Open beta version

Patch 2.1.1

 

 

Thanks a ton for your vital feedback on patch 2.1.0! You helped us to identify some more issues which we're fixing today with patch 2.1.1. This includes:

- Wave mode maps are working again
- Hostile objects on space maps are working again
- Herak was missing from skirmish battles
- Save games for Pegasus Prelude are now working properly
- The shield HP of the Asuran fortress was hardly targetable
- The Asurans stations Superlaser was still active after the station was destroyed
- They Pride of Troy defend ability was slowing down shield generation instead of improving it
- English texts have been improved. Thanks to Boriss for that!

Patch 2.1.0

 

 


This patch adds a massive amount of AI changes and improvements to the mod.
We have improved the AI on various fronts, significantly improving its performance in GC and skirmish.
This includes a re-balance of Pegasus Prelude and will also benefit all future GCs.
For Pegasus Prelude, we have also fixed the Asurans being nearly useless as they hardly killed any Wraith forces at all.
Additionally, units use their special abilities more intelligent now.
Furthermore, this patch incorporates various feedback by the community, numerous balance updates and several minor bug fixes and tweaks.

### ART ###

Models:
- Improved Cityship model performance, reduced the polycount of the old model (50.000 ploys) by nearly 50%
- Updated bump map for all Tau'ri space ships
- Enabeled shadows for all Tau'ri and Wraith space ships
- Merged the light mesh textures into the diffuse textures to reduce the lag when the ship is being spawned
- Improved/simplified the collision meshIcons
- Minor improvements

### CODE ###

General:
- Slightly de-buffed the strength of all space bombers
- Removed the WEAPON behaviour of Goa'uld AF and AC satellite, Tau'ri AF and AC satellite, Wraith AF and AC satellite as well as Ancient defence satellite (issue #0002317)
- Fixed SSG unit buildability
- Changed how non-playable factions behave in the mod

General Galactic AI:
- Deactivated a bunch of superfluous goals
- Conquer plans got hung up on trying to build a starbase on planets that don't allow one. Added checks to FundBases whether the planet has non zero starbase/groundbase slots.
- Removed FireDeathStar plan
- Added our starbases to the AI equations
- Replaced Variable_Self.BaseLevel with a function that works correctly, in particular the AI won't be burning its units (as much) anymore
- Re-enabled the automatic FOW reveal
- Removed Tyber manager plan from underworld player
- Allowed the AI to build a groundbase at a planet where it doesn't have a starbase yet
- AI now likes to park units where they actually are of defensive value (i.e. on planets connected to the enemy with bonuses for important/valuable planets) and tries to park them in bigger fleets
- Disabled interventions for the SandboxHuman player so it can be used in GC's without side effects
- Removed block that kept non-rebels from raiding
- Minor changes to AI conquer plans

Skirmish AI
- Floored desire to go after any enemies objects that aren't mines, unless the AI is on easy
- Added initial delay for area sweep and scout plans
- Deleted desire reduction to go for enemy mines
- Further increased desire to go after mines and reduced desire to go after other buildpads
- Slightly increased desire to by upgrades
- Decreased desirability to burn units
- Slightly increased to upgrade starbase desire when the AI has a lot of money
- Increased desirability to buy units when the AI has a lot of credits
- Fixed AI trying to attack the invisible dummy prereq counters
- Split up tactical freestore script into a land and space version
- Minor modification to the skirmish AI template
- Made freestore units also go after mines
- Removed a duplicate equation
- Decreased desirability to go after non-refinery buildpads, this seems to have had quite the positive effect
- Created a Space_Skirmish template to better manage skirmish specific goals
- Small change in the Needs_Mining_Facility (edited)

Pegasus Prelude story fixes:
- The Asurans can now successfully conquer Wraith planets
- Fixed Deconstruction for Ancient_Space_Building_Sensor_SS_PP
- Disabled retreat for the Wraith Asteroid mission
- Fixed inconsistent Wraith starting forces
- Added space stations as starting forces to some Wraith planets that had special structures but no stations (the special structures never got spawned correctly)
- Reset the starbase script to an object script for Tauri starbases, as it was meant to be

Pegasus Prelude AI:
- Added a template to shut down aggressive AI behaviour in the beginning of the game (except on hard)
- Made the grace period depend on the planet difference between human and AI player on easy and medium
- Lowered the starting credits from 5000 to 1000 for the Ancient AI
- Reduced Ancient AI starting forces and made most of the remaining starting forces non-AI-usable
- Now giving an AI to Asurans only when they get spawned. Disabled automatic victory trigger for the duration of the Asuran event
- Added extra difficulty adjustment sets for the ancient AI for easier fine tuning
- Fixed Vader's squadron being buildable for the AI
- Made easy AI easier by disabling the Unrestricted_Grab_Space goal, this should significantly reduce the number of attacks
- Fixed some old references in PegasusPreludeGoalsGalactic.xml
- The AI can no longer build Tauri satellites

Ancients/Asurans:
- Balanced Ancient/Asuran bomber: reduced speed, significantly reduced health, reduced squadron size, increased price
- Fixed Ancient/Asuran bomber firing inaccuracies, category and targeting priorities
- Edited some values of the Asuran/Ancient fighter to fit better with the bomber
- Adjusted Ancient starbase health and shield
- Fixed an issue with the Ancient Defence Satellite: removed unnecessary hardpoint from UC variant and added fire restriction category so it won't target fighters and bombers
- Added missing SFX Weapon_Ancient_Superlaser to Ancient_Defense_Satellite_SS
- Fixed and re-added the effect for the self-destruct ability of Aurora-class ships
- Also changed some timings of the Aurora self-destruct effect
- Fixed Ancient Cruiser not having a hyperspace window
- Fixed Asuran Destroyer not constantly being visible on radar map

Tauri:
- Fixed incorrect scale value for death clone of the O'Neill
- Added a script specifically for the Beliskner ability that will now use its ability if there are 6 fighters or 4 bombers in range and only frigates or capitals with combined combat power of at most ~80% of the Beliskner's own combat power
- Added the hyperspace script to the BC304 which seems to got lost at some point
- Added correct radar icon for the Tau'ri Shield Satellite

Wraith:
- Added missing death clone and radar icon to Wraith Space Hangar, increased tactical health from 1000 to 4000 and adjusted the scale factor
- Michaels invulnerability now auto-fires for human and AI players
- Removed non-existing hardpoints from Wraith space station
- Adjusted starbase garrisons
- AI now uses the Wraith Corvette's ability as (pure) fighter/bomber defense
- Added Hive ability script to Todd
- Removed SpawnList calls from the Hive ObjectScript which crashed the game when the Hive had no AI

### SOUND DESIGN ###

Sounds:
- Removed non-existing attack 3 sound of the BC-304
- Removed non-existing select 3 and 4 sound of the X-303
- Removed non-existing select 3, attack 5 and move 4 sound of Michael and replaced the non-existing spawn sound
- Removed non-existing select 3 sound of the Systemlord Flagship

Patch 1.9.9

 

 

This patch comes with a variety of important changes: firstly, all Steam users will be happy to hear that we have fixed the problems that occurred when trying to play our custom TPC maps online.
We have completely solved the issue so go online and battle your friends on your favourite TPC maps!

Secondly, we have added a completely new AI to Pegasus Prelude. The new AI will be much more adaptive to player's actions, produces more units on its own and can construct all available resource buildings and starbase upgrades.

In conjunction with the new AI we have also doubled the amount of ships the Wraith can spawn during a tactical battle (We halved their popcap-requirements).
This should further add to the Wraith strategy of flooding the enemy with inferior ships as it was introduces in the Stargate Atlantis TV series. Furthermore we improved some events and minor problems to make Pegasus Prelude better than ever before.  

Last but not least we also fixed an issue in multiplayer which would cause the capture ability of SG-1 to not work properly.

Art
Models:
- Fixed incorrect button size for auto-resolve menu


Coding
General:
- Updated hyperspace capabilities for several fighters

Asurans/Ancients:
- Removed incorrect weapon behaviour from Ancient_Space_Building_Satellite_Wallus
- Added missing Targeting_Max_Attack_Distance to Wallus' mini sat
- Removed some incorrect tags from the Asuran Heavy Transport

Tau'ri:
- Fixed an issue with SG-1 which would cause the capture ability to malfunction (Issue #2000170)
- When selecting the Daedalus nuke beam ability, a selection circle now shows the explosion range of the nuke (Issue #0002290)

Wraith:
- Removed health from non-targetable hardpoint HP_Wraith_SupplyDock_Dummy
- The Wraith Shipyard can now always be seen on the radar map even if under fog of war

Pegasus Prelude GC:
- Added a completely new AI specifically designed for PP (still needs balance testing)
- Reduced the starting credits for the AI. Additional money is given via script depending on the selected difficulty
- Granted additional money to the Wraith AI when the retreat event triggers for the Ancients
- Decreased the additional starting forces on hard in the Pegasus Prelude campaign as the now working AI will otherwise use them to wipe out the player in minutes
- Reduced the PopCap requirements of the Wraith by half
- Lowered the time it takes for GC heroes to respawn (still higher than vanilla but less ... astronomical now)
- Icreased galactic credits cap
- Added a chokepoint hint for Proculis
- (Ancients) Fixed a wrong event prereq
- (Ancients) Fixed a rare error where the Attero Device off button didn't get removed from GC
- (Ancients) Potential fix or the Asurans being enemies right away if the Nanite event triggers too late in the story line
- (Wraith) Added an Ancient fleet spawn after the mission in the Asteroid Field

Scripting
- Added a completely new AI specifically designed for PP!

Level Design
- Multiplayer maps now work again in Steam multiplayer!

Patch 1.9.8

 

 

This patch incorporates a massive rework of our xml structure. We heavily worked on increasing the stability and load time of the mod by fixing countless errors that have accumulated over the last years of constant TPC development.
Not all crashes have been fixed but there is a noticeable performance and stability boost with many fixing enhancing the general gameplay.
Most important fixes in this patch encompass a game crash when playing with more than 6 players/AIs and all tactical missions in Pegasus Prelude being broken in Steam.
Aside from the now working tactical missions Pegasus Prelude has an improved late- and midgame without the Wraith becoming too passive. The constant money flow has been deactivated and many events have been improved and bugs were fixed.
For Steam users, we were also able to fix non-working shaders which caused many planet backgrounds on tactical maps to appear in bright green.
Furthermore, the Dakara Wave Mode map received a major balancing update.

Art
Models:
- Re-exported Map_Texture_Loader_Ancients_Wraith.ALO to remove no longer existing textures
- Re-exported Tauri_Space_Hero_SG1.alo to fix a hardpoint issue
- Re-exported Map_Planet_UnknownSector.ALO to add a missing starbase marker
- Fixed Replicator_Space_Unit_Beliskner_D.ALO broken animation
- Added Othala space structure that was missing in the stable version

Icons:
- Added Jumper radar icon

Effects:
- Replaced several non-existing explosions with a newly created explosion
- Fixed countless incorrect shield hit effects

Shaders:
- Added shaders that were part of the last official Steam patch to the mod so non-Steam users can benefit from the changes as well
- Added our custom shaders to a meg file so they will be recognized by the game (this fixes all green planet backgrounds!)

Coding
General:
- Removed files listed in the GOF that don't exist
- Deleted some Star Wars units that referenced to a non-existing variant
- Removed a lot of un-needed vanilla files that were still loaded through our GOF. This resulted in further deletions and changes in the GroundUnitsStarWars.xml
- Added missing vanilla units whose absence cause script errors
- Removed non-existing entries for ShipNameTextFiles in the GameConstants.xml
- Added Damage_Default, Armor_Default, and Shield_Default to GameConstants.xml
- Fixed incorrect Traveler text ID
- Replaced several instances of the non-existing Text_ID NONE with TEXT_NONE
- Replaced all instances of LEERSTRING and -PLAIN with TEXT_NONE
- Fixed XML bad comments in in Markers.xml and Wave_Objects.xml
- Fixed a syntax error in Particles.xml (random "z")
- Fixed non-allowed characters in Props_Stargate.xml, Props_Stargate_Space.xml, Test_Ships.xml, Test_Units_Ground.xml, Unit_Space_Neutral_GC_Dummies.xml
- Removed non-existing Targeting_Priority_Set for Wave_Aurora_Star_Base_1, Unit_Space_Asurans_Aurora.xml, Unit_Space_Asurans_Puddlejumper.xml
- Removed non-existing Space_Layer 'fighter' from all fighters that had it
- Removed all damage types from the vanilla projectiles
- Fixed several non-existing armor and damage types
- Fixed an issue regarding some of our damage types not working
- Fixed all entities in which damage was set to 0     
- Fixed BuildReqGroundBaseLevel for various space units
- Removed Wave_Asteroid_Void from the main menu map
- Fixed FogOfWar grid size error in the main menu
- Replaced non-existing units Goauld_Hero_Anubis_GC, Alliance_Assault_Frigate
- Removed several Corruption_X_Success_Unlock_Unit_Type rewards
- Fixed some incorrect Targeting_Priority_Sets
- Fixed some projectiles not having a XML category mask assigned to it
- Removed a ton of non-existing entities, way too numerous to list them here
- Fixed more stuff that we don't want to spend more time on writing down than on fixing it

Upgrades:
- Fixed incorrect naming for various Combat_Bonus_Ability used by upgrade objects
- Removed US_Cloaking_Generator_L1_Upgrade and US_Cloaking_Generator_L2_Upgrade from the game
- Fixed invalid values for the US_Magnetically_Sealed_Armor_*_Upgrade, US_Reinforced_Structure_*_Upgrade, and RS_Reinforced_Armor_*_Upgrade upgrade objects

Factions:
- We have reworked our faction code (order, files, number of factions, maps, ...)
- If placed in different files, Steam and retail versions of the game read the factions from units pre-placed on a map in a different order
- It is important that the ORDER of the factions does not change, otherwise faction attribution in the map editor will break
- Adding more factions as this will result in multiplayer crashes with too many players; we had to delete some factions to fix everything
- This fixes major Issue #0002150 (7+ player crash) and major Issue #0002191 (Tactical missions in PP broken in Steam)
- The Genii are now named "Pirates" in the code (The game didn't like the pirates removed)
- Removed some left-over references to no longer existing factions

Starbases
- Added a tag for all five levels of the Tau'ri starbase to activate the loop idle animation
- Fixed an error that prevented the Supply_Dock_Income_Bonus being applied to Goa'uld and Wraith starbases (Tauri was working fine)
- Fixed Aschen starbase radar ability not working
- Fixed incorrect shield armor type for the Tauri level 5 starbase
- Fixed an error caused by none of our starbases having a damage value

Hardpoints
- Moved all hardpoints into separate files
- Deleted some non-existing hardpoints
- Removed non-existing HP_E_EMITDAMAGE
- Fixed some hardpoint errors
- Fixed last remaining hardpoint errors caused by fake HPs
- Fixed all HP entities regarding damage decal and damage particle bone
- Removed Model_To_Attach entries from hardpoints that should not have them
- Deleted invalid HARD_POINT_GOAULD_STAFF from GameConstants    
- Created Hardpoint_None for unit variants that should not have hardpoints

Satellites:
- Replaced non-existing armor type "Armor_Capital" with "Armor_Normal" for several satellites
- Removed invalid Targeting_Priority_Sets for various satellite hardpoints
- Deleted various un-used satellite hardpoints from the 1.3

Aschen:
- Fixed incorrect attachment bone for HP_Aschen_Corvette_Shield

Asurans/Ancients:
- Fixed incorrect affiliation of the Asuran_Laser_Satellite

Genii:
- Fixed invalid value in Fire_Cone_Width for Kolya

Goa'uld:
- Renamed duplicate entry Proj_Goauld_Station_Laser_Artillery
- Removed un-needed LURE behavior from the Anubis Glider
- Removed non-existing target bone from the Old Hatak
- Fixed invalid value in Fire_Cone_Width for Baal

Ori:
- Fixed spelling error in one of the Ori ship's behaviors

Replicators:
- Fixed incorrect death clone of the Repli Hatak (Issue #0002236)

Tau'ri:
- After all these years the HB-302 can now finally fire its anti-fighter missiles
- Fixed incorrect fire bone A named MuzzleA_06 for hard point HP_BELISKNER_FL_ICS

Tobins:
- Fixed missing fire bones error for Tobin_Mine

Wraith:
- Removed non-existing HP_WRAITH_F_WPH_00_PLACEHOLDER1 from several Wraith units
- Removed non-existing HP_WRAITH_BATTLECRUISER_HANGAR_KAMIKAZE from Wraith Battlecruiser
- Fixed invalid value in Wraith_Hero_General_PP_Reflective_Hull
- Fixed spelling error for the armor type of Wraith_Replicator_Fighter_SK
- Fixed an issue with the PP Commando Wraith
- Added Base_Position 'Orbital' to the Wraith_Hangar

Pegasus Prelude:
- Fixed a major issue in AFG which could cause the fleet to choose the wrong target planet after the original target was captured. This should heavily impact PP during late- and midgame and keep the Wraith threat high!
- Fixed an issue with the Taranis attack fleet might arriving too late
- Fixed wrong event (Hippaforalkus) being fired as emergency trigger for the final mission
- The Asurans-turn-hostile event should now work properly
- Updated Arcturus event so it can also trigger if the player re-conquers Doranda if he had lost the planet before
- Updated Atlantis mission map that had units placed with wrong faction attribution
- Re-wrote the Upgrade-Moros-Dreadnought event. Moros will no longer automatically despawn - only when you construct the upgrade
- Removed StoryModeService and put conquer victory check in a separate function that only becomes active once the Wraith Homeworld has been conquered (a lot better on resources!)
- Enabled automatic GC victory in case of a script hiccup
- Fixed incorrect order of texts if the player conquered Gonta early on
- Lowered the build cost for Ancient drone and fighter units to make up for their research cost
- Fixed Gonta event chain triggering too early
- Project Arcturus will now be removed from the active log as soon as the player has paid for its research
- The player no longer gets any constant money flow (so no more money while the game is paused)
- Fixed Melia not being a major hero
- Fixed missing event PPM_Objective_Convoy_Ships_Survived_5_AI_NOTIFICATION in event PPM_Objective_Convoy_Must_Survive_Complete
- Fixed an issue where Ancient starbase would always spawn with level 1 in battle regardless of the actual GC level
- Adjusted the max speed for some Wraith and Ancient ships (Issue #0002262)
- Specifically locked the Odin for the AI in the helper plot files (Issue #0002264)
- Added a message for the start log telling the player he can open the log at any time to get more information about the current mission (Issue 0002271)
- Added wraith_Defense_Satellite_ANTIFIGHTER_SS back to PP because it works now
- Removed the (unused) Rebel AI from PP

Dakara [Wave Mode]:
- Replicators will no longer attack before the space station has been conquered
- Increased the reload time for the Goa'uld flash satellite
- Fixed an issue which caused player units to attack their own station once its attribution had shifted
- Increased the difficulty (more Repli ships!) (Issue #0002235)

Scripting
General:
- Removed reference to non-existing file HW_Blue1.lua
- Added None.lua dummy to remove object scripts from variants
- Removed non-existing lua script from the Tauri starbase
- Removed even more non-existing scripts
- Fixed a syntax error in the HW Huge script
- Fixed ObjectScript_Remove_Starbase_PP trying to use nil value
- Removed several unused buildings from our scripts whose existence cause script errors
- Removed non-existing pirate units from PGCommands.lua

AI Changes:
- Deleted cantina from AI plans
- Restructured some of the basic base build plans
- Moved starbases in the GOF further up to avoid a bug where the Rebel AI has trouble building starbases most of the time
- Stopped Empire AI from saving money for an imaginary Death Star
- Added new hint sets, telling the AI on which planets shipyards can be built
- Some small changes to the AI's perceptions
- Updated AI_Combat_Power for Goauld space units
- Added new tech behavior for BasicRebel and AI_Player_Underworld, all factions should be able to fully tech now
- Completed capital shipyard hints
</scripting>
<sound>
- Fixed several errors caused by the min volume for a sound being bigger than the max value
- Replaced the following non-existing sounds with existing, fitting ones: Unit_Goauld_Ship_Laser_Fire, Unit_Heavy_Turbo_Laser_Fire, Unit_Rebel_Ship_Superlaser_Fire, Unit_Goauld_Ship_Laser_1_Fire, Unit_Heavy_Turbo_Laser_Fire, Weapon_Drone2_Ancient, Weapon_Middle_Missel_Tauri, Weapon_Heavy_Missel_Tauri
- Removed countless non-existing vanilla sound references
- Added missing SFXEventsEngines.xml to SFX events files (this fixes quite a lot of issues)
- Removed all R/U/E-HD sound effects
- Fixed localize flag for Unit_Dart_Kamikaze_Attack
- Removed some more non-existing sounds
- Added missing SFX_Weapon_Hit.xml to SFX event files
- Changed Envelope_Hit_Medium.wav to a mono sound so it can actually be heard
- Removed empty SFXEvent_Attack_Hardpoint and SFXEvent_Hardpoint_Destroyed
- Fixed all SFX events using Explosion_Med1.wav incorrectly labeled as localized sample
- Added SFXEventsDeaths.xml to the mod which re-adds vanilla building explosion sounds
- Added some missing speech sounds for Apophis
- Created non-existing Unit_Torpedo_Fire fire sound (Weapon_Torpedo_Fire)
- Replaced non-existing Weapon_Railgun_Tauri with Weapon_Railgun_Tauri_Small
- Fixed an error with Data\Audio\Engine\Hive.wav not found
- Fixed labeling errors for SFX speech events Zelenka, SG1, Atlantis and Super Hatak
- Fixed several sounds, heroes mostly, especially a lot of engine sounds (Sol, Odin, Korellev, Hunter, ...)
- Fixed incorrectly labeled Goauld Pyramid select sounds

Level Design
The Might of the Asgard:
- The upgrade satellites are now available again

Dakara [Wave Mode]:
- Moved the planet Dakara further in the background

Texts
- General text improvements
- Updated the description text for Dakara Wave Mode
- Updated several text strings

Patch 1.9.7

 

 

This patch adds a new wave mode map for skirmish in which you can fight the Replicators over Dakara.
Furthermore it includes some obligatory fixes (including a fix for missing Asgard props on the Othala skirmish map) and balancing updates, especially for the fighter heroes.
It also fixes some issues in the Pegasus Prelude campaign, such as the Empire level 5 space station and a too passive AI

Art
Models:
- Added the Replicator Beliskner
- Added the Replicator Hatak  

Icons:
- Various minor icon updates

Coding
General:
- Fixed Asgard support station missing on the Othala space map  
- Fixed an issue with a marker refering to an non-existing model
- Deleted duplicate Othala skydome
- Deleted AlamoEngine.fxh and BumpColorize.fxh because there was no difference to the vanilla file
- Added Grass.fxo, Meshshadowvolume.fxo, and Rskinheat.fxo from Petro's patch so non-Steam users benefit from the updates as well
- Various updates, fixes and improvements

Goa'uld:
- Fixed Herak incorrect armor type
- Slightly increased health of Osiris
- Changed Goauld_Hero_Anubis_Space to Home_One
- Reduced PopCap of Baal

Ori:
- Fixed select box scale of the Ori ship

Replicators:
- Added the Replicator Beliskner
- Added the Replicator Hatak    

Tau'ri:
- Fixed an issue with SG-1 not being buildable
- Increased recharge time of Mitchells lucky shot
- Fixed an issue with a duplicate entry for Weapon_Heavy_Missile_Tauri
- Slightly decreased X-303 damage
- Fixed Odin using an outdated hyperspace script

Wraith:
- Increased power of the Wraith Hunter's stun ability
- Increased damage of the Wraith Hunter
- Increased health of the Commando Wraith
- The Wraith scout is no longer visible on enemy radar

Pegasus Prelude GC:
- Attempt to make the AI more agressive
- Fixed an issue which could cause the Ancients to flee mid-misison in the Orakis mission
- Fixed Wraith level 5 space station incorrectly being replaced by an Imperial station in the campaign
- Fixed asteroid mission being marked as lost in the log even if it has been won
- Fixed Hives deploying Kami Darts out of playbale map area as apparent in some tactical missions

Scripting
- Added Get_Game_Mode() checks to all scripts where they were missing to prevent them from triggering when not needed

Sounds
- Added Deathglider engine sound and added it to all to Goa'uld fighters
- Added Goa'uld Alkesh engine sounds
- Fixed Herak not having speech sounds
- Added new small missile sound
- Added F302 engine sounds and added that sound to all Tau'ri fighters
- Fixed non working engine sound of the Wraith Scout

Level Design
- Added new Dakara Wave Mode map

Texts
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.9.5

 

 


This patch adds several balancing changes to skirmish. Overall, the Tau'ri are now less overpowered.
Fighters and bombers have significantly decreased build costs and construction times making them much more viable.
Additonally, the game has been polished and many aspects, such as new build animations for all satellites, have been reworked.
Furthermore it contains the usual bug fixes to issues reported by our beloved community.

Art
Models:
- Updated space turret build pad so it doesn't need custom shaders
- Replaced the existing Beliskner model in the Pegasus Prelude missions with  a new unique model of the Vanir Beliskner
- Updated the Goa'uld jamming satellite model
- Added new build animations for all skirmish satellites

Icons:
- Added general satellite radar icon name for all satellites
- Added new icon for the Kamikaze Dart

Coding
General:
- Fighter rebalance: Signifcantly changed the build costs and construction times for all fighters. Fighter and bomber rushes are a thing now if you have no Corvettes to counter!
- Removed chat, groups and unused buttons from MP lobby and redesigned layout to fit the background better
- Various code updates, fixes, and tweaks

Ancients/Asurans:
- Adjusted tactical health of the Dreadnought and the Aurora class to prevent simultaneous hardpoint blow-up

Goa'uld:
- Changed HP string names of all Goa'uld heavy staff weapons turrets (space buildings only)
- Added shields to the Goa'uld Alkesh increasing its survivability
- The Alkesh will now shoot visible bombs
- Slightly increased the shield strength of the System Flagship
- Increased the damage of the Super Hatak
- Increased the shield strength of Anubis and slightly increased his damage and HP health of shield, engines and his special weapon

Tau'ri:
- Increased the build time of Mitchell and SG-1
- Increased the production cost of the Tau'ri X-303 and the BC-304 in multiplayer
- Set Base_Income_Value from 350 to 35 and Income_Additive_Value from 250 to 25 of Tau'ri skirmish starbase lvl 2
- Fixed incorrect Targeting_Max_Attack_Distance of the Korolev and the Daedalus

Traveler:
- Traveler Frigates now have less shields and hull points and do slightly less damage
- Fixed incorrect good/bad against description for the Traveler Frigate

Wraith:
- Fixed non-working autoheal ability of the Wraith PP Queen
- Fixed German speech sounds of the Queen in English version
- Removed the negative side effects of Todd's (and the Queen's) power to weapons ability and changed the icon accordingly
- Disabled autofire for the Wraith Scout's beacon ability
- Increased health of the Hive's forward hardpoints
- Slightly increased health of the Wraith Cruiser's frontal HP

Pegasus Prelude:
- Adjusted difficulty of the PP W Orakis mission
- Added new info text that triggers if the player doesn't conquer the Asteroid Field after a certain amount of time

Texts
- Adjusted encyclopedia class strings for satellites to better clarify their role
- Updated various texts to fit gameplay changes
- Fixed several spelling mistakes
- Minor adjustments

Patch 1.9.4

 

 

This patch greatly improves the Pegasus Prelude GC.
The Wraith campaign has been massively reworked, various bugs have been fixed and the balancing is much fairer now for default and easy difficulties for both factions.
While many game-breaking bugs have been fixed this patch does not fix the general instability of the GC. Save often!       
                                                                                                                                   
Art
   Icons:
    - Upgrade icon for charging Goauld planetary staff cannon in space skirmish updated
    - Fixed an icorrect GUI bracket size of the Dreadnought

Coding
    General:
    - Added/removed hyperspace capabilities of some fighter units were it was necessary
    - Removed 'Spotted' SFX from faction files
    
    Ancients/Asurans:
    - Fixed an issue with the Dreadnought version of Moros not having any speech sounds
    - Melia will now die 'properly' - no more hero head icon after death
    - Delphi and Pride of Troy are no longer major heroes (they don't respawn after death)
    - Changed tech level of the Ancient_Space_Building_Sensor_SS from 4 to 3    
    
    Goa'uld:
    - Increased damage of the GTSW from 2000 to 6500 and changed the construction costs to 3500

    Tau'ri:
    - Increased damage of the GTSW and changed the construction costs to 3500

    Wraith:
    - Removed the pop cap of the Kamikaze Dart
    - Removed hyperspace capability of the Exp. Dart
    - Added price reduction ability to the PP Queen
    - Increased damage of the GTSW to 300 per projectile and changed the construction costs to 3500
    
    PP GC (Ancients):
    - Fixed an issue which would cause convoy mission transports being stuck at the exit point
    - Slightly increased performance of the script at various locations
    - Fixed an issue which would cause the Tau'ri starbase to spawn if only Asuran units were on the map
    - Added the Fortress for the Asurans
    - Decreased the chance for the Arcturus mission still being active even after the Aurora tech already became available
    - Increased the time for the player to construct the Arcturus device before the mission times out
    - Increased the chance for the Asurans being friendly towards the player for a longer time making it more lucrative to invest in their research
    
    PP GC (Wraith):
    - Added debug events for the Wraith story line
    - Removed the AI lock for the Vanir planet which caused the planet to have a red glow. The AI will not move there and the Vanir are allied to the Ancients anyway.
    - Significantly changed the story script for the Wraith. There is now one single attack function for all attackers
    - The Gonta revenge fleet list will now try to spawn at Dagan
    - Tried to make the story mode service code more efficient
    - The Asurans now spawn a lvl 5 starbase
    - The Arcanus attack fleet and the Gonta attack fleet will now both try to spawn on Taranis to make it less likely that the fleet will arrive after the resp. mission has been accomplished
    - Removed some Ancient starting forces on lower difficulties
    - Fixed non-working price bonus for the Hive on Arcanus
    - Significantly decreased the difficulty on lower difficulties. Especially the attacks at the beginning are much weaker now
    - As soon as the Dreanought event starts some of them will be spawned on Taranis
    - Fixed a potential crash in the Moros upgrade event (Sleep was set _after_ TestValid())
    - The Dreadnoughts produced on Taranis will now properly attack the player
    - Fixed Delphi not being registered as dead in the Gonta event making it unable to win
    - Added additional fail possibility for the Gonta event in case the City Ship retreated during battle
    - This also prevents the possibility of an incorrect text of the Ancients evacuating the settlement when they take the planet back even if Delphi wasn't present
    - Also fixed an issue which would cause the Delphi-successfully-defeated event to trigger even after the planet was lost and the mission failed
    - Increased the chance of Asuran or Dreadnought attacks compared to regular Ancient and Vanir attacks if either of them are active
    - Added 'final hints' text strings to the story dialog so it would finally show up and not just show an empty log
    - Fixed an issue with the finale text not being displayed due to duplicate event names
    - The Athos/Orakis final missions will no longer time out after they have been played
    - When the final mission is won, the player fleet will no longer retreat
    - Orakis Mission:
    -- Reduced the difficulty for this mission on Easy and Medium settings (Wave strength and number of defense satellites)
    -- The Wave spawn entry point is now a bit further away from the area that needs to be secured
    -- Added missing objective to secure the landing zone if they player killed the under construction ships before the timer was up
    -- Reduced the speed of spawned capital wave ships
    -- The wave ships will now properly move toward the landing zone
    -- The mission is now marked as 'won' in the log after it has been completed successfully
    - Atlantis Mission:
    -- The transport ships will now properly move towards the descent zone
    -- Fixed hero death events not working (Find_First_Object() requires capitalized input strings!)
    -- Added a function to track the status (spawned, dead) of each hero that triggers player victory
    -- Fixed an issue which could cause a hero not to spawn as tranport escort
    -- Revealed spawn area of Melia and the first transport
    -- The mission will now be lost when all Wraith ships have been defeated
Texts
    Various text and spelling improvements, especially for the English translation

Patch 1.9.3

 

 


    Some fixes for the Ancient campaign   
                                                                                                                                  
Coding
    PP GC:
    - If Asuras is given to the Asurans as a result of the nanite development this will no longer count negative to the planet count of the hold ground event (Ancient campaign)
    - Removed non-functional tech level dummies which became accidentaly builadble for the Ancients in patch 1.9.2  

Scripting
    PP Wraith:
    - Asteroid Field Mission: General improvements, Added intro camera sequence
    - disabled debug objects
 
Level Design
    - Asteroid Field Mission: Improved map lighting and background

Patch 1.9.2

 

 


    Various PP balancing improvements   

Coding
    General:
    - Added deconstruction for Deconstruction_Ancient_Space_Building_Sensor_SS_PP
    
    Ancients/Asurans:
    - Heavily increased the survivability of heavy fighters and bombers
    - Updated the tech levels for all ships and stations
    - Moros (Dreadnought version) shield strength increased by 10 percent
    - Added Puddlejumper engine sound
    - Added new Helia speech sound to Cruiser and Frigate
    - Changed shield and hull points of the cityships
    - Pride of Troy model should appear now
    
    Wraith:
    - Added Wraith Dart engine sound to (heavy) Dart and Bomber and the Exp. Dart
    - The Wraith Queen and Todd no longer prevent auto-resolving battles
    - Added new fire sound for the Kamikaze Dart ability of the Battlecruiser
    - Increased the stength of the Wraith Queen by 30% (more health + more damage)
    
    PP GC:
    - The Ancient sensor sat is no longer buildable for the Wraith
    - Increased the info screen time for all events
    - Increased trigger delay for certain events to decrease the chance of multiple events triggering at once
    - Updated planet descriptions: Irrelevant (land related) planetary advantages are no longer displayed
    - You can no longer get access to the Aurora research before Project Arcturus was offered   

Sounds
    - Added Wraith Dart and Puddlejumper engine sound
    - Added new speach sounds for Helia

Patch 1.9.1

 

 


    Fixed a CTD on the gas nebula map.
 
Level Design
- Added missing Map_GC_Space_Metreongas_Nebula.ted

Patch 1.9.0

 

 


Welcome to the open beta! This is the base version.

For now the open beta contains the content of the stable public release plus the nearly complete version of Pegasus Prelude for everyone to test. This version is “feature ready” meaning that everything gameplay related is implemented. Also we fixed all the game breaking bugs found by our closed beta testers. However please note that the version of Pegasus Prelude in the open beta is of course still work in progress and that other bugs are still present including the following:

-          The GC is prone to crashes. Save often!

-          The Tau'ri tactical dashboard, GC space station and some other Tau'ri specific logos are still visible.

The target of this open beta test is especially to know if the balancing of the GC is alright and if we missed some bugs. Therefore we would like to encourage everyone willing to share bug reports, his opinion and ideas about the open beta and the current Pegasus Prelude version in our new open beta forums.

While talking about sharing... All members of our community are free to share images and videos of the open beta in all places of the world wide web! The only thing we would like to ask for is to be always clear that you're sharing content of a beta version of our mod.