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  1.  _____________________________________________________________________________
  2. | This is a list of the things One Vision changes.                            |
  3. | Version: 0.79                                                               |
  4. |                                                                             |
  5. | Explanation of the symbols:                                                 |
  6. | (B) Fixed big                                                               |
  7. | (+) Buff                                                                    |
  8. | (-) Nerf                                                                    |
  9. | (·) Tweaking (neither buff nor nerf, detail changes)                       |
  10. | [+] New content (units, upgrades, abilities , buildings)                    |
  11. | [-] Removed content (units, upgrades, abilities , buildings)                |
  12. |                                                                             |
  13. | Graphical additions and changes are not mentioned in the changelog          |
  14. |                                                                             |
  15. | If a line happens to have no symbol it is simply part of the line above it  |
  16. | Symbols like ** or -#- are just headlines for factions.                     |
  17. |_____________________________________________________________________________|
  18.  
  19. ===================================================================================================================================================
  20.  ** All Factions **
  21. ===================================================================================================================================================
  22.  
  23.   (·)  Improved resistance of heavy infantry against GUN type damage.
  24.         More detailed change descriptions are written in the sections of the individual factions.
  25.  
  26.   (-)   Lowered resistance of all medium battle tanks against ROCKET type damage to 100% (from 85%).
  27.         However, in return rocket infantry generally does a little less damage.
  28.  
  29.   (·)  Remade bonus stats for gained levels. Changes are:
  30.         # Veteran units receive +14% damage and health. Resulting accumulated stat bonus is: +30%
  31.           Increased resistance to suppression by 50%
  32.           Veteran units used to gain +15% health and +15% damage. Resulting accumulated stat bonus was: +38%
  33.  
  34.         # Elite units receive +26% damage and health. Resulting accumulated stat bonus is: +60%
  35.           Increased resistance to suppression by 110%
  36.           Elite units used to gain +40% health and +25% damage. Resulting accumulated stat bonus was: +75%
  37.  
  38.         # Heroic units receive +50% damage and health. Resulting accumulated stat bonus is: +125%
  39.           Increased resistance to suppression by 200%
  40.           Heroic units used to gain +50% health, +25% damage and 200% rate of fire.
  41.           Resulting accumulated stat bonus was: +275% (!)
  42.  
  43.   (+)   All starting infantry units deal 25% more damage when attacking other infantry units.
  44.  
  45.   (+)   Increased health of Airfields (from 3000) and Air Towers (from 4000) to 5000.
  46.  
  47. ===================================================================================================================================================
  48.   ** GDI Faction **
  49. ===================================================================================================================================================
  50. ---------------------------------------------------------------------------------------------------------------------------------------------------
  51.  -#- All GDI factions
  52. ---------------------------------------------------------------------------------------------------------------------------------------------------
  53.  
  54.   (·)  Lowered the speed of Riflemen Squads to 55 (from 57).
  55.         Increased their health to 80 (from 75).
  56.  
  57.   (+)   Improved speed of Orca rockets from 200 to 275.
  58.  
  59.   (+)   Improved and tweaked the Guardian Cannon.
  60.         Lowered it's cost to 1000 $ (from 1200 $) and increased energy consumption to 6 (from 5).
  61.         Increased attack damage but changed its damage type from CANNON to ROCKET (useful against medium tanks).
  62.         Guardian Cannons have the most health / cost and feature the best stats among all T1 defenses.
  63.         However, it still lacks high DPS, so it is best used against units can't cannot move away fast.
  64.  
  65.   (+)   Improved armor of all Battle Bases.
  66.         Lowered taken damage from Cannon type damage to 75% (from 100%).
  67.  
  68.   (+)   Improved the following MARV weapons:
  69.         (+) Missile Turret      DPS: 207 (from 103)
  70.         (+) Grenade Launcher    DPS: 90 (from 54)
  71.         (+) Sniper Nest         DPS: 267 (from 199)
  72.         (+) MG Turret:          DPS: 300 (from 200)
  73.  
  74.   [+]   The following infantry units can now enter the MARV:
  75.         [+]  Firestorm Trooper
  76.         [+]  Mutant Mercenaries
  77.  
  78.   (·)  Lowered Juggernauts' and Behemoths' damage reduction against ROCKET type damage to 100 % (from 75).
  79.  
  80.   (·)  Changed many aspects of Missile Squads.
  81.         Their cost has been increased to 500 $ (from 400 $) and their build time from 4s to 5s.
  82.         They receive 100% damage from GUN type, which is a buff considering the former value of 150%.
  83.         Health has been decreased to 265 (from 300), yet they are more durable against GUN type damage than before.
  84.         DPS has also been increased to 78 (from 52) and the rocket projectile speed changed from 300 to 400.
  85.         Lowered movement speed to 50 (from 55) and range from 350 to 325.
  86.  
  87. ---------------------------------------------------------------------------------------------------------------------------------------------------
  88.  -#- Steel Talons
  89. ---------------------------------------------------------------------------------------------------------------------------------------------------
  90.  
  91.   (B)   Orcas upgraded with hardpoints require now 50% more time to reload.
  92.  
  93.   (B)   Tank Armory: can now be equipped with a Sonic Repulsion Field.
  94.  
  95.   (B)   The Space Uplink Command no longer uses the Commando's Orbital Strike weapon.
  96.  
  97.   (+)   Improved range the Behemoths Areal Bombardment ability to 1800 (from 1200).
  98.         Increased rate of fire of the ability to 1 shot every 2.5s (from 5s).
  99.         Now you can finally use them to put your enemy under some serious long range pressure!
  100.  
  101.   (+)   Lowered the Falcon Commando's cost to order orital strikes from 1000 $ to 500 $.
  102.  
  103.   (·)  Increased the Heavy Hammerhead Gunship's health to 3000 (from 2800) and lowered DPS to 160 (from 171).
  104.  
  105.   (·)  Increased the Wolverine's health to 3200 (from 2600) and lowered DPS to 207 (from 264).
  106.         Being a ST unit, it should feel more like a powerful tanking force rather than a slow high DPS unit that is easily killed.
  107.  
  108.   (·)  Lowered movement speed of Mutant Mercenaries to 50 (from 55).
  109.         Removed the Feral Aura passive Ability of Mutant Mercenaries.
  110.         This ability used to lower the combat effectiveness of own infantry units by 15%.
  111.         Also removed the ability of Mutants to shoot at aircraft for balancing reasons.
  112.  
  113.   (·)  Increased damage of Missile Squads when upgraded with AP Rockets.
  114.         This measure is just an adjustment because the cost and the damage of unupgraded units have been improved as well.
  115.         Increased damage of rockets to 400 (from 360). Upgraded units maintain their prior weapon range of 350.
  116.  
  117.   (·)  Completely remade the Microwave Shatterer (for balancing reasons).
  118.         It costs 1400 $ requires the Tank Armory to be build and cannot cause emp to targets anymore.
  119.         It is now more similar to the Nod Flametank in the sense that it deals GRENADE damage, making it an excellent
  120.         unit to kill enemy structures and heavy infantry units with it.
  121.         Also increased ROCKET and CANNON damage reduction to 75% (from 100%) and 100% (from 150%) respectively.
  122.         As heavy infantry is best countered with GRENADE damage and ST lacked strong anti infantry apart from the
  123.         Wolverine, therefore I saw this step as necessary. Not to mention the implications it had on the balance.
  124.  
  125.   (·)  Firestorm Troopers take less damage from from GUN type damage to 75% (from 100%).
  126.         Increased the damage taken from GRENADE type damage (from 75% to 100%)
  127.         Decreased health to 360 (from 480).
  128.  
  129.   (-)   Added a minor pre-fire delay of 0.15 seconds to the Wolverine's weapon.
  130.  
  131.   [+]   The Falcon Commando can now order fire from "Shockwave Artillery" in addition to the Oribtal Bombardment.
  132.  
  133. ---------------------------------------------------------------------------------------------------------------------------------------------------
  134.  -#- ZOCOM
  135. ---------------------------------------------------------------------------------------------------------------------------------------------------
  136.  
  137.   (B)   Adjusted the Rocket Harvesters to Harvest as fast as other GDI harvesters.
  138.  
  139.   (B)   Tiberium no longer damages Zone Infantry.
  140.  
  141.   (+)   Lowered Echo Trooper's build cost to 1000 $ (from 1200 $) and their build time from 12s to 10s
  142.         Echo Troopers take less damage from from GUN type damage (from 100% to 75%).
  143.         Decreased health from 300 to 240 (320 health when attacked by GUN type damage).
  144.  
  145.   (·)  Increased the Aurora's splash damage from 85 to 105.
  146.         Decreased damage to 1650 x 3 (from 1800 x 3).
  147.         Auroras should not outshine Firehawks in anti structure duty but instead be useful against gatherings of enemy forces.
  148.  
  149.   (·)  Zone Raiders take less damage from from GUN type damage (from 100% to 75%).
  150.         Increased the damage taken from GRENADE type damage (from 75% to 100%).
  151.  
  152.   (-)   Lowered the Orca's extra damage against buildings to 125% (from 130%).
  153.  
  154. ---------------------------------------------------------------------------------------------------------------------------------------------------
  155.  -#- RRF (Rapid Reaction Force)
  156. ---------------------------------------------------------------------------------------------------------------------------------------------------
  157.  
  158.   (B)   Fixed the Mortar upgrade for Pitbulls called in from the Bloodhounds support power.
  159.  
  160.   (B)   Orcas upgraded with hardpoints require now 50% more time to reload.
  161.  
  162.   (+)   Shatterers now benefit from the "Sonic Propulsion" upgrade to have their speed increased by 20%.
  163.  
  164.   (·)  Zone Troopers take less damage from from GUN type damage (from 100% to 75%).
  165.         Increased the damage taken from GRENADE type damage (from 75% to 100%)
  166.  
  167. ===================================================================================================================================================
  168.   ** Nod Factions**
  169. ===================================================================================================================================================
  170. ---------------------------------------------------------------------------------------------------------------------------------------------------
  171.  -#- All Nod Factions
  172. ---------------------------------------------------------------------------------------------------------------------------------------------------
  173.  
  174.   (B)   Specters don't require the "Prophet's Blessing" upgrade anymore to use the Spot Bombard ability.
  175.  
  176.   (+)   Improved the Avatar's rocket damage reduction from 100% to 75% (on par with other T3 units).
  177.  
  178.   (+)   Lowered the build cost of Reckoners to 700 $ (from 900 $) and their build time from 9s to 7s.
  179.         Decreased their health to 2000 (from 2200). Also decreased starting health when in bunker mode from 1500 to 1400.
  180.         The Reckoner was never used apart from rushing with Black Hand squads. Now it's considerably cheaper and can be used for transports.
  181.  
  182.   (+)   Improved the following Rdeemer weapons:
  183.         (+) AA Rocket Turret    DPS: 288 (from 90) (also deals 50% more damge against aircraft)
  184.         (+) BH Rocket Turret    DPS: 325 (from 90) (A more powerful rocket launcher because BH has the more expensive Rocket Indoctrine)
  185.         (+) Liquid T. Sprayer   DPS: 769 (from 576)
  186.         (+) Militant MG         DPS: 490 (from 294)
  187.         (+) Confessor MG        DPS: 531 (from 294)
  188.         (+) Awakened MG         DPS: 736 (from 294)
  189.  
  190.   (·)  Doubled the Fanatics health to 300 HP. Lowered taken damage from GUN type damage to 100% (from 200%).
  191.         Increased lowered GRENADE damage reduction to 100% (from 75%).
  192.  
  193.   (·)  Changed many aspects of Rocket Militant squads. They don't work as a brute force anymore but rather as a fast guerilla anti tank unit.
  194.         Health has been decreased to 185 (from 300).
  195.         They receive 100% damage from GUN type, which is a buff considering the former value of 150%.
  196.         Lowered damage to 64 (from 78).
  197.         Increased speed to 55 (from 48).
  198.         Increased range to 360 (from 350).
  199.  
  200.   (·)  Change damage type of Laser Turrets from CANNON to ROCKET (useful against medium tanks).
  201.         Increased damage but against most targets the damage will remain the same.
  202.  
  203.   (·)  Rebalanced Black Hand Squads. Black Hand Squads had no use aside from cheesy tactics and were studpidly hard to kill.
  204.         They now fit the fast and hard hitting horde mentality of Nod.
  205.         Decreased GUN type resistance to 75% (from 50%).
  206.         Decreased health to 280 (from 500).
  207.         Decreased damage per shot to 38 (from 50). Decreased upgraded damage per shot to 57 (from 75).
  208.         Decreased build cost to 700 $ (from 900 $) and build time to 7s (from 9s).
  209.         Lowered the delayed before any damage is dealth to 0.25 (from 0.5).
  210.         Increased speed to 65 (from 50).
  211.  
  212.   (-)   Slightly lowered the speed of Scorpion Tanks to 85 (from 90).
  213.         In terms of speed they still outperform Predator tanks and Devourer Tanks (both speed 60).
  214.         What I want to achieve with this is giving anti vehicle infantry more time to kill scorpions before they are getting crushed.
  215.  
  216.   [-]   Removed the Quad Turret Upgrade.
  217.         It was a not needed upgrade and only caused problems in multiplayer, which is the primary reason for its removal
  218.  
  219. ---------------------------------------------------------------------------------------------------------------------------------------------------
  220.  -#- Black Hand
  221. ---------------------------------------------------------------------------------------------------------------------------------------------------
  222.  
  223.   (B)   Confessor Cabals can now detect stealth like all infantry units (Range: 100).
  224.         Also, lowered the range of Confessor Cabals to 245 (from 280) which was supposed to be changed version ago.
  225.  
  226.   (B)   The Rocket Indoctrine is no longer immune to Tiberium
  227.  
  228.   (+)   Lowered the Rocket Indoctrine's damage bonus against aircraft to 15% (from 30%).
  229.         Increased DPS to 82 (from 62)
  230.  
  231.   (·)  Increased health of Scorcher Buggies to 2000 (from 1600).
  232.         In return, their ROCKET damage reduction was lowered to 66% (from 50%).
  233.  
  234.   (·)  Changed the damage type of Widow Jets from CANNON to GRENADE.
  235.         This makes the support power stronger against structures and all infantry units but weaker against vehicles.
  236.  
  237.   (·)  Increased the Purifier's laser beam damage to 1100 (from 900).
  238.         Decreased health to 8000 (from 11000) and impvoed its ROCKET damage reduction to 75% (from 100%).
  239.         Like the Renegade Avatar, the purifier is as strong as before but now sacrifices armor for more damage.
  240.         Lowered its cost to 2700 $ (from 3000 $) and lowered damage of the Flamethrower to 50 (from 144).
  241.         With this I hope to achieve that this unit is less used as heavily armored T3 Flame Tank.
  242.  
  243.   (-)   Removed free veterancy for Flame Tanks and Black Hand units.
  244.         Since the both units can be upgraded with very strong upgrades, I saw this as an unnecessary advantage.
  245.  
  246. ---------------------------------------------------------------------------------------------------------------------------------------------------
  247.  -#- Renegades
  248. ---------------------------------------------------------------------------------------------------------------------------------------------------
  249.  
  250.   (B)   The Dawnbringer Device does not stop when getting ordered to attack a unit.
  251.         Instead, it will move towards the unit and self destruct once the destination has been reached.
  252.  
  253.   (B)   Decoy Disruption Towers cannot be stealthed anymore.
  254.  
  255.   (-)   Shadow Teams can now be upgraded with Laser Capacitors to drastically increase firepower.
  256.         Upgraded Shadow Teams can also attack structures and vehicles to do little damage (opposed to no damage).
  257.        
  258.   (·)  Fanatics require an Opeation Center to be built.
  259.  
  260.   (+)   Changed the Tiberium Infusion Upgrade.
  261.         Lowered the speed increase to 120% (from 125%).
  262.         Increased health bonus to 120% (from 110%).
  263.  
  264.   (·)  Increased the Avatar's attack damage to 1100 (from 900).
  265.         Decreased health to 8000 (from 11000) and impvoed its ROCKET damage reduction to 75% (from 100%).
  266.         I made the Avatar more in line with Nod's combat indoctrine which favours firepower and speed over health.
  267.         Also, this way the power of Avatars basically stays the same when upgraded with Beam Cannons.
  268.  
  269.   (·)  Lowered the Dawnbringer Device's cost to 2500 $ (from 3000 $) and its build time from 30s to 25s.
  270.         Lowered its damage as well as damage radius and slightly increased its speed.
  271.  
  272.   (-)   Lowered the damage bonus of Raider Buggies when attacking aircraft to 125% (from 200%).
  273.         Also increased health to 1600 (from 1400) but lowered ROCKET damage reduction to 66% (from 50%).
  274.  
  275.   (-)   Lowered the line of sight of decoy Disruption Spikes to 50 (from 400).
  276.  
  277.   [+]   Added the Rioter Mob scout unit.
  278.  
  279.   [+]   Added the Nuclear Components Upgrade. It requires the Tiberium Nuclear Plant and costs 1500 $.
  280.         It equips a Specter, Vertigo Bomber or Dawnbringer Device with nuclear warheads to drastically increase firepower and damage radius.
  281.         Affected units can never ever be stealthed and cause a small nuclear explosion on death.
  282.         It is an active ability which can only be used on units positioned in the vicinity of production facilities.
  283.  
  284.   [+]   Added the Desolator.
  285.         A devastating T4 anti infantry which deals CANNON damage as primary attack, designed to eliminate heavy tanks.
  286.         The weapon will also spawn a field of radiation which deals SNIPER damage to nearby infantry units.
  287.         The unit only deals 25% damage to structures.
  288.  
  289. ---------------------------------------------------------------------------------------------------------------------------------------------------
  290.  -#- Marked of Kane
  291. ---------------------------------------------------------------------------------------------------------------------------------------------------
  292.  
  293.   (B)   Increased research time for Supercharged Particle Beams to 1:30s (from 1:00s).
  294.         This is but a mere adjustment to the research time all 3000 $ upgrades require.
  295.  
  296.   (B)   The Enlightened had wrong health and damage values and were far too strong.
  297.         Lowered health to 485 (from 525). Lowered default DPS from 153 to 102.
  298.         Lowered upgraded DPS from 380 (!) to 144.
  299.         They are still exceptionally powerful, so you can hardly call it a nerf.
  300.  
  301.   (+)   The stealth field grants Cyobrgs stealth. However, they are still damaged by the process.
  302.  
  303.   (+)   Shadow Teams can now be upgraded with Laser Matrices to drastically increase firepower.
  304.         Upgraded Shadow Teams can also attack structures and vehicles to do little damage (opposed to no damage).
  305.  
  306.   (+)   Increased GUN type armor of Tiberium Troopers to 75% damage (from 100%).
  307.         Lowered CANNON and ROCKET armor to 75% damage reduction (from 25%).
  308.         Lowered damage dealt to units inside garrisons to 20 (from 25). Upgrade doubles damage.
  309.         Also lowered GRENADE type damage reduction to 100% (from 50%).
  310.         The unit is now better at countering T1 infantry and can be countered more efficiently with anti infantry weapons and vehicles.
  311.         Also, slightly lowered the unit's base speed to 42 (from 44).
  312.  
  313.   (·)  Increased the cost of Drone buggies to 600 $ (from 500 $) and their build time from 5s to 6s.
  314.         Increased their health to 1700 (from 1350) and their DPS to 96 (from 70).
  315.         Increased range to 265 (from 230).
  316.  
  317.   (·)  The Awakened and The Enlightened take less damage from GUN type damage (from 85% to 75%).
  318.         Decraesed health to 345 (from 395). This way, they are killed faster with GRENADE and SNIPER damage.
  319.  
  320.   (·)  Tweaked the damage of mantis drones. Increased damage by 1.85 % and increased reload time by 0.5 seconds.
  321.         A group of 4 Mantis drones can now kill one Scorpion tank in one volley (they used to survive with very little health left).
  322.  
  323.   [+]   Added the Liquifier Tank as dedicated heavy anti-elite infantry unit.
  324.         It is similar to the Flame Tank but deals only 25% damage to structures (opposed to a 200% damage boost).
  325.         However, it costs 1000 $, moves faster, has more health than Flame Tank and is better armored against CANNON damage.
  326.         What is more, the default attack leaves behind an acidic pool which damages units once they come near it.
  327.  
  328. ===================================================================================================================================================
  329.  ** Scrin Factions **
  330. ===================================================================================================================================================
  331. ---------------------------------------------------------------------------------------------------------------------------------------------------
  332.  -#- All Scrin
  333. ---------------------------------------------------------------------------------------------------------------------------------------------------
  334.  
  335.   (+)   Lowered GUN type armor for all Disintegrators to 100 % damage (from 75%).
  336.         Increased health to 93.
  337.         While their durability remains the same, Disintegrators are less vulnerable to Shadow Teams.
  338.  
  339.   (+)   Lowered damage of all Seekers and Manhunters by 15%.
  340.         But their damage type has been changed to CANNON (from ROCKET).
  341.         Therefore, they will remain as effective as before against medium battle tanks.
  342.         However, they will deal significantly more damage against lightly armored vehicles such as Flame Tanks or Raider Buggies.
  343.  
  344.   (+)   Rebalanced the Ravagers. It keeps its versatile features but now it serves primarily as a cheaper anti infantry unit.
  345.         Decreased build cost to 800 $ (from 1100 $) and build time to 8s (from 11s).
  346.         Decreased health to 220 (from 300).
  347.         Decreased bonus damage against vehicles to 200% (from 225%).
  348.         Decreased damage of Tiberium Agitation to 400 (from 700).
  349.         Decreased damage per shot to 65 (from 80) and upgraded damage from 145 to 117.
  350.         Increased damage taken from CANNON and ROCKET type damage to 25% (from 20%).
  351.         Increased damage taken from SNIPER type damage to 100% (from 90%).
  352.         Lowered damage taken from GRENADE type damage to 75% (from 100%).
  353.         Also Changed weapon damage type to GRENADE (from GUN) to make this unit a counter against heavy infantry.
  354.  
  355.   (·)  Increased health of Corrupters to 3400 (from 3300).
  356.         In return, Corrupters receive 100% damage from ROCKET type damage (from 75%).
  357.         Lowered healing power of Corruptors for Eradicator Hexapods to 12 (from 18).
  358.         Lowered splash damage against infantry units to 25 (from 40).
  359.  
  360.   (·)  Leeches are now the default infantry unit for Scrin factions. Lowered stealth detection and vision to default.
  361.         Decreased health to 150 (from 175). Increased damage from 46.5 to 82.5.
  362.  
  363.   (-)   Lowered damage of Disintegrators against infantry.
  364.         They deal 65% damage instead of 75% damage.
  365.  
  366.   (-)   Brought back the original cost for Nerve Centers. Increased their cost $ to 1500 $ (from 1300).
  367.  
  368.   (-)   Lowered damage of Shock Troopers to 60 (from 65) and decreased health from 300 to 260.
  369.         In previous version of One Vision Shock Troopers have been buffed and were a tad too strong.
  370.         Unlike other heavy infantry Shock Trooper take 75% damage from GUN type damage.
  371.  
  372. ---------------------------------------------------------------------------------------------------------------------------------------------------
  373.  -#- Traveler-59
  374. ---------------------------------------------------------------------------------------------------------------------------------------------------
  375.  
  376.   (B)   Restored the build requirement for Cultist Squads.
  377.  
  378.   (B)   Fixed the Cascading Haze Upgrade for the Storm Column.
  379.  
  380.   (*)   Changed the Lurker modules from an army wide upgrade to a unit specific upgrade.
  381.         You must buy the upgrade for each individual unit and can only purchase it near Stasis Chambers.
  382.         Lowered build costs to 400 $ and build time to 8s.
  383.  
  384.   (+)   Completely Redesigned the Agonizer and it is now more similar to the Shock Trooper.
  385.         Lowered the price to 800 $ (from 1400$) and lowered its speed and attack damage.
  386.         Removed the Stasis Chamber building requirements.
  387.  
  388.   (+)   Lowered the cost of the Advanced Blink Pack Upgrade to 3000 $ (from 4000 $).
  389.         Lowered the research time to 90s (from 120s).
  390.  
  391.   (·)  Lowered build cost for Agonizers to 800 $ (from 1400) and lowered their health to 190 (from 320).
  392.         Increased ROCKET resistance to 75% (from 100%) and lowered their DPS to 73 (from 100).
  393.         Lowered their speed to 75 (from 80).
  394.  
  395.   (-)   Increased reload time for the Chaos Lightning support power to 180s (from 120s).
  396.  
  397.   [-]   Removed the Shock Trooper
  398.  
  399.   [+]   Added the Mindphaser anti armor infantry unit. It requires the Tech Assembler and deals line of sight damage.
  400.  
  401. ---------------------------------------------------------------------------------------------------------------------------------------------------
  402.  -#- Reaper-17
  403. ---------------------------------------------------------------------------------------------------------------------------------------------------
  404.  
  405.   (B)   Ravagers upgraded with Blue Tiberium Shards had a wrong attack damage value.
  406.         Corrected its DPS to 117 (from 147).
  407.  
  408.   (B)   Fixed a bug which prevented upgraded Shardlings from firing out of garrisons.
  409.  
  410.   (B)   Scourges cannot buy both mutations anymore.
  411.  
  412.   (B)   Corruptions are slightly less hardware intense, I cannot make improve performance much further without making the effects look terrible.
  413.  
  414.   (+)   Lowered the Manhunter's Harbinger Mutation cost to 300 $ (from 500 $).
  415.  
  416.   (+)   Lowered the Devourer's Eviscerator Mutation cost to 200 $ (from 300 $).
  417.         Increased normal attack damage to 375 (from 300).
  418.         Increased tiberim enhanced attack to 1250 (from 950).
  419.         For a T3 artillery unit with a mandatory upgrade, it had terrible stats.
  420.  
  421.   (-)   Lowered health of Infested to 190 (from 250).
  422.  
  423.   [+]   Added the "Infestation Spores" upgrade. It requires $ and has a reacharge time of 45s.
  424.         It allows to build Infested from the Portal and increases health of Infested to 250 HP (from 125).
  425.  
  426. ---------------------------------------------------------------------------------------------------------------------------------------------------
  427.  -#- Messenger-8
  428. ---------------------------------------------------------------------------------------------------------------------------------------------------
  429.  
  430.   (+)   Improved the effect of the Exoskeleton Adaptation Upgrade.
  431.         It loweres damage to 65% instead of 75%.
  432.  
  433.   (+)   Leeches can be upgraded with Corrosive Ichor. It doubles their attack damage.
  434.  
  435.   (+)   Disintegrators can be upgraded with Negative Energy Lances. It doubles their attack damage.
  436.  
  437.   (·)  Reworked the Ion Supercharge Upgrade for Gun Walkers.
  438.         Instead of triggering the passive (healing) effect on the aircraft, it heals 75 HP per shot.   
  439.         This scales much better with higher amounts of Gun Walkers and is more comparable to Corruptors.
  440.  
  441.   (-)   Shock Troopers don't start with Plasma Disk Launchers anymore.
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