Supreme Commander 2 Patched

Steam News announces the release of a new patch for Supreme Commander 2 that will be applied automatically the next time owners of Gas Powered Games' real-time strategy sequel launch Steam. The new version adds a bunch of new features, including a ranked 1v1 system, as well as bug fixes. Here are the patch notes.

New Features

  • Ranked 1v1 System! (see below for a detailed explanation of this new system)
  • Ranked Challenge System (see below for a detailed explanation of this new system)
  • Unranked Quickmatch (see below for a detailed explanation of this new system)
  • Map Pings - Added three different kinds of map pings for team play. F5 issues a generic alert to your teammate at a specific location, and it appears as a yellow arrow when zoomed in and a yellow animated ping indicator in strategic mode. F6 is a Move ping, and it uses a blue indicator. F7 is Attack ping, and it uses a red indicator. Color coded arrows will appear on each edge of the screen where your teammate has placed one of these for you to view
  • Multi-player lobby ready-up checkboxes will now "uncheck" any time a host changes the settings
  • Changes to multi-player lobby exclusions, game-type, etc. will show up in the multi-player lobby chat box when the host makes changes
  • Voice icons display next to each player in the multi-player lobby allowing the user to mute individual players
  • Menu version number – The game now displays a version number on the Main Menu. The versioning has been adjusted at this update to 1.10 to accommodate future updates
  • AI now starts as a random faction

Fixes

  • Cheating fix: Closed a loophole in the code that allowed some players to enable limited cheats
  • Fixed rare crash if player gets kicked out of the lobby and submits chat text
  • Fixed rare crash when player hits the enter key in the Skirmish menu
  • Fixed replacing ready kicked player with AI causes the AI options to be locked
  • Fixed inability to join DLC map games if you don't have the pack as a client

Tuning and Balance

  • UEF Assault Bot Research cost decreased from 4 to 3.
  • Cybran Battleship Range reduced from 128 to 115.
  • Cybran Destroyer Energy cost increased from 500 to 650.
  • ACU Training bonus reduced to +25% per level.
  • Soul Ripper II Anti-Air Damage reduced by 50%.
  • King Kripter, Colossus and Cybranasaurus-Rex Health and Damage increased by 35%.
  • Cybranasaurus-Rex Range increased from 22 to 32.
  • Wilfindja Speed increased from 3.6 to 4.6.
  • Gantry build time reduced from 120 to 100 seconds.
  • Pulinsmash weapon range increased from 50 to 100.
  • Darkenoid Health increased from 20,000 to 27,500.
  • AC-1000 primary weapon damage blast radius increased from 1.5 to 3.
  • Cybran Air Rate of Fire boost Research cost increased from 3 to 5.
  • Bodaboom Health boost increased from +20% to +30%. Aura radius increased from 20 to 30. Added a +200% regeneration bonus.
  • ACUs are now repaired 150% slower.
  • Increasing ACU storage size to 15.
  • UEF Submarine weapon range increased by 50%. Movement speed reduced from 6 to 5.25.
  • Structure bubble shields now take twice as long to come back online.
  • Anti-Air Tower damage increased by 25%.
  • ACUs and Engineers now get a Sonar range equivalent to their Radar range.
  • ACU/Escape Pod Experience value increased to 7500.
  • Gantry Experience value decreased to 1250.
  • UEF/Illuminate Mass Convertor Experience value increased to 750.
  • UEF/Illuminate Mobile Anti-Air Experience value decreased to 100.
  • Fighter/Bomber Experience value decreased to 250.
  • Transport Experience value increased to 750.
  • UEF Fighter & Bomber Experience value decreased to 200.
  • UEF/Cybran Battleship Experience value increased to 1500.
  • Cybran Destroyer Experience value increased to 750.
  • UEF Submarine Experience value decreased to 150.
  • King Kriptor, Universal Colossus, Cybranasaurus Rex and Pulinsmash Experience value reduced to 3000.
  • Cybran Intel Add-on Vision radius is now correctly set to 75.
  • Fixed an issue with Cybran tactical missiles that prevented them from hitting a target if it was really far away.
  • Illuminate ACU Teleport time reduced from 10 to 6 seconds

Known Issues

  • Translation for the Ranked Games Interface in European languages will be in our next update
View : : :
11.
 
Re: Supreme Commander 2 Patched
Apr 10, 2010, 02:58
11.
Re: Supreme Commander 2 Patched Apr 10, 2010, 02:58
Apr 10, 2010, 02:58
 
well FA was based on the bug-fixed SupCom 1 engine so they updated FA only twice. Yeah, there still are quite a few minor bugs in FA especially with experimentals, nothing serious though... I've never had one of those memory holes that are allegedly slowing down the game to a crawl.

Play FA with one or more AI's on a large map like Setons. You'll get the bug with the sim speed dropping to a crawl, guaranteed, and it wasn't a problem in vanilla. Unfortunately, what with my being primarily a skirmish/coop gamer, it was a game breaker.

I attribute the increased effort being put into patching this sequel to their new publisher Square Enix, as opposed to THQ who published the original. FA came out less than a year after vanilla had hit shelves, and none of its patches were anywhere near as substantial as this one.

As for FA, well it's a bit unfortunate, but it was pretty much abandonware the moment it left the gate.
Date
Subject
Author
2.
Apr 9, 2010Apr 9 2010
3.
Apr 9, 2010Apr 9 2010
4.
Apr 9, 2010Apr 9 2010
5.
Apr 9, 2010Apr 9 2010
6.
Apr 9, 2010Apr 9 2010
7.
Apr 9, 2010Apr 9 2010
10.
Apr 10, 2010Apr 10 2010
8.
Apr 9, 2010Apr 9 2010
9.
Apr 10, 2010Apr 10 2010
 11.
Apr 10, 2010Apr 10 2010
     Re: Supreme Commander 2 Patched
12.
Apr 10, 2010Apr 10 2010