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Maethrillian 3.0 Patch Notes

====================
GAMEPLAY
====================

Bases and Tech Levels
--------------------
Goal is to make expos more viable during the early game. Minor adjustments to health scaling. Additionally, Banished T2 and T3 bases will now be slightly weaker than UNSC versions to further account for Shield Towers. Flood bases will have the same HP values as UNSC.
Outpost / Firebase (Tier 0)
* Power cost to build removed
* Power cost to upgrade to Keep / Combat Station increased from 400 to 500
* Research time for upgrade reduced from 50 seconds to 40 seconds
* Reduced healing received by 25%
Keep/ Combat Station (Tier 1)
* Health increased from 54,000 to 55,000
* Cost changed for upgrade to Stronghold / Command Center (Tier 2) to {250, 750}
* Research time for upgrade to Stronghold / Command Center (Tier 2) increased from 35 seconds to 40
* Reduced healing received by 10%
Stronghold / Command Center (Tier 2)
* Cost changed for upgrade to Citadel / Headquarters (Tier 3) to {500, 1000}
* Stronghold health decreased from 84,000 to 80,000
* Command Center health increased from 84,000 to 85,000
* Reduced healing received by 8%
Citadel / Headquarters (Tier 3)
* New upgrade to Fortress / Planetary Command (Tier 4) to {750, 1250}
* Citadel health decreased from 110,000 to 105,000
* Command Center health increased from 111,000 to 115,000
* Reduced healing received by 8%
Fortress / Planetary Command (Tier 4)
* New tech level to help further separate units
* Does not increase HP

Economy
--------------------
* Diminishing returns removed from Supply pads
* Supply pads now produce 2.5 supplies and Heavy pads produce 4 supplies
* Supply pad upgrade cost changed from {0, 200} to {200, 200}
* Increased supply pad upgrade time from 18s to 25s
* Changed reactor upgrade cost from {0, 300} to {300, 200}
* Increased reactor upgrade time from 25s to 30s
* Upgraded reactor power generation reduced from 6 to 5
* Power cost added to most units and supply cost added to most upgrades

Leader Point
--------------------
* Leader point progression times rescaled to be 2.5, 5, 7, 10 minutes for points 2-5 and then 3 minute increments from points 6-12
* Each leader wheel reduced to 14 points
* Players no longer gain leader point progression from building structures or bases, researching upgrades, or losing squads or buildings
* Players can still gain progression by destroying enemy structures, killing units, capturing power nodes, and dealing damage. The impact of each of these has been greatly reduced.
* Increased the bonus progression granted from killing hero units

Power Nodes
--------------------
* Buffed sentinels that guard power nodes
* Increased HP from 2500 to 3000
* Increased DPS from 90 to 110
* Added detection equal to LOS range

Veterancy
--------------------
* Units can no longer gain veterancy normally. Access to Veteran units is still available through leader powers.
* Veteran units gain 15% bonus Armor, DPS, and accuracy

====================
Buildings
====================
Field Armory and Temple
* Build time increased from 23 seconds to 28 seconds

Vehicle Depot, Air Pad, Factory, Summit
* Added small power cost to each

Cloak Generator
* Removed from game

Shield Generator
* Increased cost from {600, 200} to {650, 300}
* Increased build time from 45 seconds to 50 seconds
* Reduced shield points from 40,000 to 35,000

Siege Turrets
* Changed cost from {800, 50} to {700, 150}
* Reduced cost escalation from 150 to 100
* Reduced max range from 270 to 220
* Increased min range from 50 to 80
* Increased accuracy slightly
* No longer can damage air units

UNSC Turrets
* Turrets no longer have upgrades
* Cost changed from {300, 0} to {350, 100}
* Increased DPS from 190 to 230
* Added small AOE and Increased accuracy
* Reduce range from 85 to 70

Banished Turrets
* Turrets no longer have upgrades
* Cost changed from {300, 0} to {350, 100}
* Increased DPS from 198 to 230
* Added small AOE and Increased accuracy
* Reduce range from 85 to 70

Minibase
* Reduce HP from 22,000 to 20,000


====================
Global Upgrades
====================
* Reduce research time for global upgrades (Air, Infantry, Vehicle) by 10 seconds
* Increase global upgrades (Air, Infantry, Vehicle) to 15%, 30%, 45% HP and DPS bonus
* Rescale cost {Supply, Power} as follows

UNSC and Banished Infantry
* T1 cost to {350, 350}
* T2 cost to {550, 550}
* T3 cost to {750, 750}

UNSC and Banished Vehicle
* T1 cost to {400, 400}
* T2 cost to {650, 650}
* T3 cost to {900, 900}

UNSC and Banished Air
* T1 cost to {400, 400}
* T2 cost to {650, 650}
* T3 cost to {900, 900}

UNSC and Banished Fortifications
* T1 cost to {300, 300}
* T2 cost to {475, 475}
* T3 cost to {650, 650}



====================
Leader Powers
====================
Main focus of this patch was to reduce the effectiveness of leader powers. The main two being nuking leader powers and unit drops.

Nukes - These powers have been reduced to 1 point. Two upgrades have been added to the armory that buff these powers. Upgrades cost {500, 500}, {800, 800} respectively and require T2, T3. In addition most powers were made less cost effective. Most nukes have 180s cooldown.

Unit Drops - Cost of unit drops is being reworked to be the sum of unit costs plus a tax. Cooldowns for T3-4 drops standardized at 3 minutes (except Yap Yap, Cutter Cyclops drop) and T5 drops to 6 minutes. The taxes are defined as follows (rounding if needed):
Supply Tax = 5% of sum of unit supply cost or 50 supply (whichever is greater)
Power Tax = 10% of sum of unit power cost or 100 power (whichever is greater)

Shared Powers
-------------------
Glassing Beam (Reduced to 1 point)
* Increased cost from {350, 150} to {450, 250}
* Reduced duration from 10 seconds to 8 seconds
* Reduced cooldown from 230 seconds to 210 seconds
* Changed base damage per tick from 180 to 190
* Increased speed from 17 to 18
* Added 2 upgrades to the armory that provide an extra 20% damage to the beam and increase the size of the beam slightly at each level
Heavy Metal (Reduced to 2 points)
* Costs rescaled
* Cooldown decreased from 180 seconds to 150 seconds
* Level 1 AOE increased from 16 to 22
* Level 1 armor bonus reduced from 60% to 55%
* Level 2 AOE increased from 20 to 30
* Level 2 duration increased from 18 seconds to 20 seconds
Restoration Drones
* Level 1 cost changed from {300, 100} to {250, 100}
* Rescaled cost to increase by 50 supply and 50 power per level
* Decreased cooldown from 160 seconds to 120 seconds
* Heal percent per tick standardized at each level
* Changed from {4%, 5%, 6%} to 3.5%
* No longer heals units during combat (has a 2 second cooldown)
Pelican Transport
* Reduce to a 1 point power
* Now requires LOS
* Reduce speed of Pelican from 45 to 30
* Change cost from {0,100} to {150, 150}
* Increase distance from 550 to 600
* Reduce cooldown from 100 to 90 seconds
* Isabel now has Pelican Transport
Teleport
* Reduce to a 1 point power
* Now requires LOS
* Change cost from {0, 200} to {200, 200}
* Change distance from 250 to 300
* Reduce Cooldown from 130 to 120 seconds


Mines
------------------
* Removed second point from all mines
* Increased arm time from 6 seconds to 7
* Increased HP of mines by 100
* Increased cost of mines to 120, 120 (besides Pavium)
* Increased cooldown to 105 seconds on all mines (besides Pavium)
* Reduce damage on most mines by 5-10%
* Reduced damage modifier vs building from 1x to 0.25x
* Split mines into 2 different AOE rings
* Outer ring only does 50% damage
Corrupted Mines
* Reduced duration of the goo from 70 seconds to 50 (affects goo duration if mine is killed)
Cryo Mines
* Increased chill amount of mines from 300 to 350 (affects chill amount if mine is killed)
Plasma Mine
* Reduced duration of plasma from 40 seconds to 30 seconds
Stasis Mines
* Increased damage from 1230 to 1400
Unbreakable Mines
* Cost set to 150,150 with 120 second cooldown

====================
Anders
====================
Research & Development
* Change upgrade cost reduction from {30%, 50%} to {15%, 30%}
* Change upgrade research time reduction from {30%, 50%} to {15%, 30%}
Protector Sentinel
* Swapped with Ark Defense
* Changed cost from {250, 30} to {200, 60}
* Increased HP from 3675 to 4000
* Increased base damage from 110 to 120
* Increased damage of lockdown bolt from 100 to 260, removed AOE, and reduce stun from 5 seconds to 4
* Reduced HP buff from first upgrade from 15% to 12.5%
* Replaced speed buff from second upgrade with 12.5% HP buff
Ark Defense
* Swapped with Protector Sentinel
* Increased sentinel HP from 1320 to 1400
* Increased sentinel DPS from 110 to 115
* Sentinel Synergy now increases DPS by 15%
Sentinel Beacon
* Decrease DPS of Spawned sentinel from 125 to 60
* Decrease patrol time (duration) from 5 seconds to 4
* Now applies to Protector Sentinel lockdown bolt (Y-ability)
* Summons a sentinel on impact
* No longer initially applies to Kodiaks
* Unlocks an upgrade for the Kodiak in Vehicle Depot to add Sentinel Beacon to artillery shells
Sentinel Synergy
* No longer increases HP of Protector Sentinel (still provide 25% damage buff)
* Now increases DPS of Ark Defense sentinels by 15%
* Protector Sentinel shield bonus increased from 1000 to 1500
* Retriever Sentinel shield bonus decreased from 17000 to 15000
* Now has 2 upgrades in the armory
* First upgrade adds 2 more sentinels to Ark Defense, adds 1 more sentinel to Sentinel Beacon and Increases Ark Defense Sentinels DPS by 10%
* Second upgrade adds 2 more sentinels to Ark Defense, adds 1 more wave to Sentinel Network, and Increases Retriever DPS by 15%
Sentinel Network
* Increased cooldown from 280 seconds to 300 seconds
* Changed sentinel armor type from HeavyAir to MediumAir (same as Hornet)
* Changed weapon type of death explosion from Explosive to Standard (new)
* Reduced damage from death explosion from 600 to 450
* Reduce LOS of sentinels from 65 to 30
Retriever Sentinel
* Acceleration decreased from 12 to 10
* Turnrate increased from 100 to 160


====================
Cutter
====================
Archer Missiles (Reduced to 1 point)
* Increase cost from {300, 200} to {400, 250}
* Changed individual bomb DPS from 900 to 950
* Added 2 upgrades to the armory that provide an extra 10% DPS and more bombs at each level
Battle Hardened (Reworked)
* Acts like Johnson’s mech overcharge but for Infantry units instead
* Increases Armor (20%) and Damage (20%) while also slowing units significantly (50%)
* Power lasts 10 seconds
* Does not affect Cyclops (only Marines, Snipers, Flamers, ODST)
* Costs {350, 200} with 180 second cooldown
Odst Drop
* Changed cost from {800, 0} to {700, 150}
* Increase cooldown from 170 seconds to 180 seconds
Cyclops Drop
* Changed cost from {145, 180} to {200, 250}
* Increase cooldown of cyclops drop from 135 seconds to 150 seconds
Odst Assault Group
* Changed cost from {1650, 625} to {1500, 600}
* Removed 1 Cyclops
* Reduced ODST, Cyclops, Wolverine to vet 1
Close Air Support
* Changed cost from {1500, 0} to {1000, 500}
* Increased patrol radius slightly and added in a 5th pelican
* Reduced pelican HP from 13875 to 12000
* Reduced pelican DPS by 20%


====================
Forge
====================
Accelerated Assembly
* Added small power cost reduction for all units
* Increase Build time reduction to 10% each level (total 20%)
Rolling Economy
* Reduced effectiveness from 20% per level to 15%
Scatter Bomb (Reduced to 1 point)
* Increase Supply cost from 350 to 425
* Changed individual bomb DPS from 730 to 700
* Reduced AOE {Radius, DPS %} from {6, 100}, {8, 90}, {10, 80} to {6, 100}, {10, 80}
* Added 2 upgrades to the armory that provide an extra 15% DPS at each level
Vehicle Drop
* Changed units in level 1 drop from 2 Kodiaks to 1 Warthog and 1 Kodiak. Level 2 drop remains the same.
* Reduce veterancy level of all units by 1
* Increased cooldown from 160 to 180
* Change cost of level 1 drop from {1200, 0} to {750, 200}
* Change cost of level 2 drop from {1800, 0} to {1500, 300}
Vehicle Recycle
* Changed cost to {1400, 800}
* Reduce the number of units from 8 to 6
* Increase cooldown from 330 seconds to 360 seconds
* Reduced duration from 45 seconds to 35
* Each point in Accelerated Assembly increases the max number of units by 1 and duration by 5 seconds
Grizzly Battalion
* Grizzly drop cost from {2550, 450} to {2300, 600}
* Grizzly drop cooldown changed from 330 seconds to 360 seconds
* Reduce pop from 30 to 27 (to match grizzly)
* Removed veterancy


====================
Kinsano
====================
Hell Charge
* Increase duration from 20 seconds at each level to 20, 25, and 30 seconds.
* Increase explosion DPS from {500, 700, 900} to {700, 850, 1000}
* Changed weapon type to Standard (new)
Napalm Missiles (Reduced to 1 point)
* Changed cost from {280, 175} to {400, 250}
* Changed burn effect DPS from 200 to 250
* Reduced level 1 burn effect from 14 radius and 22 seconds to 12 radius and 20 seconds
* Added 2 upgrades to the armory that provide an extra 10% DPS for the bombs and an extra 20% DPS for the lingering burn effect, plus more bombs at each level
Hell Drop
* Increased cooldown from 110 seconds to 120
* Change cost of level 1 drop from {100, 60} to {120, 120}
* Change cost of level 2 drop from {200, 120} to {200, 200}
* Hell Drop now leaves a pool of napalm that lasts 15 seconds
Flame Hog Drop
* Cooldown changed from 150 to 180 seconds
* Cost changed from {850, 0} to {825, 200}
Turret Drop
* Power cost increased by 50
* Drop now leaves a pool of napalm that lasts 15 seconds
* Level 2 now drops 2 turrets
Firestorm Battle Group
* Cooldown from 330 to 360 seconds
* Firestorm battle group cost from {1750, 300} to {1420, 420}
* Added 1 more flamer squad to Firestorm battle group
* Reduced vet of each unit by 1


====================
Isabel
====================
Accelerated Assembly
* Increase Supply reduction for Jackrabbit from {10, 10} to {15, 15}
* Increase Build time reduction to 10% each level (total 20%)
Holo Decoy
* Changed cost as follows
* Level 1 - {100, 30} to {150, 50}
* Level 2 - {200, 50} to {250, 100}
* Increased bonus damage decoys receive from 65% to 100%
* Increased cooldown from 110s to 120s
* Increased Level 2 max number of holograms from 12 to 14
* Lifespan of holograms is now 60s
Mac Blast (Reduced to 1 point power)
* Increased supply cost from 400 to 450
* Mac Blast AOE rescaled to the following:
* {6, 100}, {12, 75}, {18, 50}, {22, 25}
* DPS is 7000
* Old level 1 Mac Blast (as comparison)
* {2, 125}, {6, 100}, {16, 50}, {22, 40}
* DPS is 5775
* Damage ratios are capped at 100 so 125 is pointless
* Added 2 upgrades to the armory that provide an extra 10% DPS at each level and increase the number of shots by 1
Pelican Transport
* Replaced Lotus Mines with Pelican Definitely replaced something else
Vehicle Recycle
* Changed cost to {1400, 800}
* Reduced the number of units from 8 to 6
* Increase cooldown from 330 seconds to 360 seconds
* Reduced duration from 45 seconds to 35
* Each point in Accelerated Assembly increase the max number of units by 1 and duration by 5 seconds


====================
Jerome
====================
Inspire
* Changed all instances of Inspire to be 10% Armor and Damage bonus (was a mix of 8-12% across different sources)
Enduring Salvo (Reduced to 1 point)
* Increased cooldown from 170 seconds to 180 seconds
* Reduce the DPS of each object from 800 to 750
* Reduce AOE from {8, 100}, {13, 60} to {8, 100}, {12, 50}
* Increased Inspire buff duration from 15 seconds to 30 seconds
* Added 2 upgrades to the Armory that each provide an extra 10% DPS and drops 4 extra pieces of the Enduring Conviction
Field Promotion
* Reduced cost from {800, 800} to {600, 600}
* Reduced cooldown from 270 seconds to 240 seconds
* Increase AOE from 14 to 20
Spartan Morale
* Increased level 1 cost from {400, 100} to {500, 200} and level 2 cost from {600, 200} to {600, 300}
* Increased cooldown from 180 seconds to 240 seconds
* Now doubles the bonuses from Inspire (was a 30% buff to Armor and Damage)
* Reduced speed buff from 30% to 20%
* Increased level 2 duration from 18 seconds to 20 seconds
Victory Mine
* Increased Inspire buff duration from 25 seconds to 30 seconds
Victory Turret
* Increased level 1 cost from {350, 25} to {350, 150} and level 2 cost from {600, 50} to {600, 250}
* Improved turret accuracy and added small AOE
* Increased lifespan from 45 seconds to 60 seconds
Omega Team
* Reduced HP by 5% and SP by 10%
* Increase DPS of each spartan by 15%
* Increased Inspire aura AOE from 20 to 30
* Modified hijack properties to make hijacking more consistent
* Increase time needed to Hijack from 8 seconds to 10


====================
Johnson
====================
Emp Mac Blast (Reduced to 1 point)
* Changed mac blast DPS from 3750 to 3900
* Increased cost to {400, 250} and reduced cooldown to 180 seconds
* Increase AOE of EMP buff from 24 to 28
* Added 2 upgrades to the armory that increase the size and damage (by 10%) for the mac blast. Additionally each upgrade increases the AOE, duration, and damage boost of the EMP buff.
* EMP buff from level 1 mac blast
* 14 second duration {16, 18 seconds with upgrades}
* 30% DPS buff {35%, 40% with upgrades}
* 28 AOE {32, 36 AOE with upgrades}
Digging In
* Now increases bunker garrison capacity by 1 at each level
* Increases the max number of bunkers allowed on the map by 1
* Cooldown reduction for Bunker Drop increased from 10 seconds each level to 15 seconds each level
Bunker Drop
* Bunker HP increased from 11700 to 12500
* Level 2 bunker drop now drops two bunkers with a small shield (4000 SP)
* Level 2 bunker drop no longer increases garrison capacity (garrison capacity can only be increase by Digging In)
* Recycling bunkers no longer gives supplies
* Number of bunkers is capped at 6 (can be increased by Digging In)
* Mines can no longer be dropped on top of bunkers (going to add a similar obstruction radius as bases, if that does not work properly I will greatly reduce the damage mines do to bunkers. will look into a similar situation with drop turrets, etc. )
Siege Turret Drop
* Changed costs for level 1 from {900, 0} to {600, 150}
* Changed costs for level 2 from {1100, 0} to {800, 200}
* Level 2 now drops two siege turrets
* Increased Base DPS of siege turret from 120 to 130
* Increased Max range of siege turret from 150 to 200
Mech Overcharge
* No longer provides invulnerability and now just provides a 50%, 65% damage mitigation
* Reduced supply cost of level 2 from 700 to 600
* Increased level 2 speed boost from 50% to 60%
* Now level 2 has a better speed boost than Level 1 as text says
Vehicle Recycle
* Changed cost to {1400, 800}
* Reduce the number of units from 8 to 6
* Increase cooldown from 330 seconds to 360 seconds
* Reduced duration from 45 seconds to 35


====================
Serina
====================
Chill / Freeze Mechanics
* Increase shatter damage from 4000 to 5000
* Increase shatter threshold from 1500 to 1650 (Increases the damage needed to cause shatter)
* Decreased frozen time from 10 to 8 seconds
* Decreased chill slow modifier from 30% to 15%
* Increased chill workrate (capture nodes) from 0.75 to 1 (no longer negatively affects units)
* Increase chill damage dealt scalar from 0.9 to 1 (Affects how much damage chilled units do.)
Cryotech Advances
* Removed chill aura from watch towers
* Reduced chill rate from Kodiak shells from to 2 to 1.5
* Reduced chill rate from Siege turrets shells from 6 to 3
* No longer initially applies to Kodiaks
* Unlocks an upgrade for the Kodiak in Vehicle Depot to add chill effects to artillery shells
Cryo Drop
* Change cost from {1690, 380} to {1600, 500}
* Increased cooldown from 330 seconds to 360 seconds
Cryo Bomb (Reduced to a 1 point power)
* Increased cost from {200, 200} to {300, 300}
* Increased cooldown from 160 seconds to 180 seconds
* Increased AOE of base level from 14 to 20
* Increased base damage from 800 to 1000
* Added 2 upgrades to the armory
* First upgrade increase AOE from 20 to 30 and increases damage by 40%
* Second upgrade adds an additional cryo shot
Seismic Blast
* Decrease cooldown from 160 to 120
* Increased radius at level 1 from 15 to 18
* Increased radius at level 2 from 23 to 26
Glacial Storm
* Increased AOE from 40 to 44
* Increased AOE and damage slightly of small cryo blasts
* Increase chill from initial blast from 50 to 150 (this is enough to ½-¾ freeze units)


====================
Arbiter
====================
Conduit of Rage
* Reduced to a 1 point power
* Added 3 upgrades to armory that buff Conduit of Rage turning CoR into 4 levels
* Changed AOE from {40, 80, 120} to {40, 60, 80, 100}
* Changed speed buff from {1.25, 1.3, 1.35} to {1.2, 1.25, 1.3, 1.35}
* Changed DPS buff from {1.2, 1.35, 1.45} to {1.2, 1.25, 1.3, 1.35}
* Heal percent per tick remains the same at 3%
* Changed Tickrate from {2, 1.5, 1} to {2, 1.75, 1.5, 1.25}
Enforcer Drop
* Increased cooldown from 165 to 180
* Correctly applies Arbiter’s Champion upgrade
* Changed cost from {400, 240} to {420, 280}
Arbiter CD reduction
* Modified all cooldown reductions slightly
* Also reworked cost to just be 10% cheaper at each level


====================
Atriox
====================
Fortifications
* Cost reductions changed from percent based to fixed
* Power reduction for bases and shield towers removed
* Power reduction for Stronghold upgrade changed from 18%, 33% to 75 at each level
* Supply reduction on Outposts changed from 100 at each level to 50 at each level
* Supply reduction on turrets and shield towers changed from 18%, 37% to 50 at each level
Dying Breath
* Moved to 4th point and increased cost to {450, 200}
* Duration reduced from 120 seconds to 30 seconds
* Increased AOE from 30 to 36
Bulwark
* Normalized AOE to match decal
* Increased the number of ticks by 1 at each level
* Reduced heal rate at all levels from {3.5, 4.5, 5.5} to 3.33%
Spirit Assault
* Changed name to Warchief Assault
* Now drops in a rally Marauder that inspires friendly units
* Level 1 drop contains 1 rally Marauder, 2 Grunt squads, and 1 Jump Pack Brute squads
* Level 2 drop contains 2 rally Marauder, 2 Grunt squads, and 2 Jump Pack Brute squads
Unbreakable
* No longer makes units invulnerable but instead provides 75% damage mitigation (similar to Heavy Metal)
* Reduced cost from {1200, 800} to {1000, 600}
* Changed cooldown from 333 seconds to 300 seconds
* Change duration from 7 seconds to 6
Planetary Cleansing
* Increased cooldown from 330 to 360 seconds
* Reduced size and damage of final explosion
* Outer most aoe removed and damage reduced from 9450 to 7500
* Increased speed of beams from 7 to 8


====================
Colony
====================
Living Barrier
* Reduced to a 1 point power
* Added cost of {150, 50}
* Increase max possible length from 70 units to 80 units
* Wall now provides an aura that buffs Lekgolo units and debuffs enemy units
* Buffs the armor and damage of Lekgolo type units (excludes Hunter Captain and Scarab) by 10%
* Slows enemy units by 40%
* Increase HP per wall piece from 5000 to 6000
Vehicle Symbiotes
* Reduced to 2 point power with a slightly bigger AOE
* Cooldown reduced from 110s to 90s
* Cost increased from {60, 30} to {150, 100} at Level 1 and from {120, 60} to {200, 150} at Level 2
* Level 1 AOE increased from 8 to 12
* Level 2 AOE increased from 16 to 20
* No longer affects buildings
* Level 2 now can affect Lekgolo type units (besides the Hunter Captain and Scarab)
* Can be used on allies
Engineer Swarm
* Reduced Engineer heal rate from 4.5% to 2%
Pincer Beams (Reduced to 1 point)
* Increase cooldown from 145 seconds to 180 seconds
* Increase cost from {280, 175} to {350, 250}
* Added 2 upgrades to the armory that provide an extra 15% DPS at each level and increases size of beam
* Increased the radius of the outer AOE at all levels by 1 and damage percent from 5% to 50%
Goliath Drop
* Changed cost from {400, 175} to {350, 250}
* Goliath drop cooldown from 165 to 180 seconds
Symbiotes Rage (New power)
* Replaced Battle Hardened
* Vehicle Symbiotes become enraged at the expense of their lives. Enraged Symbiotes provide superior buffs.Replaces the Vehicle Symbiotes buff with a temporary buff that lasts 15 seconds.
* Doubles the buff received by Vehicle Symbiotes. Also provides a 20% speed and DPS boost to affected units.
Devastating Host
* Changed cost from {1950, 980} to {1600, 1000}
* Removed 1 Wraith
* Reduced veterancy of Reaver and Locust to 1
* Increase cooldown from 330 to 360 seconds
Combat Repair
* No longer applies to buildings, Hero or Uber units
* Reduced heal from 3% to 2%
* Provides double the heal to Lekgolo units


====================
Decimus
====================
Spirit Assault
* Swapped places with teleport and changed name to Warchief Assault
* Now drops in a rally Marauder that inspires friendly units
* Level 1 drop now consists of 1 rally Marauder, 2 Grunt squads, and 1 Jump Pack Brute squads
* Level 2 drop now consists of 2 rally Marauder, 2 Grunt squads, and 2 Jump Pack Brute squads
Siphon
* Moved to 4th point and reduced to a 2 point power
* AOE increased from {16, 24} to {25, 36} and siphon percent increased from {60%, 80%} to {75%, 100%}
* Duration changed to 20 seconds
Decimus Drop
* Decrease Y ability DPS from 1085 to 850
* Change AOE from {12, 100} to {6, 100}, {12, 50}
Boundless Siphon
* Moved to 3rd point
* No longer gives all units a passive siphon
* Now only upgrades grunt squads to siphon grunts


====================
Pavium
====================
Shuffled around Pavium’s powers
Burnout
* Burnout AOE no longer increases per additional point
* Cool down is 120 seconds
* Cost scales {100, 50}, {200, 100}, {400, 200}
* Production modifier scales as {1.25, 1.5, 2}
* Duration scales as {40s, 50s, 60s}
Full Salvage
* Removed from game
Ultra Mines
* Moved to 2nd point
* Number of mines dropped reduced to 4
* Decreased damage from 2500 to 1200
* Cost changed to {150, 150} with 120 second cooldown
Mega Turret
* Moved to 4th point
* Now functions as a turret drop that last 90s with a 240s cooldown
* Costs {600, 250}
* Added 3 upgrades to the armory that buffs damage and adds a shield
Orbital Designator
* Reduced to a 1 point power
* Decreased cooldown from 130s to 120s
* Increased duration from 12s to 15s
* Increased cost from {0, 50} to {150, 150}
* Paints targets, slowing them by 20% and increasing the damage they receive by 10%
* Now Detects invisibility
Rain Of Fire (Reduced to 1 point)
* Changed the Number of Beams to be 7
* Added 2 upgrades to the armory. Each upgrade adds 2 extra beam (aka extra aircraft), increases width of beams, and increases the DPS by 5% and increases duration by 2 seconds
Teleport
* Teleport added taking previous spot of Wraith Invader at 4th point
Wraith Invader
* Moved to 3rd point
Pavium’s Stand
* No longer makes buildings invulnerable
* Instead provides 60% damage mitigation to buildings and a 20% damage boost to turrets, mega turrets, and mines
* Increased duration from 10s to 12s
Lich Vanguard
* Increased cooldown from 330 seconds to 360 seconds.
* Reduce DPS of Lich from 1000 to 800
* Build time for all units standardized to half of normal build time (rounded down)


====================
Shipmaster
====================
Displacement
* Replaced Displacement with Banshee Squadron
Banshee Squadron (New power)
* Cost {700, 350} with a 4 minute cooldown
* Deploys 7 Banshees for 30 seconds
* Banshees circle area similar to Ark Defense
Spirit Support
* Change cost from {800, 500} to {730, 475}
* Reduce Vet for Hunter and Jackal to 1
* Increase DPS of Spirit from 400 to 500
* Increase attack range of Spirit from 55 to 60
Advanced Cloaking
* Cost reduction to Shrouds changed to {50, 20} at each level
* Now buffs Mass Cloaking. Each point increases the duration by 4 seconds and siphon by 2%.


====================
Voridus
====================
Infusion
* Reduced slow to 20% for all unit types (was separate between infantry and vehicle)
* Standardized duration of infusion pools to 30 seconds
* Rescaled damage modifiers to be neutral (1x) vs most armor types
Grenadier Drop
* Increased cooldown from 110 seconds to 120
* Change cost from {200, 40} to {200, 100}
Combat Spoils (Reduced to 1 point power)
* Reduced base combat spoils scalar from 130% to 20%
* This is how much the building is worth in potential spoils. At 20% an upgraded pad would be worth 75 supply and 100 power if destroyed
* Units no longer have individual pillage scalars that either increase or decrease how much they can get.
* Rescaled the pillageable resources for Banished and UNSC bases to provide a consistent income regardless of HQ level
Infusion Wake (Reduced to 2 point power)
* Increased duration of level 1,2,3 from {5, 6.5, 8} to {6, 7, 8} seconds.
* Increased speed values from {17, 19.5, 22} to {18, 20, 22}
Infusion Tech (Reduced to 1 point power)
* Added 2 upgrades to armory
* Base Power
* Increases infusion pool damage by 10%
* Reduces cost of Brute Grenadier and Engineer
* Adds second shot to Brute Grenadier drop
* Upgrade 1
* Increases infusion damage by another 10%
* Reduces the ability cooldown of Corrupted Engineer by 20 seconds
* Increases the max duration (10s) and doubles to speed, armor and damage boosts of Brute Grenadier siphon ability
* Upgrade 2
* Enables infusion attacks for Wraith and Blisterbacks
* Increases Cataclysm damage by 8% and duration by 8 seconds
Voridus Pack Assault
* Level 1 now drops in a vet 1 Banshee
* Added a second Engineer to level 2 drop
* Increased the wait time of the Gunship to be 10 seconds
* Change level 1 cost from {600, 60} to {800, 200}
* Change level 2 cost from {1600, 170} to {1650, 400}
* Increased cooldown from 165 seconds to 180
Cataclysm
* Increased cost from {550. 550} to {700, 700}
* Increased cooldown from 270s to 300s
* Reduce duration from 15 seconds to 12


====================
Yap Yap
====================
Methane
* Reduced all sources of methane buffs/debuffs from 20% to 15%
Guilt Trip (Reworked)
* Now is an active power with a medium size AOE that affects enemy units only
* Upon killing a Grunt type infantry unit, enemy units are slowed (50%) and do less damage (50%) for 6 seconds
* This debuff lasts 20 seconds
* Cost {250, 150} with a 120 second cooldown
Grunts From Above
* Uses correct Heavy Grunt squad based on upgrades
* Changed cost of level 1 drop from {800, 250} to {850, 400}
* Changed cost of level 2 drop from {1300, 320} to {1300, 500}
* Reduced vet level of Methane Wagons by 1 in level 2 drop
* Removed 1 Brute Rider from level 2 drop
* Level 2 drop now only adds 1 Heavy Grunt squad and 1 Methane Wagon
Please Don’t Shoot Me
* Now provides a 20% speed boost to all Grunt type units that lasts the duration
* Increased cooldown from 150 seconds to 180 seconds
* Added supply cost to match power cost at each level
* Reduced duration of level 2 from 23 seconds to 20 seconds
Shade Turret Drop
* No longer stuns but instead slows units by 80% for 3 seconds
Get Back Out There
* Increased cost from {300, 350} to {700, 400}
* Increase cooldown from 150 seconds to 240 seconds
* Reduced duration from 120 seconds to 60 seconds
* Reduced max units from 12 to 10
* Now only affects Grunt type units (except Grunt Goblins and Cannon Fodder)
* Includes Methane Wagon and Locust
* Grunt type units under this buff now explode on death and leave a small methane pool

====================
Heroes
====================
Nerfs to heroes at all tech levels. All upgrades provide the same modifiers to HP, SP, and DPS.
Core Changes
* Hero upgrades moved up 1 tech level (i.e. upgrades now start at Tech 2)
* Upgrades take 30 seconds to research and cost the following:
Supply Power
Level 1 250 400
Level 2 400 600
Level 3 550 800


* Each upgrade adds {50, 50} to the cost of the unit
* Upgrades provide the following modifiers:


Level 1
Level 2
Level 3
HP
1.5
1.33334
1.5
SP
1.5
1.33334
1.5
DPS
1.25
1.2
1.33334
* Build time for each hero increased to 60s (besides Grunt Goblins which are 40s)

=====================
Hero Specific
=====================
Atriox
* Starting weapon now has a slow
* Reduced speed and acceleration slightly
Arbiter
* Increased AOE while in rage mode from {2, 100} to {2, 100}, {6, 40}
* Increased Fiendish Return (reflect damage) from 9% to 12%
Brute Honor
* Starting weapon has pull but its max range is 50 (normal range is 70)
* Level 1 upgrade now increases pull range to 75
* Level 2 upgrade now increases AOE damage slightly
Forge Hog
* Reduced range of upgraded Gauss Cannon from 90 to 80 (this is from Level 3 upgrade)
* Reworked AOE for Anvil Round to have a bigger center circle and increased AOE damage ratios
Grunt Goblin
* Grunt Hustle changes
* Reduce heal percent per tick from 7.5% to 4.5%
* Increased number of ticks from 3 to 4 (affects level 1 hustle)
* Increased number of ticks from 4 to 6 (affects level 2 hustle)
* Increased duration of speed buff from 8 seconds to 10 (affects both levels)
Hunter Captain
* Now starts with Taunt
* Taunt duration reduced from 10s to 6s
* Starting weapon no longer siphons and range reduced from 75 to 60
* Level 1 upgrade now improves Taunt duration by 2s and reduces taunted enemy damage by 25%
* Level 2 upgrade improves weapon range to 75, increases AOE slightly, and adds siphon
* Level 3 upgrade increases Taunt AOE, increases duration by 2s and causes Hunter Captain to reflect 10% of damage back to attacker while taunting
Jerome (Commander)
* Omega team can now enter Command Mantis
* Reduced acceleration slightly
Johnson
* Increased duration of base healing beacon from 15s to 20s
* Increases healing beacon HP from 3430 to 4200
* Beacon Shield upgrade now increases healing beacon HP to 5500
Pavium
* Heal drone now properly applies correct heal value (there is a bug with the heal action that causes the upgrades versions to not get disabled)
Shipmaster
* Increased base speed from 15 to 17
* Reduced speed bonus from first upgrade from 50% to 20%
Voridus
* Increased goo duration from attacks from 4s to 6s
* Increased Y-ability damage from 2310 to 2500 and upgraded ability from 2625 to 2800


====================
Units
====================
All upgrades now cost supply and power. See each unit for changes.
Core Infantry
Grunts squads now cost 150 supply and 3 population. They have received additional changes making them closer to marine squads.
Marines
* Now only uses 1 attack animation when standing still to increase consistency with unit
* Increased velocity and accuracy of Grenade throw
* Changed weapon modifier of Grenade to SmallExplosive (shared with Grunt Mine)
* Increased Grenade DPS from 400 to 440
* Changed Grenade AOE from {4, 100}, {6, 50} to {4, 100}, {6, 60}, {8, 40}
* Reduced LOS from 65 to 55
* Grenade Throw cost changed from {0, 400} to {150, 300}
* Combat Tech cost changed from {0, 600} to {250, 400}
Brute Grunt Squads
* Changed weapon modifier of Shrapnel Mine to SmallExplosive (shared with Marine Grenade)
* Decreased Shrapnel Mine DPS from 400 to 360
* Changed Shrapnel Mine AOE from {4, 100}, {15, 40} to {4, 100}, {8, 60}, {12, 40}
* increase HP of grunts from 646 to 700
* Increase HP of brute from 648 to 1100
* Reduced LOS from 65 to 55
* Shrapnel Mine and Cloak cost changed from {0, 300} to {100, 300}
* Pack Brother cost changed from {0, 500} to {200, 400}
Elite Grunt Squads
* Reduced duration of cloak from 30 seconds to 20 seconds
* Reduce HP of grunts from 646 to 650
* Increase HP of elite from 540 to 1100
* Reduced LOS from 65 to 55
Cannon Fodder
* Yap Yap starts with 1 less Cannon Fodder
* Now cost 50 supply
* Increased HP of each cannon fodder grunt from 525 to 550
* Overall DPS increased from 35 to 40
* Reduced LOS from 65 to 45


Building Killers
Simplified building killer weapon types. Overall reducing building damage. Build time for Banished building killers has been increased. The major changes are listed under each unit.


Brute Rider
* Increased Building damage by 8%
Elite Enforcers
* Reduced Building damage by 17%
* Increased damage vs Light and LightRush infantry by 18%
Goliath
* Reduced Building damage by 17%
* Reduced Supply cost from 150 to 140
* Increase Heal Value from 1.6 to 1.7
* Improved upgrade
* Upgrade now increases Goliath damage by 50%, applies DOT (30 dps for 4 seconds), and slows the unit by 20% during that time
* No longer increases damage against vehicles (was 11% increase)
Jump Pack Brutes
* Reduced Building damage by 12.5%
* Increased supply cost from 90 to 110
Flamers
* Increased Building damage by 15%
* Changed cost from {80, 40} to {100, 50}
Cryo Troops
* Increased Building damage by 13%
* Changed cost from {80, 40} to {100, 50}


APC Units
Mastodons
* Now requires Tech 2
* Decreased HP from 13500 to 12500
* Increased Heal Rate from 1 to 1.3 (causes unit to heal slower)
* Reduced LoS from 65 to 60
* Reduced starting Max Contained (number of units that can garrison the unit) from 3 to 2
* Increased turn rate from 100 to 120
* Upgrade now increases Max Contained to 3 and improves machine gun turret to armor piercing rounds that debuff enemy units for 2 seconds causing them to take 15% more damage
Phantom
* Now requires Tech 2
* Changed cost from {225, 90} to {350, 100}
* Population increased from 3 to 5
* Build Time increased from 25s to 30s
* Increased HP from 10000 to 12000
* No longer starts as a garrisoned unit
* Increased acceleration and turn rate slightly
* Units can no longer shoot out of phantom’s gunports
* Increased DPS from 100 to 130
* Plasma cannon attacks now leave small pools of plasma on the ground
* Duration 3s
* 80 DPS
* 20% slow
* 4 AOE (marine squad size)
* Upgrade allows up to 4 infantry units to garrison the Phantom, increases Phantom maneuverability slightly, and upgrades the Phantom with a small healing beacon that heals infantry units at a low rate
Wraith Invader
* Now requires Tech 2
* Changed cost from {380, 100} to {350, 100}
* Decreased HP from 9900 to 9000
* Reduced LoS from 70 to 60
* Reduced SP from upgrade from 4000 to 2500
* Reduced Life Steal of base weapon from 50% to 40%
* Reduced Life Steal of upgraded weapon from 75% to 60%
* Increased DPS of upgraded weapon from 95 to 110
* Upgrade now increases Max Contained from 3 to 4
* Increased turn rate slightly


Tanks
Increased damage modifiers to the following armor types (this also impacts Y-abilities):
* Increased damage modifier vs MediumScout from 1.7 to 1.8
* Increased damage modifier vs Medium from 1.75 to 2
* Increased damage modifier vs MediumAA from 1.5 to 1.6
* Increased damage modifier vs MediumHero from 1 to 1.4


Colossus
* Change cost from {750, 120} to {650, 250}
* Increase Acceleration from 8 to 9
* Increase turn rate from 150 to 180
* Reduce attack range from 100 to 90
* Reduce DPS of AutoCannon from 225 to 200
* Increase DPS of Railgun from 213 to 230
* Changed weapon type of Stomp to TankSpecial. Modified DPS to have similar damage
* Reworked Stomp AOE to {15, 100}, {25, 70}, {35, 40}


Scorpion
* Changed cost from {550, 90} to {600, 250}
* Increased HP from 12750 to 13500
* Increased Speed from 12 to 13
* Increased Acceleration from 9 to 11
* Increased turn rate from 90 to 120
* Increased main cannon DPS from 200 to 230
* Increased DPS of Y-ability from 1750 to 2000
* Increased DPS of Best Offense canister shell from 1837 to 2250
* Increased the outer radius of canister shell slightly (also affects Best Offense canister)


Wraiths
* Change cost from {550, 75} to {600, 200}
* Increased build time from 31 seconds to 40 seconds
* Increased HP from 6825 to 7500
* Decreased SP from 4244 to 4200
* Increased acceleration of Main Cannon projectile from 3 to 4
* Increased base DPS of Y-ability from 950 to 1000


Grizzly
* Changed cost from {850, 140} to {700, 250}
* Decreased build time from 48 seconds to 44 seconds
* Decreased Population from 10 to 9
* Increased Speed from 10 to 12
* Increased Acceleration from 10 to 11
* Increased turn rate from 90 to 120
* Increased base DPS of Y-ability from 3350 to 3500


Scouts (Light Vehicles)
-------------------
The new goal for scouts is to function as light vehicles that are cost/population effective at countering specialized infantry. Scouts should be especially good at this on T1, but not worth massing. All upgrades have been moved to T2. Each upgrade is stronger and costs {200, 300} with a 40 second research time. To fit the counter to specialized infantry even more, scouts received a buff vs Cyclops and Hunters. Lastly, to help make massing scouts on T1 less effective, their go to counter (basic infantry) will also receive some slight improvements vs scouts. Scouts can no longer detect.

Jackrabbit
* Changed cost from {220, 15} to {170, 30}
* Reduced HP from 3000 to 2600
* Moved upgrade to T2
* Upgrade provides a 15% health increase and a 33% DPS increase
* LOS reduced from 80 to 70

Chopper
* Changed cost from {245, 15} to {200, 30}
* Reduced HP from 4200 to 3800
* Increased turn rate slightly
* Reduced Ram DPS from 650 to 450
* Moved upgrade to T2
* Upgrade provides a 15% health increase and a 22% DPS increase
* Shrapnel Rounds AOE is {3, 100}, {5, 50}
* LOS reduced from 80 to 70

Ghost
* Reduced Unit cost from {230, 15} to {180, 30}
* Reduced HP from 3300 to 2900
* Increased turn rate slightly
* Reduce Ram DPS from 600 to 400
* Moved upgrade to T2
* Upgrade provides a 1200 point shield (effectively a 40% health increase) and a 25% DPS increase
* LOS reduced from 80 to 70


Counter Units
Counter units should be effective at killing their respective type (Air, Ground, Infantry), while being costly to replace (in both build time and cost). In addition, counter units were moved


Hunter
* Now requires Tech 3
* Changed cost from {150, 180} to {180, 200}
* Increased build time from 23 seconds to 26 seconds
* Increased modifiers vs infantry and building slightly
* Moved upgrade to T4 and Increased DPS from 208 to 224


Cyclops
* Now requires Tech 3
* Changed cost from {120, 150} to {160, 180}
* Increased build time from 20 seconds to 24 seconds
* Increased HP from 6200 to 6800
* Increased modifiers vs infantry and building slightly
* Increased Acceleration from 11 to 13
* Moved upgrade to T4 and increased DPS from 188 to 195


Reavers
* Now requires Tech 3
* Change cost from {175, 210} to {220, 220}
* Increase build time from 22 seconds to 28 seconds
* Increased HP from 5100 to 5500
* Removed AOE from anti air gun
* Increase DPS from 176 to 230


Wolverine
* Now requires Tech 3
* Change cost from {150, 180} to {200, 200}
* Increase build time from 20 seconds to 26 seconds
* Increase Acceleration from 17 to 20
* Increase TurnRate from 180 to 240
* Increased HP from 7150 to 7500
* Removed AOE from anti air gun
* Increase DPS from 155 to 210


Rangers
* Reduce HP from 1680 to 1500
* Increase Speed (Velocity) from 11 to 12


Snipers
* Change armor type to LightArmor
* Camo upgrade now provides a 15% HP and DPS boost
* Reduced Stanchion DPS to remain the same (Change DPS from 157.5 to 137)


Core Air and Vehicles
Power cost added to all aircraft and vehicles. In return supply cost was reduced slightly
Banshee
* Change cost from {250, 0} to {240, 100}
* Increase HP from 5150 to 5300
* Reduce Acceleration from 20.5 to 17
* Increases Fuel Rod DPS from 45 to 60
* Increase Fuel Rod modifier vs Vehicles (besides AA and Hero units) from 1.8 to 2.2
* Plasma Torpedo upgrade DPS buff increased from 12.5% to 15%
Hornet
* Change cost from {300, 0} to {280, 120}
* Changed upgrade cost form {0, 750} to {250, 500}
* Increases base DPS from 210 to 220
* Reduced bonus DPS from wingman upgrade from 90 to 80
Marauder
* Change cost from {320, 0} to {300, 100}
* Upgrade now increases missile damage by 25%
Warthog
* Change cost from {250, 0} to {250, 80}
* Gauss upgrade reworked
Flamehog
* Changed cost from {280, 0} to {250, 80}
* Changed weapon type to match Warthog
* Rescaled DPS numbers to maintain effectiveness
* Reduced damage of rocket (targets air only) from 72 to 40 and changed weapon type to match Combat Tech marine (Overall a 10% decrease vs Air)
Mantis
* Changed cost from {325, 0} to {300, 70}
* Increased Velocity from 12 to 13.5
* Decreased Acceleration from 10.5 to 10
* Increased DPS of Chaingun weapon from 132 to 144
* Changed weapon type of Missile pods to MissileSmallArms
* Reduced DPS of upgraded Missile pod from 72 to 60
* Increased research time of upgrades by 5 seconds each
* Increased shield upgrade from 2100 to 3000


Siege Units
Kodiak
* Moved to Tech 3
* Changed cost from {525, 0} to {400, 150}
* Reduced Acceleration from 10 to 9
Blisterback
* Moved to Tech 4
* Changed cost to {600, 200}
* Increased damage modifiers in flying mode only (see Weapon Types - Explosive)
* Increased flying DPS from 305 to 325
Bugs Fixed
* Infusion artillery range was less than normal (343 bug)
* Lockdowned Blisterback would not heal properly after researching a global air upgrade
* Lockdown Blisterbacks not being affected by Ghost in the Machine
Vulture
* Moved to Tech 4
* Cost changed from {750, 75} to {600, 300}
* Improved maneuverability slightly
* Increased DPS of left and right cannon (ground weapons) from 282 (141 each) to 340 (170 each)
* Increased damage modifiers (see Weapon Types- Explosive)
* Y-ability
* Reduce damage from 8280 to 6500
* Change weapon type from VultureMissileMP to Standard
* Standard has 1.25x modifiers vs Light, LightRush, LightArmor, Hero (all), and MediumScout
* All other modifiers are 1x
* Now slows and weakens units that are hit by the missile causing them to deal less damage for 4 seconds


Support Units

Nightingale
* Increased buildtime from 20s to 30s
* Cost changed from {350, 50} to {350, 100}

Engineer
* Reduced damage block from 40% to 20%
* Increased power cost from 30 to 60
* Increased buildtime from 20s to 30s

Shroud
* Moved to Tech 3
* Cost changed from {400, 60} to {350, 150}
* Increased charge time for point defense from 4 seconds to 5
* Point defense targeting updated
Added: Missiles, Mortars, Rockets, Tank shells, Medium to Large ballistic
Removed: Grenade attacks, Small ballistic
* Added a Tech 4 upgrade that unlocks a secondary point defense weapon
Suicide Grunts
* No longer stuns buildings


Leader Unique Units
Infused Engineer
* Reduced cooldown of Y-ability from 90 to 60 seconds
* Increased power cost from 30 to 60
* Increased build time from 20s to 30s

Brute Grenadier
* Cost changed from {230,0} to {160, 40}
* Increased DPS of base, upgrade1 and upgrade2 from {28, 35, 42} to {30, 45, 60}
* Increased weapon modifier vs Hero (See Weapon Types)
* Reduced max duration of Y-ability buff from 20 seconds to 14 seconds
* Duration scales based on the size of the infusion pool
* Reduced damage boost from 100% to 50%
* Reduced armor boost from 40% to 20%
* Reduced speed boost from 20% to 15%

Frost Raven
* Reduced power cost from 100 to 50
* Increased base HP from 6600 to 7000
* Reduced Y-ability cooldown from 45 seconds to 30 seconds
* Increased Velocity and Acceleration from 14 to 16

Skitters
* Reduced DPS of base weapon from 50 each (100 total) to 40 each (80 total)
* Reduced attached hp bonus from 2400 to 2000


Uber Units
Uber units are no longer affected by passive leader powers (Killing Frenzy, Boundless Siphon, Boundless Rage, Combate Repair, Heat of Battle, Redline, Time for Heroes)
Scarab
* Can no longer be pulled by Decimus or Brute Honour Guard


Condor
* HP increased from 68250 to 70000
* Turnrate increased from 16 to 32
* Increased DPS of main cannon from 400 to 450
* Increased radius of inner AOE of Y-ability slightly
* Added tracking to laser weapons


Unit Skins
The following Blitz skins were added and unlockable.
* Decimus Boundless Siphon unlocks siphon skins for the grunts
* Isabel Best Offensive unlocks lockdown scorpion, trooper hornet and trooper nightingale
* Hunter Beam Cannon upgrade unlocks the Ironclad Hunter skin
* Chopper Shrapnel Rounds upgrade unlocks the Terror Chopper skin
* Wraith Scorch Mortar upgrade unlocks the Ironclad Wraith
* Voridos Infusion Tech level 2 unlocks Terror Wraith




Bugs
* Fixed bug where lockdown Blisterbacks could not be fully healed and were not correctly affected by global air upgrades.
* Fixed bug with bunker drop not being affected by fortifications (343 bug)
* Fixed small cataclysm pool having a larger AOE then intended
* Pavium heal drone incorrectly using upgraded heal action by default






Unresolved Maethrillian Bugs
* Disallow mines to be dropped on bunkers, turrets, siege turrets, mega turrets, etc.
* I could maybe use the nodropnearbases flag by adding the base tag to all of these structures
* Issue would be that the current radius is huge because its used solely on bases? Would need to test on minibases as well to see how that works. Ideally I would want these droppable structures to function similar to dropping mines over squads.
* Elite grunt move speed is too fast
* Innate tech still active?
* Yap Yap Please dont shoot me speed boost affecting all units (including enemy)
* Cutter Archer missile leader points showing
* Phantom garrison capacity indicator is capped at 4 (doesnt have icons for 5th and 6th units)
* UNSC global rally flag does not disappear when changing rally point
* Supply pad income is not the intended values
* New upgrades in the armory are not properly showing for some leaders
* Remove vet 2 units from all drops
* Warthogs can still gain vet 1 normally


MAETHRILLIAN - Change needs feedback and/or testing
MAETHRILLIAN - Change not properly implemented or unfinished