We are excited to launch our new class of units: The Juggernauts. The Substrate Nest of the Queen and PHC Leonidas bring destruction to a whole new level; Juggernauts will be many times more powerful than Dreadnoughts and will be the ultimate late game weapon. Don't expect to see Juggernauts in your average match as their cost is substantial, but when a Juggernaut is fielded, serious firepower is needed to stop them in their tracks.
The Leonidas is a heavy Dreadnought destroyer, boasting the most powerful weapon ever mounted on a construct. It can tear apart Dreadnoughts and has rail cannons and auto cannons for defense.
The Nest of the Queen summons an entire army of frigates to overwhelm the enemy with support of with assault drones, repair drones and a shield regenerator. Frigates and drones are rapidly replaced in combat, making the Queen truly terrifying to encounter.
2.3 comes with Episode 3 of the story-driven campaign which introduces the Leonidas and Nest of the Queen. Genesis features 6 new fully voiced missions in what will be our most challenging campaign to date, we’ve put a great deal of effort to make sure "Much Harder" is no walk in the park, even despite having access to the two new Juggernauts.
Imminent Crisis & Memories
In preparation for the new Genesis campaign, the original campaigns have been adjusted to improve the user experience and update them for the additional units and buildings introduced in Escalation. For most new players, Imminent Crisis will be their introduction to Ashes of the Singularity so we wanted to improve the first impressions. The changes done to these campaigns is far too extensive to list here, but you can view the full campaign changelog here.
Ganymede had too little Radioactives which limited strategic diversity and unit flexibility. It also had a huge concentration of Metal in the corners which made the middle of the map less valuable and too pushing for a player who gets locked out of the corner. These changes will affect the Memories Campaign Mission.
Seton was unfair for certain teams and players due to having access to different amounts of resources. Its pathways were also extremely narrow. We are adjusting it to make it fair for every player. Thanks to Luxlupus for his work updating Seton.
Quality of Life
Intentions 2.25 update has put balance and strategic diversity in a nice spot, and as a result balance changes was only a small focus for 2.3. The following balance changes are aimed at tweaking some of the under performing and over performing outliers.
Dreadnoughts were the only PHC units to have an energy bar, yet only their special abilities required it. This was misleading as their main weapons didn’t require energy to fire, and created problems when Dreadnoughts ran out of energy since PHC have no tool to replenish it. We are removing the energy from PHC Dreadnoughts as it is unnecessary since the abilities already have long cooldowns.
The auto cannons on the PHC Dreadnought were under performing as they only had 300 range, which often was not enough to get within range of their targets. We are increasing the range of auto cannons so they can better contribute and make Dreadnoughts less vulnerable to mass Frigates.
The Savager had far too little shields at only 40% of the health, which could be frustrating as Substrate have no way to repair health. Giving the Savager more shields also improves the bonus that the Shield Regeneration upgrade provides.
The Sentinel and Oblivion turrets are supposed to be the long range defenses, it didn't make sense for the Barrager to have as much range as it did. We are removing the air attack from the Smarty and Barrager for mostly cosmetics reasons. Air units have much higher health pools than ground units, so the air damage on a Smarty was negligible, serving only to obscure where the real damage sources were coming from. This clouded the visual clarity, especially since Constables and Smarties used the same rocket projectile. There are plenty of methods to counter air units, Smarties and Barragers attacking air units is just superfluous.
The shield Regeneration rate was negligible and made it not worth the cost. We are increasing its regeneration rate to make it more desirable. This will also affect the Regeneration Projectors on the Overmind and Nest of the Queen