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- Research Changes:
- Bicycles Research Time reduced by 10%
- Mobile Support Companies Research Times reduced by 20%
- Motorization and Simple Tracks Research Time reduced by 40%
- Top path techs and Tank in-between techs Research Times reduced by 30%
- Motorized In-Between Tech Research Times reduced: Mobile Assault Weaponry and Gun Ports by 40%, rest by 30%
- Automation Research Time reduced by 50% as it was long and is no longer required for other techs
- All other Basic, Intermediate and Sophisticated Robotics Techs research times reduced by 20%
- Doctrine Changes:
- Human Targeting Warfare org +40 -> +25, fixed to affect all CnC Robots
- Non-Discriminatory Targeting reinforce rate bonus and Scorched Earth reinforce rate penalty both removed
- Adaptive Chain of Command, Asymmetric Warfare and Wasteland Knowledge reinforce rate +10% -> +4%
- Rapid Motorized Deployment, Inherent Tactical Knowledge and Strategic Training Regimen reinforce rate +20% -> +4%
- Mechanised Forces breakthrough +10% -> +7%, soft attack +5% -> +7%
- Concentrated Assault breakthrough +10% -> +3%, fuel consumption -5% -> -20%
- Armoured Assault breakthrough +10% -> +6%, breakthrough changed to also affect other vehicles, soft attack +8% -> +10%, hard attack +16% -> +14%
- Coordinated Onslaught hard attack +8% -> +10%
- General Vehicle Tech Changes:
- Motorization +2% Reliability removed
- Tyre Profile Defense increased from 3% to 5%, HP increased from 25% to 30%
- Wet Stowage Breakthrough increased from 3% to 5%, HP increased from 25% to 30%
- Rubber Refinement Soft and Hard Attack increased from 3% to 4%, Speed increased from 3% to 6%
- Compartmentalization Reliability changed from 5% to 2%
- Fixed an oversight wherein Logistical, Medical and Maintenance lacked 80% penalties for combat stats like recon to accomodate the vehicle versions of companies
- Support Vehicle HP Bonuses set from 100% to their intended 1000%, as the initial value is very low and as a result these are meant to be very high bonuses
- Motorized Changes:
- Bicycle Production Cost changed from 6 to 2
- Motorized Enforcers granted 10% penalty to armor
- Motorized Fireteams and Demolitions granted 20% penalty to defense
- Changed Scrap Motorcycle Hardness from 5% to 10%
- Added 6 Armor and 0.5 Piercing to Scrap Motorcycles
- Added 2.5 Defense and 1 Breakthrough to Scrap Motorcycles
- Scrap Motorcycle Production cost changed from 7 to 5
- Scrap Truck Hardness changed from 15% to 30%
- Added 1 Piercing to Scrap Trucks and changed Armor from 15 to 12
- Scrap Truck Speed changed from 8 to 7
- Added 3.5 Defense and 2 Breakthrough to Scrap Trucks
- Changed Salvaged Car Hardness from 10% to 20%
- Added 11 Armor and 1.5 Piercing to Salvaged Cars
- Changed Salvaged Car Speed from 12 to 11
- Added 4.5 Defense and 2 Breakthrough to Salvaged Cars
- Salvaged Car Production Cost changed from 9 to 7.5
- Salvaged Truck Hardness changed from 20% to 45%
- Added 2 Piercing to Salvaged Trucks and changed Armor from 20 to 22
- Salvaged Truck Speed changed from 10 to 9
- Added 6 Defense and 2.5 Breakthrough to Salvaged Trucks
- Salvaged Truck Production Cost changed from 9.5 to 10.5
- Salvaged Truck Metal Cost 1 -> 2
- Changed Wasteland Car Hardness from 15% to 30%
- Added 3 Piercing to Wasteland Cars and changed Armor from 10 to 18
- Changed Wasteland Car speed from 15 to 14
- Added 7 Defense and 2.5 Breakthrough to Wasteland Cars
- Wasteland Car Production Cost changed from 12 to 11
- Wasteland Car Metal cost 1 -> 2
- Wasteland Bus Hardness changed from 25% to 60%
- Added 6.5 Piercing to Wasteland Buses and changed Armor from 25 to 30
- Wasteland Bus Speed changed from 12 to 11
- Added 8.5 Defense and 4 Breakthrough to Wasteland Bus
- Wasteland Bus Production Cost changed from 14.5 to 15
- Wasteland Bus Metal cost 1 -> 2, Water cost 1 -> 2
- Changed Military Car Hardness from 20% to 40%
- Added 5 Piercing to Military Cars and changed armor from 10 to 28
- Changed Military Car Speed from 18 to 16
- Added 7.5 Defense to Military Cars and 3 Breakthrough
- Military Car Production Cost changed from 15 to 14
- Military Car Metal cost 1 -> 2
- Wasteland APC Hardness changed from 30% to 75%
- Added 9 Piercing to Wasteland APCs and changed Armor from 30 to 40
- Wasteland APC Speed changed from 14 to 13
- Added 13 Defense and 5.5 Breakthrough to Wasteland APCs
- Wasteland APC Production Cost changed from 19 to 20
- Wasteland APC Metal cost 1 -> 2, Water cost 1 -> 2
- Tank Changes:
- Changed Tank Battalion equipment requirement from 10 to 20. This effectively doubles the production cost of a battalion, reasoning should be clearer below
- Doubled Tank Battalion manpower and halved equipment fuel consumption to accomodate the above change
- Changed All Tank Reliability from 95% to 90%
- Changed Improvised Tank Hardness from 60% to 70%
- Changed Improvised Tank Defense from 2 to 6
- Changed Improvised Tank Breakthrough from 12 to 24
- Changed Improvised Tank Soft Attack from 25 to 22
- Changed Improvised Tank Hard Attack from 20 to 17
- Changed Improvised Tank Production Cost from 60 to 45
- Changed Wasteland Tank Defense from 4 to 8
- Changed Wasteland Tank Breakthrough from 18 to 33
- Changed Wasteland Tank Soft Attack from 40 to 35
- Changed Wasteland Tank Hard Attack from 35 to 28
- Changed Wasteland Tank Production Cost from 80 to 60
- Changed Battle Tank Hardness from 100% to 90%
- Changed Battle Tank Defense from 6 to 10
- Changed Battle Tank Breakthrough from 24 to 44
- Changed Battle Tank Soft Attack from 55 to 50
- Changed Battle Tank Hard Attack from 50 to 42
- Changed Battle Tank Production Cost from 100 to 75
- Changed Great War Tank Defense from 8 to 12
- Changed Great War Tank Breakthrough from 30 to 58
- Changed Great War Tank Soft Attack from 70 to 65
- Changed Great War Tank Hard Attack from 65 to 55
- Changed Great War Tank Production Cost from 120 to 90
- Robot Changes:
- Support Robot and Combat Robot base organisation 20 -> 30
- Automation production efficiency cap +3% -> +4%
- Fission Batteries fuel consumption -5% -> -10%
- Precision motors breakthrough +5% -> +8%
- Advanced Power Systems max speed +2% -> +5%
- Changed Cooling System reliability 5% -> 2%
- Military Hardware soft attack +2% -> +6%, hard attack +4% -> +6%
- Thruster Engines max speed +4% -> +5%, granted +0.02 recovery rate
- High Power Optics granted hard attack +2%
- Impact Resistant Chassis granted +20% HP
- Protectron Mk I Defense 8 -> 9.5
- Mr Handy Breakthrough 1 -> 1.5
- Protectron Mk2 Defense 11 -> 13, Breakthrough 1 -> 1.5
- Mr Gutsy Breakthrough 1 -> 2
- Assaultron Defense 14 -> 16.5, Breakthrough 1 -> 2
- Mr Blasto Breakthrough 2 -> 2.5
- Assaultron Mk2 Defense 17 -> 20, Breakthrough 1 -> 2.5
- Mr Blasto Mk2 Breakthrough 2 -> 3
- Heavy Lifter Defense 2 -> 2.5, Breakthrough 6 -> 7, Production Cost 18 -> 16
- Sentry Bot Mk I Defense 4 -> 4.5, Breakthrough 9 -> 10.5
- Sentry Bot Mk II Defense 6 -> 7, Breakthrough 12 -> 14
- CnC-Bot Production Cost 13 -> 12
- Eyebot Production Cost 25 -> 22
- Robobrain Production Cost 36 -> 32
- Super-Heavy Quadruped and Colossal Max Speed 5 -> 4
- Quadruped Production Cost 12 -> 35, Resource Cost reduced from 6 to 5
- Quadruped Defense 6 -> 12, Breakthrough 18 -> 20, Hardness 30% -> 85%, Armor 16 -> 55
- Quadruped Hard Attack 9 -> 18, Piercing 10 -> 20, granted 4 Air Attack
- Colossal Production Cost 12 -> 40
- Colossal Defense 6 -> 14, Breakthrough 18 -> 22, Hardness 30% -> 100%, Armor 16 -> 60
- Colossal Soft Attack 18 -> 20, Hard Attack 9 -> 20, Piercing 10 -> 25, granted 5 Air Attack
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