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Universe at War patch2 release notes


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#1 driph

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Posted 25 February 2008 - 08:13 PM

"But mister driph, the patch notes have been available in the local planning office for the last nine months."

"Oh yes, well as soon as I heard I went straight round to see them, yesterday afternoon. You hadn't exactly gone out of your way to call attention to them, had you? I mean, like actually telling anybody or anything."

"But the patch notes were on display..."

"On display? I eventually had to go down to the cellar to find them."

"That's the display department."

"With a flashlight."

"Ah, well the lights had probably gone."

"So had the stairs."

"But look, you found the notes didn't you?"

"Yes," I said, "yes I did. They were on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying 'Beware of the Leopard'."



Read on for the release notes for the upcoming Universe at War patch2.
Chris Ainsworth | www.driph.com/words
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#2 driph

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Posted 25 February 2008 - 08:13 PM

General/Gameplay Changes
  • Four brand new skirmish/multiplayer maps have been added:
    Washington D.C. (1 vs 1)
    Atlatea (1 vs 1)
    Arecibo (1 vs 1)
    Grand Canyon (8 players)
  • Atlatea, Arecibo, and Washington D.C. have been added to the Ranked game map rotation
  • Most Abnormal Game Exit crashes should now be a thing of the past (oh man am I glad to type that)
  • That occasional invulnerable walker thing? Fixed.
  • Walker hardpoints are now always customizable after loading a saved game
  • Camera distance increased by 22%
  • Map transfer support added (maps go in Data\CustomMaps)
  • Mod support added (full mod tools coming soon)
  • AMD driver and detection issues resolved
  • UI response time and behavior has been improved
  • DirectX 10 performance improvements
  • All shadows should now touch units’ feet
  • Miscellaneous AI improvements
  • Quick Match should now be more responsive when matching
  • Players can no longer modify their settings in a Custom session once the host has started the countdown
  • Outdated replays now appear in red to indicate that they were recorded with a different version
  • Replays no longer quit at the point another player leaves the game
  • Newly recorded replays should behave better in general (alternate universe replays should no longer happen)
  • The camera view can now be rotated via the keyboard (left and right arrows)
  • Removed 5 cows from Appalachia southwest starting area
  • Several Russian and Korean language audio/text fixes
  • General terrain and map beautification. Also, more crushing!
  • Civilian pathfinding optimized for better performance
  • The Inverter shield is now lowered upon being EMPed
  • Conquerors no longer pass through buildings while using Vortex
  • Masari Knowledge Vault upgrades are no longer cancelable by attacking the upgrade in progress
  • Altea’s Peace now shuts off Saucer foo behaviors
  • Allies can no longer be taken over by Mind Magnets
  • Phased units are no longer targeted by Mind Magnet
  • Avengers no longer spawn when Masari vehicles are uploaded by Vertigo
  • Vertigo can no longer upload other Vertigos in multiplayer games (the ramifications were just too confusing)
  • Midnight basketball league for at-risk youth added

Masari balance changes
  • Figments no longer require Knowledge Vault Tier 1 upgrade for production
  • Figment damage vs infantry increased by 50%
  • Figment damage vs vehicles, walkers and structures reduced by 60%
  • Figment health reduced by 15%, DMA pool reduced by 50%
  • Figment cost reduced from 55 to 50, and build time reduced from 50 to 45
  • Figment Light Mine damage vs infantry increased by 50%
  • Figment Light Mine damage vs vehicles and structures reduced by 30%
  • Peace Bringer Disintegrate damage reduced by 30%
  • Peace Bringer Tractor Beam range reduced by 20%
  • Peace Bringer Tractor Beam speed modifier reduced from 90% to 30% (Mirabel can now flee!)
  • Peace Bringer global damage increased by 50%
  • Peace Bringer range reduced by 40% in both Light and Dark mode
  • Sentry DMA Pool reduced by 50%
  • Skylord range increased by 18% in Light mode
  • Skylord damage vs vehicles and structures increased by 15%
  • Skylord price increased from 160 to 175
  • Disciple damage vs infantry reduced by 50% in both Light and Dark mode
  • Disciple damage vs vehicles, structures, and aircraft increased by 40% in both Light and Dark mode
  • Conqueror Light mode range reduced by 10%
  • Conqueror Light mode FOW reveal reduced by 10%
  • Guardian Turret FOW increased by 10%
  • Guardian Turret rate of fire increased by 10%
  • Knowledge Vault Tier 2 upgrade build time reduced from 100 to 85 seconds
  • Oracle range reduced by 35% in both Light and Dark mode
  • Oracle cost increased from 60 to 80
  • Oracle build time increased from 40 to 45 seconds
  • Oracle beam weapon min range increased by 10%
  • Sky Guardian price increased from 50 to 60 credits
  • Sky Guardian build time increased from 35 to 38 seconds
  • Sky Guardian upgrade price reduced from 75 to 50
  • Sky Guardian upgrade build time reduced from 50 to 40 seconds
  • Sky Guardian range in Light mode reduced by 15%
  • Sky Guardian min range properly set
  • Dark matter weapons now do 25% less damage vs dark matter armor.

Hierarchy balance changes
  • Gravitic Turret now has a minimum range of 40
  • Gravitic Turret price increased from 300 to 400
  • Radiation Spitter Turret Cost increased from 450 to 475
  • Monolith Stealth reveal refresh timer updates more often
  • Walkers now bring all turrets to bear on targets
  • Walker Foo Chamber healing amount increased by 10% per second
  • Nufai Phase Claw damage vs vehicles and infantry increased by 20%
  • Brute damage vs infantry increased by 15%
  • Brute charge ability now does 100% damage to all unbuffed turrets
  • Brute Death from above damage vs all vehicles reduced by 15%
  • Lost One damage vs aircraft increased by 20%
  • Walker Arc Turret damage increased by 20% vs aircraft
  • Monolith Beam weapon damage vs infantry increased by 10%
  • Mass Drop damage vs Aircraft increased by 100%
  • Defiler popcap increased from 2 to 3
  • Defiler build time increased from 24 to 26 seconds
  • Defiler Project Radiation Ability recharge increased from 20 to 28 seconds

Novus balance changes
  • Amplifier spin-up time per damage stage reduced by 3 seconds
  • Corruptor stealth reveal refresh timer updates more often
  • Corruptor damage vs all infantry types increased by 10%
  • OHM damage vs heavy infantry increased by 15%
  • Blade Trooper damage vs all infantry increased by 60%
  • Dervish Death Blossom range reducedby 30%
  • Redirection Turret FOW reveal increased by 15%
  • Redirection Turret projectile chaining damage reduced by 10%

Chris Ainsworth | www.driph.com/words
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#3 Strategist

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Posted 25 February 2008 - 08:15 PM

Driph, I think you forgot the link or you deleted the notes.

Edit: Ah, there they are!

Doesn't look like much was done to the Defiler, but the popcap ajustment should help. (I thought you stated in an earlier post that it was raised to 5?)

Edited by The Stratigest, 25 February 2008 - 08:49 PM.

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#4 Foshjedi2004

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Posted 25 February 2008 - 08:16 PM

View Postdriph-PG, on Feb 26 2008, 01:13 AM, said:

"But mister driph, the patch notes have been available in the local planning office for the last nine months."

"Oh yes, well as soon as I heard I went straight round to see them, yesterday afternoon. You hadn't exactly gone out of your way to call attention to them, had you? I mean, like actually telling anybody or anything."

"But the patch notes were on display..."

"On display? I eventually had to go down to the cellar to find them."

"That's the display department."

"With a flashlight."

"Ah, well the lights had probably gone."

"So had the stairs."

"But look, you found the notes didn't you?"

"Yes," I said, "yes I did. They were on display in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying 'Beware of the Leopard'."



Read on for the release notes for the upcoming Universe at War patch2.

How very HitchHikers Guide to the Galaxy ;)

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#5 Xcaliber

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Posted 25 February 2008 - 08:17 PM

Quote

Driph, I think you forgot the link or you deleted the notes.

Yeah. Or driph is being excessively cruel. :p

EDIT: Whew!

Edited by Xcaliber, 25 February 2008 - 08:23 PM.

In the name of the Gods ships shall be built to carry our warriors out amongst the stars, and we will spread Origin to all the Unbelievers! The power of the Ori will be felt far and wide, and the wicked shall be vanquished.

Hallowed are the Ori.

#6 driph

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Posted 25 February 2008 - 08:20 PM

Heh, give me a few seconds to get the entire post online. :]
Chris Ainsworth | www.driph.com/words
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#7 clue

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Posted 25 February 2008 - 08:28 PM

good show mate!
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#8 Bird of Prey

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Posted 25 February 2008 - 08:35 PM

Do we have an ETA?
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#9 Khrin

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Posted 25 February 2008 - 08:45 PM

Bend over masari! :D

AMD driver and detection issues resolved
Hopefully that refers to the freezing when a game starts.

Removed 5 cows from Appalachia southwest starting area
I shall say a prayer for each of them.

General terrain and map beautification. Also, more crushing!
I will be consulting my lawyer at once!

#10 deltasniper

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Posted 25 February 2008 - 08:47 PM

Holy s@!$ thats alot
Best red Alert 3 game ever! download then wub it. http://www.gamerepla...a...ls&id=59821
First person to get all Novus medals in Universe at War: Earth Assult
First person to Conquer The World in Universe at War: Earth Assult

View PostDelphi-PG, on Aug 6 2008, 08:12 PM, said:

That's why I like playing team games with delta. He does all the heavy hitting making me look good.
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#11 miragefla

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Posted 25 February 2008 - 08:54 PM

Yahooo!!!! finally patch notes been waiting to see the changes for quite awhile now.

Edited by miragefla, 25 February 2008 - 08:54 PM.

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there are so many other character that could of been added to brawl *sigh*

#12 HotFury

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Posted 25 February 2008 - 08:55 PM

Awesome post dude. Just one thing i didn't see up there in the changes - currently Live lags like a b**ch. Will the lag issue be fixed too?

Edited by HotFury, 25 February 2008 - 08:56 PM.


#13 RaiDK

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Posted 25 February 2008 - 09:14 PM

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Midnight basketball league for at-risk youth added
Hahahahaha, nice one :p
It's So Cool!

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#14 A13W

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Posted 25 February 2008 - 09:38 PM

Nice new addition's. The game will be even more fun than it already is! Mass drop will kill all aircraft!

Quick question: The new maps that are added, I know it would be weird to fit them some were but are they going to be added into Global Conquest and Conquer the World?

And thank you so much for the notes! :petroicon: :petroicon: :petroicon:

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#15 Mercury

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Posted 25 February 2008 - 09:42 PM

I started getting fearful after seeing the Figment was the most changed unit. Its damage overall was reduced not only on buildings but vehicles, and so was its mine damage versus them aswell.So basically its only effective against infantry now? I will wait for the patch to try them out and get an overall feel. Anyways, thanks for the notes Driph and that is alot of changes overall for the game, let's hope everyone is happy now!

#16 deltasniper

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Posted 25 February 2008 - 09:54 PM

so does this mean that map editor and mod tools will be realsed to us?
Best red Alert 3 game ever! download then wub it. http://www.gamerepla...a...ls&id=59821
First person to get all Novus medals in Universe at War: Earth Assult
First person to Conquer The World in Universe at War: Earth Assult

View PostDelphi-PG, on Aug 6 2008, 08:12 PM, said:

That's why I like playing team games with delta. He does all the heavy hitting making me look good.
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#17 Rogueleader89

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Posted 25 February 2008 - 09:57 PM

yay for the mod tools and new maps, good balance changes as well, but I noticed a few things missing...

Bugs:
Seers and Altea currently do not dephase units... please fix this in patch 3 (or tell me u forgot to put on list)

unit pathfinding improvements would be nice

Imbalances:
Lost ones... they get phase ability too early for novus to properly counter, simply switch out phase ability with fast ordering in quantum branch to fix this...

Defilers; well I'll wait and see the changes, but it appears that the main issue with them has not really been addressed; early game rushes, while the changes will help stop large numbers of defilers and increased buildtime helps a bit its the armor and effective weaponry that make them far too useful, a slight armor change seems to be needed (but again I'll wait until after patch..)

Orlok + visops = death to any hierarchy player; bombarding any new glyphs is almost a guarenteed win in a hierarchy mirror match.

I'm surprised OHMs didn't get a boost in damage against aircraft, thats what they seem to be decent for at the moment, though I do like the boost against heavy infantry.



So in short, it seems as if many imbalances and a bug have been missed, novus seems as weak in the early game as ever, but I will wait until the patch and see if I am mistaken, if it turns out I am then great, if not then I'll be sure to save a ton of replays for patch 3.

Also good to see the midnight basketball league for at risk youth was added, it was highly requested after all :)
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UAW Beta:
175 wins, 9 losses

#18 Xcaliber

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Posted 25 February 2008 - 10:03 PM

I heard something about the arc turret firing faster too? was that scrapped or is it in with the +20% damage?

I'm sad that Grav turrets were nerfed though :unsure:

Either way though, thanks for the notes and I look forward to playing UAW again! ;)
In the name of the Gods ships shall be built to carry our warriors out amongst the stars, and we will spread Origin to all the Unbelievers! The power of the Ori will be felt far and wide, and the wicked shall be vanquished.

Hallowed are the Ori.

#19 Kelathin

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Posted 25 February 2008 - 10:13 PM

These are only the release notes, I think there are more, or I remember more that were talked about. Then again those things discussed on the forum weren't finalized, these might be the end result changes. Maybe PG can enlighten on this. Man oh man, the masari sure got some lovin :)
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#20 Gray__Fox

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Posted 25 February 2008 - 11:06 PM

Quote

So in short, it seems as if many imbalances and a bug have been missed, novus seems as weak in the early game as ever, but I will wait until the patch and see if I am mistaken, if it turns out I am then great, if not then I'll be sure to save a ton of replays for patch 3.
novus were never about strength they're not meant to be "strong" at any point they're supposed to be strong in 2 areas speed, tactical retreats... using hit and run strength really isn't a factor if they were stronger early game they'd be the end game to everything due to their speed.

BTW: nice notes... some good stuff

Awesome to see the maps... more dev maps the better! Until I can make some :D
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