[h1]Winter Planetary Update[/h1]
Hi everybody, we're happy to announce that the second update from the Winter roadmap is out! New maps, units and a lot of improvements, while we're also finishing the UNSS faction for the upcoming big expansion update! Feel free to check out the updated roadmap a few paragraphs further down in this post.
[img]{STEAM_CLAN_IMAGE}/43007216/3cc4b084813b8e2d989bfe2ce885db2fb66239e7.png[/img]
Here are full release notes - Silence of the Siren version 83353e54:
[h2]New content[/h2]
[list]
[*]New planet in Skirmish mode with three large maps
[*]New colorful Crystal biome
[*]The main gameplay theme for the maps: Gates and keys! There's up to eight different colored pairs of gates and key generators
[*]One of the maps has a new victory condition: hold a base for a given period of time
[*]Added modified versions of a couple of existing maps now with 6 and 8 players (you can find these under custom scenarios)
[*]Two new neutral units will now appear on the maps: Apex and Primal Pylon
[*]Added Movement Node map object that refills commander's movement points
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[img]{STEAM_CLAN_IMAGE}/43007216/fced58aca3fdba760e55742cf9afd8a1aa889a6c.png[/img]
[h2]Features and improvements[/h2]
[list]
[*]The Swordmaster building now gives the choice of which of commander's attributes to level up
[*]Status effects on units in combat now display the remaining duration in the unit info panel
[*]Added more info about units which transform during different phases of the day-night cycle to the unit info panel
[*]Added an indicator to highlight commanders bypassing turrets, cybersnares and other hazards thanks to their Scout skill
[*]Added the "switch commander to training mode" button also to the active commander button on the right
[*]It's now possible to change starting factions and commanders in the scenario menus with the mouse wheel
[*]Switched the "build for a fusion core" button in base building catalog panels from gold to white
[*]Camera now follows commanders traveling between bases to their destination
[*]Mining probes now indicate they have a production limit of 20 turns
[*]Added numbers to the Black Market UI to show how many items of each kind a commander has to sell
[*]Added support for custom tooltips on static map objects, like the shuttle in the Fossorian campaign
[*]When a low level commander has full skill slots, higher level skills show in the level up dialog instead
[*]Added a custom message to Liberator's special attack tooltip when there are no targets
[*]Range of buried worms gets displayed when holding shift
[*]Added custom texts for the retreat button when retreating is not available
[*]Factions of neutral bases in scenarios/skirmish maps get randomized when starting a new game
[*]AI now sells extra items in markets
[*]Improved use of the Scout skill by AI commanders
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[img]{STEAM_CLAN_IMAGE}/43007216/73cf08739ee33f74f18c4142050892f6d77d2e89.png[/img]
[h2]Community translations[/h2]
[list]
[*]Brazilian Portuguese is now the third community-translated language in the game!
[*]Updated Hungarian and Russian translations with texts for this update
[/list]
[h2]Fixes[/h2]
[list]
[*]Fixed a couple of sneaky memory leaks
[*]AI commanders could get killed due to multiple threats on a tile
[*]AI commanders could get stuck on getting scouting bonus from building
[*]Fixed when AI siege defender had only melee units in loopholes, they didn't charge
[*]Fixed stack status effect preview on Meatboys was breaking the 'special' button tooltip
[*]Fixed when units go outside of shield and attack a Saw-ty, the Saw-ty retaliated against the shield even though the attacker is already outside
[*]Fixed Saw-ty pre-retaliation when attacked from a loophole
[*]Fixed a rare bug with overlapping units and objects on the world map flickering
[*]Fixed Regenerate ability at level 2 cost 1/10th of what it should have
[*]Fixed empty object preview in the dialog panel when re-opening a visited building by a commander that's out of frame by moving the camera to them first
[*]Fixed war machines couldn't be picked up after dropping one unit to a slot and then placing the rest of the moved stack
[*]Fixed trading buildings at some bases did cost other resources than coins, a possible soft lock in player progression
[*]Fixed dead units stuck with with white flash in auto combat
[*]Fixed retreated commanders were given the 'dead' flag, sometimes causing a player to be defeated too early
[*]Fixed a few sounds playing from the darkness during AI player turns
[*]Fixed random units on some maps always spawning as their upgraded versions, limiting variety
[*]Fixed inventory slots stuck as disabled once their item was once shown as disabled after encountering a supercharged cloud
[*]Fixed teleports on the map were becoming visible in the fog of war too early
[*]Disabled dangerous objects, traps and turrets getting triggered by commanders at nearby bases
[*]Fixed remembered armies in the orbital fog of war layer lost after load
[*]Fixed orbital layer showing editor random item markers when viewed after scenario start
[*]Fixed layout of objectives was sometimes a bit wonky after a new objective replaced one of the existing ones
[*]Fixed combat manuals and datascrolls giving movement bonus when picked up
[*]Fixed building biofarms on biofarm veins could block some neighboring tiles
[*]Hopefully fixed units artifacting on certain HW configurations on Linux
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[h2]Known issues[/h2]
[list]
[*]While we've been working on optimization, the AI turns are still relatively slow on the 6+8 player maps or the biggest maps with open layouts
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