This archive only contains the changes between V1.0 and V1.1. If you do not have the full
patch, point your browser to this location:

http://www.doitnow.com/~casperm/efs/hyperion/hyp10.zip

Extract all the files from HYP10.ZIP into your DAT directory, and then the files in this update
to bring you up to the V1.1 patch. I will be working on the full HYP11.ZIP patch over the next
couple of days.

Changes to Hyperion Patch:

UNIT.DAT

// Changes from 1.01 to 1.1
//
// New Mech Units! - Thanks to Ray Grant (rjgrant@kern.com) for all his suggestions!
// I've added
//   Scout Mech, Light, Medium, Heavy, and Assault versions of Mechs, Anti-Air Mechs, and Grappler Mechs, and a Stealth Scout Mech - a total of 14 new units.
//   To make them look somewhat like mechs, Scout Mechs are in the Covert Legion class, Light Mechs are in the Power Armor Legion class, Medium Mechs are in the Chem Shock Legion class, Heavy Mechs are in the Shock Legion class, and Assault Mechs are in the Marauder Legion class.
//   Mech Units are Lander Units giving them the unique ability to jump from system to system and engage ground units.
// Security Specialist now has MR:2, Sp:9, D:2/20, C:2/20. Before, the Security Specialist seemed redundant with the Sniper somewhat, now his role is to sit in the farm and use his illegally acquired electronics to detect enemies sneaking up on the farm.
// Armored Freighter's Rank is now 7 and Freighter's Rank is now 6. This is so that the Bulk Hauler is further back in combat than the Freighter.
// Symbiot Warbeasts can now only be built (grown) in Arboriums.
// Grim Reaper Field Tanks now have 90 armor, Stealth Grim Reaper Field Tanks now have 100 armor. The appropriate changes in resources have been made. It looks like I didn't increase their armor like I should have.
// Naval Destroyers are now x / 75 Indirect and x / 100 Air, Naval Battleships are now x / 150 Indirect and x / 50 Air.  Naval Destroyers lacked the punched needed to do serious damage to other high armored units so now they should be better, and the Naval Battleship was increased to keep it ahead of the Naval Destroyer. The appropriate changes in resources have been made.
// Advanced (Naval) Destroyers are now x / 100 Indirect and x / 125 Air, Advanced (Naval) Battleships are now x / 175, x / 75. These keep up with the changes to the Naval Destroyer, etc. The appropriate changes to resources have been made.
// Meson (Naval) Destroyer's and Meson (Naval) Battleship's Indirect and Air attack capabilities are the same as the Advanced (Naval) Destroyers and Battleships. This is to keep up with the changes to the previous units. They retain the same Ranged Space capability. The appropriate adjustments to resources have been made.
// Clergy are now move 2 and 0 armor. Had overlooked them before, this oversight has been rectified.
// Militia Legions can now only be built in Forts. This is to help out the computer AI.
// 
// Changes from 1.0 to 1.01
//
// PTS Missile Launcher now has 7 / 100 Ranged Space and the appropriate changes in its resource requirements. This makes them do more damage, where before they hardly did any.
// PTS Laser Cannon now has 10 / 125 Ranged Space and the appropriate changes in its resource requirements. They did okay damage before, but since the PTS Missile Launcher changed to 100 attack strength I needed to bump theirs up a little more.
// Ballistic Missile Submarines are now 6 / 50 Underwater and 8 / 100 Ranged Space. Like PTS Missile Launchers, they hardly did any damage, now they are more effective.
// Mini Missile Submarines are now 9 / 100 Ranged Space. Again, like PTS Missile Launchers, they hardly did any damage and are now more effective.
// Morph Missile Subs are now 10 / 100 Underwater and 12 / 125 Ranged Space. This is to keep up with the changes made to Ballistic Missile and Mini Missile Submarines.
// Snipers now have 8 / 45 Close and no Indirect or Air capability, no change in resource requirements. This now makes Snipers only effective against foot units.
// Fertilzer Specialists now have 8 / 50 Indirect and no Direct capability, no change in resource requirements. This now makes Fertilizer Specialists much more effective against ground units.
// Frigates now have less armor at 100 and I've adjusted their Direct Space and Close Space they are now 4 / 40 and 6 / 60 the appropriate changes in its resource requirements have also been made. Frigates were a little bit too powerful, now hopefully they're not as powerful.
// Fusion Frigates and Cloaking Frigates are now X / 65 and X / 85 on the Direct and Close Space combat abilities. Their accuracy has not changed and there is no change in the resource requirements. This is just to go along with the changes made to Frigate's combat strengths.
// Doomstars now have more armor at 400, I've adjusted an error in their agility it should have been 4, and now their attack statistics are Ranged Space: 24 / 400, Direct Space: 18 / 150. The appropriate changes in resources have been made. Doomstars were more like Dudstars, so now they should be more powerful.
// Likewise, Starbase's Direct Space attack strengths have gone up: Starbases are now Direct Space 5 / 125 and Close Space 5 / 75, Fusion Starbases are now 8 / 200 and 6 / 75, Meson Starbases are now 12 / 275 and 10 / 100, and Phasing Starbases are now 22 / 350 and 20 / 100.
// Hover Destroyers are now tougher, they have 250 armor and 10 / 125 Indirect and 5 / 100 Air. The appropriate changes in resource requirements have been made. Hover Destroyers did not take damage as well as they needed, now it's better. They also do more damage now, too.
// Hover Battleships are now tougher, they have 300 armor and 15 / 200 Indirect and 10 / 150 Direct. Hover Battleships, like Hover Destroyers were not taking damage as well as I expected, so now they are better. They also do more damage now, too.
// All Naval units are now Crawler units except Naval and Armored Transports. This is to deal with the bug of having a Naval unit and a Crawler unit in the same stack and the Crawler not being able to use its Ranged Space weapons against bombarding space ships.
// Hover Trucks were Wheel units but are supposed to be Hover units so that error has been corrected. Oops! My fault on this one!
// Assault Landers had 5 camouflage but did not have the appropriate resources allocated in Electronics for this to be. They now require 18 electronics. This was a bookkeeping error on my part.
// Cadiz Dreadnoughts now have more Ranged Space they are 13 / 200. The appropriate changes to its resource requirements have been made. Cloaking Dreadnoughts are now 23 / 225 to keep up with the changes to Cadiz Dreadnoughts. Dreadnoughts now have more punch and should do better now especially against smaller capital ships.

TARGET.DAT

// Changes from V1.0 to V1.1
//
// Discovered that Landers are vulnerable to Indirect and Close while on the ground. However, if I
// make an entry of 1 in Indirect or Close, they will be vulnerable to Indirect and Close Combat in
// Space. If I have a 0 in Indirect or Close, they cannot be hit with Indirect and Close weapons in
// space. Lander units with Indirect and Close cannot hit other Lander units in space this way.
// Naval units cannot be hit with Ranged Space Weapons no matter what the entry

DAMAGE.DAT

// Changes V1.0 to V1.1
//
// Increased the resolution of the attack tables, not as many redundant numbers.

TECH.DAT

// Changes from V1.0 V1.1
//
// Added Mechanized Warrior to the Applied Technology section

TERRCOST.DAT

// Changes from V1.0 to V1.1
//
// Landers can now move on the ground similar to foot units

That's all the changes for now!