--Update 1-- -Bug Fixes and Improvements- * Improved path-finding and
performance for larger games * Navigation fixes for Cybran Protobrain
and UEF experimental Transport * Range rings for Illuminate Space Temple
* Rare Desync fix * Improved Eyefinity support * Victory message for
Players in MP game * Game type indicator on in-game scoreboard * Dead
player indication on in-game scoreboard * Passworded games for your
friends will now show up in the friends tab (see related known issues
below) * Setting Exclusions in skirmish lobby will no longer reset
player choices (color, team etc) * New Multiplayer Leaderboards * Also
added message to players when they leave the chat on Summary screen and
on Skirmish * Added [TEAM] tag to the messages that are sent to team
only * Highlight on top scores in summary screen * MP UI polish -
Multiple fixes and polish throughout the MP menus
-Balance and
Tuning- * Proto Brain vision radius increased to 32. Was 10 * Soul
Ripper, Darkenoid, Mega-Fortress and Star King Extreme crash damage set
to 5000 * AC-1000 crash damage increased to 1500 * Fixed Cybran Gunship
strategic icon * Space Temple now shows its max range * Proto Brain and
Star King Extreme navigation radius fixed * UEF Gunship RP cost
increased to 5. Was 3 * AC-1000 RP cost decreased to 5. Was 6 *
Wilfindja movement speed increased to 3.6. Was 3 * Gantry cost reduced
to 400m/1300e. Was 450. Build Time reduced to 120. Was 150 * Decreased
UEF Transport AA by 50% * Fixed Illuminate Land Radar boost deion *
Reduced Research Station mass cost to 375 * Megalith Energy cost reduced
to 2300. Was 2650 * Cybranasaurus Energy cost reduced to 4900. Was 5250
* Urchinow Energy cost reduced to 2100. Was 2550 * Fatboy Energy cost
reduced to 2350. Was 2690
-Known issues- * Joining passworded
games via the "Friends" list still not functioning to spec. Joining via
standard game list fully functional * Default games list is currently
limited to games hosted in your current Global Steam region. We will be
adding a "Show All Regions" button in the next patch. There is currently
no limitation on inviting Friends from any region via Steam, however
-Coming Soon- * Ranked 1v1 matches. Currently targeting the end of
March. We'll have more info soon --Update 2-- -Bug Fixes and
Improvements- * Ghost lobbies: Fixes issue when player cancels join game
in multi-player lobby causing an un-joinable ghost game to persist *
Saved games no longer reference Steam nickname: Prevents issue where
players who changed their nicknames after saves were no longer able to
see their saved games. Does not inoculate existing saves made prior to
this fix * Replay crash: Fix for low-repro issue of replays crashing
when loading in twice
-Coming Soon- *Ranked games and custom
skill match-up games coming soon --Update 3-- -Bug Fixes and
Improvements- * Private games have been replaced with Friends Only
games. This means that you can mark a game as "Friends Only" and it will
only be seen in your friends' "Friends" tab * The game browser has two
new filters: Show Passworded games, and Show All Regions (both off by
default) * Added "Test Ping" to the Skirmish menu, which will simulate
in game traffic volume (based on number of players) for 5 seconds. This
will help players find problematic network connections before getting
into a game * Color coding on pings in skirmish lobby. When a ping is
greater than 400 it will be yellow, and when greater than 500 it will be
red * Games list in the games browser can now be sorted on each column *
Cybran and Illuminate air factory veterancy fix: factories now
calculate veterancy rate correctly * Fix to ACU not firing after
activating its reclaim beam, while issuing a move order * ACUs can now
be attacked while under water * Air units are no longer damaged if they
fly over an activated Magnetron
-Balance and Tuning- * UEF
P-Shield shield Health increased by 25% * Universal Colossus can now
also be unlocked by researching the Urchinow * Overcharge cooldown
increased to 35 seconds. Was 25 * Transport build costs increased by
50%. Reduced Health to 4000. Was 4500 * Darkenoid primary beam weapon
Damage increased by 50% * Cybran Air Radar, Cybran Air Vision,
Illuminate Land Vision, UEF Air Vision, UEF Land Radar, UEF Naval Radar
and * UEF Naval Sonar research all reduced by 1 Research Point *
Illuminate ACU Radar boost increased to +175%. Was +100% * UEF ACU Radar
and Vision boosts increased to +150%. Was +100% * UEF Fighter &
Bomber shield Health decreased to 175. Was 200 * Gunship Speed reduced
to 6. Was 8. Shield Health decreased to 150. Was 600. Build Time
increased to 27. Was 24 * UEF ACU Artillery research cost increased to
6. Was 4. Damage Radius reduced to 5. Was 6 * Cybran mobile artillery
Movement Speed reduced to 2.8. Was 3.2 * Cybran Carrier build cost
reduction of 33% added * All factions' ACU AA upgrade Damage increased
by 25% * Airnomo cost decreased 10%. Health increased to 13,000. Was
10,000. AA damage increased 50%. Direct Fire damage decreased 50% *
Cybran Battleship AA Damage reduced by 40% --Update 4-- -Fixes and
Improvements- * Space Temple beacon now has cool-down timer set to 30
seconds before it can be moved. * Anti-nuke fix: Anti-nukes will never
fire more than one anti-nuke off at a single enemy nuke. * Fixed sorting
issue with password entry overlay, remaining background is now grayed
out. * Non-host Gamer-tags now displaying correctly in multi-player
lobbies. * LightFX enable/disable added to the advanced video options
(for Alienware setups). * Fixed bug where bringing the in game score
would error out when observers were present. * Fixed start position
images on the skirmish menu. * Added color codes for the ping numbers. *
Updated chat team chat text format. Team text now cycles when the check
box status changes instead of when text is sent. * Overcharge was
incorrectly being affected by ACU Training 3. It no longer is.
-Tuning and Balance- - Cybran/Illuminate Mass Fabs * Changing
prerequisite for Cybran Mass Fabricator to Shield Generator. *
Increasing Illuminate Mass Fabricator Research cost to 6 RP.
-Space Temple range- * Increasing Space Temple range from 500 to 700.
-Artillery- * UEF Artillery RP reduced from 8 to 6. Cost reduced to
800m/2800e. * Cybran Artillery RP reduced from 9 to 8. Cost reduced to
750m/2750e.
-Transports- * Reducing Health from 4000 to 3000. * Increased Energy cost from 430 to 600. * Decreased Regen from 11 to 5.
-Kraken Torpedo DPS- * Increasing damage from 50 to 200. --Update 5--
-New Features- * Ranked 1v1 System! (see below for a detailed
explanation of this new system) * Ranked Challenge System (see below for
a detailed explanation of this new system) * Unranked Quickmatch (see
below for a detailed explanation of this new system) * Map Pings - Added
three different kinds of map pings for team play. F5 issues a generic
alert to your teammate at a specific location, and it appears as a
yellow arrow when zoomed in and a yellow animated ping indicator in
strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is
Attack ping, and it uses a red indicator. Color coded arrows will appear
on each edge of the screen where your teammate has placed one of these
for you to view * Multi-player lobby ready-up checkboxes will now
"uncheck" any time a host changes the settings * Changes to multi-player
lobby exclusions, game-type, etc. will show up in the multi-player
lobby chat box when the host makes changes * Voice icons display next to
each player in the multi-player lobby allowing the user to mute
individual players * Menu version number a?" The game now displays a
version number on the Main Menu. The versioning has been adjusted at
this update to 1.10 to accommodate future updates * AI now starts as a
random faction
-Fixes- * Cheating fix: Closed a loophole in the
code that allowed some players to enable limited cheats * Fixed rare
crash if player gets kicked out of the lobby and submits chat text *
Fixed rare crash when player hits the enter key in the Skirmish menu *
Fixed replacing ready kicked player with AI causes the AI options to be
locked * Fixed inability to join DLC map games if you don't have the
pack as a client
-Tuning and Balance- * UEF Assault Bot Research
cost decreased from 4 to 3. * Cybran Battleship Range reduced from 128
to 115. * Cybran Destroyer Energy cost increased from 500 to 650. * ACU
Training bonus reduced to +25% per level. * Soul Ripper II Anti-Air
Damage reduced by 50%. * King Kripter, Colossus and Cybranasaurus-Rex
Health and Damage increased by 35%. * Cybranasaurus-Rex Range increased
from 22 to 32. * Wilfindja Speed increased from 3.6 to 4.6. * Gantry
build time reduced from 120 to 100 seconds. * Pulinsmash weapon range
increased from 50 to 100. * Darkenoid Health increased from 20,000 to
27,500. * AC-1000 primary weapon damage blast radius increased from 1.5
to 3. * Cybran Air Rate of Fire boost Research cost increased from 3 to
5. * Bodaboom Health boost increased from +20% to +30%. Aura radius
increased from 20 to 30. Added a +200% regeneration bonus. * ACUs are
now repaired 150% slower. * Increasing ACU storage size to 15. * UEF
Submarine weapon range increased by 50%. Movement speed reduced from 6
to 5.25. * Structure bubble shields now take twice as long to come back
online. * Anti-Air Tower damage increased by 25%. * ACUs and Engineers
now get a Sonar range equivalent to their Radar range. * ACU/Escape Pod
Experience value increased to 7500. * Gantry Experience value decreased
to 1250. * UEF/Illuminate Mass Convertor Experience value increased to
750. * UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
* Fighter/Bomber Experience value decreased to 250. * Transport
Experience value increased to 750. * UEF Fighter & Bomber Experience
value decreased to 200. * UEF/Cybran Battleship Experience value
increased to 1500. * Cybran Destroyer Experience value increased to 750.
* UEF Submarine Experience value decreased to 150. * King Kriptor,
Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value
reduced to 3000. * Cybran Intel Add-on Vision radius is now correctly
set to 75. * Fixed an issue with Cybran tactical missiles that prevented
them from hitting a target if it was really far away. * Illuminate ACU
Teleport time reduced from 10 to 6 seconds
-Known Issues- *
Translation for the Ranked Games Interface in European languages will be
in our next update --Update 6-- -New Features- * New AI categories are
now available via the Skirmish or Multi-player lobby menu: * Air:
Focuses on Air units. * Land: Focuses on Land units. * Rush: Focuses on
large amounts of land units and less on defense. * Balanced: Balanced
between Land and Air. * Naval: Focuses on Naval units. * Turtle: Focuses
on defenses and Experimentals. * Random: Chooses one of the above based
on various factors. * Added the Steam avatar for each player on the
multiplayer summary screen: This will let players click on the avatar
image and access that player's Steam profile. From there, they can add
that player to their friends list if they've had a good match * Added
Mic Icons display in game when bringing up the in game score menu (F2)
allowing players to mute individual players
-Improvements- *
Added anti-cheating code that will detect modified lua files and prevent
playing with unmodified users. This also prevents achievement and
leaderboard updates. Still permits playing with others who have
identically modified their games. * Disconnections in Ranked: The game
now tracks the number of disconnects a player has during Ranked 1v1
matches. If you exceed a certain percentage of disconnects to games
played, they will count as losses instead of wins. - AI Improvements: *
The AI will no longer get stuck in its startup build sequence if rushed
or if there are build restrictions in place. * The AI will choose an
appropriate archetype based on unit restrictions. * If a unit type is
restricted the AI will act as though the unit does not exist in the
game. * AI will now group units based on their target enemy's threat. *
AI will now group experimentals based on their target enemy's threat. *
If the victory condition is Assassination we are artificially inflating
the Neural Net data to make attacking the ACU more desirable for both
Land and Air units. * AI can now respond to being attacked my Nukes or
Artillery, even if it cannot see where it is coming from. * Fixed a bug
where threat build conditions were not being used. * The AI should no
longer attempt to send attack platoons to unpathable areas. * The AI
will hold back units until it thinks it has enough to make a push based
on defensive intelligence. * Fixed an issue where the AI would
constantly pull units back to attack an expansion base instead of
pushing forward. * The AI will no longer build more than 3 transports
unless it has land units and it is not a land map. * Added AI response
to make a land AI get land unit AA upgrades if the enemy has air units. *
The Naval AI will not build more than 3 subs unless the enemy has
Naval. * If Research is disabled the AI will not build research
facilities. * The AI will add a small amount of threat to all enemy
start locations so it knows where to find them. * Platoons will try to
only attack areas where they think they can do enough damage before
dying. * The AI will react to enemy TML, artillery, or Experimentals by
building more shields and placing them closer together. * The AI should
send a more appropriate number of units based on enemy threat. * AI will
build and use Mass Convertors. * If the closest enemy to the AI is a
lot weaker than the other enemies the AI will focus on the weak enemy. *
The AI's air units will wait longer before re-evaluating which target
to attack. * The AI's NUC will now check for pathability before firing
units. * The AI's Nuke Launcher will now check for pathability before
firing. * You can now select which AI type you would like to play
against from the dropdown in the game lobby (random is still an option).
* AI will build factory shield upgrades more often, not just when the
enemy has air. * Factory upgrades now have a threat value. * AI should
react better to an enemy having nukes. * AI will not build research
stations if it already has everything researched. * AI will not build a
mass convertor until it has enough energy to convert. * Added bigger Air
and Land platoons. * When a build item has a resource type of All the
AI will use Slush first. * Added build conditions to check for current
target enemy threat. * AI air scout platoons will now path around threat
as much as possible. * Mass convertor research is now a higher priority
for the Turtle AI. * Changed some threat evaluation when deciding where
to attack. * AI will build fewer MMLs and Mobile Artillery. * Added a
new function to store the victory condition for the AI. * When an AI
unit dies it will add threat to the instigator's location to warn other
units. * Added some anti-turtle measures. * Fix for units that were
built outside of the AIs base not being used. * Fix for AI not using its
full base radius. * Land AIs on Island maps should build Air factories
to build transports. * AI should send platoons when it is at unit cap,
no matter what. * AI will space out naval factories more to prevent
blockage.
-The Ranked maps have been updated to- * Markon Bridge
* Clark Training Center * Coalition Ship Yard * Arctic Refuge * Open
Palms * Finn's Revenge
-Fixes- * Fixed units arriving from Space
Temple teleport immunity to Magnetron effects * Fixed Engineer
pathfinding in crowded conditions * Fixes for occasional crash if Client
disconnects at the same moment Host launches Ranked game * Fix for
Crash / Soft Locked: Players can get soft-locked in the 'Starting Game'
screen if other players disconnect when matchmaking begins 'Starting
Game' * Backspace will reveal all characters in the edit box when you
have more characters than the visible section
-Tuning and
Balancing- *Capturing units now provides the same experience as killing
them --Update 7-- -Fixes- * Fixed an issue where air transports failed
to drop units in campaigns --Update 8-- -New Features- * Added a warning
dialog when a player accesses multiplayer with modified data * Adjusted
exploit handling for research during game initialization * Adjusted
exploit handling for hotkey-triggered commands * Land AI will default to
Air factories faster on non land maps * AI will build units from
factories that are outside its primary base radius * AI platoons will
loiter less and instead attempt to move to the best possible place to do
damage * The starting base locations will now generate less econ threat
to the AI causing the AI to more aggressively target buildings outside
the starting base locations * The AI will more quickly respond to
attrition, and retreat appropriately
-Fixes- * Fixed a potential
crash encountered when entering the game summary screen with an AI
present * Fixed an issue where the AI could repeatedly queue the same
unit (especially transports) * Cybran AI will now properly research
naval walking --Update 9-- -Balance and Tuning- * Mobile Artillery
Damage Radius decreased to 5. Was 6. Cost increased to 54m/120e. Was
50m/115e. * Long Range Artillery Damage Radius increased to 6. Was 3. *
Cybran ACU TML Damage decreased to 200. Was 400. * UEF ACU TML research
cost increased from 3 to 5. Damage reduced from 200 to 120. * Cybran ACU
Anti-Air research cost increased from 4 to 6. * UEF ACU Anti-Air
prerequisite changed to Health II. * UEF ACU Range boost reduced from
+50% to +25%. * UEF ACU Damage research cost increased from 3 to 4. *
UEF ACU Health research cost increased from 2 to 3. * UEF ACU Artillery
research cost increased from 6 to 7. Rate of Fire decreased from 0.3 to
0.2. * Kraken cost decreased by 15%. * Wilfindja cost decreased by 15%. *
Speed Reducing Mega Armor now uses Damage reduction instead of
increasing Health. Reduces damage by 50%. * Illuminate PD shield upgrade
Health increased to 1000. Was 800. * Illuminate AA shield ugprade
Health increases to 950. Was 750. --Update 10-- -Fixes- * Fixed a crash
when performing a game save on Campaign mission 17, a??Surface
Tensiona??. * Fixed UI exploit allowing ACU duplication. * Fixed a
skirmish/multiplayer crash when AI was attempting to use a Space Temple
that had previously been destroyed. * Fix for AI hangup while targeting
for Artillery and Tactical Missile Launchers at extreme range. * Fix to
AI withholding resource reservations for construction units that have
died. * Fix for AI factories getting stuck not building. * Fix for rare
game crashes related to the AI resource manager.
-Improvements- *
Introducing the new advanced a??AI Overlorda??. * The AI Overlord can
now direct multiple AIs in team-wide attacks and defenses against
priority targets and threats (Easy AI will not participate in Overlord
operations). * The AI Overlord can merge disparate AI platoons for game
operations (Easy AI will not participate in merged platoons). * Added
Main Menu buttons for viewing the ranked Leaderboards and the Global
Chat Room. * AI can send and respond to distress calls from nearby AI
allies. * AI can notify AI allies about priority threats such as Nukes
and Artillery. * AI will now perform evasive maneuvering in close combat
to mitigate damage from unguided munitions (micro). * AI will now
redistribute excessive resources from the a??Slush bucketa?? late game. *
AI improvements in evaluating potential Landing Zones. * AI can now mix
Experimentals with Conventional units into platoons on creation. * AI
now considers mixed group strength when dispatching attack groups. *
Added larger AI platoon sizes to accommodate mixed platoons. * AI will
now build transports sufficient to handle extended mixed platoons. *
Engineer platoons will now use Route threat checking when finding a
place to build mass extractors. * Lowered Engineer extractor platoon
threat threshold. --Update 11-- -Improvements- * Skirmish Save/Load.
Skirmishes can now be saved in game using the Menu > Save Game
Function. Skirmish saves can be loaded while in a skirmish game or from
the main menu under Skirmish > Load Saved Game. * Players who have
been eliminated in a skirmish or multiplayer game, but have remaining
allies that are all AI, will be set as an observer will full map view,
and may exit normally at their discretion. * AI Engineers and Land Scout
platoons will now execute optimized pathing (performance improvement). *
A user friendly version number will now be shown at the top of replay
files. Replays that do not have the matching version number of the build
will generate a "failed to load” message. * The default folder for save
games, replays, screenshots and log files has been updated to My
DocumentsMy GamesSquare EnixSupreme Commander 2. * Added redundant
checking on games returned by Steam in matchmaking. This check ensures
that the game fits within the filters specified for Steam. Previously
old data could be called when rapidly narrowing a search. * Illuminate
Bodaboom aura range now displays as a weapon range.
-Fixes- *
Fixed condition where the first player leaving a multiplayer game would
stop automated replay recording. * Further refinement of search
filtering for ranked. It was possible that someone could join a ranked
game because they met the criteria when they initiated the search, but
then narrowed their search and no longer met that criteria. We now check
for this case and reject the connection. * Fix for most common case of
players getting in an unable to join state when closing a multiplayer
game from a lobby. * Artillery Weapon Range boost will now correctly
affect Long Range Artillery, increasing its range. * Fix for AI
violation of Research build condition. * Fix for AI not building enough
research stations. * Fix for AI not building enough factories late game.
* Fix for Naval AI not building a Naval factory at all, and for
secondary condition of not building them outside its starting base
location. * Fix for uncommon case of units not doing anything when
running away. * Fix for AI Land platoons not running away. * Fix for AI
not properly utilizing the Noah Unit Cannon and Carriers for building. *
Fix for Defensive builders going to the wrong task state when they fail
to find a build position.
-Balance and Tuning- * Engineers will
no longer circumvent assist mitigation when ordered to assist open
ground. * AI has improved seeking/hunting capability against hidden
commanders. * AI will only build Artillery/TML in their base if they
have enemy structures in range. * AI will build more generators after
they have a Mass Converter (or the research for the Cybrans). * AI will
normally only build shields in their bases when there are structures
there to protect. * AI will not build excess mass extractors. *
Illuminate ACU Energy Income Boost research decreased to +200%, was
+300%. Decreasing Mass Income Boost to+250%, was +400. * Decreased Rate
of Fire on Illuminate flares by 33%. * Added a 25 second rebuild time
when the Proto-Brain is destroyed. Added a Cybran Proto-Brain crash
damage of 2000. * Increased minimum radius on Long Range Artillery to
150, was 50.
-Known Issues- * Replays cannot be created from a
game that has been loaded from a Skirmish save, the UI does not
currently reflect this. Although it appears to save, it does not, and
the "Replay LastGame” feature will actually play the last valid replay.
--Update 12-- -New Features- * Added AI Custom Options menu to allow
fine control of each AI's Core Strategy, Build Speed, Resource Income, *
Veterancy, Intel, and Target preference. * The pre-order maps Emerald
Crater, Iskellian Coast, QAI Prototype Facility, Seraphim VII Site, and
Weddell Isle are now available to play for all players. * Added a Cybran
Mass Convertor structure, unlocked via the research tree. * Added "No
Artillery Structures” to game exclusions list. * Added "No Mass
Conversion" to game exclusions list. * Added shield range ring
indicators both during placement and on mouse-over. * Added factional
shield coloring, and quicker impact effects to improve overall
visibility and feedback. * Added a keybind to turn the UI and all
associated in-game clutter on and off for screenshots and movies:
Ctrl-U. * Updated the current ranked season to season 2
-Balance- * Increased Mass Convert cost to 2500e and income to 250m. *
Increased Mass Convert cooldown to 10 seconds. * Killing enemy units
will now generate 25% less Research. * Illuminate Rogue Nanites heal
decreased to 5,000. Was 10,000. * Illuminate ACU Shield health decreased
to 12,000. Was 15,000. * Illuminate ACU Teleport, Damage, Rogue Nanites
and Personal Shield upgrades each increased by 1 RP. * Illuminate Rogue
Nanite's range increased from 10 to 15. * Cybran Battleship range
decreased to 90. Was 115. * Cybran Kraken health and damage increased by
50%. Weapons no longer prefer unique targets. * AI veterancy cheat buff
is now an increased vet rate, rather than free levels. * Illuminate
Point Defense cost increased to 200m/440e. Was 190m/420e. * UEF P-Shield
health increased to 600. Was 400. * Nuke cost increased to 1000m/4000e
for each projectile. Was 750m/3000e. * Mobile units that are hunkered
will no longer be affected by the magnetron.
-Fixes- * Fix for
being able to assist an engineer assisting a factory and bypassing the
build speed reduction. * Fix for being able to have UEF Pgens assist an
engineer assisting a factory and bypassing the build speed reduction. *
Fix for being able to have UEF Pgens assist an engineer assisting a
factory and bypassing the range check. * Fix for AI not sending early
attacks. * Fix for Air units not accepting multiple destruction part
meshes in their blueprints. * Fix for AI ACU going back and forth when
there are enemies nearby. * Fix for AI not using the Noah Unit Cannon. *
Fix for units getting strung out along cliffs. * Fix for units that
have queued move orders pathing weird after using an ability. * Fix for
beam weapons not turning off when units were loaded onto transports. *
Fix for Hover units not triggering properly when killed. * Fix for UEF
Long Range Artillery not being able to fire at their upgraded max range.
* Fixed Sonar Radius buffs to work like Intel Radius buffs. * Units
that are dropped from a transport will no longer infinitely loop their
move ambient sound. * Fix for AI units trying to climb hills. * Fix for
UI-based ACU duplication exploits. * Fix for replay files not closing
properly under rare circumstances. * Fix for Platoon position being on
unpathable terrain and screwing everything up for the AI. * Fix for
units being teleported when dropped from a transport over invalid
terrain. * Fix for the wrong leader being selected for Air units. * Fix
for GPNav group leader selection. Agents are eligible to be the group
leader only if they are close enough. * Fix for units that have queued
move orders pathing weird after using an ability. * Fixed resources
getting refunded for units that have completed building and are
cancelled with the stop command. * Fix for units getting stuck against
walls if they started out moving via steering only (no flow field). *
Fix for naval units not receiving commands outside the playable
rectangle. * Fix for some air units in a group slowing way down. * Fix
for crash when issuing guard on the ground. * Fixed a version number
crash when loading a saved skirmish game. * Fix for crash when loading a
save game while a unit is jumping. * You can no longer send air units
through an enemy Space temple beacon.
-Improvements- * When we
buff a unit's max health we now set the units health percentage to the
same as it was before the buff was applied. * Removed the visual effect
on other units from the Bodaboom and Universal Colossus to improve
performance. * Increased Bodaboom buff check time to 8 seconds and
Universal Colossus to 6 seconds to improve performance. * Changed the
Bodaboom range circle to match the Bodaboom's buff range. * Attempting
to join a game when you have modified files and the host does not (or
vice-versa) will fail with a warning message. This is true for joining
through the game browser or by receiving an invite. * We now disable
collisions on units while they are in a transport. * All Air to Ground
and Ground to Air projectiles will no longer collide with each other. *
Units that die while jump jetting will fall like air units. * Anti-Nukes
will now show the proper Available/Max numbers when you hover over the
build AntiNuke button. * Made path requests NOT immediately reset from
cost stamp collisions. * If you lose and have a human ally that is still
alive, you can no longer hear sounds from enemies under the Fogof War
and can no longer see decals created under the Fog of War. * We no
longer remove units from their group when issuing ability commands
(except in special cases). * GPNav now allocates all the memory it will
require for Integration Fields at the start of the game to improve
performance. * Jump jetting units will now adjust their flying height to
avoid colliding with terrain. * Reduced the effect ambient sounds have
on the game's framerate. * Improved 'should dodge' logic so if your push
class is less than, then you should dodge. * Improved 'pass through
walls' handling so battleships don't get pushed onto the shore. * If a
unit cannot move as fast as the group, then the unit's speed bonus max
is 15% instead of 50%. * Fixed air units group speed calc, so its not
just the leader speed.. its the speed vote, just like land units. *
Illuminate Flare effect updated. Now less expensive, added an on ground
impact effect. * UEF Disruptor Station Activation Effects. Bigger for
better player feedback. * Illuminate Electroshock beam and impact
adjustments. * Illuminate Radar Overdrive, added activation effect. *
All faction scaffolding effect LOD adjustments. Better player feedback
at further LOD range. * Tri-armor buff effect. Now better looking and
less expensive. * Reclaim, Capture, Repair, Build effect LOD adjustment.
Better player feedback at further LOD range. * All Faction Unit destroy
LOD adjustments. Better player feedback at further LOD range. *
Experimental Unit weapon effect LOD adjustments. Better player feedback
at further LOD range. * LOD update on unit upgrade, build bonus,
overcharge, mass convert and hunker. Better player feedback at further
LOD range. * Changed text for shield restrictions to imply structures
only.
-AI- * AI will now use path markers for attack and
scouting. * AI will build additional radar away from its base. *
Magnetron will now look for targets in a radius around itself, rather
than the base it is assigned to. * AI will now build the Cybran Mass
Convertor. * AI will build more than 1 mass convertor, if needed. * AI
will now prioritize getting the Mass Convertor research if it has a high
amount of energy stored. * AI will no longer mass convert when it has
enough mass already. * AI will now build more Pgens when Mass Convertor
is researched, rather than waiting for it to be built. * AI will use the
buffer size to check for blocking terrain (via GPNav) before building a
structure. * AI will try not to nuke its own units. * Improved AI
research paths. * Removed Radar and Vision cheat buffs from the AI. *
Added Naval Neural Net. * Updated the Neural Net data based on several
hundred new simulation sets. * AI will wait until it has a mass
convertor before going nuts with Pgens. * Land, Balanced, and Rush AIs
will put a higher priority on getting an Air factory if they can't reach
an enemy by land. * AI ACUs will no longer build Naval factories. This
will be handled by Engineers. * The AI will once again use the
Illuminate Space Temple. * Adjusted AI platoons to prevent the AI from
stalling when hitting unit cap. * AI can now use Naval units to guard
its base. * Guard base platoons will now guard a wider range. * AI will
build more engineers per expansion base. * AI will only build up to 10
research facilities. * AI will take mass fabricators into account when
looking at income/spending ratio. * AI will build Gantries in expansion
bases more. * Improved AI Nuke/Anti-Nuke behavior. * AI platoons will no
longer Jump Jet or Teleport unless at least 75% of the platoon can make
the move. * Platoons that the AI wants to run away will now clear
previous commands. * AI Neural Nets will now check to see if an enemy
unit's shield is active when performing threat evaluation. * AI units
will no longer run to deactivated bases. * AI will now use carriers
appropriately again. * Added a new function to the Platoon class to get a
platoons shortest attack range. * Micro distance is now based on the
Platoon's shortest attack range. * AI will now do a quick pathable check
when looking for places to build. * Engineers will no longer look for
things to reclaim or units to repair while attached to another unit.
-Known Issues- * Replays from previous versions will not function with
this version. * Skirmish Save games from previous versions will not
function with this version. * Campaign Save games from previous versions
will not function with this version. Campaign progress (unlocks) will *
still be preserved, however. * When exiting a multiplayer game or
skirmish before victory conditions have been met, there is a 10-second
window during which replays will not save. The temporary workaround is
to wait 10 seconds before pressing the "save replay" button. --Update
13-- -New Features- * Build mode can now be accessed while holding
shift. * Added Safe and SafeMode command line options as a better
alternative to resetting monitor resolution - Using one of these options
will start the game at 1024x768@60hz in fullscreen and allow the player
to change his options to something else after the game loads. * Added
build mode hotkey for Cybran Mass Convertor. Removed Ctrl-M key mapping
for old Cybran mass convert ability, which no longer exists and was
causing a crash. * By popular request, reset Season 2 ELO ratings. *
Quitting a game will stop the replay from recording immediately
-Fixes- * Fix for targeting units under the influence of world forces
(ie Magnetron). * Fix for units becoming unrepairable. * Partial fix for
selected groups of units not all Teleporting or Jump Jetting when given
the order. * Fix for Space Temple cooldown being activated even if the
beacon was not placed. * Better handling for units getting stuck in a
position when they try to reclaim something directly underneath them. *
Fix for ACU/engineers going on a walkabout when trying to build
something that overlaps with their current position. * Fix for some
factories and engineers getting XP for killing things when they should
not. * Fix for units colliding with terrain when boarding a carrier. *
Fix for not adjusting a units health when it recieves a MaxHealth buff
on non-DLC side. * You can no longer use the Magnet Pull, Magnet Push,
or Pullinsmash ability while No Rush is active
-AI- * Fixed up
AI platoon templates. * Fix for AI platoon sizes. * Fix for AI platoons
"dancing around". * The AI influence map decay rate for mobile units has
been lowered. * Fix for AI building too many Mass Fabricators. *
Adjusted how much mass a Mass Convertor adds to the AI's Resource
Manager. * AI will only build 1 ProtoBrain. * AI will attack ACUs more
in Assassination mode.
-Known Issues/Under Investigation- *
Pre-1.21 Replays will not function with 1.21. * Teleporting/Jumpjetting
group fix only partially implemented. * Memory Management and allocation
optimizations. * Desynch related to VTOL aircraft. --Update 14--
-Features- * Greatly Improved AI handling of NoRush games. * Full fix
for jumping/teleporting groups of units and only half of them getting
the order. * Addition of the command line option /reverserightclickmode,
which changes the default right-click action to move the selected group
to a destination ignoring formation rules. Ctrl-right-click will force
the group to use a formation while travelling. * Air units now move
consistent speeds whether grouped or ungrouped. * Improved handling of
Engineers/ACU when trying to reclaim things beneath them. * The Cybran
ACU should no longer get stuck in an unrepairable state. * Artillery
should once again be able to target things it has had LOS on, but not
current radar. * Artillery can once again target structures under the
Fog of War that you have had previous intel on. * Units that do not earn
XP from combat are no longer able to consume awarded XP if they get the
kill. * XP that was improperly awarded in the above case is now
properly awarded to valid recipients. * Performance improvements by
adjusting all buffs that are AoE buffs over time to Refresh instead of
Replace
-Fixes- * Fixed a crash that occurred when using AI on
certain maps such as Treallach Island and Desolatia. * Fixed an issue
where players would revert to the old research tree in DLC matches when
joining via a steam invite. * We now prevent players from joining
lobbies through the Friends tab or through Steam invites when they do
not match the Host's DLC setting. Players will now receive the following
error message "Unable to join the game. DLC status mismatch with
players in the lobby. The DLC can be enabled or disabled on the main
menu" * Fix for platoon positions being over terrain that is invalid for
some units in the platoon. * Fix for replays ending when a player
prematurely quits the game or loses connection. * Fix for circumventing
the cost of the Bomb Bouncer's charge ability and the Illuminate
Electroshock ability. * Fix for Cybran ACU not getting experience under
certain circumstances. * Fix for Cybran build bots hanging around if an
engineer dies while building something. * Fix for Colossus not having a
teleport effect. * Fix for Rogue Nanite range for real this time.
-AI- * Fixed an issue in the Noah Unit Cannon task. * Fix for 1 AI
building so fast that it prevents other AIs from building at all. * AI
will no longer try to create expansion bases while No Rush is active. *
AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try
to fire them while No Rush is active. * AI will build some experimental
structures in expansion bases. * Hardened code for queuing build orders
from the AI. * Improved AI expansion finding. * Fix for AI Nanites
trying to repair things under construction. * Fix for AI building too
many Rogue Nanites. * Fix for AI bases trying to include Mass extractors
that the AI won’t build on. * AI will now look further for expansion
bases to accommodate larger maps. * Fix for AI wasting tons of mass on
nukes. * AIs will try not to step on each others’ expansion bases. * AI
Engineers in expansion bases will not patrol as far away. * More AI econ
tweaks. --Update 15-- -Fixes- * Hotfix for a crash issue with 1.22.
--Update 16-- -New Features- - The Infinite Build Queue * In the launch
version of Supreme Commander 2, you immediately paid for units and
structures when queued. With this patch, you pay for units when
construction starts. While it may sound like a simple change, it changes
the way you play the game and manage your economy. It allows you to
pre-plan your bases and unit queues beyond what you can afford with your
resources at any given time during a game. With this change, you need
to more carefully manage the build statuses of your Engineers and
factories, and be prepared to use manual pausing and unpausing, because
the least expensive units or buildings queued always get priority.
You'll also want to pay more attention to your incoming Mass and Energy
reserves so you don't have builders sitting around waiting for
resources. The patch also adds automatic management of Engineers and
Factory queues that are waiting for resources to become available. If
you queue beyond what you can currently afford, units will automatically
wait and continue production when resources become available.
-Details as follow- * We now show the rebuild bonus outline, even if you
do not have the resources to build the item. * Added two new keybinds:
Ctrl-Shift-P: Pauses all construction units, Ctrl-Shift-U: Unpauses all
construction units. * When you pause an engineer or factory they will
continue building whatever they are currently building (you already paid
for it anyway), but will not start another build task until unpaused. *
No more yellow outlines when building. * If they can afford the unit
when the command is issued, they will pay for it right away and move to
build. * If they cannot afford it when issued they will move to the
build site and wait until they can afford it.
-Fixes- * You can
no longer see friend ranked lobbies in the Friends tab. * Fix for
Illuminate air units not settling back into a formation after
teleporting. * Factory addons no longer have a collision volume, to fix
the issue where you cannot damage a factory because the projectiles are
colliding with the addon, which takes no damage. * Fix for not being
able to dock the protobrain. * Fix for Blank map being shown if a player
plays a DLC game with one of the DLC maps and then tries to play a
non-DLC game. Instead, we will defualt to the first map in the list. *
Fix for some units not hitting the Seabed when sinking. * Fix for ACUs
continuing to shoot when an attack is interrupted by a
build/reclaim/capture/repair order. * Fix for ACUs losing the ability to
attack if a reclaim order is interrupted as the ACU's build arm is
being oriented. * Fix for the Cicada hiding enemy units from allied
armies. * Fix for crash when trying to save a skirmish game. * Fix for
instability issues discovered with the Noah, Ejected head. * Fix for
refund amounts being incorrect if you Ctrl-K a factory that has a large
amount of the same type of unit queued. * Fix for refund amount being
incorrect if you removed chunks of units from the build queue via
holding Ctrl or Shift and right clicking.
-Balance- * Shotja:
Reduced Health to 800. Was 900. Reduced Turn Ratio to 90. Was 270.
Weapon Turret rotation range reduced so that it can only fire in a
narrow arc forward. * Loyalist: Reduced Build Time to 20. Was 21.
Reduced Mass Cost to 40. Was 42. * Cybran Jump Jets: Reduced Land Jump
Jets RP cost to 6. Was 7. Increased Land Jump Jet Range RP cost to 4.
Was 3. * Research Convertor: Reduced Mass cost to 275. Was 300. Made
Research Conversion ability cost 275 instead of 300. * Quantum Floating:
Reduced Quantum Floating RP cost to 9. * Naval Jump Jets: Reduced range
to 90. Was 110.
-AI- * Adjusted when the AI builds extra mass
convertors. * The AI will not build more than 1 proto brain on the DLC
side, to match non-DLC. * Fix for AI Naval units sitting in base and not
attacking. * Fix for some Guard base platoons getting stuck. * Fix for
units being able to capture something they lost intel on. * Units that
the AI knows are dead will be removed from the influence map to fix the
case where an AI thinks there is a nearby threat when the only nearby
threat is a unit slowly sinking. * Fix for AI building stuff in a
player's starting location (for real this time) this will not stop an AI
from building a Mass Extractor in the base, however. * Fix for AIs
getting stuck because they have two bases that overlap each other. * Fix
for AI scout platoons getting stuck on Seton's. * Fixed the neural net
learning function so that it feeds the network forward before back
propagating. * Fixed the AI's last stand distance for defensive points. *
Updated AI neural net data. * Fix for mixed groups of air units having a
portions of the units fail to attack when given a Form Attack order. *
Fixed the AI handling of reclaimable mass around the base so that is
uses the same search range as the task. * Fix for AI's getting stuck
trying to clear an expansion base that an AI ally has already taken
control of. * Platoon micro now prevents platoons from getting stuck
while being shot to bits