Game version 3822 (19th of May 2025)
This patch summary will be focused on balance and gameplay changes. The full patchnotes can be found here. The hotfixes 3823 and 3824 are also included.
If you wish to discuss changes with the balance team you can respond in this topic, make a topic on this forum, make a thread on the Discord balance suggestions forum, or discuss it in the Discord balance discussion channel.
The balance team is open to new members, please see the membership page for the variety of ways you can contribute (it is not only high-level game knowledge!) and the application process.
Summary:
Balance:
Land:
Othuum Buff
Aeon ACU Sensors Nerf
Aeon Sniper Buff/Fix
Navy:
UEF Cooper and Valiant Buff
Cybran Cruiser TMD Buff
Solace Nerf/Buff/Fix
Tempest retargeting Fix
Other:
Seraphim transports landing on plateaus Fix
T3 artillery balance (relative to Aeon)
Teleport minimum time Nerf
TML and TMD Changes: Seraphim/UEF nerf, TMD Fix
Minor gameplay changes:
Mass fabricators can now use overflow
Increased Paragon update rate; can OC using Paragon energy
Air staging detaches aircraft on death.
Transfer of units in factories
Features:
Decapitation Rated Victory Condition
Disconnect Share Options Preparation
Drawing
Balance Changes
The changes are focused on making units more viable or fixing a few long-standing issues.
Land:
(#6728) Improve Othuum's ranged capabilities and pathfinding so that it can better compete with higher range units, particularly Harbingers. Some DPS is shifted from the short ranged weapons to the long range weapon. The muzzle velocity is slightly reduced to encourage occasional dodging. To improve pathfinding the Othuums hitbox is made shorter, this reduces how often Othuums in larger formations bump into the rear of the Othuum in front of them.
Othuum: T3 Siege Tank (XSL0303):
Thau Cannon:
Reload time: 4.0 -> 3.4 seconds (DPS 156 -> 184)
Muzzle velocity: 40 -> 36
Aire-au Bolters (x2):
Damage: 64 -> 57 (DPS 256 -> 228)
Collision Size Z: 2.3 -> 2.0
Collision offset Z: 0 -> 0.2
(#6745) Reduce the Aeon ACU sensor upgrade's omni radius to make fire beetles a more viable option against Aeon, and to allow more counterplay for cloaked units in general.
Aeon ACU (UAL0001) Sensor System:
Omni radius: 80 -> 36
(#6771) Fix the Aeon sniper missing when walking towards/away from the target due to insufficient turret pitch speed to compensate the walk animation.
Sprite Striker: T3 Sniper Bot (XAL0305)
Turret pitch speed: 30 -> 50
Navy:
(#6690) The UEF T2 navy stage has been rather weak with their destroyer often losing to other destroyers. To address this, the DPS, speed, and turn rate are increased at the cost of HP. The speed and turn rate should allow the destroyer to take better fights, and the increased damage with reduced HP should encourage more proactive usage while also making shield boats more synergistic.
UEF Destroyer "Valiant" (UES0201):
Max speed, acceleration, and braking: 5.0 -> 5.5
Turn rate: 50 -> 55
Gauss cannon damage: 275 -> 305 (DPS 275 -> 305)
HP: 8000 -> 7200
(#6414) Adjust the Cooper's stats to compensate for previous changes to its hitbox, which allowed torpedoes to hit it more reliably. This also serves as an additional buff to the Cooper, as it was one of the primary reasons UEF navy underperformed. UEF naval gameplay now relies less on building as few Coopers as you can get away with, and overbuilding them is less punishing. The Cooper is made slightly larger to prevent it from becoming too effective against Exodus in the early Tech 2 naval stage. Its SonarRadius was smaller than its WaterVisionRadius, rendering this stat pointless, the sonar radius is increased so the Cooper can now spot other naval units more effectively.
Cooper: T2 Torpedo Boat (XES0102):
Angler Torpedo
Reload Time: 3.3 seconds -> 3.2 seconds (DPS 97 -> 100)
Economy
Energy Cost: 6480 --> 6000
Mass Cost: 810 --> 750
Build Time: 3240 --> 3000
Intel
Sonar Radius: 36 --> 72
Hitbox size:
Size X (Width): 0.75 --> 0.8
Size Y (Height): 0.925 --> 1.0
Size Z (Length): 2.0 --> 2.2
(#6744) Cybran navy's missile deflector TMD has been underperforming. The buff enables it to defend against missile cruisers of other factions. Since deflectors ignore missile HP, they are given less fire rate and range than the gun TMD of UEF and Seraphim.
Cybran cruiser (URS0202) and carrier (URS0303) Missile Deflectors:
Reload time: 4/2.5 seconds -> 1.9 seconds
Range: 20/26 -> 44
Max target height: 8/10 -> infinite
(#6522, #6785) In #5725 the number of child projectiles for the Solace was accidentally increased from 2 to 3 resulting in massively increased total damage. This change is reversed only partially as the Solace was underused with the lower damage. In addition, the damage is now properly split from the main projectile to the child projectile, which comes into play when the main projectile falls on top of an enemy.
Solace: T3 Torpedo Bomber (XAA0306):
Damage per volley: 6000 -> 5000
Number of child projectiles per torpedo: 3 -> 2
Main projectile damage: 400 -> 1000
Child projectile damage: 400 -> 500
(#6790) The Aeon Tempest: Experimental Battleship (UAS0401) can now be retargeted while its cannon is charging without triggering a full 12.5 second reload.
Other:
(#6755) Fix seraphim t1 and t2 transports being unable to drop units on small plateaus.
(#6481, #6482) Rebalance cost, damage, reload, and accuracy stats of T3 static artillery to make them more equal against heavily shielded targets.
Costs are now spread evenly across 70-79k mass to fit the varied DPS amounts of different artilleries. Overall they're more expensive, aside from Cybran.
Accuracy and DPS are adjusted so that artilleries have similar performance for their new costs against heavily shielded late-game targets.
Damage is adjusted to even out performance against different T3 shields and give UEF some diversity from Seraphim.
Aeon Emissary (UAB2302):
Mass cost: 73200 -> 79000 (+7.9%)
Energy cost: 1372500 -> 1481000 (+7.9%)
Build time: 120000 -> 129500 (+7.9%)
Firing Randomness: 0.35
DPS with 4 T3 pgens: 1000
UEF Duke (UEB2302):
Mass cost: 72000 -> 76000 (+5.6%)
Energy cost: 1350000 -> 1424000 (+5.5%)
Build time: 115000 -> 121400 (+5.6%)
Firing Randomness: 0.525 -> 0.467
DPS with 4 T3 pgens: 917 -> 980 (+6.9%)
Damage: 5500 -> 7840
Base Reload: 10s -> 13.3s
Seraphim Hovatham (XSB2302):
Mass cost: 70800 -> 73000 (+3.1%)
Energy cost: 1327500 -> 1369000 (+3.1%)
Build time: 110000 -> 113400 (+3.1%)
Firing Randomness: 0.675 -> 0.560
DPS with 4 T3 pgens: 833 -> 935 (+12.3%)
Damage: 5000 -> 5800
Base Reload: 10s -> 10.4s
Cybran Disruptor (URB2302):
Mass cost: 69600 -> 70000 (+0.6%)
Energy cost: 1305000 -> 1313000 (+0.6%)
Build time: 105000 -> 105600 (+0.6%)
Firing Randomness: 0.75 -> 0.646
DPS with 4 T3 pgens: 804 -> 844 (+5.0%)
Damage: 3700 -> 3800
Base Reload: 7.7s -> 7.5s
The DPS isn't increased as much as other artillery due to the large accuracy buff and the large splash.
(#6623) While the introduction of variable teleport speeds and costs was an overall positive change for the balance of the game, shorter-ranged jumps have become too powerful as a result. The previous minimum teleport time was set at 15 seconds, which was quite short and did not allow much leeway for counterplay. The changes aims to remedy this issue without nerfing the mechanic excessively. The minimum teleport time and minimum energy usage are both increased, alongside the introduction of a new formula for the distance-based variable teleport time and energy usage calculations.
All ACUs, as well as Aeon and Seraphim SACUs
Personal Teleporter
TeleportDelay: 15 --> 20
TeleportFlatEnergyCost: 75000 --> 100000
Introduce a new formula for teleport time and energy usage.
The energy usage per second is similar to before, and the teleport time at longer ranges is also similar to before.
(#6738) Various adjustments to TMLs and TMDs to improve their functionality and make it less likely that TML will fly over TMD without being shot down.
Tactical Missile Launchers (TMLs)
The hitboxes of all tactical missiles are increased slightly, to prevent TMDs from missing them by overshooting.
Seraphim and UEF TMLs fly lower.
The max speed of the Seraphim TML is reduced because it was too fast compared to other TMLs; for example, it was able to reach its target over 10s faster at longer ranges. Additionally, the terminal speed of the missile as it nears its target is also reduced, so that it serves as a more legitimate balancing factor.
Nerf the Seraphim ACU TML's oppressive close range combat potential by reducing its speed.
Tactical Missile Defenses (TMDs)
Cybran and UEF TMDs no longer run out of beamlength/lifetime, which could previously cause their projectiles to expire before reaching their target. This change should also ensure compatibility with mods that introduce missiles flying at very high altitudes.
Unify the MuzzleVelocity stats of all UEF TMDs.
Remove unnecessary firing tolerance stats, which theoretically could have caused TMDs to miss.
Minor gameplay changes:
(#6660) Fix mass fabricators not always using overflowed energy.
(#6671) Increase the rate at which the Paragon updates its resource production from every 5 ticks to every 1 tick.
This makes the Paragon react faster to high drain, reducing how often resources stall, are overflowed, or completely missed. For example, the Paragon can now refill energy used by overcharge.
(#6665, #6743) Air staging now detaches aircraft when killed or ctrl-k'd (to work around an engine bug where aircraft get stuck inside air staging).
(#6784) When factories are shared after death or manually, the unbuilt unit inside is rebuilt in the transferred factory.
Features:
(#6667) Add a new ranked victory condition: Decapitation
Unlike Assassination, you do not lose control of your Army when your ACU is destroyed. Instead, you remain in control of your army until all ACUs on your team are destroyed.
This makes ACU snipes less impactful: while you lose a strong unit, you still get to keep playing.
With thanks to Sheikah for the original Decapitation mod, and thanks to Phong for suggesting its integration on the forums and on Github.
(#5971, #6802) Implement options for separate share conditions when a player disconnects and sharing ACUs when a player disconnects. Currently the feature is disabled so that there can be a discussion on how the sharing of ACUs should be implemented and which options for share conditions/ACU sharing should be available. There are discussion posts on the forum and on Discord.
(#6726) Introduce the ability to paint on the map (See the original patchnotes for details).