Supreme Commander - Patch 1.0.3189 -> 1.1.3251

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Supreme Commander - Patch 1.0.3189 -> 1.1.3251

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Patch für <STRONG>Supreme Commander</STRONG> von Version 1.0.3189 (Verkaufsversion)&nbsp;auf 1.1.3251

MISC
* New cartographic view for both main view and strategic map.
* Multiplayer/Skirmish maps now have a "no rush" timer option.
* Map props have been altered to balance player start positions.
* Overall performance enhancements in regards to memory management and AI.
* Saltrock Colony's civilian defenses altered for balance.
* Assist Icon now properly shows when mousing over a Quantum Gateway.
* Starting Mass Extractor locations adjusted for all ranked maps.
* Weapons that do splash damage no longer destroy other projectiles.
* Improved pathing and unit formation behavior, especially for naval and experimental units.
* Fixed issue where game would lock up if you were at unit capacity in campaign mode and captured an enemy unit.
* Ferry Beacon now has a Strategic Icon.
* Weapons now perform a terrain blocking test when choosing the best target to engage.
* Improved behavior for Engineers that are patroling and reclaiming resources.
* Attack Ground is now equivalent of Attack Move to Position.
* New Hold Ground stance lets units attack the ground instead of performing an attack move to a position.
* Fixed double Mass Extractor exploit.
AIR
* Scorcher now deals its damage faster.
* Build cost of Tier 3 spy planes reduced by roughly half, and they now have limited-range Omni.
* Transports will no longer chase planes.
* Gemini has been retuned to address a bug with its missiles.
* Tier 1 bombers now drop their bombs using a physics-based model.
* Zeus's health increased.
* Revenant's damage increased.
* Anti-air guns now prioritize bombers, gunships and transports over Interceptors and scouts.
* Gunships with AA do not chase planes.
* Multiple transports now use one Ferry Waypoint, as opposed to one per transport.
* New Dock Button orders planes to auto-land and refuel at nearest Air Staging Platform or carrier.
GROUND
* Aurora: Acceleration increased slightly and top speed lowered.
* Cybran ACU damage reduced; rate of fire increased; overall DPS reduced.
* Mech Marine can now fire correctly from a transport; health increased.
* Omni Sensors no longer have sonar capabilities.
* Flare: Damage increased.
* Energy Storage economy reduced; explosion radius increased.
* Cybran TML defenses improved and now have a charge time before launch.
* Aeon ACU Advanced Resource Allocation System cost reduced.
* T3 land factories upgrade cost increased.
* UEF ACU nuke now behaves like other nukes.
* T3 Cybran Siege Assault Bots will no detonate into an EMP if they are destroyed while under construction.
* Cybran ACU and sACU now have a general cloaking button that handles both cloak and stealth.
* Fixed an issue where factories stopped responding if the unit being built was killed during the "factory lower" animation.
* Shields will no longer fully recover shield health while in an Energy-negative economy.
* Shields no longer prevent nuke damage.
* Commanders now display warp-in effect during online ranked games.
* All Supreme AI now begin building at the proper time in skirmish rather than waiting for 13 seconds.
* Engineers can now assist Shield Generators and will repair and recharge shields while shield is taking damage.
* Tier 1 Tanks
- Striker has increased movement speed and has been retuned.
* Tier 2 Tanks
- Retuned to perform better vs. Tier 1 units.
- Increased movement speed.
- Obsidian Energy drain decreased.
* Tier 2 Artillery:
- Miasma: Damage reduced.
- Klinkhammer: More accurate.
- Gunther: More accurate, damage increased.
* Tier 2 Point Defenses
- Now lead their targets.
- Oblivion and Triad no longer deal damage to friendly targets.
* Tier 3 Siege Assault Bots
- Firing-range reduced.
- Vision-range reduced.
- Acceleration reduced.
- Harbinger and Titan build cost increased.
- Titan turret speed increased.
- Loyalist build cost decreased and DPS increased.
SEA
* Can no longer build Strategic Missile Defenses on water.
* Salem now moves similar to Aeon and UEF Destroyers; its speed on land has been increased and only goes on land if it has been given a land-based waypoint.
* UEF and Cybran Naval factories are now more susceptible to torpedoes.
* T3 submarines are now significantly cheaper to build, their TML damage has been reduced and their nuke cost increased.
* Amphibious units (that move along the sea floor) now have water vision equal to their normal vision. They can also now detect submarines.
* Carriers (including the CZAR) can now build Tier 1 through Tier 3 air units.
* Cybran carrier anti-air guns DPS decreased and accuracy increased.
* T3 Sonar Buoys cost reduced, health changed and sonar range increased.
* T1 and T2 Sonar Buoys health increased.
* T3 Aeon Sonar Buoy anti-torpedo rate of fire decreased.
* T1 Torpedo Launchers now have sonar.
* T3 Aeon Strategic Missile Submarine's tactical missiles can now be targeted by TMD's.
* Frigates:
- Health increased
- Build cost decreased
- DPS increased
- Beacon range decreased
- Anti-torpedo system retuned.
* Submarines:
- Sylph build cost increased and DPS decreased.
- Sliver DPS decreased, build cost decreased and health increased.
* Destroyers
- Build cost retuned.
* Battleships
- Summit and Galaxy build cost decreased.
EXPERIMENTALS
* Galactic Colossus and Monkeylord now always respond to attacks from Siege Assault Bots.
* Atlantis:
- Health reduced.
- Torpedo system retuned.
* CZAR:
- Health increased.
- Beam damage reduced.
- Flak damage radius increased.
- Crash damage reduced.
* Fatboy
- Build cost decreased.
- Can no longer build Engineers while underwater.
* Galactic Colossus
- Build cost decreased.
- Movement improved.
* Mavor:
- Accuracy decreased.
- Turret speeds increased.
- Build cost reduced.
* Monkeylord
- Turret ranges increased.
* Scathis:
- Energy drain per shot reduced.
- Health increased.
- Max firing radius decreased.
* Soul Ripper:
- Ground-damage doubled and splash damage added.
- Air-to-air damage reduced.
- Crash damage and radius increased.
- Build cost retuned.
* Tempest:
- Acceleration increased.
- Turn rate increased.
- Main cannon radius increased.
- Build cost decreased.
General Game UI
- Game no longer pauses when you minimize or press Alt-Tab.
- Messages are broadcast to every player when alliances are formed or broken.
- There is now a confirmation dialog for self-destructing units. (You can turn the self-destruct confirmation off in the Options Menu under the Interface Tab.)
- Removed auto-pausing from all dialogs except the Main Escape Menu in single player.
- Allied victory and share resources are now active by default.
- Construction/Queue Bars now shrink and grow according to how many options are available.
- Save, Load and Replay dialogs can now be sorted by name or date created/modified.
- A dialog similar to the victory dialog is now displayed when a replay has finished playing.
- Fixed duplicate weather effects showing up in right-hand corner of the world.
Map Control
- There is a new window that controls several things:
- Toggle Resource Icons on/off.
- Toggle Cartographic mode on/off.
- Toggle Minimap on/off (even in the minimal view).
- This dialog can be accessed by either pressing 'Y' or by clicking on the former 'Minimap' button.
Quick Select Groups / Avatars
- Units are automatically assigned to the same Quick Select Group that the constructing factory is assigned to.
- To support this, factories are now filtered out of Quick Select Groups when recalling them for selection.
- Shift + Control Group # will now add that control group's units to your current selection.
- Shift + Clicking on any Quick Select button (Commanders, Idle Engineers, Control Groups) will add an idle Engineer to your current selection.
-Shift + Control + Control Group number now selects only factories in the Control Group.
- Support Commanders now have their own idle tab.
- Fixed a bug with Avatar Icons that would play the "Commander is under attack" voice for any non-commander units modded to show up as an Avatar.
- Avatars should now refresh properly when the focus army is changed.
Strategic Markers
- You can send markers to your allies by pressing the following keys:
- F5 - Sends a "General Alert" marker.
- F6 - Sends a "Move" marker.
- F7 - Sends an "Attack" marker.
- F8 - Creates a custom marker.
- General Alert, Move and Attack markers disappear after 10 seconds.
- Custom markers are permanent until the user deletes them (Shift+Ctrl+Right Click) or their army is defeated.
- Custom markers may be moved by any ally. Hold Shift and drag the circle to where you want the marker to be located.
Options
- Added an option to lock the cursor to one screen when in full-screen mode. This is useful when you are playing full-screen on a dual-monitor systems and you're only using one monitor.
- Added options that control both keyboard scroll and keyboard rotate speeds.
- Moved keyboard pan accelerate key from Shift to Control.
- Added option to toggle bloom rendering. (Toggling this off may increase performance. This has also been set to off for the low configuration.)
- Separated render background option into render skycube and render background.
Lobby
- Changed tomato color to purple.
- Added a No Rush option for custom games. Does not apply to ranked games.
- During the specified No Rush time limit, you cannot issue orders to your units outside of your initial area. In addition, you will see a ring around your base that shows the area that you are limited to, along with a timer in the Score Display that shows the amount of time remaining. - Revamped the way map selection and options are displayed.
- All players now see a "display panel" where the option list used to be.
- The host can access a secondary configuration screen to change the map and game options.
- Rollover feedback shows which slot correlates with which spawn slot on the map.
Build Mode
- The B key now toggles build mode on and off. (Esc. still toggles it off, as well.)
- As a consequence, some keys needed to be remapped in order to accommodate the new functionality for the B key.
Mod Manager
- It is EXTREMELY likely that pre-patch mods will not be compatible with the new mod system.
- Mods now key from a GUID rather than by name.
- Exclusive flag works
- Before and after tables work.
- Conflicts table works.
- Example mods were removed from the main game data files as they were confusing players. The resource rich mod is still included since many players use that mod.
- Mod hooking now concatenates so local variables will be accessible.
- Added a new lua scd that moves generic engine files to their own scd.
Mod Support
- SupcomDataPath.lua has been changed so that directories are mounted instead of defined as a search path.
- OpenURL function is exposed to Lua scripts. It is simple to use:
Usage: OpenURL("Supreme Commander - Patch 1.0.3189 -> 1.1.3251