Welcome to the changelog for the Equilibrium balance mod. The purpose of this mod is to fix the existing issues with the game, and make improvements to gameplay by increasing its strategic diversity, while keeping the overall feel of the game the same and familiar, so you don't need to relearn the game to play this mod.
You don't need to read the whole changelog to be able to play, you can do exactly what you always do and it will work. Perhaps some of the things are not so strong as before but you can still pick all the usual strategies and be successful with them.
I put a lot of time and effort to bring you this mod, I hope you enjoy it as much as everyone else who has played it so far.
If you have any feedback, suggestions or complaints I will be happy to listen to you. This mod aims to be as good as possible - that means every useful suggestion will be integrated and every mistake or wrong decision fixed and afterwards I will be thankful that you pointed it out.
There are many changes in this mod, but don't worry, you need to remember only a few of them! The rest are designed to bring improvements while not compromising your gameplay.
Mercies deal damage over time! Moving targets receive only a fraction of the damage.
Submarine warfare: Subs now counter surface ships; Sub Hunters counter subs and destroyers counter sub hunters!
Mass storages provide less adjacency and any mass stored in them is lost when they are destroyed.
RAS energy income has been nerfed, don't reclaim your pgens afterwards!
T4 units take much longer to build. Get t2/3 engineers, they are more efficient in this mod.
Veterancy doesn't instant-heal units anymore, don't rely on that when attacking with experimentals or your ACU.
This is the first major change of the mod, which compared to normal FAF, removes over 8 different arbitrary rules, making the veterancy system far simpler to understand and predict.
Units receive veterancy points that are equal to the destroyed unit's mass cost. No exceptions.
There are no multipliers for the amount of vet you get based on tech level, unit type or anything else. Every unit gives the amount of veterancy it should.
All units gain a veterancy level when they get 200% of their own mass cost in veterancy points.
ACUs & Experimentals require only 50% of their mass value to gain a rank.
Just like in normal FAF, multiple units killing the same target will split the veterency points between all units involved. What that looks like.
Regen values for units have been normalized and split into categories by tech level. Naval units get the regen of one tech level above them.
T1: +1 → 1/2/3/4/5
T2: +3 → 3/6/9/12/15
T3: +6 → 6/12/18/24/30
SACUs: +9 → 9/18/27/36/45
T4: +12 → 12/24/36/48/60
ACUs: +6 → 6/12/18/24/30
T1: +3 → 3/6/9/12/15
T2: +6 → 6/12/18/24/30
T3: +9 → 9/18/27/36/45
T4: +12 → 12/24/36/48/60
Rewarding killing expensive (and therefore high hp and powerfully-armed) units. A T3 scout worth 195m should not award the same veterency as destroying a T3 battleship worth 9000m.
To make veterancy a system which is intuitive and predictable for each unit. Units need to destroy 200% of their own mass to vet up.
Making the veterancy system predictable. With rules like "buildings give 50% of vet" it was impossible to predict when your units would gain veterancy.
Splitting veterancy rewards. Your units should gain xp relatively evenly, rather than have one level 5 Loyalist after an exp battle.
Naval units and submarines are far more expensive than land units and have far more HP, so they also gain more regeneration.
Large reclaim fields provide something dynamic to fight over and adds variance to each game, but too often, entire fields are being reclaimed by one side before retaliation can be mounted by the other. Reclaim fields will last longer on the battlefield, requiring that you hold the field, rather than just dropping mass engineers.
The time needed to reclaim wrecks is now twice as long. A unit with a build rate of 1 now reclaims at 10m/s → 5m/s
SACU spam is an egregious example of this; not only are they strong in their own right, but if one dies, it could be reclaimed very quickly by the other SACUs near it and funneled into even more SACUs. SACU wrecks will now take additional time to reclaim on top of the increase to all wrecks.
SACU wrecks now take twice as long as other wrecks to reclaim, taking four times as long to reclaim as the old FAF values.
Following the goal of keeping wreck fields on the battlefield longer, the Megalith has had its reclaim speed from building an egg on top of wrecks severly nerfed in order to keep it from nearly instantly reclaiming Experimental wrecks.
Megalith reclaim speed - 1800m/s → 200m/s
In vanilla, a late-game air battle over the enemy's territory was a glorified mass donation. This led to long, drawn out games where a player with an economic or production advantage cannot leverage that advantage without an overwhelming lead. The FAF balance mod changed ASF wrecks to leave behind half the normal amount of mass in their wrecks; this is now being applied to Air Experimentals as well, to give players more freedom to use them over enemy territory.
Air experimental unit wrecks contain - 81% → 40.5% of original unit mass cost
Unit and Factory stats have been normalized to drain a constant amount of resources, so now it's much easier to predict how many factories you can support on X amount of eco.
On top of the above change, land factories have an increased buildpower so that they are more efficient than assisting engineers. This speeds up the game slightly, and lets you put out a strong spam of any tech level if you commit to it.
Unassisted factories of the same tech level now drain resources at the same rate regardless of what is being built. A higher tech factory building lower tech units drains at the same rate, but builds units faster.
Building/upgrading a factory has the same drain rate as building units inside the upgraded factory
Units built inside the factory will be orientated to the closest exist just before they leave so if you change your rally point mid-construction it will not cause the unit to be stuck turning around on the build platform.
Factory Economy Changes
Factory Build Rates - T1 - T2 - T3
Land:20/40/90 → 25/50/100
Air:20/40/120 → 20/40/120
Navy:20/60/120 → 20/60/180
Quantum gateway:120 → 100
Changed strategic icon to a factory type rather than structure.
T2/T3 support factories are built 3 times faster than HQs when upgraded from an existing factory.
In FAF, factories change their price depending on if you upgrade them or build with a higher tech engy. In equilibrium, the prices are tuned towards upgrading from existing factories, so building with engies may not give consistent drain values.
The dynamic price function was not fully working in FAF. It's been fixed in equilibrium; now the build time is also included in the dynamic price adjustment, so building with an engy is now done at the correct speed.
Factory HP values were changed to be harder to snipe, reducing the frustration from them being sniped so easily. The spread of HP between the factories was also reduced, so no faction would not get an unfair advantage.
Cybran structure regeneration changes have been reversed to 0, they didnt compensate well for the lack of HP, which is no longer present in EQ.
Since the Cybran naval factories are not able to be shielded, to better protect them from snipes they now have the highest HP, rather than the lowest, in an ironic twist of faction diversity.
Factory HP Changes
Land/Air: T1 factory/T2 support factory
Cybran:2750HP → 3375HP
Aeon:3200HP → 3500HP
Seraphim:3500HP → 3625HP
UEF:4000HP → 3750HP
Naval: T1 factory/T2 support
Cybran:3200HP /5500HP → 4750HP /11250HP
Aeon:3700HP /6400HP → 5000HP /7500HP
Seraphim:4000HP /7000HP → 5250HP /7875HP
UEF:4500HP /8000HP → 5500HP /8250HP
Land/Air: T2 HQ factory/T3 support factory
Cybran:5500HP → 6750HP
Aeon:6400HP → 7000HP
Seraphim:7000HP → 7250HP
UEF:8000HP → 7500HP
Naval: T2 HQ factory/T3 support
Cybran:11000HP → 15000HP /22500HP
Aeon:12800HP → 10000HP /15000HP
Seraphim:14000HP → 10500HP /15750HP
UEF:16000HP → 11000HP /16500HP
Land/Air: T3 HQ factory
Cybran:11000HP → 13500HP
Aeon:12800HP → 14000HP
Seraphim:14000HP → 14500HP
UEF:16000HP → 15000HP
Naval: T3 HQ Factory
Cybran:17000HP → 30000HP
Aeon:21000HP → 20000HP
Seraphim:23000HP → 21000HP
UEF:26000HP → 22000HP
Build time of experimentals
Made experimentals slower to build overall. Experimentals should not be able to be built in the same amount of time as a few T3 tanks.
T4 land & air units build 4 times faster than equivalent mass in a T3 factory
Engineer cost changes
Making buildpower easier to estimate. Buffed engineering stations, and normalized all engineer costs to correspond to new factory build and drain rates. The Aeon and Seraphim have more expensive engineers that also have more buildpower, so they are easier to concentrate in the same spot.
There were also some tweaks to the cybran build effects. They are for the purpose of reducing lag and, interestingly, revert to a more original representation of the game.
T2:140 → 125m
T2 Sparky:225 → 280m; 17.5 → 20br +Added rebuild function (same as SACUs have)
T3 UEF/Cybran:440 → 250m; 30 → 25br +Added rebuild function (same as SACUs have)
UEF T3 engineers:800 → 400HP
Cybran T3 engineers:740 → 360HP
T3 Aeon/Seraphim:440 → 375m; 40 → 37.5br +Added rebuild function (same as SACUs have)
Making the sacrifice system useful. Since engineers cost 5x more energy than mass, and most buildings cost 15x more energy than mass, engineers waste more mass than usual since the mass/energy ratio is different.
In Equilibrium, if an engineer assists a project with a lower mass:energy ratio than the engineer, instead of being wasted the leftover mass is left on the ground as a wreck.
T1/T2/T3 Aeon engineers:60 → 80% mass & energy value
SACUs:90 → 80% mass value and 90 → 80% energy value
The economy progression was smoothed out and made more early game than before, so you can get T2/T3 units faster but things like game enders come out later instead.
T2 mexes cost less mass to get players faster onto T2 eco, where the game becomes more interesting.
T3 mexes that are cheaper, but with the same eco efficiency, this is a semi-nerf to T3 eco, to smoothen the transition between T2/3 mexes.
All factions' mexes have the same HP again, and not a large range.
Adjacency bonus decreased so players don't feel they have to put storages next to mexes, but still can. HP and price decreased to make the storage better for storage purposes, not just eco. It's important to notice that they have exactly the same efficicency as before - 2 times less income for 2 times less price.
Storage capacity removed from everything that isn’t an ACU/SACU/storage
SACU storage capacity:275m+0e → 500m+5000e
Price change:200m 1500e 250bt → 100m 1000e 125bt
Storage capacity:500m → 1000m
Health:800-1200 → 750
Adjacency bonus:50% → 25% efficiency when fully surrounded
The mass they store within them is now lost on death.
They now have a new strategic icon - its the same as before but without the tech bar at the bottom, so just like the energy storage.
Making mass fabricators a more viable option. Their efficiency is the same, but they live longer, and need less power to support them. Mass fabs are great to put next to t3 factories, and also work next to pgens in grids, but they're not as efficient as t3 mexes.
T3:3000m 65000e 4988bt +14m -3500e 6000HP death explosion 14aoe → 4000m 120000e 5000bt +16m -1500e 5000HP death explosion 10aoe
They now provide a 20% adjacency bonus to all structures except quantum gateways.
Changed adjacency values for energy storage so that it's efficient to build it for economic reasons, not just for overcharging.
Price:250m 1200e 200bt → 200m 2000e 250bt
Storage capacity:5000e → 8000e
Adjacency bonus:50% → +100% efficiency when fully surrounded
The strategic icon is fixed so its not the same as a power generator when moused over or selected
All factions' power generators have the same HP again, and not a large range.
Hydrocarbon power plant:1400-1800HP → 1500HP
T1 pgen:2aoe death explosion 500-760HP → 2.5aoe death explosion 600HP
T2 pgen:2198bt 1800-2500HP → 1875bt 2000HP
T3 pgen:3240m 6000-9000HP 8000dmg → 3200m 8000HP 7500dmg explosion
Resource Allocation System
RAS was prohibitively energy expensive to get easily, but still pretty efficient if you did have the income required. This caused interesting issues where it was not used much. EQ RAS is significantly cheaper, possible to get as quickly as old RAS, but has less energy income.
Price for all factions:5000m 175000e 2800bt → 5000m 125000e 2500bt
Other units now can detect ACUs firing at them from the water, if they are in vision range, instead of them being invisible.
Since they were nerfed in the official FAF patch and not in EQ, upgrades are stronger in Equilibrium because ACUs dont get instant heal from veterancy, so they can have a consistent performance and be strong throughout the game, even well into the T3 stage.
The gun range is nerfed to keep it in line with the other changes and keep ranges consistent throughout the mod.
The turret turn rate helps with microing the acu when it switches targets - makes it nicer to use.
Target priorities were adjusted to prevent a rare bug when the enemy ACU was prioritized over units.
Range:22 → 23
Gun upgrade range:30 → 28
Aeon gun upgrade range:35 → 33
Turret turn rate:90° → 100°/s
Target priorities: LAB -> T1 mobile tank -> T1 mobile-> T2 mobile -> T3 mobile -> structure defense
Overchange was a somewhat strange mechanic which was really strong against t2/3 units, and was not obvious to newer players that you require an energy storage to use it.
In Equilibrium, overcharge now does variable damage, depending on how much energy is drained. To stop it from being too strong against experimentals but still try to keep the overall energy drain as low as possible, reload time has been increased, so you can't destroy experimentals really quickly if you store up the energy. Overall this is a big nerf to late game OC and a buff to early game OC.
The damage increases in steps of 1000 up to 15 000 per shot
Energy drained per 1000 damage: 2000, up to 30 000 per shot when dealing 15 000 damage.
Special code prevents units from being overkilled and wasting your energy. OC always aims to kill whatever it hits in one shot.
Buildings take 20% damage from OC, so from 200 up to 3000 per shot.
ACUs take 10% damage from OC, so from 100 up to 1500 per shot.
Reload time:3.3 → 5s
Cybran base regeneration
This makes the Cybran ACU have more consistent regen with the other factions. Normal FAF has since copied this change.
Regeneration:17 → 15HP/s
Making T2 more useful, as it was a bit too expensive compared to gun, causing more frequent rambo coms with T1 spam. Aeon and Cybran get larger HP bonuses since they cant get gun + T2.
Price:800m 18000e 900bt → 700m 14000e 700bt
UEF/Seraphim:+2000 → +1000HP
Aeon:+2000 → +1500HP
Cybran:+2000 → +2000HP
Price changed to give a constant drain of 10m/s 200e/s, made slightly more expensive and now gives a slightly larger HP bonus since veterancy no longer instant-heals.
35r, 3.5s stun, 5s reload time → 33r, 2s stun, 4s reload time
20HP/s regeneration added.
Now fires automatically at all available targets, including air/naval.
Now works from transports and underwater.
Nano needed a nerf because it was used extremely frequently as a cheap all in strategy after it was overbuffed - now it works with the EQ veterancy system, giving no bonus HP but slightly more regen, helping you fill up the HP after a veterancy.
Compared to Aeon the UEF shield costs less mass but more energy.
The shoulder drones got some quality-of-life improvements to make them nicer to use - they now upgrade alongside tech upgrades for your ACU, increasing their build power. They are also cheaper to rebuild than to build.
The Billy is now a more consistent weapon, where it's easier to defend against, but more dangerous against T3 land units. Also gets camera vision as part of the UEF faction traits.
Drone: 150m 2250e 300bt
Now scale buildpower with ACU tech level, with special effects added so show that. This buildpower bonus is lost if the ACU tech upgrade is removed.
Restoration Field: It's hard to compare the Sera Regen field to gun, so now its a choice between having a stronger acu, or a stronger army. More HP and regen to allow the acu to stay in fights longer. The max regeneration on advanced restoration field was reduced to prevent abusive cases where a couple of destroyers could easily beat battleships.
Heavy gun: The range increase and price change helps it be used more often in the game, because it was simply too expensive for what it did.
Regen field price:600m 4500e 600bt 600m 18000e 600bt
Fixed bug where regen rate gets reduced to its maximum for units that have more regen.
Fix bug with regen aura that causes wierd behaviour when near another Seraphim acu with advanced regen aura.
+1000HP 0HP/s → +1500HP +15HP/s regeneration for acu
0% → +6,25% new max HP for units in 22 → 23r
Min/Max regen: 10/20HP/s
Advanced Regen Field price: 1400m 42000e 1400bt
Regeneration for ACU:2500HP, 0HP/s → +3500HP +25HP/s
In this mod land units are adjusted to keep the same purposes but to make gameplay more consistent (less random BS) and make tech level progression not so steep - so you can use lower tech units more effectively later on, rather than having to crtl-k them for mass.
T1 units have more HP, and less dps, in total with the same efficiency, but give more time while they are being killed = can be used as a meat shield for higher tech armies that have a larger range
T2 units have more concentrated dps in one unit, and have units with special roles
T3 units have even more concentrated dps and HP in one unit than T2, and have additional units for special roles.
T4 experimentals have a new build-time, which is 25% of their mass spent on units built from a T3 factory, before was experimental build-time was equal to ~12%.
Units that have personal cloak now feature the cloak effect from BlackOps! (Original work by OrangeKnight, Lt_Hawkeye, and Exavier Macbeth)
T1 Land Units
T1 land factories drain 5m/25e when producing main land units
Making labs usable not only at the start of the game, more speed to be better for raiding; they have had a huge buff, but don’t worry they still lose to tanks in direct combat in larger numbers! However you can now use them with a T1/2 army as well.
Changed target priorities to something more logical: where you kill radar first, and then ACU for easier ghetto snipes.
The personal cloak on the Selen was made easier to use, and the unit is now more like a lab, with improved manoeuvrability and it's now able to shoot while moving properly.
The Flare now creates a large vision radius when it dies, living up to its name. Its intended to be used in combination with Auroras, giving them the intel they need to use their range.
The Mech Marine is the strongest lab, but doesnt have any abilities.
Target priorities: ACU -> mobile radar -> T1/2/3...
Added "ghetto" display ability on unit (except Seraphim)
Veterancy multiplier of 2.5 so it vets up at roughly the same speed as T1 tanks
Reduced ROF of LABs on transports to 75% of normal to prevent T2 Ghetto snipes from being extremely strong
This unit became frustrating when it was overbuffed, in EQ it doesnt kill a bomber in a single pass, and hits more consistently in return for lower DPS. Its speed was increased to chase bombers better, and now it can also hit interceptors.
AA units have only AA weapon and when are mixed in army then don't react on ground attack order. We fix this problem so now they don't stay in one place.
The Cybran MAA now has a semi-useful ground fire mode. It wont beat T1 tanks but its not completely useless now. The ground projectile now tracks its target, to make it more consistent. It’s slower than other mobile AA so it has more range to compensate.
The ghetto function is a fun feature, like mantis repair. It's nearly useless but maybe it can have a creative use sometimes. Their range is reduced in transports so they don't outrange interceptors, and can't kite them.
T1 now tanks live longer, so take a longer time to defend against pushes. Also they are a better meat shield for higher tech units, so they are more useful in late game. The overall gameplay with T1 land is largely unchanged, with a couple of tweaks here and there to make it more defined.
Speed decreased to let LABs have more room for raiding.
Mantis now have more build rate so the assist feature is used more often.
Note: T2 land factories drain 10m/50e when producing main land units
Support units without weapons:
These units got quality of life changes as well as slight price adjustments to make their drain values more consistent. The Deceiver has been nerfed a little, and no longer works in transports.
Receive a dummy weapon so they move with the army when given an attack move, and stop behind your tanks so they don't charge in and die. This is disabled if the unit is assisting another unit, in which case it will follow it regardless.
5HP/s natural regeneration
Deceiver:80m 25e/s → 84m 50e/s
Stealth field does not work in transport anymore (same as shields)
Spills over 15% of its damage (unchanged unlike normal FAF)
AA flak: To make gunships a more useful option, the hover ability is now more expensive. Faction with t2 shield have less HP on flak. Target priorities changed to reduce annoying behaviour, less range, and more muzzle velocity to make them be more reliable.
General AA changes:2.5 firing randomness, 40r → 4fr, 38r, changed target priorities to gunships before anti-air units
These units were tweaked a bit to have some more faction diversity and make them more interesting overall.
Seraphim: This factions trait is to have fewer, more versatile, multifunctional units, such as their T2 destroyers taking on the role of T2 submarines. Their T2 land is not very diverse. This change makes MML also usable against land units on a shorter range, making it follow the factional design philosophy.
Aeon: A large reload time, which is a disadvantage against TMD, but its projectiles are faster and have some AOE instead, which helps against both TMD and mobile units.
UEF: Camera on UEF T1 artillery is a nice feature, so now the UEF has it equipped on its missile weapons, so you can use it to tell what you are shooting at - complementing the turtle-war specialised faction.
Sparky has received usability improvements and a small HP boost in exchange for a price increase.
Mongeese don’t miss, making them a very deadly unit, so I decided on a conceptual change to a new unit type, which is in between hoplites and pillars. It adds a new strategic option that is different than simply using hoplites, and increases faction diversity.
Rhino turret turn rate increased to make them more consistent when being microed, and they dont miss quite as often or shoot the floor as much.
Fire rate increased to 5 shots/second to have minimal overkill
Turret turn rate:90° → 100°
Turret yaw/pitch rate:0° → 10°
360 Mass Category
Riptide is made usable on land, has more build time so its harder to spam, which makes them less effective against navy.
Obsidians with their changed target priorities are now less vulnerable to OC, because you can now spread them and still focus the ACU.
The Ilshavoh had a strange bug when it couldn't shoot units right next to it. Now it can.
Fire beetles have been reworked to be more effective against land armies and worse for sniping ACUs, they are now much easier to use, and their cloak can be combined with deceivers for a potentially deadly weapon. Use with cloaked moles to confuse the enemy!
Explosion radius now shown with an indirect fire range indicator
Automatic targeting of highest value targets - when near something valuable they explode automatically. Set to hold fire to disable.
Explodes on death and doesn't damage friendly units so its not an issue if you dont ctrlk them
Hitbox and target bones updated so units can hit it a little better and shoot the ground less
T3 Land Units
What I tried to achieve with T3 balance is to have a T3 tech which doesn't make T2 units obsolete, but does give an advantage. Currently T1/2 units very quickly become useless as soon as the T3 level is reached, which I think is quite sad since T2 has all the support units that should be used with t3, instead of just brick spam.
Note: T3 land factories drain 20m/200e when producing main land units
Shields are buildable from naval factories, to make them a more convenient option when focusing on naval production.
Absolvers have been adjusted to make them nicer to use:
To be able to outrange ravagers under shields more comfortably.
Buildable from naval factories, to make them a more convenient option.
Price adjusted to fit the 520m price category.
Spearheads fit 440m the category, and have more aoe make them slightly better against units. They also have cameras on their missiles that reveal their point of impact.
The missile redirection code is greatly improved. Redirected missiles won't hit the ground, will be stopped by enemy shields, shot down by enemy TMD, and can be redirected again by enemy Loyalists. Possibly in a never ending cycle of TML bounces.
640 Mass Category (Sniper bots)
Snipers have been adjusted to the rest of the T3 land units, and tweaked to be a little easier to use.
The Seraphim sniper bot has been remade to be more convenient - it is now on sniper mode by default and its short range mode is more pronounced - use it for higher dps on lower ranges. Also any issues it had with attack move have been fixed. Now switching modes doesnt make it go closer than it needs to.
Seraphim:3sp 116/140dps 5/14.3s reload time 65/75r 0aoe 0.8/0.6fr while moving → 2.1sp 120dps(1.5aoe) 0.6 fr while moving or 90dps(1aoe) 38/75r 0.4fr while moving, 5/15s reload time
No longer has any penalty to movement speed, it always moves at a constant speed irrespective of long or short range mode.
Long range mode is on by default and is no longer reset when entering a transport.
The snipers projectiles are less likely to hit the ground instead of their target.
Aeon:135dps 7s reload time 70r 0aoe 0.75fr while moving → 450HP 100dps 10s reload time 70r 1.5aoe 0.5fr while moving
7200HP 334dps 4s reload time 32r → 6000HP 300dps 33r 3s reload time
Movement speed: 2.0 → 2.1
Improved turret behaviour, now it wont stop shooting in some cases when you are trying to micro it.
T4 Land Units
Experimentals in this game were not in the right spot - they were more of a cheese unit than a true experimental. Their incredibly fast build time leads to teams rushing a monkey and the difference between a victory and a mass donation relying on whether the opponent scouts you 10 seconds later, which is not a consistent way of winning the game. Because of this the experimentals are very weak in direct, fair combat. I increased their buildtime and make them less cheese and more strategic instead.
T3 units are weaker in this mod (-25%dps -35%HP), so experimentals are changed to maintain balance.
Experimentals have roughly 15% less HP than before
The GC, Monkeylord, Megalith, Ythotha and the Fatboy now prioritise the ACU over everything else.
Magnet claws now work better and more consistently, they can fire once every 10 seconds, or an equivalent of 600dps per claw when facing bricks/percies (6000HP units). (since integrated into normal faf but with fewer improvements than in EQ)
Its DPS was moved from long range to short, because T3 units have less HP, and dps, short range is less annoying and gives more time for opponents to deal with the fatboy.
It is now able to build units while moving! There is now a separately selectable submodule on the Fatboy which builds the units. The Percival can also be built underwater now.
Megalith egg build times adjusted to the Megalith’s new build rate and units are built 2x faster than in a regular T3 factory.
Previously OP, the SACUs have received a much needed rebalance in this mod. Here extra care was taken to ensure that all the presets can be used in various situations, and even SACUs without presets. In general SACUs have a more supporting role and work well when mixed in with T3 units.
Note: Quantum gateways drain 40m/2000e when producing most SACUs
Price and range reduced to make SACUs weaker without any upgrades, but worth building like presets, opening a new role for SACUs.
With reduced buildpower and more time to be reclaimed, there is less chance that SACU spam will reclaim anything that dies immediately after the battle.
The death explosions make SACU spam more risky since it could start a chain reaction, also it’s possible to use as a kamikaze weapon, especially with RAS upgrade that increases damage. Damage type changed to prevent teleportation snipes of important buildings by dieing next to them.
TML: 2000m 6000dmg on 3 → 3.5aoe 5-256r → 15-256r can store 3 missile
Overcharge:5s reload 2.5aoe no range added → 10s reload 3.5aoe 28r
Now deals variable damage: 1000 damage for every 1000 energy used, up to 6000 damage per shot.
Shields now absorb crash damage from falling wrecks, and now wrecks bounce off of shields! (since integrated into normal FAF)
A shield can absorb up to 20% of its maximum HP from a unit - so experimentals can still damage the ground after colliding with shields.
All aircraft now have an auto-refuel mechanism:
Planes below 20% fuel and 60% HP will seek airstaging facilities to dock at.
They will prioritise the closest unused facilities, if none exist they will land nearby and wait for them to be available.
This feature is on by default, but can be toggled off by right-clicking the Refuel button.
Planes that have a complex queue of orders won't go to refuel, so they won't cancel their waypoints.
Fuel capacity lowered to:
T1 Scouts:500s → 240s
T1 Interceptors:300s → 240s
T1 Bombers:400s → 240s
T1 Jesters:300s → 240s
T1 Transports:800s → 300s
T2 Gunships:400s → 300s
T2 Torpedo bombers:600s → 360s
T2 Swift winds:500s → 300s
T2 Mercies:110s → 120s
T2 Fighter-Bombers:500s → 300s
T2 Transports:800s → 420s
T3 Spy planes:1500s → 600s
T3 Transports:800s → 420s
T3 ASF:1000s → 360s
T3 Gunships:800s → 300s
T3 Bombers:1500s → 360s
T3 Torpedo bombers:1200s → 720s
Crash damage is now more predictable - higher tech units deal more crash damage
Air staging facility: buildable as T1 building, 175m, 2100e, 534bt → 150m, 1500e, 150bt
Air staging facilities now can accommodate more planes of higher tech levels at once. (Since integrated into normal FAF)
Air Staging facilities now repair for free.
Gunships are not able to fire on air units with their ground fire weapon anymore
To re-enable the fuel mechanic which is currently non-existent and to give air staging facilities and carriers a purpose again, leading in general to more selective and locational use of air, rather than just denying all air after 1 fight.
Airstaging was needed at T1, and was priced like a T1 building, so it was moved there for convenience.
The free repair prevents them from seizing up when you are stalling, and effectively trapping your aircraft in them.
T1 Air Units
Price changed to help promote scouting.
Price:40m 420e 145bt → 30m 750e 200bt
Less energy cost and more mass cost to make tech switching easier and to encourage each player in a team game to build some air. The speed increase helps catch strats, so you are never powerless against them.
Price:50m 2250e 500bt → 60m 1500e 400bt
Speed:15 → 16
Buffed bombers, to make them easier to use, since they make the game more interesting and to keep them in line since MAA is buffed in this mod. There is now much less reason to hoverbomb since the bombers have a much improved turning circle.
Aeon: Increasing faction diversity, the Aeon bomber is better for single targets, and higher tech units; the emp can also support your army, but it’s less useful for armies, unlike Seraphim with its large aoe.
Price:105m 2450e 500bt → 90m 2250e 600bt
4s reload time, → 6s reload time
Manoeuvrability improved, target priorities changed to engineers (from T1 air units)
Bombers are more reliable with bomb dropping now, and fail to drop less often.
Removed friendly fire to avoid situations where multiple bombers kill themselves with their own bombs.
Sinnve:4aoe → 3.5aoe
Scorcher:3aoe, fire time 1.5 → 3.5aoe; fire time 3
Shimmer:200dmg 4aoe → 400dmg 2.5aoe
80m 2250e 500bt → 105m 2625e 700bt
Target priorities changed to: engineers -> T2 land AA -> T2 mobile land
In EQ, first jester is not an issue, so it can be of a similar mass efficiency to T2 gunships, also the buff helps maintain its effectiveness versus T1/2 maa.
Price:200m 5000e 1000bt → 175m 3500e 700bt
53dps 0.3s reload time 12speed → 55dps 0.4reload time 10speed
T1 transports had their price adjusted since T1 Air factories have higher energy costs, so rushing a transport is the same but any subsequent transports are a little cheaper. Additionally, any units being transported now leave wrecks correctly if the transport is shot down.
Improved targeting on its ground weapons so it misses units much less often.
Torpedo Bombers are slightly better with a bit more speed and turn rate. They were given depth charges to make the more consistent, also cleaning up buggy code in the process.
Price:240m 4800e 1600bt → 245m 5250e 1400bt
Speed:15 → 16
Break Off Distance:34 → 55
All now fire depth-charges with 0aoe → 0.5 aoe
All torpedo bombers now drop consistently and dont overshoot their targets.
T2 air needed to be better against T3 air, so T2 fighter/bombers cost less, have less ground damage and health, but AA dps is unchanged. Also the Notha firing tolerance changed so it doesn't miss as much.
Target priorities changed to make using them less frustrating
Corsair AA was buffed to be more similar to other T2 bombers (still much worse)
Swift winds have a higher price and receive more HP to maintain their advantage as the best T2 AA fighter.
Price:420m 8400e 2400bt → 350m 7500e 2000bt
Target priorities: T3 land mobile AA -> T2 land mobile AA
Reload time and damage doubled - now FBs destroy interceptors in a single shot
T2 Fighter/bombers are more reliable with bomb dropping now, and fail to drop less often, and are in general more consistent with their behaviour.
Price:200m 6000e 1600bt → 245m 5250e 1550bt
Maximum Health:800 → 900
Mercies have been reworked to be better against sniping buildings, damage large armies and worse for ACU snipes - an ACU moving away will receive only ~50% of the full damage. Crash damage was increased so that the mercy is only 99% useless if it gets shot down and because it makes more sense for a flying bomb to deal some damage on falling.
Price:300m 6000e 2000bt → 245m 5250e 1400bt
50s fuel time 25crash dmg → 120s fuel time 500crash dmg
Transports got some regeneration to make them reusable without needing to pay attention to repair them. Additionally, any units being transported now leave wrecks correctly if the transport is shot down. (since implemented in normal FAF)
Seraphim: 25omni 80radar 50visual, stealth+cloak while not moving 1100HP → 700HP
ASF were just unbelievably OP. Their price was increased to allow more time for T2 units, before the inevitable ASF swarm arrives. They have less speed, more reload time, less dps to make them less superior (brutally unstoppable with air) and allow T2 air to compete (but still lose), more turret yaw/pitch range to give less random results in air combat (this is the cone where asf can fire). And even after such nerfs they are still superior.
Price:350m 40 000e 3000bt → 525m 35 000e 4200bt
25speed 400/405dps 1s reload time → 20speed 300/303dps 1.5s reload time
Turret pitch/yaw range:55 → 135
T3 Gunships + special
T3 gunships are a very interesting but underused unit so they got cheaper, with the same effectiveness so you can build them more often (also buffed a bit).
Cybran got stealth instead of jamming so you can have fully stealthed T3 air, and because it’s a Cybran trait, allowing them to have a fully stealthed t3 air.
UEF got jamming because it’s more of a UEF trait.
Aeon restorer is adjusted slightly so it’s the same as before relative to changed air.
Continental: Less energy consumption and less AA dps - better than making it stupidly expensive. Its shield bubble is also slightly bigger so it can be combined with T3 gunships and cover them.
Shield dome: 3000shield 35s recharge time 30regen 8.5size → 4000shield 50recharge time 25regen 11size
Spills over 15% of its damage (unchanged unlike normal FAF)
Solace:1650m 55000e 6600bt → 1625m 48750e 7800bt
Depth-charges with 0 aoe → 0.5 aoe
Strats were a bit of a cheese unit so they have less speed and HP so they can be countered with T1/2 air, they got some damage tweaks to make them more consistent, more reload time so they doesn’t destroy mexes too well while hover bombing.
Cybran strat was nerfed with less survivability and more energy maintenance since stealth is a huge advantage and it now destroys T2 mex in a single pass like the others.
Air experimentals dont live long in enemy territory and so need this change to be able to operate there while giving less of a mass donation. This is the same for ASF in normal FAF.
Wreckage mass value:0.9 → 0.45
Soul Ripper: decreased its mass cost, because it's not much stronger than a GC - when instant heal doesn't exist air exps are weaker (and are less cheese). More crash damage, because it's a very big unit.
90000HP 240AA dps 5000crash on 4aoe → 80 000HP 400AA dps 7500crash dmg on 6aoe
Reduced speed so it's easier to catch up to. Also its range was reduced so its not so easy to abuse its hover bombing ability to out-range SAMs (rather than making it possible but super annoying). Like other air exps, it got a boost to its AA dps, but we were careful not to make it OP, so it has reduced range because of that.
Ground:20aoe 90r 20s → 11000dmg 15aoe 50r 15s reload time
Anti-Air:4x450dps 64r → 4x500AA 45r
Crash: 10 000crash dmg 8 aoe
Improved turning behaviour over base game so its once again possible to hover conveniently.
Greatly improved its ability to drop successfully, it should fail far less often, if ever. (since integrated partially into FAF)
It was a useless unit, that could help only due to its massive crash damage. But the CZAR is an experimental fortress, not a mercy. Massive increases to its HP and AA effectiveness help it be at least a little useful against air, and less against land. Now a CZAR can destroy 50-75% of its own mass in asf.
It is now able to build units while moving! There is now a separately selectable submodule on the CZAR which builds the units.
The beam damage was changed to be more effective against buildings, and less against moving land units, and depth charge dps was increased so that they’re not absolutely useless.
The CZARs speed was reduced to make it less about cheese and more about strategy, and also helping ground AA counter it (20-25% mass in land AA destroys a CZAR)
Navy had the best tech level balance in FAF, but there are still some small things which could be ironed out. Several non-naval units were also introduced to the naval game to make it more refreshing and diverse, such as mobile shields.
Submarines in the naval game are a little underused, and things have been shifted around to make them more useful and interesting. I made every unit useful even on the T3 stage, by using a very old balance model all the way from GPG pre-beta, then making it all work with the help of torpedo defenses.
As a whole, surface warfare is largely unchanged, but submarines and other support units should be seen more often.
Units deeper than 1 unit underwater no longer recieve any damage from surface weapons! You can still groundfire units in shallow water, but in deep water it has no effect! (Original work by Balthazar)
Sonar always has greater or equal range than water-vision, which makes sonar redundant anyway.
All T1 attack submarines are now effective against surface ships. Getting mass T1 sub spam can work all the way into the late T3 stage, but expect to be countered.
T2 Sub Hunters now actually have the role of hunting subs. They have very low HP and very strong torpedo defense for this purpose, and can kite T1 subs
Surface ships already have high HP and are now equipped with depth charges, which bypass the sub hunters' torpedo defenses and easily kill them.
Some naval had torpedo flares but they displayed as torpedo defence, in EQ we differentate between the two and the units have the torpedo flare ability.
To prevent "great submarine micro" where you stack them all in one spot to increase torpedo defense effectiveness, all torpedoes and depth charges have 0.5AOE. Don't stack your submarines. Just don't.
All torpedo/depth charge weapons have new target priorities which focus subhunters first. This is because they have their torp defense and the least HP and so are optimal targets.
As always, Seraphim being the faction with no units, they are special and have a T1 submarine which is better against subhunters. Their destroyer now has a reason to be submerged; it acts like an attack submarine.
T1 Naval Units
Frigates are now a powerful intel unit. Other ships rely on them for intel rather than just HP sinks.
AA nerfed on the Trident Class. The Cybrans have a very solid cruiser and T2 submarines; they dont need op frigates anymore.
The Shard now has more HP, so it doesn't get killed in one pass by torpedo bombers. It also has torpedo defense to help against submarines.
The Beacon has more range than others but less speed, micro will make it more effective than other frigates.
T1 Attack submarines get their originally intended role. Their job is to sink ships. And they got some serious buffs to enable that.
T1 submarine are stronger and more expensive units, main reason for this is neglect unit pathfinding problems.
The deck gun range was reduced because it outranged frigates which would have made submarines very strong early game for raiding mexes.
The Aeon submarine is faster because it doesn’t have a deck gun, which can be a huge disadvantage. For the same reason it gets increased vision radius when its on the surface, so there is some reason for them to go there.
The Seraphim submarine is different as usual. It has less HP but torpedo defense to cover up for it. This defense is very strong in large numbers.
Cruisers got their price changed to standardise factory drain values.
Infinity Class: Tiny buff to its tiny ground weapon to help make it more convenient by making it stay further behind due to its larger range.
Siren Class: Since cybrans don't have shields, their cruiser gets more HP to survive longer vs torps. With more HP, and less dps it will buy more time for the rest of the cybran navy to deal damage, due to the decentralised nature of their AA dps. Since it's also better in surface warfare you can build these more often into your navy, but they are completely defenseless vs submerged threats.
Toggle on its AA removed to fix a poorly implemented function where players can't tell if it's set to engage air or land. Now it will manage itself.
The seraphim cruiser got a quality of life change to its flak weapon - more muzzle velocity, less dps to make it more consistent.
Governor class: Camera vision added on missiles: 7.5aoe 10s
Destroyers got their water vision reduced as part of the submarine rework. They now have more aoe and muzzle velocity so they're able to hit small land units, which were nearly immune to destroyers. They now shoot depth charges which are great against subhunters but their low dps is not good against massed attack submarines. Faster depth-charges projectile to reduce overkill. They got a new strategic icon to show their role better, since they're now a lot less anti-naval focused.
Exodus: aoe increased to fix the lack of a T2 land bombardment unit without messing up naval balance.
Valiant: Due to its shorter range its a little faster to prevent infinite kiting.
Submarines sit deeper in the water so it's not as easy to groundfire them; their range was decreased so you can counter them properly instead of groundfire.
Strategic submarines are cheaper because they are underused and make the game more fun. Plan B reworked to increase faction diversity and to make it usable against navy, it’s not as good as Seraphim sub hunters, but it can compete.
Direct fire ships got a water vision adjustment to let support ship have stronger role on this field.
Neptune: Price increased to compensate for its power agaisnt T2 navy.
Torrent has more HP to bring its stats in line with T3 navy. Increased dps to be almost as good as the same mass in UEF/Seraphim cruisers. More build time to make it more like a T3 unit. It now also has a manual TML launcher that helps give it an edge over T2 Cruiser Bombardment.
Intel:110radar 20sonar 50water vision → 50radar 50sonar 25 water vision
Nuke minimum range:128r → 130r (to not have additional circle)
The naval experimentals were somewhat lackluster so they got some improvements to make them more powerful but not so easy to get. Both the Atlantis and Tempest got special seabed detection code so they don't clip through the floor as much anymore, stopping their torpedoes from firing.
Atlantis is faster so it’s not a sea snail. Regen added because every T4 has natural regen.
Tempest build time increased by a lot (3x), fixed so it's a real experimental - it still loses against equal mass in battleships or subs but now it has a reason to be built, aside from a stupidly fast build time.
Both are now able to build units while moving! There is now a separately selectable submodule on the experimental which builds the units. The Atlantis can build underwater.
Torpedo launchers are intended as a kinda of point defense for the sea - they are effective against everything in their range but most ships outange them.
T1 torpedo launchers are much better for killing early submarines.
T2 torpedo launchers get stealth so there is at least some reason to build them. Their HP was increased so they can handle everything that gets in their range.
The HARMS received a rework to its deployment - now it sinks to the sea floor and deploys there, with extra visual effects. It still fires torpedoes, so it's countered by subhunters, but everything else is in danger. Its firing pattern was adjusted so its not completely useless vs subhunters though.
This unit was nearly useless due to its firing randomness and cost, it was only worth building them against fatboys and in some cases Cybran T2 navy. In this mod they are reworked to be a T2 version of T3 artillery. Very expensive, but can be serious threat for the enemy base or an incoming army. A game ender on 5x5 1v1 maps and a major investment in teamgames. Faction diversity was also increased, where different factions have different artillery.
Friendly fire:allowed → Disabled.
Artillery now adapts its muzzle velocity to maintain a higher firing arc.
Range adjust 5-128 → 15-130
Cybran: 2500m 25000e 3125bt 300/3000e for shot; 4250HP 2fr 150dps 15s reload time
UEF: 2750m 27500e 3437.5bt 250/2500e for shot; 4750HP 1.625fr 175dps 20s reload time
Seraphim: 2750m 27500e 3437.5bt 250/2500e for shot; 4500HP 1.375fr 175dps 20s reload time
Aeon: 3000m 30000e 3750bt 300/3000e for shot; 4500HP 1.125fr 200dps 20s reload time
Tactical missile launchers
AOE increased to kill storage around mexes when targeting them. It is also better at hitting moving units now, to make using this against armies more viable. The amount of missiles TMLs can store has also been decreased, since you never need 20 and forgetting to disable autobuild will waste eco.
More expensive now since it's not the only option for T3 air defense. Flak can now hit T3, so we're good.
Price:800m 8000e 1195bt → 1200m 12000e 1000bt
Defensive buildings & Intel
Walls: We all know how good they are. Now they have half of their previous HP and are slower to reclaim.
Max Health:4000HP → 2000HP
Reclaim Time Multiplier:1 → 25 -> Means that it takes the same time to reclaim as build.
Shields remain mostly the same, with just a couple of small changes here and there to keep with the new unit balance. A notable change is that the Cybran shield ED4 can now be built at T3, then upgraded once to the ED5 if needed.
The stealth generators get some changes to make them more interesting to use by enabling new strategies and to increase faction diversity.
Aeon get to protect their stealth generator if it gets under attack by packing it up. In return for disabling stealth it recieves a considerable HP boost while in its packed state.
The UEF also get a jamming generator on their building, which for some extra energy drain creates fake building blips, making the enemy suspect PD placement.
Seraphim personal cloak was added so that this building is fully invisible, except for a visual effect. This makes it easier to use offensively since the generator itself is harder to find. To prevent it from being used as a stealth intel system, its visiol radius was reduced.
added 'DEFENSE' category → sparky can build them
Aeon:726/664bt → 500bt
Armoured mode: Gains 1750 HP and 5/s regen when it's disabled (and packed up).
UEF:726/664bt → 500bt
Jamming ability with its own toggle (25e/s):
Creates 4 radar blips disguised as buildings.
Cybran:320m 4000e 400bt → 300m 4500e 375bt
Seraphim:626bt 125e/s → 500bt 150e/s
Personal cloak ability that functions when stealth field is enabled
Visual radius:20 → 5
T1/2 Radar: resource adjusted to fit equilibrium's building pattern where units of the same type and tech drain same resources while being built.
T2 Radar: It got its consumption reduced a little so its more convenient to build, as its a little underused.
T3 Radar: On the most popular maps its enough to place one somewhere in your back base and its enough to see the whole map. We just made it require a little more strategic placement and use of (gasp) multiple radars on larger maps.
T1 Radar:80m 720e 80bt 14.08br → 100m 1000e 100bt 12.5br
This building is in the same situation as the perimiter monitoring system, so it got the same treatment. We buffed its action radius so it needs fewer clicks to scout the enemy base. Now it needs less initial energy to work, so it doesn't create the all-too-common "why isn't it working" question.
Price:48000e 2575bt 250HP → 60000e 3750bt 2000HP
Initial energy drain:10000e → 5000e
Remote viewing radius:25 → 40
Building Footprint size:5x5 → 3x3
Strategic missile launchers
Nuke + nuke defence: Build rate and missile build time rebalanced. Unassisted, nukes and anti-nukes still build in the same amount of time. However, engineers are now more effective at assisting SMDs, and less effective at assisting SMLs. Building an anti-nuke will now be more feasible when scouting an already built, but unloaded, SML.
Price: 15 000m 225 000e 18750bt 1080br → 1200br
Strategic missile projectile - nuke missile:
Price: 10 500m 1 050 000e 360 000bt
70 000dmg 30aoe + 2500dmg 40 aoe
Strategic missile defense:
Price: 7500m 75 000e 9375bt 1080br → 800br
Strategic missile projectile - anti-nuke missile:
Price: 3600m 360 000e 192 000bt
Prices and ranges unified, HP increased. One faction's artillery can no longer be built out of the range of another's. All T3 arty can now survive a single T3 arty shot from any faction.
All T3 artillery now has fewer systematic errors in targeting, and now there is more faction diversity, with Cybran Artillery firing more often with less powerful shells. The artillery structures also turn a little faster to make them more convenient to use.
Aeon had two T3 artillery buildings, but one is rarely used. The Salvation has been reworked to have T3 arty stats, but retains its unique firing cycle. Aeon T3 arty is now better against armies and slightly worse against bases.
The Emissary has been reworked to an expensive T4 Game Ender. At around half its (usually overkill) range and boasting even more dps, the Emissary is now comparable to a Mavor. While the Mavor has a higher alpha strike and a more swiftly moving round, the Emissary makes use of the damage over time mechanic which causes shields to have a hard time recovering.
72 000m 1080000e 45000bt 150-800r (for all)
Aeon Salvation: (swapped with emissary that is a game ender now) 13000HP 36x100dmg/6s 4aoe 0,35firing randomness
Cybran: 12500HP 450dps 0.525fr 8aoe, 5s reload time
UEF: 15000HP 550dps 0.525fr 6aoe
Seraphim: 13500HP 0.675fr 7aoe
Fixed a bug where it had a systematic firing error causing it to miss
The Novax was almost in the right place, it just needed a nudge to make it nicer to use. Since it is a spy satellite and the UEF doesn't have a dedicated advanced intel structure, it got a slight intel boost. Since shields absorb crash damage now, the damage reduction has been reverted to its previous value as its not possible to exploit anymore.