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  1. Age of Wonders: Planetfall
  2.  
  3. Update (09 November 2020)
  4.  
  5. V1.400 - Star Kings
  6.  
  7. 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.
  8.  
  9. 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.
  10.  
  11. 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.
  12.  
  13. 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.
  14.  
  15. V1.400 - Triceratops Update
  16.  
  17. New Mode: Galactic Empire
  18.  
  19. Create your own Galactic Empire, Recruit Commanders and conquer planets to add to your growing domain.
  20. Empire Planets have unique traits and secondary objectives to shake up game play
  21. Use the new Imperial Renown currency to call in the units, mods and operations of other races and secret techs
  22. Leaders level up as they conquer more planets, and can join you as heroes on the planets you conquer
  23. Earn relics by conquering special planets, unlocking access to NPC units like Quartzite Worms and Wild Thundermaws
  24.  
  25. New Feature: Residential Sectors
  26.  
  27. 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.
  28.  
  29. New Feature: Endless Research
  30.  
  31. 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.
  32.  
  33. New Feature: Savage Tyrannodon
  34.  
  35. 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.
  36.  
  37. Updates General
  38.  
  39. 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.
  40. 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)
  41. 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.
  42. The AFK timer for multiplayer matches has been extended to 60m (was 15m)
  43.  
  44. Accessibility
  45.  
  46. Added support for additional Multiplayer Communication Methods that can be enabled -Added Text-to-Speech, requires a English Language Pack to be installed
  47. Added Speech-to-Text, requires a English Language Pack to be installed & Microphone Access
  48. Added Chat Highlights
  49.  
  50. Interface
  51.  
  52. 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.
  53. Unit Buffs gained from having Exploration Sites attached to the colony now appear on the Unit Panel.
  54. 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!)
  55. Hero Weapons now have a background color which shows the damage channel that they deal
  56. Unit Mods now have a small icon that indicates what secondary bonus they provide (armor, shields, health or damage).
  57. 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.
  58. Tweaked unit banners to make them stand out more (Thanks TibblesTheCat for letting us use your Mod!)
  59. Now displaying 'X rounds remaining until score victory' when clicking the score victory event.
  60.  
  61. Diplomacy
  62.  
  63. 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.
  64. 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.
  65. 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.
  66.  
  67. RMG
  68.  
  69. Added more names for meadow sectors
  70. The mini islands in the ocean of continent maps are now 4 sectors instead of 3.
  71. Psifish Dwellings will no longer spawn with hazards in their sector
  72.  
  73. Tactical AI
  74.  
  75. Shakarn Infiltrators will no longer use Holoshift in Autocombat if they already have a unit stored for use with Holoshift Repeat.
  76. 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.
  77. The Tactical AI will now choose a wider variety of operations to use.
  78. Fixed an issue that meant the AI would sometimes run through melee overwatch to avoid standing next to its allies
  79.  
  80. Balance General
  81.  
  82. Players now need 10 relation points to reach Peace with an NPC faction (was 20)
  83. Players now need 50 relation points to reach Friendship with an NPC faction (was 40)
  84. Colonizers can now be built in any colony with at least 4 colonists, researching Frontier Facilities is no longer required
  85. Increased the Colonizer production cost from 200 to 250
  86. Popular Support now modifies the production cost of units, rather than unit morale.
  87. The Phoenix Walker, Dvar Phoenix Walker, Vanguard Walker, Imperial Walker, Dvar Baron, Dvar Bulwark, Assembly Wrecker and Heavy Trooper are now considered Battlesuits.
  88. 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.
  89. Orbital Relays can now be used twice per turn
  90. Increased the amount of production needed to complete quests slightly
  91. Hazards can now be removed from the world map in 1 turn (was 3 turns)
  92. Units that transform in combat (like the reaver) will now keep any valid bonuses they acquired from the colonies that made them
  93. The Invader doctrine now gives 200 morale (was 400)
  94. The Operation Scrambler now blocks all operations, not just those used by the caster's enemies
  95. Mutant Goop can now only poison Biological and Cyborg Units
  96. Added text clarification to Mind Control abilities explaining the effect ends when the caster dies.
  97. 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.
  98.  
  99. Economic Tech
  100.  
  101. Moved Cosmite Masterty from Tier 10 to Tier 9
  102. Moved Dawn of a New Union from Tier 4 Doctrine to Tier 4 Economic Tree
  103. Moved Orbital Relay Development from Tier 5 to Tier 4
  104. Moved Adaptive Exploitation from Tier 7 to Tier 5
  105. Moved Anthropological Research from Tier 5 to Tier 7
  106. Transit Infrastructure now only speeds up unit movement on roads.
  107.  
  108. Starting Perks
  109.  
  110. Colonist Cryopods now gives +1 extra colonist (was 2)
  111. Energy Cache now gives 250 energy (was 300)
  112.  
  113. Aircraft
  114.  
  115. Air to Air has been replaced with Anti-Air, which gives 20% damage and has 20% accuracy versus fliers.
  116. 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.
  117. 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.
  118.  
  119. Hero Skills
  120.  
  121. Added global skill 'Martial Artist: Tireless', which allows the hero to trigger melee overwatch multiple times per turn
  122. 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
  123. Added global skill 'Personal Weapon Expert' which grants an accuracy and damage bonus when not in a vehicle
  124. Added global skill 'Personal Defense Expert' which grants an armor and shield bonus when not in a vehicle
  125.  
  126. Doomsday
  127.  
  128. The cost of single city doomsday operations has been reduced to 80 energy/ 8 op points (was 120/12)
  129. 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.
  130.  
  131. Race, Secret Tech, Weapon Tech and Faction Changes Amazon
  132.  
  133. Amazon Biomancer 'Scan Catalogue' - Can now be removed using status effect removal abilities and operations.
  134. Amazon Biomancer 'Scan Catalogue' - Reduced duration from End of Combat to 3 Turns
  135. Amazon Biomancer 'Manipulate: Mend' now also affects Mineral units
  136. Amazon Harrier is now Light instead of Heavy
  137. Arborian Sentinel - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
  138. Amazon Arborian Sentinel 'Light Laser Cannon' - Now has the Anti-Air property
  139. Amazon Bombardons - Reduced HP from 60HP to 55HP
  140. Amazon Tyrannodon - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  141. Amazon Tyrannodon 'Tail Swipe' - Can now be used by Melee Overwatch
  142. Mod 'Blood Fury Inducers' - Increased the heal per stack from 4HP to 5 HP
  143. Mod 'Earth Link Mask' - Can now also be applied to non-flying mounted units
  144.  
  145. Assembly
  146.  
  147. Assembly Scavenger - Increased the HP from 40HP to 45HP
  148. Assembly Scavenger - Increased the Assimilate HP gain from 3HP to 4 HP
  149. Assembly Electrocutioner - Now has 1 shield and 1 armor (was 1 armor)
  150. Assembly Electrocutioner 'Project Arc Blast' - Changed from a Full Action to a Single Action
  151. Assembly Reverse Engineer - Reduced costs from 90 Energy and 270 Productio to 70 Energy and 250 Production.
  152. Assembly Reverse Engineer 'Create Construct' - Now puts the unit in Defense Mode after use
  153. Assembly Reverse Engineer 'Create Advanced Construct' - Now puts the unit in Defense Mode after use
  154. Assembly Vorpal Sniper 'Vorpal Shot' - Now has the Anti-Air property
  155. Assembly Lightning Rider 'Arc Thrower' - Removed the Air to Air property
  156. Assembly Lightning Rider 'Arc Thrower' - Increased damage from 9 to 10
  157. Assembly Disassembler 'Disassembler Shot' - Now has the High Impact property
  158. Assembly Disassembler 'Gatling Gun' - Now has the Anti-Air property
  159. Assembly Wrecker - Increased armor from 5 to 6
  160. Mod 'Ocular Implants' - Now gives 20% crit chance (was 10%) and 10% damage (was +1 armor)
  161. Mod 'Miniaturized Corpse Processor' - Now on a 2 turn cooldown (was once per battle), and gives +2 shields (was +2 armor)
  162. Mod 'Flesh Tearer Implants' - Renamed to 'Hyper Assimilation Implants'
  163. Mod 'Hyper Assimilation Implants' - Can now life steal from mechanical units as well as biological and cyborg units.
  164. Mod 'Cloaking Implants' - Now give 20% evasion (was 15%) and +2 shields (was +2 armor)
  165. Doctrine 'Battlefield Autopsies' - Now gives 4 research per unit tier killed (was 3)
  166. Doctrine 'Scavengers' - Now increases rewards from clearing by 66% (was 50%)
  167. Hero Skill 'Battlefield Repairs' - Reduced skill cost from 4 to 3
  168. Hero Skill 'Stunning Discharge' - Changed from Single Action to Leave One Point
  169. Hero Skill 'Cybernetic Overdrive' - Can now also affect mechanical units Dvar
  170. Dvar Trencher 'Spike Gun' - Decreased damage from 16 to 15 damage
  171. Dvar Bulwark - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production
  172. Dvar Bulwark 'Autocannons' - Now has the Anti-Air property
  173. Dvar Ram Jet 'Aerial Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
  174. Dvar Ram Jet 'Rocket Ram' - Can now apply turbulence to air units
  175. Dvar Ram Jet 'Ramjet Rocket' - Can now only hit ground units
  176. Dvar Baron 'Rotary Cannon' - Now has the Anti-Air property
  177. Dvar Excavator Tank 'Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
  178. Hero Skill 'Siege Master' - Reduced skill cost from 5 to 3
  179. Hero Skill 'Siege Master' - Reduced damage resistance from +2 to +1
  180. Operation 'Mountain Breaker' - Reduced cost from 120 Energy and 12 Operation Points to 50 Energy and 5 Operation Points
  181. Operation 'Tectonic Shift' - Reduced cost from 140 Energy and 16 Operation Points to 50 Energy and 5 Operation Points
  182.  
  183. Kir'ko
  184.  
  185. Kir'ko Frenzied - Increased HP from 45HP to 50HP
  186. Kir'ko Unleashed - Decreased armor from 2 to 1
  187. Kir'ko Unleashed 'Ravage' - Removed the Air to Air property
  188. Kir'ko Hidden 'Psi Rifle' - Now has the Anti-Air property
  189. Kir'ko Transcendent - Decreased armor from 1 to 0
  190. Kir'ko Engulfer - Decreased armor from 3 to 2
  191. Kir'ko Engulfer - Changed from a Heavy to a Light Unit
  192. Kir'ko Engulfer 'Gunk Thrower' - Removed the Air to Air property
  193. Kir'ko Tormented - Decreased armor from 2 to 1
  194. Kir'ko Tormented - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  195. Kir'ko Tormented 'Focused Hate' and 'Echoes of Torment' can now apply Turbulence to fliers
  196. Kir'ko Ravenous - Increased armor from 5 to 6
  197. Kir'ko Harbinger - Decreased shields from 4 to 3
  198. Kir'ko Hacker 'Scrambling Virus' - Replaced with 'Tuning Step' a Range 4 Teleport granting Finely Tuned to allied integrated units in 1 hex
  199. Kir'ko Hacker 'Haywire Daemon' - Replaced with 'Neuroscrambler Daemon' and can hit any non-Mindless instead of Mechanical and Cyborg only
  200. Kir'ko Purifier now has Plasma Smog, giving a Choking modifier instead of Incendiary
  201. Added Kir'ko Phoenix Walker which has Swarm Shield and Plasma Belch, which gives a Choking modifier instead of Incendiary
  202. Operation 'Call Of The Hive' - Summoned units now spawn adjacent to a defending unit
  203.  
  204. Shakarn
  205.  
  206. Shakarn Infiltrator: Holoshift no longer works on embarked units and Holoshift Repeat no longer allows for the transformation of land units in the water.
  207. Shakarn Deadeye - Now has the Anti Air property on both its attacks
  208. Shakarn Propagator 'Sonic Repeater' - Removed the Air to Air property
  209. Shakarn Firebrand - Increased armor from 3 to 4
  210. Shakarn Refractor - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  211. Shakarn Tactician 'Press the Attack' - Can no longer be used on the same unit more than once per turn
  212. Hero Skill 'Call Insider' - Changed from a 4 Turn Cooldown to Once per Battle
  213.  
  214. Syndicate
  215.  
  216. Syndicate Guild Assassin - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production
  217. Syndicate Guild Assassin 'Pulse Sniper' - Now has the Anti-Air property
  218. Syndicate Mirage 'Psitec Blasters' - Removed the Air to Air property
  219. Syndicate Subjugator - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  220. Syndicate Initiate 'Fueled by Servitude' - Reduced the cap from +5 to +3
  221. Syndicate Malictor 'Fueled by Servitude' - Reduced the cap from +5 to +3
  222. Mod 'Cerebral Amplifier' Purging Protocols - Changed from a Single Action to a Full Action
  223. Mod 'Cerebral Amplifier' Purging Protocols - Increased cooldown from 1 turn to 3 turns
  224. Mod 'Cerebral Amplifier' Purging Protocols - Changed from target Indentured Unit to All Indentured Units
  225. Mod 'Adaptive Camouflage Projector' - No longer grants Defense Mode: Evasion and instead grants Overwatch Immunity
  226. Mod 'Adaptive Camouflage Projector' - Increased the provided shields from +1 to +2
  227. 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)
  228. Vehicle Hoverbike 'Psi Tec Emitter' - Now makes a separate to hit roll for each target it hits
  229. Vehicle Hoverbike 'Motion Suppressor' - Increased damage from 0 to 6
  230. Vehicle Hoverbike 'Motion Suppressor' - Now counts as a psionic attack, and can be modded accordingly
  231.  
  232. Vanguard
  233.  
  234. Vanguard OWL 'Targeting Field' - Increased duration from 2 turn to 3 turns
  235. Vanguard PUG 'Blast Laser' - Increased Range from 5 to 7
  236. Vanguard Assault Bike - Increased HP from 45HP to 50HP
  237. Vanguard Engineer - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
  238. Vanguard Engineer 'Place Gun Turret' - Now puts the unit in Defense Mode after use
  239. Vanguard Engineer 'Place Launcher Turret' - Now puts the unit in Defense Mode after use
  240. Vanguard Gun Turret - Increased HP from 30HP to 35HP
  241. Vanguard Gun Turret 'Twin Guns' - Now has the Anti-Air property
  242. Vanguard Gun Turret 'Twin Guns' - Increased damage from 8 to 9
  243. Vanguard Gunship 'Aircraft Gun' - Removed the Air to Air property
  244. Vanguard Gunship 'Buster Missile' - Can now only hit Ground targets
  245. Vanguard Laser Tank 'Deploy Smoke' - Changed from Single Action to Leave One Point
  246. Vanguard Walker - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  247. Vanguard Walker 'Gatling Gun' - Now has the Anti-Air Property
  248. Mod 'Nanite Injectors' - Changed from Free Action to Leave One Point
  249. Mod 'Nanite Injectors' - Can no longer be applied to Ethereal units
  250. Doctrine 'Big Stick Diplomacy' - Now gives 200 popular support instead of removing the cost increase in dwellings for having a negative reputation
  251. Doctrine 'Planetary Conquest' has been removed
  252. Doctrine 'Integrated Support' - Renamed to 'Global Integrated Support'
  253. Doctrine 'Global Integrated Support' - Moved from Tier 5 to Tier 9
  254. Doctrine 'Global Integrated Support' - Now also gives +2 tactical and strategic operation points
  255. Added a new Tier 5 doctrine, Shock and Awe
  256. Doctrine 'Shock and Awe' - All explosive attacks gain +10% damage, +20% accuracy and one level of stagger impact
  257. Doctrine 'Shock and Awe' - All grenades also gain an additional +2 range
  258. Operation 'Bunker Buster' - Now only destroy Military Infrastructure and Colony Defense Structures
  259. 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.
  260.  
  261. Celestian
  262.  
  263. Light Bringer - Dash abilities now all leave an action point after being used, so the unit can keep attacking or enter defense mode
  264.  
  265. Heritor
  266.  
  267. Heritor Drained - Removed +2 Entropy Damage per Level
  268. Heritor Siphoner - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
  269. Heritor Quintessence Arc - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
  270. Heritor Quintessence Ark 'Sacrament of Vitality' - Can now heal itself even when not connected or all connected units are fully healed.
  271. 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)
  272. Mod 'Empowered Drained' - Changed from +2 Damage per Essence Charge to +10% Damage per Essence Charge
  273. Operation 'Condemn to Drained' - Decreased cost from 60 Energy to 40 Energy
  274. Operation 'Condemn to Drained' - Can now target Mindless Infantry units
  275.  
  276. Promethean
  277.  
  278. Aegis Tank's attacks are now considered Sonic and can carry Sonic upgrades
  279. Mod 'Hazmat Protection' - Changed from +4 Protection against Biochemical to +3 Protection against Status Effects
  280. Mod 'Backlash Projectors' - Increased damage from 6 to 15 (it said 12 in the description which was incorrect)
  281. Mod 'Backlash Projectors' - Reduced base cost from 15 Energy to 10 Energy
  282. Tech 'Phoenix Rising' - Moved from Tier 9 to Tier 10
  283. Hero Skill 'Phoenix Surge' - Changed from Full Action to Full Action (Continue)
  284.  
  285. Psynumbra
  286.  
  287. Psynumbra Echo of Despair - Reduced HP from 40Hp to 35HP
  288. Psynumbra Echo of Despair - Removed Stagger Resistance
  289. Psynumbra Malictor - Increased cost from 105 Energy, 400 Production and 20 Cosmite to 125 Energy, 440 Production and 25 Cosmite.
  290. Debuff 'Broken Mind' - Decreased the Morale reduction from 200 to 150
  291. Mod 'Mark of the Dark Sun' - Reduced the Damage increase per stack from 20% to 10%
  292. Mod 'Mark of the Dark Sun' - Increased the stack cap from 3 times to 6 times
  293. Mod 'Pain Mirror' - Reduced base cost from 15 Cosmite to 10 Cosmite
  294. Hero Skill 'Anthem of the Abyss' - Now applies Broken Mind as a debuff
  295.  
  296. Synthesis
  297.  
  298. Synthesis Network Link 'Data Integrity Enforcement' - Now extends the duration of Subroutines as well as Daemons, but only by 1 turn (was 2 turns)
  299. Synthesis Network Link 'Save State Daemon' - Reduced the duration from 3 turns to 2 turns
  300. Synthesis Network Link 'Upload AC Data' - Can no longer target other Network Links
  301. Synthesis Avatar - Now has 3 armor and 2 shields (was 3 armor and 1 shield)
  302. Synthesis Avatar 'Disruption Virus'- Increased damage from 14 to 15
  303. Synthesis Avatar 'Overload Virus' - Increased range from 5 to 7
  304. Synthesis Avatar 'Overload Virus' - Changed from Once per Battle to a 2 Turn Cooldown
  305. Synthesis Avatar 'Amplify Daemon' - Changed from Once per Battle to a 2 Turn Cooldown
  306. Mod 'Incapacitate Daemon Shell' - Increased Range from 5 to 7
  307. Mod 'Incapacitate Daemon Shell' - Increased Strength Chance from 8 to 12
  308. Mod 'Total Network Integration' - Increased gained armor from +1 to +2
  309. Mod 'Total Network Integration' - Increased base cost from 10 Cosmite to 15 Cosmite
  310. Mod 'Deployable Malware Daemon' - Reduced gained armor from +2 to +1
  311. Mod 'Deployable Malware Daemon' - Reduced base cost from 15 Cosmite to 10 Cosmite
  312. Tech 'Pacification Cypher' - Moved from Tier 6 to Tier 9
  313. Mod 'Localized System Shutdown' - Moved from Autonomous Malware to Pacification Cypher
  314. Tech 'Autonomous Malware' - Moved from Tier 9 to Tier 6
  315. Mod 'Skirmish Subroutines' - Moved from Pacification Cypher to Autonomous Malware
  316. Buff 'Basilisk Network'- Increased the Critical Chance from 10% to 20%
  317.  
  318. Voidtech
  319.  
  320. When an echo walker retreats from battle, it's clone will now vanish
  321. Mod 'Stasis Pocket Inducer' - Reduced Strength Chance to apply from 8/4 to 6/3
  322. Mod 'Quantum Avatar' - Changed from always applying Dimensional Instability to a 8 Strength Chance
  323. Mod 'Quantum Avatar' - No longer applies stagger resistance to neighboring units
  324. 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.
  325. Operation 'Dimensional Rift' now gives Phase Field at level 1 (was +20% damage)
  326.  
  327. Xenoplague
  328.  
  329. Mod 'Plague Pods' - Now counts as a grenade
  330. Mod 'Biospore Hyper Aggression' - Increased damage increase from 25% to 40%
  331. Mod 'Biospore Hyper Aggression' - Reduced the duration from 3 turns to 2 turns
  332. Mod 'Biospore Hyper Aggression' - Increased the cooldown from 2 turns to 3 turns
  333. Mod 'Parasitic Symbiosis' - Reduced base cosmite cost from 15 Cosmite to 10 Cosmite
  334. Operation 'Parasitic Strike' - Can now affect units that are immune to biochemical status effects. It will just do its damage in this case
  335. Operation 'Xeno Contaminant Strike' - Can now damage units that are immune to biological status effects.
  336.  
  337. Arc Weapon Tech
  338.  
  339. Mod 'Arc Retaliation Defense' - No longer applies Static Buildup if the stun is resisted
  340. Mod 'Arc Retaliation Defense' - Increased from strength 4 chance to a strength 6 chance to apply stun.
  341. Mod 'Arc Retaliation Defense' has had its tooltip updated to make it clearer how long the stun lasts
  342. Mod 'Positron Arc Storm Projector' - Can now be applied to any unit (was any unit with an Arc upgrade)
  343. Mod 'Positron Arc Storm Projector' - Changed from Full Action to a Single Action ability
  344. Mod 'Positron Arc Storm Projector' - Now works on both air and ground units at the same time
  345. Mod 'Positron Discharge Shield' - Can now be applied to any unit (was any unit with an Arc upgrade)
  346.  
  347. Biochemical Weapon Tech
  348.  
  349. Mod 'Cerebral Strain' - Can now affect units with entropic abilities as well as those with psionic abilities
  350. Mod 'Blight Infection' - Renamed to 'Blightworm Injector'
  351. Mod 'Blightworm Injector' - Changed from infecting Biological and Cyborg Only to infecting All Units
  352. Mod 'Blightworm Injector' - The On Death Explosion will no longer damage units using the Blightworm Injector mod
  353. Mod 'Blightworm Injector' - Increased On Death Explosion from 14 damage to 15 damage
  354. Mod 'Blight Bringer' - Reduced Biochemical Resistance from 5 to 3
  355. Mod 'Blight Bringer' - Can now be given to any unit (was only units with a Biochemical attack)
  356. Mod 'Blight Bringer' - Now gives +2 armor instead of +30% damage and can affect non-ethereal units instead of just Biological and Cyborg units
  357. 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.
  358. Debuff 'Blighted Plague' - Renamed to Blighted
  359.  
  360. Explosives Weapon Tech
  361.  
  362. Mod 'Explosives: Electrical' - Renamed to 'Explosives: Arc Overload'
  363. 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
  364.  
  365. Laser Weapon Tech
  366.  
  367. Mod 'Incineration Module' - Renamed to 'Ignition Module'
  368. Mod 'Ignition Module' - Changed from applying Immolation to applying Burning
  369. Mod 'Ignition Module' - Increased bonus damage from 10% to 20%
  370.  
  371. Autonom Faction
  372.  
  373. Autonom Monitor 'Nanite Repair Cloud' - Changed from 1 Turn Cooldown to Once per Battle
  374.  
  375. The Growth Faction
  376.  
  377. Vine Bud 'Spawn Vine Sprout' - Reduced cooldown from 3 turns to 2 turns
  378. Vine Bud 'Spawn Vine Sprout' - Now puts the unit into Defense Mode after use
  379. Vine Sprout - Increased HP from 12HP to 15HP
  380. Vine Sprout - Increased armor from 0 to 1 armor
  381.  
  382. Forgotten Faction
  383.  
  384. Forgotten Shattered Ark - Removed Mindless
  385. Forgotten Eater of the Dead 'Punishment' - Changed from map-wide to a Range 12, 4 Hex Area of Effect
  386. Mod 'Forgotten Essence Siphon' Decay Surge - Changed from a Full Action to Single Action
  387. Mod 'Corrupted Incarnation' - Increased the gained armor from +1 to +2
  388.  
  389. Paragon Faction
  390.  
  391. Paragon Guard - Increased HP from 40HP to 45HP
  392. Mod 'Combat Protocol Implants' - Reduced base cost from 10 Cosmite to 5 Cosmite
  393.  
  394. Spacer Faction
  395.  
  396. Spacer Psycho - Increased HP from 45HP to 50HP
  397. Spacer Psycho 'Beserk Chemicals' - Now also gives an extra level of impact
  398. Spacer Psycho 'Beserk Chemicals' - Changed from Once per Battle to a 4 turn cooldown
  399. Spacer Hellcopter 'Spacer Missile' - Increased damage from 16 to 20
  400. Spacer Hellcopter 'Spacer Missile' - Now has High Impact
  401.  
  402. Therian Faction
  403.  
  404. The cost of all DNA injectors in the shop has been increased
  405. DNA injectors now all cost cosmite to be bought for heroes
  406. Reduced the required research amount for the 'Natural Philosophy' Quests
  407. Therian Bouncer - Changed Defense Mode: Evasion to normal Defense Mode
  408. Therian Bouncer 'Dual Pistols' - Reduced damage from 12 to 10
  409. Therian Bouncer 'Bullet Spin' - Can now miss
  410. Therian Chemist 'Poison Acorn' - Changed Poison duration from 3 turns to 2 turns
  411. Therian Chemist 'Slowing Acorn' - Changed Slow duration from 3 turns to 2 turns
  412.  
  413. Wildlife Units
  414.  
  415. Evolutionary Mutation - Now gives 10% evasion and +1 resistance to status effects (was 0% evasion and +2 resistance to status effects)
  416. Superior Evolutionary Mutation - Now gives 20% evasion and +2 resistance to status effects (was 0% evasion and +5 resistance to status effects)
  417. The Shepherd - Increased HP from 45HP to 50HP
  418. The Shepherd - Increased armor from 1 to 2
  419. Rabid Piglet 'Gastric Juices' - Reduced damage from 16 to 14
  420.  
  421. Hero weapons
  422.  
  423. Spike Gun - Rename to 'Heavy Spike Gun'
  424. Heavy Spike Gun - Increased damage from 16 to 18
  425. Heavy Spike Gun - No longer gains a damage bonus from being in a trench
  426. Carbon Glaive - Now correctly counts as a melee weapon
  427.  
  428. --Fixes-- General
  429.  
  430. 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.
  431. Fixed issue where clicking on a reinforcements stack or the event would not open up the recruit reinforcements panel in Multiplayer.
  432. Fixed issue where Lava was not correctly identified.
  433. 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
  434. Fixed issues regarding faction war when handled through scripts
  435. Fixed issue where faction war rewards could be ignored
  436. Fixed AI issue where it would not capture landmarks that was a forward base from another player
  437. 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.
  438. Fixed issue where capturing an landmark would not provide the correct vision.
  439. Fixed issue where sometimes terraforming sectors would not correctly update the minimap
  440.  
  441. Diplomacy
  442.  
  443. 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.
  444. 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.
  445. 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.
  446. 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.
  447. Fixed issue where buying a colony from marauders for influence would still give the player a race relation penalty.
  448. 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.
  449.  
  450. Interface
  451.  
  452. 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.
  453. Planet Template - Roads option removed from advanced setup as it was not functional.
  454. Void Sectors are no longer marked as being prospectable
  455. Fixed issue where lava was not defined as lava
  456. Fixed missing text and duplicate text for Targeting Array
  457. Crystalline Enhancement from the Crystal Altar no longer shows up in all Heritor abilities
  458. 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.
  459. 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.
  460. Fixed issue where the leader name in the diplomacy overview could sometimes overlap with their shield.
  461. Fixed issue where some interfaces would open the wrong quests if the internal quest ID would become too large.
  462. Fixed issue where a quest with multiple objectives where one was completed would grey out all preceding objectives
  463. Fixed issue where the influence gain from quests would be incorrect while modifier doctrines are active
  464. Fixed issue where quest UI with no rewards on completion would say to take rewards
  465. Fixed issue where the world event top icon would remain visible and overlap certain other interfaces (Anomalous sites, Hero offers to join, Reputation changed).
  466. 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.
  467. 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.
  468. Fixed issue where when playing with a controller the operations interface would show two button prompts for aborting active operations.
  469. 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.
  470. 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.
  471. Fixed the issue where the Lava exploitation and Volcanic Exploitation Global bonuses used the same icon.
  472. Fixed issue where the Sun Shard icon showed up with a grey background on the orbital map view.
  473. Fixed issue where sometimes the 'Save Leader' checkbox in the leader editor would not actually cause the game to save the leader.
  474. Fixed issue where the NPC faction shop modifiers would not be displayed in Toolt
  475.  
  476. AI
  477.  
  478. Fixed an issue that meant the AI would end up in wars with multiple factions due to unpaid demands
  479. Fixed an issue where the system would sometimes not allow a defending unit to take advantage of the militia from an adjacent sector base.
  480. Fixed an issue that meant the AI would shoot Brimstone missiles at its allies
  481. Fixed a hang that would happen when doing manual combat versus an AI player during that player's turn in class turns mode
  482. 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.
  483. 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.
  484. 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.
  485.  
  486. Strategic
  487.  
  488. Fixed the issue where the resource sharing would revert to its previous sharing state when colonist slots where added
  489. Fixed an issue where the Infested World Secret Laboratory quest would not properly complete
  490. Fixed an issue where the player could win the game by canceling a doomsday operation
  491. Fixed the High Energy Scanning Station giving only half of the operation defense it was supposed to.
  492. Fixed an issue where declaring war on an NPC faction wouldn't always cancel all quests gained from that faction.
  493. 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.
  494. 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.
  495. The Essence Gash Hazard now correctly reduces happiness in the owner colony.
  496.  
  497. Tactical
  498.  
  499. The Xenoplague Landmark Combat Effect now correctly applies Unstable Contamination.
  500. The Paragon Warden turret now correctly plays its explosion PFX when destroyed.
  501. Fixed Explosive indicator for Biochemical Tanks
  502. Fixed Large Bio Explosion now is correctly 2 hex radius rather than the incorrect 3 (and 1 for obstacles)
  503.  
  504. Anomalous Sites
  505.  
  506. The Lost Legion Anomalous Site's EMP choice in Phase 2 now correctly activates in tactical combat.
  507. The 'Exposed Mineral Vein' structure now correctly grants its income to the owner colony without requiring exploration.
  508. The 'Thaddeus Memory' hero item now correctly has Assault Rifle accuracy settings at range 7 (previously range 5)
  509. AI fixes regarding handling of a Anomalous Site
  510.  
  511. Invasion
  512.  
  513. Fixed issues where the Invasion would start the player would still receive events from disabled victory conditions
  514. Fixed issue where after the invasion is beaten the quest markers would remain
  515. Fixed issue where destroying invasion spawners after breaking the shield would still give a beacon shield damaged events.
  516. 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
  517.  
  518. Text & Localisation
  519.  
  520. 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.
  521. Fixed hardcoded text 'Quests' in Colony production options.
  522. Fixed issue where the game would not be able to find the text for pickups introduced in the DLC for non-English languages.
  523. Fixed issue where the descriptions of diplomatic traits would sometimes address the leader they belong to with the wrong gender in certain languages.
  524. Fixed issue where in the orbital operations view, colony names could be offset from their label for certain languages.
  525. Fixed issue where pickup names could sometimes exceed the size of the information panel it was displayed in for certain languages.
  526. Scorched Earth Policy now has correct translations in German and Japanese
  527. 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.
  528. 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.
  529.  
  530. ---Units, Mods & Abilities---
  531.  
  532. 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.
  533. Units summoned into tactical combat now gain appropriate global bonuses from the strategic map (e.g. unit bonuses from doctrines)
  534. Fixed a bug where Hero Vehicles didn't have Stagger Immune despite the unit having it.
  535. Horror weapon no longer hits its additional random target twice
  536. Fixed Siphon Thrall PFX error
  537. Added missing PFX/SFX for the Jet Of Dismay secondary weapon.
  538.  
  539. Assembly
  540.  
  541. Fixed Assembly Constrictor not giving stagger resistance when using Project Constriction Field.
  542. Mod 'Miniaturized Corpse Processor' - Fixed ability from not working when immobilized and there's a corpse adjacent to the unit.
  543. Mod 'Toxin nanites Ammunition' - Fixed the wrong cost when trying to equip it as a hero.
  544.  
  545. Kir'ko
  546.  
  547. Fixed the Psi-Infected claws mod not having a different proc chance for single attacks
  548.  
  549. Shakarn
  550.  
  551. AI Shakarn units now use the correct mod template icons
  552. Shakarn Purifier 'Plasma Claw' - Now correctly counts as a melee weapon.
  553. Shakarn Light Bringer 'Disorienting Dash' - Now gets bonuses from mods
  554.  
  555. Syndicate
  556.  
  557. Syndicate Mirage - Fixed the Mirage's defense mode not applying Stagger Resistance to the unit when the unit has the Spatial Acceleration Sails mod
  558.  
  559. Vanguard
  560.  
  561. Vanguard Hacker 'Shrapnel Grenade' - Can now target obstacles
  562. Vanguard Battleship 'Naval Cannon' - Can now graze targets
  563.  
  564. Celestian
  565.  
  566. Celestian Ascended Teacher 'Compelling Presence'- Fixed an issue where units captured wouldn't transform into colonists after battle
  567. Negate now correctly states any friendly units
  568.  
  569. Heritor
  570.  
  571. Mod 'Es'Teq Confiscator' - Now correctly states it can be applied to any unit.
  572. Mod 'Es'Teq Confiscator' - Now properly applies its bonus to various Psionic abilities
  573.  
  574. Promethean
  575.  
  576. Mod 'Hazmat Protection' - Hazard immunity text clarifications
  577. Mod 'Superheated Plasma Actuators' - Fixed the wrong cost when trying to equip it as a hero.
  578. Mod 'PyrX Absorption Panels' - Fixed the wrong cost when trying to equip it as a hero.
  579. Operation 'Emergency Shielding' - Now correctly states that the operation also grants stagger immunity
  580. Operation 'PyrX Fumigation Protocols' - Choking now only applies to Biological and Cyborg units
  581. Operation 'Planetary Purification' - Choking now only applies to Biological and Cyborg units
  582.  
  583. Psynumbra
  584.  
  585. Units killed while under the effect of Cage Of Suffering will now spawn an Echo Of Despair belonging to the correct player.
  586. Psynumbra Echo of Despair 'Sinister Chorus' will no longer affect Mindless units as per the description.
  587. Psynumbra Malictor 'Lure of the Dark' - No longer works on units immune to Psionic Effects
  588. Sinister Chorus now correctly hits both air and ground units
  589. Haunting Melody now correctly reduces Entropy resistance
  590. Fixed Lure of the Dark (Malictor) rolling for Mind Control twice instead of once.
  591.  
  592. Synthesis
  593.  
  594. Synthesis Hacker - Scrambling virus now has an accuracy that allows it to miss and get reduced accuracy from the blind effect.
  595. Scrambling Virus now properly gets bonuses from Stun Module and Static Buildup Module
  596. Synthesis Malware Daemon - Now receives the Arc Extension Module if the unit that summoned it had it
  597. Synthesis Malware Daemon - Now correctly says that its on death effect is 3 hexes range rather than 2 range
  598. Deployable Malware Daemon now has SFX and PFX
  599. 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.
  600. Operations 'Cyber Attack' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.
  601. Operations 'The Singularity' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.
  602.  
  603. Arc Weapon Tech
  604.  
  605. Mod 'Arc Impact Module' - Now shows correct unit requirements
  606. Mod 'Arc Retaliation Module' - Now correctly stuns at range 3 (was 2)
  607.  
  608. Explosives Weapon Tech
  609.  
  610. Mod 'Explosives: Arc Overload' - Fixed the wrong cost when trying to equip it as a hero.
  611.  
  612. Firearms Weapon Tech
  613.  
  614. 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.
  615. Mod 'Ammunition: Fire Burst' - Fixed the wrong cost when trying to equip it as a hero.
  616. Mod 'Kinetic Phase Modulator' - Now correctly displays that the ability bypasses 3 shields on the ability tooltip
  617.  
  618. Forgotten Faction
  619.  
  620. Forgotten NPC faction units now correctly get morale bonuses from faction relations
  621.  
  622. Growth Faction
  623.  
  624. Flowering Node - Pheromone Spray: Now has the correct logic for a Biochemical Mind Control (system thought it was a Psionic Effect).
  625.  
  626. Therian Faction
  627.  
  628. The Black Market doctrine no longer affects hero equipment sold from the armory interface.
  629. Therian NPC faction units now correctly get morale bonuses from faction relations
  630. Fixed issues that were causing the Therian dwelling to spawn weaker defenders than other dwellings.
  631. Therian Bouncer 'Bullet Spin' - When equipped with Ammo mods correctly has the 12 strength chance status that mods provides (was 8).
  632. Mod 'V4 Auto Stims' - Blind Rage no longer shows up twice in the unit panel when activated
  633.  
  634. Wildlife Units
  635.  
  636. Chelus Steeleater - Can now correctly equip melee mods.
  637.  
  638. Doctrines & Operations
  639.  
  640. Doctrine 'The Technologist' - Added fixes for some tactical operations that weren't being detected by this doctrine, thus not getting the discount.
  641. Tech 'Vile Manipulation' - Fixed Tech Group's doctrine names in the popup (names were swapped).
  642. 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
  643.  
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