- Land
- Tech 1 Land
- Aurora
- Mass Cost: 52 → 54
- Power Cost: 260 → 270
- Build Time: 260 → 270
- Health: 140 → 155
- Speed: 2.9 → 3
- RateOfFire: 0.66 → 0.6
- Mantis
- Mass Cost: 52 → 56
- Build Time: 260 → 265
- Flare
- Mass Cost: 35 → 42
- Power Cost: 140 → 165
- Build Time: 120 → 140
- Health: 70 → 115
- Speed: 4 → 3.8
- Damage: 7 → 9
- Hunter
- Health: 65 → 90
- Mech Marine Mass Cost: 35 → 30 Power Cost: 120 → 100 Build Time: 120 → 100 Health: 75 → 60 Speed: 4 → 4.2 Turnrate: 45 → 50 TurretYawSpeed: 180 → 200
- Selen Build Time: 80 → 90 Speed: 4 → 3.8 Range: 16 → 18 Turret SlavedToBody: True → False TurretYawRange: 30 → 360 TurretYawSpeed: 180 → 120
- Aurora
- Tech 2 Land
- Mongoose
- MaxSpeed: 3.2 → 2.8
- Hoplite
- MaxSpeed: 3.6 → 3.3
- Asylum
- Energy maintenance: 35 → 45
- Parashield
- Energy maintenance: 60 → 80
- MaxSpeed: 4 → 3.5
- Air scout
- Power Cost: 420 → 580
- Build Time: 145 → 200
- Mongoose
- Tech 1 Land
- Air
- Tech 1 Air
- T1 bomber
- Mass cost: 105 → 90
- Energy cost: 2450 → 2050
- Build time: 700 → 500
- BreakOffDistance: 24 → 32
- RadarRadius: 0 → 42
- Jester
- Mass cost: 200 → 170
- Energy cost: 5000 → 4250
- Build time: 1000 → 850
- Health: 525 → 350
- MaxSpeed: 12 → 9
- Damage: 16 → 15
- T1 bomber
- Tech 1 Air
- Structures
- Flood XR
- Sonar Stealth: 90 → 70
- Radar Stealth: 45 → 70
- Yolona-Oss
- The Yolona-Oss has its animation reduced to increase the speed of its firing cycle. It also explodes like other strategic missile launchers when killed.
- Death Weapon
- Inner Ring Damage: 20000
- Inner Ring Radius: 15
- Outer Ring Damage: 5000
- Outer Ring Radius: 20
- WeaponRepackTimeout: 32.5 → 20
- Flood XR
- Miscellaneous
- Overcharge
- Overcharge is changed from a variable system to a fixed damage per energy used. The ratio is 1:4 damage to energy drained and the minimum damage is 1250, maintaining the minimum energy required to Overcharge at 5k.
- The damage dealt by overcharge scales with the amount of energy drained from storage.
- Overcharge will use as much energy as is needed to kill the highest health unit hit
- The minimum damage is 1250 at a cost of 5k energy.
- The maximum damage is 15k at a cost of 60k energy.
- Overcharge will drain a maximum of 90% of stored energy.
- Damage vs buildings and vs commanders is unchanged from the previous system.
- Target Priorities
- Many units had their target priorities updated to enabled them to function more effectively. Find all the details here: FAForever#3072
- Experimental Nuclear Missile
- Health: 60 → 60000
- Nuclear Missile
- Health: 25 → 25000
- Anti-nuke missile
- Damage: 30 → 30000
- Air Factory Rolloff
- Air factory rolloff times have been equalised between factions.
- T3 Air Crash Damage
- The crash damage of T3 air units has been increased and made more consistent.
- Fixed the vision effects of Lobos and Seraphim air scouts
- Overcharge
- Game Patch
- hide resources on game preview for generated hidden maps
- allow AI to build assist factories
- keyser
- speed2
- JaggedAppliance
- Petricpwnz
- Kazbek
- KionX
- Sheikah
- Azraeel