Greetings, Sol and Centauri soldiers!
Back in mid-October, we gave you an exclusive sneak peek at Crimson Peak in our first devblog.
Now, the wait is officially over—the highly anticipated new map is live and ready for action!
Breaking away from the arid, sprawling sand plains of Baltarus, Crimson Peak introduces a stunning new biome.
Picture a battlefield with sparse vegetation, partially covering the landscape, all bathed in a haunting crimson glow.
Nestled within the Southern Tablelands, this top-secret balterium seeding site on the Centauri homeworld has become the epicenter of ferocious clashes for control over the precious resources.
Get ready to fight tooth and nail for dominance in this breathtaking new frontline.
But that’s not all! This update packs even more changes and enhancements. Check out the full patch notes below for all the details.
Gameplay:
· Added: Crimson Peak
AI:
· Fixed: AI better aims at targets (eg: Scorpion misses)
UI:
· Added: Winner notification at the end of Siege
· Added: Upcoming resources shown in UI for Siege
· Changed: Objectives are now in yellow - both in map & in the list for Siege
· Improved: Siege virtual building icons
Sound:
· Changed: Fighter MG sound
Technical:
· Fixed: Nulls in Siege
· Fixed: Non-unlocking side spawn points in Siege
· Fixed: Projectiles continued to make sounds and were visible after 'deletion'
· Fixed: Projectile delete FX played wrong
· Fixed: Dragonfly could sometimes shoot itself
· Fixed: Hit detection on aliens and infantry used the wrong hit zone size causing strange misses
· Fixed: Player aiming at unit detected a phantom sphere around the unit causing turrets to look away close-up
Multiplayer:
· Fixed: Sneaky spots behind Heavy vehicle factory in Siege
· Fixed: Holes in Rift Basin map
Controls:
· Fixed: Free-fly camera could not latch onto individual hit zones on aliens and infantry.
Balance:
· Added: Hover Bike switches off when out of bounds (in defender or attacker zones)
· Added: Air vehicle turbo thrust engage time and cooldown time
· Added: Air vehicle may not fire weapons while turbo thrusting
· Added: Gunship MG aim compensation
· Added: Gunship turbo thrust engage/cooldown times to 1s/2s
· Added: Fighter turbo thrust engage/cooldown times to 0.5s/2s
· Added: Air vehicle turbo thrust limited by time
· Added: Air vehicles cannot fire while turbo thrusting
· Added: Turbo thrust to Bomber
· Changed: Fighter MG range from 600m to 250m
· Changed: Fighter MG magazine size from 40 to 30
· Changed: Fighter missiles replaced with unguided dive bomb
· Changed: Fighter front MG changed to two side-mounted MGs
· Changed: Colossus speed changed from 12 to 14
· Changed: Firebug manoeuvrability increased
· Changed: Wasp attacks turn to face target
· Changed: Bomber bomb drop rate doubled, reload time halved
· Changed: Bomber speed from 30 to 35
· Changed: Fighter levels out if not moving forward
· Changed: Gunship speed from 25 to 30
· Changed: Gunship turbo speed from 40 to 50
· Changed: Scorpion health from 12000 to 9000
· Changed: Scorpion shot damage from 500 to 400
· Changed: Quantum Cortex health from 10000 to 50000
· Changed: Thorn Spire shot damage from 100 to 300
· Changed: Defiler swarm damage from 1200 to 800
· Changed: Defiler move speed from 12 to 20
· Changed: Removed Goliath underbelly weak point
· Changed: Increased max targeting distances of units
Join us on our discord for more updates about the game:
See you on Crimson Peak.
Over and out!