GAE/Upgrades
The upgrade XML in GAE is also cleaned up and expanded a bit. All tags are now optional, thus allowing you to skip those which you do not use. The biggest change is the addition of the static-modifier and multiplier tags, which allow you to better define how unit's stats are modified as well as which stats can be modified.
Static-modifiers
Stats that are modified statically go up or down by a set amount for all effected units. This is basically the old upgrade system.
Multipliers
Multiplied stats are multiplied by a number instead of being increased or decreased by a set amount. Instead of increasing a wide variety of unit's attack by a certain, set amount which may or may not be accurate for their abilities, you can increase it by a percentage. For example, you could give them a static multiplier if 1.1 for attack, which means a 10% increase. This helps ensure that a wide variety of units get their stats raised proportionally instead of by fixed values. This is multiplied as it is, and not a percentage, thus a multiplier of 2 would double that stat, while a multiplier of 0.5 would half it.
Stats
As previously mentioned, there's more stats that can be modified as well. A full list is as follows:
| Value | Description |
|---|---|
| <max-hp> | Modifies the maximum HP. |
| <hp-regen> | Modifies the HP regeneration rate. |
| <max-ep> | Modifies the maximum EP. |
| <ep-regen> | Modifies the EP regeneration rate. |
| <sight> | Modifies the unit's sight. |
| <armor> | Modifies the unit's armor strength. |
| <attack-strength> | Modifies the unit's attack strength. |
| <attack-range> | Modifies the unit's attack ragen. |
| <attack-speed> | Modifies the unit's attack speed. |
| <move-speed> | Modifies the speed the unit moves at. |
| <production-speed> | Modifies the production speed (speed of creating units or morphing). |
| <repair-speed> | Modifies the speed of the repair skill. |
| <harvest-speed> | Modifies the speed of the harvest skill. |
| <effect-strength> | Modifies the strength of effects. |
These can all be children of the <static-modifiers> or <multipliers> tags, and have a single "value" attribute each which defines how much to increase, decrease, or multiply by.
Point boosts
Point boosts work like max-ep and max-hp, but instead of increasing the maximum, they increase the current. This makes it possible for a unit without EP regeneration to gain one time use EP. Each of these use a single value attribute to define how much to boost by, which must be a positive number. The two possible tags are <ep-boost /> and <hp-boost />. These are both a child of <point-boosts>.
Example
In this example, the guard's attack strength is boosted by +20, his move speed increases by 20%, and gives a 20 EP point boost.
<?xml version="1.0" standalone="no"?>
<upgrade>
<image path="image.bmp"/>
<image-cancel path="image.bmp"/>
<time value="300"/>
<resource-requirements>
<resource name="gold" amount="200"/>
</resource-requirements>
<effects>
<unit name="guard"/>
</effects>
<static-modifiers>
<attack-strength value="20"/>
</static-modifiers>
<multipliers>
<move-speed value="1.2"/>
</multipliers>
<point-boosts>
<ep-boost value="20"/>
</point-boosts>
</upgrade>