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描述

Build your empire with one of six unique factions, ranging from the militant Vanguard to the dinosaur-riding Amazons and the cyborg-zombies of the Assembly. Progress through each faction’s missions using your wits, military strength and diplomacy, exploring planetary ruins and encountering other survivors as you unravel the history of a shattered civilization. Fight, build, negotiate and technologically advance your way to utopia in a deep single player campaign, on random skirmish maps, and against friends in multiplayer.
Key Features Tactical Turn-Based Sci-Fi Combat Perfect your combat strategy in intense turn-based battles featuring a large cast of factions, customizable units, and destructible environments. Discover a Rich Science-Fiction World What secrets will unfold when you uncover the history of the fallen galactic empire? Discover the fate of the Star Union by exploring lush landscapes, wild wastelands and overgrown megacities. Encounter rival factions and discover hidden technologies long forgotten in abandoned places. Planetary Empire Building Steer the future of your colony with a mix of technological advances and social development. Will you create an environmental paradise or a perfect military order? Multiple Paths to Victory Achieve your end goals through conquest, diplomacy or doomsday technologies. A Multitude of Game Modes A deep single-player story campaign alongside random map generation makes for endless replayability. Try new play styles in skirmish mode, and play multiplayer your way - online, hotseat, and asynchronous!
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新功能
- 版本: Windows, MacOS
- 發佈日期:
- Update V1.404.43827 - Update Notes Modding
Fixed that the warning related to outdated mods on the main menu would show after small updates and hotfixes; as it is only intended to show after major updates.
The warning dialog for mod related issues when loading a save game or multiplayer game now gives the option to ignore the warning and continue playing.
Update V1.404 - Update Notes Fixes: Galactic Empires
The Psi-Fish Hunting Grounds planet trait now forces the planet to be continents and disallows changing of game settings to prevent issues with Psi-Fish dwelling spawns.
Fixed the Masking Frequencies planet trait not working
Fixed not being able to choose the default Phoenix Walker requisition item as Vanguard, Amazon, Shakarn or Syndicate
Fixed not being able to buy high level vehicles using Renown in certain situations
Combat
Fixed evasion bonus from the Skitter ability not resetting after Undo
Fixed Undo allowing you to circumvent the effects of Panic and Captivate
Fixed that applying Impaired on a unit would reset cooldowns and once per combat abilities from the disabled mods
Fixed a crash that occurred when you would Undo a move in combat after moving away from a hazard
Campaign
Fixed issue where campaign missions could sometimes not be ended
Fixed that the Forgotten NPC Faction would sometimes not be present in the Obolus-5 campaign mission
General
Fixed that the Futurist achievement could no longer be unlocked
Fixed issue where buying a grail cypher from an NPC faction would not deduct its influence cost
Fixed occupied Shakarn and Oathbound colonies having access to previously built turret defenses unlike the other races
Fixed Soul Beacon Maelstrom not giving Essence Charges to friendly units
Fixed issue where operations that are being primed would not update when the amount of casting points available changed
Fixed an exploit caused by repeatedly aborting the production of a Colonizer unit
Fixed an exploit related to the Immaculate Breeding Ground Emergent spawn
Fixed that certain actions and events could end up blocking the victory screen (both in the Galactic Empire and scenarios)
Fixed multiplayer going out of sync by viewing the invasion forces in the Diplomacy screen
Fixed a crash that could happen during an AI turn in the late game
Fixed various instances where the AI could get stuck in their turn (which would leave you stuck at “Opponents are moving”).
Fixed issues with higher quality settings on M1-based Macs
####V1.403 - Triceratops Hotfix 3 (3 December 2020)
Updates Features
Added an Undo Movement button into combat. This lets you undo the last unit move that you made, as long as the unit was not damaged en route, and no other unit abilities or operations have been triggered since.
General
Removed the reputation bonus for sending gifts through diplomatic trades; this was causing exploits in both the Oathbound campaign and in multiplayer games where players could just send gifts back and forth for quick reputation gains.
Changes to how the scan grail cypher interaction is working. After scanning the player will receive an event.
Blocked Grails from spawning on Frontier worlds
Updated the Tooltip for Residential Exploitations to make clearer how they function
Updated the Tooltip for Popular Support to match the Triceratops Changes
Galactic Empires General
Galactic Empire planets that feature grail quests will now only spawn grail sites that are not present (and completed by the player) on any of the conquered planets in the empire to make sure players do not have to rely on random chance for gathering all relics. (If all grails have been captured then grails will be fully random again)
The available planets for galactic empires will now feature up to 7 (but not fewer than 3) planets that are based on the current level of the planet you will have: 1 planet of the right difficulty, 1 planet that is above your ideal difficulty (if possible) and 1 planet for each difficulty level below your ideal difficulty.
Planet Traits that involve NPC factions will now no longer allow playing on the small map size in order to prevent issues where too few dwellings would spawn the map.
Clicking on any added requisition item to remove it will now also make the related tab with available items selected on the left side of the screen.
All Hero Items unlocked via Progression are now 'free items' meaning they do not have to be chosen as Requisition items to be available in game.
Summon units are now available as requisition items when playing their respective race as well since you cannot otherwise build these units.
Racial Secret Tech unit variants are now available as Requisition options when playing that secret tech.
Planet Traits
The 'Settle the Claim' secondary objective, no longer triggers on any diplomatic state change while an alliance is maintained with either target player.
'Hive Development' Empire Request now completes on 12 population rather than 16 to prevent issues with the Limited Space planet trait.
Lowered the spawn weight of non-xenoplague spawners while the 'Xenoplague Infestation' trait is present
Lowered the step count of 'Cleanse the Infestation' from 5 to 3 and increased the reward.
'Cleanse The Infestation' now also completes when clearing Livestock spawners (since these often also include Xenoplague units)
'Voidbringer Thrallworld' can no longer combine with 'Aggressive Settlers' (as the thrallworld's Ravaged world basis does not allow settlements)
'Penguin Hive' trait can no longer combine with Spawner Override Traits
Requisitions
Added the Oathbound Battle Suit Hero Vehicles to the appropriate Unit Unlocks.
Added 'Pestilence' Hero Weapon to the Xenoplague Progression Level 5
Added 'Acrimonious' Hero Weapon to the Xenoplague Progression Level 10
Added 'Malady' Hero Weapon to the Xenoplague Progression Level 18
Added 'Hasher SMG' Hero Weapon to the Synthesis Progression Level 5
Added 'Voidblades' Hero Weapon to the Voidtech Progression Level 5
Added 'Siphoner Staff' Hero Weapon to the Heritor Progression Level 11
Added 'Link Shard' Hero Weapon to the Heritor Progression Level 17
Added 'High Lord' Vehicle Hero Weapon to the Heritor Progression Level 20
Added 'Structural Integrity Diminisher' Entropy Mod to the Oathbound Progression Level 20
Added Dvar 'Phoenix Walker' race variant to Promethean Progression Level 20
Added Kir'ko 'Phoenix Walker' race variant to Promethean Progression Level 20
Races, Techs & NPC Factions Assembly
Swapped the positions of Advanced Bionics and Molecular Computing in the tech tree
Dvar
Dvar Trencher - Reduced armor from 3 to 2
Dvar Foreman - Increased HP from 40 to 50HP
Dvar Foreman 'Hand Mortar' - Increased damage from 8 to 10
Kir'ko
Mod 'Poison Excretion' - The 'On Death' Explosion from now only affects enemies
Oathbound
Added seer scrolls visual to the Oathbound Hacker
Oathbound Aspirant - Reduced HP from 45 to 40HP
Oathbound Protector 'Embolden' - No longer puts the unit into Defense Mode after use
Oathbound Protector - Changed Prime Rank bonus from Firm to Shrug Off
Oathbound Warden - Increased shields from 0 to 1
Oathbound Warden 'Warden's Banner' - Increased Crit Chance from 10% to 20%
Oathbound Lightbringer - Increased shields from 0 to 1
Oathbound Exemplar - Increased armor from 4 to 5
Oathbound Exemplar 'Storm Glaive' - Reduced Damage from 16 to 14
Oathbound Exemplar 'Onslaught' - Reduced base damage so it's still 30 with the fixed Glaive Mode bonus
Buff 'Precognition' - No longer stacks.
Buff 'Providence' - The critical chance bonus is now properly capped and can no longer exceed the hit chance of the attack
Debuff 'Fatalism' - No longer guarantees success for instant kill operations and abilities
Mod 'Oath of Loyalty' - Now has a limit of +2 armor from adjacent units
Mod 'Destiny's Manuscript' - Reduced radius from 5 hexes to 3 hexes
Mod 'Destiny's Manuscript' - Will now apply either Fatalism or Adversity
Mod 'Beacon of Hope' - Reduced radius from 3 hexes to 2 hexes
Mod 'Beacon of Hope' - No longer stacks with itself.
Strategic Operation 'Expedite Doom' - Reduced Strength Chance to instantly kill from 12 to 8
Strategic Operation 'Expedite Doom' - Can now only instantly kill tier 1-3 units.
Hero Skill 'Oracle's Favor' no longer gives a stack of Precognition to their army at the start of battle, and instead gives Precognition after they kill an enemy unit and costs 2 points.
Hero Skill 'Overload Power Core' - Now properly gets damage bonuses from mods and hero skills
Hero Skill 'Overload Power Core' - Now does Massive Impact
Hero Vehicle 'Protector' - Increased armor from +2 to +3
Hero Vehicle 'Warden' - Increased armor from +0 to +1
Hero Vehicle 'Light Bringer' - Increased shields from +0 to +1
Hero Vehicle 'Champion' - Increased armor from +0 to +2
Hero Vehicle 'Purifier' - Changed from +1 shield to +3 armor
Hero Vehicle 'Marquis' - Reduced armor from +3 to +2
Shakarn
Shakarn colonists working in Infiltrator slots from the 'Holo-Simulation Camp' structures now give research and production instead of research and covert operation strength. That amount of production is in line with what other racial slots would give.
Shakarn Deadeye 'Omni-Penatrator' - Now starts getting long range penalties at 7 hexes (was 5)
Shakarn Glaukos 'Flow' - Increased range from 5 to 7
Syndicate
Syndicate Subjugator - Now has Impose Discipline
Syndicate Subjugator 'Heavy Repeater' - Increased damage from 11 to 12
Syndicate Subjugator 'Project Agony Field' - Changed from Strength 8 Chance to apply Broken Mind to a Strength 8 Chance to apply Immobilize, with Slow on resist
Syndicate Subjugator 'Project Agony Field' - Reduced cooldown from 2 turns to 1 turn
Celestian
Lightbringer 'Inferno Strike' - Now counts as a Claw attack for modding purposes
Heritor
Mod 'Es'Teq Gauntlet' - Reduced damage per charge from 8 to 4. The ability now correctly counts the first charge, so the total damage done is the same for a 2 essence charge unit.
Mod 'Es'Teq Conduit' - Increased damage of Essence Blast from 8 to 10
Mod 'Es'Teq Conduit' - Reduced damage per charge from +5 to +3
Mod 'Empowered Drained' - Now gives Resurgence instead of a damage bonus
Doctrine 'Divine Legion' - Reduced the additional essence charges from +2 to +1
Psynumbra
Tactical Operation 'Aria of Emptiness' - Reduced Strength Chance to apply Catatonic from 8 to 6
Synthesis
The Shakarn and Assembly hackers now have the Haywire Daemon ability
Avatar 'Disruption Virus' - No longer suffers long range penalties
Void Tech
Echo Walkers now cost 70 energy, 250 production (was 90/270), except for the Oathbound, Dvar and Amazon ones
Echo Walkers - Reduced shields from 2 to 1
Phase Manipulator 'Energy Blaster' - Reduced damage from 11 to 9
Xenoplague
Plague Lord 'Super Infection' - Changed from Once per Battle to a 2 turn cooldown
Arc Weapon Tech
Mod 'Positronic Arc Storm Projector' - No longer applies Stun
Entropy Weapon Tech
Mod 'Maxwell's Puzzle Box' - Changed from a 4 Hex Cone to a 1 Hex Radius at Range 9
Mod 'Maxwell's Puzzle Box' - Reduced Strength Chance to proc Reality Break from 12 to 10
Mod 'Maxwell's Puzzle Box' - Increased chances to apply a random debuff from 1 to 2
Mod 'Maxwell's Puzzle Box' - Increased cooldown from 1 to 2 turns
Tactical Operation 'Atomic Collapse' - Can no longer affect enemy commanders
Laser Weapon Tech
Mod 'Laser Precision Module' - Increased the gained damage from +20% to +30%
Autonom
Killing a unit that is giving Networked to its allies now has a chance to stun or stagger those units as Networked is removed
Autonom Monitor 'Transmit Repair Nanites' - Heal changed from 5HP per level of Networked to 10HP Total
Autonom Monitor 'Defense Laser' - Increased range from 7 to 9
Autonom Monitor 'Defense Laser' - Reduced damage from 8 to 6
Autonom Monitor - Changed Prime Rank bonus from Extra Range to Bypass Cover
Buff 'Networked Level 3' - No longer gives +1 range
The Forgotten
Forgotten Serpion - Increased shields from 0 to 1
Forgotten Serpion 'Essence Fangs' - Increased Strength Chance to Drain Essence from 4 to 8
Shattered Ark - Increased shields from 1 to 2
Shattered Ark 'Shattered Communion' - Increased Strength Chance to apply Corrupt Communion from 8 to 12
Shattered Ark 'Essence Channeler' - Reduced shields cap from +3 to +2
Wildlife
Savage Tyrannodon 'Brutal Bite' - Now has Massive Impact
Hero Items
Staff of Turmoil is now a Tier 4 weapon
Fixes General
Fixed issue where the 'Now you see me' and 'Critical Failure' achievements could be triggered by AI players.
Fixed 'Make your own luck' achievement not triggering.
Fixed an issue where razing Imperial Defense would result in a AI hang for marauder units
Fixed crash where the alliances would be modified the list of allies while it was processing the list
Fixed issue where changing the side of a colony would not always update the city base connections
Fixed issue where founding a colony on a forward base would not cause the race relation to gain the 'Owns Colony' modifier.
Fixed an issue that meant units with -200 morale would have a 50% chance to desert instead of a 5% chance.
Fixed issue where grail sites would invalidate certain sectors when spawning
Fixed issues regarding losing colonies and recapturing them turing certain connected sectors to state that they are disconnected
Changed the Secondary Structure Pick List for the Spaceport from Government Palace to Spaceport
Fixed an issue where global doomsday operations wouldn’t be canceled if a city containing a doomsday tower was razed
Interface
Fixed issue where the Unit Template Manager would visually not properly refresh when scrolling the list after toggling the production state of one or more templates.
Fixed the issue where the food sharing would reset back to default when on share all after the number of colonists slots
Fixed a missing screen name for the Sun Shard unit property which resulted in the effect not functioning correctly
Fixed Priority management for unique specialists on Controller
Fixed Filter Settings for Various Doctrines & Operations
Changed the linked icon for the Sun Shard & Marine Research Lab on the Military Overview
Fixed a recieve/receive spelling mistake in Happiness Events
Campaign
Fixed a rare bug, where the 'Zemestian-4' mission would crash if Mephilas the Redeemer was in a vehicle by the end of the previous 'Chimera Glacialis' mission.
Fixed an issue that the Oathbound Exemplar rewarded by the 'Claim the Grail' quest in the second Oathbound mission was in Glaive mode rather than Shield mode.
Fixed an issue where scripts in campaign could sometimes cause defeated players to declare war or change their diplomatic state towards other players.
Fixed an issue where the player could get negative popular support from a scripted war in the second Oathbound campaign mission.
Fixed a translation mistake in Polish in the Grail choice menu. 'Reject Oracle…' is now 'Embrace Oracle…' in Polish.
Galactic Empire
Fixed issue where several filters were not being shown for the Title screen Imperial Archives and in the Galactic Empire Requisition screen.
Fixed issue where the 'Grail Detected' planet trait would now show up in blue colored text with the relic icon when for active or available planets.
Fixed a broken link in the Chaos Oracle Relic
Fixed certain Item and Vehicle Unlocks being unavailable if you are playing as the secret tech that unlocks them.
Fixed the Heritor 'High Lord' T4 unit being unlocked at level 10, fixed to the correct level 20.
Fixed Cleansing pulse is now correctly marked as a tactical operation (and thus free with the Operational Stockpile trait.)
Fixed certain Heritor strategic and tactical operations lacking the proper requisites to be identified as such
Invasion
Fixed issue where pressing Y/Triangle on controller when starting a new planet while the galactic empire hall of heroes is already completely filled would still enter the recruit new hero screen (with no available heroes) even though there was no button prompt visible.
Fixed issue where invasion structure could spawn on Lava and Void sectors
Units & Mod
Sunbringer Anomalous Site Weapon now correctly has Melee Shield Bypass.
Dvar
Fixed the Hardiness Training skill so it always gives it's bonus (a bug meant it only gave the bonus to units in cover)
Oathbound
Fixed an issue that meant the Diviner's Not Your Time could only target ground units
Fixed the Diviner's Thread hero weapon not being compatible with Entropy Mods
Fixed a bug that means Oathbound Secret Tech hero vehicles would not be available to be bought after a reload
Fixed Oathbound Purifier Units being unable to equip Melee Mods
Fixed Glaive mode not giving the 25% bonus damage it should
Exemplar's Blitz is now correctly marked as an arc attack and is affected by arc mods.
Shakarn
Fixed Infiltrators still using Holoshift in autocombat when they shouldn't
Synthesis
Fixed an issue where Arc Weapon mods could affect the Amplify Daemon ability
Void Tech
Fixed Statis Pocket Inducer displaying the incorrect Strength Chances
Paragon
The Paragon Guard's Shield Charge can no longer knock back light turrets
Psifish
Fixed the Siren's impregnate not working on Heavy Infantry
V1.402 - Triceratops Hotfix 1 (19 November 2020)
Updates Galactic Empire
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 vertical lines at the top of each progression block to more clearly separate them from each other.
Oathbound
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.
Interface
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.
Changes to building a sector (forward) base/annexing a sector to a colony when it is a volcanic sector or has hazards:
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).
Fixes General
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.
Campaign
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.
Galactic Empire
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.
Model Optimizations & Fixes General
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.
Unit Particles & Weapons
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.
Commanders & Heroes
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 armors/ hip armors of some Oathbound leader outfits
Interface
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
Diplomacy War Coordination Fixes:
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.
Units, Mods & Operations
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.
Update (12 November 2020)
V1.401 - Triceratops Hotfix
Updates
Disabled Score Victory on Empire Planets
Fixes
Fixed an issue where hotseat would break when being attacked by another non-independent player
Fixed a issue where the game would crash during Manual Saves of the Galactic Empire
Fixed a issue where the game would crash if their was a empty AI Passivity in the Advanced Settings
Fixed that 'Join the Cause' Empire Request would always be chosen
Fix for a crash that could occur on Heroes Spawning
Fix for a crash that could occur on Shakarn Heroes Spawning
Fixed a crash caused by using Infiltartors while playing with a controller
Fixed a crash that could occur due to Colony Razing in the Campaign
Update (09 November 2020)
V1.400 - Star Kings
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.
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.
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.
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.
V1.400 - Triceratops Update
New Mode: Galactic Empire
Create your own Galactic Empire, Recruit Commanders and conquer planets to add to your growing domain.
Empire Planets have unique traits and secondary objectives to shake up game play
Use the new Imperial Renown currency to call in the units, mods and operations of other races and secret techs
Leaders level up as they conquer more planets, and can join you as heroes on the planets you conquer
Earn relics by conquering special planets, unlocking access to NPC units like Quartzite Worms and Wild Thundermaws
New Feature: Residential Sectors
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.
New Feature: Endless Research
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.
New Feature: Savage Tyrannodon
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.
Updates General
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.
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)
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.
The AFK timer for multiplayer matches has been extended to 60m (was 15m)
Accessibility
Added support for additional Multiplayer Communication Methods that can be enabled -Added Text-to-Speech, requires a English Language Pack to be installed
Added Speech-to-Text, requires a English Language Pack to be installed & Microphone Access
Added Chat Highlights
Interface
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.
Unit Buffs gained from having Exploration Sites attached to the colony now appear on the Unit Panel.
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!)
Hero Weapons now have a background color which shows the damage channel that they deal
Unit Mods now have a small icon that indicates what secondary bonus they provide (armor, shields, health or damage).
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.
Tweaked unit banners to make them stand out more (Thanks TibblesTheCat for letting us use your Mod!)
Now displaying 'X rounds remaining until score victory' when clicking the score victory event.
Diplomacy
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.
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.
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.
RMG
Added more names for meadow sectors
The mini islands in the ocean of continent maps are now 4 sectors instead of 3.
Psifish Dwellings will no longer spawn with hazards in their sector
Tactical AI
Shakarn Infiltrators will no longer use Holoshift in Autocombat if they already have a unit stored for use with Holoshift Repeat.
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.
The Tactical AI will now choose a wider variety of operations to use.
Fixed an issue that meant the AI would sometimes run through melee overwatch to avoid standing next to its allies
Balance General
Players now need 10 relation points to reach Peace with an NPC faction (was 20)
Players now need 50 relation points to reach Friendship with an NPC faction (was 40)
Colonizers can now be built in any colony with at least 4 colonists, researching Frontier Facilities is no longer required
Increased the Colonizer production cost from 200 to 250
Popular Support now modifies the production cost of units, rather than unit morale.
The Phoenix Walker, Dvar Phoenix Walker, Vanguard Walker, Imperial Walker, Dvar Baron, Dvar Bulwark, Assembly Wrecker and Heavy Trooper are now considered Battlesuits.
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.
Orbital Relays can now be used twice per turn
Increased the amount of production needed to complete quests slightly
Hazards can now be removed from the world map in 1 turn (was 3 turns)
Units that transform in combat (like the reaver) will now keep any valid bonuses they acquired from the colonies that made them
The Invader doctrine now gives 200 morale (was 400)
The Operation Scrambler now blocks all operations, not just those used by the caster's enemies
Mutant Goop can now only poison Biological and Cyborg Units
Added text clarification to Mind Control abilities explaining the effect ends when the caster dies.
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.
Economic Tech
Moved Cosmite Masterty from Tier 10 to Tier 9
Moved Dawn of a New Union from Tier 4 Doctrine to Tier 4 Economic Tree
Moved Orbital Relay Development from Tier 5 to Tier 4
Moved Adaptive Exploitation from Tier 7 to Tier 5
Moved Anthropological Research from Tier 5 to Tier 7
Transit Infrastructure now only speeds up unit movement on roads.
Starting Perks
Colonist Cryopods now gives +1 extra colonist (was 2)
Energy Cache now gives 250 energy (was 300)
Aircraft
Air to Air has been replaced with Anti-Air, which gives 20% damage and has 20% accuracy versus fliers.
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.
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.
Hero Skills
Added global skill 'Martial Artist: Tireless', which allows the hero to trigger melee overwatch multiple times per turn
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
Added global skill 'Personal Weapon Expert' which grants an accuracy and damage bonus when not in a vehicle
Added global skill 'Personal Defense Expert' which grants an armor and shield bonus when not in a vehicle
Doomsday
The cost of single city doomsday operations has been reduced to 80 energy/ 8 op points (was 120/12)
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.
Race, Secret Tech, Weapon Tech and Faction Changes Amazon
Amazon Biomancer 'Scan Catalogue' - Can now be removed using status effect removal abilities and operations.
Amazon Biomancer 'Scan Catalogue' - Reduced duration from End of Combat to 3 Turns
Amazon Biomancer 'Manipulate: Mend' now also affects Mineral units
Amazon Harrier is now Light instead of Heavy
Arborian Sentinel - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
Amazon Arborian Sentinel 'Light Laser Cannon' - Now has the Anti-Air property
Amazon Bombardons - Reduced HP from 60HP to 55HP
Amazon Tyrannodon - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
Amazon Tyrannodon 'Tail Swipe' - Can now be used by Melee Overwatch
Mod 'Blood Fury Inducers' - Increased the heal per stack from 4HP to 5 HP
Mod 'Earth Link Mask' - Can now also be applied to non-flying mounted units
Assembly
Assembly Scavenger - Increased the HP from 40HP to 45HP
Assembly Scavenger - Increased the Assimilate HP gain from 3HP to 4 HP
Assembly Electrocutioner - Now has 1 shield and 1 armor (was 1 armor)
Assembly Electrocutioner 'Project Arc Blast' - Changed from a Full Action to a Single Action
Assembly Reverse Engineer - Reduced costs from 90 Energy and 270 Productio to 70 Energy and 250 Production.
Assembly Reverse Engineer 'Create Construct' - Now puts the unit in Defense Mode after use
Assembly Reverse Engineer 'Create Advanced Construct' - Now puts the unit in Defense Mode after use
Assembly Vorpal Sniper 'Vorpal Shot' - Now has the Anti-Air property
Assembly Lightning Rider 'Arc Thrower' - Removed the Air to Air property
Assembly Lightning Rider 'Arc Thrower' - Increased damage from 9 to 10
Assembly Disassembler 'Disassembler Shot' - Now has the High Impact property
Assembly Disassembler 'Gatling Gun' - Now has the Anti-Air property
Assembly Wrecker - Increased armor from 5 to 6
Mod 'Ocular Implants' - Now gives 20% crit chance (was 10%) and 10% damage (was +1 armor)
Mod 'Miniaturized Corpse Processor' - Now on a 2 turn cooldown (was once per battle), and gives +2 shields (was +2 armor)
Mod 'Flesh Tearer Implants' - Renamed to 'Hyper Assimilation Implants'
Mod 'Hyper Assimilation Implants' - Can now life steal from mechanical units as well as biological and cyborg units.
Mod 'Cloaking Implants' - Now give 20% evasion (was 15%) and +2 shields (was +2 armor)
Doctrine 'Battlefield Autopsies' - Now gives 4 research per unit tier killed (was 3)
Doctrine 'Scavengers' - Now increases rewards from clearing by 66% (was 50%)
Hero Skill 'Battlefield Repairs' - Reduced skill cost from 4 to 3
Hero Skill 'Stunning Discharge' - Changed from Single Action to Leave One Point
Hero Skill 'Cybernetic Overdrive' - Can now also affect mechanical units Dvar
Dvar Trencher 'Spike Gun' - Decreased damage from 16 to 15 damage
Dvar Bulwark - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production
Dvar Bulwark 'Autocannons' - Now has the Anti-Air property
Dvar Ram Jet 'Aerial Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
Dvar Ram Jet 'Rocket Ram' - Can now apply turbulence to air units
Dvar Ram Jet 'Ramjet Rocket' - Can now only hit ground units
Dvar Baron 'Rotary Cannon' - Now has the Anti-Air property
Dvar Excavator Tank 'Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
Hero Skill 'Siege Master' - Reduced skill cost from 5 to 3
Hero Skill 'Siege Master' - Reduced damage resistance from +2 to +1
Operation 'Mountain Breaker' - Reduced cost from 120 Energy and 12 Operation Points to 50 Energy and 5 Operation Points
Operation 'Tectonic Shift' - Reduced cost from 140 Energy and 16 Operation Points to 50 Energy and 5 Operation Points
Kir'ko
Kir'ko Frenzied - Increased HP from 45HP to 50HP
Kir'ko Unleashed - Decreased armor from 2 to 1
Kir'ko Unleashed 'Ravage' - Removed the Air to Air property
Kir'ko Hidden 'Psi Rifle' - Now has the Anti-Air property
Kir'ko Transcendent - Decreased armor from 1 to 0
Kir'ko Engulfer - Decreased armor from 3 to 2
Kir'ko Engulfer - Changed from a Heavy to a Light Unit
Kir'ko Engulfer 'Gunk Thrower' - Removed the Air to Air property
Kir'ko Tormented - Decreased armor from 2 to 1
Kir'ko Tormented - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
Kir'ko Tormented 'Focused Hate' and 'Echoes of Torment' can now apply Turbulence to fliers
Kir'ko Ravenous - Increased armor from 5 to 6
Kir'ko Harbinger - Decreased shields from 4 to 3
Kir'ko Hacker 'Scrambling Virus' - Replaced with 'Tuning Step' a Range 4 Teleport granting Finely Tuned to allied integrated units in 1 hex
Kir'ko Hacker 'Haywire Daemon' - Replaced with 'Neuroscrambler Daemon' and can hit any non-Mindless instead of Mechanical and Cyborg only
Kir'ko Purifier now has Plasma Smog, giving a Choking modifier instead of Incendiary
Added Kir'ko Phoenix Walker which has Swarm Shield and Plasma Belch, which gives a Choking modifier instead of Incendiary
Operation 'Call Of The Hive' - Summoned units now spawn adjacent to a defending unit
Shakarn
Shakarn Infiltrator: Holoshift no longer works on embarked units and Holoshift Repeat no longer allows for the transformation of land units in the water.
Shakarn Deadeye - Now has the Anti Air property on both its attacks
Shakarn Propagator 'Sonic Repeater' - Removed the Air to Air property
Shakarn Firebrand - Increased armor from 3 to 4
Shakarn Refractor - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
Shakarn Tactician 'Press the Attack' - Can no longer be used on the same unit more than once per turn
Hero Skill 'Call Insider' - Changed from a 4 Turn Cooldown to Once per Battle
Syndicate
Syndicate Guild Assassin - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production
Syndicate Guild Assassin 'Pulse Sniper' - Now has the Anti-Air property
Syndicate Mirage 'Psitec Blasters' - Removed the Air to Air property
Syndicate Subjugator - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
Syndicate Initiate 'Fueled by Servitude' - Reduced the cap from +5 to +3
Syndicate Malictor 'Fueled by Servitude' - Reduced the cap from +5 to +3
Mod 'Cerebral Amplifier' Purging Protocols - Changed from a Single Action to a Full Action
Mod 'Cerebral Amplifier' Purging Protocols - Increased cooldown from 1 turn to 3 turns
Mod 'Cerebral Amplifier' Purging Protocols - Changed from target Indentured Unit to All Indentured Units
Mod 'Adaptive Camouflage Projector' - No longer grants Defense Mode: Evasion and instead grants Overwatch Immunity
Mod 'Adaptive Camouflage Projector' - Increased the provided shields from +1 to +2
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)
Vehicle Hoverbike 'Psi Tec Emitter' - Now makes a separate to hit roll for each target it hits
Vehicle Hoverbike 'Motion Suppressor' - Increased damage from 0 to 6
Vehicle Hoverbike 'Motion Suppressor' - Now counts as a psionic attack, and can be modded accordingly
Vanguard
Vanguard OWL 'Targeting Field' - Increased duration from 2 turn to 3 turns
Vanguard PUG 'Blast Laser' - Increased Range from 5 to 7
Vanguard Assault Bike - Increased HP from 45HP to 50HP
Vanguard Engineer - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
Vanguard Engineer 'Place Gun Turret' - Now puts the unit in Defense Mode after use
Vanguard Engineer 'Place Launcher Turret' - Now puts the unit in Defense Mode after use
Vanguard Gun Turret - Increased HP from 30HP to 35HP
Vanguard Gun Turret 'Twin Guns' - Now has the Anti-Air property
Vanguard Gun Turret 'Twin Guns' - Increased damage from 8 to 9
Vanguard Gunship 'Aircraft Gun' - Removed the Air to Air property
Vanguard Gunship 'Buster Missile' - Can now only hit Ground targets
Vanguard Laser Tank 'Deploy Smoke' - Changed from Single Action to Leave One Point
Vanguard Walker - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
Vanguard Walker 'Gatling Gun' - Now has the Anti-Air Property
Mod 'Nanite Injectors' - Changed from Free Action to Leave One Point
Mod 'Nanite Injectors' - Can no longer be applied to Ethereal units
Doctrine 'Big Stick Diplomacy' - Now gives 200 popular support instead of removing the cost increase in dwellings for having a negative reputation
Doctrine 'Planetary Conquest' has been removed
Doctrine 'Integrated Support' - Renamed to 'Global Integrated Support'
Doctrine 'Global Integrated Support' - Moved from Tier 5 to Tier 9
Doctrine 'Global Integrated Support' - Now also gives +2 tactical and strategic operation points
Added a new Tier 5 doctrine, Shock and Awe
Doctrine 'Shock and Awe' - All explosive attacks gain +10% damage, +20% accuracy and one level of stagger impact
Doctrine 'Shock and Awe' - All grenades also gain an additional +2 range
Operation 'Bunker Buster' - Now only destroy Military Infrastructure and Colony Defense Structures
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.
Celestian
Light Bringer - Dash abilities now all leave an action point after being used, so the unit can keep attacking or enter defense mode
Heritor
Heritor Drained - Removed +2 Entropy Damage per Level
Heritor Siphoner - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
Heritor Quintessence Arc - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
Heritor Quintessence Ark 'Sacrament of Vitality' - Can now heal itself even when not connected or all connected units are fully healed.
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)
Mod 'Empowered Drained' - Changed from +2 Damage per Essence Charge to +10% Damage per Essence Charge
Operation 'Condemn to Drained' - Decreased cost from 60 Energy to 40 Energy
Operation 'Condemn to Drained' - Can now target Mindless Infantry units
Promethean
Aegis Tank's attacks are now considered Sonic and can carry Sonic upgrades
Mod 'Hazmat Protection' - Changed from +4 Protection against Biochemical to +3 Protection against Status Effects
Mod 'Backlash Projectors' - Increased damage from 6 to 15 (it said 12 in the description which was incorrect)
Mod 'Backlash Projectors' - Reduced base cost from 15 Energy to 10 Energy
Tech 'Phoenix Rising' - Moved from Tier 9 to Tier 10
Hero Skill 'Phoenix Surge' - Changed from Full Action to Full Action (Continue)
Psynumbra
Psynumbra Echo of Despair - Reduced HP from 40Hp to 35HP
Psynumbra Echo of Despair - Removed Stagger Resistance
Psynumbra Malictor - Increased cost from 105 Energy, 400 Production and 20 Cosmite to 125 Energy, 440 Production and 25 Cosmite.
Debuff 'Broken Mind' - Decreased the Morale reduction from 200 to 150
Mod 'Mark of the Dark Sun' - Reduced the Damage increase per stack from 20% to 10%
Mod 'Mark of the Dark Sun' - Increased the stack cap from 3 times to 6 times
Mod 'Pain Mirror' - Reduced base cost from 15 Cosmite to 10 Cosmite
Hero Skill 'Anthem of the Abyss' - Now applies Broken Mind as a debuff
Synthesis
Synthesis Network Link 'Data Integrity Enforcement' - Now extends the duration of Subroutines as well as Daemons, but only by 1 turn (was 2 turns)
Synthesis Network Link 'Save State Daemon' - Reduced the duration from 3 turns to 2 turns
Synthesis Network Link 'Upload AC Data' - Can no longer target other Network Links
Synthesis Avatar - Now has 3 armor and 2 shields (was 3 armor and 1 shield)
Synthesis Avatar 'Disruption Virus'- Increased damage from 14 to 15
Synthesis Avatar 'Overload Virus' - Increased range from 5 to 7
Synthesis Avatar 'Overload Virus' - Changed from Once per Battle to a 2 Turn Cooldown
Synthesis Avatar 'Amplify Daemon' - Changed from Once per Battle to a 2 Turn Cooldown
Mod 'Incapacitate Daemon Shell' - Increased Range from 5 to 7
Mod 'Incapacitate Daemon Shell' - Increased Strength Chance from 8 to 12
Mod 'Total Network Integration' - Increased gained armor from +1 to +2
Mod 'Total Network Integration' - Increased base cost from 10 Cosmite to 15 Cosmite
Mod 'Deployable Malware Daemon' - Reduced gained armor from +2 to +1
Mod 'Deployable Malware Daemon' - Reduced base cost from 15 Cosmite to 10 Cosmite
Tech 'Pacification Cypher' - Moved from Tier 6 to Tier 9
Mod 'Localized System Shutdown' - Moved from Autonomous Malware to Pacification Cypher
Tech 'Autonomous Malware' - Moved from Tier 9 to Tier 6
Mod 'Skirmish Subroutines' - Moved from Pacification Cypher to Autonomous Malware
Buff 'Basilisk Network'- Increased the Critical Chance from 10% to 20%
Voidtech
When an echo walker retreats from battle, it's clone will now vanish
Mod 'Stasis Pocket Inducer' - Reduced Strength Chance to apply from 8/4 to 6/3
Mod 'Quantum Avatar' - Changed from always applying Dimensional Instability to a 8 Strength Chance
Mod 'Quantum Avatar' - No longer applies stagger resistance to neighboring units
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.
Operation 'Dimensional Rift' now gives Phase Field at level 1 (was +20% damage)
Xenoplague
Mod 'Plague Pods' - Now counts as a grenade
Mod 'Biospore Hyper Aggression' - Increased damage increase from 25% to 40%
Mod 'Biospore Hyper Aggression' - Reduced the duration from 3 turns to 2 turns
Mod 'Biospore Hyper Aggression' - Increased the cooldown from 2 turns to 3 turns
Mod 'Parasitic Symbiosis' - Reduced base cosmite cost from 15 Cosmite to 10 Cosmite
Operation 'Parasitic Strike' - Can now affect units that are immune to biochemical status effects. It will just do its damage in this case
Operation 'Xeno Contaminant Strike' - Can now damage units that are immune to biological status effects.
Arc Weapon Tech
Mod 'Arc Retaliation Defense' - No longer applies Static Buildup if the stun is resisted
Mod 'Arc Retaliation Defense' - Increased from strength 4 chance to a strength 6 chance to apply stun.
Mod 'Arc Retaliation Defense' has had its tooltip updated to make it clearer how long the stun lasts
Mod 'Positron Arc Storm Projector' - Can now be applied to any unit (was any unit with an Arc upgrade)
Mod 'Positron Arc Storm Projector' - Changed from Full Action to a Single Action ability
Mod 'Positron Arc Storm Projector' - Now works on both air and ground units at the same time
Mod 'Positron Discharge Shield' - Can now be applied to any unit (was any unit with an Arc upgrade)
Biochemical Weapon Tech
Mod 'Cerebral Strain' - Can now affect units with entropic abilities as well as those with psionic abilities
Mod 'Blight Infection' - Renamed to 'Blightworm Injector'
Mod 'Blightworm Injector' - Changed from infecting Biological and Cyborg Only to infecting All Units
Mod 'Blightworm Injector' - The On Death Explosion will no longer damage units using the Blightworm Injector mod
Mod 'Blightworm Injector' - Increased On Death Explosion from 14 damage to 15 damage
Mod 'Blight Bringer' - Reduced Biochemical Resistance from 5 to 3
Mod 'Blight Bringer' - Can now be given to any unit (was only units with a Biochemical attack)
Mod 'Blight Bringer' - Now gives +2 armor instead of +30% damage and can affect non-ethereal units instead of just Biological and Cyborg units
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.
Debuff 'Blighted Plague' - Renamed to Blighted
Explosives Weapon Tech
Mod 'Explosives: Electrical' - Renamed to 'Explosives: Arc Overload'
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
Laser Weapon Tech
Mod 'Incineration Module' - Renamed to 'Ignition Module'
Mod 'Ignition Module' - Changed from applying Immolation to applying Burning
Mod 'Ignition Module' - Increased bonus damage from 10% to 20%
Autonom Faction
Autonom Monitor 'Nanite Repair Cloud' - Changed from 1 Turn Cooldown to Once per Battle
The Growth Faction
Vine Bud 'Spawn Vine Sprout' - Reduced cooldown from 3 turns to 2 turns
Vine Bud 'Spawn Vine Sprout' - Now puts the unit into Defense Mode after use
Vine Sprout - Increased HP from 12HP to 15HP
Vine Sprout - Increased armor from 0 to 1 armor
Forgotten Faction
Forgotten Shattered Ark - Removed Mindless
Forgotten Eater of the Dead 'Punishment' - Changed from map-wide to a Range 12, 4 Hex Area of Effect
Mod 'Forgotten Essence Siphon' Decay Surge - Changed from a Full Action to Single Action
Mod 'Corrupted Incarnation' - Increased the gained armor from +1 to +2
Paragon Faction
Paragon Guard - Increased HP from 40HP to 45HP
Mod 'Combat Protocol Implants' - Reduced base cost from 10 Cosmite to 5 Cosmite
Spacer Faction
Spacer Psycho - Increased HP from 45HP to 50HP
Spacer Psycho 'Beserk Chemicals' - Now also gives an extra level of impact
Spacer Psycho 'Beserk Chemicals' - Changed from Once per Battle to a 4 turn cooldown
Spacer Hellcopter 'Spacer Missile' - Increased damage from 16 to 20
Spacer Hellcopter 'Spacer Missile' - Now has High Impact
Therian Faction
The cost of all DNA injectors in the shop has been increased
DNA injectors now all cost cosmite to be bought for heroes
Reduced the required research amount for the 'Natural Philosophy' Quests
Therian Bouncer - Changed Defense Mode: Evasion to normal Defense Mode
Therian Bouncer 'Dual Pistols' - Reduced damage from 12 to 10
Therian Bouncer 'Bullet Spin' - Can now miss
Therian Chemist 'Poison Acorn' - Changed Poison duration from 3 turns to 2 turns
Therian Chemist 'Slowing Acorn' - Changed Slow duration from 3 turns to 2 turns
Wildlife Units
Evolutionary Mutation - Now gives 10% evasion and +1 resistance to status effects (was 0% evasion and +2 resistance to status effects)
Superior Evolutionary Mutation - Now gives 20% evasion and +2 resistance to status effects (was 0% evasion and +5 resistance to status effects)
The Shepherd - Increased HP from 45HP to 50HP
The Shepherd - Increased armor from 1 to 2
Rabid Piglet 'Gastric Juices' - Reduced damage from 16 to 14
Hero weapons
Spike Gun - Rename to 'Heavy Spike Gun'
Heavy Spike Gun - Increased damage from 16 to 18
Heavy Spike Gun - No longer gains a damage bonus from being in a trench
Carbon Glaive - Now correctly counts as a melee weapon
--Fixes-- General
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.
Fixed issue where clicking on a reinforcements stack or the event would not open up the recruit reinforcements panel in Multiplayer.
Fixed issue where Lava was not correctly identified.
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
Fixed issues regarding faction war when handled through scripts
Fixed issue where faction war rewards could be ignored
Fixed AI issue where it would not capture landmarks that was a forward base from another player
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.
Fixed issue where capturing an landmark would not provide the correct vision.
Fixed issue where sometimes terraforming sectors would not correctly update the minimap
Diplomacy
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.
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.
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.
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.
Fixed issue where buying a colony from marauders for influence would still give the player a race relation penalty.
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.
Interface
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.
Planet Template - Roads option removed from advanced setup as it was not functional.
Void Sectors are no longer marked as being prospectable
Fixed issue where lava was not defined as lava
Fixed missing text and duplicate text for Targeting Array
Crystalline Enhancement from the Crystal Altar no longer shows up in all Heritor abilities
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.
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.
Fixed issue where the leader name in the diplomacy overview could sometimes overlap with their shield.
Fixed issue where some interfaces would open the wrong quests if the internal quest ID would become too large.
Fixed issue where a quest with multiple objectives where one was completed would grey out all preceding objectives
Fixed issue where the influence gain from quests would be incorrect while modifier doctrines are active
Fixed issue where quest UI with no rewards on completion would say to take rewards
Fixed issue where the world event top icon would remain visible and overlap certain other interfaces (Anomalous sites, Hero offers to join, Reputation changed).
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.
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.
Fixed issue where when playing with a controller the operations interface would show two button prompts for aborting active operations.
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.
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.
Fixed the issue where the Lava exploitation and Volcanic Exploitation Global bonuses used the same icon.
Fixed issue where the Sun Shard icon showed up with a grey background on the orbital map view.
Fixed issue where sometimes the 'Save Leader' checkbox in the leader editor would not actually cause the game to save the leader.
Fixed issue where the NPC faction shop modifiers would not be displayed in Toolt
AI
Fixed an issue that meant the AI would end up in wars with multiple factions due to unpaid demands
Fixed an issue where the system would sometimes not allow a defending unit to take advantage of the militia from an adjacent sector base.
Fixed an issue that meant the AI would shoot Brimstone missiles at its allies
Fixed a hang that would happen when doing manual combat versus an AI player during that player's turn in class turns mode
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.
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.
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.
Strategic
Fixed the issue where the resource sharing would revert to its previous sharing state when colonist slots where added
Fixed an issue where the Infested World Secret Laboratory quest would not properly complete
Fixed an issue where the player could win the game by canceling a doomsday operation
Fixed the High Energy Scanning Station giving only half of the operation defense it was supposed to.
Fixed an issue where declaring war on an NPC faction wouldn't always cancel all quests gained from that faction.
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.
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.
The Essence Gash Hazard now correctly reduces happiness in the owner colony.
Tactical
The Xenoplague Landmark Combat Effect now correctly applies Unstable Contamination.
The Paragon Warden turret now correctly plays its explosion PFX when destroyed.
Fixed Explosive indicator for Biochemical Tanks
Fixed Large Bio Explosion now is correctly 2 hex radius rather than the incorrect 3 (and 1 for obstacles)
Anomalous Sites
The Lost Legion Anomalous Site's EMP choice in Phase 2 now correctly activates in tactical combat.
The 'Exposed Mineral Vein' structure now correctly grants its income to the owner colony without requiring exploration.
The 'Thaddeus Memory' hero item now correctly has Assault Rifle accuracy settings at range 7 (previously range 5)
AI fixes regarding handling of a Anomalous Site
Invasion
Fixed issues where the Invasion would start the player would still receive events from disabled victory conditions
Fixed issue where after the invasion is beaten the quest markers would remain
Fixed issue where destroying invasion spawners after breaking the shield would still give a beacon shield damaged events.
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
Text & Localisation
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.
Fixed hardcoded text 'Quests' in Colony production options.
Fixed issue where the game would not be able to find the text for pickups introduced in the DLC for non-English languages.
Fixed issue where the descriptions of diplomatic traits would sometimes address the leader they belong to with the wrong gender in certain languages.
Fixed issue where in the orbital operations view, colony names could be offset from their label for certain languages.
Fixed issue where pickup names could sometimes exceed the size of the information panel it was displayed in for certain languages.
Scorched Earth Policy now has correct translations in German and Japanese
Fixed issue where there would be a unlocalized word 'an
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