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- # 4.1.9 Tech and Units Balance Changelog
- Infantry and Unique Unit Changes:
- Behemoth Breakthrough 24 -> 26
- Nightkin Soft and Hard Attack percentual boosts +50% -> +40%
- Vehicle Changes:
- Motorized Fireteam units granted -50% Air Attack penalty
- Chariot units base Organization 45 -> 35, Defense penalty -40% -> -50%, granted -80% Air Attack penalty
- Chariots granted -5% Attack and Defense on Hills, and granted -20% Attack and Defense and -15% Movement on Rivers
- Robot Changes:
- Automation Production Efficiency Cap +4% -> +3%, Robot Reliability +1% -> +2%
- Robot Production Cost Reduction techs changed to now penalize all non-robot front line units with -5 Organization as opposed to only penalizing 3 select Infantry
- variants and applying a penalty of -3 Organization
- Doctrine Changes:
- # Conventional Warfare
- Mechanised Forces Vehicle Organization +5 -> +4
- Coordinated Onslaught Vehicle Hard Attack +10% -> +5%
- Air Changes:
- Barrage Balloons and Payload Gliders manpower cost changed from 0 to 1
- (Dev Note: This is required for the planes to work post 1.12, so it's more a bugfix than a balance change especially considering that manpower is never
- lost when planes are shot down, but rather allocated to planes and recovered if they leave the field)
- Divisional Air Attack hit chance reduced by ~17% (1/6)
- Divisional Air Attack CAS reduction reduced by ~17% (1/6)
- (Dev Note: For those unaware, divisions with any air attack at all (regardless of if they have the AA support company) hamper planes in two ways: shooting
- aircraft down and reducing incoming CAS direct damage by a percentage. The latter is the more significant of the two. Previously one would need to reach
- 75 Air Attack to get to the max reduction of 90%. The latter change here increases that number to 90 Air Attack. For reference, this makes level 1 AA
- support reduce CAS damage by 40%, down from 48%)
- Industry Changes:
- Excavation techs Resource Gain Efficiency +10% -> +12%, Resource Building Construction Speed bonuses +5% -> +2%
- Foundries changed to no longer be unlocked by default. First Foundry upgrade tech +2 Scrap Metal replaced with the unlocking Foundries
- Foundry base Scrap Metal 4 -> 5
- Purification Station base Water 4 -> 5
- Power Station base Power 2 -> 3
- Fabrication Laboratory base Circuitry 2 -> 3
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