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Patch Three - Bug Fixes and Unit Balancing!

Hey community,

Headquarters has deployed a third patch based on your feedback over the last week.

The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.

So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!

BUGS & GENERAL CHANGES

  • GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.
  • Fixed issue with unit control groups, where the lowest group number was being displayed instead.
  • Tactical Build Tree in the Game Manual has been updated.
  • Users can no longer block the entrance to their refinery with structures or turrets.
  • Audio: Support for surround sound!
  • Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.
  • Mission 3: Green AI's infantry return to their spots now after combat.
  • Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.
  • Scroll bar can now be interacted with in Faction Select screen.
  • Text fixes in Korean and Chinese.

BALANCING CHANGES

  • Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.

  • Harvester - Build cost reduced to 400 (was 500)

  • Harvester - Max Health reduced to 700 (was 1000)

    (Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)

  • Refinery - Build cost reduced to 800 (was 900)

    (Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)

  • Barracks - Power Drain increased to 150 (was 100)

  • Light Factory - Power Drain increased to 150 (was 100)

    (Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)

  • Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.

    (Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)

  • Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.

    (Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - Weapon delay reduced to 1.7 (was 2.2)

  • Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)

  • Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers

    (Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)

    Sign-up for Saturday's Tournament!

    Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.

    Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day.
    Sign-up: Saturday 10th 1v1 Tournament.
    Prize: 1 x £20 Steam Wallet Code

    Commander Clash – The Rules

    Rule One – Technology and Units

    All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.

    Rule Two – Results Reporting

    At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.

    As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.

    Rule Three – No Shows

    The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.

    There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.

    Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.

    Rule Four - Player Disconnections

    Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.

    Game Rules

    Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.

    Lobby settings

    Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:

    • Map: Mountain Settlement
    • Mode: Standard
    • Victory Condition: BO1

    If it is discovered that the game has started with the wrong settings the match should be restarted immediately.

    Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.

    Beyond Tournament Two

    Moving forward we’ll be building our competitive tournament events around the 1v1 format.

    If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.

    Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.

    Sign-up for Commander Clash 1v1 – Tournament Two