New Units
Bellator (sprite by Selkie)
Viator (sprite by Selkie)
Valkazard Kai
Zwei
Raiden EX (credit to Bass & Selkie)
Bakraid
Bakraid (XIV) technically not new, but loadout and function has been completely revised
Bakraid (TT) ditto
Panther - energy-oriented, same slot layout as the old Panther (XIV). DP 15.
System: Mirage Shroud creates two duplicates with 25% of the original's HP/armor for 6 seconds. Copies deal 40% of the original's damage. The system can be cancelled early to swap positions with one of the duplicates.
Ashura
Built-in Hammer plus two melee weapons. The Hammer has light tracking and will attempt to return on impact.
1x small ballistic, 2x small composite.
Note: the old Panther (XIV) has been renamed Caracal to free the Panther name for the new unit. See Balance & Changes for its stat changes.
New Content
Presentation / QoL
Rewrote most dialogue.
Replaced the standard AI portraits used by Dawn, Imelda, Kade, and Sera.
Added MS Paint portraits for Dawn, Imelda, and Kade.
Descent background and city cloud cover now scale by screen size.
Lowered background rotation and scroll speed.
Removed non-ArmaA gear from ArmaA market priority ship lists.
The New Meshan AA market now offers more AA-specific ships.
Optimized VRAM usage.
Performance improvements for custom battles and Aleste scripts.
Fixed an unnecessary method call in the strikecraft hullmod that could cause a performance hit.
Lowered the quality of some backgrounds to trim file size.
Added a memory key to track whether the player began with a sleeper start. (Don't ask why this wasn't already in place.)
Added the armaa_core_independent tag. If a tagged unit's core is destroyed, controls of the ship are not locked. useful for units like the Bakraid. This behavior also applies automatically to any unit with the automated hullmod or a skeleton crew of 0.
Specialized Service Bays now uses the dynamic stat armaa_strikeCraftRefitMod rather than a hardcoded +50%. This is irrelevant to most players, but it means you can build a carrier hullmod that modifies strikecraft refit rate for submods, or for when this functionality gets externalized.
Switched the derelict faction used on Jenius to a whitelisted version.
Quests
Added two new short quests: Red Earth, Iron Cages and Homecoming.
Events & Scenes
Added a new event after docking at Jenius post-Crown of Cinders.
Added a new event after completing Descent (fires after the end of the month).
Added an alternate event if the player completely loses against the TT fleet at the Valkazard start.
Added minor permutations to the Valkazard turn-in event if Homecoming was completed beforehand.
Added missing Dawn–Sedge event scene(s).
Added a small bar event variant if the player opted not to bring a weapon during SDTU.
Added a post-market-dock event if Dawn is present and Yunifer (PAGSM) was recruited under certain conditions.
Added two new Dawn events: one for AI core(s) piloting a ship in the fleet, and one following the last bar event.
Added slightly alternate dialogue with Imelda during Crown of Cinders if the player is friendly to the Path.
Valken III retrieval is now a selectable dialogue option that appears once conditions are met.
If the player gives the Valkazard back to Sera, she can eventually return an upgraded, overpowered power fantasy version. Requires any one of: completing ATAC, completing Descent, or reaching Level 15.
A small number of Pather ships will appear to assist during the first Crown of Cinders mission.
Factions & Markets
Added the Nexerelin mercenary company Primary Colors, with Dawn bar event variations for each member.
Added Exilium as a Nexerelin super ship start.
Added a special custom procurement at friendly reputation with Sera, pulling from all unrestricted ArmaA blueprints.
Added an industry on New Meshan that spawns fleets using mostly ArmaA gear.
Added an industry on Jenius that spawns derelict patrols initially.
Added Immelmann, a toxic planet at the edge of Gamlin's orbit.
Added portraits for the REIC mercenaries (thanks roquetherogue).
Hullmods
Added Exclusive Hangar Assignment — launches all ships with the strikecraft hullmod from a specific carrier (cruiser and above).
Added the Delicate hullmod to all phase units.
WINGCOM pilots can now gain the Veteran Pilot skill (see Balance & Changes).
Balance & Changes
WINGCOM
Pilot progression reworked. Pilots now track XP stat that increases based on their ship's combat contribution each battle, scaled by their reputation and other factors. Skills can be changed at any time in the intel screen, but elite skills will be downgraded.
Once a pilot reaches max level and has a high reputation level, they have a chance to upgrade an existing skill to Elite, if not already at the Elite limit.
Veteran Pilot skill added. Any pilot at max level can be promoted to Veteran by spending a story point. Some pilots also have a hidden knack for flying and may distinguish themselves unexpectedly at any point in their career. Only a limited number of veterans can serve in a fleet at once.
Ships with built-in WINGCOM and the Spare Chassis hullmod gain one extra wing member.
Squadron size now scales properly with modifiers that increase the number of extra craft in a wing. (Tested with Diable and Reserve Deployment; edge cases may remain.)
Removed the block on bomber LPCs for Frigate/Strikecraft.
DP of a unit with the hullmod now increases based on fighter OP cost.
Engagement range penalty reduced:
Capitals: 20% → 15%
Cruisers: 30% → 15%
Destroyers: 40% → 15%
Frigates: 70% → 50%
Strikecraft
Repairs are now finite. Each unit has a non-replenishable repair pool per engagement (50 by default). When landing after incurring damage, DP * hullLevel is deducted from the pool. Once exhausted, repairs cannot be made, but CR and ammo can still be recovered. Can be toggled back to effectively infinite repair via LunaLib.
Added a slight delay to strikecraft launching from carriers initially.
Removed the cap on the number of strikecraft that can launch from carriers on deployment.
Specialized Service Bays' refit bonus is no longer hardcoded at +50% and now uses the dynamic stat armaa_strikeCraftRefitMod.
ATAC
Specialized Service Bays is now obtainable at 1000 progress.
C-Stim Dispatcher moved from 200 points to 800 points.
After completing ATAC for the first time, progress from destroying ships is doubled.
Progress from destroying end game enemies, and enemies with the MONSTER tag, is doubled.
Ground Operations
Ground capable units interact with raids differently: they provide a flat bonus to raid strength as long as the player has at least one marine in the fleet. New formula is fleetpoints * officer level.
Cataphract S-II
S-Mod bonus now varies based on whether the unit is piloted by an officer.
Officer: increases damage to cruisers/capitals by up to 10%/20% based on pilot level; increases flux dissipation, turn rate, and autofire accuracy by 2% per level; increases DP cost.
Non-officer: DP cost reduced by 20% (up to 10 points); 50% reduced chance to acquire D-mods; +10% combat readiness.
Below 35% hull, gain +25% speed/maneuverability and +25% weapon flux cost for 5s.
Ship Systems
Executioner's Mark
Charges: 2 → 1
Turn rate: 100% → 50%
Cooldown: 10 → 5
Flux per use: 0 → 0.1 base capacity
Can now be toggled like Burn Drive.
Blink
Max uses: 2 → 1
Cooldown: 1 → 8
Havoc Drive
Top speed: +300 → +150
Hi-MAC
Boost charge now regenerates ~40% slower.
Cancelling functionality added to the decelerate key (thanks Android9k).
Added compatibility fix for Absolute Movement (thanks Android9k).
Kouto ECM
Capacity: 1500 → 2000
Assault Boarding Pod
Mechanics reworked. The pod latches onto the target's hull, dealing EMP and minor hull damage. Cannot penetrate shields.
Once attached, it sabotages weapons and engines, starting at the insertion point and propagating outwards. Each attached pod increases weapon malfunction chance by 1% per shot and engine malfunction chance by 3%.
Only three pods can attach to the same target at once, for a maximum of 9% engine and 3% weapon malfunction chance.
If the pod fails to attach, it deploys its battle armors as a fighter wing and attempts to detonate near the closest enemy.
Units
Aleste
Speed: 180 → 150
System: Fuller Auto → Plasma Jets
Laser Blade: damage 1800 → 1000, EMP damage 0 → 400
Adjusted some mount positions.
The left arm can now be swapped with all of the old modular Aleste weapons, not just the melee ones.
Converted paintjob to MagicPaintjob.
Aleste (Wing)
Wing size: 2 → 1
Speed: 150 → 125
Replacement rate: 20 → 25
System: Claw Drone → Plasma Jets
Laser Blade: damage 1800 → 1000, EMP damage 0 → 400
Rajanya
CR per deployment: 20 → 45
Damage resistance to explosions: 90% → 95%
Increased the angular velocity imparted on user and target from axe swings. (In other words: hit stuff, make it spin.)
Updated melee effects.
Updated binder sprite (credit to Quacken) and bounds.
ARU is now built-in.
Bit: refit time 8 → 5; system None → Plasma Jets
Binders (module): no longer have shields. Each intact binder instead contributes 5% shield efficiency to the core unit, for +25% total.
AI adjustments:
Better evaluates threats near the landing zone before committing.
AI ships now charge in at an angle ra...
—————— V3.3.3 ——————
Zwei
should more frequently transform to use the missile slot manually selected instead of attempting to fruitlessly fire them while disabled
add cataphract2 hullmod, remove ARU
Added goal variants
Fixed Sys Ex not properly reducing cooldown time
GuarDUAL
add cataphract2 hullmod, remove ARU
After completing ATAC for the first time, progress from destroying ships is doubled
fixed zwei not appearing in procurement / market
—————— V3.3.2 ——————
-- Fixes
Fixed bug where Valkazard Kai wouldn't be recognized for some things due to being a module
Fixed bug that wouldn't tick up dawn # of shrine visits properly
Removed non-armaa gear from armaa market priority ship lists
Fixed strikecraft losing CR / PPT from corona's / black hole terrain effect on campaign layer when carriers were present
Fixed bug that would cause soft lock of CoC if player started the mission from the bar hint instead of Kade directly
Fixed bug that would cause Meshan Vigil Fleet & Arusthai fleet to pursue each other off map
Fixed CTD that would occur when trying to view MagicLib paintjobs by the intel menu (Thanks to Histidine for diagnosing this!)
fixed 0 wep flux / sec bug on hel corsair
added additional null check for core unit selection
fixed strikecraft hullmod displaying irrelevant sections in codex
fixed variableUnit hullmod ctd
fixed visual bug that could occur at non standard WINGCOM pilot levels
Increased hullfrequency of Einhander, bassline, Bakraid, einhander+
Fixed ATAC "Hostile Ships destroyed" check when already at max
Specialized Service Bays refit % is no longer hardcoded +50%, and now uses dynamic stat armaa_strikeCraftRefitMod
For the most part, this is irrelevant to 90% of the people who read this, but it means you can create hullmod for carrier
that increases/decreases strikecraft refit rate for submods / when i externalize this functionality
-- Additions
add mem key to track if player began with sleeper start
dont ask me why this wasn't in place already
A small number of Pather ships will appear to assist during the first COC mission
ATAC
Specialized Service Bays is now obtainable at 1000 progress
C-Stim Dispatcher has been moved from unlock at 200 pts to 800 pts
added tag "armaa_core_independent"
For stuff like bakraid - if core unit gets destroyed, will not lock controls of the ship
this behavior also automatically applies to any unit that has automated hullmod or skeleton crew of 0
Added small bar event variant if player opted not to bring a weapon during SDTU
Added post market dock event if Dawn is present and Yunifer(PAGSM) was recruited under certain conditions
Added nex mercenary company, Primary Colors
Added dawn bar event variations with each member
Bellator
Increased all weapon arcs by 40 deg except for front and rear mounts
added passive aura - grants 0flux bonus to all strikecraft within 4000 su, up to 70% of their flux
effect diminishes as Bellators hard flux increases
Ship System: Booster -> Mine Strike
Gamlin
Orbital Fabricator industry on Jenius now supplies heavy machinery & some other things
Fixed patrols spawned by the Orbital Fabricator not using their custom dialogue / asking about transponder
Nekki was changed from a yellow start to brown dwarf
Nekki now has a Corona
Jenius was moved out of Nekki's orbit into Gamlin's orbit
Jenius starts the game marked as "hidden" to prevent it being selected for mission targets / etc
Set to unhidden once it becomes an official indie planet
Added toxic planet at the edge of gamlin orbit
Misc
made it even more obvious that being reckless during REIC will make the final raid more difficult
hiring the mercenaries during REIC now also provides some marines
fixed bug where REIC mercenaries departure dialog wouldn't fire
added portraits by roque for reic mercs
Einhänder
Cataphract hullmod was replaced with Cataphract2 hullmod
Blink
Max uses: 2->1
Cooldown: 1->8
Raiden EX
- added tag "armaa_core_independent"
Panther:
- DP: 15->14
- Capacity: 2600->3000
Assault Boarding Pod
- Reworked mechanics
- Latches onto the target's hull, dealing EMP Damage minor hull damage. Cannot penetrate shields.
- Will attempt to sabotages weapons and engines, starting insertion point and propagating outwards.
- While attached, each pod increases weapon malfunction chance by 1% per shot, and engine malfunction chance by 3%.
- If the pod fails to attach to a target, it will deploy the battle armors as a fighter wing and attempt to detonate near the closest enemy
- Fixed assault pod explosion killing it's own fighters
- Only 3 boarding pods can attach to the same target at any time, inflicting a maximum engine malfunction chance of 9% and weapon malfunction chance of 3%
Aleste:
- Adjusted some mount positions
- Left arm can now be swapped with all of the old modular aleste weapons, and not just the melee ones
- convert paintjob to magicpaintjob
Caymon
- added SHIP_WITH_MODULES tag
WINGCOM:
- Ships with built-in wingcom gain one extra wing member
- Squadron size should properly scale with modifiers that increase the number of extra craft in a wing
- This has only been tested with Diable and reserve deployment, so may have some weird edge cases
- fixed potential bug that would prevent empty squad slots from being refreshed
- Removed the block on bomber LPCs for Frigate/Strikecraft
- Reduced Engagement range penalty
- Capitals:
- 20% -> 15%
- Cruisers:
- 30% -> 15%
- Destroyers:
- 40% -> 15%
- Frigates:
- 70% -> 50%
Kouto ECM
Capacity: 1500->2000
Nexerelin
Added Exilium as super ship start
Valkazard Kai
Fixed bug where blade hitbox did not match it's actual length
GuarDUAL
PERCEPT homing shots no longer deal near guaranteed EMP piercing damage
Chance: 90% near target max flux -> 70%
fixed most graphical jitter bugs
Rajanya
Increased angular velocity imparted on user and target from axe swings (in other words, hit stuff -> make it spin)
removed some redundant weapon logic
Increased damage resistance to explosions from 90% to 95%
CR per deployment: 20(I actually dont remember what it was originally lel) -> 45%
Adjusted Rajanya AI
Should better evaluates threat near landing zone before committing
AI ships will try to charge in at an angle instead of directly head on
should use system defensively where appropriate
AI will cut short system usage mid-flight when appropriate (offensive uses should abort if they blunder into too much firepower / defensive uses end early once the ship is clear)
Fixed the AI charging at very high flux when it should be retreating
Fixed a freeze where a ship with no nearby ally would get stuck unable to attack or flee
Fixed a potential NPE in the damage listener
Ashura
swings/attacks impart angular velocity on user & target like Rajanya (though much lower)
added slight knockback to melee attacks
Fixed AI being somewhat apprehensive about throwing the boost hammer
—————— V3.3.1pr ——————
Strikecraft
Fixed strikecraft not repairing if only a certain % of HP could be restored
Fixed CR not being restored once repair pool was exhausted
Fixed Bellator captain being referred to with male pronouns regardless of gender
fixed typo that prevented a dialog option with gamlin luddic fleet from firing
fixed typo that prevented a dialog option with Sera post REIC from firing
Fixed MRC market having no ships for sale
Updated priority ships for MRC
WINGCOM
Completely reworked squadron pilot progression
Pilots now have an individual, persistent XP stat that increases based on
their ship's combat contribution each battle, scaled by loyalty and other factors
Reaching a level grants the pilot a new skill; progression is now deterministic
rather than random
Once a pilot reaches max level and is sufficiently loyal, they have a chance to
upgrade an existing skill to Elite (if not already at the Elite limit)
WINGCOM pilots can now gain the "Veteran Pilot" skill:
Any pilot at max level can be promoted to Veteran by spending a story point
Additionally, some pilots have a hidden knack for flying and may distinguish
themselves unexpectedly, at any point in their career
Only a limited number of veterans can serve in a fleet at once
added 2 dawn event:
ai core(s) piloting ship in fleet
one succeeding the last bar event (this one silently raises level cap +3)
Valkyrie (AA)
DP: 8->10
Bays: 2->1
Valkyrie (AA)(Aleste)
DP: 8->12
Bays: 2->1
MUSHA
-slightly adjusted MUSHA sprite and added blinkers
Support Range: 1000 -> 2500
removed invisible vulcan weapon
Valkazard Kai
Fixed half-charging MOONLIGHT
Removed shields on modules
System: Recall Device
increased shield radius to encompass modules
Lone Wolf
Damage bonus cap: 40%->25%
Weight for bonus calculation was reduced
Fighters: 0.25->0.05
Frigates: 0.5-> 0.25
Destroyers: 1 -> 0.8
Cruisers: 1.5->1.5
Capitals: 2->2
Havoc Drive
Top Speed: +300 -> +150
Raiden EX
Added back the 2 built-in drone bays it initially came with
Uses same drones as Valk Kai, as previously
Hi-MAC
Added fix for compatibility with Absolute Movement (thanks to Android9k)
Canceling functionality is now also added to decelerate key (thanks to Android9k)
Boost charge now regenerates ~20% slower
Reduced VRAM usage of the destroyer mech legs
hullmod
Mission backgrounds now load on demand instead of at startup
Cuts estimated base VRAM usage from ~160 MB to ~91 MB
Note: some VRAM monitoring tools may still report worst-case
allocated memory rather than what's actively loaded
Caracal
Medium Ballistic -> Large Ballistic
Slightly adjusted sprite
Medium Universal -> Medium Missile
DP: 7 -> 11
Slightly adjusted guarDUAL sprite / animation
Valkazard Kai
Moonlit +
Blade length now scales from range bonuses
add “wings” back to valk kai
Chakram Bit
Ship System: temporal shell
when near enemies, deploys 4 very short range beams that fire and rotate continuously
functions similar to laser blade, doing full damage on contact
each hit on targets that aren’t fighters increases flux level
once flux reaches max, returns to “rearm”
Valkyrie (AA) / Caymon / Exilium
the attached cataphracts no longer are treated as destroyed when deployed
If the mothership is destroyed, you have to pay the full repair cost as previous
Rajanya
Heat Axe
Reduced energy cost from 1000-> 250. AI should be a lot more inclined to use it
Added Valkyrie(AA)(Aleste)
has 2 aleste instead of 1 aleste, 1 MushaM2
fixed minor bug with lunasetting retrieval
added small compat for moci mobile suits / mobile armor in atmo missions
Fixed inconsistent carrier-validation between docking AI and hullmod (TL: Strikecraft can now dock on station modules)
Strikecraft
Added warning when strikecraft repairs are exhausted
Bakraid
Added warning when AI strikecraft ejects from Bakraid
Ordering Bakraid to direct retreat will cause the core unit to immediately eject
Bakraid at <= 25% CR will automatically eject core unit
V3.3.1
Bakraid(s)
fixed bug where core unit could be destroyed and bakraid controls would not lock
fixed bug where core unit's legs could still be visible after ejecting
fixed bug where core unit would remain invisible after redocking
fixed "bug" that would have core unit take damage in situation where bakraid's shields logically should prevent it
small sprite adjustment to the bakraid(s) central module hardpoint
Kouto ECM
fixed bug where AFCSS would only apply to one target instead of every ship that failed the ECCM check
fixed bug that would spawn dozens of assault pods when firing the weapon
Emergency recall device unlocks at 400pts ATAC instead of 1000pts
Fixed bug where ERD would state it only can be installed on strikecraft, but could be installed on anything
Increase hull priority of caymon, bassline, Fenris by .50
Bellator
Add Spare Chassis Stroage, Specialized Service Bays
guarDUAL
Top Speed: 240->280
guarDUAL (wing)
Top Speed: 240->280
Spriggan Powered
Added Spare Chassis (this is probably a bad idea)
Caymon, Fenris
Added Spare Chassis Storage
valkazard kai
update desc
updated most weapon descs (RCL2 still not in)
fixed all head hullmods to properly display functionality
All head units have some sort of gimmick(effects may not be final):
TL-11 EWAR Laser
+3% ECM rating
on painted target:
Reduced autoaim by 50%
increase damage to weapons by 14%
increase damage to engines by 10%
has chance to generate shield piercing EMP arcs based on target hard flux level
AMWS (Commander)
+25% sensor range & sight radius
+25% Command point regen
Increase performance of up to 10 units within 1000 SU by 10%
Adversity:
Enable 0-flux speed boost
As the number of enemies within 2000 su increase, Ballistic & energy weapon damage increases
the bonus decreases based on the number of friendly ships using same formula
+10% ship system recharge rate
—————— V3.3.0rc2 ——————
Fixed Panther / Caracal not losing their speed / maneuverability nerf once shield is destroyed
fixed dawn losing rep from certain dialogue choice when she wasn't present for it
HI-MAC
fixed being usable while phased
fixed being usable while venting or overloaded
fixed being installable on hulls > destroyer size
add exilium and Raiden
removed duplicate cpc rules
sera custom procurement will include guarDUAL wings if player has 600 points in atac event
cpc capacity now scales by rep
Fixed piloted unit not being a valid choice for unit swapping
fixed soft incompatibility with starship legends & core swap
core unit is treated as the "source" of reputation
bakraid will inherit the rep of core unit swapped into it
unit swapped out inherits bakraids current rep
fixed rajanya glow color on axe
Bakraid
Will now auto eject core unit before destruction
If neural interface is installed on both core and bakraid, will continue fighting if manually ejected from
AI units will now manually eject based on the core units condition instead of the bakraids
Fixed strikecraft attached as modules trying to repair / recall device attempting to teleport them
added all known armaa carriers to priorityhull(s)
Ashura
Vibro Cutter
Damage: 800->640 (-20%)
bakraid
hull 3500->5000
arm 350->400
DP 12->10
Max Speed: 90->75
shield omni->front
shield arc 150->300
bakraid(h)
hull 3500->5000
arm 350->500
max speed: 90->75
shield omni->front
shield arc 150->300
OP 80->100
barkraid(ht)
max flux 5400->6000
OP 80->100
shield eff 0.7->0.6
shield arc 150->120
—————— V3.3.0rc1 ——————
Fixed Panther / Caracal not losing their speed / maneuverability nerf once shield is destroyed
add Raiden
both it and exilium available at 1000 pts in atac
removed duplicate cpc rules (caused custom production order bug)
sera custom procurement will include guarDUAL wings if player has 600 points in atac event
—————— V3.2.7 ——————
fixed Hegemony having access to base panther variant
fixed Mirage Shroud spawning phantoms with wrong owner
fixed missing tokens
fixed reactive carapace having a var cast as int instead of float
fixed misspelled rules trigger for kato dialogue
fixed misnamed file that would cause ctd on case sensitive OS
fixed missing fx in ocean battle
classic aleste (e-type) should now show up in markets
increased frequency of all AA hulls for the AA market
Bellator:
OP: 380->420
Speed: 40->45
Shield Efficiency: 1.4->1.1
Diss:1100->1200
Spare Chassis & Spare Chassis Storage:
Spare Chassis Storage
Can be installed on ships with launch bays (except for frigates)
Increases # of fleet spare chassis by 0/1/2/3
This stacks across the fleet
Spare Chassis:
Built-in on strikecraft with low base stats (Wingcom broadsword, sarissa, etc)
After a delay (10s) ship with this hullmod can respawn when destroyed as long as spares remain
All ships pull from the same pool
Once exhausted, can no longer respawn
desc said it prevented dmods, but didn't actually - fixed
Moved "Assign core unit" to bottom of menu on New Meshan
Option only appears if valid units are in the fleet
fixed minor typo in valk start
fixed Ceylon spawning immediately at start of city battle
fixed dawn being removed from market by officerEvent
minor typo fixes
descent bg scales by screen size
city cloud cover scales by screen size
dawn kanta's den dialogue
shrunk shadows cast in city battle by 20%
fixed axe floaters
trimmed some cassian dialogue
added armaa_traveldrive to aleste e-type
kshatriya binder particle cannons altered
increased arc to 180 degrees so they can actually aim and fire in a less chaotic pattern
the emitted beam is more like a targeting laser and does minimal damage a la lidar