Forts
Dark(-s) Technologies
Latrei  [developer] 22 Mar, 2021 @ 12:40pm
Commander changes
The description reached its character limit, so I´ll be moving this here :)

Commander changes:

Black Penguin Oil:

Scattershot- passive:
Raygun doesn´t get deviation
Raygun and Plasma Thrower have increased heat capacity and projectiles per burst
Penalty: -40% Extinguish Speed.
Active:
+20% Metal +30% Energy
Weapons -don´t- overheat
Plasma Thrower Shotgun mode
Construction Site Shotgun mode

Seep- passive:
7 Projectiles for the Hydra Replicator launcher
Armored missile is shielded for 2.5 seconds after launch
Luftwaffe starts shielded and shoots rockets during these 2.5 seconds
Penalty: auto anti-air shoots 1/4less projectiles and 1/4 more time between shots.
Active:
+21% Metal +21% Energy
Replicator replaced by the Flying Penguin, a airship that makes the company proud. (even if it leaks some oil)


Shockenaugh- passive:
Improved Gunners and Flak
No penalty for using this commander :D
Active:
+30% Metal +30% Energy
Anti air shoots and reloads really fast.

Dragon Army:

Architect- passive:
+50% Dark Storage capacity
+1 round for the hullbreaker before replacing
Luftwaffe stays in its launcher and releases 5 drones for 33% less fire costs
Penalty1: -50% metal from tech
Penalty2: Armored missile has a stage less, replicator shoots 33% less missiles
Active:
+20% Metal +25% Energy, for core +121%Metal +321%Energy
Dark Storage generates recources at the rate it would normally drain.

Overdrive- passive:
Raygun and Bastions cool faster when not overheated
Plasma annihilator shoots 2 orbs and they start with double speed
Active:
Additional +25% Metal +20% Energy
Raygun and Bastions shift into OVERDRIVE

Hurricane- passive:
Armored Missile Launcher launches two stage 2 missiles, instead of one stage 5 missile."
Plasma con. ball speed increased by 33%"
Hullbreaker clip size increased by 200%. It's gonna take a while until you gotta replace it!
Penalty: Hullbreaker costs more to fire and Luftwaffe has no drones on its LAST shot
Replicator shots are more spread apart
Active:
Replicator launches 12 replicator missiles
Luftwaffe launches hyperactive version
+5% Metal +60% Energy

Eagle Emprire:

Firebird- passive:
Armored missile always shoots flaming version
The range of the plasma thrower is doubled
Penalty: Dark Tech guns deal additional fire when exploding depending on their mass(weight)
Penalty2: Severely decreased core recources
Active:
+22% Metal +25% Energy (and core returns to normal gain)
Dark Tech guns fire differantly and shoot their powerfull flaming versions
No change for: Plasma thrower/grenade launcher/annihilator, neither for raygun and bastions.

Warthog- passive:
Plas-Thrower has double hp, but fires 50% less projectiles
(Darks-)Batteries have 20% more storage capacity
PENALTY: 5% less recources from mines, turbines, thermal gens and from your core.
Active:
-10% Metal but +130% Energy
ArmoredMissile is free to launch and gains a 2.5second shield
Luftwaffe is replaced by a powerfull gunship countered by shotguns
Replicator is replaced by a expensive super gunship countered by shotguns
Con(struction) Sites launch their predecessors bullets in their own level of quantity
Con. Sites lvl 4 and 5 cost -90% metal to shoot
Hullbreaker fires two rounds

EagleEye- Passive:
Rayguns and Bastions do a bit of damage
Luftwaffe´s drones are less deviated, shoot bullets for their last shot, and shoot faster in general
Plasma concentrator orb starts faster and reaches its slow speed later
Hullbreakers aiming arc increased
Penalty: Except for the upgrade center, all tech hurts your economy.
Active:
+60% Metal +20% Energy, for core +320% recources
Hullbreaker does splashdamage to foreground bracing and has a even greater aiming arc
Plasma Thrower does splashdamage instead of incendiary direct damage
Con.Site bullets aren´t effected by gravity, move slower and have less deviation

Iron Bear Alliance:

Pinch Fist- passive:
Recource Dispensers are limited to one each
After taking a loan, the mine gains a buff of +15% generation
Penalty: Your core melts down immediately when touched, but its immune to fire and causes no explosion
Active:
Dispensers can be (ab-)used for huge recource gain
Overheat cooldowns are frozen
Bribe the extuingisher market and stop your oponent from putting out fire during THEIR active :3
+30% Metal and +1% Energy

Spook- passive:
Beams have a more narrow fire angle, do 20% less damage but are almost perfectly precise
Sniper has anti air option
Penalty: Energy Production decreased by 10%
Active:
+15% Metal +25% Energy
"Hullbreaker turns into super AP sniper, it and both sniper types shift into overdrive
Buzzsaw has increased aim

(Armourdillo coded after moonshot commander)
Armourdillo- passive:
Weapons and devices with 150HP or less take half damage from fire.
Hullbreaker releases AP sniper and has a stronger Firebeam combo
Penalty: Explosive weapons cost more to shoot
Active:
+25% Metal +10% Energy, for core +100% Metal +110% Energy.
Weapons and devices have 150% max hp, and can be repaired to gain overheal.
Repairweapon is free and builds instandly.
Darks Tech increases charge time by 200%, but also increases duration by 400%.

Combined Forces (Moonshot commanders):

Moonshine- passive:
Replicator is replaced by a special type of armored missile
Luftwaffe is replaced by the 6th stage Armored missile
EMP-Rocket-Launcher, PlasCon/annihilator and Raygun/Bastions do not have a EMP effect on destruction
PlasmaConcentrator orb has a much stronger acceleration effect.
Mines and Tech take 40% less energy to produce metal
PENALTY: Mines and Tech produce 15% less metal. good luck.
Active:
+10% Metal +20% Energy
The reactor gains a temporary chargable force field, use the repairweapon or charge it with fire

Buster- passive:
Plasma Throwers shots have uranium mixed in: Increased pierce and damage, but stopped by metal and harmless to shields
Rays deal 33% more EMP
Hullbreaker bolt is filled with depleted uranium
Penalty: Mines(+tech) use 3x more energy (to supply you with depleted uranium)
Active:
+25% Metal +25% Energy
Penalty: Boosted Weapons take increased fire damage(radioactive damage)
Construction sites are also armed with depleted uranium shells
Radioactive plasma annihilator looks awesome and is more effective in every circumstance
ArmoredMissile, Luftwaffe and Replicator all have depleted uranium payloads

Phantom- passive:
Most projectiles gain a visual shield: They are invisible or very hard to see. Auto AA can stil detect.
Reactor gains double recources and hitpoints and it isn´t penalised
Penalty: Mines, Turbines, Generators produce 10% less, mines only produce 7.5% less when loaned before."
Weapons indicate their projectiles path so you can better aim without seeing them :p
Active:
+30% Metal +20% Energy
Almost everything previously uneffected gains a visual shield

Finally all the commanders are done! Wonderfull! :3
Last edited by Latrei; 14 Nov, 2021 @ 10:47am