Supreme Commander 2 — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Patch 1.26 Pt.1 | 2013-03-15 | Fixes and Improvements: Mass Extractor Veterancy – Securing and protecting mass deposits is now vital to mid-term and long-term gameplay. Base unit cost and base Mass output has been reduced to half of the previous values. Mass Extractors will slowly increase in effectiveness as they accumulate veterancy until at 18 minutes they double their effectiveness. All units built at Land Factories have had their visual scale reduced by 25%. Players are now able to see the health value of enemy units. Fix for veterancy bar not displaying properly. Fix for Illuminate teleport ability overwriting the transport ability. Fix for Air units not receiving th |
| Patch 1.26 Pt.1 | 2013-03-15 | Fixes and Improvements: Mass Extractor Veterancy – Securing and protecting mass deposits is now vital to mid-term and long-term gameplay. Base unit cost and base Mass output has been reduced to half of the previous values. Mass Extractors will slowly increase in effectiveness as they accumulate veterancy until at 18 minutes they double their effectiveness. All units built at Land Factories have had their visual scale reduced by 25%. Players are now able to see the health value of enemy units. Fix for veterancy bar not displaying properly. Fix for Illuminate teleport ability overwriting the transport ability. Fix for Air units not receiving th |
| Patch 1.26 Pt.2 | 2013-03-15 | Balance Improvements: Factory experience value increased from 1000 to 1250. Gantry experience value increased from 1250 to 1750. Factory TML upgrade now prioritizes structures over mobile units. Cybran Executioner Class movement speed reduced from 5 to 4. Minimum range of 20 added. Magnetron cooldowns increased from 30 to 45 seconds. C-Rex health increased from 51300 to 60000. Intellitron health increased from 1500 to 2000. Cost decreased from 90m/300e to 80m/275e. Loyalist speed increased from 4 to 4.2. Weapon range increased from 17 to 18. Executioner Class RP cost increased from 6 to 7. Kraken RP cost decreased from 12 to 10. Sea Operation |
| Patch 1.26 Pt.2 | 2013-03-15 | Balance Improvements: Factory experience value increased from 1000 to 1250. Gantry experience value increased from 1250 to 1750. Factory TML upgrade now prioritizes structures over mobile units. Cybran Executioner Class movement speed reduced from 5 to 4. Minimum range of 20 added. Magnetron cooldowns increased from 30 to 45 seconds. C-Rex health increased from 51300 to 60000. Intellitron health increased from 1500 to 2000. Cost decreased from 90m/300e to 80m/275e. Loyalist speed increased from 4 to 4.2. Weapon range increased from 17 to 18. Executioner Class RP cost increased from 6 to 7. Kraken RP cost decreased from 12 to 10. Sea Operation |
| Hotfix 1.25 | 2010-12-09 | + Removed a resource generation exploit. + Updated Mac version compatibility. |
| Hotfix 1.25 | 2010-12-09 | + Removed a resource generation exploit. + Updated Mac version compatibility. |
| Patch 1.24 | 2010-11-16 | Fixes and Improvements: + Increased lobby timeout to 8 seconds as an experiment, up from 4. This will increase matchmaker leniency, but may result in more shaky connections being permitted into games. + Save Game Load fixes. Rare broken save games from v1.23 should load correctly now. + Fix for illuminate Quantum Floating units sometimes not leaving wreckage, not firing off their death weapon, and not being able to fire their weapons when built on water. + Fix for ACUs not finishing their current project when paused. + Fixed UI based economy exploit. Balance: + Adjusted vanilla tuning of Loyalists to match DLC. + Adjusted vanilla tuning of Cy |
| Patch 1.24 | 2010-11-16 | Fixes and Improvements: + Increased lobby timeout to 8 seconds as an experiment, up from 4. This will increase matchmaker leniency, but may result in more shaky connections being permitted into games. + Save Game Load fixes. Rare broken save games from v1.23 should load correctly now. + Fix for illuminate Quantum Floating units sometimes not leaving wreckage, not firing off their death weapon, and not being able to fire their weapons when built on water. + Fix for ACUs not finishing their current project when paused. + Fixed UI based economy exploit. Balance: + Adjusted vanilla tuning of Loyalists to match DLC. + Adjusted vanilla tuning of Cy |
| Patch 1.23 | 2010-10-07 | New Features: + The Infinite Build Queue (See supplemental announcement for details) Fixes: + You can no longer see friend ranked lobbies in the Friends tab. + Fix for Illuminate air units not settling back into a formation after teleporting. + Factory addons no longer have a collision volume, to fix the issue where you cannot damage a factory because the projectiles are colliding with the addon, which takes no damage. + Fix for not being able to dock the protobrain. + Fix for Blank map being shown if a player plays a DLC game with one of the DLC maps and then tries to play a non-DLC game. Instead, we will defualt to the first map in the list |
| Patch 1.23 | 2010-10-07 | New Features: + The Infinite Build Queue (See supplemental announcement for details) Fixes: + You can no longer see friend ranked lobbies in the Friends tab. + Fix for Illuminate air units not settling back into a formation after teleporting. + Factory addons no longer have a collision volume, to fix the issue where you cannot damage a factory because the projectiles are colliding with the addon, which takes no damage. + Fix for not being able to dock the protobrain. + Fix for Blank map being shown if a player plays a DLC game with one of the DLC maps and then tries to play a non-DLC game. Instead, we will defualt to the first map in the list |
| Patch 1.23 Infinite Build Queue Specifics | 2010-10-07 | New Features: + The Infinite Build Queue In the launch version of Supreme Commander 2, you immediately paid for units and structures when queued. With this patch, you pay for units when construction starts. While it may sound like a simple change, it changes the way you play the game and manage your economy. It allows you to pre-plan your bases and unit queues beyond what you can afford with your resources at any given time during a game. With this change, you need to more carefully manage the build statuses of your Engineers and factories, and be prepared to use manual pausing and unpausing, because the least expensive units or buildings que |
| Patch 1.23 Infinite Build Queue Specifics | 2010-10-07 | New Features: + The Infinite Build Queue In the launch version of Supreme Commander 2, you immediately paid for units and structures when queued. With this patch, you pay for units when construction starts. While it may sound like a simple change, it changes the way you play the game and manage your economy. It allows you to pre-plan your bases and unit queues beyond what you can afford with your resources at any given time during a game. With this change, you need to more carefully manage the build statuses of your Engineers and factories, and be prepared to use manual pausing and unpausing, because the least expensive units or buildings que |
| Patch 1.22 | 2010-09-22 | Features: + Greatly Improved AI handling of NoRush games. + Full fix for jumping/teleporting formations of units and only half of them getting the order. + Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling. + Air units now move consistent speeds whether grouped or ungrouped. + Improved handling of Engineers/ACU when trying to reclaim things beneath them. + The Cybran ACU should no longer get stuck in an unrepairable state. + Artillery should once |
| Patch 1.22 | 2010-09-22 | Features: + Greatly Improved AI handling of NoRush games. + Full fix for jumping/teleporting formations of units and only half of them getting the order. + Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling. + Air units now move consistent speeds whether grouped or ungrouped. + Improved handling of Engineers/ACU when trying to reclaim things beneath them. + The Cybran ACU should no longer get stuck in an unrepairable state. + Artillery should once |
| Patch 1.21 | 2010-09-16 | New Features: • Build mode can now be accessed while holding shift. • Added Safe and SafeMode command line options as a better alternative to resetting monitor resolution - Using one of these options will start the game at 1024x768@60hz in fullscreen and allow the player to change his options to something else after the game loads. • Added build mode hotkey for Cybran Mass Convertor. Removed Ctrl-M key mapping for old Cybran mass convert ability, which no longer exists and was causing a crash. • By popular request, reset Season 2 ELO ratings. • Quitting a game will stop the replay from recording immediately. Fixes: • Fix for targeting units u |
| Patch 1.21 | 2010-09-16 | New Features: • Build mode can now be accessed while holding shift. • Added Safe and SafeMode command line options as a better alternative to resetting monitor resolution - Using one of these options will start the game at 1024x768@60hz in fullscreen and allow the player to change his options to something else after the game loads. • Added build mode hotkey for Cybran Mass Convertor. Removed Ctrl-M key mapping for old Cybran mass convert ability, which no longer exists and was causing a crash. • By popular request, reset Season 2 ELO ratings. • Quitting a game will stop the replay from recording immediately. Fixes: • Fix for targeting units u |
| Patch 1.20 Pt. 1 | 2010-08-31 | New Features: - Added AI Custom Options menu to allow fine control of each AI's Core Strategy, Build Speed, Resource Income, Veterancy, Intel, and Target preference. - The pre-order maps Emerald Crater, Iskellian Coast, QAI Prototype Facility, Seraphim VII Site, and Weddell Isle are now available to play for all players. - Added a Cybran Mass Convertor structure, unlocked via the research tree. - Added “No Artillery Structures” to game exclusions list. - Added "No Mass Conversion" to game exclusions list. - Added shield range ring indicators both during placement and on mouse-over. - Added factional shield coloring, and quicker impact effects |
| Patch 1.20 Pt. 1 | 2010-08-31 | New Features: - Added AI Custom Options menu to allow fine control of each AI's Core Strategy, Build Speed, Resource Income, Veterancy, Intel, and Target preference. - The pre-order maps Emerald Crater, Iskellian Coast, QAI Prototype Facility, Seraphim VII Site, and Weddell Isle are now available to play for all players. - Added a Cybran Mass Convertor structure, unlocked via the research tree. - Added “No Artillery Structures” to game exclusions list. - Added "No Mass Conversion" to game exclusions list. - Added shield range ring indicators both during placement and on mouse-over. - Added factional shield coloring, and quicker impact effects |
| Patch 1.20 Pt. 2 | 2010-08-31 | Fixes (continued): - Fix for Platoon position being on unpathable terrain and screwing everything up for the AI. - Fix for units being teleported when dropped from a transport over invalid terrain. - Fix for the wrong leader being selected for Air units. - Fix for GPNav group leader selection. Agents are eligible to be the group leader only if they are close enough. - Fix for units that have queued move orders pathing weird after using an ability. - Fixed resources getting refunded for units that have completed building and are cancelled with the stop command. - Fix for units getting stuck against walls if they started out moving via steering |
| Patch 1.20 Pt. 2 | 2010-08-31 | Fixes (continued): - Fix for Platoon position being on unpathable terrain and screwing everything up for the AI. - Fix for units being teleported when dropped from a transport over invalid terrain. - Fix for the wrong leader being selected for Air units. - Fix for GPNav group leader selection. Agents are eligible to be the group leader only if they are close enough. - Fix for units that have queued move orders pathing weird after using an ability. - Fixed resources getting refunded for units that have completed building and are cancelled with the stop command. - Fix for units getting stuck against walls if they started out moving via steering |