Update V1.404.43827 - Update Notes
Modding
- Fixed that the warning related to outdated mods on the main menu would show after small updates and hotfixes; as it is only intended to show after major updates.
- The warning dialog for mod related issues when loading a save game or multiplayer game now gives the option to ignore the warning and continue playing.
Update V1.404 - Update Notes
Fixes:
Galactic Empires
- The Psi-Fish Hunting Grounds planet trait now forces the planet to be continents and disallows changing of game settings to prevent issues with Psi-Fish dwelling spawns.
- Fixed the Masking Frequencies planet trait not working
- Fixed not being able to choose the default Phoenix Walker requisition item as Vanguard, Amazon, Shakarn or Syndicate
- Fixed not being able to buy high level vehicles using Renown in certain situations
Combat
- Fixed evasion bonus from the Skitter ability not resetting after Undo
- Fixed Undo allowing you to circumvent the effects of Panic and Captivate
- Fixed that applying Impaired on a unit would reset cooldowns and once per combat abilities from the disabled mods
- Fixed a crash that occurred when you would Undo a move in combat after moving away from a hazard
Campaign
- Fixed issue where campaign missions could sometimes not be ended
- Fixed that the Forgotten NPC Faction would sometimes not be present in the Obolus-5 campaign mission
General
- Fixed that the Futurist achievement could no longer be unlocked
- Fixed issue where buying a grail cypher from an NPC faction would not deduct its influence cost
- Fixed occupied Shakarn and Oathbound colonies having access to previously built turret defenses unlike the other races
- Fixed Soul Beacon Maelstrom not giving Essence Charges to friendly units
- Fixed issue where operations that are being primed would not update when the amount of casting points available changed
- Fixed an exploit caused by repeatedly aborting the production of a Colonizer unit
- Fixed an exploit related to the Immaculate Breeding Ground Emergent spawn
- Fixed that certain actions and events could end up blocking the victory screen (both in the Galactic Empire and scenarios)
- Fixed multiplayer going out of sync by viewing the invasion forces in the Diplomacy screen
- Fixed a crash that could happen during an AI turn in the late game
- Fixed various instances where the AI could get stuck in their turn (which would leave you stuck at “Opponents are moving”).
- Fixed issues with higher quality settings on M1-based Macs
####V1.403 - Triceratops Hotfix 3 (3 December 2020)
Updates
Features
- Added an Undo Movement button into combat. This lets you undo the last unit move that you made, as long as the unit was not damaged en route, and no other unit abilities or operations have been triggered since.
General
- Removed the reputation bonus for sending gifts through diplomatic trades; this was causing exploits in both the Oathbound campaign and in multiplayer games where players could just send gifts back and forth for quick reputation gains.
- Changes to how the scan grail cypher interaction is working. After scanning the player will receive an event.
- Blocked Grails from spawning on Frontier worlds
- Updated the Tooltip for Residential Exploitations to make clearer how they function
- Updated the Tooltip for Popular Support to match the Triceratops Changes
Galactic Empires
General
- Galactic Empire planets that feature grail quests will now only spawn grail sites that are not present (and completed by the player) on any of the conquered planets in the empire to make sure players do not have to rely on random chance for gathering all relics. (If all grails have been captured then grails will be fully random again)
- The available planets for galactic empires will now feature up to 7 (but not fewer than 3) planets that are based on the current level of the planet you will have: 1 planet of the right difficulty, 1 planet that is above your ideal difficulty (if possible) and 1 planet for each difficulty level below your ideal difficulty.
- Planet Traits that involve NPC factions will now no longer allow playing on the small map size in order to prevent issues where too few dwellings would spawn the map.
- Clicking on any added requisition item to remove it will now also make the related tab with available items selected on the left side of the screen.
- All Hero Items unlocked via Progression are now 'free items' meaning they do not have to be chosen as Requisition items to be available in game.
- Summon units are now available as requisition items when playing their respective race as well since you cannot otherwise build these units.
- Racial Secret Tech unit variants are now available as Requisition options when playing that secret tech.
Planet Traits
- The 'Settle the Claim' secondary objective, no longer triggers on any diplomatic state change while an alliance is maintained with either target player.
- 'Hive Development' Empire Request now completes on 12 population rather than 16 to prevent issues with the Limited Space planet trait.
- Lowered the spawn weight of non-xenoplague spawners while the 'Xenoplague Infestation' trait is present
- Lowered the step count of 'Cleanse the Infestation' from 5 to 3 and increased the reward.
- 'Cleanse The Infestation' now also completes when clearing Livestock spawners (since these often also include Xenoplague units)
- 'Voidbringer Thrallworld' can no longer combine with 'Aggressive Settlers' (as the thrallworld's Ravaged world basis does not allow settlements)
- 'Penguin Hive' trait can no longer combine with Spawner Override Traits
Requisitions
- Added the Oathbound Battle Suit Hero Vehicles to the appropriate Unit Unlocks.
- Added 'Pestilence' Hero Weapon to the Xenoplague Progression Level 5
- Added 'Acrimonious' Hero Weapon to the Xenoplague Progression Level 10
- Added 'Malady' Hero Weapon to the Xenoplague Progression Level 18
- Added 'Hasher SMG' Hero Weapon to the Synthesis Progression Level 5
- Added 'Voidblades' Hero Weapon to the Voidtech Progression Level 5
- Added 'Siphoner Staff' Hero Weapon to the Heritor Progression Level 11
- Added 'Link Shard' Hero Weapon to the Heritor Progression Level 17
- Added 'High Lord' Vehicle Hero Weapon to the Heritor Progression Level 20
- Added 'Structural Integrity Diminisher' Entropy Mod to the Oathbound Progression Level 20
- Added Dvar 'Phoenix Walker' race variant to Promethean Progression Level 20
- Added Kir'ko 'Phoenix Walker' race variant to Promethean Progression Level 20
Races, Techs & NPC Factions
Assembly
- Swapped the positions of Advanced Bionics and Molecular Computing in the tech tree
Dvar
- Dvar Trencher - Reduced armor from 3 to 2
- Dvar Foreman - Increased HP from 40 to 50HP
- Dvar Foreman 'Hand Mortar' - Increased damage from 8 to 10
Kir'ko
- Mod 'Poison Excretion' - The 'On Death' Explosion from now only affects enemies
Oathbound
- Added seer scrolls visual to the Oathbound Hacker
- Oathbound Aspirant - Reduced HP from 45 to 40HP
- Oathbound Protector 'Embolden' - No longer puts the unit into Defense Mode after use
- Oathbound Protector - Changed Prime Rank bonus from Firm to Shrug Off
- Oathbound Warden - Increased shields from 0 to 1
- Oathbound Warden 'Warden's Banner' - Increased Crit Chance from 10% to 20%
- Oathbound Lightbringer - Increased shields from 0 to 1
- Oathbound Exemplar - Increased armor from 4 to 5
- Oathbound Exemplar 'Storm Glaive' - Reduced Damage from 16 to 14
- Oathbound Exemplar 'Onslaught' - Reduced base damage so it's still 30 with the fixed Glaive Mode bonus
- Buff 'Precognition' - No longer stacks.
- Buff 'Providence' - The critical chance bonus is now properly capped and can no longer exceed the hit chance of the attack
- Debuff 'Fatalism' - No longer guarantees success for instant kill operations and abilities
- Mod 'Oath of Loyalty' - Now has a limit of +2 armor from adjacent units
- Mod 'Destiny's Manuscript' - Reduced radius from 5 hexes to 3 hexes
- Mod 'Destiny's Manuscript' - Will now apply either Fatalism or Adversity
- Mod 'Beacon of Hope' - Reduced radius from 3 hexes to 2 hexes
- Mod 'Beacon of Hope' - No longer stacks with itself.
- Strategic Operation 'Expedite Doom' - Reduced Strength Chance to instantly kill from 12 to 8
- Strategic Operation 'Expedite Doom' - Can now only instantly kill tier 1-3 units.
- Hero Skill 'Oracle's Favor' no longer gives a stack of Precognition to their army at the start of battle, and instead gives Precognition after they kill an enemy unit and costs 2 points.
- Hero Skill 'Overload Power Core' - Now properly gets damage bonuses from mods and hero skills
- Hero Skill 'Overload Power Core' - Now does Massive Impact
- Hero Vehicle 'Protector' - Increased armor from +2 to +3
- Hero Vehicle 'Warden' - Increased armor from +0 to +1
- Hero Vehicle 'Light Bringer' - Increased shields from +0 to +1
- Hero Vehicle 'Champion' - Increased armor from +0 to +2
- Hero Vehicle 'Purifier' - Changed from +1 shield to +3 armor
- Hero Vehicle 'Marquis' - Reduced armor from +3 to +2
Shakarn
- Shakarn colonists working in Infiltrator slots from the 'Holo-Simulation Camp' structures now give research and production instead of research and covert operation strength. That amount of production is in line with what other racial slots would give.
- Shakarn Deadeye 'Omni-Penatrator' - Now starts getting long range penalties at 7 hexes (was 5)
- Shakarn Glaukos 'Flow' - Increased range from 5 to 7
Syndicate
- Syndicate Subjugator - Now has Impose Discipline
- Syndicate Subjugator 'Heavy Repeater' - Increased damage from 11 to 12
- Syndicate Subjugator 'Project Agony Field' - Changed from Strength 8 Chance to apply Broken Mind to a Strength 8 Chance to apply Immobilize, with Slow on resist
- Syndicate Subjugator 'Project Agony Field' - Reduced cooldown from 2 turns to 1 turn
Celestian
- Lightbringer 'Inferno Strike' - Now counts as a Claw attack for modding purposes
Heritor
- Mod 'Es'Teq Gauntlet' - Reduced damage per charge from 8 to 4. The ability now correctly counts the first charge, so the total damage done is the same for a 2 essence charge unit.
- Mod 'Es'Teq Conduit' - Increased damage of Essence Blast from 8 to 10
- Mod 'Es'Teq Conduit' - Reduced damage per charge from +5 to +3
- Mod 'Empowered Drained' - Now gives Resurgence instead of a damage bonus
- Doctrine 'Divine Legion' - Reduced the additional essence charges from +2 to +1
Psynumbra
- Tactical Operation 'Aria of Emptiness' - Reduced Strength Chance to apply Catatonic from 8 to 6
Synthesis
- The Shakarn and Assembly hackers now have the Haywire Daemon ability
- Avatar 'Disruption Virus' - No longer suffers long range penalties
Void Tech
- Echo Walkers now cost 70 energy, 250 production (was 90/270), except for the Oathbound, Dvar and Amazon ones
- Echo Walkers - Reduced shields from 2 to 1
- Phase Manipulator 'Energy Blaster' - Reduced damage from 11 to 9
Xenoplague
- Plague Lord 'Super Infection' - Changed from Once per Battle to a 2 turn cooldown
Arc Weapon Tech
- Mod 'Positronic Arc Storm Projector' - No longer applies Stun
Entropy Weapon Tech
- Mod 'Maxwell's Puzzle Box' - Changed from a 4 Hex Cone to a 1 Hex Radius at Range 9
- Mod 'Maxwell's Puzzle Box' - Reduced Strength Chance to proc Reality Break from 12 to 10
- Mod 'Maxwell's Puzzle Box' - Increased chances to apply a random debuff from 1 to 2
- Mod 'Maxwell's Puzzle Box' - Increased cooldown from 1 to 2 turns
- Tactical Operation 'Atomic Collapse' - Can no longer affect enemy commanders
Laser Weapon Tech
- Mod 'Laser Precision Module' - Increased the gained damage from +20% to +30%
Autonom
- Killing a unit that is giving Networked to its allies now has a chance to stun or stagger those units as Networked is removed
- Autonom Monitor 'Transmit Repair Nanites' - Heal changed from 5HP per level of Networked to 10HP Total
- Autonom Monitor 'Defense Laser' - Increased range from 7 to 9
- Autonom Monitor 'Defense Laser' - Reduced damage from 8 to 6
- Autonom Monitor - Changed Prime Rank bonus from Extra Range to Bypass Cover
- Buff 'Networked Level 3' - No longer gives +1 range
The Forgotten
- Forgotten Serpion - Increased shields from 0 to 1
- Forgotten Serpion 'Essence Fangs' - Increased Strength Chance to Drain Essence from 4 to 8
- Shattered Ark - Increased shields from 1 to 2
- Shattered Ark 'Shattered Communion' - Increased Strength Chance to apply Corrupt Communion from 8 to 12
- Shattered Ark 'Essence Channeler' - Reduced shields cap from +3 to +2
Wildlife
- Savage Tyrannodon 'Brutal Bite' - Now has Massive Impact
Hero Items
- Staff of Turmoil is now a Tier 4 weapon
Fixes
General
- Fixed issue where the 'Now you see me' and 'Critical Failure' achievements could be triggered by AI players.
- Fixed 'Make your own luck' achievement not triggering.
- Fixed an issue where razing Imperial Defense would result in a AI hang for marauder units
- Fixed crash where the alliances would be modified the list of allies while it was processing the list
- Fixed issue where changing the side of a colony would not always update the city base connections
- Fixed issue where founding a colony on a forward base would not cause the race relation to gain the 'Owns Colony' modifier.
- Fixed an issue that meant units with -200 morale would have a 50% chance to desert instead of a 5% chance.
- Fixed issue where grail sites would invalidate certain sectors when spawning
- Fixed issues regarding losing colonies and recapturing them turing certain connected sectors to state that they are disconnected
- Changed the Secondary Structure Pick List for the Spaceport from Government Palace to Spaceport
- Fixed an issue where global doomsday operations wouldn’t be canceled if a city containing a doomsday tower was razed
Interface
- Fixed issue where the Unit Template Manager would visually not properly refresh when scrolling the list after toggling the production state of one or more templates.
- Fixed the issue where the food sharing would reset back to default when on share all after the number of colonists slots
- Fixed a missing screen name for the Sun Shard unit property which resulted in the effect not functioning correctly
- Fixed Priority management for unique specialists on Controller
- Fixed Filter Settings for Various Doctrines & Operations
- Changed the linked icon for the Sun Shard & Marine Research Lab on the Military
Overview
- Fixed a recieve/receive spelling mistake in Happiness Events
Campaign
- Fixed a rare bug, where the 'Zemestian-4' mission would crash if Mephilas the Redeemer was in a vehicle by the end of the previous 'Chimera Glacialis' mission.
- Fixed an issue that the Oathbound Exemplar rewarded by the 'Claim the Grail' quest in the second Oathbound mission was in Glaive mode rather than Shield mode.
- Fixed an issue where scripts in campaign could sometimes cause defeated players to declare war or change their diplomatic state towards other players.
- Fixed an issue where the player could get negative popular support from a scripted war in the second Oathbound campaign mission.
- Fixed a translation mistake in Polish in the Grail choice menu. 'Reject Oracle…' is now 'Embrace Oracle…' in Polish.
Galactic Empire
- Fixed issue where several filters were not being shown for the Title screen Imperial Archives and in the Galactic Empire Requisition screen.
- Fixed issue where the 'Grail Detected' planet trait would now show up in blue colored text with the relic icon when for active or available planets.
- Fixed a broken link in the Chaos Oracle Relic
- Fixed certain Item and Vehicle Unlocks being unavailable if you are playing as the secret tech that unlocks them.
- Fixed the Heritor 'High Lord' T4 unit being unlocked at level 10, fixed to the correct level 20.
- Fixed Cleansing pulse is now correctly marked as a tactical operation (and thus free with the Operational Stockpile trait.)
- Fixed certain Heritor strategic and tactical operations lacking the proper requisites to be identified as such
Invasion
- Fixed issue where pressing Y/Triangle on controller when starting a new planet while the galactic empire hall of heroes is already completely filled would still enter the recruit new hero screen (with no available heroes) even though there was no button prompt visible.
- Fixed issue where invasion structure could spawn on Lava and Void sectors
Units & Mod
- Sunbringer Anomalous Site Weapon now correctly has Melee Shield Bypass.
Dvar
- Fixed the Hardiness Training skill so it always gives it's bonus (a bug meant it only gave the bonus to units in cover)
Oathbound
- Fixed an issue that meant the Diviner's Not Your Time could only target ground units
- Fixed the Diviner's Thread hero weapon not being compatible with Entropy Mods
- Fixed a bug that means Oathbound Secret Tech hero vehicles would not be available to be bought after a reload
- Fixed Oathbound Purifier Units being unable to equip Melee Mods
- Fixed Glaive mode not giving the 25% bonus damage it should
- Exemplar's Blitz is now correctly marked as an arc attack and is affected by arc mods.
Shakarn
- Fixed Infiltrators still using Holoshift in autocombat when they shouldn't
Synthesis
- Fixed an issue where Arc Weapon mods could affect the Amplify Daemon ability
Void Tech
- Fixed Statis Pocket Inducer displaying the incorrect Strength Chances
Paragon
- The Paragon Guard's Shield Charge can no longer knock back light turrets
Psifish
- Fixed the Siren's impregnate not working on Heavy Infantry
V1.402 - Triceratops Hotfix 1 (19 November 2020)
Updates
Galactic Empire
- If the game fails to load the preferred empire on startup it will no longer show two error messages, but only one instead.
- AI leaders will now try to avoid picking leaders that the player also recruited into their galactic empire based on the names of the leaders. The AI will ignore this rule if too many leaders are blocked by the empire to ensure variety.
- Now hiding the empire screen while in the load empire/planet dialog for more consistency with other interfaces.
- Empire Victory Screen now has vertical lines at the top of each progression block to more clearly separate them from each other.
Oathbound
- A few optimizations to the models/textures of Oathbound content
- The Oathbound male leader heads were unintentionally all the same shape, this has been fixed.
- Tweaked the Oathbound white glowing eyes so they have subtle detail.
- Added an Oathbound-themed crown to the customization options. It's called Star Kings after all.
- Some of the Oathbound leader head item visuals have been updated to a higher fidelity
- Augur and Diviner heights on water have been adjusted so their feet are not in water anymore.
- Added custom model and icon for the campaign specific weapon Chaos Blade
- Added a couple cross-race shared hairstyles for the Oathbound leaders.
- Added faint gaps in the Oathbound leader facepaint so that eyebrows show through.
Interface
- Added information to the Colony Anarchy event panel, when trying to buy out the marauders or attack them while the Colony is still owned by a living non-war player, the tooltip for the buttons will mention the action will liberate the colony and return it to the current owner.
- Implemented sorting Tactical Operations in the Operations Screen based on whether they are available for the AI to use during Tactical Auto Combat.
Changes to building a sector (forward) base/annexing a sector to a colony when it is a volcanic sector or has hazards:
- No longer showing the warning for volcanic/hazards when building forward bases. (It is still shown when building a sector base or colony)
- We now show the warning when annexing a forward base to a colony (but not when transferring a base from one Colony to another).
Fixes
General
- Fixed colonist auto assign issue where auto assign would not be performed in order
- Fixed path preview. System was disabled but is now back. System will no longer show players the stored path for other players but will be able to use the path preview while selecting an enemy stack
- Fixed marauder and faction AI issue where they would not raze some structures on the world map and would be forced to cycle between the structures as they would regain a garrison next turn
- Fixed issue where lined up residential sectors would not make a sector 4 sectors away from the colony core annexable.
- Fixed the second Residential Upgrade not being named 'Residential Sector Advanced Upgrade' when viewing in the Research Tree
- Fixed issue where the victory/loss music would not always play.
- Fixed issue where coastal lava sectors would not be seen as uninhabitable.
- Fixed issue where sectors that are terraformed from a regular sector into lava, void, ocean or mountains would not correctly get the uninhabitable state (and vice versa).
- Fixed crash when trying to load a save game that happened due to the game trying to refresh relations before they had been initialized.
- Fixed issue where anomaly sites would be able to spawn on lava sectors.
Campaign
- Fixed an issue where the wrong illustrations were shown (swapped around) in the debriefings of the second Oathbound campaign mission.
- Fixed a rare issue, where it could happen that the Void barrier at the end of the 'Equisat of Verdrice' mission was not properly dissipated, making the mission uncompletable. Now the entire Void barrier is removed instead of creating a small tunnel.
- Fixed a rare issue in the 'Equisat of Verdrice' mission, where the continuation of the 'Mushroom Plague' quest line would not trigger if the player already annexed the 'Shroomwood Forest' sector or had any units on the center of that sector, rendering that mission uncompletable. That fix does not apply to already running games. Please contact support to get already broken save games manually fixed.
Galactic Empire
- Fixed issue where Empire heroes would sometimes not appear in the heroes list when conquering a new planet if that hero was gained through the Oathbound Campaign.
- Fixed issue where properties given through the empire would not show the correct name in breakdowns.
- The Empire Screen (and Empire quest screen) will now prevent events from auto opening to prevent events from overlapping with the Empire screen.
- Fixed issue where empire heroes using mod content (Race or tech) could crash the game if that mod was uninstalled.
- Fixed issue where (base game) relics would sometimes not award their requisition items if the player started their empire with DLC enabled but would later play without the DLC.
- Fixed issue where deselecting a planet would not reset the camera back to the center of the starmap.
- Fixed issue where empire secondary objectives would have a weird production quest objective notification.
- Fixed issue where pressing the left shoulder button on controller while in the appearance editing screen during new Hall of Hero recruitment would abort out of the editor entirely.
Model Optimizations & Fixes
General
- A few optimizations to the models/textures of Invasions and Revelations content
- Several unit icons have been better framed/posed.
- Fixed several unit on-hit particles (like blood, sparks) having the wrong particle or color.
- Fixed several unit particles being broken when moving onto water.
- Fixed several Revelations and Invasions unit particles being broken while on water.
- Fixed Hackers units' visual issues, where the guns clipped through their hands and the laser sight particle was offset incorrectly.
- Fixed missing several secret tech unit kirko tails, plus Malictor Shakarn tail.
- Fixed issue where shakarn units could take on the skin color of non shakarn leaders.
Unit Particles & Weapons
- Ancestral Kirko weapon particles have been adjusted to fit the damage channel.
- Elite Paragon units have received particles to reflect the damage channel.
- Fixed Bio Staff's particle being offset from the center.
- Fixed Scavenger Shotgun hero item not being held like a gun by adding a custom model.
- Fixed female Scavenger models missing their gun arms.
- Fixed Guild Assassin's Lensflare looking double.
- Fixed Amazon Lancer having the wrong team color texture
- Fixed Trencher and Foreman's smoke particles.
- Added missing eye and hands to the Dvar Echo Walker unit model, and adjusted the particles
- Fixed hand positions for swords, staffs, cannons.
- Fixed certain weapons on dvar appearing small and rotated.
- Added more particles to the Apostate Tyrant and Adversary.
Commanders & Heroes
- Fixed female version of the Paragon Noble torso having spiky visual issues on the hands
- Fixed Vanguard female version of the Heritor torso having visual clipping issues at the wrists.
- Fixed Shakarn leader arms having see-through gaps in certain arm poses.
- Fixed visual issues on arms/ shoulder armors/ hip armors of some Oathbound leader outfits
Interface
- Fixed issue where the equipment pickup panel could overlap with the combat panel when trying to attack an army while currently standing on an item stash.
- Fixed issue where the player could continue to drag the camera with the minimap when a combat panel opens if they were already dragging the camera before the panel opened.
- Fixed issue where pressing B/Circle on controller would cancel the Invasion demand.
- Fixed issue where deploying a hostile strategic operation on a NPC faction would show the 'Diplomatic State Pending' message after war was declared.
- Fixed issue where the alignment changed event would not state the faction shop modifiers
- Fixed annex sector tooltip where the system would not correctly use the current city size to display how many colonists are required to annex a new sector
- Fixed issue where right clicking the Military Assembly Base and Orbital Reinforcement Platform in the Colony Sector.
- Fixed issue where right clicking certain structures (e.g. Standard Military Infrastructure) in the Colony Structure Production tab would not open up the Imperial Archives.
- Fixed issue where the radial menu when playing with controller could be opened while the World Event interface was open.
- Fixed the Oathbound Settlement missing their Flavour Text
Diplomacy
War Coordination Fixes:
- Fixed issues where the turns to the mission target would be incorrect and fixed issues where the AI was unable to verify if they had completed the War Coordination mission or not.
- Fixed issue where the 'Target eliminated, scanning perimeter for more hostiles' message would not allow the player to abort the mission or select a different target.
Units, Mods & Operations
- Fixed the Amazon Operation 'Arcadian Restoration' counting as a Hostile Action
- Fixed the Aegis Tank rolling twice for Status Inflicts
- Fixed the Therian Bouncer only doing 2 damage when equipped with 'Ammunition: Electrified'
- Fixed the Growth Vine Sprout having 1 armor, the Growth Vine Bud now correctly has 2 Armor
- Fixed Reality Gate Echo operation targeting Enemy units as well
- Fixed the Shakarn Echo Walker being unable to equip Melee mods
- Phase Manipulators Abduct and Evacuate abilities no longer work on turrets
- Fixed Initiation Rites meaning killing an Echo of Despair would always summon another Echo of Despair
- The Forgotten Shattered Arc's Corrupt Communion will now properly work on units that are immune to psionic effects
- The Growth Vine Sprouts can now use tunnel every turn (was 1 turn cooldown)
- Fixed Oathbound Paladin Aspirant and Paladin Warden not passing the Arc Extension Mod on to the Malware Daemon
- Fixed issue where the 'Earth Crack' ability could be used by any unit as long as there was an Earth Crusher unit present in that army.
Update (12 November 2020)
V1.401 - Triceratops Hotfix
Updates
- Disabled Score Victory on Empire Planets
Fixes
- Fixed an issue where hotseat would break when being attacked by another non-independent player
- Fixed a issue where the game would crash during Manual Saves of the Galactic Empire
- Fixed a issue where the game would crash if their was a empty AI Passivity in the Advanced Settings
- Fixed that 'Join the Cause' Empire Request would always be chosen
- Fix for a crash that could occur on Heroes Spawning
- Fix for a crash that could occur on Shakarn Heroes Spawning
- Fixed a crash caused by using Infiltartors while playing with a controller
- Fixed a crash that could occur due to Colony Razing in the Campaign
Update (09 November 2020)
V1.400 - Star Kings
Oathbound Player Race
The Oathbound are noble champions, chosen from amongst the common people, to pilot mighty battlesuits in defense of humanity. Guided by the mysterious Seers, who use hyper-advanced data processing systems to predict the future, the Oathbound are on a mission to restore peace and order to the galaxy.
Additional Campaign Missions
Join a young Oathbound Paladin as she embarks on a quest to locate the Prime Grail Configuration, an ancient artifact of incredible power, on a lost planet with a strong connection to the Star Union.
Grail Configurations
Grails are powerful new landmark structures that can be added to Galactic Empires for additional long term bonuses. They can be unlocked by completing multi-stage quests and are integral in creating the biggest and best empires possible.
New Wildlife: Psionica, Apostates & Mycelian
Three new wildlife groups join the fray! The Psionica, vampire-like rock creatures that feed on psychic energy; the Apostates, former Oathbound that have given up their vows to embrace chaos; and the Mycelians, sentient mushrooms that have taken control of farming equipment to become cyborgs.
V1.400 - Triceratops Update
New Mode: Galactic Empire
- Create your own Galactic Empire, Recruit Commanders and conquer planets to add to your growing domain.
- Empire Planets have unique traits and secondary objectives to shake up game play
- Use the new Imperial Renown currency to call in the units, mods and operations of other races and secret techs
- Leaders level up as they conquer more planets, and can join you as heroes on the planets you conquer
- Earn relics by conquering special planets, unlocking access to NPC units like Quartzite Worms and Wild Thundermaws
New Feature: Residential Sectors
- Added a new type of sector called the Residential Sector. These sectors allow colonies to grow beyond the normal 5 sector limit, and are associated with unique racial buildings that unlock new types of colonist slots.
New Feature: Endless Research
- Added new Endless Research, which can be accessed by researching the new Future Techs at the end of each research tree. Each time you research a future tech you will receive a random global bonus for your Empire.
New Feature: Savage Tyrannodon
- By popular demand, a wild Tyrannodon has been added to the game! It's tier 4, and should appear in high level stacks of defenders.
Updates
General
- The game will now always make an auto save at the start of the first turn so players can easily reload the start of a scenario.
- In combat, holding shift will now force the system to target the air hex over the current ground hex (this allows you to shoot missiles by aiming next to aircraft, for example)
- Using fast movement on the world map will now let you skip waiting for the orbital relay animation play when going through an Orbital Relay.
- The AFK timer for multiplayer matches has been extended to 60m (was 15m)
Accessibility
- Added support for additional Multiplayer Communication Methods that can be enabled -Added Text-to-Speech, requires a English Language Pack to be installed
- Added Speech-to-Text, requires a English Language Pack to be installed & Microphone Access
- Added Chat Highlights
Interface
- Added a display to the colony interface that lists all the special unit production bonuses that the colony provides (such as extra armor, or reduced costs). This can be accessed by clicking the > chevron button next to the colony militia display.
- Unit Buffs gained from having Exploration Sites attached to the colony now appear on the Unit Panel.
- Status Effect Resistance is now visible in the Unit Panel (note that due to localization issues this is currently only available in English. We'll enable it in other languages with another patch very soon!)
- Hero Weapons now have a background color which shows the damage channel that they deal
- Unit Mods now have a small icon that indicates what secondary bonus they provide (armor, shields, health or damage).
- There are now checkboxes in the tactical operation list on the world map which you can use to determine if the AI will use those operations during auto-combat.
- Tweaked unit banners to make them stand out more (Thanks TibblesTheCat for letting us use your Mod!)
- Now displaying 'X rounds remaining until score victory' when clicking the score victory event.
Diplomacy
- Tweaked AI planning system to limit the influence of having vastly different army strengths so that they do not break off alliances if the relation itself is really good.
- The reputation modifier received for sending gifts now scales with the value of the gift that is sent by 20% (e.g. sending 10 energy as a gift, grants you 2 reputation) to prevent exploits. However, this modifier can now be gained multiple times each turn instead of only once.
- Added new Casus Belli (5 points) that is given to players if another player defeats their ally (Either a defensive pact or alliance). This adds -250 opinion to the relation, can be traded for 200 value and can be used to denounce for 20 influence.
RMG
- Added more names for meadow sectors
- The mini islands in the ocean of continent maps are now 4 sectors instead of 3.
- Psifish Dwellings will no longer spawn with hazards in their sector
Tactical AI
- Shakarn Infiltrators will no longer use Holoshift in Autocombat if they already have a unit stored for use with Holoshift Repeat.
- The Tactical AI will now use operations in autocombat more frequently if the player has more than 300 energy, or if there are more than 6 enemies in the combat.
- The Tactical AI will now choose a wider variety of operations to use.
- Fixed an issue that meant the AI would sometimes run through melee overwatch to avoid standing next to its allies
Balance
General
- Players now need 10 relation points to reach Peace with an NPC faction (was 20)
- Players now need 50 relation points to reach Friendship with an NPC faction (was 40)
- Colonizers can now be built in any colony with at least 4 colonists, researching Frontier Facilities is no longer required
- Increased the Colonizer production cost from 200 to 250
- Popular Support now modifies the production cost of units, rather than unit morale.
- The Phoenix Walker, Dvar Phoenix Walker, Vanguard Walker, Imperial Walker, Dvar Baron, Dvar Bulwark, Assembly Wrecker and Heavy Trooper are now considered Battlesuits.
- Phoenix Bomb Launchers, Miniaturized Missile Array, Tenets of Healing, Captain's Regalia, Earth Link Mask, Jetpack, Consuming Gaze, Combat Protocol Implants, Enhanced Limb Augments, Hunter's Camouflage, Xenografted Muscles and Cerebral Control Collars are now able to be applied to Battlesuit units.
- Orbital Relays can now be used twice per turn
- Increased the amount of production needed to complete quests slightly
- Hazards can now be removed from the world map in 1 turn (was 3 turns)
- Units that transform in combat (like the reaver) will now keep any valid bonuses they acquired from the colonies that made them
- The Invader doctrine now gives 200 morale (was 400)
- The Operation Scrambler now blocks all operations, not just those used by the caster's enemies
- Mutant Goop can now only poison Biological and Cyborg Units
- Added text clarification to Mind Control abilities explaining the effect ends when the caster dies.
- Fixed an issue where abilities that should stagger a target if an effect is resisted, did not stagger if the attack was a graze or fumble.
Economic Tech
- Moved Cosmite Masterty from Tier 10 to Tier 9
- Moved Dawn of a New Union from Tier 4 Doctrine to Tier 4 Economic Tree
- Moved Orbital Relay Development from Tier 5 to Tier 4
- Moved Adaptive Exploitation from Tier 7 to Tier 5
- Moved Anthropological Research from Tier 5 to Tier 7
- Transit Infrastructure now only speeds up unit movement on roads.
Starting Perks
- Colonist Cryopods now gives +1 extra colonist (was 2)
- Energy Cache now gives 250 energy (was 300)
Aircraft
- Air to Air has been replaced with Anti-Air, which gives 20% damage and has 20% accuracy versus fliers.
- There were a large number of abilities that had a hidden Anti Air tag, these have been updated to have the Anti-Air modifier above. This mostly affects the attacks on Naval Units, Aircraft and Defense Turrets, as well as most missile attacks.
- We have been moving anti-air capability away from aircraft, and adding it to more ground units. The exact changes are listed in the racial balance notes below.
Hero Skills
- Added global skill 'Martial Artist: Tireless', which allows the hero to trigger melee overwatch multiple times per turn
- Added global skill 'Martial Artist: First Strike' which allows the hero to trigger melee overwatch on targets before the target has a chance to act
- Added global skill 'Personal Weapon Expert' which grants an accuracy and damage bonus when not in a vehicle
- Added global skill 'Personal Defense Expert' which grants an armor and shield bonus when not in a vehicle
Doomsday
- The cost of single city doomsday operations has been reduced to 80 energy/ 8 op points (was 120/12)
- The doomsday levels have been rearranged so that the combat effect now comes at level 1, while the economic effect now comes at level 2.
Race, Secret Tech, Weapon Tech and Faction Changes
Amazon
- Amazon Biomancer 'Scan Catalogue' - Can now be removed using status effect removal abilities and operations.
- Amazon Biomancer 'Scan Catalogue' - Reduced duration from End of Combat to 3 Turns
- Amazon Biomancer 'Manipulate: Mend' now also affects Mineral units
- Amazon Harrier is now Light instead of Heavy
- Arborian Sentinel - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
- Amazon Arborian Sentinel 'Light Laser Cannon' - Now has the Anti-Air property
- Amazon Bombardons - Reduced HP from 60HP to 55HP
- Amazon Tyrannodon - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
- Amazon Tyrannodon 'Tail Swipe' - Can now be used by Melee Overwatch
- Mod 'Blood Fury Inducers' - Increased the heal per stack from 4HP to 5 HP
- Mod 'Earth Link Mask' - Can now also be applied to non-flying mounted units
Assembly
- Assembly Scavenger - Increased the HP from 40HP to 45HP
- Assembly Scavenger - Increased the Assimilate HP gain from 3HP to 4 HP
- Assembly Electrocutioner - Now has 1 shield and 1 armor (was 1 armor)
- Assembly Electrocutioner 'Project Arc Blast' - Changed from a Full Action to a Single Action
- Assembly Reverse Engineer - Reduced costs from 90 Energy and 270 Productio to 70 Energy and 250 Production.
- Assembly Reverse Engineer 'Create Construct' - Now puts the unit in Defense Mode after use
- Assembly Reverse Engineer 'Create Advanced Construct' - Now puts the unit in Defense Mode after use
- Assembly Vorpal Sniper 'Vorpal Shot' - Now has the Anti-Air property
- Assembly Lightning Rider 'Arc Thrower' - Removed the Air to Air property
- Assembly Lightning Rider 'Arc Thrower' - Increased damage from 9 to 10
- Assembly Disassembler 'Disassembler Shot' - Now has the High Impact property
- Assembly Disassembler 'Gatling Gun' - Now has the Anti-Air property
- Assembly Wrecker - Increased armor from 5 to 6
- Mod 'Ocular Implants' - Now gives 20% crit chance (was 10%) and 10% damage (was +1 armor)
- Mod 'Miniaturized Corpse Processor' - Now on a 2 turn cooldown (was once per battle), and gives +2 shields (was +2 armor)
- Mod 'Flesh Tearer Implants' - Renamed to 'Hyper Assimilation Implants'
- Mod 'Hyper Assimilation Implants' - Can now life steal from mechanical units as well as biological and cyborg units.
- Mod 'Cloaking Implants' - Now give 20% evasion (was 15%) and +2 shields (was +2 armor)
- Doctrine 'Battlefield Autopsies' - Now gives 4 research per unit tier killed (was 3)
- Doctrine 'Scavengers' - Now increases rewards from clearing by 66% (was 50%)
- Hero Skill 'Battlefield Repairs' - Reduced skill cost from 4 to 3
- Hero Skill 'Stunning Discharge' - Changed from Single Action to Leave One Point
- Hero Skill 'Cybernetic Overdrive' - Can now also affect mechanical units
Dvar
- Dvar Trencher 'Spike Gun' - Decreased damage from 16 to 15 damage
- Dvar Bulwark - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production
- Dvar Bulwark 'Autocannons' - Now has the Anti-Air property
- Dvar Ram Jet 'Aerial Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
- Dvar Ram Jet 'Rocket Ram' - Can now apply turbulence to air units
- Dvar Ram Jet 'Ramjet Rocket' - Can now only hit ground units
- Dvar Baron 'Rotary Cannon' - Now has the Anti-Air property
- Dvar Excavator Tank 'Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
- Hero Skill 'Siege Master' - Reduced skill cost from 5 to 3
- Hero Skill 'Siege Master' - Reduced damage resistance from +2 to +1
- Operation 'Mountain Breaker' - Reduced cost from 120 Energy and 12 Operation Points to 50 Energy and 5 Operation Points
- Operation 'Tectonic Shift' - Reduced cost from 140 Energy and 16 Operation Points to 50 Energy and 5 Operation Points
Kir'ko
- Kir'ko Frenzied - Increased HP from 45HP to 50HP
- Kir'ko Unleashed - Decreased armor from 2 to 1
- Kir'ko Unleashed 'Ravage' - Removed the Air to Air property
- Kir'ko Hidden 'Psi Rifle' - Now has the Anti-Air property
- Kir'ko Transcendent - Decreased armor from 1 to 0
- Kir'ko Engulfer - Decreased armor from 3 to 2
- Kir'ko Engulfer - Changed from a Heavy to a Light Unit
- Kir'ko Engulfer 'Gunk Thrower' - Removed the Air to Air property
- Kir'ko Tormented - Decreased armor from 2 to 1
- Kir'ko Tormented - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
- Kir'ko Tormented 'Focused Hate' and 'Echoes of Torment' can now apply Turbulence to fliers
- Kir'ko Ravenous - Increased armor from 5 to 6
- Kir'ko Harbinger - Decreased shields from 4 to 3
- Kir'ko Hacker 'Scrambling Virus' - Replaced with 'Tuning Step' a Range 4 Teleport granting Finely Tuned to allied integrated units in 1 hex
- Kir'ko Hacker 'Haywire Daemon' - Replaced with 'Neuroscrambler Daemon' and can hit any non-Mindless instead of Mechanical and Cyborg only
- Kir'ko Purifier now has Plasma Smog, giving a Choking modifier instead of Incendiary
- Added Kir'ko Phoenix Walker which has Swarm Shield and Plasma Belch, which gives a Choking modifier instead of Incendiary
- Operation 'Call Of The Hive' - Summoned units now spawn adjacent to a defending unit
Shakarn
- Shakarn Infiltrator: Holoshift no longer works on embarked units and Holoshift Repeat no longer allows for the transformation of land units in the water.
- Shakarn Deadeye - Now has the Anti Air property on both its attacks
- Shakarn Propagator 'Sonic Repeater' - Removed the Air to Air property
- Shakarn Firebrand - Increased armor from 3 to 4
- Shakarn Refractor - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
- Shakarn Tactician 'Press the Attack' - Can no longer be used on the same unit more than once per turn
- Hero Skill 'Call Insider' - Changed from a 4 Turn Cooldown to Once per Battle
Syndicate
- Syndicate Guild Assassin - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production
- Syndicate Guild Assassin 'Pulse Sniper' - Now has the Anti-Air property
- Syndicate Mirage 'Psitec Blasters' - Removed the Air to Air property
- Syndicate Subjugator - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
- Syndicate Initiate 'Fueled by Servitude' - Reduced the cap from +5 to +3
- Syndicate Malictor 'Fueled by Servitude' - Reduced the cap from +5 to +3
- Mod 'Cerebral Amplifier' Purging Protocols - Changed from a Single Action to a Full Action
- Mod 'Cerebral Amplifier' Purging Protocols - Increased cooldown from 1 turn to 3 turns
- Mod 'Cerebral Amplifier' Purging Protocols - Changed from target Indentured Unit to All Indentured Units
- Mod 'Adaptive Camouflage Projector' - No longer grants Defense Mode: Evasion and instead grants Overwatch Immunity
- Mod 'Adaptive Camouflage Projector' - Increased the provided shields from +1 to +2
- Mod 'Adaptive Camouflage Projector' - Can now be equipped on infantry units, mounted units and the subjugator (was all infantry except those that already had universal camouflage)
- Vehicle Hoverbike 'Psi Tec Emitter' - Now makes a separate to hit roll for each target it hits
- Vehicle Hoverbike 'Motion Suppressor' - Increased damage from 0 to 6
- Vehicle Hoverbike 'Motion Suppressor' - Now counts as a psionic attack, and can be modded accordingly
Vanguard
- Vanguard OWL 'Targeting Field' - Increased duration from 2 turn to 3 turns
- Vanguard PUG 'Blast Laser' - Increased Range from 5 to 7
- Vanguard Assault Bike - Increased HP from 45HP to 50HP
- Vanguard Engineer - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
- Vanguard Engineer 'Place Gun Turret' - Now puts the unit in Defense Mode after use
- Vanguard Engineer 'Place Launcher Turret' - Now puts the unit in Defense Mode after use
- Vanguard Gun Turret - Increased HP from 30HP to 35HP
- Vanguard Gun Turret 'Twin Guns' - Now has the Anti-Air property
- Vanguard Gun Turret 'Twin Guns' - Increased damage from 8 to 9
- Vanguard Gunship 'Aircraft Gun' - Removed the Air to Air property
- Vanguard Gunship 'Buster Missile' - Can now only hit Ground targets
- Vanguard Laser Tank 'Deploy Smoke' - Changed from Single Action to Leave One Point
- Vanguard Walker - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
- Vanguard Walker 'Gatling Gun' - Now has the Anti-Air Property
- Mod 'Nanite Injectors' - Changed from Free Action to Leave One Point
- Mod 'Nanite Injectors' - Can no longer be applied to Ethereal units
- Doctrine 'Big Stick Diplomacy' - Now gives 200 popular support instead of removing the cost increase in dwellings for having a negative reputation
- Doctrine 'Planetary Conquest' has been removed
- Doctrine 'Integrated Support' - Renamed to 'Global Integrated Support'
- Doctrine 'Global Integrated Support' - Moved from Tier 5 to Tier 9
- Doctrine 'Global Integrated Support' - Now also gives +2 tactical and strategic operation points
- Added a new Tier 5 doctrine, Shock and Awe
- Doctrine 'Shock and Awe' - All explosive attacks gain +10% damage, +20% accuracy and one level of stagger impact
- Doctrine 'Shock and Awe' - All grenades also gain an additional +2 range
- Operation 'Bunker Buster' - Now only destroy Military Infrastructure and Colony Defense Structures
- Operation 'Security Drones' - Now always summons 1 Repair Drone, 1 Assault Drone and 1 Skirmish Drone (was 2 random drones) and those drones now always spawn adjacent to a defending unit.
Celestian
- Light Bringer - Dash abilities now all leave an action point after being used, so the unit can keep attacking or enter defense mode
Heritor
- Heritor Drained - Removed +2 Entropy Damage per Level
- Heritor Siphoner - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
- Heritor Quintessence Arc - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
- Heritor Quintessence Ark 'Sacrament of Vitality' - Can now heal itself even when not connected or all connected units are fully healed.
- Mod 'Es'Teq Acolyte Incarnation' Essence Sacrifice - Now has a strength 8 chance to succeed when used against enemy units (still always successful when used against allies)
- Mod 'Empowered Drained' - Changed from +2 Damage per Essence Charge to +10% Damage per Essence Charge
- Operation 'Condemn to Drained' - Decreased cost from 60 Energy to 40 Energy
- Operation 'Condemn to Drained' - Can now target Mindless Infantry units
Promethean
- Aegis Tank's attacks are now considered Sonic and can carry Sonic upgrades
- Mod 'Hazmat Protection' - Changed from +4 Protection against Biochemical to +3 Protection against Status Effects
- Mod 'Backlash Projectors' - Increased damage from 6 to 15 (it said 12 in the description which was incorrect)
- Mod 'Backlash Projectors' - Reduced base cost from 15 Energy to 10 Energy
- Tech 'Phoenix Rising' - Moved from Tier 9 to Tier 10
- Hero Skill 'Phoenix Surge' - Changed from Full Action to Full Action (Continue)
Psynumbra
- Psynumbra Echo of Despair - Reduced HP from 40Hp to 35HP
- Psynumbra Echo of Despair - Removed Stagger Resistance
- Psynumbra Malictor - Increased cost from 105 Energy, 400 Production and 20 Cosmite to 125 Energy, 440 Production and 25 Cosmite.
- Debuff 'Broken Mind' - Decreased the Morale reduction from 200 to 150
- Mod 'Mark of the Dark Sun' - Reduced the Damage increase per stack from 20% to 10%
- Mod 'Mark of the Dark Sun' - Increased the stack cap from 3 times to 6 times
- Mod 'Pain Mirror' - Reduced base cost from 15 Cosmite to 10 Cosmite
- Hero Skill 'Anthem of the Abyss' - Now applies Broken Mind as a debuff
Synthesis
- Synthesis Network Link 'Data Integrity Enforcement' - Now extends the duration of Subroutines as well as Daemons, but only by 1 turn (was 2 turns)
- Synthesis Network Link 'Save State Daemon' - Reduced the duration from 3 turns to 2 turns
- Synthesis Network Link 'Upload AC Data' - Can no longer target other Network Links
- Synthesis Avatar - Now has 3 armor and 2 shields (was 3 armor and 1 shield)
- Synthesis Avatar 'Disruption Virus'- Increased damage from 14 to 15
- Synthesis Avatar 'Overload Virus' - Increased range from 5 to 7
- Synthesis Avatar 'Overload Virus' - Changed from Once per Battle to a 2 Turn Cooldown
- Synthesis Avatar 'Amplify Daemon' - Changed from Once per Battle to a 2 Turn Cooldown
- Mod 'Incapacitate Daemon Shell' - Increased Range from 5 to 7
- Mod 'Incapacitate Daemon Shell' - Increased Strength Chance from 8 to 12
- Mod 'Total Network Integration' - Increased gained armor from +1 to +2
- Mod 'Total Network Integration' - Increased base cost from 10 Cosmite to 15 Cosmite
- Mod 'Deployable Malware Daemon' - Reduced gained armor from +2 to +1
- Mod 'Deployable Malware Daemon' - Reduced base cost from 15 Cosmite to 10 Cosmite
- Tech 'Pacification Cypher' - Moved from Tier 6 to Tier 9
- Mod 'Localized System Shutdown' - Moved from Autonomous Malware to Pacification Cypher
- Tech 'Autonomous Malware' - Moved from Tier 9 to Tier 6
- Mod 'Skirmish Subroutines' - Moved from Pacification Cypher to Autonomous Malware
- Buff 'Basilisk Network'- Increased the Critical Chance from 10% to 20%
Voidtech
- When an echo walker retreats from battle, it's clone will now vanish
- Mod 'Stasis Pocket Inducer' - Reduced Strength Chance to apply from 8/4 to 6/3
- Mod 'Quantum Avatar' - Changed from always applying Dimensional Instability to a 8 Strength Chance
- Mod 'Quantum Avatar' - No longer applies stagger resistance to neighboring units
- Mod 'Quantum Avatar' - Reduced the applied shields to self and neighbouring units from +3 to +2. This will not stack with other units using the mod.
- Operation 'Dimensional Rift' now gives Phase Field at level 1 (was +20% damage)
Xenoplague
- Mod 'Plague Pods' - Now counts as a grenade
- Mod 'Biospore Hyper Aggression' - Increased damage increase from 25% to 40%
- Mod 'Biospore Hyper Aggression' - Reduced the duration from 3 turns to 2 turns
- Mod 'Biospore Hyper Aggression' - Increased the cooldown from 2 turns to 3 turns
- Mod 'Parasitic Symbiosis' - Reduced base cosmite cost from 15 Cosmite to 10 Cosmite
- Operation 'Parasitic Strike' - Can now affect units that are immune to biochemical status effects. It will just do its damage in this case
- Operation 'Xeno Contaminant Strike' - Can now damage units that are immune to biological status effects.
Arc Weapon Tech
- Mod 'Arc Retaliation Defense' - No longer applies Static Buildup if the stun is resisted
- Mod 'Arc Retaliation Defense' - Increased from strength 4 chance to a strength 6 chance to apply stun.
- Mod 'Arc Retaliation Defense' has had its tooltip updated to make it clearer how long the stun lasts
- Mod 'Positron Arc Storm Projector' - Can now be applied to any unit (was any unit with an Arc upgrade)
- Mod 'Positron Arc Storm Projector' - Changed from Full Action to a Single Action ability
- Mod 'Positron Arc Storm Projector' - Now works on both air and ground units at the same time
- Mod 'Positron Discharge Shield' - Can now be applied to any unit (was any unit with an Arc upgrade)
Biochemical Weapon Tech
- Mod 'Cerebral Strain' - Can now affect units with entropic abilities as well as those with psionic abilities
- Mod 'Blight Infection' - Renamed to 'Blightworm Injector'
- Mod 'Blightworm Injector' - Changed from infecting Biological and Cyborg Only to infecting All Units
- Mod 'Blightworm Injector' - The On Death Explosion will no longer damage units using the Blightworm Injector mod
- Mod 'Blightworm Injector' - Increased On Death Explosion from 14 damage to 15 damage
- Mod 'Blight Bringer' - Reduced Biochemical Resistance from 5 to 3
- Mod 'Blight Bringer' - Can now be given to any unit (was only units with a Biochemical attack)
- Mod 'Blight Bringer' - Now gives +2 armor instead of +30% damage and can affect non-ethereal units instead of just Biological and Cyborg units
- Operation 'Virulent Canister'- Can now damage all units (previously the damage would only affect bio/cyborg units). The debuff itself can still only be applied to bio/cyborg units.
- Debuff 'Blighted Plague' - Renamed to Blighted
Explosives Weapon Tech
- Mod 'Explosives: Electrical' - Renamed to 'Explosives: Arc Overload'
- Mod 'Explosives: Arc Overload' - Changed from a 8/4 Strength Chance to apply Electrified to a 6/3 Strength Chance to apply Stun for 1 turn
Laser Weapon Tech
- Mod 'Incineration Module' - Renamed to 'Ignition Module'
- Mod 'Ignition Module' - Changed from applying Immolation to applying Burning
- Mod 'Ignition Module' - Increased bonus damage from 10% to 20%
Autonom Faction
- Autonom Monitor 'Nanite Repair Cloud' - Changed from 1 Turn Cooldown to Once per Battle
The Growth Faction
- Vine Bud 'Spawn Vine Sprout' - Reduced cooldown from 3 turns to 2 turns
- Vine Bud 'Spawn Vine Sprout' - Now puts the unit into Defense Mode after use
- Vine Sprout - Increased HP from 12HP to 15HP
- Vine Sprout - Increased armor from 0 to 1 armor
Forgotten Faction
- Forgotten Shattered Ark - Removed Mindless
- Forgotten Eater of the Dead 'Punishment' - Changed from map-wide to a Range 12, 4 Hex Area of Effect
- Mod 'Forgotten Essence Siphon' Decay Surge - Changed from a Full Action to Single Action
- Mod 'Corrupted Incarnation' - Increased the gained armor from +1 to +2
Paragon Faction
- Paragon Guard - Increased HP from 40HP to 45HP
- Mod 'Combat Protocol Implants' - Reduced base cost from 10 Cosmite to 5 Cosmite
Spacer Faction
- Spacer Psycho - Increased HP from 45HP to 50HP
- Spacer Psycho 'Beserk Chemicals' - Now also gives an extra level of impact
- Spacer Psycho 'Beserk Chemicals' - Changed from Once per Battle to a 4 turn cooldown
- Spacer Hellcopter 'Spacer Missile' - Increased damage from 16 to 20
- Spacer Hellcopter 'Spacer Missile' - Now has High Impact
Therian Faction
- The cost of all DNA injectors in the shop has been increased
- DNA injectors now all cost cosmite to be bought for heroes
- Reduced the required research amount for the 'Natural Philosophy' Quests
- Therian Bouncer - Changed Defense Mode: Evasion to normal Defense Mode
- Therian Bouncer 'Dual Pistols' - Reduced damage from 12 to 10
- Therian Bouncer 'Bullet Spin' - Can now miss
- Therian Chemist 'Poison Acorn' - Changed Poison duration from 3 turns to 2 turns
- Therian Chemist 'Slowing Acorn' - Changed Slow duration from 3 turns to 2 turns
Wildlife Units
- Evolutionary Mutation - Now gives 10% evasion and +1 resistance to status effects (was 0% evasion and +2 resistance to status effects)
- Superior Evolutionary Mutation - Now gives 20% evasion and +2 resistance to status effects (was 0% evasion and +5 resistance to status effects)
- The Shepherd - Increased HP from 45HP to 50HP
- The Shepherd - Increased armor from 1 to 2
- Rabid Piglet 'Gastric Juices' - Reduced damage from 16 to 14
Hero weapons
- Spike Gun - Rename to 'Heavy Spike Gun'
- Heavy Spike Gun - Increased damage from 16 to 18
- Heavy Spike Gun - No longer gains a damage bonus from being in a trench
- Carbon Glaive - Now correctly counts as a melee weapon
--Fixes--
General
- Fixed issue where the player could have invalid intensity settings due to resource changes, if this happens the game will now default to a valid intensity setting.
- Fixed issue where clicking on a reinforcements stack or the event would not open up the recruit reinforcements panel in Multiplayer.
- Fixed issue where Lava was not correctly identified.
- Fixed an issue where it would be possible to have a kill quest spawn on a cell where a base or colony would be build
- Fixed issues regarding faction war when handled through scripts
- Fixed issue where faction war rewards could be ignored
- Fixed AI issue where it would not capture landmarks that was a forward base from another player
- Fixed issue where the player could toggle the auto exploration state of armies that did not belong to the player using the d-pad/right arrow on a controller.
- Fixed issue where capturing an landmark would not provide the correct vision.
- Fixed issue where sometimes terraforming sectors would not correctly update the minimap
Diplomacy
- War coordination no longer allows you to target an invasion beacon for attack if the player you are asking doesn't have the requirements to enter the beacon.
- Fixed issue where the relation would not refresh until the next turn if players have the 'We need to focus on fending off the invasion' modifier and one player joins the invasion.
- Fixed issue where the falsify atrocity casus belli would cap at 6 instead of 11 if the player also already had a fabricated CB because both would be seen by the system as the same CB type.
- Fixed issue where scripts that would change the diplomatic state between a player and a faction could cause the player to receive negative reputation when the diplomatic state was set to war.
- Fixed issue where buying a colony from marauders for influence would still give the player a race relation penalty.
- Fixed issue where buying off marauders from a Colony that turned into anarchy after its owning player was defeated would still give the player a race relation penalty.
Interface
- In most cases the back/exit button for the leader selection screen will now show 'Back' (or 'Cancel' when playing with controller) instead of 'Exit' because it will not exit the lobby the player is in or the planet/campaign they are about to start.
- Planet Template - Roads option removed from advanced setup as it was not functional.
- Void Sectors are no longer marked as being prospectable
- Fixed issue where lava was not defined as lava
- Fixed missing text and duplicate text for Targeting Array
- Crystalline Enhancement from the Crystal Altar no longer shows up in all Heritor abilities
- Fixed issue where selecting the 'End Turn' ToDo button above the minimap (or with right trigger on controller) while another action was still running would cause the button to no longer function.
- Fixed issue where the colony production icons would render outside of the list in the colony overview screen if the list would start scrolling due to the amount of colonies.
- Fixed issue where the leader name in the diplomacy overview could sometimes overlap with their shield.
- Fixed issue where some interfaces would open the wrong quests if the internal quest ID would become too large.
- Fixed issue where a quest with multiple objectives where one was completed would grey out all preceding objectives
- Fixed issue where the influence gain from quests would be incorrect while modifier doctrines are active
- Fixed issue where quest UI with no rewards on completion would say to take rewards
- Fixed issue where the world event top icon would remain visible and overlap certain other interfaces (Anomalous sites, Hero offers to join, Reputation changed).
- Fixed issue where the current city production item name could overlap with the buy now button and sometimes also overlap with mod icons when producing a modded unit for certain languages.
- Fixed issue where the 'Hero wants to join' title could overlap with the race, tech and level subtitle if the title was too large to fit on line.
- Fixed issue where when playing with a controller the operations interface would show two button prompts for aborting active operations.
- Fixed issue where trying to open the dwelling interface from the diplomatic overview while the orbital operations view was active would not open the dwelling interface.
- Fixed issue where the confirmation/warning pop-ups on the in-game options screen would cause the blocking layer to be closed causing the player to be able to select and scroll on the strategic/tactical map behind the options/menu screens.
- Fixed the issue where the Lava exploitation and Volcanic Exploitation Global bonuses used the same icon.
- Fixed issue where the Sun Shard icon showed up with a grey background on the orbital map view.
- Fixed issue where sometimes the 'Save Leader' checkbox in the leader editor would not actually cause the game to save the leader.
- Fixed issue where the NPC faction shop modifiers would not be displayed in Toolt
AI
- Fixed an issue that meant the AI would end up in wars with multiple factions due to unpaid demands
- Fixed an issue where the system would sometimes not allow a defending unit to take advantage of the militia from an adjacent sector base.
- Fixed an issue that meant the AI would shoot Brimstone missiles at its allies
- Fixed a hang that would happen when doing manual combat versus an AI player during that player's turn in class turns mode
- Fixed issue where the game could give (AI) players a random custom commander that had DLC customization options applied to which the player had no access causing these parts to become invisible in-game.
- Fixed issue where AI players would not be able to declare war during a victory condition countdown if they shared a defensive pact with the player and the player had declined their alliance proposals several times.
- Fixed issue where AI players would sometimes make peace or form vassalages during a victory condition countdown and then declare war again in the next turn.
Strategic
- Fixed the issue where the resource sharing would revert to its previous sharing state when colonist slots where added
- Fixed an issue where the Infested World Secret Laboratory quest would not properly complete
- Fixed an issue where the player could win the game by canceling a doomsday operation
- Fixed the High Energy Scanning Station giving only half of the operation defense it was supposed to.
- Fixed an issue where declaring war on an NPC faction wouldn't always cancel all quests gained from that faction.
- Fixed an issue where a reward gained from killing NPC units in a faction war could be given repeatedly. This means you may notice earning less from faction war rewards from now on.
- Fixed issue where the faction war quest completed event would auto open while the NPC faction interface was open and could cause an invalid UI state.
- The Essence Gash Hazard now correctly reduces happiness in the owner colony.
Tactical
- The Xenoplague Landmark Combat Effect now correctly applies Unstable Contamination.
- The Paragon Warden turret now correctly plays its explosion PFX when destroyed.
- Fixed Explosive indicator for Biochemical Tanks
- Fixed Large Bio Explosion now is correctly 2 hex radius rather than the incorrect 3 (and 1 for obstacles)
Anomalous Sites
- The Lost Legion Anomalous Site's EMP choice in Phase 2 now correctly activates in tactical combat.
- The 'Exposed Mineral Vein' structure now correctly grants its income to the owner colony without requiring exploration.
- The 'Thaddeus Memory' hero item now correctly has Assault Rifle accuracy settings at range 7 (previously range 5)
- AI fixes regarding handling of a Anomalous Site
Invasion
- Fixed issues where the Invasion would start the player would still receive events from disabled victory conditions
- Fixed issue where after the invasion is beaten the quest markers would remain
- Fixed issue where destroying invasion spawners after breaking the shield would still give a beacon shield damaged events.
- Fixed issue where the invasion victory condition would not show the player the location of the main invasion beacon when the player has the final requirement
Text & Localisation
- Fixed issue where (especially for non-English languages) the name of the research in the research completed panel could overlap other UI elements if the name could not fit on one line.
- Fixed hardcoded text 'Quests' in Colony production options.
- Fixed issue where the game would not be able to find the text for pickups introduced in the DLC for non-English languages.
- Fixed issue where the descriptions of diplomatic traits would sometimes address the leader they belong to with the wrong gender in certain languages.
- Fixed issue where in the orbital operations view, colony names could be offset from their label for certain languages.
- Fixed issue where pickup names could sometimes exceed the size of the information panel it was displayed in for certain languages.
- Scorched Earth Policy now has correct translations in German and Japanese
- Fixed issue where there would be a unlocalized word 'and' in the description for the Assisted Breach hero skill. This word is now properly localized.
- Fixed issue where in the campaign select planet screen the race/secret tech names would sometimes require lines of text and start overlapping the race/tech icons.
---Units, Mods & Abilities---
- Shrunk the size of the hit box around flying units, this should reduce selecting an air unit when you meant to click something next to it.
- Units summoned into tactical combat now gain appropriate global bonuses from the strategic map (e.g. unit bonuses from doctrines)
- Fixed a bug where Hero Vehicles didn't have Stagger Immune despite the unit having it.
- Horror weapon no longer hits its additional random target twice
- Fixed Siphon Thrall PFX error
- Added missing PFX/SFX for the Jet Of Dismay secondary weapon.
Assembly
- Fixed Assembly Constrictor not giving stagger resistance when using Project Constriction Field.
- Mod 'Miniaturized Corpse Processor' - Fixed ability from not working when immobilized and there's a corpse adjacent to the unit.
- Mod 'Toxin nanites Ammunition' - Fixed the wrong cost when trying to equip it as a hero.
Kir'ko
- Fixed the Psi-Infected claws mod not having a different proc chance for single attacks
Shakarn
- AI Shakarn units now use the correct mod template icons
- Shakarn Purifier 'Plasma Claw' - Now correctly counts as a melee weapon.
- Shakarn Light Bringer 'Disorienting Dash' - Now gets bonuses from mods
Syndicate
- Syndicate Mirage - Fixed the Mirage's defense mode not applying Stagger Resistance to the unit when the unit has the Spatial Acceleration Sails mod
Vanguard
- Vanguard Hacker 'Shrapnel Grenade' - Can now target obstacles
- Vanguard Battleship 'Naval Cannon' - Can now graze targets
Celestian
- Celestian Ascended Teacher 'Compelling Presence'- Fixed an issue where units captured wouldn't transform into colonists after battle
- Negate now correctly states any friendly units
Heritor
- Mod 'Es'Teq Confiscator' - Now correctly states it can be applied to any unit.
- Mod 'Es'Teq Confiscator' - Now properly applies its bonus to various Psionic abilities
Promethean
- Mod 'Hazmat Protection' - Hazard immunity text clarifications
- Mod 'Superheated Plasma Actuators' - Fixed the wrong cost when trying to equip it as a hero.
- Mod 'PyrX Absorption Panels' - Fixed the wrong cost when trying to equip it as a hero.
- Operation 'Emergency Shielding' - Now correctly states that the operation also grants stagger immunity
- Operation 'PyrX Fumigation Protocols' - Choking now only applies to Biological and Cyborg units
- Operation 'Planetary Purification' - Choking now only applies to Biological and Cyborg units
Psynumbra
- Units killed while under the effect of Cage Of Suffering will now spawn an Echo Of Despair belonging to the correct player.
- Psynumbra Echo of Despair 'Sinister Chorus' will no longer affect Mindless units as per the description.
- Psynumbra Malictor 'Lure of the Dark' - No longer works on units immune to Psionic Effects
- Sinister Chorus now correctly hits both air and ground units
- Haunting Melody now correctly reduces Entropy resistance
- Fixed Lure of the Dark (Malictor) rolling for Mind Control twice instead of once.
Synthesis
- Synthesis Hacker - Scrambling virus now has an accuracy that allows it to miss and get reduced accuracy from the blind effect.
- Scrambling Virus now properly gets bonuses from Stun Module and Static Buildup Module
- Synthesis Malware Daemon - Now receives the Arc Extension Module if the unit that summoned it had it
- Synthesis Malware Daemon - Now correctly says that its on death effect is 3 hexes range rather than 2 range
- Deployable Malware Daemon now has SFX and PFX
- Hero Skill 'Electrified Subroutines' - No longer gives the Electrify modifier to units that already have a Electrify chance that is the same or higher than the one given by Electrified Subroutines.
- Operations 'Cyber Attack' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.
- Operations 'The Singularity' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.
Arc Weapon Tech
- Mod 'Arc Impact Module' - Now shows correct unit requirements
- Mod 'Arc Retaliation Module' - Now correctly stuns at range 3 (was 2)
Explosives Weapon Tech
- Mod 'Explosives: Arc Overload' - Fixed the wrong cost when trying to equip it as a hero.
Firearms Weapon Tech
- Mod 'Ammunition: Fire Burst' - Fixed the bug where the mod's AoE would Burn units that can't be burned and fixed the mod from doing more damage than the description says it does.
- Mod 'Ammunition: Fire Burst' - Fixed the wrong cost when trying to equip it as a hero.
- Mod 'Kinetic Phase Modulator' - Now correctly displays that the ability bypasses 3 shields on the ability tooltip
Forgotten Faction
- Forgotten NPC faction units now correctly get morale bonuses from faction relations
Growth Faction
- Flowering Node - Pheromone Spray: Now has the correct logic for a Biochemical Mind Control (system thought it was a Psionic Effect).
Therian Faction
- The Black Market doctrine no longer affects hero equipment sold from the armory interface.
- Therian NPC faction units now correctly get morale bonuses from faction relations
- Fixed issues that were causing the Therian dwelling to spawn weaker defenders than other dwellings.
- Therian Bouncer 'Bullet Spin' - When equipped with Ammo mods correctly has the 12 strength chance status that mods provides (was 8).
- Mod 'V4 Auto Stims' - Blind Rage no longer shows up twice in the unit panel when activated
Wildlife Units
- Chelus Steeleater - Can now correctly equip melee mods.
Doctrines & Operations
- Doctrine 'The Technologist' - Added fixes for some tactical operations that weren't being detected by this doctrine, thus not getting the discount.
- Tech 'Vile Manipulation' - Fixed Tech Group's doctrine names in the popup (names were swapped).
- Operation 'Hero Resurrection Protocol' - Fixed issue where the leader would be resurrected by the resurrect hero operation but not all system where aware of the living leader
Update (07 Sepetember 2020)
- Fixed an issue with the soundtrack that prevented it from opening correctly. The image used as a cover was a bit too large (26 MB) when used across the entire soundtrack. We've compressed the image (it's now approx. 2 MB in size) and the soundtrack should be a bit easier to open.
V1.303 - Diplodocus 2 Patch (26 August 2020)
Mac OS
- Fixed an issue which meant Mods were non-functional
General
- Fixed an issue where combat would hang after a battle where the player is attacked in hotseat mode with combat retry disabled
- Fixed a crash caused by a temp unit dying on new turn starts
- Kir'ko Outpost orbital icon fixed
- Vehicles of units with stagger resistance now also give it to the hero equipped with these vehicles.
- Fixed an issue where hero special abilities would disappear when they got into vehicles
- Fixed an issue where the Quartzite Worms had animation issues when moving, they pop up and down mid-run.
- Fixed an issue where Hero skin material looked very red when selecting a hero at first.
- Fixed Tactical Operations that weren’t benefiting from the Technologist Doctrine
- Fixed certain conditions bypassing Immunities
- Emissary doctrine now correctly only applies to influence rewarded from quests
- Fixed units not evolving when they reach prime rank by sitting on an anomalous site
- Fixed a rare case where attacking an army next to a sector base or colony wouldn’t trigger battle within the base or colony
- Fixed an issue with health regeneration bonuses being listed multiple times in tooltips
- Targeting Array duplicate text fixes
Assembly
- Fixed an issue where reprocess colonist would only give 2 turns of extra income, instead of 3
Shakarn
- AI Shakarn units now use the correct mod template icons.
- Shakarn’s Tactician: Cooldown reset abilities now work on the One of Us All Along ability; Fallback can now heal adjacent targets.
- Shakarn (Un)happiness banners no longer use the Kir’Ko banners
- Fixed an issue where only one version of a propaganda broadcast could be active in a battle at once. Now each player can bring their own copy.
Syndicate
- Mirage Unit now correctly gains stagger resistance when it activates its defense mode while equipped with the Spatial Acceleration Sails
Vanguard
- Fixed colony militia doctrine not properly scaling with the number of garrisons the player has built.
Psi-Fish
- Added chance icons to the Path of the Chimera Psi-Fish mod
Forgotten
- Eater of the Dead's Punishment is now 12 range 4 hex AoE instead of map-wide
Therians
- Bouncer: Bullet Spin now correctly has str 12 bleed chance when equipped with the Flechette Ammo mod
- Carbon Glaive now correctly counts as a Melee Weapon
Voidbringer
- Voidbringers Leviathan Resuscitate Thrall now correctly heals for 50%
- Voidbringers Leviathan no longer gets Maternal Rage when a Thralled Psi-Fish dies
- Flowering Node can no longer spawn from the Pandora Portal
Celestian
- Compelling Presence on the ascended teacher now correctly converts the mind controlled unit into a colonist
Heritor
- Es'Teq Confiscator now correctly states it can be applied to any unit.
- Es’Teq Conduit now has a PFX; Now correctly says it can be applied to any unit with an Essence Drain ability.
- Quintessence Ark can now just heal itself with Sacrament of Vitality
Promethean
- Aegis Tank's attacks are now considered Sonic and can use Sonic upgrades
- Superheated Plasma Actuators now has the correct price when equipping it on a Hero
Psynumbra
- Echo of Despair Sinister Chorus no longer applies to mindless units
Synthesis
- Doomsday Level 3 should now correctly apply Daemons to Compromised units.
- Hacker - Scrambling Virus: Accuracy settings allow it to miss if the unit is blinded
- Hero Skill: Electrification Subroutines now correctly affect psionic attacks
VoidTech
- Fixed an issue where Quantum Avatar could teleport static turrets, causing a crash
Xenoplague
- Bio-Spores Hyper Aggression: Cooldown increased to 3 turns; Buff duration decreased to 2 turns.
FireArms
V1.302 - Diplodocus Hotfix 3 (24 June 2020)
General
- Fixed a issue in HotSeat which would cause the game to lock up due to incorrect player handling in the turn manager. Saves made during combat will still exhibit this behavior upon finishing, players need to load a Regular/End Turn save.
- Fixed a issue in Tactical Combat which would cause the game to lock up if a player Retreated/Surrendered in a 3-way combat.
- Fixed an crash that would occur if the Invasion Foreshadowing event would attempt to spawn near a player when they have no structures but are still alive.
- Fixed an issue that meant units sometimes became immune to stagger after being hit by an operation.
- Fixed a crash during Campaign caused by improper handling inventories changing when a Commander/Hero is dead.
- Fixed an issue where the Invasion Title music would play regardless of product ownership.
- Added a workaround for when the Launcher files are unable to parse resulting in settings not being pushed to the game.
Mods
- Fixed the Therian Ally Insignia not providing the Primal Pheromones: Bioregeneration
Pickups
- The 'Lost Stray' Pickup no longer spawns in RMG if the player does not have the Invasions Expansion
Invasions
Balance
Units & Abilities
- Shakarn Firebrand - Reduced Armor from 4 to 3
- Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
- Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
- Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.
- Wildlife 'Shepherd' - Increased unit Tier from II to III.
World Events
- Fungal Awakening event now only occurs in late game
- Earthquake event now only occurs in late game
Fixes
General
- Added missing Therian mod template icons
- Fixed that Shakarn commanders could be customized with some DLC content without the user owning that DLC
- Fixed issue where expansion NPC Factions would be visible in Advanced Setup even though the user did not own the * required DLC.
- Fixed a crash that could occur after failing to access a specific texture.
- Fixed issue where the Score Victory would not end on the specified round after the Invasion was defeated.
- Fixed an issue where Absorbing a Colony belonging to another race wouldn't unlock that race's Military Tech Tree
- Fixed a crash caused by using Cerebral Control Collars on flying Infantry Units that are on a water hex
- Fixed that Reinforcements could not be accepted or declined with controller
- Fixed an AI Hang that could occur if Independents attacked a structure that had their Garrison defeated in the same turn while having an Player Stack adjacent.
- Fixed a crash that could occur when entering a Promethean Vault Silver Landmark that was spawned from the associated World Event.
- Fixed a crash that could occur when using Holoshift in certain situations
- Fixed an issue which would allow Infiltrators to Target Tier 3 units if they were built in a Colony with Resonance Halls attached; combat saves containing an Infiltrator that attempted this action might cause issues, it is recommended to load an older save
Modding
- Fixed a missing .dll from causing Modding Tools to not launch.
Diplomacy
- Fixed issue where the AI could send a message about going to war when they were already at war with the player.
Units & Abilities
- Syndicate Hero Skill 'Farsight' - Superior Overwatch should now function on all weapons when in Overwatch mode.
- Dvar Hero Vehicle 'Excavator' - Now correctly has the Hyper Armor Defense Mode
- Hero Weapon 'Bio Grenade' - Can no longer target Flying Units.
- Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit
- Laser Weapons Group 'Searing Module' - Now correctly melts shields from Ethereal units
- Firearms Weapons Group 'Ammunition: Fire Burst' - Now correctly causes Burning instead of Bleeding (for real this time).
- Promethean 'Hazmat Protection' - Fixed an issue with Hazard Immunity not correctly blocking Tactical Hazards.
- Synthesis 'Malware Daemon'- Fixed an issue where Malware daemons wouldn't mind control enemies when they died
Invasions
- Removed Metamorphosis from Strix and Naga units. Evolving them was difficult to trigger and would cause crashes.
- Enthralled units under your control are no longer affected by morale from race relations and will no longer desert
- Call Voidbringer now correctly unlocks when joining the Thermal Voidbringer Invasion
- Call Voidbringer operation now only shows up once in the Imperial Archives
- Fixed Call Voidbringer operation icon for Biochemical, Arc and Thermal
- Fixed a issue where Voidbringers retained the Psionic Armor Bypass property on all abilities even with the focus mods
- Fixed an issue where the Voidbringer Naga Abilities did not swap to the correct Damage Channel.
Campaign
- Fixed crash in Shakarn campaign when Daiyu Jiang declares war on the player while James Henkins is in a transport on his own
- Fixed an issue where the first step of the “Sabotage Rift Reactor Alpha” and “Sabotage Rift Reactor Epsilon” Quest couldn’t be completed when the quest stack spawned next to the Imperial Defense instead of on top of it. For the fix to apply in active missions players need to load a save from before the Quest was given.
World Events
- Fixed crash when picking up equipment drops from the Orbital Weapons Cache event
- Fixed that the Interstellar Trade Convoy event did not correctly convert 50% of the production income to research income when using Generate Research
Localisation
- Fixed a missing text entry in all localisations for NPC Quests during the Invasions
- Fixed a link in the Chinese & Japanese Localisations which didn’t open the correct Imperial Archives Page
- Fixed a localisation error stating that the Infiltrator was able to Holoshift into Tier 3 units.
- Fixed incorrect localisation for the Enhanced Limb Augments mod from the Therians.
- Fixed incorrect localisation for the Hunter’s Camouflage mod from the Therians.
V1.300 - Invasions (26 May 2020)
Invasion Expansion
Shakarn Player Race
The Shakarn are a warlike race of lizard aliens from beyond the edges of Star Union space. Using holographic technology they have been spying on the Star Union for centuries, infiltrating their agents into every level of society, and stealing their technology. Now the Union has gone, it is time for them to strike and claim the fallen empire as their own!
Additional Campaign Missions
Join the Shakarn as they begin their invasion of the Egalitarian League of Planets with 14+ hours of new content across two campaign maps.
Voidbringer Invasions
Face the ultimate challenge as your world is invaded by a race of trans-dimensional beings known as the Voidbringers. These beings arrive via beacons which crash down over the planet, and deploy armies of enthralled soldiers who destroy everything in their path. You must either destroy the beacons to end the threat, or submit and become enthralled yourself to conquer the world in the name of the void.
Conquered Worlds Planet Type
A new planet type where one player starts with a large empire, and the other players are united in a team to take them down
'Therians' NPC Faction
This group of demihumans is the result of Terratech experiments into human genetic manipulation. Now they live on the edges of society, as pirates and guns for hire.
Cosmic Events
27 global events that randomly affect the world, from meteor showers that spread cosmite across the world to distant supernovae that scorch the land into a lifeless desert.
New Exploration Sites
4 new exploration sites have been added for you to explore and add to your empire, the War Docks, the Therian Alteration Labs, the Cosmic Manipulation Center and the Resonance Halls.
Diplodocus Update
New Features
New 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
New 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.
Updates
General
- 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
Interface
- 'Fullscreen' has been renamed to 'Exclusive Mode Fullscreen', 'Borderless' has been renamed to 'Fullscreen'
- Unifier victory will now be hard disabled in the menu when no factions are selected and vice versa, also comes with a warning message.
- The accuracy of abilities listed in tooltips will now update if the unit gains a status effect that changes the accuracy (such as blindness)
- Added visual lines between echo walkers and their clones
- Added visual lines to show which unit mind controlled another unit (only visible if killing the original unit would cancel the mind control)
- Added a new screen to the reinforcements and deserters.
- Changed a number of casting instructions on operations to match their effects more closely.
- Select commander screen's race and special tech dropdown is now sorted.
- Score screen at the end of a game is now sorted
- Prefixes of NPC dwellings changed from 'Dwelling of' to 'Dwelling:'
Tactical Combat Maps
- 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
Diplomacy
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.
Balance
General Balance
- 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.
Economy
- 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 Techs
Assembly
- Mod 'Flesh Tearer Implants' - Now requires an Assembly Melee unit or a Unit with a Claw ability.
Kir'ko
- Hero Skill 'Guiding Presence' - Decreased Skill Point cost from 8 to 6 Skill Points.
Syndicate
- 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.
Vanguard
- Trooper 'Grenade' changed from Once per Battle to a 2 turn Cooldown.
Heritor
- 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
Promethean
- 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
Psynumbra
- 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
Synthesis
- 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
Voidtech
- 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
Xenoplague
- 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 Group
- 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 Group
- All mods, except for Ionic Infusion, can now be equipped on units with Claw abilities.
Explosive Weapon Group
- Mod 'Explosive: Incendiary' - Decreased cost from 10 Cosmite to 5 Cosmite
Laser Weapon Group
- 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 Group
- 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 Effects
- Static Charge now lasts for 2 turns.
Thermal Status Effects
- 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.
Independents
- 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
Fixes
Diplomacy
- 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.
Gameplay
- 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
Interface
- 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 & Abilities
- 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 Sites
- 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
Audio
- 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
Localisation
- 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.