Age of Wonders: Planetfall - Update V1.402 "Triceratops Hotfix 2"

Age of Wonders: Planetfall

Age of Wonders: Planetfall is the new strategy game from Triumph Studios, creators of the critically acclaimed Age of Wonders series, bringing all the exciting tactical turn-based combat and in-depth empire building of its predecessors to space in an all-new, sci-fi setting.

Hello Commanders, It's been roughly a week since you started building your own Empire and we see a bright future for the Star Union. The Universe, however, is always in flux and the Seers are seeing shifts coming through the veil. This patch comes from an alternate universe where we didn't have to fix a bunch of crashes days after release. The focus of this patch is some additional polish on the Units & Commanders and smoothing out the user experience. Oracle is also picking up another patch focused on addressing balance concerns, but the image isn't clear and the details are vague. We want to thank you for your continued support and all the feedback you've provided. Enjoy Commanders! [h2]Update V1.402 - Patch Notes[/h2] [h3]Updates[/h3] [b]Galactic Empire[/b] [list] [*] 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 Horizontal lines at the top of each progression block to more clearly separate them from each other. [/list] [b]Oathbound[/b] [list] [*] 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. [/list] [b]Interface[/b] [list] [*] 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. [/list] Changes to building a sector (forward) base/annexing a sector to a colony when it is a volcanic sector or has hazards: [list] [*] 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). [/list] [h3]Fixes[/h3] [b]General[/b] [list] [*] 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. [/list] [b]Campaign[/b] [list] [*] 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. [/list] [b]Galactic Empire[/b] [list] [*] 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. [/list] [u][b]Model Optimizations & Fixes[/b][/u] [b]General[/b] [list] [*] 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. [/list] [b]Unit Particles & Weapons[/b] [list] [*] 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. [/list] [b]Commanders & Heroes[/b] [list] [*] 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 armours/ hip armours of some Oathbound leader outfits [/list] [b]Interface[/b] [list] [*] 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 [/list] [b]Diplomacy[/b] War Coordination Fixes: [list] [*] 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. [/list] [b]Units, Mods & Operations[/b] [list] [*] 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. 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