What it does
Numbers in brackets are the unmodded game’s.
- An economy built on the mapCommanders make 3 alloy and 30 energy a second (the game’s 5 and 50) and start with full storage, so income comes from taking the map. Extractors make 1 / 5 / 15 alloy (1 / 4 / 10), T1 and T2 generators 20 / 600 energy (10 / 300), and T3 ones cost 2,800 alloy (5,000).
- Paced for 256 and 512 mapsNumbers chosen in an economy simulation that follows the game’s own rules: a 256 map over in 5–15 minutes, a 512 in 20–30, and nobody on T2 before about 7. Factories cost 200 alloy (150); the T2 upgrade 1,000 (500) over 90 s (80) and T3 4,000 (2,000).
- T4s that end games10,000–25,000 alloy (the game’s 3,400–11,100), priced against T3 tanks with splash and range counted, so one is strong without outclassing an army its cost. Most move at 2.25–3 (2), never faster than a T3 tank, and the Centaur’s railgun reaches 80 (40).
- T3 tanks that keep upThe Kodiak, Glaive and Auger cost 30% less and move at 3.3 like a T1 tank (2.5–2.7), with guns that track much faster. The Guardian Nitro is quicker still, at 4.5, with 3,000 health (2,250).
- Shots that hit moving targetsArtillery and the EDA and Guardian commanders’ missiles aim where a target is going, not where it was.
- Air paid for in energyT1–T3 aircraft cost 40 energy per alloy (20, the Chosen ones 10), so air is built from your base while land is built from the map. Otherwise air plays as the game has it.
- Shields with a priceT2 shields cost 300 alloy for 6,000 strength (150 for 10,000) and T3 ones 1,000 for 15,000 (600 for 20,000), and both take twice the energy to run.
- Point defences worth buildingT2 point defences have 3,000–3,800 health (2,000) and 1.5–1.9× the damage. The Chosen T3 one hits 2.2× as hard, with 7,000 health (6,500).
- Reclaim worth fighting overWrecks reclaim three times as fast and last 6 minutes (3), so a won fight pays for the next one.
- Radar at a priceT2 radar runs on 250 energy a second (150). T3 radar costs 2,800 alloy and 1,400 energy a second (700 and 350), and the EDA and Chosen ones see 750 and 850 (450 and 550).
- Late-game economy at a late-game priceAlloy Furnaces run on 2,000 energy a second (1,000), and the Guardian Crucible costs three times as much (150,000 alloy), with a death blast of 50,000 damage out to 40.
- Raids that workEngineers have less than half their health. Land and naval units cost 6 energy per alloy (10).
- T2 beats its cost in T1The Chosen Jager toned down, the other T2 raiders brought up, and the three T1 tanks and T1 artillery brought level.
- Bugs fixedOne broken bomber no longer freezes other units’ targeting, aircraft can’t fire from inside a shield at what it covers, and the Chosen T2 point defence stops shooting the ground.
- Every section is a switchSix lobby options, all on by default. The host can turn off any part of the patch, from the economy to the fixes.
See it in the unit database. Switch on Remmy’s Balance Patch in the database’s toolbar and every number on the site follows the patch: costs, health, DPS, the calculator and comparisons.
Units with the patch onSet it up
- Delete any older
SanctuaryMods\BalancePatch\folder first: a leftover file stops lobbies from matching. - Extract the zip into your
enginefolder, with the Mod Manager 0.17.0 or later. Every player in the lobby needs both. - Host a lobby on any map.
- Open Mods in the lobby, beside Settings, and switch on Balance Patch. Its 6 sections below are its options: all start on, and the host can switch off any of them.
- Start. The game waits until every player has the same copy, and says who’s missing it.
Good to know
- A playtest buildThe economy’s numbers come from a simulation and a few real games, so expect them to move. Note when you first upgrade an extractor and a factory, and send replays: they help most.
- Four units still deal no damageThe Guardian T1 and T3 bombers, the Chosen T3 bomber and the EDA T2 raider: their models lack the weapon bones. The patch stops them freezing everyone else’s targeting.
- Not in the lists belowReclaim speed, how long wrecks last and full starting storage are game rules rather than unit numbers, so they’re in the Economy section’s summary.
Each line is the game’s number, then the patch’s. Click a unit to open it in the database with the patch on.
Fixes2 units
Bugs: a bomber with no muzzles stopped other units' targeting; aircraft inside a shield's bubble hit everything under it; the Chosen T2 point defence couldn't raise its barrel above level; T1 bombs expired before they could land.
- TargetingA weapon whose muzzles aren't in its model (the Guardian T1 and T3 bombers, the Chosen T3 bomber, the EDA T2 raider; the TALEN until game 0.0.1.21.1) picks no target. Before, its target search threw an error that stopped every weapon queued after it from picking a new target, every tick, for as long as it had an enemy in range.
- ShieldsAn aircraft's projectile that starts inside an enemy shield's bubble and lands inside it hits the shield instead, and so does an aircraft's beam fired from inside one. Before, gunships and bombers flew inside T3 bubbles and hit everything under them. Units on the ground inside a bubble shoot as before.
- projectile lifetime (s)2→4+100%
- max barrel elevation (deg)55→100+82%
- rest barrel elevation (deg)0→55
Why
- T1 bombs lived 2 seconds at speed 20, about 40 range, while the bombers release from up to 60. They now live long enough to land. Not the Chosen Comet, which the game reworked in 0.0.1.21.1 to drop its bomb from 10. (T3 bombs had the same fix until 0.2.9; the game's new flight patterns may have fixed them, to be tested.)
- The Chosen T2 point defence (Redoubt) shot the ground: its model's barrel bone rests about 55 degrees nose-down, and it may only pitch up 45, so it could never raise the barrel to level. It never came on target (0% in tests at 20-47 range, other T2 point defences 48-94%). It may pitch up 100 now and rests level. (Game 0.0.1.21.1 turns the model's real yaw bone, which this patch used to fix, and lets it pitch up 55: just enough to reach level, never above it.)
Economy172 units
Commanders make 3 alloys and 30 energy a second (were 5 and 50) and start you with full storage, 500 alloys and 5000 energy (was half, 250 and 2500). T2 and T3 extractors make 5 and 15 (were 4 and 10); T1 and T2 generators make 20 and 600 energy (were 10 and 300), and T3 ones cost 2800 alloys (were 5000). Alloy Furnaces use 2000 energy a second (were 1000). The Guardian Crucible costs 3x as much and takes 3x as long to build (150000 alloys), and its death explosion does 50000 damage out to 40. Factories cost 200 alloys (were 150), upgrading one to T2 costs 1000 (was 500) over 90 s (was 80) and to T3 4000 (was 2000), and T3 tanks and the Guardian T3 raider cost 30% less. T2 radar uses 250 energy a second (was 150) and T3 radar costs 2800 alloys (was 700) and 1400 energy a second (was 350); EDA and Chosen T3 radar see 750 and 850 (were 450 and 550). Wrecks reclaim 3x as fast and last 6 minutes (were 3). Land units cost 6 energy per alloy (were 10) and T1-T3 aircraft 40 (were 20, Chosen 10), and engineers have less than half their health.
- AIThe stock AI's energy-to-alloy income targets are scaled by 0.7.
- energy cost310→186−40%
- energy cost200→186−7%
- energy cost380→228−40%
- energy cost300→180−40%
- energy cost190→114−40%
- energy cost210→126−40%
- energy cost200→120−40%
- energy cost290→186−36%
- energy cost310→186−40%
- energy cost300→180−40%
- energy cost1,510→906−40%
- energy cost1,000→600−40%
- energy cost1,800→1,080−40%
- energy cost1,800→1,080−40%
- energy cost1,800→1,080−40%
- energy cost1,130→678−40%
- energy cost1,310→786−40%
- energy cost80→48−40%
- energy cost2,410→1,446−40%
- energy cost2,360→1,416−40%
- energy cost4,890→2,934−40%
- energy cost4,000→2,400−40%
- alloy cost353→247−30%
- energy cost3,530→1,483−58%
- energy cost4,580→2,748−40%
- energy cost4,040→2,424−40%
- alloy cost782→547−30%
- energy cost7,820→3,284−58%
- alloy cost906→634−30%
- energy cost9,060→3,805−58%
- alloy cost849→594−30%
- energy cost8,490→3,566−58%
- cost6,812 alloy + 68,120 energy→15,000 alloy + 90,000 energy
- cost5,233 alloy + 52,330 energy→12,000 alloy + 72,000 energy
- cost3,407 alloy + 34,070 energy→10,000 alloy + 60,000 energy
- cost11,136 alloy + 111,360 energy→25,000 alloy + 150,000 energy
- cost10,167 alloy + 101,670 energy→20,000 alloy + 120,000 energy
- cost3,696 alloy + 36,960 energy→10,000 alloy + 60,000 energy
- energy cost150,000→90,000−40%
- energy cost180,000→108,000−40%
- cost4,295 alloy + 42,950 energy→10,000 alloy + 60,000 energy
- cost5,012 alloy + 50,120 energy→12,000 alloy + 72,000 energy
- energy cost4,000,000→2,400,000−40%
- energy cost400→800+100%
- energy cost200→800+300%
- energy cost250→1,000+300%
- energy cost600→2,400+300%
- energy cost1,400→2,800+100%
- energy cost800→3,200+300%
- energy cost1,000→4,000+300%
- energy cost3,000→12,000+300%
- energy cost3,000→6,000+100%
- energy cost3,000→6,000+100%
- energy cost3,000→6,000+100%
- energy cost1,500→6,000+300%
- energy cost3,000→6,000+100%
- energy cost4,000→16,000+300%
- energy cost1,100→4,400+300%
- energy cost6,800→13,600+100%
- energy cost5,000→10,000+100%
- energy cost2,500→10,000+300%
- energy cost9,000→36,000+300%
- energy cost9,000→36,000+300%
- energy cost3,000→1,800−40%
- energy cost3,500→2,100−40%
- energy cost9,000→5,400−40%
- energy cost50,000→30,000−40%
- energy cost25,000→15,000−40%
- cost500 alloy + 5,000 energy→1,000 alloy + 10,000 energy
- build time800→900+13%
- cost500 alloy + 5,000 energy→1,000 alloy + 10,000 energy
- build time800→900+13%
- cost500 alloy + 5,000 energy→1,000 alloy + 10,000 energy
- build time800→900+13%
- cost5,000 alloy + 50,000 energy→2,800 alloy + 28,000 energy
- build time5,000→2,800−44%
- cost700 alloy + 7,000 energy→2,800 alloy + 28,000 energy
- upkeep (energy/s)350→1,400+300%
- radar range550→850+55%
- cost700 alloy + 7,000 energy→2,800 alloy + 28,000 energy
- upkeep (energy/s)350→1,400+300%
- radar range450→750+67%
- cost700 alloy + 7,000 energy→2,800 alloy + 28,000 energy
- upkeep (energy/s)350→1,400+300%
- cost50,000 alloy + 500,000 energy→150,000 alloy + 1,500,000 energy
- build time50,000→150,000+200%
- death explosionnone→[object Object]
- death effect[object Object]→[object Object]
Why
- The commander makes 3 alloys and 30 energy a second (was 5 and 50): about three extractors' worth instead of five, so income comes from taking the map. Its storage stays 500 alloys and 5000 energy, but an army starts with it full (was half, 250 and 2500), so the opening isn't starved.
- T2 extractors make 5 alloys a second (were 4): the upgrade (600 alloys) pays back in 150 s instead of 200 s, so small maps can grow by upgrading once their spots are taken.
- T1 generators make 20 energy a second (were 10): power is half of what everything costs, and a generator now supports a factory and a bit more.
- T1 generators had 10x the health per energy of T2 and T3 ones.
- T2 generators give 1.5x the energy per cost of T1 ones: 600 a second (the game makes 300 since 0.0.1.21.1, was 200).
- T3 generators cost 2800 alloys and 28000 energy (were 5000 and 50000; build time 2800, was 5000): with the game's 2750 energy a second (since 0.0.1.21.1, was 1000) that is about 2.5x the energy per cost of T1 ones, in a smaller step that runs an Alloy Furnace and a half.
- The Crucible (Guardian T4 generator) costs 150000 alloys and 1500000 energy with build time 150000 (all 3x): it still makes 500 alloys and 50000 energy a second, so it stays a game winner once it stands, but it takes three times as long to get there. It had no death explosion; now it does 50000 damage out to 40 (a commander's is 5000 out to 15), friend and foe alike, with the game's biggest land death effect.
- T3 extractors make 15 alloys a second (were 10): the upgrade (2000 alloys) pays back in 200 s instead of 400 s, so T3 economy pays for itself inside a 20-30 minute game.
- T1 factories cost 200 alloys and 2000 energy (were 150 and 1500): a factory is a decision, not something to spam, without making the opening drag.
- Upgrading a factory to T2 costs 1000 alloys and 10000 energy (was 500 and 5000) and takes 90 s (was 80): about 11 alloys a second while it runs, so T2 has to be paid for without losing the game to T1 spam first.
- Upgrading a factory to T3 costs 4000 alloys and 40000 energy (was 2000 and 20000; same build time).
- T2 radar uses 250 energy a second to run (was 150).
- T3 radar costs 2800 alloys and 28000 energy (was 700 and 7000; same build time) and uses 1400 energy a second to run (was 350): it sees 450-1000 across the map, so it should be a real investment.
- EDA T3 radar sees 750 (was 450) and Chosen 850 (was 550), closer to the Guardian one's 1000.
- T3 tanks and the Guardian Nitro (T3 raider) cost 30% less, alloys and energy (same build time): a T3 tank was about 29 T1 tanks' worth of alloys, and T3 should be within reach in a 20-30 minute game.
- Land and naval units cost 6 energy per alloy (were 10), same alloys: land units are paid for with the map, aircraft with the base.
- T1 tanks: the Chosen Gladius won 10 against 10 Pumas or Gimlets every time with almost half left, being tougher and cheaper. It costs a little more and has a little less health.
- Chosen Ares: 15000 alloys (was 6812), 189000 health (was 75000) and weapon damage as listed.
- Chosen Tripod: 12000 alloys (was 5012), 158000 health (was 50000) and weapon damage as listed.
- Chosen Djinn: 20000 alloys (was 10167), 234000 health (was 100000) and weapon damage as listed.
- Chosen big bot: 25000 alloys (was 11136), 297000 health (was 100000) and weapon damage as listed.
- EDA T1 artillery (Bison) cost 40 against 62 and 76 for the Chosen and Guardian ones, for the same job. Now about the Chosen cost.
- EDA Centaur (railgun sniper): 10000 alloys (was 4295), 127000 health (was 55000), railgun range 80 (was 40, shorter than a T3 sniper bot's 60) and weapon damage as listed: about 0.7x the average T3 tank's damage per alloy, paid for with twice its range. Its vision stays 20, so like the T3 snipers it needs radar or spotters.
- T4s are game enders for long 512 games that become spammable as the game goes on: they cost 10000-25000 alloys (2-3x what they did, energy 6 per alloy), and their health and damage are raised so that per alloy they beat the average T3 tank (15.8 health and 0.49 damage a second per alloy, after this patch's T3 discount) by 10%, or match it for the 60-100 range ones (Djinn, Chosen big bot) - then cut to 0.8x of that in 0.2.6, because one T4 keeps all its damage until it dies while a T3 army loses damage with every tank, so equal stats per alloy played as far stronger. The Quasar is matched against T3 artillery and keeps its health. Damage counts every muzzle and salvo (my arithmetic on the templates); death explosions are unchanged. EDA Behemoth: 10000 alloys (was 3696), 136000 health (was 72000) and weapon damage as listed. In 0.2.7 health went to 0.8x again and damage against the ground was cut by how much each T4 gets from splash (radius 3-4 hits several bunched T3 tanks) and from out-ranging T3 tanks (34): the Chosen big bot to 0.5x, the Ares, Centaur and Tripod to 0.6x, the Djinn to 0.75x, the rest to 0.9x, then both raised together (the same factor on health and ground damage, 1.13-1.34x) to about 0.8x a T3 tank's health x damage per alloy, splash and range counted, so one T4 (keeping all its damage until it dies) beats its cost in T3 tanks clearly but not by a mile. Splash counts: the big bot's radius-3 shells hit several tanks, the beam bot hits one, so the beam bot gets more health and damage per alloy. Anti-air weapons on T4s are unchanged.
- Guardian beam bot: 12000 alloys (was 5233), 160000 health (was 50000) and weapon damage as listed.
- Guardian Quasar: 10000 alloys (was 3407), 67000 health (was 50000) and weapon damage as listed.
- T1-T3 aircraft cost 40 energy per alloy (EDA and Guardian ones were 20), same alloys: generators make twice the energy, so this is what aircraft cost in generator time before, while land units cost less. T4 and T5 aircraft keep the game's prices.
- Chosen aircraft cost half the energy of EDA and Guardian ones with the same stats (10 per alloy). Now 40 like theirs.
- The Chosen Typhoon (T2 torpedo bomber) and Cleric (T2 flying shield booster) already cost 20 energy per alloy. Now 40 like the rest.
- Alloy Furnaces use 2000 energy a second (were 1000) for their 10 alloys: with this patch's cheaper T3 generators a furnace cost less to run than in the game (about 300 alloys of furnace and generator per alloy a second, against 380 in the game; now about 400, twice a T3 extractor upgrade's 200, but not tied to a spot).
- T1 engineers had 750 health, five to ten times a T1 raider's, so raiding them barely worked.
- T2 engineers in proportion.
- T3 engineers in proportion.
Commanders2 units
The EDA and Guardian commanders' missiles fly at once and steer at where the target is going, in smaller, faster volleys: they hit moving units as often as the Chosen commander does.
- damage100→50−50%
- reload (s)2→1−50%
- damage100→50−50%
- reload (s)3→1.5−50%
- homingTargetEntity→LeadTargetEntity
- top speed10→15+50%
- acceleration5→20+300%
- stage 1 top speed5→15+200%
- stage 1 turn rate (deg/s)100→360+260%
- stage 2 starts at (s)2.7→0.4−85%
- stage 2 acceleration15→30+100%
- stage 2 turn rate (deg/s)50→360+620%
Why
- EDA commander: half the damage per missile, twice as often (same damage per second), so less of it is wasted on targets that are already dead.
- Guardian commander: the same.
- The EDA and Guardian commanders' missile hung at speed 5 for about three seconds before flying, so anything moving walked out of its way (measured: 23-43% of its damage landed on moving T1 tanks, the Chosen commander's 72%). It now flies at once and steers at where its target is going.
Artillery15 units
Artillery leads moving targets (it couldn't hit anything moving in a straight line); the three factions' T1 artillery are brought level.
- leads its targetno→yes
- splash radius1→1.5+50%
- leads its targetno→yes
- splash radius0.5→1+100%
- leads its targetno→yes
- damage360→220−39%
- leads its targetno→yes
- leads its targetno→yes
- leads its targetno→yes
- artillery leads its target ×2no→yes
- artillery leads its target ×2no→yes
Why
- Artillery aims where a moving target will be instead of where it was. Its spread still makes it miss sometimes.
- Guardian T1 artillery's single big shell lands most often once it leads (66% of its damage on crossing tanks, against Chosen's 31%), so less per shell.
- Chosen T1 artillery lost every fight against its own value in T1 tanks once the others were tuned: a little more splash.
- EDA T1 artillery's rocket salvo had almost no splash (0.5), so its spread shells mostly hit nothing (7% on crossing tanks).
Defences13 units
Point defences see as far as they shoot, and T1 point defences are tougher: they beat their cost in T1 tanks, while T1 artillery still outranges them. T2 point defences are much tougher and hit harder, and the Chosen T3 one hits much harder. Shields cost more and hold less: T2 300 alloys for 6000 (were 150 for 10000), T3 1000 for 15000 (were 600 for 20000), and use twice the energy to run.
- vision20→27+35%
- health1,000→1,900+90%
- vision25→50+100%
- health2,000→3,800+90%
- damage480→912+90%
- vision25→50+100%
- health2,000→3,000+50%
- damage400→608+52%
- vision25→50+100%
- health2,000→3,200+60%
- damage160→258+61%
- cost150 alloy + 1,500 energy→300 alloy + 3,000 energy
- build time150→300+100%
- shield10,000→6,000−40%
- defence.shields.1.value10,000→6,000−40%
- shield regen/s100→60−40%
- upkeep (energy/s)100→200+100%
- vision30→70+133%
- health6,500→7,000+8%
- damage825→1,848+124%
Why
- T1 point defences see less than they shoot (since game 0.0.1.21.1 the Chosen one sees 20, the others 22, and all shoot 27), so T1 tanks (range 20) can get shots in from outside their sight. They now see their full range: still more than a tank's, less than T1 artillery's 30.
- Likewise for the EDA and Guardian ones.
- With nothing like walls to hide behind, a T1 point defence died to its own value in T1 tanks while killing half of them. More health makes it a real answer to T1 tanks and an early commander, while T1 artillery still outranges it.
- T2 point defences likewise (saw 25, shoot 50).
- T3 point defences likewise (saw 30, shoot 70).
- T2 point defences had the health of a T1 one at 2.5-3x the price: against their cost in T2 tanks they scored 0.18-0.28 (health x damage per alloy, range counted; my arithmetic), where FAF's T2 point defences score about 0.6 against FAF's T2 tanks. Health and damage raised together to about 0.65: they lose to their cost in T2 tanks that reach them, beat lower tiers, and still fall to artillery. The EDA one: 3000 health (was 2000), 1.52x damage.
- The Guardian T2 point defence: 3200 health (was 2000), 1.61x damage.
- The Chosen T2 point defence (the dearest, 572 alloys): 3800 health (was 2000), 1.9x damage.
- The Chosen T3 point defence scored 0.13 against its cost in T3 tanks (FAF's Ravager about 0.2). 7000 health (was 6500) and 2.24x damage (275 to about 615 a second): a hard-hitting but fragile turret, about 0.3.
- T2 shields cost 300 alloys and 3000 energy (were 150 and 1500; build time to match), hold 6000 (were 10000), regenerate 60 a second (were 100) and use 200 energy a second (were 100): a 10000 shield for 150 alloys was 67 health per alloy, about 4x a T3 tank's, and this patch's T2 generators halved what its upkeep meant (200 is a third of one, as 100 was in the game).
- T3 shields cost 1000 alloys and 10000 energy (were 600 and 6000; build time to match), hold 15000 (were 20000), regenerate 110 a second (were 150) and use 500 energy a second (were 250).
Unit tuning20 units
The Chosen Jager toned down and the other T2 raiders brought up, so T2 beats its cost in T1 without crushing it; the three T1 tanks brought level; T3 tanks move as fast as T1 tanks with quicker guns, and the Guardian T3 raider is faster still and lighter; T4 bots move at 2.25-3 (were 2; none faster than T3 tanks; the Chosen big bot keeps the game's 1) and are game enders: 10000-25000 alloys with health and damage to match, less for the ones whose splash and range already win fights; the EDA railgun sniper reaches 80.
- energy cost200→186−7%
- alloy cost20→31+55%
- energy cost290→186−36%
- health307→300−2%
- alloy cost29→31+7%
- health275→320+16%
- health285→300+5%
- damage23.53→26+10%
- health2,173→2,100−3%
- damage50.4→47−7%
- health1,428→1,800+26%
- damage51.39→80+56%
- speed3.3→4.5+36%
- acceleration3.3→4.5+36%
- gun turn rate (deg/s)70→180+157%
- gun elevation rate (deg/s)20→90+350%
- health2,250→3,000+33%
- damage148→185+25%
- speed2.5→3.3+32%
- acceleration2→3.3+65%
- turn rate (deg/s)60→90+50%
- gun turn rate (deg/s)70→180+157%
- gun turn rate (deg/s) ×290→180+100%
- gun elevation rate (deg/s) ×270→90+29%
- speed2.5→3.3+32%
- acceleration2→3.3+65%
- turn rate (deg/s)45→90+100%
- gun turn rate (deg/s)70→180+157%
- gun elevation rate (deg/s)40→90+125%
- speed2.7→3.3+22%
- acceleration2→3.3+65%
- turn rate (deg/s)60→90+50%
- gun turn rate (deg/s)70→180+157%
- gun elevation rate (deg/s)20→90+350%
- cost6,812 alloy + 68,120 energy→15,000 alloy + 90,000 energy
- speed2→3+50%
- acceleration2→3+50%
- turn rate (deg/s)40→70+75%
- gun turn rate (deg/s) ×345→90+100%
- health75,000→189,000+152%
- weapon 1 damage4,000→11,820+196%
- weapon 2 damage100→296+196%
- weapon 3 damage100→296+196%
- cost5,233 alloy + 52,330 energy→12,000 alloy + 72,000 energy
- speed2→3+50%
- acceleration2→3+50%
- turn rate (deg/s)40→70+75%
- gun turn rate (deg/s) ×345→90+100%
- health50,000→160,000+220%
- damage50→281+462%
- cost3,407 alloy + 34,070 energy→10,000 alloy + 60,000 energy
- speed2→2.25+13%
- acceleration2→2.25+13%
- turn rate (deg/s)40→50+25%
- health50,000→67,000+34%
- damage300→2,489+730%
- cost11,136 alloy + 111,360 energy→25,000 alloy + 150,000 energy
- health100,000→297,000+197%
- weapon 1 damage1,567.94→2,982+90%
- weapon 2 damage31.36→103+228%
- weapon 3 damage31.36→103+228%
- weapon 4 damage836.24→1,591+90%
- weapon 5 damage836.24→1,591+90%
- cost10,167 alloy + 101,670 energy→20,000 alloy + 120,000 energy
- speed2→2.75+38%
- acceleration2→2.75+38%
- turn rate (deg/s)40→60+50%
- health100,000→234,000+134%
- weapon 1 damage1,000→4,788+379%
- weapon 2 damage150→840+460%
- weapon 3 damage150→840+460%
- cost3,696 alloy + 36,960 energy→10,000 alloy + 60,000 energy
- speed2→3+50%
- acceleration2→3+50%
- turn rate (deg/s)40→70+75%
- artillery gun turn rate (deg/s)45→90+100%
- health72,000→136,000+89%
- weapon 1 damage480→1,380+188%
- weapon 2 damage345→992+188%
- weapon 3 damage345→992+188%
- weapon 4 damage100→264+164%
- speed2→2.75+38%
- acceleration2→2.75+38%
- turn rate (deg/s)40→60+50%
- cost4,295 alloy + 42,950 energy→10,000 alloy + 60,000 energy
- speed2→2.25+13%
- acceleration2→2.25+13%
- turn rate (deg/s)40→50+25%
- health55,000→127,000+131%
- weapon 1 range40→80+100%
- weapon 1 damage4,000→5,424+36%
- weapon 2 damage40→80+100%
- cost5,012 alloy + 50,120 energy→12,000 alloy + 72,000 energy
- speed2→2.25+13%
- acceleration2→2.25+13%
- turn rate (deg/s)40→50+25%
- health50,000→158,000+216%
- weapon 1 damage1,000→1,841+84%
- weapon 2 damage160→295+84%
- weapon 3 damage160→295+84%
Why
- Land and naval units cost 6 energy per alloy (were 10), same alloys: land units are paid for with the map, aircraft with the base.
- T1 tanks: the Chosen Gladius won 10 against 10 Pumas or Gimlets every time with almost half left, being tougher and cheaper. It costs a little more and has a little less health.
- Chosen Ares: 15000 alloys (was 6812), 189000 health (was 75000) and weapon damage as listed.
- Chosen Tripod: 12000 alloys (was 5012), 158000 health (was 50000) and weapon damage as listed.
- Chosen Djinn: 20000 alloys (was 10167), 234000 health (was 100000) and weapon damage as listed.
- Chosen big bot: 25000 alloys (was 11136), 297000 health (was 100000) and weapon damage as listed.
- EDA T1 artillery (Bison) cost 40 against 62 and 76 for the Chosen and Guardian ones, for the same job. Now about the Chosen cost.
- EDA Centaur (railgun sniper): 10000 alloys (was 4295), 127000 health (was 55000), railgun range 80 (was 40, shorter than a T3 sniper bot's 60) and weapon damage as listed: about 0.7x the average T3 tank's damage per alloy, paid for with twice its range. Its vision stays 20, so like the T3 snipers it needs radar or spotters.
- T4s are game enders for long 512 games that become spammable as the game goes on: they cost 10000-25000 alloys (2-3x what they did, energy 6 per alloy), and their health and damage are raised so that per alloy they beat the average T3 tank (15.8 health and 0.49 damage a second per alloy, after this patch's T3 discount) by 10%, or match it for the 60-100 range ones (Djinn, Chosen big bot) - then cut to 0.8x of that in 0.2.6, because one T4 keeps all its damage until it dies while a T3 army loses damage with every tank, so equal stats per alloy played as far stronger. The Quasar is matched against T3 artillery and keeps its health. Damage counts every muzzle and salvo (my arithmetic on the templates); death explosions are unchanged. EDA Behemoth: 10000 alloys (was 3696), 136000 health (was 72000) and weapon damage as listed. In 0.2.7 health went to 0.8x again and damage against the ground was cut by how much each T4 gets from splash (radius 3-4 hits several bunched T3 tanks) and from out-ranging T3 tanks (34): the Chosen big bot to 0.5x, the Ares, Centaur and Tripod to 0.6x, the Djinn to 0.75x, the rest to 0.9x, then both raised together (the same factor on health and ground damage, 1.13-1.34x) to about 0.8x a T3 tank's health x damage per alloy, splash and range counted, so one T4 (keeping all its damage until it dies) beats its cost in T3 tanks clearly but not by a mile. Splash counts: the big bot's radius-3 shells hit several tanks, the beam bot hits one, so the beam bot gets more health and damage per alloy. Anti-air weapons on T4s are unchanged.
- Guardian beam bot: 12000 alloys (was 5233), 160000 health (was 50000) and weapon damage as listed.
- Guardian Quasar: 10000 alloys (was 3407), 67000 health (was 50000) and weapon damage as listed.
- The Chosen Jager (T2 raider) beat every other T2 raider and its own value in T1 tanks with most of its force left. Less health and damage: T2 should beat its own value in T1, but not with most of its force left.
- The EDA Puma gets more health.
- The Guardian Gimlet landed the fewest shots on moving tanks (69% against 86-88%): more health and damage.
- EDA T2 raider (Hyena): T2 raiders other than the Jager lost every fight against their own value in T1 tanks; T2 should win those. More health.
- Guardian T2 raider (Torque): likewise, more damage.
- T3 tanks move at 3.3 like T1 tanks (were 2.5-2.7), turn their hull at 90 degrees a second (was 45-60) and their guns at 180 (were 70), so they keep up with an army and track what they shoot at.
- The Guardian Nitro (T3 raider) moves at 4.5 (was 3.3), faster than T1 raiders (4), with its gun turning at 180 degrees a second (was 70). It has 3000 health (was 2250) and 25% more damage: per alloy it was far weaker than T3 tanks and even T2 raiders (6 health per alloy against their 13-19), so it is now a little lighter than a T3 tank and hits a little harder, and still loses a straight fight with one. Its range (24) stays well short of a T3 tank's (34).
- T4 brawlers walk at 3 (were 2; no T4 is faster than a T3 tank's 3.3), turn at 70 degrees a second (were 40) and swing their main guns at 90 (were 45): the EDA Behemoth, the Chosen Ares and the Guardian beam bot fight at 30-35 range, so they have to be able to close in.
- Ares main and side guns swing at 90 degrees a second (were 45).
- Behemoth and Guardian beam bot main guns swing at 90 degrees a second (were 45).
- The Chosen Djinn (hover, anti-air too) and the Athena mobile shield move at 2.75 (were 2) and turn at 60 (were 40): the shield has to keep up with the army under it.
- Long-range T4s move at 2.25 (were 2) and turn at 50 (were 40): the EDA Centaur railgun sniper, the Guardian Quasar artillery and the Chosen Tripod (100 range). They stay the slowest, as snipers and artillery should. (The Chosen big bot was in this list; game 0.0.1.21.1 slowed it to 1, and that is left as the game has it.)