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v2.0 Changelog


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#1 evilbobthebob

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Posted 18 December 2017 - 05:13 AM

Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonTM

General

 

landskirmish.jpg

  • Rewritten AI to be more intelligent and challenging
    • AI now has some factional differences in style
    • AI will correctly build units and structures based on its planetary bonuses
    • Improved AI in tactical mode
  • Rebalanced tech trees
  • Functional CSA faction (full release only)
  • Sweeping optimization improvements
    • Addition of “light” campaign options for those who prefer high performance
  • Many quality-of-life improvements
    • Tooltips for all units contain all the statistic information you need
    • Improved advisor hints to introduce you to the mod’s features
    • Building and shipyard tooltips tell you what they can produce
    • Improved research display
  • Difficulty levels:
    • Easy: AI gets 10% fewer credits and takes 10% longer to build units
    • Normal: AI is exactly on par with the player
    • Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields.

Galactic Mode

 

galacticmode.png

  • Rewritten galactic conquests (Demo featured: Operation Skyhook)
  • All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
  • Starships now cost population proportional to their crew requirements
  • Complete overhaul of planet locations, bonuses, and abilities
    • Planets now provide population carefully calculated from their statistics
    • Bonuses are rebalanced and clarified with improved tooltips
    • Planet info screens notify you of environmental or population conditions that affect production
  • Many new planets added
  • Overhaul of planet icons and base level display
  • New planet textures
  • Over 50 new ground maps for v2.0, many new space maps
  • Restoration of classic EAW sandbox missions (full release only, not demo)
  • Rebalanced freighters

Skirmish Mode

spaceskirmish.jpg

  • Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
  • Space skirmish has been completely rebalanced to be more of a competitive experience
    • Units build faster and are cheaper
    • Income scales better with station level
    • Unit costs and build times balanced per unit and per unit class
  • AI greatly improved compared to v1.2

Space Combat

 

spacecombat.jpg

  • New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.
    • Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull.
    • Torpedoes and some other weapons can pierce armor.
    • This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage.
    • Shields absorb a percentage of damage from incoming fire based on unit class
  • New space units (* = buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter
  • Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints
  • Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets

Ground Combat

groundcombat.jpg

  • New ground combat bunker system, with many civilian structures available to hide your infantry
  • New ground vehicles (* = buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*
  • Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!
  • Infantry carry appropriately-modeled weapons in most cases
  • New ground structures: Bank, Listening Outpost

Heroes

  • New hero system with consistent hero ratings and upgrade paths
    • Space heroes now require a flagship to attach to in many cases
  • New heroes (* = playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss

Operation Skyhook- Demo Release GC

  • Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe
  • Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!
  • Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site
  • Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy
  • The Galactic Empire is recommended for first time players of Phoenix Rising.

Edited by evilbobthebob, 07 January 2018 - 02:48 AM.

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#2 Guest_Khellen_*

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Posted 18 December 2017 - 02:38 PM

Is the Manka-class war Frigate the team's more official name for Alderaanian War Frigate, mainly known from Another Chance?

 

Havet Storm isn't in Skyhook? It would seem an appropriate place from him from what I know of the lore.

 

 

So excited, can't wait to get my hands on it, awesome work!



#3 evilbobthebob

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Posted 18 December 2017 - 04:13 PM

Yeah the Manka is our take on the Alderaanian War Frigate. All GCs, even Skyhook, are still in somewhat of a flux state. I expect Havet to show up at some point ;)


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#4 skie9173

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Posted 22 December 2017 - 06:04 AM

Not for nothing, but think you missed the Titan Dropship under new space units (land too since they seem to be the primary lander for Imps now). Think I saw them as buildable in CoreyLoses' videos.

If this is wrong or they got dropped then...opps on my part lol
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There is no passion, there is serenity. There is no death, there is the Force.

#5 evilbobthebob

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Posted 22 December 2017 - 06:04 PM

You're right, I did indeed! Lots of little things like that fall through the cracks.


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#6 Guest_Jnus_*

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Posted 25 December 2017 - 06:02 AM

Great!!! Hope to see the update soon. What a christmas present.



#7 Hanti

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Posted 05 February 2018 - 10:11 PM

Infantry is shooting while moving :)

 

"Tooltips for all units contain all the statistic information you need" -- yet I don't know what are secondary infantry weapons.



#8 evilbobthebob

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Posted 05 February 2018 - 11:19 PM

All weapons are listed. If they aren't listed, the unit doesn't have them


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#9 skie9173

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Posted 13 February 2018 - 12:25 PM

Some capital ships are armed with assault missile, Which are not noted as having penetration. Or is this because they lack any penetration or being capital grade weapons it’s all penetration?
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#10 Hanti

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Posted 13 February 2018 - 02:20 PM

Shock Troopers:

 

swfoc-shock-troopers_zpsh4npquym.jpg?t=1

 

So you would like to say, their secondary (switchable) armament are blaster pistols?



#11 evilbobthebob

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Posted 13 February 2018 - 03:44 PM

Assault missiles are simply heavier concussion missiles that can't target anything smaller than a freighter. They just do flat damage.

 

The pistol of the shock trooper is listed in its armaments, what exactly are you asking? For the swap ability to list the weapon it swaps to specifically?


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#12 Hanti

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Posted 13 February 2018 - 04:42 PM

The question is: when using switch option for shock troopers will it switch between proton torpedoes and blaster pistols?



#13 Hanti

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Posted 13 February 2018 - 04:58 PM

This baby is a little too big or map is a little too small. And where are my fighters? ;)

 

swfoc-executor-big_zpsi4qqbul2.jpg?t=151

 

I did not built her, just added to campaign file. "I appreciate your credits" ;) 700.000 for a ship. Wow.



#14 evilbobthebob

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Posted 13 February 2018 - 05:15 PM

The question is: when using switch option for shock troopers will it switch between proton torpedoes and blaster pistols?

 

Yes. The switch weapons ability says it will switch to the secondary armament i.e. a blaster pistol, whereas the rocket launcher is the primary (first in the list).

 

You need to use the E_ variant of the Executor to have it spawn fighters. Yes it's large, no the maps aren't getting larger to compensate because they are already very large and easy to lose enemy units in.


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