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EaWX: Fall of the Republic 1.2

The patch notes summarize significant visual, unit, and gameplay updates for the EaWX: Fall of the Republic mod. Key points include updated ship and hero models/animations, many new ground and space units for Republic, CIS, and independent factions, new heroes, economic rebalancing, and changes to space combat including new weapons and bomber/fighter mechanics.

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0% found this document useful (0 votes)
182 views11 pages

EaWX: Fall of the Republic 1.2

The patch notes summarize significant visual, unit, and gameplay updates for the EaWX: Fall of the Republic mod. Key points include updated ship and hero models/animations, many new ground and space units for Republic, CIS, and independent factions, new heroes, economic rebalancing, and changes to space combat including new weapons and bomber/fighter mechanics.

Uploaded by

Evan henderson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Patch Notes for EaWX: Fall of the Republic 1.

Visual Updates:
Models:

 Updated models: Secutor, Infantry Support Platform, TX130, A5 Juggernaut, Mace Windu, E-5, E-5 Spec Ops, A280,
T-21, PLX-2, PLX-2m
 Paint Textures: AT-AP, AT-TE, Bulwark I and II, Dua Ningo's Bulwark I

Death Animations:

 New death clones: Dreadnaught Heavy Cruiser, Dreadnaught Carrier, Acclamator variants, Venator (All hero variants),
VSD variants, Secutor, Mandator I, Mandator II, Providence, Providence Dreadnaught, Lucrehulk variants, AV -7, J-1,
Hailfire, HAG-M, all infantry heroes
 Updated death animations: Galleon, ISD variants, Recusant, Recusant Dreadnaught, Golan I-II, Shipyards
Patch Notes for EaWX: Fall of the Republic 1.2

New Units:

Ground Units:

 Republic: Republic Trooper (PDF Trooper replacememnt, era 1-only), Overracer Speeder Bike (74-Z replacement, era 1-
only), Clone Jumptrooper (Field Base), ULAV (era 1/PDF), Gaba-18 Airspeeder (era 1-2), AT-XT (era 2-only), UT-AA, UT-AT,
Flashblind Airspeeder (era 3-only, AT-OT (era 4), HAET-221 (era 4)
 CIS: OOM Command Droid (Tactical Droid Factory spawn), Dwarf Spider Droid, PAC, HAML, GAT (era 2-only), MAF,
Protodeka (mission reward-only)
 Influence Rewards: LR-57 (Christophsis), Mandalorian Soldier (Mandalore), Mandalorian Commando (Mandalore),
Storm Cloud Car (Bespin)

Space Units:

 Republic: Delta-6, Delta-7, N-1, H-60 Tempest, NTB-630, Z-95 Bomber


 CIS: Vulture Droid (Brown) (era 1-only, CIS subfactions), Bebullab 22, Bebullab 24, Action VI Support (IGBC)
 Other: Tagge Battlecruiser (PDF), Space ARC Star Cruiser (Revolt Unit), Customs Light Corvette (Revolt Unit)

New Heroes:

 Republic: Ahsoka Tano, Arikakon Baraka ('Supercruiser' Acclamator, Nexu), Marcellin Wessel (Acclamator Carrier Model,
Enterprise), Captain Martz (Acclamator Carrier Model, Prosecutor), Kohl Seerdon (Invincible-class Dreadnaught, Steel
Jewel), Fliry Vorru (Venator Star Destroyer Refit), Collin Praji (Victory-I Star Destroyer, Valorum), Ravik (Victory-I Star
Destroyer, Faculty)
 CIS: Durge (infantry, Z-95 as placeholder for NovaSword), Kendo Ultho (A6, CIS Holdouts), Vazus Mandrake (infantry,
Outer Rim Sieges GC only )
Patch Notes for EaWX: Fall of the Republic 1.2

New independent forces and factory units:


 Infantry: Light Mercenary, Mercenary, Elite Mercenary, Scavenger, Heavy Scavenger, PDF Trooper, Local Military
Soldier, Corporate Security Trooper, Police Enforcer
 Vehicles: M-91 Military Walker, PDF ULAV, Skiff, PDF AAT, Persuader Riot Control Droid, Hailfire Riot Control Droid,
MZ-8 Pulse Cannon Tank, Arrow-23 Landspeeder, JX30 Jailspeeder, A4 Juggernaut, X-34 Landspeeder Technical, Storm
Cloud Car, T-16 Skyhopper, T-16M Skyhopper, T-16S Skyhopper, T-16L Skyhopper

New independent forces/revolt structures:


Barracks variants, Mercenary Barracks variants, Light Factory variants, Heavy Factory variants, Advanced Factory
variants, Precinct House, Scavenger Outpost, Scavenger Base, Trade Post, Trade Defense Force Deserter Camp, Security
Droid Factory, Refurbishment "Chop Shop", Underground Market

New Galactic Corporations and changes for existing ones:

 Retail Caucus (Christophsis, GAR and CIS), Mekuun Corporation (Belsavis, GAR), SoroSuub Corporation (Sullust, Byblos,
Mechis, GAR)
 Corporation tactical models swapped to more appropriate and unique
Patch Notes for EaWX: Fall of the Republic 1.2

Galactic Level Changes:


 Ships no longer disappear from the build bar if you can't afford crew costs
 Blockade attrition from ground-to-space units have a week grace period at the start
 Added 2 additional build bar slots to prevent overflow
 Readded Republic/PDF aligned particle

Changes how GCs are set up and load:


 Does require setting difficulty in progressive maps after starting

News Feed updates:


 Added current difficulty level (including Cruel AI)
 Added ship crew income in News Feed
 Added message after Resource Shortage
 Added message after Structure Swap
 Updated difficulty indicator

Economy Updates:
 All planetary income and star base/shipyard levels recalculated
 Removed factional build limit for Tax Agency and Mining Facility
 Tax Agency decreases influence on planet (-2), limited to 2 per planet
 Trade Station upkeep: Food: -2/W and Parts: -2/W
 Removed income from Government Office
 Removed income from high influence levels (4-10)
 Removed influence drop after recent ground battle
 Costs for ground structures (government office, barracks, factories)
 Costs for ground and space units
Patch Notes for EaWX: Fall of the Republic 1.2
Resources Changes:
 Resource deficit causes Global build cost and build time penalty on all planets
 Resources no longer impact influence, instead cause significant reductions in build speed and increases in price when
negative

Influence Changes:
 Removed additional influence from resources (moved to base value 3 -> 5)
 Removed additional influence from Trade Port (moved to food/parts structures)
 Removed difficulty modifier for influence

New Economic Structures:


 Local Infrastructure: Provides influence (+2), credit upkeep (-250)
 Labour Camp: Provides 15% build time bonus for all production, decreases influence on planet ( -2)

Reworked Economic Structures:


 Trade Port: +50 credits per friendly trade route (2x on planets marked as trade hubs)
 Tax Agency: +100% of base income, 2 per planet, buildable on every planet, requires Government Office
 Mining Facility: +400 credits, limited to 1 per planet, buildable on certain planets (on planets marked as mining worlds)
 Resource structures (food, parts): Provides +1 influence

Probe droid/spy Pricing Changes:


 Increased cost
 Increased ability duration

Availability Changes:
 A6 Juggernaut only available from mission rewards for Republic
 Droideka Mk II moved to Hypori in era 4 exclusively
 HMP requires era 4

Republic Government Mechanics Changes:


 Approval rating is based on amount planets in current GC
 Increases after planet conquest and successfully completing missions

CIS Government Mechanics Changes:


 CIS Approval is based on amount planets in current GC
 Increased integration cost (5k) and build time (100s)
 Integrates one of subfaction's planets

Random Missions Changes:


 Republic random missions: provides 5 approval rating instead of 2
 Planet conquest mission rewards: A6 (GAR) and Protodeka (CIS)

Starbase & Secondary Defenses Changes:


 New stations: Haven-class Station, Trade Federation Outpost, Valor Station, IGBC Gun Platform
 Republic stations: Haven (1) -> XQ (2) -> Golan I (3) -> Golan II (4) -> Valor (5)
 CIS stations: Outpost (1) -> XQ (2) -> Golan I (3) -> Golan II (4) -> Gun Platform (5)
 Golan I requires Golan II starbase
 Golan II requires Valor/Gun Platform starbase, no longer requires era 4

Only one additional space structure per type (building a second structure will replace first one)
 Defensive: Golans I-II
 Economic: Trade Port
 Construction: Shipyards 1-4
Patch Notes for EaWX: Fall of the Republic 1.2

Space Combat Changes:


 Removed limited FoW for space heroes (except fighter heroes)
 Increased speed for rapid laser projectile
 Recusant Dreadnought spawns fighters without Hull Latching research
 Delta-7 jedi hero versions for era 2 start

Pathfinding Improvement:
 Reduced unit hard extents in space
 Removed prediction lines

Range and Accuracy Retooling:


 Weapon range redetermined on a weapon type basis rather than per ship, based on weapon grade (heavier is longer,
light is shorter)
 Accuracy tiers similarly redetermined by weapon type, with additional tier modifiers per ship (5 different tiers per
weapontype, determined by ship)

Fighter, bomber, physical munition, antifighter, loadout and carrier changes:


 Fully reworked bombers and complements to make fighter/bomber usage more interactive
 Fighter spawn delay on start/death: 5 -> 15 seconds
 Dedicated bombers identified by Proton Rocket & Proton Bomb usage
 Up-front damage from bombers significantly higher, cost and pop cap adjusted accordingly for carriers (helping
performance as well)
 Rapid Laser Cannon weapon type added on certain ships (ie antifighter corvettes)
 Ships with RLCs have innate point defense, allowing them to destroy a certain amount of incoming physical projectiles
(bombs, missiles)

Fighter/Bomber squadron icons changes:


 Reworked squadron/hero frame
 Unique icons for bombers
Patch Notes for EaWX: Fall of the Republic 1.2

New projectile types for bombers:


 Light Concussion Bomb (AOE damage: 17), Concussion Bomb (AOE damage: 34)
 Light Proton Rocket (Damage: 20), Proton Rocket (Damage: 40)
 Bombers are limited to dedicated carriers, type complements marked in descriptions
 Proton torpedos kept on fighters/heavy fighters as additional anti -ship support
 Increased damage from lasers to fighters & bombers

Proton/missile changes:
 AOE damage for Assault Concussion Missiles
 Changed pulse count, recharge and delay for space units with protons and missiles
 Increased speed for ship protons/missiles, decreased - for bombers

Persistent damage system:


 Damage tracking for SSDs (Mandator I/II), damage carries over between battles if health drops below 90%
 Heals 10% health for 5% total cost each week

Map Changes:
 New Maps: Ord Cantrell, Cormit, Fondor, Ringo Vinda, Ryvester, Tatooine, Ubrikkia

Space Skirmish:
 New maps: Deep Core, Supremacy (Large)
 Updated Maps: Mayday at Mandalore, The Void, Transitory Twists
 Faction specific upgrades:
 Republic: PDF Fleets, Secret Fleets
 CIS: Design Trade Offs, Secret Hyperspace Route
 Upgradeable defense and research stations added
 Reworked pricing and build times with unit changes
Patch Notes for EaWX: Fall of the Republic 1.2

Ground Combat Changes:


Stat/Function changes:
 Diplomatic Service Trooper, Shock Trooper, Persuader Droid Enforcer, OG-9 Spider Droid, AAT, J-1, Hailfire, Skyhopper,
LAAT, HMP, Recusant Dreadnought
 Removed bidirectional movement for hovertanks
 Reworked amount of slots for transport vehicles (including needed amount of slots per unit)
 SD-6: can capture build pads and landing zones
 Reduced FoW reveal range for ground units
 Added shield for Anti-Infantry Turret
 Added different overlays for healing (infantry/vehicle/all)
 Updated all structure garrisons

Infantry Hero Updates


 Stat changes: Rebalanced stats (health, speed, weapons)
 Ability changes: Rebalanced hero abilities
 Pop cap changes: some heroes will take 2 pop cap - Delta Squad

Unit Abilities:
 Drop Bomb: Infantry Support Platform
 Boost: TX-130, GAT
 Automatic Point Defense: AT-PT Walker

Hero Abilities:
 Assassinate: Ventress (Boosts anti-hero damage)
Patch Notes for EaWX: Fall of the Republic 1.2
 New field base type: Scouting Field Base (Republic-only) - spawns Clone Jumptroopers
 New AI type for Republic-aligned Sector Forces (Builds units and structures, does not attack)
 Planetary Shield prevents Victory Point conquest
 Added shield for Anti-Infantry Turret
 Captured Victory Point triggers transport landing animation
 Updated heal overlays (infantry/vehicle/all)

Map Changes:
 New Maps: Anx Minor, Llanic, Mrisst, Brentaal, Rintonne, Carida, Formos, Vaklin Champala, Kalee, Lown, Adumar,
Chandrila, Enarc, Chardaan, Mullan Eiattu, Ord Radama, Ryvester Ord Cestus, Filve, Metellos, Khomm Mygeeto, Lonnaw,
Ojom, Roxuli, Ord Trasi, Abregado Rae, Ithor, Maridun, Palanhi, Tenupe, Thyferra, Ylesia
 Updated Maps: Bassadro, Belgaroth, Castell, Ubrikkia Celanon, Empress Teta, Foless, Humbarine, Dubrillion,
Minntooine, Tibrin, Odik, Osseriton, Ord Biniir, New Plympto, Raxus Secondus, Tar Morden, Atravis, Ord Mantell, Bknos,
Iol, Ord Pardron, The Maw, AX456, Cularin, Ossus, Prakith, Sleheyron, Alsakan, Axxila, Christophsis, Lantillies, Taris, Corvis
Minor, Entralla, Manda Bakura, Garqi, Ord Vaug, Botajef, Sernpidal, Sy Myrth

Several new captureable structure types/changes:


 Mercenary Outfitter: spawns single company of mercenary units
 Hesitant Local Garrison: spawns limited waves of local units
 Abandoned Mobile Surgical Unit: heals nearby infantry
 Abandoned Repair Depot: repairs nearby vehicles
 Abandoned Fuel Pump: speed bonus for vehicles and aircraft
 Abandoned Research Facility: damage bonus for all units
 Abandoned Communications Array: FoW reveal bonus for all units
 Abandoned Factory: more variants with different vehicles
 Abandoned Sensor Array: removed full map vision (now sensor node scale), added ping ability

Tactical Objectives:
 Ground:
 Added Victory Point objective
 Added objectives for defensive structures: GtS (HV Gun/Ion Cannon) and Planetary Shield
 Reworked text for Militia and other existing objectives

Infantry changes:
 Unique models for certain infantry types
 Blood splats added
 Red (most infantry)
 Cyan (blue/green blood species)
 Black (vong, sith and their corruptions)
 Ichor/Yellow (killiks and bugs)

Grenade changes:
 New grenade types: Thermal and Ion Grenades
 Texture updates
 Different skins/trails by damage

Ground laser projectile changes:


 Different visuals and scaling for different projectile types

Ground Skirmish:
 Ground War mode (Supremacy analogue): Ground War (Medium) and Ground War (Large)
 New maps: Ambush at Mos Eisley, Blood Gulch Blues, Island Clash, Ithor Defence, Mustafar Madness, Oasis
Patch Notes for EaWX: Fall of the Republic 1.2

Quality of Life and Documentation Changes:


 Updates Menu battles
 Updated and fixed many unit voiceovers
 Added Resource button flash after Resource Shortage

News Feed:
 Added current difficulty level (including Cruel AI)
 Added ship crew income in News Feed
 Added message after Resource Shortage
 Added message after Structure Swap
 Updated difficulty indicator

Statistics Display:
 Added SSD persistent damage tracking
 Added Total Credits per each Faction
 Only shows living factions

Category texts for space structures:


 Construction (Shipyards)
 Economic (Trade Port)
 Secondary Defense (Golan I and II)

Documentation:
 Updated information for guides
 Updated Government guides
 Updated Mission holocron window
 Updated tooltips with range and squadron loadout types
Patch Notes for EaWX: Fall of the Republic 1.2
Bug Fixes and AI Changes:

Bug Fixes:
 Republic sector forces properly integrate on era change
 Radar positioning for galactic controls
 Fighter squadron containers
 Revolt properly removes Unrest Stacks
 FTGU independent clones are not affected by Vader's 501st legion script
 Additional credits for Independent forces to build turrets on ground
 Field Base: spawns on landing zone, hidden and neutral flag
 Super capital ship gets bonuses from: traits - Aggressive and Cautious; abilities: Rampage, Ambush, Battle Meditation
and Art Of War
 Shield and shield regen for Providence hero variants: Aut-O, Grievous, Dellso, Lucid Voice, Colicoid Swarm
 CR90: fixed weapon hardpoints
 CIS transport: target bones fix
 PDF Trooper: scaling fix
 ISP: company size
 Generic Jedi: fixed health
 Fixed take cover ability (0.75 damage multiplier)

AI Changes:
 Hero stacking: AI limited to 2 heroes per offensive fleet (will sometimes be higher on defense)
 Super ship stacking: AI limit for super capital ships (battlecruisers, ie Praetors and Lucrehulks) per offe nsive fleet
 AI properly uses units spawned from shipyard
 AI will keep retreating if all units are dead
 Improved conquest behavior against AI and human
 CIS subfactions are more passive when player is CIS
 CIS subfactions are isolationist (AI type) unless the Republic player is on Hard
 Decreased desire for isolationist personalities to attack
 Reduced desire to capture bunkers
 AI will try to hold territory on ground before attacking the entry point, grouping far more effectively
 Improved tactical AI in both ground and space modes
 AI fighter targetting priorities improved
 AI retreats more in defensive space battles (coward AI types)
 AI retreats more in ground battles when defeat is clear
 AI knows about air units healing
 AI uses more build pads (coward and isolationist AIs)

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