Supreme Commander 2

Supreme Commander 2 1.22

Version
1.22
Version Date
Sept. 22, 2010
Links

Patch Notes

Patch 1.22

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 again be able to target things it has had LOS on, but not current radar.
+ Artillery can once again target structures under the Fog of War that you have had previous intel on.
+ Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.
+ XP that was improperly awarded in the above case is now properly awarded to valid recipients.
+ Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace.

Fixes:

Hotfix update 9/23: + Fixed a crash issue when triggering a skirmish save.
+ Fix for platoon positions being over terrain that is invalid for some units in the platoon.
+ Fix for replays ending when a player prematurely quits the game or loses connection.
+ Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.
+ Fix for Cybran ACU not getting experience under certain circumstances.
+ Fix for Cybran build bots hanging around if an engineer dies while building something.
+ Fix for Colossus not having a teleport effect.
+ Fix for Rogue Nanite range for real this time.

AI:

+ Fixed an issue in the Noah Unit Cannon task.
+ Fix for 1 AI building so fast that it prevents other AIs from building at all.
+ AI will no longer try to create expansion bases while No Rush is active.
+ AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.
+ AI will build some experimental structures in expansion bases.
+ Hardened code for queuing build orders from the AI.
+ Improved AI expansion finding.
+ Fix for AI Nanites trying to repair things under construction.
+ Fix for AI building too many Rogue Nanites.
+ Fix for AI bases trying to include Mass extractors that the AI won’t build on.
+ AI will now look further for expansion bases to accommodate larger maps.
+ Fix for AI wasting tons of mass on nukes.
+ AIs will try not to step on each others’ expansion bases.
+ AI Engineers in expansion bases will not patrol as far away.
+ More AI econ tweaks.