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Patches

Revision as of 09:02, 26 May 2020 by Jordi Engel (talk | contribs) (Added V1.3 Patch Notes)
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Patches are free updates for the game.

Contents

v1.003Edit

The patch v1.003[1] was released on 2019-08-07. It contains the following fixes:

  • Fixed hangs and crashes occurring while the is starting up, i.e. before displaying the main menu.
  • Fixed a freeze that would occur for some users on the game loading screen.
  • Fixed a freeze that would occur for some users when loading a map.
  • Fixed an issue for players with remapped Documents folder that would prevent the game from saving data. E.g. settings, customized commanders, save games. Note that this includes a fix for language not being correctly set in-game when changing them through the Paradox Launcher.
  • In-game language selection drop down now fits all core languages without the need of scrolling. This means you no longer need to scroll down for the simplified chinese option, preventing players missing the option.
  • Fixed a crash in Leave-6 - the first Vanguard - campaign during the Syndicate quest line, when taking a specific story branch - i.e. following her quest line.
  • Fixed an issue where the player was unable to buy the dwelling through peaceful means.
  • Fixed an issue resulting in lesser quality tutorial maps due to random map generation.
  • Fixed an issue for GoG users that caused false positive when checking for build compatibility in multiplayer games. This triggered warnings asking players to update their build before they could continue their game, when this was not required.
  • Fixed an issue where clicking on the “End Turn” event would not end the turn.
  • Fixed an issue where customization was not correctly applied in the Leave-6 - first vanguard - campaign map, after playing the tutorial. Note that this does mean that mods and experience gained in the tutorial map no longer carry over to the Leave-6 map. Jack(y) lost those in cryosleep, sorry.
  • "Hide password protected games" is now disabled by default in the multiplayer lobby.
  • Fixed an issue where the wrong custom commanders can be deleted, if custom commanders were ‘disabled’ due to disabling mods or DLC.

v1.004Edit

Patch v1.004[2], also known as Velociraptor, was released on 2019-08-09. It features a variety of fixes and quality of life improvements!

GeneralEdit

Significantly reduced waiting times between turns late game

  • Added edge scrolling; disabled by default (setting can be found in the Controls options)
  • Added a button to randomize the commander names in commander customization
  • Added an option to ‘Force Fast Combat Animation's in the Options > Combat UI menu.
  • Changing the language of the launcher now automatically updates the language setting for the game.
  • Fixed startup hang when the installation folder contains non-ansi characters; this affected some of our Chinese, Japanese and Russian players.
  • Other general stability improvements; including some of the most commonly reported crashes.
  • Various text fixes in multiple languages
  • Improved various Imperial Archives entries to provide additional and clearer information.
  • Fixed that Steam invites to a password protected lobby would fail and show an “incorrect password” message.
  • Renamed the invert combat camera rotation/zoom settings to X/Y axis. These 2 settings now support the mouse rotation in combat.

CampaignEdit

  • Fixed a problem that under rare circumstances the “Find the Propovus Lab” quest in the second Kir’Ko mission (Xa’Kir’Ko) could not be completed. Players that ran into the problem will need to re-enter the “Propovus” Xenoplague Labs sector with one of their armies to complete the quest.
  • Fixed an issue where the player could get stuck in looping story messages after meeting the Psi-Fish in the first Kir’Ko mission (Arcadia Caeleste).
  • Fixed an issue where the player could not complete a quest to ally Chin Til’Trz in the second Vanguard mission, if he already allied Chin Til’Trz before receiving the quest. Affected players need to wait for a new turn for the quest to complete.

GameplayEdit

  • Added icons to operations on the Research screen to clearly show whether they are tactical, strategic or doctrine operations.
  • Fixed an issue where the AI would sometimes offer peace and make war at the same time with players who are in the run for multiple victory conditions at the same time.
  • Removed a line of text from the message that appears when a call to war is declined; to make the message clearer.
  • Fixed a crash when the AI tried to denounce a player without having any Casus Belli to denounce with.
  • Fixed that locating a sector that is being demanded by an NPC faction would close the demand screen.
  • Fixed that the player could not declare war on an NPC faction while being in an Integrated (Highest) relation state with them.
  • Fixed that the Hasher SMG hero weapon was missing particles and sounds when being fired.
  • Sectors are no longer tradeable if they are annexed to a colony that is occupied.
  • Trade analysis text has been changed to the following format “Trade analysis: good deal for you” to help clarify that this analysis is targeted at the player and is not something the (AI) player on screen is saying.
  • Fixed crash in tactical combat when switching to nearby units while another unit is destroying an obstacle.
  • Now you no longer receive race relation penalties at the start of a Fixed Teams session due to starting wars, to prevent negative relations from the start. Note: This only applies to newly created scenarios.
  • Completing the last item in a city production queue now keeps the remaining production, rather than wasting it.

Disclaimer: Note that new text entries are English only at the moment; localization will follow shortly. This update is still in the works for PS4 and Xbox One.

v1.005Edit

Patch v1.004, aka. Velociraptor v2 was released on 2019-08-15.

New FeaturesEdit

  • Add an option to set the max number of autosaves stored on your machine. Can be set between 1-100, with the default remaining the same at 25 autosaves. You’ll need to restart the game for this change to be applied.

GeneralEdit

  • Fixed a crash on winning the game while transferring or absorbing a sector.
  • Fixed issue where the game would crash when a unit gets spawned - e.g. creating a unit with an operation - on a full unit army.
  • Fixed an issue where clicking “Continue” on the main menu would fail to load a campaign cloud save.
  • Fixed a bug where quest reward would be lost if the turn timer elapses before accepting the reward. The reward dialog will now appear again at the start of the new round.
  • Disabling doomsday victories will now remove the doomsday skill from the research tree, instead of it being unselectable for research. This to make clear that the doomsday operation can’t be used, before the player researched its prerequisites.
  • Fixed an issue where colony militia could be dragged into a three-way battle while being allied to both the attackers and defenders.
  • Fixed combat replay not playing for map locations where you lost vision.
  • Prevented AI from automatically declaring war when several armies trespassed in their domain.
  • Lowered the trespassing casus belli cap from 6 to 4.
  • Fixed bug where Advanced World settings 'None' not working correctly for 'Landmark (Low Value)' and 'Settlements'.
  • Picking red as your primary army color will now make your units move faster in combat ; )>
  • Fixed a bug where the Tier IV item One Eyed Hawk wasn’t able to shoot Commanders and Heroes.
  • Fixed issue where the research not set notification was not still showing when the player researched all items in the research tree.

GameplayEdit

  • The DVAR Foreman now speeds the healing of units in its stack on the world map.
  • Monitoring stations should now be much easier to spot on the world map.
  • The healing drone in the empire APC (the one you get from the support vehicle loadout) can now only be summoned once per battle.
  • Voidtech Hazard no longer affects Voidtech Modded Units.
  • Celestian T4: Compelling Presence - Now correctly converts mind controlled units into colonists.
  • Wraith Tank now needs to select an empty hex in order to use its Wraith Drive ability.
  • Made the penguin eyes glow more, to make them look more evil ; )>

CampaignEdit

  • Fixed an issue in campaign where the kill quest would no longer have valid units.
  • Fixed an issue in campaign where destroy spawner base quests would not have any defenders spawned.
  • Fixed crash in Campaign when certain hero items couldn’t be transferred from the previous map into the next.
  • Fixed an issue in the first Kir’Ko mission (Arcadia Caeleste) that sometimes kept the “Shadows of the Past” quest from completing. Players affected by the bug will need to go back to a save from before killing the quest stack with the mirror image for the fix to apply. Sorry!
  • Fixed an issue where the player would get stuck on the map when defeating L0G3N-1 on Khansu’s Pyre - i.e. the second Assembly mission - despite having won the mission. Players affected by the problem will need to go back to a save game from before before completing either the “Defeat L0G3N-1” or “Recover Neural Plexus” quest to resolve it.
  • Fixed an issue for Dvar02 where selecting the Kleptomaniac perk would not give your commander a mod as advertised. This mod, like the loadout from the perks, is now stored in your arsenal. While your current equipment will be the equipment you had in Dvar01.
  • Fixed a crash in Dvar02 that would occur during the opponent's first turn. After having previously defeated Mephilas the Redeemer in Dvar01.
  • Fixed crash in the final Campaign mission if a colony was destroyed that had a doomsday structure in one of its sectors.

MultiplayerEdit

  • Fixed a bug where it was not possible to host/join multiplayer games when there were non-ansi - e.g. Asian, Cyrillic, the German ß - characters in your Windows username.
  • Fixed a bug where it was not possible to continue multiplayer games when there were some - 1 in 20 characters - non-ansi - e.g. Asian, Cyrillic, the German ß - characters in the Multiplayer username, or planet description.
  • Multiplayer user names now default to Steam name or Paradox social name if available.
  • Open sessions in the lobby are now sorted above password protected sessions.

TextEdit

  • The text fixes we made in the previous patch in English have now been translated into the following languages: German, Spanish, French, Japanese, Chinese, Polish and Russian. Japanese translations will follow in a future patch.
  • Fixed an issue where the explanation for Vanguard Assault Vehicle was not visible in Japanese.
  • Added extra info to the Casus Belli tooltip seen in the Diplomacy screen when the player is under the effect of the “Futility of War” operation.
  • Renamed world threat levels to "Low, Moderate and Extreme", since the middle threat level reflects what we feel experienced players should use.
  • The Monitoring Station description now properly lists that it only lasts for 10 turns. Xenoplague Hero Skill 'Regenerative Spore Cloud' now shows the correct amount of regen, which should 15% (was shown as 20% before).

ModdingEdit

  • Added ‘Mark Deleted’ & ‘Undo Delete’ options on right click in Resource Editor.
  • When clicking 'Publish' a thumbnail.png is automatically created.
  • Fixed bug where the language would reset to English when having selected a language that originates from a mod.


Additional editEdit

Updates to the v1.005 build.

  • Fixed a bug where hero item/exp were not carried over to the next campaign mission anymore.
  • Improvements to general stability of the game.
  • Improvements to crash reporting.

v1.006Edit

Patch v1.006[3], also known as Ankylosaurus, was released on 2019-09-05.

FeaturesEdit

  • The last used scenario settings are now saved. These are saved separately for singleplayer and multiplayer.
  • World settings can now be saved into templates in Advanced Setup. Up to 3 templates per Scenario type.
  • Implemented Kick feature; hosts of sessions can now kick other players through the Settings in the session overview.
  • Added a prospect sector particle effect on sectors that can still be prospected, when you have a stack selected that have a Prospector unit.
  • The “share all” food sharing option will now sell any excess food for energy if other colonies are not taking all of the shared food. This allows you to stop the city from growing and managing city happiness better.

ModdingEdit

(Paradox Launcher V2 2019.09.01):

  • Fixed issue with Mods not updating
  • You can now add Mod Tags

BalanceEdit

  • Critical chance of an attack is now capped by the hit chance of the attack. I.e. an attack with 20% chance to hit cannot have a crit chance of over 20%. This to prevent stacking crit increases from becoming an exploit.
  • Stacking Damage Reflection from mods and abilities is now capped at 75% of damage reflected.
  • Ruthless Killer from the Martial Tradition perk now only returns 1AP when it procs, not 3AP.
  • Time Warp (Void Tech operation) and Dimensional Instability can now be removed using debuff cleansing abilities and operations.
  • Indentured Contracts now reduces the energy cost of Indentured units by 33% (was 50%)

AssemblyEdit

We’re planning to do a large balance patch in the future, however the Assembly are currently so strong compared to the other races that we’re bringing forward some of the fixes to try and bring them back into line.

  • Assimilate now heals for 3hp per hit (was 6)
  • Assembly Void Walkers now do 9 damage per hit (was 8)
  • Assembly Scavenger - Shotgun now has 1 level of high impact (also affects the Vanguard Engineer)
  • Vorpal Sniper - Vorpal Shot now has a 15% critical bonus (was 20%)
  • Vorpal Sniper - Vorpal Shot now has damage 18 (was 20)
  • Assembly Electrocutioner - Arc Projector damage is now 11 (was 10)
  • Assembly Electrocutioner - Project Arc Blast is now range 7 (was 5)
  • Remote System Purge now affects 3 friendly cyborgs in a chain (was all friendly cyborgs)
  • Battlefield Autopsies now grants 3 research per unit tier after combat (was 5)

ColonizersEdit

We've changed colonizer cost, lowering the base cost and having an increasing cost for each additional colonizer you build. This change was made to address colony spam as discussed in the Planetfall community:

  1. An early game land grab rush shouldn't be the only valid strategy, and
  2. Having a large number of colonies resulted in too much micromanagement.

We will continue to investigate people's experiences with colony expansion.

  • Colonizers now have scaling costs. The first colonizer costs 50 energy, 20 cosmite and 100 production. For each colonizer you build the cost will increase by 100 energy and 10 cosmite.

GeneralEdit

  • Improved random commander selection when setting up a game to increase the variety of commanders encountered.
  • Turret defense structures now have unique icons for each race.
  • Reduced stutter in Tactical Combat when moving the camera around for high refresh rate monitors
  • Improved Tactical Combat camera zoom behavior, making the mousewheel and hotkey zoom faster (in particular with notably high- and low framerates)
  • Fixed issue where Paradox Cloud Saves would always update the last modified time causing PDX Cloud Saves to always appear first when launching the game.
  • When disabling cloud saves in steam, saves on the star map can now get saved as a PDX cloud save like the other save types.

CampaignEdit

  • Fixed an issue where commander/hero equipment and levels wouldn’t be transferred to the next mission if they had a vehicle equipped that is unavailable in the next mission.
  • Fixed issue in campaign where items could sometimes not be equipped properly on heroes/leaders that are taken from previous campaign maps.
  • Fixed an issue that caused the player to get stuck in a story message in the first Kir’Ko mission (Arcadia Caeleste) if he didn’t accept or decline the “Contact Nicole Crustus” quest and then cleared the Celestian Archives.
  • Fixed an issue in the first Kir’Ko mission (Arcadia Caeleste) that the player could not enter the Dreamer’s Archives when they were owned by one of the allied Celestian players. Affected players will need to end their turn from their save game to gain access to the landmark.
  • Campaign quests that get closed are automatically declined at the end of the turn if the player does not accept/decline the quest themselves.

GameplayEdit

  • Critical and fumble chance of an attack can be seen in the attack’s preview (hold ctrl), in the Extra Info section.
  • Level 5 industrial exploitation now correctly gives production instead of research.
  • Fixed issue where the current food income was not taking into account for food sharing.
  • Fixed issue where manually queueing the infinite energy/research production option for a colony would still cause “city production not set” to-do events.
  • Fixed crash that could occur when a victory condition was triggered upon defeating another player.
  • Fixed issue where the effect of doomsday weapons on Colonies would not refresh when a city was occupied or absorbed.
  • Fixed a bug where you could dismantle the exploitation given by a landmark.
  • Fixed a bug where your game could softlock when loading a combat save after you’ve patched the game.
  • Fixed issue where destroying a Monitoring Station wouldn't cancel it being listed in the active operation list
  • Fixed an issue that meant that Resurrect Hero could be used to break the max heroes in a game limit
  • Fixed issue where the Brood Cluster building was able to reduce a unit production cost to 1
  • Fixed a bug where racial research would unlock when you occupy a city of that race, rather than when you owned it.
  • Fixed issue where a player would gain the research of races belonging to the colonies they had occupied on loading a save game. This would also cause an Out of Sync in multiplayer.
  • Fixed issue where migrating an occupied colony would give the player the racial research belonging to the race of the colony prior to migration.
  • Fixed issue where you were able to migrate colonies to another race even if the player had only occupied other cities of that race instead of owning them.
  • Skirmisher Subroutines now correctly targets ground and air units (it was wrongly ground only before)
  • Fixed issue where casting an operation that spawns a unit on the domain of another player could trigger war if in doing so that unit would trespass.
  • Fixed Phoenix Defense Protocol not giving its operation defense bonus. The defense from the doctrine now protects against all operations, not just those that target your colonies.
  • Fixed a crash caused by razing a city while a doomsday victory is running
  • Fixed issue where Organized Cyber Divisions wasn’t giving it’s price reduction to certain Strategic Operations.
  • Fixed issue where the research not set event was still visible after the player completed all researches and the doomsday victory condition was disabled
  • Fixed issue where the colonist auto assignment would not keep in mind supply and happiness deficit when they were not set to ignored.
  • Dvar doctrine Cosmite Collection Program now works correctly.
  • Fixed issue where the player could prime Planetary Unification Protocol even if it was already active.
  • Fixed issue where the Planetary Unification Protocol operation wouldn't be cancelled if the unifier victory was blocked.

Units & AbilitiesEdit

  • Dvar trenches now correctly give a 25% accuracy bonus to the units stood within the trench.
  • Adaptive Network given through the Synthesis landmark can now stack up to a max of 5 Shields.
  • Fixed Nanite Boosters' buff not working when the unit was being flanked.
  • Fixed Phoenix Walker Vehicle not being able to use Dvar Melee mods.
  • Fixed Quantum Avatar not giving it's buff to voidtech modded units equipped with the Stasis Pocket Inducer mod.
  • Fixed Oblivious Refrain, which wasn't targeting air units, when it should.
  • Fixed arc retaliation defense being triggered by cerebral override.
  • Fixed breaching shot on the guild assassin affecting the snap shot ability.
  • Fixed that sleep could be applied to units with status effect immunity.
  • Pyrx bomb no longer hits units with thermal immunity.
  • Cleansing light’s description no longer states it can only target friendly units.
  • Fixed that when a Ravenous’ devour ability would be targeted on a flying unit above a ground unit, it would eat the ground unit (it did not matter what type of unit).
  • Mantra of clarity now correctly shows up in the unit panel as a buff.
  • The cerebral control collars ability is now correctly displayed in the unit panel.
  • Fixed a bug where Echoes of Despair spawned in the wild wouldn't have Thermal/Biochemical attacks when modded with a Focus: Flames/Venom
  • Fixed a bug where the Promethean Phoenix Walker would incorrectly enter it's defence mode after using Torrent of Flames
  • Fixed a bug where the Synthesis Avatar's Amplify Daemon ability wasn't correctly targeting certain units.
  • The description of the Dvar mod Reactive Kinetic Battery now correctly says that the mod can be used by Heavy units (used to be Mechanical Heavy)
  • Thumper (Secondary Hero Weapon) no longer deal double damage
  • Stopped the Voradon’s Devour ability from triggering as part of melee overwatch
  • Prevent the Alert Protocol operation from removing actions points on units that use a leave one point or full action (continue) ability.
  • Fixed bug where Mantra of the Branded wasn't allowed on psionic units
  • Wraith Tank no longer hits itself when it has the Advanced Dislocation Drive
  • Fixed Reassembly Modules mod not being addable to paragons and other non-assembly cyborgs
  • Fixed an issue where Xenoplague units were being targeted by Xenoplague Operations when they shouldn't and vice versa.
  • Fixed issue where triggering Disintegrate on a flying unit would cause Tactical Combat to get into a dead state.
  • Fixed issue where Echo Walker clones, and other temporary units, wouldn’t despawn if they were using Emergency Quantric Shielding mods.
  • Purifiers Plasma Bomb will now scatter if it misses
  • Kir'Ko Star Guide can now correctly equip Path of Flames and Path of Venom mods
  • Plasmoid and Phoenix Walker can now equip melee mods
  • Star Guide can now target Blinding Light anywhere (before it was restricted to having a unit in the middle of the aoe)
  • Fixed Zenith's Reinforcement Zone (now correctly targets allied Biological and Cyborg units)
  • Fixed Sequential Kill System and Ruthless Killer giving multiple action points back when killing multiple units with a single attack.
  • Fixed a bug where the Assembly Colony Defense Turret was being pushed when killed
  • Fixed the Psynumbra Hero Skill, Dark Elation so it affect both ground and air units now, rather than only one or the other.
  • Positron Converter now correctly targets both air and ground units
  • Project Agony Field now correctly damages ALL units in the field
  • Fixed broken animation on Dvar Echo Walkers melee strike.

Diplomacy & NPC factionsEdit

  • Cosmite trade value within diplomacy has been increased from being worth 4 energy to 8 energy.
  • Fixed issue where the trespass button in the trespassing confirmation for using an operation to spawn a unit would not function if the player is a vassal to the domain owner.
  • Fixed issue where breaking a diplomatic treaty would not always cause a relation penalty.
  • Using influence to ask a faction to leave an occupied colony will now liberate the colony if you are not at war with the owner of that colony. As opposed to you becoming the new occupier of that colony.
  • Trading casus belli will now also instantly remove the grudge that player may have relative to the amount of casus belli points that were traded.
  • When war is declared on a player that is suffering from the effects of futility of war - which disables the use of casus belli - they will no longer get the negative “war without casus belli” popular support effect.
  • NPC faction accept- and decline demand buttons now show the amount of favor gained with the NPC faction in their tooltips. The tooltip will now also indicate that war will be declared if the demand is declined, if that is the case.
  • Fixed issue where treaties which could not be paid for would instantly end any involved diplomatic treaties that were made within the same trade deal but do not have a fixed duration.
  • Fixed issue where the player could spend all its resources before handling a demand and still be able to select the give resources to faction option.
  • Fixed issue where Sway Ideology would reduce the diplomatic state of a faction relation to much
  • Fixed issue where the offer/demand vassalage options would still be available when an alliance offer was already added to the trade.
  • Added a new event and panel to indicate when a resource treaty could not be exchanged because one of the players couldn’t afford paying the resources.
  • Fixed crash when an NPC faction, that no longer had a dwelling, gave the player a quest.
  • Fixed issue where converting a base into a forward base or a colony could trigger a sector claim violation.
  • Fixed an issue where capturing an enemy city that was producing something would efud the energy and cosmite cost to you, instead of the city’s original owner
  • Fixed issue where the covert operation Casus belli would be given to the player when the covert op was detected, even if the caster was anonymous.
  • Fixed issue where the locate sector button of a faction demand was no longer functional

AIEdit

  • Diplomacy trading tweaks to make the AI less agreeable to trades that are very imbalanced to them.
  • Trading AI balance changes to make the AI less agreeable to giving away items/resources away for free in negotiations, particularly Casus Belli and Treaties.
  • Fixed issue where AI players would sometimes change which NPC faction(s) they want to ally with and which ones to go to war with.
  • AI players may now attack trespassing units from players they are not at war with but have 3 or more trespassing casus belli on.
  • AI players no longer comment on events (such as improving your relation with a NPC faction) while at war with the player.
  • AI players no longer denounce the player while at war.
  • AI players will no longer buy-off casus belli from players they dislike. I.e. relation value at -200 or less.
  • Fixed issue where the AI would sometimes not move onto structures/nodes they had previously bought from a NPC faction.
  • Fixed some issues where some units would not move at all when threatened with a lot of overwatch
  • The AI will now be less likely to make units run away during combat
  • The AI will now immediately make colonizers run away if they enter combat
  • The AI is now much more likely to use Phase Echo abilities on Echo Walkers
  • Fixed an AI hang which could occur when an AI player/independent stack is attacking an undefended structure that has a stack next to it belonging to an ally of the structure owner.
  • The AI now no longer interacts with Settlements during the first 8 turns of the game to ensure the player has enough time to be the first to obtain a second colony.
  • Fixed AI hang caused by trying to attack a settlement that had come under their control during the same turn.
  • Fixed AI hangs during their turn causing you to be stuck with “opponent is moving”.

MultiplayerEdit

  • The turn timer now no longer ticks down when you are unable to perform actions, for instance when auto combat is running.
  • Prevent free production pickup event from being lost when the turn is ended by the turn timer.

InterfaceEdit

  • The selected stack will now be remembered when zooming out to the orbital map and reselected when you zoom back in.
  • Increased the size of scrollbars so they are more noticeable.
  • Added cosmite and influence generation to the colony interfaces.
  • Leader Colony Supplements and Vices are now visible in the Imperial Archives under Hero Skills, the relative filters will now also properly filter these items.
  • Pressing Esc now properly closes most of the menu screens.
  • Fixed an issue where the scroll position in city production was not remembered.
  • Tooltips have been added to the dismantle sector exploitation/upgrade options in the colony interface. Additionally, the amount of turns dismantling will take is now also displayed.
  • Fixed the cost of unit mods being hidden in the unit interface if the player didn’t have enough energy or cosmite to buy them.
  • Fixed bug where sometimes images would be incorrectly offset or scaled.
  • Fixed bug where hyperlinks in interfaces related to NPC factions could not be clicked.
  • Fixed bug where the UI could not be interacted with when meeting an NPC faction while the turn timer runs out in hotseat.
  • Fixed bug where success and detection chances would not be shown while using a controller when casting a covert operation.
  • Fixed overflow issue when 20 or more colonist slots were on 1 type of resource.
  • Fixed an issue where 50% scroll speed was not selectable
  • Fixed an issue where disabled checkboxes in lists would enable
  • Fixed miss aligned text icons in headers above lists
  • Fixed an issue where quickly switching selection in lists with controller would select multiple rows.
  • Renamed the scavanger shotgun to scavenger shotgun to fix the typo.
  • Trade screen now correctly identifies who has sent/is sending the trade and changes the “You offer”/”They demand” & “You demand”/”They offer” correctly.
  • Hazard removal now shows how many turns are remaining until the hazard is removed from the sector.
  • Fixed typo and formatting in Falsify Atrocities casus belli.
  • Fixed an issue where switching input mode while in controls menu leads to dead states.
  • Fixed issue where the Happiness Event threshold in the colonist tab for colonies was sometimes displaying the incorrect threshold depending on the happiness income and accumulated happiness.
  • Fixed issue in the quest overview panel where the description of some campaign quests would only be partially displayed.
  • Selecting Previous/Next city from the city screen now no longer selects cities you don’t own, preventing it from switching to a different interface without these buttons.
  • When a covert operation is detected as well as when purging the Casus Belli gained for someone using covert ops is now visible in the Operation results as well on the internal purge screen (to the purging player).

v1.006.1Edit

Patch v1.006.1[4], also known as Ankylosaurus 2, was released on 2019-10-09.

GameplayEdit

  • Fixed missing translations
  • Fixed issue where sometimes strategic actions, such as “build (forward-)base” would not be cancelled when a player was defeated.

MultiplayerEdit

  • Fixed that disconnecting while kicking a player would cause out of sync issues after a rejoin
  • Fixed that you could cancel back to the previous menu while kicking a player

InterfaceEdit

  • Fixed that hero and unit icons would sometimes disappear
  • Fixed that text in the lists in the Imperial Archives would be offset
  • Fixed that you could not call NPC factions to war
  • Fixed that the research tree had a big cross when playing with fixed teams

v1.101Edit

Patch v1.101[5], also known as Stegosaurus, was released on 2019-11-07. This patch released alongside the Revelations expansions and brought a few much requested Features to the game, as well as a complete reblance of the races & techs.

FeaturesEdit

Feature: Combat Retry

  • You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup.

Feature: Orbital Relay

  • Added a new sector Exploitation: 'Orbital Relays'. Orbital relays function akin to teleporters, letting you transport an army through a relay to any other accessible relay in an instant.
  • Forward Bases can be upgraded to Forward Relays, allowing you to connect them to the Orbital Relay network
  • A new covert operation has been added to the 'Insurrection' skill in the cover ops tech tree: 'Relay Disruption'.
  • A new Diplomatic agreement is now available for any (Defensive) Ally with whom you share both an 'Open Borders' agreement: 'Open Relay Agreement'.

Feature: Imperial Defenses

  • Imperial Defenses are no longer destroyed upon exploration, instead, they're turned off so that their combat and world map effects will no longer be active in their sector.
  • Imperial Defenses in a colonized or annexed sector will gain a Garrison Militia of equal strength to the Colony Militia and unlock a sustainable strategic operation, which can target a friendly or enemy colony

BalanceEdit

GeneralEdit

  • Units bought from the NPC dwellings will now get production bonuses from the player's HQ, helping to keep NPC units viables in the late game.
  • Cover bonuses are now applied to hit chances after bonuses that make a unit harder to hit, rather than before. This means that stacking evasion mods with cover will be less effective, as will using cover to reduce the effect of Easier To Hit debuffs.
  • Units can now enter melee overwatch after sprinting, allowing melee units to more easily get into position to disrupt enemy lines.
  • Partial Obstacles, such as Dvar Trenches are no longer destroyed by Heavy units. Instead, they are now destroyed by units with the Large and Huge passive abilities, since those are the units that cannot make use of the cover the obstacles provide.
  • Any unit upgrade that adds a status effect on hit to a units attacks now has a higher strength to apply from single shot attacks than from repeating attacks.

HeroesEdit

It was felt that Heroes in vehicles were too weak, mostly because heroes alone are actually more powerful than many vehicles when the game starts. These changes are meant to try and make the investment of getting into a vehicle more worthwhile.

  • Vehicles now give a bonus to armor, shields and/or hit points instead of overwriting those stats on the hero
  • Decreased Advanced Piloting unlock level from level 8 to level 6.
  • Decreased Advanced Piloting costs from 10 points to 8 points.
  • Vehicle Loadout perks now only give Vitality I instead of both I and II
  • Decreased base hero hit points from 60hp to 50hp.
Hero ItemsEdit
  • Changed Death's Gaze to an AoE ability with a 4 hex radius and a casting range of 5.
  • Changed Life's Grace to an AoE ability with a 4 hex radius and a casting range of 5.
  • Life's Grace now dispels negative Status Effects
  • Increased Bio Launcher Tier from Tier II to Tier III
  • Tactical Aid Rig - Increased heal per Action Point from 7hp to 12hp.
  • Tactical Repair Rig - Increased heal per Action Point from 7hp to 12hp.

Races, Weapons and Secret TechsEdit

Based on the feedback we’ve collected we’ve done a huge range of tweaks to the game’s balance. With these changes, we were mainly trying to achieve the following:

  • Increase compatibility between races and secret techs by allowing unit upgrades to be used more freely
  • Increasing the strength of many tier 3 units which were considered sub standard
  • Reduce the effectiveness of certain defensive mods, which were too powerful (especially those involving evasion and health regeneration)
  • Generally try and balance the strength of units and upgrades across the board, to fix some obvious cases where a unit or upgrade was much stronger or weaker than it’s equivalents elsewhere.
AssemblyEdit
  • 'Emergency Quadratic Shielding' Mod now has stagger immunity in the post death effect
  • Disassembler 'Gatling Gun' - Increased damage from 11 to 13
  • Constrictor (Tactical Operation unit) 'Static Crush' - Reduced damage from 25 to 22
  • Cloaking Implants can now be applied to all light, non-mechanical units (was light cyborg and biological)
  • Quantum Support Nanites now heals for 10hp per turn (was 20%)
VanguardEdit
  • Engineer shotguns now has 1 level of high impact
  • Vanguard 'Gun Turret' (Engineer Summon) - Increased hit points from 20hp to 30hp
  • Laser Tank 'Laser Cannon' - Increased damage from 12 to 14.
  • Laser Tank now has 'Hyper Armor' defense mode
  • Walker - Increased damage of 'Gatling Gun' from 11 to 13.
  • Vanguard Racial Building - Increased experience gain from 'Combat Simulation Center' from 2xp to 3xp
  • Improved Combat Sensors - Decreased harder to hit percentage from 20% to 15%.
  • Improved Combat Sensors Sensors can now be applied on Non-Animal and Non-Ethereal units instead of Light Units only.
AmazonEdit
  • Amazon Defense Turret - Increased damage from 11 to 13 damage
  • Amazon Biomancer 'Scan:Catalogue' - Increased the cooldown from 2 turns to 4 turns.
  • Advanced Instinct Controller - Decreased psionic resistance from 5 to 4.
  • Regenerative Bio Regulator - Decreased biochemical resistance from 5 to 4.
  • Blood Fury Inducers - Decreased the max stacks from 4 to 3.
  • Blood Fury Inducers now gives 4hp per stack (was 10%)
  • Regenerative Bio Regulator Mod now heals for 8hp per turn (was 15%)
  • Grounding Harness Mod can now be applied to all units with Land Movement (previously excluded Mechanical units)
  • Primal Awareness Amplifier Mod can now be applied to all non-mechanical and non-mindless units (was all biological and cyborg units)
  • Reforestation operations will no longer destroy the roads in a sector
Kir'koEdit
  • Emergent 'Gunk Spit' - Increased the range from 5 to 7.
  • Emergent 'Gunk Spit' - Increased the damage from 7 to 11.
  • Emergent 'Gunk Spit' - Changed from repeating to a single shot attack.
  • Emergent 'Gunk Spit' now has a str 8 chance to apply blind.
  • Frenzied - Increased hit points from 40 hp to 45hp.
  • Frenzied 'Battle Vomit' now has Choking (str 8) instead of Armor Melt.
  • Hidden Units now have Flanker
  • Hidden Rifle attacks now have High Impact
  • Adaptive Carapace - Decreased max stacks from 5 to 4.
  • Adaptive Carapace can now be triggered by melee as well as ranged attacks.
  • Tunneling Claws - Increased damage bonus from 10% to 20%
  • Tunneling Claws can now also be used by the Ravenous
  • Tormented 'Visions of madness' - Changed from once per battle to a 3 turn cooldown.
  • Tormented 'Visions of madness' - Increased Insanity duration from 1 turn to 2 turns.
  • Tormented 'Echoes of Torment' - Increased the optimal range from 5 to 6, meaning it has 60% hit chance at max range instead of 50%.
  • Tormented 'Echoes of Torment' now checks each target individually.
  • Accelerated Healing now heals for 8hp per turn (was 15%)
  • Cloaking Carapace can now be applied to all light, non-ethereal units (was light kirko, animal and mounted units)
  • Adaptive Carapace can now be applied to all non-ethereal units (was kirko, animal and mounted units)
DvarEdit
  • Explosive Resistant Armor Mod - Increased Armor bonus from +1 to +2
  • Reconstruction Kit Mod - Increased healed hp from 25 to 35.
  • Reconstruction Kit Mod - Increased resurrection hp from 25% to 50%
  • Reconstruction Kit Mod can no longer resurrect tier 4 units.
  • Dvar Excavator now has the 'Hyper Armor' defense mode
  • Dvar Excavator now enters defense mode after using defensive flamers
  • Dvar Rocket Artillery 'Train weapons' now only affects missile barrage
  • Dvar Rocket Artillery 'Mounted Gun' - Increased damage from 9 to 11.
  • Dvar Foreman 'Hand Mortar' - Increased range from 4 to 5.
  • Dvar Bulwark 'Concussive Volley' - Decreased range from 7 to 5.
  • Fortified Trenches now heal for 8hp per turn (was 15%)
  • Advanced Target Recognition Mod can now be applied to all units (was mechanical and infantry only)
  • Illuminator Targeting System Mod can now be applied to all heavy units (was heavy mechanical and cyborg only)
  • Captain's Regalia Mod can now be applied to all infantry and mounted units (was infantry only)
  • Tectonic shift can no longer be cast on water sectors
SyndicateEdit
  • PsiTec Vision Enhancers mod - Increased Shield bonus from +1 to +2
  • Adaptive Camouflage Projector mod - Decreased the harder to hit from 20% to 15%
  • Drive Modulator mod - Decreased heal hp per use from 15 hp to 10hp
  • Overseer 'Cerebral Override' no longer triggers Arc Retaliation Defense
  • Overseer 'Cerebral Override' no longer has damage increased by the Heavy Weapons Factory
  • Wraith 'PsiTec Cannon' - Decreased damage from 13 to 12.
  • Wraith 'PsiTec Cannon' - Removed High Impact.
  • Subjugator 'Project Agony Field' - Increased damage from 12 to 14
  • Subjugator 'Project Agony Field' - Added High Impact
  • Subjugator 'Project Agony Field' - Added Armor Bypass
  • Mirage 'Defense Mode' now grants stagger resistance
  • Guild Assassin 'Pulse Sniper' - Increased damage from 20 to 22
  • Guild Assassin 'Breach Round' now adds 30% accuracy to the next attack
  • Indentured 'Arc Power Blast' now has an inherent +30% accuracy bonus
  • Syndicate Enforcer now has stagger resistance
  • Enforcer 'Defense Mode' - Increased Shield bonus from +2 to +4 to adjacent allies and self.
  • Enforcer 'Defense Mode' can no longer stack.
FirearmsEdit
  • Shredder Bomb Operation - Increased costs from 25 energy and 1 operation point to 30 energy and 2 operation points.
BiochemicalEdit
  • Ionic Infusion Mod - Decreased chance to apply Electrified from 12 strength to 8 strength
  • Acid Rain Operation - Decreased damage from 8 to 5
  • Acid Rain Operation - Decreased the amount of armor melt from 2 to 1
  • Acid Rain Operation now lasts 5 turns.
PsionicEdit
  • Mantra Of Clarity Mod - Decreased harder to hit from 20% to 15%
ExplosivesEdit
  • Explosives: Incendiary Mod - Increased strength chance to apply bruning from 4str to 8str
  • Explosives: Electrical Mod - Increased strength chance to apply electerfied from 4str to 12str
PsynumbraEdit
  • Oblivio Mundi Operation (Psynumbra doomsday) - Decreased unhappiness from 40 to 30
  • Amazon Initiate 'Dark Vine' - Increased the range from 5 to 7
  • Amazon Malictor 'Dark Thorns' - Increased the range from 5 to 7
  • Pain Mirror Mod - Increased damage from 6 to 8
  • Pain Mirror Mod - Increased range from 3 to 4
  • Psynumbra Sacrifice to the Abyss - Increased summon duration from 3 turns to 4 turns
  • Psynumbra Sacrifice to the Abyss - All compatible mods are now copied over into the summoned unit.
  • Kir'ko Initiate - Removed Psionic Mastery
  • Kir'ko Malictor - Removed Psionic Mastery
  • Syndicate Initiate - Increased costs from 80 energy and 250 production to 100 energy and 270 production
  • Syndicate Malictor - Increased costs from 120 energy, 400 production and 20 cosmite to 140 energy, 440 production and 25 cosmite
Void TechEdit
  • Dimensional Cascade Operation (Voidtech Doomsday) - Decreased stolen energy income from 40% to 30%
  • Create Phase Echo Operation - Increased costs from 60 energy and 5 operation points to 75 energy and 7 operation points
  • Dimensional Collapse Operation - Decreased costs from 100 energy and 9 operation points to 75 energy and 7 operation points
  • Phasewalk Modulator Mod - Decreased harder to hit from 25% to 15%
  • Phasewalk Modulator Mod can now be applied to all light units with ground movement (was infantry and mounted only)
PrometheanEdit
  • Aegis Tank - Increased movement points from 24 to 32
  • Purification Field Mod - Increased healed hp from 10hp to 15hp
  • Phoenix Bomb Launchers Mod - Increased cooldown from 1 turn to 2 turns
  • Pyrex Absorption Panels Mod now heal for 12hp per turn (was 20%)
  • Pyrex Absorption Panels Mod can now also be applied to Biological units
  • Amazon Purifier - Increased costs from 80 energy and 270 production to 100 energy and 270 production.
  • Vanguard Purifier - Increased costs from 80 energy and 270 production to 100 energy and 270 production.
  • Dvar Purifier now has Entrench
  • Hazmat Protection Mod is now unlocked at tier 1 instead of tier 4
  • Purifiers now have Prime Rank: Critical
CelestianEdit
  • Tenets Of Healing Mod now gives a heal that affects the caster and adjacent units, instead of just a single target.
  • Regenerative Light on the Kir'ko Lightbringer now heals for 16hp per turn (was 30%)
  • Declaration of Truth level 3 now heals for 10hp per turn (was 20%)
SynthesisEdit
  • Guardian Demon Shell Mod - Decreased harder to hit from 25% to 20%
  • Total Network Integration Mod - Increased resurrection health from 15% to 25%)
  • Total Network Integration Mod no longer gives immunity to status effects.
  • Malware Daemon - Increased damage per shot from 6 to 8
  • Malware Daemon can now inherent passive mods from the caster
  • Autonomous Repair Subroutines now gives 6hp per turn (was 10%)
XenoplagueEdit
  • Bloated Pustule is now a Mindless unit
  • Xenoplague Parasite Mod - Increased health bonus from +5hp to +10hp
  • Bio Spore Purification can now also heal mechanical units that have xenoplague mods
  • Bio Spore Hyper Aggression - Changed from a single action to a free action
  • Bio Spore Hyper Aggression - Changed from a once per battle ability to a 2 turn cooldown
  • Bio Spore Hyper Aggression - Now affects air units
  • Bio Spore Hyper Aggression - Can now affect mechanical units with xenoplague mods
  • Parasitic Infection now reduces all damage resistances by 1 point (was biochemical resistance by 2 points)
  • Added a new mod at tier 3 called Xenografted Muscles, that buffs melee units
  • Regenerative Spore Cloud now heals for 8hp per turn (was 15%)
  • Hyperstimulation Beam Operation can no longer target Mindless units
IndependentsEdit
  • Spacer Hellcopter 'Launch Fire Barrel' Increased range from 5 to 7
  • Spacer Hellcopter 'Launch Fire Barrel' - Changed the name of this ability to 'Spacer Missile' to better match its icon and visual effect.
  • Spacer Mad Preacher 'Effigy Hysterics' - Increased duration from 2 turns to 3 truns
  • Paragon Reactive Shielding Mod - Decreased max stacks from 5 to 4
  • Autonom Network Connector Mod - Increased Armor bonus from +1 to +2
  • Self Repair Systems Mod now heals for 12hp per turn (was 20%)
  • Regeneration Spores Mod now heals for 10hp per turn (was 20%)
  • Growth Seed Cluster 'Regenerative Pollen Deluge' now gives 16hp per turn (was 25%)
  • Wild Shrike - Increased movement speed from Normal to Fast.
  • Wild Harrier - Increased movement speed from Normal to Fast.

NavalEdit

It was felt that too much investment was required to deploy fleets into the oceans, so we’ve made changes to allow players to get to them earlier and deploy them more cheaply.

  • All Tier 2 ships are now unlocked by default and no-longer require research
  • All Tier 3 ships have had their unlock research moved to the location of where the T2 ship research was
  • All racial ships have had their upkeep amount halved
  • All racial ships are now cheaper to produce

Unit movementEdit

There were a number of units that had 24 movepoints instead of 32. These units now have 32mp, and the Cumbersome property, which causes them to move more slowly in tactical combat. The following units are affected:

  • Dvar Earth Crusher
  • Dvar Rocket Artillery
  • Dvar Baron
  • Dvar Sapper
  • Dvar Dreadnought
  • Quartzite Basher
  • Quartzite Crystal Worm
  • Quartzite Worm
  • Quartzite Crystal Basher
  • Autonom Network Controller
  • PsiFish Siren
  • PsiFish Medusa
  • Empire Walker
  • Empire Behemoth
  • Empire Techno Prophet
  • Empire Heavy Trooper
  • Growth Vine Sprout
  • Growth Flowering Node
  • Growth Seed Cluster
  • Amazon Bombardon
  • Amazon Arborian Queen
  • Vanguard Walker
  • Vanguard Drone Carrier
  • Assembly Disassembler
  • Assembly Reaver
  • Kir'Ko Tormented
  • Kir'Ko Barrager
  • Kir'Ko Harbinger
  • Syndicate Subjugator
  • Syndicate Zenith

UpdatesEdit

InterfaceEdit

  • Improved the indicators that show when a unit has new mods available
  • Keybinding improvements
  • * Added keybindings for accessing the following interfaces: diplomacy, operations, quests, colony overview, military overview and unit template management.
  • * Added keybindings for tactical combat abilities
  • * Chat (tab) can now be rebound
  • * Removed obsolete keybindings
  • * Recategorized all keybindings
  • Added NPC faction toggles to the advanced setup world settings
  • Right-clicking dwelling trade items now opens their Imperial Archives page

GameplayEdit

  • You can now annex a sector to your colonies without having a unit present, if you've already explored and cleared it
  • Infecting units with xenoplague when you are not a xenoplague player can now spawn xenoplague units under the control of a xenoplague player who didn't take part in combat
  • Improved interface of the combat result. Now more clearly shows units changing sides or when units have transformed through metamorphosis or other effects.
  • Applying mods to heroes/commanders now counts towards the Technologist Empire Task.
  • The system can now remove a single mountain hex in order to place a road between two sectors, if more than one mountain hex would need to be cleared, then no road will be placed.
  • Ravaged Worlds Planet Template - Commanders now spawn next to a resource node, which will be the recommended first annexable sector.
  • The strategic AI no longer constantly re-applies mods and now correctly upgrades units when they have access to newly researched mods.

ColonyEdit

  • The Cryo-Medical Facility now gives one level of stagger resistance as well to units built in the colony.
  • Your racial colony structure can now be built in colonies not of your own race.

ResearchEdit

  • Generate Knowledge is now no longer locked behind research, it is available at the start, for every colony.
  • The 'Transit Infrastructure' sub-skill has been moved to tier 3 research
  • The text and name of 'Colony Infrastructure' and 'Anthropologic Research' have been swapped.
  • The 'Xeno-Relations Division' sub-skill has been moved to the new 'Anthropologic Research' skill group.

Imperial DefensesEdit

  • The Targeting Array's combat effect has been changed to no longer make tactical operations cost no operation points. It instead now gives ranged abilities from friendly units +10% accuracy and +1 hex range.
  • The Pulse Defense Turret's combat effect's chance to stun Cyborg and Mechanical units for 1 turn has been changed from strength 8 (arc) to strength 4 (arc).
  • The following Imperial Defenses no longer block regeneration:
  • * Pulse Defense Turret
  • * Orbital Defense Uplink
  • * Aerial Denial System

DiplomacyEdit

  • Trades up to 5 turns ago can now be reviewed by clicking on them in the trade history. Only applies to trades made after this patch.
  • Tactical AI
  • The AI is more likely to use melee attacks over ranged attacks
  • The AI is less likely to stand units next to enemies that explode when they die
  • The AI is more likely to use staggers against units that have full action attacks
  • The AI will no longer make wounded units run away if they're independent
  • The AI is more likely to use free abilities when available

FixesEdit

GameplayEdit

  • Fixed an issue where units in garrisons wouldn't be affected by sector wide effects from doomsday weapons and other operations
  • Fixed an issue where switching your hero's vehicle from a flying vehicle to a land vehicle while above the water would destroy your hero.
  • Fixed an issue where using the Escape Module on a hero would put all unused skills on cooldown when the hero is resurrected.
  • Fixed issue where embarking an army would drain all move points from floating and flying units in the army as well.

Units, Mods & AbilitiesEdit

  • Dvar Prospector, Dvar Earth Crusher, Amazon Arborian Queen no longer regain Full Move Points after cancelling their Sector Center abilities.
  • Mind Controlled Units can no longer be retreated from Manual Combat as it would allow the owner to keep them.
  • Valkyrie is now correctly listed as a Skirmisher Unit to reflect stats (was Elite)
  • Amazon Lancer vehicle now correctly gives Defense Mode: Shields Up (was Defense Mode)
  • Dvar Trenches now correctly give the 25% bonus to accuracy they always should have
  • Reactive Kinetic battery now correctly states that it can be applied to all heavy units (description before said heavy mechanical only)
  • Subjugator - Control Collars now correctly lists the strength of the mind control check
  • Pain Mirror correctly bypasses armor
  • Malware Daemon - Now correctly lists the strength of the mind control at 8
  • Bio Spore Hyper Aggression - Now correctly describes the size of the AoE it affects
  • Fixed Issue where the Laser Sword couldn't equip the Hallucinogenic Regulator mod

AudioEdit

  • Fixed Dvar Bulwark Autocannons' from being too loud.
  • Fixed Hackers Shoot SFX

v1.102Edit

Patch v1.102[6], also known as Stegosaurus Hotfix, was released on 2019-11-21.

UpdatesEdit

GeneralEdit

  • When calculating XP, the system will cap XP from very one sided battles as if each of the victorious units only killed 2 units (therefore the cap only affects the battle where the victor is outnumbered more than 2 to 1). This is to slow down heroes power leveling by soloing armies.
  • Players can now indefinitely use combat retries for a specific combat in singleplayer.
  • Orbital/Forward Relays are no longer shown as destination if they are unavailable.
  • Orbital/Forward Relays destination names now show both the sector name and colony.
  • Changed operation origins text color from red to sand color in the arsenal interface.
  • Anomalous sites now show additional information about their current state in the quest interface.

DiplomacyEdit

  • AI players will no longer decline truce offers to resolve a war because of only recently having met or only recently having changed diplomatic state.
  • AI players no longer send neutral foreshadowing messages to the player.
  • Now showing a relation change modifier for faction relations when the war between a player and a faction ends.

Hero SkillsEdit

  • Removed Compelling Presence (Celestian)
  • Added Cleansing Light (Celestian); Cost 4, unlocked at level 5
  • Echo of the Hivemind (Kir'ko) - Decreased given shields from 2 to 1
  • Essence Harvest (Heritor) - can now only grant an essence charge if the unit has none.
  • Essence Harvest (Heritor) - Reduced skill cost from 3 to 2

Units, Mods & OperationsEdit

  • Kir'ko Engulfer (Unit) - Decreased hit points from 40hp to 35hp
  • Kir'ko Adaptive Carapace (Mod) - Decreased allowed stacks from 4 to 3
  • Forgotten Rot Proliferation (Tactical Operation) - Decreased Operation Cost from 4 Operation Points to 2 Operation Points
  • Vanguard Drone Carrier - Summoned Drones now start with full action points instead of one

FixesEdit

GeneralEdit

  • Fixed issue where Essence Pool visit sites would show up in the Frontier World template
  • When an operation is aborted, any freed up points will correctly be directly spent on other priming operations right away. Additionally any paused operations that can be primed will now also use the points.
  • Forward base created message is no longer shown for upgrading a forward base to a forward relay base.
  • Fixed leader icon rendering in low resolution for the victory condition panel.
  • Fixed crash in leader selection/leader editor for when the player had a (custom) leader that used a race or secret tech that no longer exists. This could happen when unsubscribing a mod that added a race/tech.
  • Fixed issue where loading an old save game or a multiplayer would crash the research queue
  • Variety of game stability fixes

CampaignEdit

  • Fixed a crash in campaign as multiple quest with titles would fail at the same time.
  • Fixed localization system issue where sometimes an incorrect piece of text would be shown in campaign.
  • Updated Tutorial to reflect the changes made to Sector Annexation

Strategic FixesEdit

  • Fixed issue where an auto move towards a settlement could result in a soft lock
  • Fixed issue where bases that are being annexed turn independent when the original owner is defeated
  • Fixed issue where the AI was not buying mods and units from factions correctly
  • Fixed AI crash related spawner changes save game compatibility.
  • Fixed issue where Armies would try to walk over cells that had an active operation running in them, they now path around such locations unless the player wants to directly move onto the location.
  • Fixed issue where spawners would only spawn a roaming stack once.
  • Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.
  • Fixed an issue where the Patron empire quest would sometimes give you units from a faction you were at war with.
  • Starship Maintenance now grants its bonus to Entropy damage
  • Nuclear Fallout now correctly reduces Entropy resistance
  • Heroes and Units with Shrug Off Prime rank now correctly resist Entropy Status Effects

Tactical CombatEdit

  • Fixed an issue where a unit wouldn't play their death animation in tactical combat.
  • Fixed issue which caused tactical AI to not use Bloated Pustules correctly.
  • Fixed issue where the AI would sometimes prioritize standing next to units that had a negative effect on adjacent enemies (such as the Sinister Chorus ability)
  • Fixed issue where Cerebral Overmind (and similar actions) would not always refund all move points on units that were placed in overwatch.

DiplomacyEdit

  • Fixed issue where the player was able to declare war on a faction through the operation hostile action panel even though they had recently made peace and a cooldown was in effect.
  • Fixed issue where the game would not properly detect team games if all players were set to team 'None'. This affected the race relations, starting opinions and domination victory.
  • Fixed issue where fabricating Casus Belli would always give the player a reputation penalty, this penalty is now only applied if the operation fails.
  • Fixed crash in trade history when a sector base or colony of a sector that had recently been traded was razed.
  • Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.

InterfaceEdit

  • Fixed a number of bugs regarding selecting hero skills with a controller.
  • Fixed a bug where the new mod icons would also be displayed for units that can't have upgrades, eg. colonizers.
  • Fixed a rare softlock when trying to repair a session.
  • Fixed various small bugs.
  • Fixed various small UX problems with controller.
  • Fixed issue where expansion content was displayed in the Imperial Archives for players who do not own the expansion.
  • Fixed an issue where getting into and out of a vehicle would cause hit points to be incorrectly displayed

HeritorEdit

  • Condemn to Drained can no longer target Heroes or Commanders.
  • High-Lord's camera has been aligned better. That way the background plane's bounds won't be visible.
  • Fixed issue where drained units would not obtain a template name and icon when using Mind Possession on another unit.

ForgottenEdit

  • Fixed issue where forgotten units were considered wildlife by the imperial archives.
  • Fixed issue where the unit rewards for the Forgotten were set up incorrectly
  • Rot Proliferation can no longer target Heroes or Commanders
  • Rot Proliferation can now be correctly used by the AI.
  • Shattered Arc's Corrupt Communion can't target RPR units now

Visit SitesEdit

  • Fixed the Es'Teq Essence Pool giving more energy income than intended (10 to 5)
  • Fixed the Es'Teq Essence Pool description not displaying its income.
  • Fixed the Es'Teq Essence Pool description mentioning a bonus to critical hits for entropy attacks that it does not give.
  • Fixed the Es'Teq Essence Pool economic overview icon to display the correct income.

Anomalous Site RewardsEdit

  • Fixed an issue where the AIVA-3 anomalous site unit could carry firearm ammunition mods.
  • All Hero Items unlocked solely through Anomalous Sites can now be equipped while your hero is in a vehicle
  • Sunbringer now correctly receives melee mods

AssemblyEdit

  • Fixed an issue where the Scavenger doctrine would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Curator perk)

Starting PerksEdit

  • Fixed an issue where the Curator perk (part of Star Union Scholar) would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Scavenger doctrine)

v1.103Edit

Patch v1.103[7], also known as Stegosaurus Hotfix 2, was released on 2019-11-28.

GeneralEdit

  • Fixed issue where DLC items were available to players who did not have the DLC.
  • Fixed issue where the dwelling roaming stacks would crash when updating the units
  • Fixed issue where survey sites could spawn on a sector where a player is currently building a base or colony
  • Fixed issue where the research system would fail when having a quest research that is not active and the quest cancels.

Units, Operations & ModsEdit

  • Autonom Golem - now correctly equip Melee mods
  • Amazon Primal Override - now correctly removes ‘Entangled’
  • Assembly Wrecker Wild Swing - now correctly uses the Melee Accuracy
  • Strike Missile now correctly damage swap when using Electrified and Incendiary Explosives
  • Upgraded Strike Missile now correctly damage swap when using Electrified and Incendiary Explosives
  • Mantra of Life can now correctly be equipped by Psionic Buff Hero Items (we are still working on the Hero Skill part)
  • Taught Golems to play fetch

HeroesEdit

  • Phelixa the Beacon now has the correct Hero Skill for piloting vehicles
  • Oreus Tyre starts with the correct amount of Skill Points for his level

CampaignEdit

  • The quest “Cooperate with Nicole Crustus” in Arcadia Caeleste (Kir’ko 01) can now be completed if the proposal comes from Nicole Crustus. Note: Affected players will still have to end their turn before the quest completes.

LocalizationEdit

  • Added “Cannot target Heroes or Commanders.” at the end of the tactical operations: ‘Rot Proliferation’ and ‘Condemn to Drained’.
  • Added “non-RPR” to the Corrupt Communion modifier
  • Fixed several diplomatic messages

ModdingEdit

  • Fixed crash when units did not have their Unit Tier set up, this could happen if certain mods were installed (Any mod that changes the unit tiers or leveling of tiers needs to be updated).

v1.104Edit

Patch v1.104[8], also known as Stegosaurus 2, was released on 2019-12-05. This patch was the last one to release in 2019 and holiday themed, bringing present in the form of Auto Explore and a Tactical Operations Toggle.

FeaturesEdit

Feature: Auto-Explore

  • Armies can now be set to 'auto-explore', this means that they will scout around the planet on their own; picking up resources along the way. These armies will no longer appear in your to-do events; allowing you to focus on other tasks.

Feature: Tactical Operations Toggle

  • When engaging in combat, commanders can now decide whether Tactical Operations will be used during Auto Combat.

FixesEdit

GeneralEdit

  • When a unit is brought back from the dead, all of its Once Per Battle and Ability Cooldowns are triggered. This does not affect Escape Module or similar abilities.
  • Fixed issue where AI player vs AI Player and AI player vs Marauders would no longer generate combat events.
  • Fixed that unit icons in the army panel would flicker on army movement.
  • Fixed issue where razing a Forward Relay Base would not cancel its Energy and Cosmite upkeep.
  • Fixed a visualization error on the Livestock Spawner Tactical Map that caused biodomes to spawn in the incorrect color.
  • Fixed issue where the doomsday level could go beyond 3 causing a crash.

HotseatEdit

  • Fixed issue in Hotseat where the game could hang after manual combat when an AI player attacked the player.
  • Fixed issue in Hotseat where the game could crash upon using combat retry and then closing the combat results.

MultiplayerEdit

  • Fixed issue where players could pause the turn timer while another player was in combat or viewing the combat results.
  • Fixed issue where leaders would not load correctly in the lobby and loading screen if a player used a DLC leader but the host of the multiplayer session did not own the required DLC.

Units, Mods & OperationsEdit

  • Sinister Chorus now correctly decreases Entropy Resistance
  • PsiTec Vox Amp now correctly receives damage channel changes from Focus mods.
  • Fixed Hopperhound Mantises not having a defense mode.
  • Purchased Faction Units now correctly gain extra ranks from the player's HQ as well as other Upgrades.

CampaignEdit

  • Fixed 'Kir'ko Independence' in Xa'Kir'Ko (Kirko 02) not progressing in some cases after completing all three 'Collect Data from Xenolabs' quests. Note: Affected players will still have to end their turn for the quest line to progress.

Anomalous SitesEdit

  • Replaced the constructs in Phase 3 of House of Emperors with Scavengers.

UXEdit

  • Edge scrolling no longer moves the camera when input is blocked.
  • Controller: Cycle Cities now correctly ignores Absorbing/Migrating cities

UpdatesEdit

GeneralEdit

  • Doomsday structures are now being removed when a sector changes owner.

LanguageEdit

  • Added Korean Language Support

MultiplayerEdit

  • Changing teams is now locked while the player has opted as ready to play.

Units, Mods & OperationsEdit

  • Heritor Siphoner 'Es'Teq Siphon' - Reduced damage from 11 to 9

UI & UXEdit

  • Added a Secret Tech Filter to the Commander Selection screen.
  • Skipping to the next to-do event will now focus the camera on the event.
  • Cycling through cities is now done alphabetically.
  • Where possible sector invasion event will now highlight the invading stack instead of the cell the invasion took place.

v1.300Edit

Patch v1.300[9], also known as Diplodocus, was released on 2020-05-26. This patch released alongside the Invasions expansions and brought a overhaul of the Diplomacy system, including AI personalities.

FeaturesEdit

Feature: AI Personalities AI Personalities adds two personality traits to all AI controlled players: the Preference trait and the Strategy trait. The Preference trait determines which things the AI player will like and dislike, this trait may also change their diplomatic behavior. The Strategy trait influences how the AI player runs their empire by changing which things they will research, which units they build and on which sector specializations they will focus.

Preference Traits

  • Xenophile
  • Xenophobe
  • Elitist
  • Compassionate
  • Militarist
  • Pacifist
  • Loyal
  • Treacherous
  • Ruthless

Strategy Traits

  • Warmonger
  • Mercantile
  • Technologist
  • Operative
  • Generalist

Feature: Diplomatic Feedback We added a Diplomatic Feedback system that will inform what certain diplomatic messages from the AI mean or what effects they have. This is done for a number of different messages to help improve feedback from the system making it more transparent. While giving away some of the AI’s plan, this should provide more agency over diplomacy.

UpdatesEdit

GeneralEdit

  • Updated combat cards usage: You can now still set either combat vs the AI or vs humans to something other than use combat cards, like force auto or force manual.
  • Added support for trading weapons and mods from your item arsenal with other players.
  • The system will now block the AI from choosing leaders that humans have picked.
  • Added a PFX to sprawl objects spawning when cities increase in size or new sector upgrades are built
  • Reworked Observe Mode and added a 'Follow Enemies Only' option
  • Exploration sites are now added almost exclusively through the Global pass rather than through sector definitions. This should result in less clustered Exploration sites and more variation in the types encountered.
  • The amount of Exploration Sites that is placed on a map is now linked against the amount of Low Value Landmarks in the Advanced Setup.
  • Added a new early-game Paragon NPC faction quest: Natural Order

Tactical Combat MapsEdit

  • Water Energy pickups now have their own Tactical Combat Map
  • Water Production Pickups now have their own Tactical Combat Map
  • Water Cosmite Pickups now have their own Tactical Combat Map
  • Water Cosmite Nodes now have their own Tactical Combat Map
  • Submarine Spawners now have their own Tactical Combat Map
  • Bronze Landmark: Sunken District now has its own Tactical Combat Map
DiplomacyEdit

We’ve gone through a lot of the Diplomatic feedback and made improvements in areas where we think players may have difficulty understanding and engaging with diplomacy. Such as understanding what certain messages mean or what effects have happened, when you can or cannot improve the diplomatic state with another player.

  • We have performed an overhaul of the AI planning system in order to expose more of how it works by making all internal modifiers visible in the opinion of an AI player. Additionally we have changed how they determine who to befriend making it more directly related to their opinion of the player.
  • When a player surrenders as vassal, any structures they currently occupy that belong to the overlord will be returned. The overlord does take all structures that they occupy. Because it is now easier to become a vassal of an AI player, this will prevent players from quickly absorbing colonies from other players by offering themselves as a vassal.
  • The AI now has a neglect timer which will trigger when they share an increased diplomatic state with the player and have not had any interactions from the player for some time. This system will give incentive to continuing to interact with AI players after you have achieved a certain diplomatic state. This neglect can be overcome by changing your diplomatic state, trading and sending a compliment or insult.
  • AI players are no longer allowed to actively offer or demand peace/vassalage if they have an attack request against the target player. This is done to prevent them aborting war coordination by quickly leaving the war. The target player may still broker peace with your ally however.
  • You can now trade energy- and cosmite for 10 turns again in Teams games and in a vassalage.
  • The opinion of human players is no longer visible as it has no gameplay value.
  • Open Borders, Shared Vision, Shared Intelligence and Orbital Relay pacts can now be traded during vassalage.
  • You can no longer trespass in occupied sectors.
  • During a turn you can now exceed the max influence cap if you for example complete a quest or empire task, only at the end of the turn is the maximum applied and will it be set to 200 influence.
  • The AI will no longer actively go out of wars during campaign missions where the AI is scripted to go to war.
  • The AI will no longer foreshadow about going to war if they are not ready to do so at the time, we've done this to help avoid confusion about AI players threatening war but never following up on it.
  • AI players now only look at the tradeable Casus Belli points when declining a trade because of Casus Belli because the player cannot directly act towards removing those.

BalanceEdit

General BalanceEdit

  • Abilities from units that attack with claws (like the Kir'Ko Frenzied and the Wildlife Voradon) or other sharp body parts (such as the Penguin) are now considered to be Claw abilities. These are now able to equip all Biochemical mods except for the Ionic Infusion mod.
  • Generic weapon type trees (arc, bio, laser, explosive, firearms, psionic) have been rebalanced and adjusted. These now share upgrade paths, so any type of research here will now allow access to research on the next tier.
  • If your unit is in allied territory (defensive pact counts too) and is not trespassing, it now heals faster, like it does in your own territory.
  • Psi-Fish, Hopperhound, and Megasow units that have transformed through Metamorphosis now gain a passive property that increases health called Evolved Vitality. The health boost depends on the unit.
  • Abilities and Operations that dispel status effects on a AoE or a Jump now only target friendly units.
  • Operation Defense from treaties and doctrines will no longer protect your hostile operations from being sabotaged. Operations that target your own colonies will still be protected by this defense however.
  • Syndicate Heroes will no longer have access to the watchman hero skill, as they have an improved version from their racial skills.

AssemblyEdit

  • Water Cosmite Node income increased from 5 to 8 Cosmite
  • Water Energy Node income increased from 10 to 15 Energy
  • Water Food Node income increased from 10 to 15 Food
  • Water Production Node income increased from 10 to 15 Production
  • Water Production Node now has a Synergy bonus of +5 Production when the sector features a water specialization.
  • Water Research Node income increased from 10 to 15 Research
  • Water Research Node now has a Synergy bonus of +5 Research when the sector features a water specialization.
  • Water (Large) Cosmite Pickup reward tier has been increased from Tier 3 to Tier 5 (compared to Tier 4 on the land equivalent)
  • Increased Bronze Water Landmark: Sunken District income from 10 to 20 Research, Food and Energy.
  • Increased the income from razing colonies from 10 to 16 Energy and from 4 to 8 Cosmite per colonist. The income from razing sectors is unchanged.
  • Military Engineering Guild now applies its buffs on Ship units

Race, Weapons & Secret TechsEdit

The old arrangement of weapon techs meant a lot of investment was needed to reach high level weapon mods, this meant many players never got to use them, since they prioritized other parts of the tech tree which were more widely applicable. We decided to try and tackle this by making the techs cheaper and cross linking the weapon techs, so that researching one tech would also unlock techs for it's partner.

We also looked over some of the less useful weapon tech trees and tried to extend to make them more useful. This involved making some weapon tech defensive in nature for variety, and allowing many biochemical mods to work on melee attacks, which makes them much more useful for Kir'ko players.

AssemblyEdit
  • Mod 'Flesh Tearer Implants' - Now requires an Assembly Melee unit or a Unit with a Claw ability.
Kir'koEdit
  • Hero Skill 'Guiding Presence' - Decreased Skill Point cost from 8 to 6 Skill Points.
SyndicateEdit
  • Indentured 'Arc Power Blast' now makes the unit enter defense mode after use.
  • One Way Trust now gives Operation Defense against everything, not just Covert Operations
  • Cloak and Dagger now gives Operation Strength with all operations, not just Covert Operations.
VanguardEdit
  • Trooper 'Grenade' changed from Once per Battle to a 2 turn Cooldown.
HeritorEdit
  • Siphoner 'Devotion' can no longer be used on enemies
  • Mod 'Es'Teq Confiscator' - Essence Drain bonus now correctly excludes Melee attacks and includes Psionic attacks
PrometheanEdit
  • Moved 'Aegis Tank Corps' tech group from Tier VI toTier V
  • Mod 'Thermal Targeting Relay' no longer has empty entries in damage previews
  • Doctrine 'Extermination Protocol' no longer shows up in non-damaging abilities
  • Hero Skill 'Plasma Surge' has been renamed to Phoenix Surge
  • Hero Skill 'Phoenix Surge' is no longer considered a Plasma ability
  • Phoenix Walker 'Firestorm' - Damage decreased from 18 to 16
  • Phoenix Walker 'Firestorm' - AoE hex radius increased from adjacent to 2 hexes
  • Phoenix Walker 'Firestorm' - No longer considered a Melee ability
PsynumbraEdit
  • Unit 'Echo of Despair' is now considered non-vital
  • Operation 'Flagellation' now states the 75% of health lost in the operation's effect after casting
SynthesisEdit
  • Status Effect 'Compromise' now also reduces all other Damage Channels resistance by 1, and Arc Damage resistance by 2 (was 3)
  • Operation 'Reactivate Imperial Androids' now states the types of units it can spawn
  • Operation 'Deploy Maintenance Daemons' now has an effect description when the operation is cast
VoidtechEdit
  • Mod 'Quantum Avatar' no longer staggers displaced enemy units.
  • Mod 'Gravity Pulse Grenade' - Can now be equipped by any unit.
  • Ability 'Gravity Pulse Grenade' - Dimension Instability increased from 4 to 12
  • Ability 'Gravity Pulse Grenade' - Changed from Once per Battle to a 2 turn cooldown
  • Echo Walker (Assembly) 'Void Blades' - Increased damage from 9 to 10
  • Echo Walker (Amazon) 'Void Glave' - Decreased damage from 17 to 15
  • Echo Walker (Dvar) 'Void Hammer' - Decreased damage from 20 to 16
  • Operation 'Dimensional Vortex Bomb' can no longer target friendly units
PsynumbraEdit
  • Oblivio Mundi Operation (Psynumbra doomsday) - Decreased unhappiness from 40 to 30
  • Amazon Initiate 'Dark Vine' - Increased the range from 5 to 7
  • Amazon Malictor 'Dark Thorns' - Increased the range from 5 to 7
  • Pain Mirror Mod - Increased damage from 6 to 8
  • Pain Mirror Mod - Increased range from 3 to 4
  • Psynumbra Sacrifice to the Abyss - Increased summon duration from 3 turns to 4 turns
  • Psynumbra Sacrifice to the Abyss - All compatible mods are now copied over into the summoned unit.
  • Kir'ko Initiate - Removed Psionic Mastery
  • Kir'ko Malictor - Removed Psionic Mastery
  • Syndicate Initiate - Increased costs from 80 energy and 250 production to 100 energy and 270 production
  • Syndicate Malictor - Increased costs from 120 energy, 400 production and 20 cosmite to 140 energy, 440 production and 25 cosmite
XenoplagueEdit
  • Plague Lord 'Lacerating Tentacles' - Now considered a Claw Attack
  • Destroyer 'Savage Bite' - Now considered a Claw Attack
  • Ability 'Plague Pods' - Infection chance increased from str 8 to str 12
  • Ability 'Plague Pods' - Heal increased from 8 to 12
  • Mod 'Bio-Spore Purification' - Increased from range 1 to range 3
  • Mod 'Parasitic Symbiosis'- Increased Passive health from +15 to +20
Arc Weapon GroupEdit
  • Mod 'Arc Retaliation Defense' now triggers when the attacker is within 3 hexes (was 2)
  • Mod 'Arc Impact Module' now has a 12/8 chance of applying Electrified
Biochemical Weapon GroupEdit
  • All mods, except for Ionic Infusion, can now be equipped on units with Claw abilities.
Explosive Weapon GroupEdit
  • Mod 'Explosive: Incendiary' - Decreased cost from 10 Cosmite to 5 Cosmite
Laser Weapon GroupEdit
  • Mod 'Incinerator Module' - Changed Burning to Immolation
  • Mod 'Incinerator Module' - Decreased strength chance from 12/8 to 10/6
  • Removed - 'Laser Penetrator Module'
  • Removed - 'Shield Breaker Module'
  • Added - 'Searing Module' (Tier IV)
  • Mod 'Searing Module - Gives Laser Weapons Shield Overheat (Destroy 2 Shields per hit) and a 12 thermal chance (8 for repeating attacks) to apply Charred
  • Added - 'Laser Precision Module' (Tier VI)
  • Mod 'Laser Precision Module' - Gives Laser Weapons +1 Range and +20% accuracy
  • Mod 'Flash Module'- Renamed to 'Dazzler Systems'
  • Mod 'Dazzler Systems' is a defensive mod which grants +2 Shields
  • Mod 'Dazzler Systems' - Decreased str chance for repeating attacks from 12 to str 8 chance of Blind
  • Mod 'Dazzler Systems' can now be equipped by any unit and applies to all weapons
  • Mod 'Hard Light Module'- Renamed to 'Hard Light Systems'
  • Mod 'Hard Light Systems' is now a defensive mod which grants +1 Shield
  • Operation 'Laser Ablation' - Moved to the Tech group in tier IV
Psionics Weapon GroupEdit
  • Mod 'Focus: Venom' - Decreased Cosmite cost from 10 to 5
  • Mod 'Focus: Venom' - Changed Psionic Armor Bypass from All to 2
  • Mod 'Focus: Flames' - Additional damage increased from 10% to 20%
  • Mod 'Focus: Flames' - Changed Psionic Armor Bypass from All to 2
Arc Status EffectsEdit
  • Static Charge now lasts for 2 turns.
Thermal Status EffectsEdit
  • Burning - Increased accuracy against a burning target from 10% to 20%
  • Burning Debuff can be applied to units in water TC maps again.
  • Immolation - Damage decreased from 12 to 10
  • Immolation - Increased accuracy against a burning target from 20% to 30%
  • Immolation no longer applies burning on failure.
IndependentsEdit
  • All NPC Faction units are now 20% cheaper to buy
  • Growth Soldier Bee - Increased HP from 40 to 45
  • Autonom Justicar 'Sentence Target' - Increased Range from 9 to 11
  • Autonom Justicar 'Punisher Missile' - Increased Range from 9 to 11
  • Psi-Fish Spawn - Increased shields from 1 to 2
  • Psi-Fish Spawn - Gained the All-round Awareness Passive Ability
  • Psi-Fish Chrysalis - is now a Small Target
  • Psi-Fish Chrysalis 'PsiBlast' - Changed to a single action ability
  • Forgotten Golem - Increased HP from 40 to 45
  • Forgotten Shattered Ark 'Essence Channeler' no longer affect the Ark itself
  • Forgotten Shattered Ark 'Essence Channeler' - Decreased Shield cap from 5 to 3
  • Paragon Soldier - Increased HP from 35 to 40
  • Paragon Soldier 'Grenade' - Changed from Once per Battle to a 2 turn Cooldown
  • Paragon Guard - Decreased Shield bypass from flanks from 4 to 2
  • Mod 'Overcharged Augment' - Now is on a 3 turn cooldown
  • Spacers Truck 'Makeshift Turret' - Increased damage from 16 to 18
  • Spacers Truck 'Reckless Crash' - Increased damage from 16 to 22
  • Spacers Mad Preacher 'Maddening Rant' - Increased damage from 18 to 22
  • Spacers Melter - Increased armor from 2 to 3
  • Submarines - Decreased army power value

FixesEdit

DiplomacyEdit

  • Fixed issue where some of the trading messages had lines like 'May our people leave the Dark Age behind us and prosper together' even though the AI could be breaking up an alliance at that point.
  • Fixed issue where you would not be able to trade an occupied colony back to its owner.
  • Fixed issue where stacks standing on colonies/bases would not be properly teleported away from the structure.
  • Fixed issue where sometimes sector bases that were occupied during the war would turn to the occupiers ownerside correctly, but still remain annexed to their original colony if that colony was not occupied. These will now disconnect from the colony.
  • Fixed issue where the AI would not store when they last sent a message and thus would have their war declaration timer reset upon saving and reloading.
  • Fixed issue where the diplomacy interface was being re-opened after ending a vassalage.
  • Fixed issue when trespassing due to external changes expires at the end of your turn it would give the other player 2 Casus Belli instead of 1 for trespassing in their domain.
  • Fixed issue where the concealed meeting event panel would pop-up again after saving and reloading the turn in which the player had already dealt with the pop-up. Fix only applies to newly created save games!
  • Fixed issue where the player would be unable to buy Vanguard settlements with influence if they shared a despised relationship with the Kir'Ko.
  • Fixed issue where Kir'Ko settlements would become twice as expensive to buy with influence if the player shared a disliked relationship with the Syndicate.
  • Fixed issue where the Domination Victory Phase 1 and 2 Casus Belli had the wrong denouncement opinion modifiers linked causing the wrong text to appear for the denouncements.

GameplayEdit

  • AI players are now more likely to help/attack settlements.
  • Fixed units deserting with low morale not working properly
  • Fixed the AI not building enough colonies
  • Research and Production income in colonies can no longer go below zero, this would cause issues for the total research income.
  • Fixed deco's being rendered in the city tiles of Colonies on the strategic map.
  • Fixed an issue where Runners could survive in combat when their commander was killed
  • Fixed level 3 Mind Transference not giving essence to air units on combat start
  • Fixed water map hazards spawning on top of retreat points in combat maps
  • Fixed an issue where the player could be asked to declare war on a defeated player while launching an operation on a defeated player's colony
  • Fixed issue related to the 'Heartbringer' and 'Me, the Kingpin' achievement, triggering on contact instead of completion.
  • Fixed bug where battling a stack adjacent to a city would pick the wrong tactical combat map.
  • Fixed issue where automatic food sharing options wouldn't revert back to share all once fully grown.
  • In regards to the automatic food sharing, determining whether a colony is full is calculated more accurately now.
  • Fixed issue where razing a sector with an orbital relay specialization would disable other existing orbital relays.
  • Fixed issue where having a large number of hazards in one sector could invert income.
  • Fixed crash when trying to load a save game while the confirm war declaration panel inside the diplomacy screen was opened.
  • Fixed issue in auto exploration which could cause the player not to be able to end their turn in hotseat when they had won the game.
  • Fixed crash which could occur if the player had multiple imperial defenses of the same type and one was razed/removed.
  • Fixed crash in Heritor 01 when quest completion would trigger and remove the stack the player was trying to attack.
  • Fixed wrong rotation of the clustermine mines in TC.
  • Fixed extreme lighting in the Psi-fish dwelling making the UI have a different hue.
  • Fixed issue where operations would not correctly take into account the diplomatic state of stacks belonging to NPC factions which would cause the player to be able to damage stacks belonging to allied NPC factions.
  • Fixed issue where the garrison of imperial defenses would not be cleared if the sector was captured or occupied.
  • Fixed issue where the player could end up on a negative relation value with an NPC faction if they would complete quests for other NPC factions.
  • Fixed issue where strategic operations that would last for several turns, like the Dvar Earth Crack ability, would not stop the executing unit from moving in consecutive turns.
  • Fixed issue where doctrines that would increase your race relations would not always function if the player had the Charismatic trait.
  • Fixed crash in tactical combat which could happen if during an attack animation, like Meteor Swoop, multiple events were being triggered during the same frame.
  • Fixed issue where the game could hang for some time if a player was defeated and their sectors were being converted to marauder sectors.
  • Fixed issue where the game could sometimes crash if the colony was trying to auto assign colonists after new colonist slots had been added.
  • Fixed issue where the deploy monitor operation could be used on lava and void locations.
  • Fixed issue where auto assigning colonists would over prioritize happiness slots when the city was already generating enough happiness.
  • Orbital Relay Reinforcement now correctly makes reinforcement units land on top of enemies, displacing them and dealing minor damage.
  • Fixed issue where the unit template would seemingly get stuck on one name or icon

InterfaceEdit

  • Fixed Revelations-specific commander customization backgrounds rendering low resolution on lowest graphics settings.
  • Removed debug string when dispelling Virulent Canisters
  • Essence Gash now correctly states that its Tactical effects happens every 2 turns
  • Fixed selected another players colonizer or prospector showing sector icons on the world map
  • Fixed issue related to the Tome of Wonders' previous entry button glitching out on the unit mods section.
  • Fixed issue where minimap icons would not disappear when being destroyed by quest or operation.
  • Fixed issue where the wrong message would be shown when razing a marker (Monitoring Station)
  • Fixed soft lock where A.I.V.A would keep a multiplayer session hostage when one of the players leaves the session during a quest window.
  • Colonies being transferred don't show up in the city cycle anymore.
  • Choosing a research topic with controller now selects the research instead of queueing it.
  • Fixed an issue where razing your own deployed monitor would not update your income
  • Fixed Terraformation warning that spawned 2 duplicate messages.
  • Fixed issue where the quest tracker and World Event Icon would not be hidden in screenshot mode.
  • Fixed issue where the selected hex outline and popup would still be visible in screenshot mode.
  • Fixed issue where the blue highlighted hexes would still be visible in controller mode while screenshot mode was active.
  • Fixed issue in campaign where the player's commander would have the wrong loadout perk if they changed their secret technology during the campaign.
  • Fixed missing event log icon when NPC factions are invading

Units, Mods & AbilitiesEdit

  • Equipping the Hallucinogenic Regulators mod no longer allows a unit to equip Firearms mods
  • Vine Sprout summon can now equip and benefit from Crushing Roots if the Vine Bud that summons it has it equipped.
  • Fixed Berserker Pheromones from not working on certain melee weapons
  • Rite of Revitalization no longer removes positive effects
  • Fixed issue where Remote System Purge would jump and dispel enemy cyborgs
  • Ancestral Smite now correctly applies the negative Morale debuff
  • Roy-2's Distracting Pheromones now correctly only apply to Biological and Cyborg units
  • Fixed issue where the Ascended Teacher unit would have multiple Path of Venom mods
  • Psynumbra tactical operation: Sacrifice to the Abyss can no longer be used on Heroes
  • Fixed an issue where Entangled wouldn't entangle amphibious units
  • Essence Link now shows its buff in the unit panel of both linked units
  • Turbulence from Aerial Denial System now correctly only lasts 2 turns
  • Fixed bug where explosion VFX of a covered section would be shown to the player.
  • Fixed Rabid Piglet being really tiny when embarked on water
  • Fixed the AI not using summon abilities on flying units
  • Fixed a bug where a unit getting action points back would reset the defense bonus from Skitter
  • Fixed units with Quantum Avatar teleporting turrets when attacked by them
  • The Burden Bearer 'Unburden' - Entropy damage dealt to caster can only be reduced with entropy resistance (now ignores shields and armor).
  • The Burden Bearer 'Unburden' - No longer deals more damage when the target would count as flanked.
  • The Burden Bearer 'Unburden' - Now correctly dispels debuffs created by enemy units
  • The Burden Bearer 'Unburden' - Can no longer target obstacles or units that are not debuffed.
  • Fixed units affected by Psi Cage not spawning an echo of despair on death.
  • Fixed Reapers losing buffs when they transform back to their starting forms
  • Fixed an issue where a summoned unit that ate another unit, would return that eaten unit at the end of battle.
  • Fixed an issue that meant damage bonuses from mod were boosting the damage done by damage response abilities, like Pain Mirror.
  • Fixed the Storm Wader not having access to the Arc Extension Module
  • Fixed the Disassembler getting Bleeding from Ammunition: Fire Burst. It now correctly gets Burning
  • Diversion Projector can now correctly be dispelled
  • Minor fix to Area of Reprieve not blocking Thorn Roots and Stunning Discharge
  • Fixed issue where Tenets of Pacifism could pacify Mindless units
  • Fixed issue where Arc Rod was overriding the primary weapon
  • Fixed an issue with the Plague Lord's Super Infection suggesting friendly targets
  • Arborean Queen's Root Quake can now correctly target Amphibious units
  • Hero Skills - Guiding Hand: Now counts as a Psionic Buff for Mantra of Life and Mantra of Clarity
  • Wraith Drive will no longer try to apply negate effects to the Wraith Tank
  • Fixed issue where the Halo effect from the Quantum Avatar mod was buffing enemy voidtech enemies.
  • Sacrifice to the Abyss can now target Flying units
  • Mad Preacher's Mad Rant can now correctly graze
  • Techno Prophet and Paragon Guard can now correctly carry the Arc Extension Module
  • Fixed water Arc Explosives having a theramal explosive indicator

Anomalous SitesEdit

  • Fixed issue where Anomalous Site rewards would grant a technology you were already working on.
  • Fixed Induce Nightmare not obtaining damage channel swaps
  • Fixed Manipulate Sleep triggering on target twice

AudioEdit

  • Fixed issue with 'Tactical Operations Ready' VO not trigger on Turn 1 when the spaceport doctrine is active
  • The Heritor Doomsday Victory now has voice over
  • Lowered the volume of the 'Offer Declined' SFX
  • Fixed Abyssal Shroud tech voice over not playing

LocalisationEdit

  • Fixed two mistakes in the German translation of the 'Ammunition: Flechette' fire-arms unit mod description.
  • Fixed a mistake in the German translation of the 'Ammunition: Fire-Burst' fire-arms unit mod description.

ReferencesEdit