Fixes and Improvements: Mass Extractor Veterancy – Securing and protecting mass deposits is now vital to mid-term and long-term gameplay. Base unit cost and base Mass output has been reduced to half of the previous values. Mass Extractors will slowly increase in effectiveness as they accumulate veterancy until at 18 minutes they double their effectiveness.
All units built at Land Factories have had their visual scale reduced by 25%.
Players are now able to see the health value of enemy units.
Fix for veterancy bar not displaying properly.
Fix for Illuminate teleport ability overwriting the transport ability.
Fix for Air units not receiving their LOS buff after being built.
Fix for Pullinsmash ability remaining active when placed in a transport.
Fix for some abilities to be activated more than once if activated very quickly.
Fix for redirector not redirecting nukes if the launcher was previously destroyed.
AI: Updated the way the neural networks train. Integrated new neural network dataset.
Improved AI’s use of transports
Fix for AI bases not realizing their extractor spots were full.
AI is now able to build on floating islands and mesas again.
Fix for AI trying to expand to areas it cannot reach.
Fix for scouting positions that were under water.
Scouts will try to avoid defenses more.
Fix for AI engineers trying to reclaim something it cannot path to.
Fixes for AI microing.
Fix for AI determining a platoon's min firing range.
Neural platoon code cleanup.
Fix for AI not building Aegis.
Fix for AI not scouting with land when it has an air factory, but no air units.
Changed the way the AI counts the number of air attack units it has.
Adjusted when the AI will build a radar in an expansion.
Changed the rate at which threat from mobile enemies decays.
AI platoons will now take threat into account again.
Added ability to adjust AI aggressiveness.
Networking Improvements: If a player in the lobby does not have a connection to you a red ! will appear as their ping.
Adjusted max packet size to use Steam's max packet size.
Removed redundant pending connection cleanup.
If Steam reports any connection error, other than timeout, we will close the connection and log it. If the reported error is a timeout we log it and ignore it. Networking will handle the timeout at this point.
Fix to the connection adaptor when it transitions to a resting state.
Ranked matches that desync will now immediately end and be counted as a disconnect.
It will now cause the game to desync if a player modifies memory to give them free research items.
Army research data is now part of the sim checksum.
Patch 1.26 Pt.2
Balance Improvements: Factory experience value increased from 1000 to 1250.
Gantry experience value increased from 1250 to 1750.
Factory TML upgrade now prioritizes structures over mobile units.
Cybran Executioner Class movement speed reduced from 5 to 4. Minimum range of 20 added.
Magnetron cooldowns increased from 30 to 45 seconds.
C-Rex health increased from 51300 to 60000.
Intellitron health increased from 1500 to 2000. Cost decreased from 90m/300e to 80m/275e.
Loyalist speed increased from 4 to 4.2. Weapon range increased from 17 to 18.
Executioner Class RP cost increased from 6 to 7.
Kraken RP cost decreased from 12 to 10.
Sea Operations cost decreased from 8 to 7.
Naval Vision boost increased from 75% to 100%.
Structure Sonar RP cost increased from 1 to 2.
Intellitron RP cost reduced from 5 to 4.
Cobra RP cost reduced from 2 to 1.
Power Detonate RP cost increased from 4 to 5.
Land Regeneration effectiveness increased from 100% to 125%.
Land Health effectiveness increased from 20% to 25%.
Overcharge RP cost increased from 9 to 10.
Core Dump RP cost decreased from 4 to 2.
Illuminate Buhbledow build time decreased from 145 to 130. Cost reduced from 800m/2800e to 600m/2100e.
Harvog speed increased from 4 to 4.4. Weapon range decreased from 17 to 16. Cost reduced from 44m to 40m.
Wilfindja sonar increased from 60 to 150. Vision increased from 28 to 75. Health increased from 8000 to 10000.
Sooprizer now has radar stealth.
Quantum Floating RP cost reduced from 9 to 8.
Electroshock RP cost increased from 6 to 7.
Land Damage II RP cost decreased from 7 to 6.
Harvog cost decreased from 3 to 2.
Wilfindja RP cost decreased from 7 to 6.
ACU Range RP cost increased from 3 to 4.
Angler Torpedo RP cost increased from 3 to 5.
Core Dump RP cost decreased from 5 to 2.
Harvog AA upgrade damage increased from 8 to 10.
Weedoboth Scorch Bomb damage decreased from 25 to 20. Damage radius decreased from 3.5 to 3.0.
UEF Jackhammer health reduced from 40000 to 30000.
Poseidon movement speed reduced from 5 to 4. Minimum range of 20 added.
Mega Fortress cost increased from 1000m/3700e to 1100m/4000e.
C-230 Star King Extreme health increased from 10000 to 12500.
AC-1000 build time increased from 110 to 130.
UEF Land Factory Shield health increased from 6000 to 10000.
UEF and Illuminate Mobile AA health increased from 750 to 875.
Titan speed increased from 4 to 4.4. Weapon range decreased from 17 to 16. Cost reduced from 42m to 38m.
Transport Capacity increased from 10 to 15.
Land Build Time reduction increased from -10% to -15%.
Bomb Camera Duration RP cost reduced from 2 to 1.
Air Heavy Shield RP cost increased from 6 to 7.
Land Damage RP cost decreased from 5 to 4.
Sharp Shooter RP cost reduction from 3 to 2.
Jackhammer RP cost increased from 8 to 10.
Combat Engineer RP cost reduced from 3 to 2.
King Kriptor RP cost reduced from 11 to 10.
Poseidon RP cost increased from 5 to 7.
ACU Health RP cost decreased from 3 to 2.
ACU Damage RP cost decreased from 4 to 3.
Hotfix 1.25
+ Removed a resource generation exploit.
+ Updated Mac version compatibility.
Patch 1.24
Fixes and Improvements:
+ Increased lobby timeout to 8 seconds as an experiment, up from 4. This will increase matchmaker leniency, but may result in more shaky connections being permitted into games.
+ Save Game Load fixes. Rare broken save games from v1.23 should load correctly now.
+ Fix for illuminate Quantum Floating units sometimes not leaving wreckage, not firing off their death weapon, and not being able to fire their weapons when built on water.
+ Fix for ACUs not finishing their current project when paused.
+ Fixed UI based economy exploit.
Balance:
+ Adjusted vanilla tuning of Loyalists to match DLC.
+ Adjusted vanilla tuning of Cybran Jump Jets to match DLC.
+ Adjusted DLC tuning of Illuminate PD to match vanilla.
AI:
+ Fix for AI platoons being too timid.
+ Increased AI Prioritizing of enemy ACUs.
+ Fix for the AI researching items twice after loading a saved game or starting a game with all research unlocked.
+ Neural Net platoon fixes to salvo calculations. Should result in more persistent attacks.
+ AI will attack a non-targeted enemies area if they can't attack anything else
Patch 1.23
New Features:
+ The Infinite Build Queue (See supplemental announcement for details)
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.
Known Issues:
+ Save games in Skirmish and Campaign from older versions will not function in version 1.23. Campaign progress unaffected.
+ Replays from older versions will not function in version 1.23
+ Saving Skirmishes during the fire effect of a Jackhammer will invalidate the savegame.
Patch 1.23 Infinite Build Queue Specifics
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.
Build Queue details as follows:
+ 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.
Patch 1.22
Features:
+ Greatly Improved AI handling of NoRush games.
+ Full fix for jumping/teleporting formations 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:
Hotfix update 9/23: + Fixed a crash issue when triggering a skirmish save.
+ 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.
Patch 1.21
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.
Patch 1.20 Pt. 1
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.
Patch 1.20 Pt. 2
Fixes (continued): - 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 Fog of 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.