Fractured Kingdom V1.3.0
Pre-release
Pre-release
- 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)