Balance patch changelist

## General

### Gathering metal and corium

Reduced the time of dumping these resources into depots from **4** animations to **1**. This allows one depot to maintain 2 mines (taking into account the animations of closing and opening the hatch, as well as the transports approaching them) located nearby with maximum efficiency. This distance between mine and depot depends on the speed level. Using 3 transports per mine allows you to significantly increase distance and place depot in a safer place, however, remember that now transport will always dump resources into the nearest depot. If mine or depot is occupied, transport will stop and wait **3 -> 1** squares away from it.

The cost of transporters has been reduced, and cost of depots have been increased

Depots of humans: **metal 400 -> 800**

Silicoid storage: **silicon 300 -> 600**

Human transports: **metal 600 -> 300**

Silicoid transport: **silicon 100 -> 200**

### Flagships

The flagships of all races have been redesigned and made available for construction. See race changes for details.

### HP display

Enabled permanent display of HP bars over all units. Can be turned off with the Caps Lock key.

### Building

Unlocked construction in the fog of war.

Builders no longer swim away in a random direction after placing a building.

### Buildings HP

HP of the main buildings of humans is increased by **1.5** times: Shipyard **2000 -> 3000**, Repair docks **1500 -> 2250**, Arsenal **1200 -> 1800**, Science center **1000 -> 1500**.

HP of the main Silicoid buildings increased by **1.25** times: Protoplasm Generator **1800 -> 2250**, Core **2000 -> 3500**, Arsenal **1200 -> 1500**

### Technologies

**Changed** tech trees, see race changes for details.

**Removed** non-working technologies for accelerating resource extraction speed of all races, except for "Upgrade energy accumulator" of silicoids, which has been fixed.

**Removed** technologies which accelerate the capture of buildings of all races for balance cause.

### Turret lead

Added **lead** calculation algorithm for turrets.

### Submarine repair

Стоимость ремонта отсутствовала для самых дешёвых подлодок, несмотря на отображение затрачиваемых ресурсов при ремонте в доках. Это было исправлено, а стоимость ремонта установлена на уровне **50%**. Мобильные рем. платформы улучшены: скорость **6 -> 12**, время производства **30 -> 20** сек, металл **800/900 -> 400/400** (WS/BO), ХП **800 -> 600**.

Исправлены нерабочие исследования "Увеличение скорости ремонта", изменены скорости ремонта**:**

До улучшения: **1:1.5:3** (верфь : доки : ремонтная платформа), после исследования ускорения ремонта*:* **1:3:5**

There was no repair cost for the cheapest subs, despite the display of resources spent when repairing at the docks. This has been fixed and the repair cost has been set at **50%**.

Mobile repair platforms improved: speed **6 -> 12**, production time **30 -> 20** sec, metal **800/900 -> 400/400** (WS/BO), HP **800 -> 600**.

Fixed non-working techs "Improve repair technology", changed repair speeds:

Before upgrade: **1:1.5:3** (Shipyard: Docks: Repair Platform), after upgrade: **1:3:5**

### Submarine view

There are 2 groups of submarines in the game in relation to the view distance: 1) minelayers and scouts - **8 cells**, 2) all the rest - **5**. View range of the latter has been increased to **7**.

### Mines

The production time for depth mines, acoustic mines and laser snares has been increased from **20 to 30** seconds to reduce the load on corium. The amount stored in arsenals has been reduced from **20 to 10.**

Fixed application of technologies of mine and laser traps detection for all races - the ability is given not only to already produced, but also to **every new** mine-capable submarine.

### Cassete and ion shells

The main projectile bursts into secondary ones not after 2 cells, but **in the middle of the way** to the target, damage of the main projectile is removed.

### Teleport

The period of 1 second invulnerability after the teleport was removed - the Power protector, mines and laser traps have been triggering on an invulnerable unit.

### Gold

Concentration at low level **5 -> 8**, at medium level - **10** (no change).

Silicoids no longer receive gold at the start of the game. It could be stolen by cyberworms.

### Control

Added the ability to quickly turn on line formation mode by pressing **Alt + RMB**.

When hovering over a resource container with a selected platform, the object loading cursor will now appear, just like when hovering over a submarine.

### Torpedoes

Light torpedo speed increased by **25%**.

Medium torpedoes explode, dealing **50%** (unchanged) damage in a 1 cell radius (3x3x3 area, unchanged) even on a direct hit, i.e. always.

### Fauna

Shark Speed: **8 -> 15** so they can more effectively intercept cyberdolphins.

## White Sharks

### Buildings

HF Canon: HP 1600 -> 1400, Corium 40 -> 50

STOLP: HP 1800 -> 1600

Plasma Cannon: Corium 1000 -> 200, damage 600 -> 800, cooldown 4 -> 3 sec.

Repair Center: 700 -> 1200

Psychotron : Corium 300 -> 600

### Submarines

Sentinel: HP 300 -> 250

Hunter: HP 500 -> 520, speed 9 -> 10

Cruiser: damage 2\*90/120/150/170/200 -> 2\*120/160/200/230/270, speed 9->7

Marauder: HP 1200 -> 1100

Minelayer: depth mines ammo 10->5, corium 90 -> 280 (cost 5 depth mines + 30), HP 800->700

DC Bomber: Depth Bomb ammo 45 -> 15

Terminator: corium 600 -> 500, damage 600 -> 800, speed 6 -> 8

Flagship of Sharks: research "Medium torpedoes", metal 6000, corium 1200, production time 3 min., HP 3000, weapon: medium torpedoes, reload time 1.2 sec., ammo 40, speed 6

Cyberworm: HP 1000 -> 600, armor upgrades do not apply to it.

## Black Octopi

### Buildings

Power station: charge 500 -> 250, charge replenishment frequency reduced by 2 times

Power protector: charge 5000 -> 8000

Protective Shield Generator: Corium 400 -> 600, fixed 75% protection of buildings instead of 25%

Repair docks: metal 700 -> 1200

Light Laser: Corium: 50 -> 40, Attack Range 7/8 -> 6/8

Heavy Laser: Corium: 100 -> 120, Attack Range 8/8 -> 6/8

Magnetic-mine Launcher: Corium 120 -> 160

Electro-magnetic Launcher: Corium 80 -> 100

### Submarines

Fighter: HP 400 -> 370, production time 20 -> 24

Destroyer: damage 60/150 -> 40/120, fixed splinter torpedoes - deal 50% additional damage to units within a radius of 1 cell from the explosion

Invader: corium 150 -> 160, damage 120 + 6\*70 -> 10 + 6\*40/60/80/100/110 (damage progress added with torpedo upgrade technoligy level)

Heavy Cruiser: Corium 300 -> 360

Raider: Corium 60 -> 120, HP 1300 -> 900

Defender: corium 80 -> 280, laser traps ammo 10->5, HP 900->800

Avenger: weapons 2x light laser -> 1x electromagnetic torpedo (damage 2x60 -> 400/500), cooldown 2/1 -> 4 sec

Phantom: corium 250 -> 300, invisibility duration 48 -> 30 seconds

Flagship of the Octopuses: research "Gas laser", metal 5500, corium 1300, production time 3 min., HP 2300, weapon: gas laser, cooldown 1/0.5 sec., attack range 6, ammo 40, speed 9

Cyberdolphin: HP 1000 -> 600, armor upgrades do not apply to it, the damage he deals also ignores armor.

### Technologies

Work of the "Radio clutter technology" has been changed - the on/off period of stealth is fixed for all submarines and is equal to **3 seconds**.

 **--->**

## Silicoids

### Buildings

Silicon Extractor: HP 600 -> 800

Energy Converter - transformation ratios: silicon:energy buy 10:1 -> 2:1 (worse), corium:energy buy 10:1 -> 4:1 (better)

You can no longer buy more energy than the current storage limit allows. Be careful, the possibility of transformation is not blocked, resources will be lost.

Replenish pod: Energy Storage 2000->3000

Recyclotron: silicon to energy conversion ratio: 1->0.5

Fix current amount of energy not updating on the panel after transformation of a resource container

Gas shell Launcher: HP 1100 -> 1200

Dual Plasma Cannon: Corium 200 -> 150, Damage 100/120/160 -> 150/180/240, Attack Range 8/8 -> 6/8

Bio-mine Launcher: Corium 350 -> 300, HP 1200->900, Silicon 800->700

Jump-mine Launcher: Corium 300 -> 250

Parcher: Corium 300 -> 350, Damage 400/400/400 -> 400/500/600

Satellite Laser: satellite prepare time 300 -> 100 sec, satellite attack cooldown 300 -> 200 sec

### Submarines

Prototype module: HP 800 -> 200

Replenisher : corium 40 -> 400, silicon 600 -> 1000

SHS sub: HP 300 -> 270, production time 20->22 sec

Escort: corium 180 -> 170, damage 120/140/160 + 6\*20/30/40 --> 10/10/10 + 6\*20/30/40

Dreadnought: fixed non-working technology "BHE Shell range upgrade" - the area of destruction increases at almost all depth levels

Bio-Acid Assaulter: corium 200 -> 330, after researching acoustic mines, existing submarines also recieve them now

Usurper: HP 1200 -> 1000

Vermin : Corium 150 -> 400, Silicon 600->900, HP 700->600

Flagship of the Silicoids: research "Movement lvl. 2", silicon 5000, corium 900, production time 3 min., HP 2400, weapon: Energy shell, reload time 0.2 sec., attack range 7, speed 12.

### Technoligies

"Upgrade energy accumulator" research now works, increasing extraction speed by 20%.

 **--->**