AotR 2.10 Patch Notes
AotR 2.10 Patch Notes
AotR 2.10.3
Story Changes
● Only lock SoroSuub Tech if the Sullust story is active in the GC
Bug Fixes
● Fix Endor Story not launching anymore
● Fix some issues with ground AI possibly causing crashes
● Fixed Mon Cala Preview
● Only have a level 1 star base on Gamorr as starting force in all campaigns
● Fixed GC icon of Heavy Santhe Trooper
● Fix Longprobes being not affected by filters
● Made TIE-Scout and Longprobe benefit from Adumar planetary price bonus
● Fixed both Lukes being buildable in Liberation of Mon Cala
● Add Trireme to KDY manufacturer bonuses
● Add XX-777 to Ship Trader options description
● Lock Aggressor and Keldabe on lost Ship dealer war
● Add Munificient range text
Map Adjustments
● Bonadan Ground: Increased structure slots to 6
● Jabiim Ground: Increased visibility
● Umbara Ground: Increased visibility
● Raxus Prime Ground: Made capturable droid factory always spawn B1s to prevent AATs
being stuck
AotR 2.10.2
New Features
● Adjusted ground hover movement
○ Acceleration / turn rates now higher
○ Hovers will now start moving before being fully rotated again
Story Changes
● Endor mission no longer requires a SSD to proceed
Bug Fixes
● Fix double Piett after Endor
● Fixed missalligned Dauntless HPs
● Fixed rebel honor guard crashing the game/causing save corruption
● Fixed buildable bunker pads respawning and scale
AotR 2.10.1
New Features
● Tutorial Fixes and updated to 2.10 mechanics
○ Added missions to explain ground tech for Empire/Rebel
○ Redid the Black Sun tutorial to explain leader tech, leader switching, and new
corruption rules
○ Fixing event triggers in tutorial campaigns to prevent player getting soft locked by
completing objectives too fast
● Updated ground vehicle movement
○ Walkers can walk into infantry only areas
○ Infantry no longer interacts with vehicle pathing, enabling vehicles to move right
through them
○ Made Walkers, Tracked vehicles turn in place, if movement target is behind them,
no more running into the enemy to retreat
○ Made hover vehicle acceleration slower but more consistent
● Added Purrgil Ultras as possible spawns from Purrgil events (25% chance for each
spawn)
● Purrgils will now roam to map together randomly, only attacking ships, that get too close
to them
● Mynocks will now hunt nearby units and stick to their position. After a certain amount of
time of sticking on an enemy, they will despawn
● GTS Weapons now require a Power Gen to work in battle
● Added hint to structures that require Power Gen
● Added two new Hapan Defense Stations, which will replace their Combat XQ Station
● Added new space projectile models (Plasma Missile, MagPulse Missile, Artillery Rocket,
Heavy Artillery Rocket, Cluster Rocket, Ion Missile)
Balance Updates GC
● Random mission rewards are now much more influenced by support meter
● Made AT-TEs cheaper if you control Rothana
● Black Sun Web campaign will have a Kandosii spawn in the Mandalore sector
● Added list of all constructed tech buildings to the tech dialog
● Salvage Unit mission will now only trade space units with space units and ground units
with ground units
● Updating Web Minor faction world trade routes
● Removed mining facilities from Nal Hutta
● Increased the time it takes heroes to respawn after buying black market tech
● Upped DS2 cost to 100k
Story Changes
● GALACTIC MODE STORY CHANGES WILL ONLY APPLY TO NEW CAMPAIGNS
● Endor
○ Made Endor mission research mission only finish after Hoth mission chain
○ Made construction of the Death Star require the player to move either Piett inside
the Executor or a regular Executor to Endor to protect it
○ Fixing IR tech not being buildable after Endor mission for Empire
○ Add alternative text for last chance mission failure
○ Vader and Emperor will always be removed regardless of if you win/lose the
Endor mission as Empire/Rebels (the space battle had little to no impact on the
battle between Luke/Vader/Emperor, so this will always happen)
○ Tactical Mission Changes: Additional safety checks to make the rebel and empire
mission more stable
● Hoth
○ Made Piett spawn after Hoth mission chain with an ISD1, which can be updated
to the Executor
○ Removed the generic ISD 1 spawn after Ozzels assasination
● Zhar
○ Made Brandei spawn after Zhar mission chain
● Zaarin
○ Changed GC Zaarin mission to involve Bin Essada, made Bin Essada a
rescuable hero
○ Made Thrawn spawn after Zaarin mission chain
○ Tactical Mission Changes: Additional forces and upgraded starbase based on
difficulty, Coran is more survivable after he switches sides, Battle ends when
Zaarin is destroyed
● Maw
○ Increased the time of stealth for Bevel Lemelisk to 40 weeks
○ Spawning in Bevel into maw mission if he's not there
○ Tactical Mission Changes: Multiple waves of fleet based on difficulty
○
● Bufferzone
○ Add some checks to bufferzone mission to prevent crashes
○ Only allow ISD 1 to die after the last cinematic plays in bufferzone mission to
prevent crashes
Map Changes
● Bonadan Space: moved defense stations out of the ion storm
● Bakura Space: added freighter destination
● Bilbringi Space: made map brighter
● Fondor Land: adjusted Lighting
● Atzerri Land: fixed Pirates being neutral
● Nal Hutta Land: fixed capturable structure being turned the wrong way
Bug Fixes
● Corrected storm commando sniper model assignation
● Fixed Magmagunner rig, will no longer break its arms
● Swapped HF901 regular explosion for a bigger one
● Fixed Rebel Honor Guards not spawning from heros/structures
● Fixed Need to Sell Ground Structure for Ground tech picking planets without ground
accessibility
● Fixed incorrect AAC tech requirement text
● Fixed Reconquer of Eriadu sector mission for Empire not being able to be completed
● Fixed incorrect ground shield generator health text
● Fixed hunt shipyards missions referencing Crime in non-Black Sun campaigns
● Fixed Neva Quasar description saying it can do bombing runs
● AF5 transports should not leave a healing icon when brought into space
● Miy'til fighter should have an icon now
● Fixed minor typo in Bufferzone tactical mission
● Rebel Mortar troopers should now be healed by medics
● Force Push abilities should now affect droid infantry
● Fixed incorrect MC80 Independence tech unlock requirement
● Made NR Admin spawns walk out farther to prevent getting stuck inside
● Fixing projectiles consistently missing mz flame tank
● RAT-AT now has turn animations and sound effects
● Rebel Interventions were rewarding the wrong variant of the HWK squadron that would
cause crashes
● Fixed Empire Large Landing Platform giving credits instead of causing upkeep
● Fixed Upkeep texts on Landing Platform upgrades and downgrades
● Removed initial locks from imperial heroes, so they should be available in random
campaigns now.
● Fixed all misleading tutorial text
● Making AT-AA death VO not global
● Made sure large amounts of damage to the bubble shield didn't allow for the shield to be
respawned, should properly damage the unit generating the ability now
● Cleaned up Mag Pulse Missile ability text and swapped it to smart fire missile for ground
units
● Fixing a place where tech system could crash if no merc planets were set up
● Removed random chance to lose raid units on retreat
● Hopefully fixed an issue on hero rescue triggering incorrectly, resulting in double heroes
● Fixed ISD Fighter upgrade being unbuildable
● Add missing text from Corona Armed Frigate
● Fixed AI being able to rebuild Rebel One
● CSA, Hutt, and Hapan capital buildings should spawn their correct garrisons
AI Updates
● GALACTIC MODE AI CHANGES WILL ONLY APPLY TO NEW CAMPAIGNS
● Make AI build tech based on difficulty: AI will attempt to match the player’s tech level on
lower difficulties and attempt to out tech the player on higher difficulties.
● Make AI advance era only if on Expert or if the player has already advanced era
● Updates to Black Sun building tech, they will now wait in between updates based on
difficulty
● Fixed AI not tracking ground techs for era count properly
● AI will move their attacking fleet towards an undefended space structure when out of
range of any defenders. It should help guide the AI towards a vulnerable target better.
● Ground AI will defend structures that are under attack more consistently if the structure
is outside the general base area.
● AI should no longer instantly sell things at the start of a campaign
● Reducing smuggle and assassinate activities of AI, based on difficulty.
● Made AI tech up more consistently when they are lacking income in GC
AotR 2.10.0
New Features
● New Units
○ Space
■ Pinook Starfighter: Weak swarm fighter for CSA
■ Planetary Defender Starfighter: Interceptor with damage reducing
Sonic-Missiles for CSA
■ Dimel Gunship: Anti Starfighter gunship for CSA
■ Trireme Corvette: Anti Starfighter massdriver corvette for Black Sun
■ Am-Shak Corvette: Longrange Turbolaser ship for Black Sun
■ Preybird Starfighter: Heavy Starfighter with backwards firing missile for
Imperial Remnant
■ Gozanti Brute Loadout: Carries 2 groups of 4 TIE-Brutes
■ Gozanti Interceptor Loadout: Carries 2 groups of 4 TIE-Interceptors
■ Purrgils: Space whales that will sometimes showup and cause problems
■ New Etti Cruiser: Now has 1 4-Burst light LR TL and 10 light LCs
■ New Etti Lighter: Now has 2 Light Stun IC, 10 Light LCs
■ Rhinodon Carrier: Carrier for CSA
■ L-2783: Acts as a salvage ship for Hutts
■ FireStar I: Has hangars, heavy concussion missiles and assault missiles
instead of artillery rockets, supplement drop as ability
■ FireStar II: No Hangras, barrage rockets and heavy artillery rockets,
armor pierce as ability
■ XTS-Freighter: New big freighter for Xizor Transport Systems
■ Crusader Gunship: New model and weapon loadout
■ Aggressor Destroyer: Super heavy Artillery unit for Zann Consortium
■ Hardcell Transport: Picket ship with repair drones and self destruct for
Droid Revolution
■ XX-777: Stunner / Destroyer with shield leech for Droid Revolution
■ Hyena Bomber: Swarm Bomber using medium torpedos and heavy
concussion missiles, used by carriers of Droid Revolution Tech
■ Nym: Heavily modified Scurrg-H6 Squadron, available from Lok
■ Talonbane Cobra: Modified Kihrazx Fighter, has ion missiles instead of
concussion missiles. Space and ground unit similar to rogue squadron,
available from Adumar
■ #2 Warpod: Heavy Fighter for CSA, features light turrets and a special
cutting laser beam weapon, which is only effective against hull
■ Providence Refit: Torpedo boat modification to the providence cruiser.
■ Recusant Refit: Heavy armor modification to the recusant.
○ Ground
■ Century Tank: Treaded Anti Vehicle/Anti Infantry tank for Imperial
Remnant
■ Frerunner: Hovering Allrounder for the New Republic, carries medium
particle cannons and a medium lasercannon
■ Acklay: Horrific anti infantry beast, can use hunter instinct to detect its
prey
■ Giant Gizka: Frog like creature able to swallow infantry. Can use sonic
shockwaves to stun infantry
■ Reek: Fast and aggressive anti vehicle beast. Stuns hit vehicles with its
heavy impact. Can sprint to get out of danger
■ Rancor: Same as before, can brace for impact to endure damage longer
■ Two types of Beast Masters:
● Beast Masters come with various beasts to help your troops in
combat, they are also able to heal other wounded beasts. Each
beast company comes with additional Vornskrs.
● Reek & Rancor Company - Anti vehicle geared beast company
● Gizka and Acklay Company - Anti Infantry geared beast company.
■ Droideka MK2: Uses repeating blasters, ion cannons and is of course
shielded
■ ZQ Droid: Anti Infantry droid used inside Santhe security teams
■ SD-6 Hulk Droid: Anti infantry droid with ion cannons, used by CSA and
Droid Revolution
■ AT-TE: Anti Infantry/Anti Vehicle transport, used by Xizor Tank
■ Heavy Santhe unit with ZQ droids
■ Replaced buildable bacta tank with Imperial Mobile Surgical Unit
■ Republic Forward Command Center replaces Sensor Node
■ Destroyer Droid Mk2: A heavier version of the Mk1 with additional Ion
Cannons and heavier blaster cannons.
■ LR-57 Droid: Anti Infantry and Light Vehicle droid that can assist armies
with minefields and sensor arrays
■ Espo Flamers: Flamethrower infantry for the CSA
■ Shielded Espo Troopers: Carry a shield, are mixed inside the default
squad, can absord damage and carry stun rifles
■ Rodian Hunters: Shielded soldiers carrying stun rifles, used by Black Sun
■ IRD-A: Ground fighter for CSA
■ HH-87 Starhopper: Ground fighter for Hutts
■ IG-86 Assassin Droid: Sniper and stun rifle infantry, can turn 360 degree,
used by IG-88s Droid Revolution. Carry poison grenades, can increase
range for short periods of time using target-lock
■ Miy Til Bombing run added for Hapes
■ Vhrok Speeder: Fast, always moving speeder for Hapes
■ Black Krrsantan: Sturdy Bounty Hunter, can punch infantry, or blast them
with overloading his Bowcaster
■ GRZ-6B: Big droid using flamethrowers and composite beams, used by
IG-88 Droid Revolution
■ AT-MP: Anti infantry walker using anti infantry rockets for Imperial
Remnant
■ Swoop Bike: Scout bike similar to rebel/imperial speeder bike for Black
Sun. Comes with standard gangster platoon, carries a concussion
grenade
● Added Leader Tech for Black Sun: Choosing a leader tech will unlock new mechanics
and units, but you can only have one leader tech branch at a time.
Switching will auto sell some structures and units (marked as Exclusive Unit).
The available Leader Techs are:
○ Xizor Trade Systems: Specializes in Freighters, defenses and income generating
buildings. Mostly uses open market ships and republic refits in his navy.
○ Zann Consortium: Specializes in powerful and expensive ships and tanks. Lacks
options to get additional income.
○ Hutt Cartel: Unlock slaver and salvager units that will fly around like freighters,
but generate weak infantry and starfighters. Rely on bulky space units and beasts
on ground.
○ IG-88 Droid Revolution: Utilizes old CIS ships and various droids for combat.
Relies on spam tactics with cheap units. When going IG Tech the Droid Factory is
buildable everywhere, gave it bonus to droid/vehicle build times.
● New Intervention Mission: Salvage Unit - Trade in a tech unit you do not currently have
access to for a tech unit you do have access to
● Rebalanced Corruption
○ Reduced prices a lot, advanced corruption types now require specific leader
techs.
○ Mercenary Recruitment now spawns a small pirate fleet when attacking in space
and spawns a merc recruiter on the initial landingzone on ground, giving it a
tactical bonus finally
○ Sabotage now lowers defense of all units by 25%, lowers movement speed of
ships, vehicles and droids by 30% and damage of infantry by 25%
○ Black Market no longer boosts damage of your units in battle
○ All corruption options now only require Black Sun presence, the amount depends
on how valuable the planet is
○ For very good planets, tech is needed as well
■ IG 1 for sabotage
■ Hutt 1 for piracy
■ Zann 1 for Black Market
■ Xizor 1 for Racketeering
○ Mercenaries still need their tech
○ Generic Mercenary recruitment is now available on some planets
● BLACK MARKET REWORK: Each Black Market now has 5 Items:
○ Illegal Equipment (Empire Black Market , 7500 Credits)
■ Incinerator Rockets
■ Poison Gas Grenades
■ Stim Pack
○ Improved Ammunition (Empire Black Market, 10000 Credits)
■ Overload Main Weapon
■ Armor Pierce
■ Bullet Hail
○ Experimental Weapons (Empire Black Market, 10000 Credits)
■ Carbonite Ammunition
■ Shield Leech
○ Reactor Overload Technology (Empire Black Market, 12500 Credits)
■ Overcharge Reactor
■ Self Destruct
○ Full Salvo Synchronization (Empire Black Market, 15000 Credits)
■ Full Salvo
■ Ion Barrage
○ Clone Wars Relics (Rebel Black Market, 7500 Credits)
■ Buzz Droids
■ Composite Beam
○ Improved Targeting Computers (Rebel Black Market, 10000 Credits)
■ Target Lock
■ Stability Fire
○ Supportive Supplies (Rebel Black Market, 10000 Credits)
■ Ammo Crate
■ Repair Droids
■ Supplement Drop
○ Defensive Enhancements (Rebel Black Market, 12500 Credits)
■ Brace for Impact
■ Defensive Shield
■ Blockade Run
○ Ordinance Countermeasures (Rebel Black Market, 15000 Credits)
■ Laser Defense
■ Missile Jammer
■ Particle Cloud
● Added Power Generator as a seperate Building, unlocks powered structures like
Turbolasers, Shutter Shield. Additionally having a power generator increases damage
from build turrets, unlocks repair ability of landing pads
● Added Ground Tech for Empire and Rebel Alliance. These factions now have to
purchase ground tech similar to space tech to unlock more advanced units
● New projectiles for space and ground, these include:
○ New space laser cannon model to have a visual distinction between it and
turbolasers
○ New Turboioncannon projectiles, these include distinct close range, medium
range and long range variants
○ Full set of blue projectiles (mainly used by CSA)
○ Full set of purple projectiles (mainly used by Hapes Consortium)
○ Full set of orange projectiles (mainly used by Mandalorian ships)
○ Space single shot massdriver (has no light beneath)
○ Carbonite projectile (looks like the massdriver but in Aqua/Light blue)
○ New Blaster cannon projectile for ground to have a visual distinction between
blaster cannons and laser cannons
○ Purple ground projectiles
○ New disruptor projectile
○ New aqua/light blue coloured stun cannon projectile
● Minor faction space structures now all have fitting laser colors and fighter loadouts
● Made some ground and space structures not victory relevant, to make the clean up
phase of battles faster
● Recoded Rebel Intervention system to be more crash resistant
● Winning and losing missions can now impact support differently
● Hunt Capital Ship mission reworked to track any shipyards killed and award the
corresponding stolen unit
● Capital Buildings for Random GCs and small GCs. Capital buildings provide a huge
income and population, making smaller GCs and random starts more playable. They
have a build limit of 2 and can be rebuilt in random GCs
● Rewrote and added actually useful hints for GC, Space and Ground
● Adjusting the order of units in the build UI: Special --> NR --> Tech --> No Tech, this will
make sure, that if there's not enough build slots, the important units are up front
● Web Core Campaign (Random single planet start, standard 5 planet start )
● Adding destruction survivors to pirate trade, station, and tibanna to mimic behavior of
killing a big freighter + chance of pirate raid after
● Probe droid can now be built from all Normal Factory Levels
● Vulture Droid and Tri Droid Engine and Death SFX added
● Changed tractor beam SFX
● Added Allegiance VO
● Added XTS Minelayer VO
● New icons for AT-AAs and Skiffs
● Imperial Skipray model
● New Model for Elite AT-AT, AT-AA and AT-MAA
● Made heal range of Medics/Engineer visible
● Radar icons for CSA Base
● Intervention missions that require buildings as buildable objectives will now check to see
if they require tech
● Added random chance to do hero theme music
● Randomized trade stations, can now have one of five different fighter loadouts
● Explosive weapons will now throw infantry they killed away, using the same visual as
Force Whirlwind
● Black market abilities removed for non-underworld ship variants
● Ground To Space Projectiles and Sounds now visible/audible across the entire map
● New UI for GC Mode, now featuring 36 build buttons instead of 26
● New Icons for Quasars
● Added feature to reveal map, once all player units have died. You can watch the battle if
there are more than 2 other factions fighting.
● Added BS Acclamator VO
● Gave planet special abilities icons/texts in the battle sidebar
● T1-B now has an armored turret
● Many new death animations for space units
● New shadow blobs for medics/engineers/buff objects
● Added blue/purple/red laser variants for defense satellites to match faction color
● New Splash screen and Main Menu
Balance Updates GC
● Adjusting imperial player version of Endor's eve starting forces and missions
● Adding Rebel AI specific hero spawns to Endor's Eve
● Lowered costs and upkeep for powered structures, such as Turbolasers, Shutter Shield
and Base Shield
● Rebels can now build Toscans on Azameen station
● Added build limits to N1, Fang and Umbaran Starfighter, which is now buildable
● Endor story campaign adjustments for missions to work specifically on Endor’s Eve.
Updated AI hero spawn locations.
● Adding more rebel units that are disabled after the transition to NR
● Added civilian GC companies to reward tables for random missions.
● Made normal and hard difficulty easier, made Black Sun Expert AI easier
● Making NR techs not rely on GCW techs being built
● AI Hero respawn times increased to 45 weeks
● Many planets ground build slots increased
● Made BS Guards and BS Elite Platoons Arms Dealer units
● Increased price of Magnetar and Keldabe
● Added more starting infrastructure for Black Sun on main canon campaign for player
● Added Kandosii back to Black Sun starting forces
● Removed income from Amusement station, lowered income on cantina
● Removed additional units from Expert difficulty spawns, reduced Hard difficulty spawned
buildings to half of expert
● Added Space Structure production speed increase to all population buildings
● Replaced XTS Combat stations with firestars in starting forces
● Reduced Cost of t47 company
● Increased cost of t1c company
● Chance overhaul for random pirate spawns
○ Chances for getting a higher level starbase increased based on planet value
○ Chances for additional ground base and space structures increased based on
planet value, initial value much lower.
○ Added support for not allowing neutral planets on a random gc (used in core
worlds)
○ Increased capital building pop to 75 so you are never pop locked in random
○ Made planet value most important for the amount and type of unit spawned.
○ Lowered overall max amount of a single unit type to be spawned (so you get
more random armies and space units rather than a huge stack of one type of
unit)
○ Overall difficulty has a very minor adjustment and the random range is much
lower, so that planet value influences the total power of armies, fleets, and now
additionally the structures. Before, structures were purely random.
○ Chances of additional space and ground structures has been lowered a lot,
making planet value the most significant here
○ Starbases will also more likely be maxed out on important planets.
○ Overall, the chance of starting on a planet next to fortified worlds has been
reduced due to the planet value being most important.
○ Allowed the option to have no neutral planets on certain Random campaigns.
● TIE Phantoms will now be only buildable from Aeten II, and have a build limit of 5
● Planet build limits of space and ground structures reduced to 2. Notable exceptions:
Ground Mines, Black Sun Outposts, Tier 1 Defense stations (all set to 3)
● Space Techs rebalanced in price and buildtime to be equal for each branch at each
level, NR/IR techs now restart the prices/buildtimes
● Sullust Tech prices reduced to 10000/20000
● Increased cooldown time for random missions once they are completed
● Saboath Mercenary now available from Hypori
● Special Shipyard units (Bakuran Destroyer, Hapan units, CorSec units) now don’t require
the Planetary Defense Station to be built, just the main base on an appropriate level
● Planetary Defense structures will reduce build time of their units
● Imperial Acclamator can now be built from the main yard on Rothana
● Empire can't build Corellian units until IR Era
● Reduced total freighter income by 50%
● Black Market is now able to be built on every planet
● Black Sun can now build the generic XQ3 platform
● Made Grand Arena Hutt tech and planet specific
● Disabled HF-901 freighter, added XTS to the bonus freighter group
● Buffed Rattatak to be able to have a level 2 starbase
● Changed how freighters move code wise, should make them move more consistently
● Hidden Treasure mission will now reward more credits based on how many bounty
hunters you send to the target planet
● Reduced built limits on hired mercenary units by unit class
● Increased price of corellian frigate
● Powered up some planet specific abilities, that lowered price of only one unit, now better
effect and galaxy wide
● Recoding tech for Black Sun mercenaries, now mercenaries can be filtered, and are only
buildable, if you have the tech and the planet or corruption
● Making the XTS Freighter a super freighter with higher income, higher popcap and
higher freight bonus
● Making Durga a starting hero, moving the starting locations of some BS heroes around
● Made unique mercenary heroes only buildable one time
● Lowered cost for Arms Dealer (6000 -> 4000)
● Lowered cost for Tank Dealer (7500 -> 5000)
● Reduced Imperial factory costs and level 3 barracks upgrade
● Tatooine cantina buff now actually 25% discount
● Atzerri Black Market 25% discount galaxy wide
● Adumar now makes all fighters 20% cheaper
● Added ship trader to the maw
● Added Black Market corruption to the maw
● Updated Traders/KDY representative to discount only price by 25%, Black Sun Traders
also dicount their respective building
● Sabotage, Piracy, Black Sun Presence only have their battle effect when attacking
● Added Black Market to Ession
● Price rebalance of hutt gunship/bombers
○ Kimogila 1500 -> 1400
○ Krayt 1000 -> 1500
○ Warlord 1000 -> 1600
● Slightly increased price of shutter shield (500 -> 750)
● Made ISD 2 fighters no longer NR
● HWK squadron price reduced to 900
● Added Ession -> Raxus trade route for main GC
● Removed Liberator from randomized starting forces
● Capital buildings have a unit garrison
● Increased build slots on Anoat, Taris, Scipio, Telo, Raxus Prime, Kamino, Lok, Ryloth,
Rattatak, Fresia, Manaan
● Gave Honoghr, Kalee, Mandalore, Concord Dawn, Lok access to Elite Barracks
● Increased transition time to IR and NR era upgrade to 1 minute
● Removing crime from influencing the amount of credits given by the Hidden Treasure
mission
● Adding Ship Refitter to Mandalore
● Increasing time for intervention mission generation across all difficulties
Map Changes
● Space
○ Corellia: Removed rebel turrets
○ Eriadu: Added freighter destination and improved visibility
○ Kamino/Manaan: Added freighter destination and adjusted lighting
○ Sluis Van: Added Sluis Van shipyard prop
○ Bespin: Added Cloud City prop
○ Coruscant/Etti IV: Fixed structures at edge of map not capturable
○ Thrakia: Cleared the Nebula a bit to reduce lag, added Purrgil raid
○ Added Purrgil attacks to a lot of planets
○ Added additional entry points for Purrgil attacks, Pirate raids and freighter
convois
○ Edited Aargau map to not always have capturable trade stations
○ Sluis Van Space: made Dreadnaughts easier to capture
○ Nal Hutta Space: removed buggy planet prop
○ Fresia Space: moved defense station away from the attacker spawn
○ Azzameen station: added freighter destination
○ Hoth, Orto Plutonia Space: made map brighter, now you can actually see stuff
○ Corellia Space: fixed capturables sometimes already being captured
● Ground
● Ilum: added new map for Ilum
● Manaan: increased size of center landing zone, added secondary shield
● Byss: moved medium buildpads and added stuff for secret project
● Atzerri: fixed units getting stuck in landing zone
● Allyuen: moved one of the medium buildpads to prevent units from shooting
through terrain a lot
● Eriadu: fixed the map having to few positions for structures, added secondary
shields and generators, converted many obstructing forrests/hills to infantry
walkable
● Lok: added additional generators, secondary shield, more landing zones and a
small city with pirates
● Yaga Minor: fixed bug where units couldn't deploy on the beach
● Nal Hutta: fixed transports not deploying at right defense position
● Kessel: added additional shield and generators
● Saleucami: added more structures
● Kamino: added secondary shields and generators
● Tatooine: added additional Shields and Generators
● Fresia: added additional shields and generators. Added shalllow water between
islands
● Bakura: changed layout and added secondary shields/generators
● Sluis Van: added secondary shields/generators
● Rhen Var Ground: fixed z-layer fighting on a prop
● Mygeeto Ground: added new infantry only path and secondary generator
● Naboo Ground: expanded map, added new paths, change structure positions,
added secondary shields
● Felucia: Added Acklays and more Sarlaccs, added secondary shield and power
generator
● Updated Iridonia, Malastare, Ord Mantell, Rhen Var, Bespin with multiple shields
○ Kamino Land: fixed bunkers not showing up
○ New bigger Kessel Map
○ Added more structure slots to Ryloth/Rattatak Map
○ Bastion Land: added new LZs and secondary shields
○ Aridus Land: added new LZs and shield generators
○ Adumar Land: added new LZs and secondary shields
○ Anoat Land: added new LZs and secondary shields
○ Concord Dawn: added new LZs and secondary shields
○ Atzerri Land: added new LZs and secondary shield
○ Allyuen Land: added new LZs and secondary shields
○ Scipio Land: added secondary shields
○ Anaxes Land: added secondary shields and new LZs
○ Orto Plutonia Land: added secondary shield and LZs
○ AetenII Land: added multiple generators and new LZs
○ Abregado Rae Land: added secondary shield
○ Orto Plutonia Land: reduced light, now you don't need sunglasses to play
anymore
AI Updates
● The AI can now sell ground and space structures to adjust to changes of frontline,
desires to build specifics things, such as tech
● SpaceFreestore will exit early if there's no forces on the battlefield, increasing
performance in battle
● Increasing amount of raid units the AI can bring in their raid force
● AI now waits after each tech to construct the next one
● Potential fix for AI lag, realted to capturing secondary objectives
● Make AI not prioritize units inside obstacles (Asteroid, Nebulas, Ion Storms) to prevent
them from flying into them as much
● Adjusted build space units to have less capitals and cruisers, making the AI built more
smaller units
● AI will now keep fast close range ships moving while attacking their target, making them
more slippery and harder to hit. They will also keep their optimal attack distance that way
and fly to the sides of their target, preventing ships like ISDs to shoot all their projectiles
at them
● Lowering desire for ground defenses
● Lowering desire for Warehouses, forcing AI to always get the correct warehouse
● Editing defensive rush perceptual to handle orbital/bombing runs better
● Editing space tactical freestore to defend turrets/secondary structures only at a limited
range (so AI doesn't sit at their base)
● Added an AI plan to sell ground buildings if they currently desire to build a tech building
but do not have ground slots
● Fixing some ground AI logic for bringing in reinforcements, AI should hopefully bring in a
mix of units and not infantry first
● Ground Skirmish AI build plan similar to space plan, should build all units now
● AI will now use their Mobile Space Stations to guard other units correctly
● Attempting fix for secure victory control point AI ground script (did not count any of its
reinforcement point variants in GC)
● Adjusting contrast types for AI attack scripts (less increase so that concurrent attacks
happen faster)
● Adjustment for building ground production desire (should help more than one production
building be allowed on a planet, removes more than 1 defensive building as
requirement)
● Increased difficulty adjustments for Hard mode, was nerfed a bit too much
● Added more checks for not allowing to building more tech when a similar tech is already
being built for AI
● Optimising Ground Freestore to exit when no units are present
● Fixed AI using capture script against deployed turrets that are not capturable, removed
behavior in campaign to try and take over turrets that already have a child built on them
● Move Army script will now also include enemy units to prevent situations where AI does
not move out of landing zone if no structure exists for player
● Equalizing Empire/Rebel difficulty adjustments
● Adjusting AI teching behavior
● Wait time no lower overall, is overall lower on higher difficulties
● Made AI not do a forced wait, if they are behind the player tech wise
● Added some variance to tech, so not all techs are started at the same time
○ If AI has 3 times the money needed for tech, its current income is ignored when
deciding if AI should tech
● Fixing AI sending fighters to deployed satellites
● Non-combat ground and space buildings will no longer be victory relevant.
● Hopefully fixed an issue that could sometimes result in AI getting stuck not teching
anymore
● Increased AI knowledge of defense fleet power to make AI send more stuff
● AI will smuggle and corrupt more reliably again
● AI now more effective at assassinating freighters
● AI will wait a bit before killing smugglers, so player gets more out of them
● Warlords don't retreat anymore
● AI will now initially move its fleet towards capturable ships. On defense only if the AI
does not have defensive structures.
● AI will no longer suicide rush their ships into asteroids, if the enemy they want to attack
is inside one
● Defensive Rush and Capture Landing zone scripts are now much more limited for AI on
ground defense
● Make AI only capture satellites if on defense and not yet in aggressive mode
● Increasing forces AI send to conquer AI planets to lower losses of attacking AI
● Allowing Minor AI to build space units and ground units (will only do it if they have
offensive budget)
● AI Raids way more common now
● AI will not attempt to capture build pads in space if they do not have enough money to
build anything
● Ai should no longer attempt to capture space build pads if they built something on it
already
● Fixed Interdictor structures to have AI use the ability
Bug Fixes
● Bugfix Empire Hoth story arc: Taking Hoth before conquering Allyuen leads to being
stuck, because the objective to take Hoth has not been issued yet, while the event
completing the objective has already fired. Solution: Vader now needs to be deployed to
the ground of Hoth to complete the objective and the completion event now has the
objective as a prerequesite.
● Bugfix Empire Hoth Story #2: Due to the trade route between Sluis Van and Mustafar,
the player can circumvent Allyuen and move to Hoth directly from Mustafar.
Solution: Hoth is now locked after entering Allyuen or Mustafar and can only be unlocked
by Ozzel after getting the objective to take Hoth.
● Bugfix: Empire Maw Tactical Mission
Black Sun retreat is now disabled.
● Bugfix: In the web campaign, the game crashed when triggering the Kalee tactical battle
● Removed the "This planet can build Mining Faciltities"-text from Atzerri.
● Fixed the issue that defeating the Hutts ends the campaign even with major factions still
be alive.... Maybe?
● Satellites now despawn if the owner is not defender at start of the battle
● Added script to check, if a ground building is part of the faction, if not, despawn
● Mortar turret shouldn't fire at aircraft anymore
● Fixed Weapon, Engine, Tractor, Explosion SFX preset balancing
● Fixed HWKs only spawning one turret when using autofire (and for AI)
● Fixed fires not moving with the movement of ships
● Fixed TIE-Bomb not exploding in Nebula
● Fixed HyperV shield impact missing particle
● Fixed Ground to Space weapons not shooting on a variety of maps
● Fixed Tagge Tractor Beam
● Fixed bombing run fighter escort breaking
● Fixed Hutt droid company spawner, now AI will actually land them
● Fixed some Force Whirlwind and Force Lightning death clones
● Fixed the Special Offer mission for black sun to check for Xizor, Bib Fortuna added as
alternate hero
● Fixing AI controlled freighters not moving
● Moving the infantry that spawns special units down to the bottom of the company so the
extra spawns don't get stuck in buildings, moving the special spawned units to the
building garrisons in equal amounts to the infantry that spawns from it.
● Hopefully getting AI garrisoned into transports
● Additional logic to building ground and space defense structures, making sure AI doesn't
overbuild defenses on non enemy connected planets
● Healing no longer applies to C3po and r2
● Possibly fixing Luke Xwing/Moldy Crow being used by AI
● Fixing missing kimogila hardpoint
● Fixing rebel ionizer infiltrators not shooting
● Fixing Era Advancement Tech being buildable in story GCs for Empire
● Fixing a bug with defense fleet still spawning a unit that it was actually unable to give
● Fixed some bugs with Corellian units allowing wrong variants to be built for different
factions
● Fixing odd logic in RetreatPlanGround when they do not have a captured landing zone
● Fixed Underworld faction not having story in Web GCW campaign
● Fixing Defense Fleet sometimes not spawning
● Space obstacles (asteroids/debris/nebulas/ion storms) no longer have a health bar when
mousing over them
● Fixed Underworld and Empire Interventions crashing on Hunt Shipyards
● Trying fix for Rebel Hunt Shipyard mission to prevent AI selling or AI destruction from
counting towards the mission (NEEDS TESTING)
● Fixed HWK Turrets going off to early
● Fixing minor factions not spawning in random GCs
● Fixed XX-777 being unbuildable, now buildable from a Ship trader at IG Tech 3
● Fix some incorrect texts/rewards for setting up black markets, now the dealers should fit
the description
● Fixed AI not properly deleting space structure dummies when selling
● Fixed double BS palace on tatooine
● Fix warehouse script, now AI will always get the right one
● Fixed Nal Hutta/Geonosis skydome, now lower resolution
● Fix tech switching for Underworld not deleting structure dummies
● Fix SFX for building Hutt Palace to be underworld
● Hopefully fixed Beasts attacking Air units
● Fixed Executor not being locked after failed KDY demand
● Fixed stats on L-2783 and Slaver Dropship
● Fix special case in Mon Cala mission resulting in 2 Mon Mothmas
● Fix description of XQ Combat station
● Fixed underworld filters breaking after lost ship dealer war
● Fix IG Tech instantly despawning and being weird
● Fixed IG units being tech required not the tech building
● Fixed IG units ground popcap values
● Added Grand Arena to all planet descriptions, that can have one
● Added Refit Acclamator/Venator upgrades to all price reductions and unit filters
● Fixed Niles being buildable multiple times
● Fixed a filter crash after shipdealer war reactivates ships
● Added security check to potential breaking part of filter system
● Fixing some various ground AI script taskforces
● Fix shipdealer war crashing the filters
● Locking refit upgrades when refit units are locked
● Fixing incorrect ship dealer locks/ship dealer bonuses
● Additional fixes to the kyber mission crashing
● Fixed health bar sizes of B2/Pirate speeder
● Adjusted collision box of skiffs to hopefully make their movement better
● Fixed colorization of Underworld R41 texture
● Fixed Ession description, now builds ship trader, tank dealer and arms dealer
● Fixed incorrect countdown color on Alliance NR tech
● Fixed Wheel garrison
● Fixed Minefield Muzzle directions, it only shot to one direction before, now will shoot at
ships inside it
● Fixed Harrow SD MagPulse Missiles not shooting
● Fixed crash with neutral capturable stations
● Fixed hostile stations not spawning their squadrons
● Fix for NR Katana mission crash
● Fix for Noghri spawn house having infantry stuck in it
● Fixed Nightsister attack range
● Fixed revenant speeder not shooting up close
● Allowing minor factions to capture all secondary structures on ground
● Fixed Flak Turret Ability name on Neutral HWK squadron
● Fixed underworld starbase concussion missiles not always firing
● Salvage will now apply to hostile units
● Made Mandalorian Merc have full salvo instantly
● Fix shadow tear on twin blade
● Fixed Interceptor 4 Hero recharge time being to short
● Added planet info for Umbara/Azameen station special units
● Fixing Ace being buildable while he was assassinated
● Fixed Focus Weak Unit script causing units to not do anything
● Anoat no longer restricts ground units (FINALLY)
● Fixed CSA shipyard cluster rockets not firing
● Fixed Sensor Array space structure delete icon and text
Other
● Removed a certain word from the overwriting save games warning
● Unit icons have been brightened and are more readable