The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more!
[b]New Content and Features[/b]
[list]
[*]Added Book 3 of the campaign with the final 5 campaign missions.
[*]Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
[*]Increased the brightness of most maps.
[*]Added 10 new Trials.
[*]Added additional alternate art/skin Glyphs.
[*]Added a new Survival map.
[*]Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
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[b]Fixes/Enhancements[/b]
[list]
[*]Improved unit pathing in various cases, particularly when ordering multiple squads at once.
[*]Adjusted the timeline for Survival to have less dead time in the middle section.
[*]Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
[*]Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
[*]Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
[*]Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
[*]Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
[*]Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
[*]Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
[*]Improved AI trap usage.
[*]Improved AI usage of stealth units, especially Sappers.
[*]The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
[*]Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
[*]The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
[*]Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
[*]Fixed some animation issues when reloading a savegame.
[*]Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
[*]Fixed a bug allowing Hide Army to be cast on friendly Harbingers.