Bolt)
      • Range (Min/Max): 0m / 450m (up from 10m / 200m)
      • HP Restore: 25
      • Primary Target: Buildings
      • Secondary Target: N/A
      • Cannot Target: Drones, Air, T1+
      • Armor Piercing: Yes
  • Substrate Avatar (Summoned): Shields increased to 600 (from 300), Armor decreased to 0 (from 4).
    • Weapon: Tessrar Plasma (Direct / Bolt)
      • Primary Target: Tier 2
      • Secondary Target: Tier 1
      • Cannot Target: Drones, Air
      • Armor Piercing: No
    • Weapon (New): Fusion Arc Beam (OverTime / Beam)
      • Range: 450m
      • Rate of Fire: 1 second
      • Duration: 0.35 seconds
      • HP Restore: 97
      • Primary Target: Tier1+
      • Secondary Target: N/A
      • Cannot Target: Drones, Air
      • Armor Piercing: Yes


Tier 2 – Asymmetric

  • PHC Charon: Armor decreased to 0 (from 10).
    • Weapon: MK-I Autocannon x2 (Direct / Kinetic)
      • Rate of Fire: 2.5 seconds (down from 2.2)
      • Damage: 4 (down from 12)
      • Primary Target: Tier 1
      • Secondary Target: N/A
      • Cannot Target: Drones, Air
      • Armor Piercing: No
  • PHC Nemesis: Armor decreased to 0 (from 4), Energy increased to 100 (from 0). Logistics cost increased to 16 (from 12), Metal cost increased to 750 (from 500), Radioactive cost increased to 260 (from 100).
    • Weapon: TG-400 Heavy Sniper Railgun (Direct / Bolt)
      • Range (Min/Max): 150m / 1200m (up from 100m / 800m)
      • Rate of Fire: 9.2 seconds (up from 9)
      • Damage: 900 (up from 780)
      • Energy: 25 (up from 0)
      • Primary Target: Tier 3/4
      • Secondary Target: Tier 2
      • Cannot Target: Drones, Air, T1, Buildings
      • Armor Piercing: Yes
      • Other: Projectile speed increased to 1800 (from 1400)
    • Weapon: Thantos LPA-1000 Plasma Cannon x2 (Direct / Bolt)
      • Range (Min/Max): 50m / 1200m (up from 0m / 400m)
      • Rate of Fire: 3.9 seconds (down from 4.25)
      • Shots per Volley: 6 (up from 2)
      • Damage: 9 (down from 50)
      • Primary Target: Tier 1/2
      • Secondary Target: Tier 3 / 4, Buildings
      • Cannot Target: Drones, Air
      • Armor Piercing: No
  • Substrate Caregiver: Armor decreased to 0 (from 4). Logistics cost decreased to 6 (from 10), Metal cost decreased to 280 (from 400), Radioactive cost decreased to 75 (from 100), Construction time decreased to 40 (from 60).
    • Weapon: Shield Regenerator (OverTime / Beam)
      • Range: 525m (up from 300m)
      • Rate of Fire: 1.5 seconds (up from 5)
      • Shield Restore: 45 (down from 50)
      • Duration: 3 seconds (up from 1)
      • Primary Target: Tier 3 / 4
      • Secondary Target: Tier 1+, Air
      • Cannot Target: Drones, Air
      • Armor Piercing: Yes
  • Substrate Clutch of Eggs (Hunter / Prey DLC): Shields decreased to 2500 (from 3000), Armor decreased to 0 (from 4), Energy removed (unused).
    • On death spawns 5 squads of Tier 1 spiderlings (up from 4).
  • Substrate Falling Star (Hunter / Prey DLC): Armor decreased to 0 (from 4).
    • On death stuns nearby buildings for 6 seconds (up from 3).
  • Substrate Masochist: HP decreased to 540 (from 1250), Shields increased to 1260 (from 40), Armor decreased to 2 (from 4). Logistics cost increased to 10 (from 9), Construction time increased to 50 (from 40).
    • Emits more bolts as the unit takes damage; increased max bolts to 6 (from 5).
  • Substrate Skirmisher (Hunter / Prey DLC): HP increased to 510 (from 250), Shields increased to 1300 (from 600), Armor decreased to 1 (from 4), Energy decreased to 45 (from 100). Logistics cost decreased to 11 (from 14), Metal cost decreased to 310 (from 565), Radioactive cost decreased to 95 (from 155), Construction time decreased to 38 (from 55).
    • Weapon: Gemnire Beam (OverTime / Beam)
      • Range (Min/Max): 100m / 750m (up from 0m / 400m)
      • Damage: 250 (up from 150)
      • Primary Target: Tier 2+, Buildings
      • Secondary Target: Tier 1
      • Cannot Target: Drones, Air
      • Armor Piercing: No














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