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Fractured Kingdom V1.3.0

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@DARwins1 DARwins1 released this 20 Aug 07:27
  • Mitigated "Pain Zones":
    • Hellraiser territory frequent pathways
    • Royalist central factory base
    • Royalist river LZ
    • The Pit (The marsh-y, crater-y area west of the Royalist outer base)
    • Royalist outer base cyborg factory area
    • Royalist final base front entrance
    • Small pond south of the western AA hill
  • Lowered the maximum amount of structures the Hellraisers need to build to negotiate (20 -> 12)
  • Reduced the number of defenses at the first Royalist outpost
    • Removed the north side's hardpoints and walls
    • The bunkers on both sides are now absent on difficulties below Hard
  • Removed the Heavy Cannon from the techs the Coalition give on alliance
  • Made the pathway to the east of the player's base more noticeable
  • Made the factory-managed units of the AMPHOS port factory self-destruct when the base is destroyed
  • Added a unit cap for all AI player's factory-managed units to prevent massive pileups inside their bases
  • The north island Royalist truck now self-destructs when that base is destroyed while doing the AMPHOS quest
  • Increased the starting power on all difficulties (from ~2000 to 1/2 of max power)
  • Made the Resistance focus specifically on the first Royalist outpost in the early game
  • Don't have AMPHOS use MRP VTOLs against the Royalists because they suck bad
  • Artifacts that are dropped are now always marked on the map, regardless of visibility
  • Lower the amount of units in hover assaults (about 60% of the units of a ground assault)
  • Royalist assaults now end when less than 20% of the assault group remains (instead of needing to wipe out every single unit)
  • Remaining faction bases on the map are now marked once the main base is eradicated
  • Marked the Royalist island base on the map after being told to destroy it
  • Added a message telling the player to move out of the islands and let AMPHOS reclaim them
  • AMPHOS now produces VTOLs slightly faster (35 sec delay -> 30 sec delay)
  • Royalists now produce VTOLs significantly slower (90 sec -> 120 sec for "light" VTOLs, 120 sec -> 200 sec for "heavy" VTOLs)
  • Royalists now produce bomber-type VTOLs roughly half as often as before (in favor of other VTOL templates)
  • Adjusted Phosphor and Thermite Bomb stats:
    • Phosphor Bomb Bay: Direct impact damage dramatically reduced (300 -> 56)
    • Phosphor Bomb Bay: Burn area DOT reduced (70 -> 48)
    • Phosphor Bomb Bay: Burn area size reduced (256 -> 192)
    • Thermite Bomb Bay: Direct impact damage dramatically reduced (500 -> 80)
    • Thermite Bomb Bay: Burn area size reduced (384 -> 288)
  • Added an earlier artifact for the Twin Machinegun (which can now be acquired before allying/fighting the Resistance)
  • Rearranged the terrain in front of the Resistance base to hopefully make it less grind-y to attack
  • Widened the Coalition-Hellraiser bridges
  • Added some early pre-hardcrete defensive structures (Light Cannon Emplacement, Flamer Emplacement, Mini-Rocket Guard Tower)
    • Also made the Resistance and Hellraisers use some of these structures
  • Researching Hardcrete now also grants the hardened versions of the Sensor Tower and Mini-Rocket Tower as well
  • The Twin Machinegun Guard Tower's power cost was reduced slightly
  • Added Heavy Machinegunner Cyborgs (Cyborgs armed with Heavy Machineguns), which become available after researching the Heavy Machinegun
    • Royalists now use these instead of Heavy Gunners in the early game
    • All Coalition Machinegunners are replaced by these as well
    • Hellraiser Machinegunners are also replaced with these on Hard or above
  • Added the Heavy Rocket Array (from Multiplayer/Skirmish)
    • The HRA can be acquired by allying with AMPHOS, or from an artifact found in their base
    • MRA batteries in the AMPHOS main base have been replaced with HRA batteries, AMPHOS will also deploy HRA units instead of MRA units if attacked on Normal or higher
    • The Royalists can also start equipping these on their units later on as well
  • Changed the Coalition's "alternate" color from Gray to Brown
  • Implemented the game guide
    • Some topics have been altered or added to better fit with Fractured Kingdom
  • Added an extra ramp entrance to the north side of the Coalition's main base
  • Adjusted the Cyborg/Artillery damage modifier (130% -> 90%)
  • Added a convenient starter template for the Twin Machinegun
  • Changed the starting Sensor template to use Half-tracks instead of Wheels
  • Reduced the research times of just about everything
    • This should be especially noticeable for later technologies
  • Added an Oil Derrick to the first Royalist Outpost
  • Set all emplacements structures to be universally MEDIUM
  • Decreased Cluster Bomb direct damage (300 -> 240) and splash damage (180 -> 144)
  • Decreased HEAP Bomb direct damage (500 -> 400) and splash damage (300 -> 240)