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  1. This is a list of the things One Vision changes.
  2. Version: 0.85
  3.  
  4. Explanation of the symbols:
  5. (B) Fixed big
  6. (+) Buff
  7. (-) Nerf
  8. (·) Tweaking (neither buff nor nerf, detail changes)
  9. [+] New content (units, upgrades, abilities , buildings)
  10. [-] Removed content (units, upgrades, abilities , buildings)
  11.  
  12. Graphical additions and changes are not mentioned in the changelog
  13.  
  14. If a line happens to have no symbol it is simply part of the line above it
  15. Symbols like ** or -#- are just headlines for factions.
  16.  
  17. ======================================================================================================================================
  18. ** All Factions **
  19. =======================================================================================================================================
  20. (B) Fixed an exlpoit for various faction which allowed epic unit facilities to be builded multiple times.
  21.  
  22. (+) Increased health of Silos to 3500 (from 1000)
  23. Inccreased their capacity to 5500 (from 2000)
  24. Increased cost to 700$ (from 100$) and build time to 7s (from 5s)
  25. I am not even pretending that you should build them, I just wanted to make them less terrible and make "silo block strategies" less effective.
  26.  
  27. (·) T3 Tech buildings only require the T2 tech building again.
  28. In return, the Epic unit facilities require T1 tech structures (Armory, Secret Shrine, Stasis Chamber)
  29.  
  30. (·) Lowered time of the EMP Control Center before it hits to 1.4s (from 2s).
  31. Now, the beam only instantly kills aircraft with direct hits.
  32. Aircraft outside the beam take 3000 damage, but take less damage the further away they are from the spot of impact.
  33. In return, the area of effect was increased to 150 (from 125).
  34. This is to allow a more user-friendly use and make it less OP against aircraft in general (Traveller-59 warships in particular).
  35.  
  36. (+) Repaired walker husks have only 2/3 of their original health
  37.  
  38. ======================================================================================================================================= ** GDI Faction **
  39. =======================================================================================================================================--------------------------------------------------------------------------------------------------------------------------------------- -#- All GDI factions
  40. ---------------------------------------------------------------------------------------------------------------------------------------
  41. (+) All Foxholes slowly repair themselves when garrisoned and not under attack for 7 seconds.
  42.  
  43. (+) Increased damage of GDI AA Batteries to 38 (from 25)
  44. Increased damage of Tungsten Shells to 60 (from 50)
  45.  
  46. (+) Increased health of Rifle Soldiers to 85 (from 80)
  47. Increased DPS from 13 to 21
  48.  
  49. (+) Increased damage of Grenadier Squads against structures by 40%
  50.  
  51. (+) Increased health of Snipers to 175 (from 150)
  52.  
  53. (+) All Foxholes slowly repair themselves when garrisoned and not under attack for 7 seconds.
  54.  
  55. (-) The "Firehawk Stratofighter Boosters" upgrade requires a Tech Center before it can be researched.
  56.  
  57. (·) Increased cost of Slingshots to 700$ (from 700$) and build timt to 8s (from 7s)
  58. Also increased health to 2900 (from 2400) and damage to 40 (from 33)
  59. Increased upgraded damage to 65 (from 63)
  60.  
  61. (-) Improved armor of Guardian Cannons from CANNON damage to 50% (from 75%) and from GUN to 20% (from 25%)
  62. Lowered health to 3000 (from 4500)
  63. Guardian Cannons are now better countered by units dealing ROCKET damage and even more so with units dealing GRENADE damage.
  64. Effectiveness against CANNON and GUN damage units remains the same.
  65.  
  66. ---------------------------------------------------------------------------------------------------------------------------------------
  67. -#- Steel Talons
  68. ---------------------------------------------------------------------------------------------------------------------------------------
  69.  
  70. (B) The Falcon Commando and Grey Wolf cannot be mined controlled anymore.
  71.  
  72. (+) Increased damage for Heavy Hammerhead Gunship AA Rockets to 160 (from 150).
  73. Increased speed to 90 (from 80)
  74. Increased health to 3500 (from 3000)
  75.  
  76. (-) Titans cannot shoot over structures anymore.
  77. Note that the Titan has the best stats among all medium tanks and received several adjustmets to its vanilla form.
  78. While this ability was justified in the original game due to worse stats overall, this is just a measure to streamline the gameplay
  79. and make it more fair.
  80.  
  81. ---------------------------------------------------------------------------------------------------------------------------------------
  82. -#- ZOCOM
  83. ---------------------------------------------------------------------------------------------------------------------------------------
  84.  
  85. (B) The Red Arrow's rockets can now hit own units when force firing
  86.  
  87. (B) Unlike other GDI forces the ZOCOM airfield expanded the build radius. This is not the case anymore.
  88.  
  89. (+) Slingshots and Zone Shatterers can be upgraded with the Extreme Condition Armor to improve their armor.
  90.  
  91. (·) Decreased damage for Echo Troopers to 320 (from 350)
  92. Echo Troopers do not need line of sight to hit their targets anymore.
  93. Echo Troopers don't require an upgrade to be builded anymore.
  94.  
  95. (·) Rigs and Surveyors cannot be upgraded with the Extreme Condition Armor,
  96. however the same effect is achieved with the "Fortification Protocols" upgrade.
  97.  
  98. (-) Lowered health of Zone Raiders to 210 (from 240)
  99. Lowered damage to 230 (from 250)
  100. Just a small adjustment after versions of buffing infantry
  101.  
  102. [+] Added the "Fortification Protocols" upgrade.
  103. It increases health of Rigs and Surveyors.
  104.  
  105. ---------------------------------------------------------------------------------------------------------------------------------------
  106. -#- RRF (Rapid Reaction Force)
  107. ---------------------------------------------------------------------------------------------------------------------------------------
  108.  
  109. (+) Orcas can now be upgraded with Mortars to unlock the "Mortar Payload".
  110. Increases effectiveness against infantry and structures but deals much less damage against vehicles.
  111.  
  112. (+) Orcas can now be upgraded with the new "Carbon Fiber Armor" upgrade
  113. Increases speed by 25% and armor by 33%.
  114.  
  115. (-) Increased cost for the Firehawk Raid special power to 1800 (from 1500)
  116.  
  117. =======================================================================================================================================
  118. ** Nod Factions**
  119. =======================================================================================================================================
  120. ---------------------------------------------------------------------------------------------------------------------------------------
  121. -#- All Nod Factions
  122. ---------------------------------------------------------------------------------------------------------------------------------------
  123.  
  124. (+) Increased health of Armageddon Bombers to 6000 (from 4000 or 500)
  125.  
  126. (·) Increased the cost of the Tiberium Catalyst Missile to 3000$ (from 2500$)
  127. Now it has a damage taper off and targets receive less damage the further away they are from the center of impact.
  128. It used to destroy targets only on direct hits and damage everything else far less.
  129.  
  130. (·) Moved the Charged Particle Beam upgrade to the Operations Center.
  131. Increased cost to 1500$ (from 1000$) and research time to 45s (from 30s).
  132.  
  133. (·) Improved ROCKET and CANNON resistance of Attack Bikes to 100% (from 110%)
  134. In return, lowered health to 725 (from 800)
  135. Against those attack types, it is just as weak as it was before but now it receives a little more damage from GUN and GRENADE damage.
  136.  
  137. (-) Changed damage type of Fanatics to ROCKET (from CANNON)
  138. Lowered health to 250 (from 300)
  139.  
  140. (-) Lowered damage of Attack Bikes upgraded with Tiberium Core Missiles to 400 (from 450)
  141.  
  142. (-) Lowered damage of Missile Turrets with Tiberium Core Rockets to 215 (from 225)
  143.  
  144. ---------------------------------------------------------------------------------------------------------------------------------------
  145. -#- Black Hand
  146. ---------------------------------------------------------------------------------------------------------------------------------------
  147.  
  148. (B) Fixed the required experience for Purifiers to gain a new level
  149.  
  150. (+) Improved Scorcher Buggy bonus damage to structures to 175% (from 145%) when unupgraded.
  151.  
  152. (+) Laser Turrets can be upgraded with Fusion Lasers to increase laser damage by 50%
  153.  
  154. (+) Decreased damage reduction of Black Hand units to 100% (from 75%)
  155. They deal 33% more damage to structures now.
  156.  
  157. (+) Lowered cost of Purifying Flame to 2500$ (from 3000$) and lowered research time to 1:15 (from 1:30)
  158.  
  159. (+) Lowered cost of the Autoloader upgrade to 1500$ (from 2000$).
  160. Lowereed research time to 45s (from 60s).
  161.  
  162. (·) Purifiers can be upgraded with Fusion Lasers to increase laser damage by 50%
  163. Lowered range of flamethrowers to 180 (from 200)
  164. Purifiers cannot buff vehicles anymore
  165.  
  166. (·) Lowered cost of Apostates to 700$ (from 800$)
  167. Lowered health to 250 (from 400)
  168. They are just like normal Fanatics now
  169.  
  170. (-) Increased cost of the Black Disciples upgrade to 1500$ (from 1000$) and build time to 45s (from 30s)
  171.  
  172. (-) Lowered health of Black Disciples to 300 (from 500)
  173.  
  174. (-) Lowered damage Flame Tanks upgraded with the Purifying Flame upgrade to 215 (from 300)
  175. I found this upgrade was too expensive and too over the top, I changed both.
  176.  
  177. (-) Lowered damage of Confessor Cabals to 5 per bullet (from 6)
  178. Lowered damage of particle beams to 32 (from 40)
  179. Increased range of Particle Beams to 300 (from 280)
  180.  
  181. [+] Added the "Black Templar" anti-tank infantry.
  182. It is comparable to a Zone Trooper, but with only 3 members at 1000$.
  183. Moreover, they have more health and damage but lack range compared to Zone Troopers.
  184. They can be upgraded with Fusion Lasers and Black Disciples
  185.  
  186. [+] Added the "Fusion Lasers" upgrade at the Tech Lab.
  187. Increases damage of Purifiers, Black Templars and Laser Cannons.
  188.  
  189. ---------------------------------------------------------------------------------------------------------------------------------------
  190. -#- Renegades
  191. ---------------------------------------------------------------------------------------------------------------------------------------
  192.  
  193. (B) Fixed the locomotor of Dawnbringer Devices
  194.  
  195. (+) Improved and redesigned Militant Squads.
  196. Lowered their base speed to 50 (from 58).
  197. Increased health to 40 (from 35) and damage to 4 (from 3).
  198. Militants shoot 12 shots without interruption, but after those shots have been fired, a delay of 1.3s takes place until the next salvo is shot.
  199. Increased squad range to 220 (from 180).
  200. Militants have now the ability to sprint, increasing their movement speed but lowering their rate of fire for 20 seconds.
  201.  
  202. (+) Increased health of Rocket Militants to 200 (from 184).
  203. Increased damage of rockets to 250 (from 220)
  204.  
  205. (+) Increased damage of Specters with Nuclear Compounds to 6000 (from 5000).
  206. Increased damage of Vertigos with Nuclear Compounds to 6000 (from 5500).
  207. Changed damage type of Vertigos with Nuclear Components to CANNON (from ROCKET).
  208.  
  209. (+) Avatars can now be upgraded with Laser Capacitors to unlock their second beam.
  210. Lowered damage of the secondary laser to 500 (from 900)
  211. Increased speed to 60 (from 50)
  212.  
  213. (-) Incrased research cost of Laser Capacitors to 3000$ (from 2500$) and time to 90s (from 75s).
  214. Because a much wider range of units benefit from this upgrade, it is only fair to also increase its research cost.
  215.  
  216. [-] Removed the Redemption Support Power
  217.  
  218. ---------------------------------------------------------------------------------------------------------------------------------------
  219. -#- Marked of Kane
  220. ---------------------------------------------------------------------------------------------------------------------------------------
  221.  
  222. (+) Increased damage of magnetic mines to 25 (from 16).
  223.  
  224. (+) Increased health of Myrmidon to 11000 (from 8000)
  225. Lowered damage to 800 (from 900)
  226. Lowered cost for upgrades:
  227. - Erebus to 200 (from 1000)
  228. - Anuket to 300 (from 1200)
  229. - Aurora to 100 (from 800)
  230. Myrmidon walkers in T3 were not cost efficient, which made MoK very weak in T3.
  231.  
  232. (·) Replaced the Nuclear Missile with the "Liquid Tiberium Missile".
  233. For the sake of balance, only visual changes were made.
  234.  
  235. (-) Lowered health of Enlightened to 435 (from 485).
  236. Lowered damage of Enlightened to 230 (from 245) and to 320 (from 370) when upgraded
  237. Just a small adjustment after previous versions of buffing infantry
  238.  
  239. (-) Removed immunity of mind control for the Mantis and Drone Buggies.
  240.  
  241. (-) Lowered damage of Liquit Tiberium Troopers to 8 (from 14) and to 13 (from 21) when upgraded.
  242. Increased health to 170 (from 160)
  243.  
  244. (-) Lowered damage of Venoms upgraded with Supercharged Particle Beams to 120 (from 165).
  245. It is now equally strong as the upgraded Renegade Venom.
  246.  
  247. [+] Added the Centurion as a strong T2 anti-armor tank
  248. Statwise it is a more expensive, but also more durable Titan that can crush smaller vehicles and receives considerable less damage from the front.
  249. It can be upgraded with Supercharged Particle Beams.
  250.  
  251. [+] Added "The Reaper" infantry unit as a new T1 anti armor unit.
  252. Compared to Rocket Militants, Reapers are slower, have smaller range and are more expensive.
  253. However they also deal more damage, have much more health and can detect stealth in a greater radius.
  254.  
  255. [-] Removed Rocket Militants.
  256.  
  257. =======================================================================================================================================
  258. ** Scrin Factions **
  259. =======================================================================================================================================
  260. ---------------------------------------------------------------------------------------------------------------------------------------
  261. -#- All Scrin
  262. ---------------------------------------------------------------------------------------------------------------------------------------
  263.  
  264. (+) Increased health of Leeches to 180 (from 165).
  265.  
  266. (·) Tweaked Buzzers and Shardlings.
  267. They deal 50% damage to other buzzers and deal their damage after a tiny delay.
  268. This is to make the outcome of Buzzer fights more even and less random.
  269. If 2 Buzzers at full health attack each other, both die as a result.
  270.  
  271. (-) Lowered damage of Plasma Disk Launchers with the Dissolver Warpray Cannon to 95 (from 165)
  272.  
  273. ---------------------------------------------------------------------------------------------------------------------------------------
  274. -#- Traveler-59
  275. ---------------------------------------------------------------------------------------------------------------------------------------
  276.  
  277. (B) Agonizers have their building requirements restored.
  278.  
  279. (·) Lowered cost of Agonizers to 700$ (from 800$).
  280. Lowered damage of Agonizers to 210 (from 280).
  281. Lowered health to 195 (from 300).
  282. Increased cost of Lurker Modules to 450$ (from 400$) and increased research time to 9s (from 8s)
  283.  
  284. (-) Increased cost of Cultists to 1200$ (from 1000$)
  285. Lowered range of Cultists to 180 (from 200) and lowered speed to 45 (from 50)
  286. Slightly lowered health to 215 (from 250)
  287. Those changes are made to make them easier to counter and less efficient against low-tier units.
  288.  
  289. ---------------------------------------------------------------------------------------------------------------------------------------
  290. -#- Reaper-17
  291. ---------------------------------------------------------------------------------------------------------------------------------------
  292.  
  293. (+) Increased health bonus of the Carnage Tripod Mutation to 3000 (from 2500).
  294.  
  295. (·) The Conversion Reserves upgrade also increases damage of charged and uncharged Devourer Tanks and Reaper Tripods by 20%.
  296. Increased cost of the upgrade to 2000$ (from 1500$) and research time to 60s (from 45s)
  297. Moved the upgrade to the Tech Assembler (from the Nerve Center)
  298.  
  299. (·) Moved the Enriched Ichor upgrade from the Technology Assembler to the Stasis Chamber
  300.  
  301. (·) Lowered cost of Infested to 500$ (from 600$) and build time to 5s (from 6s).
  302. Lowered default health from 125 to 100. Lowered damage from 1000 to 750.
  303. Changed damage type from CANNON to ROCKET.
  304. Effect of upgrades remain the same (+125 health from Infestation Spores).
  305.  
  306. (-) Lowered auto heal of defensive structures inside corruptions to 25/s (from 35/s).
  307.  
  308. ---------------------------------------------------------------------------------------------------------------------------------------
  309. -#- Messenger-8
  310. ---------------------------------------------------------------------------------------------------------------------------------------
  311.  
  312. (B) Photon Cannons can now be healed with Gun Walkers upgraded having the Ion Supercharge.
  313.  
  314. (B) Gun Walkers with Ionizing Hull upgrade can damage enemy Messenger-8 structures again.
  315.  
  316. (-) Increased cost of Ionizing Hull to 2500$ (from 2000$) and built time to 1:15s (from 1:00s)
  317. Also lowered damage of upgraded Gun Walkers to 115 (from 130)
  318.  
  319. (-) Lowered building healing of Gun Walkers with Ion Supercharge to 18 (from 40)
  320. Lowered damage with Ion Supercharge by 14%
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