Double-post for victory!
Major update today, dealing with both continent capture progression and construction updates.
First, for strategic play, when a continent unlocks, the warpgates enter a "charging" phase that lasts "a few hours". During this time, random events can occur. They're bringing back the old Facility control event(must be so old, I don't remember them). Another new one is the "Aerial Anomaly", where players must camp the titular anomaly - during this event all air vehicles are free of nanite costs. New events are supposed to come later.
At the end of the warpgate charging period, the first faction to achieve 41% control of the continent will trigger the locking alert, however it's whoever wins the alert that actually locks the continent, not just the faction that triggers it. Essentially, they've reverted back to the older alert style, or something similar. The new alerts last 90-minutes. Also, since continent control is what triggers an alert, HIVEs in player-built bases are gone. Speaking of construction...
The construction system has changed a bit. Most structures cost less cortium to build, but now there's a constant cortium drain. If the silo runs out, stuff decays. Silos now cost 2000 cortium, and this cortium is stored in the silo. The Repair Module, Elysium tube, and the Spear tower turret have all had their cert unlock costs reduced to 500 certs each. They've changed the exclusion zones for modules specific to each module type(was any module), and the exclusion zones were also shrunk, so expect denser modules. The Repair Module no longer makes buildings indestructible, so walls can be brought down under enough fire. ANT mining lasers can now damage constructions. Structure Shield module can over-shield structures in its effect, rendering them invulnerable for a short period(no idea on cost/cooldown). Skywall Shields no longer set infantry on fire, they EMP them instead, and do more damage to vehicles. Vehicle Gate structures no longer require a Shield module, they have their own(and drain cortium), have a placement limit of 2/player, and the shield blocks infantry fire.
"Spire" structures have been added. Unlike the module change above, these have universal exclusion zones. Currently, there are 2 Spire types. The Pain Spire causes damage over time to enemies in its 15m radius(similar to getting too close to an enemy spawn room in lattice bases). The Routing Spire allows you to pull a Router item, which can be deployed "indoors in lattice bases"(unsure if this means only there, or if that's just a suggestion) to create a spawn point for all faction members within 100m of it(it's like a Sunderer that goes where no Sunderer can go). If the Routing Spire is destroyed or loses power(cortium runs out or silo destroyed), the deployed Router is lost.
In addition to Spires, the "Flail" artillery weapon has been added. With an AI module and a spotting device(pulled from the Flail), it fires 4 anti-vehicle shells at the designated target.
Orbital Strikes can now be called on lattice bases, though players indoors will only receive knockback, not direct damage(impact damage can apply). They also fixed the bug that made the Orbital Strike structure indestructible. They also make a bigger explosion when destroyed.
Players cannot directly lock a silo from use, though there's a 20000 cortium "reserve" rule, which I assume means you can block other players from using cortium if it reduces the stored cortium to less than 20k.
Vehicle pads in player-bases no longer use nanites to spawn vehicles, only cortium. Air-Pads now resupply ammo to air vehicles. Player-built vehicle spawners can still be locked and also adhere to the reserve rule.
Other changes:
New weapons, a set of Battle Rifles for each faction. The TR's is crap(just "damage and precision"). The NC's rifle punches through multiple players. The VS's has infinite ammo, but (maybe) overheats. The other Battle Rifles got general buffs.
C4 now has a half-second delay before exploding.
TR Prowler's Anchored Mode is now inherent to the vehicle(certs refunded), and no longer increases reload speed. Instead, it now has access to the "Barrage" item in its place - this increases the reload speed of its boarding ramp main cannon by 30%. This means the top-gun no longer reloads faster.
Top-gun weapons: TR's Gatekeeper and Vulcan weapons were buffed across various stats. VS's Aphelion was likewise buffed. NC's Enforcer got more damage but nerfed every other way, while the Mjolnir got a straight nerf(250->200 velocity).
All in all, I like what I see.