Info: Patch 2

April 7th @ 6:14pm

And here it is, a detailed breakdown of what's in the Stormrise PATCH 2 that Creative Assembly have been working on. As you will see, alot of balancing and A.I. issues have been addressed, and I can say the dev's have been watching the forums and listening to issues with the difficulty of certain levels, which has also been looked at. Ultimately, for a patch that cannot be any larger than 4MB, they've packed quite a bit in here!

Creative Assembly will submit the patch to Sega, who's responsibility it will be to impliment. And don't worry, your old save games will work just fine alongside the new patch!

XBOX 360 PATCH #2

  • Rebalance to reduce the power of air units
  • Fix spinning of camera when whipping between nodes
    • remove copies of the focus position and direction that were held by each unit
    • now only one copy of position and direction which is held by the focus itself
    • changed battle camera transitioning flag update, so that it is only calculated once (not on every query)
    • limit the dt for the camera pos smoothing to limit the effect of the large time delay when deployment queue UI is opened and closed
  • Rebalanced unit caps
  • Balance equipment
    • mortars damage reduced but is no longer a play pepperpot mortar is double
    • acid spitters damage reduced
    • acid spitters ranges reduced to match pepperpot acid spitters damage
    • energyshield duration reduced to 10s
    • markofthematriarch duration reduced to 5s
    • markofthematriarch cooldown reduced to 70s
    • mortarmount is no longer a play
    • pepperpotmortar is no longer a play
  • Add a play for the command targeting feed equipment
  • Fix camera does not stop transitioning when whipping to a unit moving away from the previously selected unit, making it not possible to give order to the new unit until it stops (or you press the 'B' button to make it stop).
  • Sirens and Sai Commander units don't need to turn on the spot before moving, making them more responsive.
  • Don't whip away immediately when a unit dies (for 5 seconds)
    • the icon for the dead unit disappears
    • you can whip away at any time, but not back
    • you can still use 'come here' and indirect order
  • Fix turrets not shooting air units directly above them
  • Fix jitter between camera and selected unit actors when moving
  • Fix equipment effects not activating for player
  • Fix auto grouping so that the single quick group candidate is chosen to be:
    • of the same platoon id
    • then of the same type (infantry, armour, air)
    • prefers non-commanders over other infantry types
    • takes the closest if there are multiple best candidates
  • Player AI
    • fixes for expenditure management
    • add energy usage (part of player energy that can be used by AI [0..1]). It's 1.0 (use all energy) by default
    • add platoons-per-company threshold for an AI calculated company production template. Can be 1..3. It's 3 by default.
    • script API set/get AI energy usage and platoons-per-company threshold.
    • allow Warp gate and refinery upgrade if they are out of current front, but there is a lot of energy
    • mission assignment diagnostics
    • fix mission completion conditions: use 2D dist for air units and 3D for others
    • create company template: try to use successful platoon types to fill the template gaps (disabled)
    • company template creation: try to use successful platoon types to fill the template gaps
    • allow to accept not full company template if it's high in hit points and cost
    • do production and upgrade costs estimation on the coordination AI only
    • subordinators AI use coordinator estimation for expenditure management
    • no missions redistribution (a subordinator has empty missions list)
    • mission feasibility check for production, front management and resource cost estimation
    • relax front mission completeness check to 80% for large (>=8 missions) fronts
    • support resources for 'Hold' mission
    • adjust energy boost team shares on difficulty
    • do not advance front if there is threat behind
    • skip front without DP if no threat (skirmish only)
    • take into account platoon-per-side limit in production chain. May fix performance issue on Scorched Arches level, multiple AI
    • limit commander fronts depends on AI team member id (0-coordinator, 1,2,3,...), so in a big AI team commanders may act much further from the base.
    • allow DP missions to take resources from HOLD missions if they are not under thread (skirmish only). It fixes situations when AI cannot expand front because of resource limit (usually platoons-per-side)
    • allow perform DP missions if they out of current front line and not under threat ('hard' difficulty in skirmish only). It speeds up initial expansion along line-of-supply
    • fix enemy threat calculation
  • Fix for enabling stationary plays when units are not moving. Was sometimes still not enabled, even though it was clearly stationary. Now explicitly tests each of the squads in the platoon to see if they are moving
  • Fix when deactivating plays (like rocket barrage for Hunters) where they weren't attacking after the play was finished. Now check for enabled weapons after the play in complete so that their standard weapons are reactivated.
  • Prevent nodes being captured through the floor in SP06
  • Disable acid rain attack for Matriach from doing damage while moving
  • Fix artillery targeting so that it doesn't track during flight. This stops moving units from dying, even though they have moved away from the target location. Also, increasesd the flight time so that on average, the damage will be dealt when the view creates the explosion.
  • Balance changes
    • decreased the attack strength for level 2 and level 3 turrets (sai and echelon)
    • increased the attack strength for stalker laser and scorpion sting
    • added squad radius to calculation for area effect damage
    • fix impulse weapons that were non-targeted, but had no beam or area effect settings.
  • Unit regeneration update. Per unit type regeneration. Regeneration play. Also fixed abilities using the influenceRange param: this influence is now updated each frame. Fixed equipment effects activating on equip instead of play activate.
  • Configure regeneration for units (including commanders) and rebalance hitpoints and energy costs
  • Rift worms cannot attack while moving, so that they don't do invisible damage to other units
  • First pass of AI difficulty per level balance.
  • Removed autocannon from sai heavy turrest to prevent it shooting ground units, making sp09 easier.
  • Equipment stat changes



PLAYSTATION 3 PATCH #2

  • Correct tracking of player equipment fx. Fix radar scan and Sai healing field fx not dissapearing after commander death
  • Rebalance to reduce the power of air units
  • Make camera transitions a little faster
  • Playbook fix - three sentinels grouped into a company, one in 'dig in'
  • Fixed transformation plays going back to neutral when enemies approach
  • proper fix for transformation plays turning off
  • Fixed distribution tasks for platoons with non zero mobility index (all do the same)
  • Fix when the camera was not finishing its transition if going to a unit that was moving away from the previous units location
  • Invalidate the focus when the camera transition starts to make sure that there is no spin around when the frame-rate is low
  • Fixed transform play cancelling when grouping/ungrouping
  • Fixed platoons going to (0,0,0) sometimes when they go out of a transform play
  • Fix for soldiers getting stuck in their finished and moving state. Was caused when the avoidance path in SoldierMoveAction was finished and asked to restart the actions, but the SoldierFollowAction wouldn't reissue a move action for a task that it had already started.
  • Clear selected plays when selecting a new platoon
  • Fixed crash in mind control activation
  • Fix spinning of camera when whipping between nodes
    • removed copies of the focus position and direction that were held by each unit
    • now only one copy of position and direction which is held by the focus itself
    • changed battle camera transitioning flag update, so that it is only calculated once
    • limit the dt for the camera pos smoothing to limit the effect of the large time delay when deployment queue UI is opened and closed
  • Rebalance unit caps
  • Balance equipment
    • mortars damage reduced but is no longer a play pepperpot mortar is double
    • acid spitters damage reduced
    • acid spitters ranges reduced to match pepperpot acid spitters damage
    • energyshield duration reduced to 10s
    • markofthematriarch duration reduced to 5s
    • markofthematriarch cooldown reduced to 70s
    • mortarmount is no longer a play
    • pepperpotmortar is no longer a play
  • Add a play for the command targeting feed equipment
  • Modify camera pivot height and zoom with tilt angle. Tuned on scorpion, hammer, brood queen so camera doesn't tangle with the unit as much when looking up.
  • Sirens and Sai Commander units don't need to turn on the spot before moving, making them more responsive.
  • Camera does not stop transitioning when whipping to a unit moving away from the previously selected unit making it not possible to give order to the new unit until it stops (or you press the 'B' button to make it stop)
  • Don't whip away immediately when a unit dies (for 5 seconds)
    • the icon for the dead unit disappears
    • you can whip away at any time, but not back
    • you can still use 'come here' and indirect order
  • Fix turrets not shooting air units directly above them
  • Fix jitter between camera and selected unit actors when moving
  • Fix equipment effects not activating for player
  • Fix auto grouping so that the single quick group candidate is chosen to be:
    • of the same platoon id
    • then of the same type (infantry, armour, air)
    • prefers non-commanders over other infantry types
    • takes the closest if there are multiple best candidates
  • Player AI
    • fixes for expenditure management
    • add energy usage (part of player energy that can be used by AI [0..1]). It's 1.0 (use all energy) by default
    • add platoons-per-company threshold for an AI calculated company production template. Can be 1..3. It's 3 by default.
    • script API set/get AI energy usage and platoons-per-company threshold.
    • allow Warp gate and refinery upgrade if they are out of current front, but there is a lot of energy
    • mission assignment diagnostics
    • fix mission completion conditions: use 2D dist for air units and 3D for others
    • create company template: try to use successful platoon types to fill the template gaps (disabled)
    • company template creation: try to use successful platoon types to fill the template gaps
    • allow to accept not full company template if it's high in hit points and cost
    • do production and upgrade costs estimation on the coordination AI only
    • subordinators AI use coordinator estimation for expenditure management
    • no missions redistribution (a subordinator has empty missions list)
    • mission feasibility check for production, front management and resource cost estimation
    • relax front mission completeness check to 80% for large (>=8 missions) fronts
    • support resources for 'Hold' mission
    • adjust energy boost team shares on difficulty
    • do not advance front if there is threat behind
    • skip front without DP if no threat (skirmish only)
    • take into account platoon-per-side limit in production chain. May fix performance issue on Scorched Arches level, multiple AI
    • limit commander fronts depends on AI team member id (0-coordinator, 1,2,3,...), so in a big AI team commanders may act much further from the base.
    • allow DP missions to take resources from HOLD missions if they are not under thread (skirmish only). It fixes situations when AI cannot expand front because of resource limit (usually platoons-per-side)
    • allow perform DP missions if they out of current front line and not under threat ('hard' difficulty in skirmish only). It speeds up initial expansion along line-of-supply
    • fix enemy threat calculation
  • Fix for enabling stationary plays when units are not moving. Was sometimes still not enabled, even though it was clearly stationary. Now explicitly tests each of the squads in the platoon to see if they are moving
  • Fix when deactivating plays (like rocket barrage for Hunters) where they weren't attacking after the play was finished. Now check for enabled weapons after the play in complete so that their standard weapons are reactivated.
  • Prevent nodes being captured through the floor in SP06
  • Disable acid rain attack for Matriarch from doing damage while moving
  • Fix artillery targeting so that it doesn't track during flight. This stops moving units from dying, even though they have moved away from the target location. Also, increasesd the flight time so that on average, the damage will be dealt when the view creates the explosion.
  • Balance changes
    • decreased the attack strength for level 2 and level 3 turrets (sai and echelon)
    • increased the attack strength for stalker laser and scorpion sting
    • added squad radius to calculation for area effect damage
    • fix impulse weapons that were non-targeted, but had no beam or area effect settings.
  • Unit regeneration update. Per unit type regeneration. Regeneration play. Also fixed abilities using the influenceRange param: this influence is now updated each frame. Fixed equipment effects activating on equip instead of play activate.
  • Configure regeneration for units (including commanders) and rebalance hitpoints and energy costs
  • Rift worms cannot attack while moving, so that they don't do invisible damage to other units
  • First pass of AI difficulty per level balance.
  • Removed autocannon from sai heavy turrest to prevent it shooting ground units, making sp09 easier.
  • Equipment stat changes



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