6-6
2020
Command & Conquer: Remastered Collection has been released!
Posted by Banshee at Petrolution News on June 6, 2020
Command & Conquer: Remastered collection has been released yesterday. Here's the press release:
Command & Conquer™ and Command & Conquer™ Red Alert defined the RTS genre 25 years ago, and now they’re back and fully remastered in 4k by the former Westwood Studios team members at Petroglyph. The Command & Conquer™ Remastered Collection includes all three expansion packs, rebuilt multiplayer, a modernized UI, Map Editor, bonus gallery of unreleased FMV footage, modding support, and over seven hours of legendary remastered music by Frank Klepacki.
Check out the remastered experience in the official launch trailer below:
Both the Origin and Steam digital Standard Editions include the remastered versions of Tiberian Dawn and Red Alert, plus all three expansion packs (Covert Operations, Counterstrike, and The Aftermath), and tons of bonus features and improvements.
Head over to the PC Specs and Requirements page to find out what you'll need to start your campaign on the battlefield. And if you have any questions about how modding will work in the game, check out our FAQ or dive deeper with the Remaster Update and Open Source / Mod Support article here.
Welcome back, Commander.
It is worth mentioning that we have added support for both Conan Unconquered and Command & Conquer: Remastered Collection here at Petrolution. Also, the OS .BIG Editor tool has been updated to its latest version, with 64 bits support, being able to load and save .meg files, and correctly displaying the high resolution textures (32 bits TGA files) used in C&C: Remastered Collection. Enjoy the game and happy modding!
14-11
2019
Earthbreakers has been announced!
Posted by Banshee at Petrolution News on November 14, 2019
Petroglyph Games has recently announced a new game known as Earthbreakers. It is a spiritual successor to Renegade, so it is a First Person Shooter game that allows base construction using a team based resource system. Here's the trailer:
26-12
2018
Petroglyph Announce Conan Unconquered!
Posted by Digz at Petrolution News on December 26, 2018
The title says it all and the trailer certainly wets the appetite! Alongside Command and Conquer re-mastered Petroglyph are working on another title due to be released in the summer of 2019 called Conan Unconquered.
Conan Unconquered is a strategy game set in the barbaric world of Conan the Barbarian where you must build your stronghold and assemble an unconquerable army to survive the savage hordes of Hyboria. Wave after wave of increasingly more difficult enemies will rush at your gates and you will need to manage resources, research new technologies to advance your defenses, and recruit an ever-growing army if you are to save survive utter destruction.You can choose to play the game entirely alone in single-player, but Conan Unconquered can also be enjoyed in full two-player co-op allowing for a truly unique, shared multiplayer experience. Players share a base, but both can freely construct new buildings and amass an army to reach their common goal.Similar to games such as They Are Billions, the enemy hordes will keep coming at you and how long you can resist the invasion depends entirely on your ability to build your stronghold and lead your army. Gameplay is real-time, but you can also pause at any time to issue commands and start construction of new buildings. Battles will be bloody and savage with players having to deal with anything from fires raging through their stronghold to piles of corpses spreading death and disease.The savage horde is at your gates. Will you fall or will you remain unconquered?
The game as the quote above from the Steam page states it is going to be a defence game built upon your stronghold and armies that you build, it will have lots of re-playability with the maps being randomly regenerated and you can play this offline solo or online as a co-op game.
The steam page can be found here where you can find more information about the game.
8-4
2018
Phoenix Rising v2.0 Public Beta
Posted by evilbobthebob at Phoenix Rising News on April 8, 2018
After the success of the demo, I have decided to move forward with a public beta phase, released via update to the Steam version of the demo. This will introduce the full set of galactic conquests that are currently work-in-progress. You should expect more bugs than the demo version, but also many more opportunities to try out new parts of the mod.
Known issues:
Missing text
Poor performance in some GCs
Missing CSA units
Unit filter buttons may sometimes display an incorrect state if pressed rapidly
Sandbox missions may show incorrect information
Changelog from demo:
Full GC set (Work in progress)
New filter buttons: click to hide different classes of space units/research
Updated tech trees for Rebels and Empire
Fixed some weapons not firing from muzzles correctly
Space colonies now correctly show up in battle results
Please report bugs here or on the Steam discussion page.
25-2
2018
More Demo bugfixes
Posted by evilbobthebob at Phoenix Rising News on February 25, 2018
A new set of bugfixes and other improvements has made its way to the demo, both on Steam and ModDB.
Changelog for version 2.0.2
- Did a pass on ground unit AI combat power so the AI sends more reasonable amounts of units into land combat
- Added infantry highlight icons so that infantry are more visible in combat. Current icons are Red for Imperial infantry, Blue for Rebel infantry and White for Independent infantry.
- Fixed firing muzzle positions for AT-AT, T4 series, and ground-based turbolaser turrets.
- Improved AI starbase upgrade responsiveness, they should now tend to upgrade if the opponent does.
- Garrison structures are now visible through fog-of-war
- Kyle Katarn now uses a Stormtrooper One blaster rifle instead of the post-Dark Trooper campaign assault cannon.
- Golans and shipyards are now placed better on space maps. Golans should generally protect shipyards and the colony.
- Land combat camera now has full yaw rotation and adjusted zoom
- Added Skyhook fleet information in the startup dialogue box.
- Added TIE Starfighter specific skin (the TIE Starfighter is the first in the main TIE line)
- AI responds better to planetary bonuses.
- General scripting performance improvements
- Multiple attempts at reducing the prevalance of save game crashes.
- Updated space missile models for concussion, proton torpedo and proton rockets
4-1
2018
Forged Battalion Gameplay
Posted by Banshee at Petrolution News on January 4, 2018
For those wondering how will the next Petroglyph's RTS, Forged Battalion, looks like? Here's a 20+ minutes video featuring its gameplay, by Smash GaminG!:
Share your comments here. What do you think? Are you interested on joining its early access on Steam on january 16th?
Thanks Houseplant for the news tip.
18-12
2017
v2.0 Changelog
Posted by evilbobthebob at Phoenix Rising News on December 18, 2017
Below is a summary of changes to v2.0, as well as notes regarding what will be included in the demo version, coming soonTM
General
- Rewritten AI to be more intelligent and challenging
- AI now has some factional differences in style
- AI will correctly build units and structures based on its planetary bonuses
- Improved AI in tactical mode
- Rebalanced tech trees
- Functional CSA faction (full release only)
- Sweeping optimization improvements
- Addition of “light” campaign options for those who prefer high performance
- Many quality-of-life improvements
- Tooltips for all units contain all the statistic information you need
- Improved advisor hints to introduce you to the mod’s features
- Building and shipyard tooltips tell you what they can produce
- Improved research display
- Difficulty levels:
- Easy: AI gets 10% fewer credits and takes 10% longer to build units
- Normal: AI is exactly on par with the player
- Hard: AI gets 10% more credits, takes 10% less time to build units, and units have 20% more damage, 20% more health, and 25% more shields.
Galactic Mode
- Rewritten galactic conquests (Demo featured: Operation Skyhook)
- All hyperspace travel now done via hyperlanes, with bonus speed and income from different sizes of route
- Starships now cost population proportional to their crew requirements
- Complete overhaul of planet locations, bonuses, and abilities
- Planets now provide population carefully calculated from their statistics
- Bonuses are rebalanced and clarified with improved tooltips
- Planet info screens notify you of environmental or population conditions that affect production
- Many new planets added
- Overhaul of planet icons and base level display
- New planet textures
- Over 50 new ground maps for v2.0, many new space maps
- Restoration of classic EAW sandbox missions (full release only, not demo)
- Rebalanced freighters
Skirmish Mode
- Both land and space skirmish are available (though land skirmish is still unfinished for the CSA)
- Space skirmish has been completely rebalanced to be more of a competitive experience
- Units build faster and are cheaper
- Income scales better with station level
- Unit costs and build times balanced per unit and per unit class
- AI greatly improved compared to v1.2
Space Combat
- New armor/shield/damage system for space combat, bringing it in line with our ground combat changes from v1.2.
- Damage is now applied after armor subtraction e.g. laser damage 16 vs armor 12 does only 4 damage to a starship hull.
- Torpedoes and some other weapons can pierce armor.
- This means that light craft can barely damage capital ships. All weapons do a minimum of 0.5 damage if armor is equal to or greater than weapon damage.
- Shields absorb a percentage of damage from incoming fire based on unit class
- New space units (* = buildable in demo): Lictor-class Dungeon Ship, Providence-class Destroyer*, Belbullab-22 starfighter, Defender Starfighter*, TIE Vanguard, Diamond-class courier ship, Manka-class war Frigate*, G-1A Starfighter, Sheathipede-class Transport Shuttle, Y-85 Titan Dropship*, YV-100 Light Freighter, YV-330 Light Freighter, YV-929 Armed Freighter
- Rebalanced starship and starfighter weapons for the new combat system, rewriting thousands of hardpoints
- Space Colonies are now armed with turbolasers at all levels, and provide minor fire support to defending fleets
Ground Combat
- New ground combat bunker system, with many civilian structures available to hide your infantry
- New ground vehicles (* = buildable in demo): AAT, HMP gunship, MTT, OG-9, S-1 Firehawke*, V-Wing Airspeeder*
- Improved weather system and atmospheric effects- don’t let infantry get stranded on planets with a Type IV atmosphere!
- Infantry carry appropriately-modeled weapons in most cases
- New ground structures: Bank, Listening Outpost
Heroes
- New hero system with consistent hero ratings and upgrade paths
- Space heroes now require a flagship to attach to in many cases
- New heroes (* = playable in demo release): 4-LOM, Adar Tallon, Andoorni Hui, Apailana, Appo, Barrow Oicunn, Bevven*, Blitzer Harrsk, Bror Jace, Clyngunn, Cody, Comeg, Corran Horn, Crueya Vandron, Devlia, Erisi Dlarit, Evir Derricote, Gavin Darklighter, Ghorin, Haashn, Havet Storm, Hurst Romodi*, Kirtan Loor, Kosh Teradoc, Laryn Krefey, Lujayne Forge, Male Dee, Mawsh’iye, Meena Tills, Morteos, Nawara Ven, Odd Ball, Onara Kuat, Ooryl Qrygg, Osted Wermis, Peshk Vrisyk, Ragab, Rhysati Ynr, Riv Shiel, Rojahn, Sander Delvardus, Shaak Ti, Shea Hublin, Talon Karrde, Tensiger*, Terrinald Screed, Thaneespi, Theol Drost*, Treuten Teradoc, Tundra Dowmeia, Uwlla Iillor, Verrack, Zel Johans*, Zsinj, Zuckuss
Operation Skyhook- Demo Release GC
- Experience the lead-up to A New Hope from both sides of the Galactic Civil War, as told in the Legends universe
- Selection of missions provide guidance in the early stages of the campaign. The later stages are up to you!
- Command the Rebel Alliance from hidden fighter bases, striking against Imperial convoys and trying to discover the location of the Death Star construction site
- Lead the Galactic Empire to victory, protecting the Death Star and crushing the Rebellion across the galaxy
- The Galactic Empire is recommended for first time players of Phoenix Rising.
8-12
2017
v2.0 Demo Coming Soon(tm)
Posted by evilbobthebob at Phoenix Rising News on December 8, 2017
As you may or may not be aware, I am still working reasonably regularly on the mod and have got it to a stage where I feel comfortable releasing a focused demo version of Phoenix Rising 2.0. Currently, the version is in testing, but you can get a sneak-peek from Corey, lead developer on the Thrawn's Revenge series of mods, who has graciously begun a series of videos of the demo test build on his Youtube channel. The first video is here
2.0 will include all the changes noted in previous news posts, but there will be a summary of changes around the release time.
There is no concrete release date for the demo build, so stay tuned.
17-10
2017
Forged Battalion has been announced
Posted by Banshee at Petrolution News on October 17, 2017
Petroglyph Studios has announced a new RTS game for Steam known as Forged Battalion. Here's the trailer:
In this game, you're part of a resistance group, taking the world back from a military force called The Collective at the end of the 21st century.
It should come with the following features:
- Strong focus on unit customisation and building your own faction. You can alter every unit's chassis with different weapons, locomotor types and regenerative armor.
- There will be a 'persistent tech tree', meaning that each battle will contribute to your overall progress, helping to unlock new blueprints.
- There'll also be co-op and competitive multiplayer for up to eight players, also something that is being called a 'dynamic story campaign' and Steam Workshop support.
- Expect superweapons.
- The first early access version should include at least five campaign missions, different multiplayer modes and five multiplayer maps.
Forged Battalion will launch in 2018 on Steam Early Access. Thanks to Plokite_Wolf for the news tip.
10-9
2017
Installing mods for Empire at War Gold Pack - Another method
Posted by Digz at Petrolution News on September 10, 2017
I released a video many years ago on how to install mods via Steam for Empire at War and Forces of Corruption. With the release of the new patch bringing back multiplayer and whatnot I thought I'd give the game another go and try out some mods too!
I could not install them for the life of me from the steam workshop (game just kept crashing), by my old option or in the game via the "mods" option where people said it'd close the game then restart with the mod. So I went for a final push and created shortcuts instead and used the information you would put into the launch options on Steam but into the "target" box of your shortcut file of the main .exe for the game.
Watch the video below, this was the final straw before I just played online and a few campaigns and let the game rest. Fortunately it worked for me and I can enjoy some of the great mods the community has made!
3-9
2017
We're on the workshop!
Posted by evilbobthebob at Phoenix Rising News on September 3, 2017
Hey guys
With the update(!) to Empire at War on Steam, turning multiplayer back on, fixing some bugs, and adding Steam workshop support, I worked all day yesterday getting Phoenix Rising onto the workshop. It's available for download here: http://steamcommunit...873&searchtext=
Please post in this thread if you have any troubles installing/running the workshop version, as I haven't had much chance to test it myself.
24-1
2017
Mike.nl's tools source code are now available on GitHub
Posted by Banshee at Petrolution News on January 24, 2017
Hello everyone! Our friend Mike.nl, from Petrolution Mod Tools, has posted the source code from pratically all his tools on GitHub. It uses the MIT License, so anyone can fork it follow this license... and yea, you'll need the latest Visual Studio to compile the code and some C++ skills to understand it.

His GlyphX Tools includes:
- alo-viewer
- particle-editor
- lua-converter
- string-editor
- mtd-editor
- animation-converter
- chunk-viewer
- map-preview-extractor
So, it's a jewel! Everything you need to know about the file formats used in the Alamo Engine, from Petroglyph Games, is there. Have fun!
25-12
2016
Happy Holidays: OS BIG Editor support for 8-Bit and Site Updated
Posted by Banshee at Petrolution News on December 25, 2016
Hello everyone! We wish you a happy holidays, regardless of your religion or if you even have holidays in the next days. And, in order to celebrate the occasion, we've decided to bring some life back to this place. Starting by the fact that many of you might be aware that Petroglyph Games has released 8-Bit Armies, 8-Bit Hordes and 8-Bit Invaders, in this year. In fact, 8-Bit Invaders was released only 9 days ago. You see? We are not that late into bring this news for you. Only miserable nine days. And of course, there is a trailer to explain to you what is it about and give a glimpse on the graphics and some of its features:
And, of course, we are adding support for these games here in Petrolution. Specially, because we do enjoy fun RTS games released by Petroglyph Games.
In fact, we've repaired all our content and updated the game icons for some of them, for the site revival.
But... some of you may be wondering... after all, isn't Petrolution a site about game modifications? Are these 8-Bit stuff moddable? To be honest, we don't know how much it could be modded. The Steam Discussions Forum for 8-Bit Invaders doesn't have a single topic about modding the game. If you browse its directory, you'll notice that it reminds a lot Empire at War in some sense. Afterall, both use the Alamo engine, except that it has received some upgrades in these years. And EAW is very modding friendly, which means that the current Alamo engine is still friendly with many things. However, so far I only could figure out that they allow you to customize the in game music quite easily there. However, we certainly want much more than tweaking the music of the game, right?
So, there is another occasional bonus of this place: we are offering you in first hand the latest version of OS: BIG Editor. This tool was supporting .MEG files for a while, but now it opens the encrypted config.meg files from Grey Goo and 8-Bit Armies, Hordes and Invaders. Unfortunately, I couldn't figure out the Key and Initial Vectors from End of Nations beta, otherwise, I would have added support for that too
.
Anyway, OS: BIG Editor is not the first tool to support these encrypted config.meg files, since Mike.nl was the one who figured it out and implemented this knowledge at his Mega File Editor.
So, that should allow you to modify the XML files that are used to specify the features, powers and weapons from each unit. Does the Alamo engine used in 8-Bit Armies reads external files? Is there any volunteer to figure it out and share this knowledge with us? Post your thoughts here and, if these games are really moddable as they seem to be, we'll create dedicated modding forums here.
So, share the word and enjoy the place: Petrolution lives!
7-6
2016
AI Breakthrough
Posted by Ghostrider at Phoenix Rising News on June 7, 2016
After weeks and months of testing, and trying to figure out how to get the AI to react as a human does in a galactic environment, the PR team have finally achieved a significant AI breakthrough:
The AI now aggressively attacks independent planets, takes worlds, builds fleets, and stomps all over unwary humans if given half a chance.
The AI equasions to do this have been in place do this for years, but for months the AI has lain dormant, effectively asleep. We have tried hundreds of different ideas to get the AI to activate - all to no effect.
And how did we achieve this?
The frustrating answer, familiar to most modders out there is simple. We changed 1 value in the XMLs, instead of increasing the value from 1.0 to 1.25 we should have decreased the value to 0.75. It just took 6 months of testing to realise that is what we needed to do!
WOW. Did the AI react or what?
It annihilated one of the testers in Core Worlds in under a quarter of the time taken for a human player to "WIN" Core Worlds if unopposed.
Now that we know the AI is working, I have to go back and undo many of the campaign changes put in place that were an attempt to make the AI respond, but the mod is finally alive and kicking. We need to test and polish a bit more, but this makes us a lot closer to where we want to be.
Ghost
11-3
2016
8-Bit Armies
Posted by Digz at Petrolution News on March 11, 2016
Petroglyph have just released a video announcing a new game they are working on and looks close to release from the games Steam page. It's features currently indicate a simple, back to basics retro-style RTS game that will get us playing what we love: a simple, fast paced RTS! Check out the video below they released:
Here's what Petroglyph are describing this game as on their Steam page:
A Blast from the Past
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single-player missions, co-op mode, skirmish, and PvP multiplayer modes running on dedicated servers.
Initial release includes:
- 25 offline campaign missions
- 10 co-op missions to play with your friends
- 10 multiplayer/skirmish maps that support up to 8 players online
- AI with multiple difficulty options to play with cooperatively or fight against
- Classic Base-Building mechanics let you construct the ultimate HQ from which to launch attacks against your foes
- Destructible environments on maps ranging from small to very large
- Easy to understand modern military units and structures lets RTS beginners jump right in
- From the same team that brought you RTS classics such as Star Wars: Empire at War, Universe at War, and Grey Goo
8-Bit Armies is for anyone that enjoys RTS games, or felt overwhelmed by more serious games. With hours of solo and co-op gameplay included, there's something here for everyone!
26-10
2015
State of The Mod
Posted by Ghostrider at Phoenix Rising News on October 26, 2015
First of all, I would like to apologiese to all of the fans for the total neglect and lack of news in the last year.
You may be mistaken in thinking nothing is happening with the mod. - You would be wrong; progress has actually been quite positive recently, but real life cuts back on modding time for most of the team.
Before detailing some of the more exciting developments in the mod, it's probably worth a recap of what has happened to date, as this has profound implications on my particular area of focus - the campaigns.
Combat Mechanic
The entire basis os space comabt has been rebuilt to match the land mechanic, with a detailed and comprehensive armor and shielding system. Shileds now absorb laser fire, ranging frmo 20% to 45%, depending on unit class. Armor grades range from 8 points in fighters to 32 points for capital class warships, and all the weapons in the mod now have different damage ratings. HP are considerably increased.
The biggest change in tactical battles, is that laser cannons, and especially light laser cannons, are unable to penetrate heavy armor. This does not mean that your fighters are redundant, far from it. A cloud of snubfighters and transports can strip off the shields of destroyers and capital-grade warships, making them much more vulnerable to turbolaser fire, but you can't kill a star destroyer with snubfighters alone - you have to have turbolaser support. Bombers get proton rockets and proton bombs, and can be pretty nasty.
We have also added space population. The idea is that in order to crew and maintain a space-based unit, you need a support base. Your planets provide population and without spare population you can't build anything. This explains why the Acclamator and other crew-heavy designs, such as the Dreadnaught rapidly became obsolote. The Imperial class is much more effiecient in terms of deliverably combat power vs population support required.
On a strategic level this adds a new dimension to the campaign scenario. You need credits AND population to build warships. As a result, we have rebuilt the entire economy from scratch, with new pricing and a detailed planetary model that calculates planetary economies based on population, tech level, agricultural base, mineral resources, underworld and manufacturing capability. Agricultural wolrds are particularly important to feed and grow your fleets.
Proximity Jumps and Trade Routes
We have removed proximity jumps from the mod, so all space-based travel is based on the trade route. This makes strategic planning much more interesting, and you will find that key planets that lie at the junction of major trade routes are extremely important strategically, as these act as choke points to access different regions of the galaxy.
For example. Brentaal IV, which lies at the junction of the Hydian Way and the Perlemian Trade Route, is now probably the most imporatant piece of real-estate in the galaxy and is defended accordingly!
Armed colonies
All coloneis, from levels 1 to 5 are now armed with turbolaser cannons, and are heavily shielded and quite difficult to kill.
You will need cruiser support to take on a level 1 or level 2 colony, and multiple cruisers for a Level 3 Colony.
Level 4 colonies are extremely challenging, and need a large fleet, with at least destroyers, if not capital-class warships to have a chance of destroying the base.
Level 5 colonies are exceptionally challenging.
And if you think these are bad news, the asteroid bases are worse, so it is vital to send out expendable scouting parties to see what you are facing before you attempt an invasion.
Heroes
Heroes no longer come with elite warships. They now have command abilities but are just that - indivudal beings that need to be attached to a fleet to make a difference. So Darth Vader IV on his own is just a pilot in an TIE, but with a fleet he commands on the bridge of the largest warship.
Back to Basics
If we now wind the clock back to early 2014, we are in the process of updating all of the old campaigns with these points in mind. We have always had a goal of adding new campaigns to each release, but had no idea of the change that was about to take place.
Our concept at the time was to create a new campaign to show the difference in strategic planning due to the lack of proximity jumps and have a campaign based on the 5 Super-Hyperrroutes of Perlemian Trade Route, Hydian Way, Rimma Trade Route, Correlian Run, and the Corellian Trade Spine.
60% of the campaign was completed when the campaign crashed on install and it soon became apparent that nothing was going to fix it. The problem was simple - too many planets and too big a campaign. The EAW engine simply couldn't handle it.
So we made the critical decision to break up all the existing campaigns into smaller chunks, each with fewer planets.
So - Core Worlds lost the Expansion region and shrunk back to the Core Worlds and the Colonies. This was highly successful and led to a better campaign with faster frame rates and quicker load times and much less lag.
The roll-out pulled appart the entire campaign set and rebuilt everything from scratch.
Prelminary testing of all 12 campaigns is now complete and the results are rather exciting.
I'll let you have more news, in detail, about each campaign in due course....
Ghostrider
30-7
2015
Mega File Editor reads Config.meg from GreyGoo
Posted by Banshee at Petrolution News on July 30, 2015
Hello everyone!
Mike.nl has released a new version of his Mega File Editor that is able to read the encrypted config.meg file from GreyGoo. That file stores the core rules of the game, such as unit stats, behavior, AI and much more. Humans are able to understand the .XML files and the .CLP files. It is unclear at the moment if the game is really moddable or not and what would be its limitations. Mike.nl has also updated his .MEG File Format document to cover the changes in GreyGoo.

(Click the picture for a high resolution screenshot)
Head to Petrolution Mod Tools Website to download the Mega File Editor and much more. If you have any successful modding experience with GreyGoo, please, report it here and show it to us. It can seriously affect the future of this site.
28-3
2015
Grey Goo's 4th patch: the ballance patch
Posted by Banshee at Petrolution News on March 28, 2015
A couple of days ago, Greybox has released the first ballance patch for Grey Goo. Here's the official notes on it with a long list of changes:
The first balance patch is here!
Here is the finalized list of changes going into the first major balance update released on Tuesday March 24th. These include revisions inspired by the testing done on our Public Test Branch. See the previous balance details here.
Any changes labeled with [PTB] resulted from data collected during the Public Test Branch.
Due to the number of balance adjustments we are implementing with this patch, both 1v1 and 2v2 ranked leaderboards will be reset upon the update's arrival. Your Elo matchmaking rating and win-loss records will be wiped during this reset, allowing you the opportunity to test your skills in a new season.
General
The formed Goo, Repair Subroutine Upgrade, and Sentinel Repair Upgrade regeneration effects now only activate when the units and structures are not actively taking or dealing damage.
Targeting priorities have been re-factored to prioritize units over structures in most cases.
Beta Faction
Air Canister Upgrade
[PTB] Range down from 450 to 350
Stalker
[PTB] Health up from 100 to 110
[PTB] Damage down from 11 to 9
[PTB] Movement speed down from 120 to 115
Stealth Sniper Upgrade
Range down from 500 to 425
Stealth is now always active outside of combat and will reapply 8 seconds after combat ends.
Predator
Health up from 130 to 140
Hailstorm
Damage down from 25 to 20
Range up from 750 to 800
Armor penetration down from 3 to 0
AoE radius down from 150 to 125
Guardian
[PTB] Rate of fire down from 1.75 to 1.5
Range down from 650 to 550
Long-Range Ballistics Upgrade range down from 1200 to 900
Long-Range Ballistics Upgrade damage down from 35 to 25
Cloudburst
[PTB] Damage down from 40 to 24
Stratus
Health down from 100 to 75
Warbird
Rate of fire up from 0.5 to 1
Ammo up from 4 to 5
Cost up from 270 to 315
Nimbus
Ammo up from 2 to 3
Damage down from 75 to 50
Nimbus Napalm Upgrade now lasts 5 seconds down from 5.5
Nimbus Napalm Upgrade AoE radius down from 250 to 200
Avalanche
Shot timings have been shifted to have a smaller cast time and a longer cooldown. Rate of fire remains the same.
Cost down from 675 to 600
Hand of Ruk
Range down from 2000 to 1500
Wall
Armor down from 3 to 0
Build time up from 25 to 30
[PTB] Pillar cost up from 50 to 90
Pillar health down from 1250 to 1000
Straight cost up from 50 to 90
Small Power Hub
Health up from 300 to 400
Medium Power Hub
Build time down from 50 to 45
Large Power Hub
Health down from 900 to 800
Repair Pad
Heals for 15 every 2 sec up from 20 every 5 sec
Build time down from 50 to 30
Cost down from 500 to 300
Health down from 1500 to 1000
Hanger
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
[PTB] Build time up from 30 to 35
[PTB] Cost up from 240 to 245
Extractor
Health down from 1000 to 750
[PTB] Extractor size reduced to match the Human Extractor
Harvester
[PTB] Health up from 80 to 120
[PTB] Movement speed up from 100 to 125
Refinery
[PTB] Creates Harvesters every 20 sec up from 15
"No-Build" Influence Radius
Small Hub radius increased from 400 to 600
Medium Hub radius increased from 400 to 600
Large Hub radius increased from 500 to 600
Headquarter radius increased from 800 to 1000
Goo Faction
Drover
Range down from 250 to 200
Strider
[PTB] Health down from 125 to 115
[PTB] Rate of fire down from 1.25 to 1
Tempest
Damage down from 25 to 18
Small Protean
Health up from 150 to 160
Small and Large Protean
Slow enemies by 50% down from 90%
Crescent
Damage down from 10 to 6
Range down from 1500 to 1000
Projectile speed up from 150 to 200
Projectile Endurance Upgrade AoE radius down from 100 to 75
Projectile Endurance damage down from 5 to 2
Projectile Endurance range down from 1500 to 1000
Destructor
[PTB] Rate of fire down from 1.75 to 1.5
[PTB] Damage down from 42 to 36
[PTB] Health down from 155 to 150
Movement speed down from 120 to 105
Target damage and splash damage have been separated. Splash damage down from 42 to 15 but target damage remains the same.
Purger
Range up from 800 to 1000
Damage down from 400 to 300
Catalyst Vents
Grant 160 health per pickup to the Mother Goo and Proto-Purger up from 85
Mother Goo
Stealth detection range down from 800 to 400
Armor penetration down from 10 to 0
Max health has increased from 1300 to 1600
Health per size has increased from 200 to 320
Catalyst digestion health per second up from 5 to 8
First size max health down from 500 to 320
Initial Mother Goo starting health down from 400 to 240
Proto-Purger
[PTB] Starting health down from 2000 to 200 to maintain build time from Catalyst Vent change.
Human Faction
Trident
[PTB] Health up from 115 to 140
[PTB] Damage down from 8 to 7
Build time up from 20 to 25
Cost up from 100 to 125
Revolver
Damage down from 6 to 5
[PTB] Health down from 100 to 95
Dagger
Armor down from 3 to 0
[PTB] Range up from 350 to 375
[PTB] Damage down from 3 to 2
Health up from 75 to 90
Gladius
[PTB] Range up from 350 to 400
Movement speed down from 95 to 90
Howitzer
[PTB] Cost down from 440 to 385
Damage down from 30 to 23
Range up from 800 to 900
Armor penetration down from 3 to 0
AoE radius down from 150 to 100
Mine (default) no longer has stealth
Mine duration down from 12 to 3 sec
Proximity Mine Radar Upgrade mine duration down from 18 to 9 sec
Longbow
Movement speed down from 130 to 110
Damage down from 42 to 24
Lancer
Damage level one DPS down from 50 to 10
Damage level two DPS down from 60 to 40
Damage levels one and two now last 3 seconds up from 2
Scimitar
Damage down from 125 to 60
Ammo up from 1 to 2
Rate of fire up from 1 to 2
Cost up from 300 to 350
Mine Drop Upgrade
[PTB] Armor penetration down from 3 to 0
[PTB] Mine no longer has stealth
[PTB] Mine duration down from 10 to 6
Monitor
Health up from 75 to 100
[PTB] Movement speed down from 275 to 250
[PTB] Vision up from 1000 to 1200
[PTB] Cost up from 75 to 105
[PTB] Build time up from 25 to 35
Scythe
Movement speed down from 400 to 375
Armor penetration down from 6 to 0
AoE radius down from 75 to 50
Damage up from 13 to 20
Rate of fire up from 0.5 to 1.25
Aircraft Repair Upgrade
Repairs 8% every sec up from 5% every sec
Alpha
Movement speed up from 50 to 75
Explosion interval health threshold down from 500 health to 300 health
Repair Subroutine Upgrade
Repairs 10% every 5 sec up from 5% every 5 sec
Air Pad
[PTB] Cost up from 60 to 80
[PTB] Build time up from 15 to 20
Rearms aircraft 1 ammo every sec up from 1 ammo every 2 sec
Conduit
[PTB] Health up from 250 to 300
Teleporter
Build time up from 75 to 120
Cost up from 750 to 1200
Cooldown up from 150 to 180
Now has a visible 5 second charge up telegraph and an audio queue before activation
Wall
Armor down from 6 to 0
Build time up from 30 to 40
Pillar cost up from 30 to 80
Pillar health down from 1000 to 750
Straight cost up from 30 to 80
Regeneration up from 15/sec to 25/sec
Human Sentinels
Now have a population of 1
Take 10 seconds to teleport up from 5
Artillery Sentinel
Range down from 1750 to 1000
[PTB] Damage up from 15 to 20
[PTB] Health up from 250 to 300
Armor down from 6 to 3
Anti-Heavy Sentinel
Armor down from 6 to 3
Anti-Air Sentinel
Damage down from 8 to 4
Armor down from 6 to 3
Extractor
Health down from 1000 to 750
Harvester
[PTB] Movement speed down from 130 to 125
Refinery
[PTB] Creates Harvesters every 10 sec up from 7.5
"No-Build" Influence Radius
Core radius increased from 800 to 1000
17-2
2015
GreyGoo's second patch is online.
Posted by Banshee at Petrolution News on February 17, 2015
The second patch for GreyGoo has recently seen the light of the day. Here's the official changelog:
February 17, 2015 Update Notes
AI
Default AI is now Lambert instead of Random
Audio
Fixed an issue where the RTS Primer VO audio was incorrect in German
Units
Aircraft will now prioritize empty landing pads first when ordered to land by right clicking on Hangars/Airpads
Further improved the extents shrinking from 50% to 25% to minimize artillery/AoE impact of grouped units
Campaign
Adjusted Easy and Normal difficulty settings. Hard difficulty is unaffected.
Fixed an issue where script-spawned units were not being given the correct health modifiers
Fixed a bug in The Barricade that caused some enemy Guardian units to idle in brush instead of properly mounting wall pillars
Engineering
Added matchmaking improvements to allow players easier access to searching for matches worldwide
Improved logic for detecting players disconnecting to force a win or avoid a loss
Servers will now temporarily pause when connection loss is first detected
Added improvements to performance that prevents certain cases from lagging the client severely
Structures from an eliminated player will now properly clear up passability upon deletion
Fixed a crash local to 32 bit machines
Fixed a crash that would occur while loading a multiplayer match
Fixed a lock that would occur for clients when the host would close the lobby
Fixed an issue where 2v2 Ranked matches were not properly reporting
Fixed crash that would occur when starting skirmish match
Terrain Editor
Fixed crash that would occur when launching a custom map with the spigot marker inside the HQ boundaries
Fixed crash that would occur when loading an untouched custom map
UI
Moved Quick Match window up in the Multiplayer screen while search is ongoing
Added translations for new text
Fixed an issue with compressed Korean text
Added a new Extras section to the menu with a quick launch button for the Terrain Editor
Made various fixes to improve performance in the UI
Fixed an issue where the game would unpause immediately after pausing in single player
I've seen many people complaining at the lack of stability of this game. I hope this patch improves this situation.
4-2
2015
GreyGoo's first patch has been released.
Posted by Banshee at Petrolution News on February 4, 2015
GreyGoo has recently received an official patch. Here's the official changelog:
February 3, 2015 Patch Notes
Art
Fixed issue where some units attacks were appearing through Fog of War
Audio
Fixed bug where the Has been revealed announcement was being triggered whenever a players units were killed
Fixed an issue where the Has been revealed announcement was triggered after a vent plug was destroyed
Fixed issue where sound effects from the impact of Howitzer mines would sometimes not play
AI
Fixed issue where enemy AI Beta units would attempt to use players Repair Pad
Achievements
Glutton for Punishment can no longer be achieved against Idle AI
Engineering
A units extents now shrink when moving through groups of other units to make moving through groups smoother
Disabled units pushing other units to the side to prevent further issues as a result of the change
Fixed a rare issue where refineries could create an island of un-navigable terrain
Fixed crash caused by loading a save game from a previous version
Fixed crash caused by Goo projectiles being shot down
Fixed an issue where a structures deconstruction animation would sometimes not play
Fixed exploit where Human structures would still be teleported after being destroyed
Fixed error that was being given when attempting to save on The Terminal
Fixed cursor disappearing when accepting an invite during a cutscene
Changed agro state generator for Human HQ to prevent a stacking situation that could potentially cause a crash
Design
Fixed the resource display on The Aperture Device to better represent the resource locations
The timed even in The Aperture Device will no longer start if the player moves their Mother Goo away from the node
The Crescent fire objective in The Trench can no longer be triggered before its intended time by restarting the mission
Fixed an exploit with selling Conduits
Fixed an issue where players could hide their Purger in the brush
Added additional target filtering to Tempest Surveillance Virus upgrade to prevent it from targeting ground and air incorrectly
Fixed an issue where Tempest Surveillance Virus Upgrade affected ground units if it hit an air unit that was flying above a ground unit
UI
Fixed several incorrect descriptions in the Encyclopedia
The orange bar in the quick match panel will no longer change size when the player invites another player to a premade team
Fixed issue where timers would sometimes not appear in the German version
Fixed issue where the no power icon was appearing after a buildings construction was completed
Updated the no power icons in Magos Pass to be consistent with the other no power icons in the game
Terrain Editor
Added support for custom user XML and Animations
Fixed several crash issues
Fixed Skydomes not properly appearing in the editor
Fixed issue where props and objects were being visually removed but were still counting in the object count
Fixed issue where Fog of War was not appearing when the user checked the fog box
Improved water shader for user-created maps
It's worth mentioning that the Terrain Editor now support custom user XML and animations. The possibilities of custom user XML files are yet to be seen. How far does the game can be customized with that feature? If anyone decide to play it, we kindly invite you to post your results in a reply to this news post.














