Changes:
- Warrior Monk Temple now admits only one commander per cycle
- Removed the "Beta" label from Multiplayer in the main menu
Fixes:
- Pinpointer granted three times the resources it should and did not work for multiplayer clients
- Combat simulator(hazard prediction, quick battle) may fail when enemy army consists only of buried units
- Screen flickered during AI turns when the start turn dialog was turned off
- Desktop flickered on Linux with NVIDIA PRIME because the hardware cursor was reinitialized every frame
- Orbital ambient sounds kept playing in the main menu after finishing a campaign
- Main menu music kept playing after loading a game saved on the underground layer
- Opening dialog in underground caused complete silence - ambient music is played now
- AI commanders could end up standing on a resource when attacking the neutral army guarding it
- AI commanders stronger than their base could idle between guards they could not beat instead of returning for reinforcements
- (Xenauri Riders campaign) Wrong portrait in one of the Artar dialogs in mission 1
- (Xenauri Riders campaign) An unintentionally inaccessible tile in mission 2
- (Xenauri Riders) Ghost idle animation effect was too bright on the exploration map
- Assorted text and translation fixes
Performance:
- AI turns are significantly faster - round time reduced by about 50%
- Optimized combat performance - faster evaluation of hazards
- Fixed material leaks in map rendering and lighting causing long black screen when leaving a base
Changes:
- Loading a map that needs DLC content you do not have now shows a clear error message instead of failing silently
- Saved games that need missing DLC content are no longer offered in the Continue panel
- Map settings can now disable specific commander abilities on a map
- Updated community translations (Hungarian, Brazilian Portuguese, Russian)
- Added missing translations for the Arena multiplayer map
- (Typhon Map Pack) Canyon - building zones moved from the shores
Fixes:
- A commander enabled by a map event while standing in thick fog of war could not move
- AI commander army scaling was applied twice when using the advanced dialog for map setup
- AI commanders could walk onto another commander when attacking something
- An AI commander whose route passed an enemy base entrance could end up standing inside the base instead of attacking it
- Mimic could use consumables
- A commander could retreat from the quick battle dialog even when the player had no base
- Some buildings were not highlighted in the base view right after being constructed
- Units did not play their sounds until some animation had been executed on them
- Turn-start status effect visuals were not attached to the unit correctly
- Sounds were not released properly when units were destroyed
- The minimap marker was drawn at a wrong position when viewing a location on another map layer
- Main menu banners were drawn over the save/load dialog
- The planet achievement could stay locked when the last AI player killed himself on his own turn
- (Sovereign Fleet campaign) mission 4 - some bases stayed visible in the players list after the end sequence started
- (Multiplayer) Host could get stuck when attacked by an AI player
- (Multiplayer) Cancelling a move could disconnect other players
- (Multiplayer) All remaining players in a round were skipped when an AI player died
- (Multiplayer) A client could be unable to move at the start of their turn
- Assorted text and translation fixes
Changes:
- Added music and ambient sounds for the underground cave layer
- Changed Limerite icon to better match color of the resource on the map
- Nerfed hatchery - each hatchery can only be used once. Once the units are hatched, the hatchery explodes and is replaced by a neutral army that always joins.
Fixes:
- Refilling the energy pool at a base reset the overcharge effect
- Charging Coil in USS base and Officer's Club in Fossorian base did not apply bonuses to visiting commanders when built
- Planetfall Beacon and DIY Kit used by AI could trigger their effect on the wrong map layer
- No game over screen was shown when a commander with a keep-alive condition died
- Siege was broken if the base had no commander
- Some VFX effects on map objects were deactivated when entering and leaving a base
- Surface music and ambience bleeding into the underground layer
- Base panel and commander list overlapping in large UI mode
- Campaign menu cropped when setting resolution to 1600x1200
- Starting commander tooltip heading fixed, whole tooltip tweaked
- Some manual texts not fitting in some languages; added Brazilian Portuguese manual translation
- Map generator variation was limited
- Defeating a scripted enemy in the Battle Arena could trigger map events and break the map
- Error when setting a carry-over commander in the campaign map editor
- (Empire campaign) mission 4 - corrupted coordinates in first bridge event
- (Multiplayer) LAN discovery did not work on some subnets
- (Multiplayer) Non-active player could move after losing a battle initiated by AI
- (Multiplayer) Host could disconnect the wrong player when preparing a game
Changes:
Optimizations:
Optimizations:
Features and improvements
- Quick battle window that pops up before a combat encounter (can be disabled in options if you want to play all battles yourself)
- Start-turn dialog in singleplayer can be disabled in options
- Allowed setting escape as a keyboard shortcut (it doesn't cancel the shortcut selection anymore)
- When setting Enter as a keyboard shortcut, it counts both Enter and numpad Enter
- ♫ Custom win and loss music stingers for each race
- ♫ Three new start-of-a-cycle music jingles/stingers (normal cycle, positive, negative)
- ♫ Updated Children of the Source campaign music
- Added stripes to tiles within the areas highlighting a danger zone, changed color to darker orange
- Animated base panels zoom in from the correct positions matching building locations at each base
- Set all new map markers on planets in the skirmish screen to be enabled by default
- Lowered requirements for a few very time-consuming achievements
- Updated checkbox and radio button UI elements so they can be easily distinguished
- Optimization: safer handling of resource memory
- Optimization: significant AI turn time improvements
Fixes
- Fixed feint ability breaking the start of combat when added to fast cast
- Fixed a specific set of actions could cause unit number manipulation: pick an incompatible unit from army A, switch for a unit in army B, switch for another unit in army B, escape
- Fixed units could get picked up in hero card and hero meeting card while moving an item from the inventory & fixed items could get picked up in hero card and hero meeting card while moving a unit
- Fixed largest dialogs not fitting on the screens in Large UI, fixed UI scale not applied after the next game launch
- Added best fit to main cutscene text and limited its height to 400 px so objectives can't extend over difficulty
- Fixed neutral day-night transforming units in slave camps in Fossorian bases ... not transforming
- Fixed skill academy panel had random size when showing that a commander had learned something there already
- Fixed portrait shader for characters "talking over radio" on Linux+AMD (incl. Ste4m Deck)
- Fixed two instances where exploration move segments could be executed while AI is running
- Implemented neutral army changes from lure/scarecrow in quick battle, fixed these not applied in hazard in tooltips, fixed equipping or unequipping these items not causing hazard to be recalculated
- Fixed map editor erroring out because of missing autosaves folder if you start the game for the first time, go directly to editor and try to playtest or exit
- Fixed position of limited range icon in small unit tooltip panel used for unit icons next to building in the building catalog
- Fix AI can sometimes trigger a battle twice
- Sovereign Fleet campaign, mission 2 - False Mother disabled by day one
- Empire campaign, mission 4 - Unreachable Fusion Core UNSS IV - fixed
- Fossorian campaign, mission 3 - added safety step on trigger that removes the objects that can block Muff form the rest of the map
- Small text improvements, fixed a few typos