Releases: Inq8/CAmod
Releases · Inq8/CAmod
0.83 Combined Arms - Pre Release #1
#### Balance
---- General
- Increased vehicle AA dmg by 20% (IFV, BTR, Vulcan, (H)MLRS, Mammoth Tank, Apoc Tank, Bike, Stealth Tank, Gun Walker, Atomizer).
- Remove the reduced auto attack range of Rocket Soldiers/Disintegrators.
- Reduced build times of all upgrades (from 150% of cost to 100%).
- Removed the 5% lock failure chance and increased the range limit (by ~1) of most guided missiles.
- Ensure Engineers/Assimilators and main tanks are always on F3 in build menu.
- Low power modifier reduced from 300% to 250%.
- Added Flak Armor and Hardened Carapace upgrades (for non-Scrin/Nod and Scrin respectively). Provides 40% damage reduction against explosives for infantry. Cyborg Armor also provides 10% damage reduction against explosives.
- Helipad/Airfield/Gravity Stabilizer require either Supply Depot (or equivalent) or radar.
- Increased tib tree/ore mine regrowth rate slightly (from 75 delay to 70).
- Added Mobile Sensor detection to Radar Dome/Comms Center/Nerve Center (only detects vehicles, aircraft, buildings). Reduced vision range to 6.
- Reduced the prone speed penalty slightly.
- Non-defense buildings have -30% repair speed and +50% repair cost.
- Harvesters no longer self-repair.
- Heal & repair sounds no longer audible through fog.
---- Allies
- GPS Satellite launch time reduced from 3 minutes to 2 minutes (first scan after 5:30, down from 6:30).
- SEAL HP increased from 11k to 14k. Increased damage against vehicles.
- Reduced Harrier HP from 26.5k to 25k.
- Reduced Chrono Harvester upgrade cost from 1500 to 1000.
- Reduced Advanced Ore Processing upgrade cost from 2000 to 1000.
- Increased Tank Destroyer damage vs light armor a little.
- Reduced Prism Tank damage vs heavy armor slightly.
- Chronoshifted units (using Chronosphere) will return to original location with 20% HP instead of being killed.
- Gap Generator and Mobile Gap Generator can fire a beam that reduces target weapon range, then after ~4 seconds a small zone of shroud is created that reduces weapon range of any enemies within it that lasts for 10 seconds.
- Temporal Flux upgrade also increases Chrono Tank teleport range and reduces its cooldown.
- Germany gains "Temporal Incursion" support power on Tech Center. Warps in a squad of units for a limited time.
- Added Raider APC upgrade. Gives APC a turret and cannon that fires high explosive shells (strong vs buildings and infantry).
- Increased Chrono Tank damage vs heavy armor and reduced vs buildings a little.
---- Soviets
- Dogs can now detect infantry beyond vision (Mobile Sensor style).
- Reduced Rapid Industry upgrade cost from 2000 to 1000.
- IC provides immunity to mind control and driver kills.
- Moved Spy Plane, Paratroopers and Stormtroopers to radar.
- Reduced Muta Bomb cooldown to from 7:00 to 4:30.
- Increase Kirov rate of fire.
- Increased Iraq Atom Bomb damage and area of effect.
- Yuri no longer prevented from mind controlling while ability recharging.
- Increased V2 range by 1 and reduced minimum range by 1.
- Added Nuclear Reactor building on T3.
- Atomic Tanks upgrade now available to all Soviets (requires Nuclear Reactor). Now applies to Lasher Tank. No longer upgrades existing units (but they can be upgraded on Service Depot).
- Atomic Ammunition power available on Nuclear Reactor (can be applied to Soviet tanks for extra damage and radiation).
- Iraq gains Eradicator upgrade (upgrade for Mammoth Tank).
- Tesla Reactor provides triple the power of regular power plant (up from double).
---- GDI
- Recon drone can be shot down.
- SD can upgrade Mammoth Tanks to Hover/Ion/Drone variants, and Titans to Railgun Titans (requires the relevant T4 upgrade).
- Point Defense Laser upgrade changed to Point Defense Systems. Shield for Harvesters, Guardian Drones, Hum-Vees. Shield/laser for Battle Tank/Drone.
- ARC Guardian Shield upgrade removed.
- ARC Drone Tanks upgrade split into Mammoth Drone and Battle Drone upgrades, the latter being on T3.
- X-O Powersuit price increased from 900 to 1000. Reduced machine gun rate of fire slightly. No longer benefits from strategy upgrades.
- Sonic Amplifiers upgrade makes Sonic Tower shots apply concussion.
- Mini Drone cost from 200 to 225, reduced rate of fire and HP a little. Takes 40% reduced damage from explosions.
- Increased Titan and Railgun Titan damage.
- Moved Recon Drone, Reinforcements and X-O Drop to radar.
- Reduced Mammoth Drone damage.
- Increased range of Hailstorm missiles by 1.
- Increased Warthog vision by 1 (to match other t2 planes). Increased HP from 24k to 26k. Increased splash concentration at center of explosions for extra reliability when trying to snipe specific targets (e.g. commandos). Increased damage vs light armour and defenses.
- Increase Sonic Tower splash so damage is spread more evenly as it travels.
- Increased Guardian Drone cost from 400 to 450. Increased damage by 15%.
- Increased MLRS/HMLRS HP from 16k/14k to 18k/16.5k respectively.
---- Nod
- Increased Comanche damage vs heavy armor a little.
- Increased Venom damage vs defenses.
- Increase Apache speed from 157 to 168 and turn speed from 16 to 20.
- Increase Venom damage vs buildings and heavy armor a little.
- Reduced SSM minimum range by 1.
---- Scrin
- Stormrider - Increased price from 1650 to 1750. Reduced HP from 26.5k to 26k. Reduced speed from 157 to 135. Reduced damage vs light armor by 15%.
- Reduced Stormcrawler damage vs infantry.
- Leecher reworked. Removed arcing beams, increased direct damage.
- Feeder Mutation reworked. Feeder can self-destruct immediately (after a short delay), then harvest for increased damage. Power only affects one cell of infantry. Cooldown reduced to 4 minutes.
- Increased PAC Invader air-to-air projectile speed to reduce misses and increased damage vs aircraft slightly. Increased damage vs ground targets.
- Add percentage damage component to Buzzer Swarm for more effectiveness against tankier infantry types (and removed the bonus damage vs cyborgs).
- Reduced Devourer damage vs infantry even more. Changed to light armour.
- Increased Intruder price to 500.
- Increased Interloper price from 750 to 800. Increased vision by 1. Shifted damage slightly more towards anti-heavy (away from anti-light).
- Reduced Ravager damage vs buildings.
- Reduced Fleet Shields upgrade cost from 2000 to 1500.
- Increased Ruiner damage vs light armor. Reduced speed.
- Increased Enervator ammo from 4 to 5. Increased rate of fire. Reduced damage per shot (total damage and DPS increased). Increased price from 1900 to 2000. Will now slide.
- Mastermind no longer prevented from mind controlling while ability recharging.
- Increased Atomizer damage vs defenses.
- Increased Devastator damage vs defenses.
- Increased Corrupter/Leecher splash damage a little.
#### Misc/Fixes
- Fixed Mirage Tank icon/palette when damaged.
- Fixed Chrono Miner not delivering if ordered to teleport to refinery when not full.
- Fixed Sniper IFV not firing at infantry.
- Fixed small desert river bridges not being destructible/repairable.
- Improved Guardian GI deployed behaviour (requires force move to undeploy and won't randomly undeploy when ordered to attack enemies already within range).
- Fixed Sniper not playing shoot animation.
- Reduced AI's prioritisation of air targets.
- New and updated maps (rebalanced eco in some competitive team game maps).
- Added cost to selection tooltip.
- Fixed fake building hit shapes (caused them to take very little damage).
0.82 Combined Arms - Final
#### General Changes
- Updated tooltips for vehicles that can crush walls/vehicles.
#### Balance Changes
---- Soviet
- Sukhoi HP reduced from 22.5k to 18k. Reduced damage slightly. Removed splash vs infantry.
- Seismic Missile damage increased vs vehicles, particularly heavy armor.
---- Allies
- Prism Cannon Upgrade removed speed penalty and brief immobilisation after firing from Prism Cannon.
- Prism Tank added opportunity fire
---- GDI
- Disruptor range reduced (5c512 > 5c0)
- Aurora increased damage vs vehicles, particularly heavy armor.
---- Nod
- SSM added opportunity fire
- MIcrowave Tank added opportunity fire
#### Bug Fixes
- Corrected Disruptor damage output.
- Titan/Tripods/Juggernauts are now uncrushable.
- Corrected Kirov ammo pip count.
- Adjusted SSM/Juggernaut so their attack move behaviour is close to other turreted units (previously they would hold fire until reaching destination).
0.82 Combined Arms - Pre Release #2
#### Balance
--- General
- If player has no MCV or Construction Yard, MCV can be built without SD.
- Normalised power consumption (150) and HP (100k) of tech centers and superweapons.
--- Allies
- Increased Chrono Tank burst (lower rate of fire) and damage vs heavy armor.
- Increased Grand Cannon damage vs buildings.
- Reduced Prism Tower damage vs buildings.
- Increase base IFV AA damage slightly.
- Reduced Scout Tank/Mirage Tank damage vs infantry.
- Simplified GPS Timer (Reveals after first launch - 6:30)
--- Soviets
- Increased Kirov bombs dropped before reloading (from 8 to 10). Increased damage from 12k to 13k.
- Hind will use rockets and gun against vehicles/structures, damage more evenly spread between both. Lowered rocket reload time.
- MAD Tank can be deployed when Iron Curtained. Will do 40% of normal damage while invulnerable.
- Reduced Tesla Coil damage vs defenses.
- Increased Brute HP from 25k to 27k. Increased damage vs defenses.
- Increased Tesla Tank/Tesla Track damage vs light armor slightly.
--- GDI
- Increased Bombardier projectile speed, splash damage and damage vs infantry/buildings.
- Increased Jumpjet damage vs light armor.
- Increased Vulcan damage vs light armor.
- Corrected TOW missile range (didn't account for S&D bonus).
- Increased Sonic Tower damage vs defenses.
- Increased Orca Bomber HP from 22.5k to 26.5k.
- Reduced base Disruptor range from 6 to 5.5.
- Increased X-O Drop cooldown from 5:30 to 6:30.
--- Nod
- Reverted Shadow Team cooldown to 4:30.
- Reduced Mobile Stealth Generator cloak radius by 1.
- Cyborg conversion no longer needs full cost to be paid in lump sum, will subtract funds like normal production.
- Reduced Light Tank damage vs infantry.
--- Scrin
- Moved Blink Packs upgrade to Nerve Center (increased upgrade time to 2:00).
- Reduced Devourer damage vs infantry a little more.
- Removed damage splitting from Stormcrawler. Increase HP from 74k to 94k. Increased damage vs defenses and buildings.
- Reduced Storm Column damage vs defenses.
- Reduced Darkener rift tick damage against heavy armor.
- Increased Intruder price from 375 to 425. Increased HP from 8k to 11k. Increased DPS (increased rate of fire, increased burst vs vehicles).
- Increased Corruptor price from 1k to 1100.
- Reduced Interloper damage vs infantry.
#### Misc
- Fixed Disruptor cancelling attacks at certain ranges.
- Fixed faction bonuses only applying when a conyard of the faction is deployed.
0.82 Combined Arms - Pre Release #1
#### Balance
---- General
- Tier 4 structures reverted to Wood (Building) armor (100k HP, same as tech centers).
- Removed husk capture. Mechanics can salvage husks for $100 each.
- Increased projectile speed of standard cannons (682 to 750).
- Increased cost of tech centers from 1500 to 1800.
- Increased base soldier vision to 5c0 (e.g. so rifles can shoot as far as they can see).
---- Allies
- Increased Scout Tank damage vs heavy armor slightly.
- Reduce Mechanic cost to 400.
- Increased concussion duration from Sniper AP rounds by ~1 second.
- Reduced IFV HP from 28k to 27k. Reduce MG IFV rate of fire.
---- Soviets
- Increased V3 damage vs buildings and defenses by ~20%.
- Increased Hind HP from 30k to 32k.
- Increased Tesla Track damage from 10k to 11.5k.
- Increased Tesla Tank rate of fire slightly.
- Increased projectile speed of BTR against ground (520 to 682).
- Increased standard Sukhoi splash damage.
- Increased Seismic Sukhoi damage vs heavy armor.
---- GDI
- Increased X-O Powersuit laser rate of fire slightly.
---- Nod
- Reduced Inferno Bombs damage vs buildings and defenses.
- Increased Spectre price from 1200 to 1350.
- Reduced Acolyte damage vs buildings and defenses.
- Increased Venom damage vs buildings and heavy armor.
- Reduce Mechanic cost to 400.
- Reduced Light Tank speed (80 to 66).
- Reduce Shadow Team cooldown from 4:30 to 4:00. Increase vision from 6 to 8 (beacon from 7 to 8). Reduced re-cloaking time.
---- Scrin
- Moved Feeder Mutation power to Nerve Center (from Tech Center).
- Slight increase to Corrupter/Leecher damage vs buildings.
- Increase Leecher HP from 24k to 28k.
- Increase PAC vision by 1.
- Increase Buzzer Swarm vision by 3.
- Corrected Lacerator cost (650) and reduced rate of fire by 20%.
- Reduced Devourer damage vs infantry.
- Reaper Tripod gains double charge capacity from Resource Conversion upgrade.
- Removed passive drain from conversion reserves.
- Intruder cost reduced to 375. Teleport moved to upgrade. Re-tuned stats.
- Shields to T3. Advanced Articulators to T2. Increased upgrade time.
#### Misc
- Added rally point to Hospitals.
- Fixed Sniper wandering into melee.
- Fixed Nighthawk not moving into range when attack moving after firing cryo missiles.
- Chrono Miner teleport sound no longer audible through fog.
- Some map fixes.
0.81 Combined Arms - Final
#### General Changes
- Added Kautious Kup maps
#### Balance Changes
---- Soviet
- Brute changed from Heavy to Light Armor, reduced hp 50%
- Reduce Yak HP from 15k to 13.5k.
- Reduced Desolator HP from 24k to 22.5k.
- Increase Crazy Ivan HP from 7k to 12k.
---- GDI
- Juggernaut changed to 'stop to fire' (instead of stopping movement for 2 seconds after firing).
---- Nod
- Increased Venom damage vs infantry & light armor (correction, as ammo/RoF were reduced).
- SSM changed to 'stop to fire' (instead of stopping movement for 2 seconds after firing).
- Mobile Stealth Gen hp increase (18000 > 25000)
- Cluster Missile countdown timer shown to all players
#### Bug Fixes
- Corrected Soviet Flamethrower damage vs buildings.
- Fixed aircraft reveal on fire (must be at least equal to CruiseAltitude) and reduced the reveal duration.
- Corrected Spy Plane/Recon Drone prerequisites.
- Corrected Commanche Tooltip
0.81 Combined Arms - Pre Release #2
#### Balance Changes
---- Soviet
- Soviet air powers gained from either Airfield or Helipad.
- Yak gains AA and no longer spreads damage in a line. Reduced damage vs buildings.
- Hind loses AA, gains anti-tank rockets. Increased HP from 24k to 30k, increased cost from 1500 to 1600.
- Reduce Desolator rate of fire slightly and halve damage vs heavy armor.
- Increased Seismic Missile Sukhoi concussion duration and damage vs heavy armor.
- Increased Sukhoi damage vs heavy armor.
---- GDI
- GDI air powers gained from either Airfield or Helipad.
- Warthog requires Sidewinders upgrade on tech center for AA capability. Must be resupplied after upgrade for missiles to be armed.
- Increased Aurora bomb damage.
- Vulcan upgrade now reduces APC unit speed
---- Nod
- Light Tank HP and speed reduced (39k to 38k and 90 to 80 respectively).
- Reduced Cyborg Reaper HP from 14k to 9k.
- Comanche loses AA, requires Temple, no longer requires upgrade for cloak.
- Apache gains AA. HP reduced from 20k to 15k, reduced cost from 1400 to 1350.
- Venom rate of fire lowered. Damage vs heavy armor and aircraft increased. HP lowered from 19k to 18k. Ammo reduced from 10 to 8.
---- Scrin
- Reduced Stormrider reload time from 30s to 25s and increased splash damage vs ground slightly.
0.81 Combined Arms - Pre Release #1
==== Balance & Units
- Reduced Engineer cost to 400.
- Increase base IFV AA damage by 10%.
- Reduced Vulcan damage vs heavy armor, defenses and buildings.
- Reduced Vulcan wind up time.
- Revert Vulcan speed from 108 to 90.
- Reduce Warthog HP from 25k to 24k.
- Increase Aurora damage vs buildings slightly.
- Make XO laser blockable by walls.
- Increase XO HP from 27.5k to 30k.
- Increase Mammoth Tank/Titan/Apocalypse Tank AA damage.
- Increase attached Mini Drone damage resistance and increase its repair effectiveness.
- Increase Mobile Stealth Generator range by 2 cells.
- Increase Black Hand speed (keeping prone speed roughly the same).
- Frenzy now causes affected units to take 10% more damage.
- Comanche is now hidden from enemies on radar
- Mothership auto-targeting and damage adjustment. (Increased main beam range a little to prevent it getting stuck repeatedly charging)
- Increased Mothership vision by 3.
- Made Mastermind also spawn a Mind Spark on self when casting ability.
- Increase Genetic Mutation bomb mutation range by 1.
- Increased Hind and Stormrider AA splash radius by 0.75.
- MAD Tank will detonate repeatedly when deployed, taking damage on each detonation.
==== Stealth Generator Changes
- No uncloaking on damage.
- Faster re-cloak.
- Cyborgs and friendly infantry with hazmat suits take no damage, enemy infantry with hazmat suits take half damage.
- Stealth Generator structure grants local cloak when not active.
==== Bug Fixes/Improvements
- Stopped Helicopters "hovering" and their rotor spinning when Chrono-warped
- Make Black Hand/Heavy Flamer sounds end more immediately after firing.
- Fixed Black Hand not firing from Battle Fortress.
- Fixed A10 freezing mid-air when one of its ammo pools is depleted and it tries to auto-attack a target for which it has no ammo.
- Stopped Scrin Buildings spawning technicians
- Added missing Commando Build Announcements
0.80 Combined Arms - Final
New Sub Factions,
New Units,
New Upgrades,
New Maps,
Gameplay improvements,
Improved Artwork & effects,
Significant balance changes (See development change log)
0.74 Combined Arms - Pre Release #5
==== Balance & Units
---- General
- Substantially reduced aircraft crashing damage.
- Helicopters will now always crash vertically (as will PAC/Devastator).
- Reduced Service Depot/Repair Facility/Repair Bay cost from 1200 to 1000.
- Added Paradrop functionality to transport helicopters (Chinook, Nighthawk, Halo).
---- Allies
- Harrier is now able to shoot aircraft.
---- Soviets
- Added Halo transport helicopter (replaces Chinook).
- Added 32 facing MiG and Yak.
- Replaced Boris' summoned MiGs with a single Su-57/T-50.
- Yuri can be deployed to trigger mind blasts on slaves. Slave infantry are killed, slave vehicles have their crews killed (becoming neutral).
- Hind is now able to shoot aircraft.
- Spy plane can be directionally targeted.
- Reduced Katyusha cost to 700, increased accuracy for half of the rockets, slowed rocket speed, increased damage spread, reduced range, damage and reload time slightly.
- Mammoth Tank HP increased from 82000 to 86000.
- Increased Flamethrower HP from 7000 to 9000.
---- GDI
- Warthog is now able to shoot aircraft.
- Mammoth Tank HP increased from 82000 to 86000.
- Titan HP increased from 95000 to 98000.
- Increase Aurora/Warthog damage vs buildings. Reduce Warthog damage vs vehicles.
- Removed death explosion damage from Mini Drone.
---- Nod
- Comanche moved to radar with stealth removed. Now able to shoot aircraft. Can be upgraded with stealth on Temple.
- Increased Flamethrower speed from 49 to 56 and reduced movement penalty from being prone.
---- Scrin
- Mastermind can be deployed to trigger mind shatter on slaves, spawning a mind spark at each location which zaps nearby enemies randomly and applying suppression. Slave infantry are killed, slave vehicles have their crews killed (becoming neutral).
- Tripod HP increased from 74000 to 76000.
- Reaper Tripod HP increased from 88000 to 90000.
==== AI
- Improved AI repairing buildings.
- Improved AI selling.
==== Fixes/Misc
- Production scaling changed so that each additional structure grants the same % increase in production output.
- Upgrading a unit will cause any instances of the old unit in the production queue to be replaced with the new one.
- Howitzer/V2 upgrades instant for Black Hand/Russia as intended.
- Fixed Chrono Prison warping progress bar so it reflects target's current HP.
- Fixed AI Chrono Prison switching targets unnecessarily.
- Fixed crash caused by selected unit tooltip being updated as unit dies.
- Improved Hospital tooltip.
- Fixed Juggernaut able to fire while being warped.
0.74 Combined Arms - Pre Release #4
==== Balance
---- General
- Added repair/healing cooldown for vehicles, commando units and Cyborg Elites so they can't receive unlimited high amounts of healing/repairing. Remove the reload time from Repair IFV (which was attempting to do the same thing).
- Increase Minigunner/Rifle Infantry/Warrior/Cyborg damage vs defenses.
- Damage boost against defenses and buildings for big late-game tanks (Mammoth Tank, Ion Mammoth, Hover Mammoth, Mammoth Drone, Titan, Railgun Titan, Tripod, Reaper Tripod, Apocalypse Tank).
- Hospital produces Medic/Rejuvenator every two minutes instead of allowing them to be built normally.
---- Allies
- Increased Chrono Tank damage vs heavy armor and defenses.
- Increase SEAL rate of fire a little. Adjusted SEAL IFV accordingly. Navy SEAL no longer C4s vehicles but can shoot them. SEAL C4 timer for buildings/ships scales based on the target's value, giving the enemy chance to defuse high-value targets. Iron Curtain and Force Shield will remove C4.
- Reduce Commando IFV rate of fire damage slightly.
---- Soviet
- Move Katyusha to tier 1 with slightly reduced mobility. Russia can upgrade to V2 for free on radar.
- Prevent Iron Curtained units from being warped or crushed.
- Reduced Atomic Tank explosion damage vs infantry and light armor.
- Increased Desolator cost from 600 to 650, reverted back to the standard speed reduction when proned.
- Irradiated vehicles now deal 10% less damage and take 10% more damage.
- Yuri speed increased from 49 to 56.
- Removed Chaos Gas immunity from Brutes.
- Increased Heavy/Lasher Tank damage vs defenses as these had lower cost/dps than other main tanks.
---- GDI
- Guardian Shield prevents firing rather than moving.
- TOW Missile upgrade no longer upgrades existing units & TOW variants have increased cost.
- Reduced TOW missile damage vs light armor and defenses. Increased vs buildings.
- Reduced Guardian Drone damage vs light armor slightly. Increased vs buildings slightly.
- Increased X-O Powersuit HP (25k to 30k).
- Reduce Mini Drone price from 300 to 200.
- Reduced reload time of YF23s (Interceptors power).
---- Nod
- Reduce Light Tank HP a little (41250 to 39000).
- Increase Tib Core missile projectile speed.
- Increase Stealth Tank Tib Core missile damage slightly.
- Reduced Stealth Tank cloaking delay.
- Increase Comanche splash damage.
- Increased splash damage of Nod Flamethrowers slightly.
- Increased Black Hand damage vs Heavy.
- Make Stealth APC uncloak on passenger entering.
- Increased Banshee damage.
- Black Hand has Artillery by default and can upgrade to Howitzer for free on radar.
---- Scrin
- Slight increase in Stormrider damage vs infantry so it kills scattered infantry with similar efficiency to Hind/Apache.
- Reduce Interloper HP a little (44k to 42k).
- Increase Leecher lifesteal from 20% to 25%. Reduce Atomized debuff tick interval (25 to 20) and reduce the duration to keep total damage the same.
- Mastermind speed increased from 49 to 56.
- Increased Lacerator cost to 650. Increased rate of fire slightly (same DPS). Reduced vision and projectile max travel distance.
- Increased Enervator air-to-air damage and give it the standard AA splash radius.
- Scrin hover units to be targeted by naval units when on water.
==== Fixes/Misc
- Improved AI structure selling logic.
- Drone Carrier Hornets and PAC Invaders are no longer targetable other than by static AA.
- Added RAGL 11 maps.
- Fixed issue where mind-controlled units revert to their base form (e.g. Lasher Tank to Heavy Tank).
- Updated strategy upgrade tooltips to better highlight only one strategy can be chosen.
- Updated Ukraine & Eagle flags.
- Allow Kirovs to fly closer together.
- Don't eject infantry from Temple Prime if there are insufficient funds for upgrading.
- Corrected Mirage Tank tooltip name when disguised.
- GuardsSelection crash fix (Medic/Mechanic/Repair IFV and other support units).
- Allow all units to be ejected from Temple Prime using deploy command (takes precedence over setting primary building when units are converting).