Patch 1.1.0

## New Content

* Added the Kiith Soban (A new playable DLC faction to Skirmish and Multiplayer).
	+ All players will be able to join matches that include this faction for opponents, but only players who have purchased the DLC will be able to use the faction.

## New Features

* Replays
	+ A replay system has been added allowing players to save and watch the games they have played.
* Control groups UI
	+ Units will now have an indicator of the last assigned control group above the unit (By the health bar).

## Bug Fixes

* AI Fixes
	+ Improved on the difficulty of AI. Normal and Hard should both see improved behaviour/difficulty.
* Rally points
	+ Rally Move and Rally Resource will now have different colored waypoint lines.
* Camera will no longer center on control groups unless double tapped.
* Camera focus on a unit will not be lost when transitioning out of Sensors Manager.
* Fixed keyboard input issues caused by external controller interference.
* Fixed some carrier pathing issues in Firebase Kriil
* Added music to the Boneyard Multiplayer map
* Fixed an issue with audio sometimes getting muted after accepting multiplayer game invites.
* Fixed an issue with targeting reticles getting stuck on when spamming ground target abilities.
* Fixed Targeting reticles lingering too long.
* The Game will now end faster after an annihilation victory is achieved
* Moved a spawn location in the Khar-Toba multiplayer map to be closer to it’s starting resources (matching the other 5).
* Fixed several crash issues

## Balance Changes

### Coalition

#### Light Attack Vehicles (LAVs)

*We want to increase the LAV’s ability to both engage and disengage from combat to make them a better match for the Gaalsien Sandskimmers.*

* Boost ability cooldown reduced from 60 to 30 seconds
* Boost speed increased from 160 to 176
* LAV weapon cooldown reduced from 0.95 to 0.8
* LAV accuracy changed from 65/75/85 to 56/83/94

#### Armored Assault Vehicles (AAVs)

*Armored Assault Vehicles are too strong against light vehicles and we want to soften the relationship.*

* AAV armor reduced from 15 to 10
* AAV damage increased from 10 to 11
* AAV Weapon cooldown increased from 0.6 to 0.8

#### Baserunner

*We want to change Baserunner Turrets from a reactive decision to an active decision that requires forethought. Now turrets are more accessible but their placement requires more planning.*

* Baserunner Turrets no longer require research
* Deploy Turret ability now begins with a 110 second cooldown (ability begins on cooldown)
* New research: Baserunner Inventory removes the cooldown on Deploy Turret
* Baserunner Turret begins firing 5 seconds after it has been deployed

#### Missile Battery

*We increased the travel speed on the grenade launched by the Missile Battery’s Mortar ability to make the targeting of this ability easier.*

* Mortar ability grenade travel speed increased by 20%

#### Gunship

*We have improved the usefulness of the Gunship to encourage build variety.*

* Gunship AOE reduced from 200 to 160
* Gunship AOE damage reduced from 100 to 60
* Gunship # of bursts reduced from 6 to 5
* Gunship reload time reduced from 3 seconds to 2 seconds
* Gunship AOE damage falloff changed from linear to none
* Gunship weapon cooldown reduced from .75 seconds to .35 seconds

#### Railguns

*We want to reduce Railguns effectiveness against Battlecruisers to promote strategic variety in games.*

* Railgun movement speed reduced from 75 to 66
* Railgun armor reduced from 6 to 3

#### Command Carrier

**Production Queue**

 *We’ve updated the cost and location in the tech tree of Production Queue research to allow for greater build variety.*

* Carrier Production upgrades now cost 500 CU
* 2nd Carrier Production upgrade now gated behind Railgun Tech instead of gated by 1st Carrier Production upgrade

**Power Level**

*We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength*

* Power Research increments increased to 7 from 5

### Gaalsien

#### Command Carrier

**Power Level**

*We want to even out the curve on the Gaalsien Carrier Regeneration Shunting ability.*

* Shunting Regeneration level 1 increased from 10 to 30
* Shunting Regeneration level 2 increased from 20 to 50
* Shunting Regeneration level 3 increased from 40 to 70
* Shunting Regeneration level 4 increased from 80 to 90
* Shunting Regeneration level 5 reduced from 160 to 110

*We’ve made the research for Carrier power more granular to allow more Carrier play earlier in the game while maintaining the timing on the Carrier’s late game combat strength.*

* Power Research increments increased to 7 from 5

#### Sandskimmer

*We want to bring Gaalsien Sandskimmer health more in line with LAVs.*

* Sandskimmer health reduced from 700 to 650

#### Railgun

*We want to reduce Railguns effectiveness against Carriers to promote strategic variety in games.*

* Railgun movement speed from 70 to 62
* Railgun armor from 6 to 3

#### Production Cruiser

*We want to soften the Production Cruiser’s anti air capability to allow players a chance to mitigate the damage with good micro.*

* Production Cruiser has reduced accuracy against Coalition Probe
* Damage increased from 15 to 20
* Rate of fire reduced from 25 to 15
* Accuracy changed from 65/55/45 to 55/40/25

#### Honor Guard Cruiser

*We’ve updated the Honor Guard Cruiser to focus on its intended role of ground based line breaker.*

* Anti-air passive ability changed to an active, duration ability which disables the main Railgun and lasts for 25 seconds
* Point defense weapons now active by default
* Railgun AOE falloff changed from linear to none
* Railgun AOE range reduced from 250 to 200

## Additional Notes

* Hotkey exposed in a config file
	+ Hotkeys can now be remapped by editing a new hotkey config file.
* Unranked Matchmaking has been disabled.