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Patch Two - Balancing, Reworks and Bug Fixing!

Hey Commanders,

Headquarters has deployed a new patch built around your feedback since launch.

From rebalancing to full on reworks the team have been putting your thoughts and feedback into action.

The battlefield is changing…

General Balancing and Reworks

  • The tech threshold values for infantry units have been adjusted. This could potentially change the build level of your infantry units.
  • Tread Chassis (Light and Heavy Vehicle) now grant a bonus of 40 health in addition to other benefits/penalties.
  • The camera scroll speed cap has been increased by about 40%. You can adjust the scroll speed in the game options.

Elemental Damage Reduction Support upgrades have been reworked

In addition to their current effects, Elemental Damage Reduction Support upgrades now have these additional perks.

  • Hazmat System (Unit): When the unit/structure dies, it leaves behind a pool of toxic chemicals that damage any enemy object that passes through it.
  • Hazmat System (HQ): When the harvesters die, they leave behind a pool of toxic chemicals that damage any enemy object that passes through it.
  • Lead Insulation (Unit): Unit is additionally completely immune to any radiation zones on maps.
  • Lead Insulation (HQ): Harvesters are immune to any radiation zones on maps.
  • Thermal Regulator (Unit and HQ): Now adds a 2/sec Light Thermal damage-over-time effect aura to the unit/structure.

HARVESTER

  • Harvester Balancing: Health increased to 1000 (was 400)
  • Harvester Balancing: Reduced harvester resource capacity to 300 (was 400) - load/unload timing adjusted to keep total time the same.
  • Harvester Balancing: Move speed increased to 220 (was 190)

ATTACHMENT BALANCING

  • Attachment Balancing: Glue Grenade (Infantry) - AoE radius increased to 75 (was 50)

  • Attachment Balancing: Glue Grenade (Infantry) - Glue duration increased to 5 seconds (was 3)

  • Attachment Balancing: Glue Cannon (Heavy Vehicle) - Glue duration increased to 5 seconds (was 3)

  • Attachment Balancing: Laser Rifle (Infantry) - Tech value increased; this will mean that laser infantry will be build level 2 by default and will have slightly higher build cost and time modifiers.

  • Attachment Balancing: Laser Gun (Light Vehicle) - Tech value increased; this will mean that laser light vehicles will be build level 2 by default and will have slightly higher build cost and time modifiers.

  • Attachment Balancing: Sub-Atomic Restructuring (Infantry) - Heal over Time rate reduced to 4 (was 6) per second (note: turret rate remains the same).

  • Attachment Balancing: Acid Jet Weapon (Infantry) - The arc of effect on the jet has been increased to 15 degrees (was 10)

  • Attachment Balancing: Acid Jet Weapon (Infantry) - Base Damage increased to 10 (was 8)

  • Attachment Balancing: Caustic Grenade Weapon (Infantry) - AoE radius increased to 75 (was 50)

  • Attachment Balancing: Caustic Grenade Weapon (Infantry) - Base Damage increased to 8 (was 6)

  • Attachment Balancing: Gas Disperser Weapon (Turret) - Arc of effect increased to 20 degrees (was 15)

  • Attachment Balancing: Gas Bomb Rack Weapon (Aircraft) - Duration of gas cloud increased to 5 seconds (was 4)

  • Attachment Balancing: Gas Bomb Rack Weapon (Aircraft) - Damage over time of gas cloud increased to 12/sec (was 8/sec)

  • Attachment Balancing: Fusion Beam Weapon (Heavy Vehicle and Turret) - Damage over time increased to 8 per second (was 6)

  • Attachment Balancing: Artillery Weapon (Heavy Vehicle) - Area of effect radius increased to 200 (was 150)

  • Attachment Balancing: Artillery Weapon (Heavy Vehicle) - Base damage increased to 16 (was 12)

  • Attachment Balancing: Proton Artillery Weapon (Heavy Vehicle/Turret) - Area of effect radius increased to 150 (was 100)

  • Attachment Balancing: Proton Artillery Weapon (Heavy Vehicle/Turret) - Base damage increased to 10 (was 9)

    DAMAGE TYPE CHANGES

    • Damage Balancing: Light Energy Damage - Bonus vs. turrets reduced to 0.75 (was 1.0)
    • Damage Balancing: Light Energy Damage - Bonus vs. heavy vehicles reduced to 0.75 (was 1.0)
    • Damage Balancing: Heavy Energy Damage - Bonus vs. infantry reduced to 0.25 (was 0.5)
    • Damage Balancing: Heavy Energy Damage - Bonus vs. Light vehicles reduced to 1.0 (was 2.0)
    • Damage Balancing: Light Thermal Damage - Bonus vs. Infantry increased to 2.0 (was 1.5)
    • Damage Balancing: Light Thermal Damage - Bonus vs. Light vehicles increased to 1.25 (was 1.0)

    Bugfixes

    • Faction Creator no longer displays incorrect options after looking at HQ or Superweapon.
    • Unit production is now halted when Turtle mode super weapon is activated.
    • Factions created with an incomplete number of blueprints can no longer be saved.
    • Health bar for heavy vehicles is now always displayed.
    • All users team colours are now displayed on match results screens.
    • Repositioned Team Number drop-down box in lobby screens, text is no longer cut off across all languages.
    • Repositioned “Host only Changes” padlock for clients in lobby screens.
    • Build level is now correctly applied to units with Walker chassis attachments.
    • The Faction selection now defaults to the last faction loaded or edited.
    • Rail Town: Edge of map is no longer visible.
    • Rail Town: Water particle animation is now consistent across all bodies of water.
    • Dessicated Coast: z-fighting between rocks and foliage no longer occurs.
    • Dessicated Coast: The eastern and western ramps around player starting areas can now have structures built closer to them.
    • Various localisation fixes across all languages.

    Known Issue

    In-progress Campaign mission data will be lost. Any successfully completed progress with Campaign is unaffected.

    That wraps up today’s patch!

    Your thoughts and comments are directly shaping the development of Forged Battalion through Early Access, we’re excited to hear what you think over on the Steam forums.