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high rated
Changelog for Update 1.003 (added 07 August 2019):

- Fixed hangs and crashes occurring while the is starting up, i.e. before displaying the main menu.
- Fixed a freeze that would occur for some users on the game loading screen.
- Fixed a freeze that would occur for some users when loading a map.
- Fixed an issue for players with remapped Documents folder that would prevent the game from saving data. E.g. settings, customized commanders, save games. Note that this includes a fix for language not being correctly set in-game when changing them through the Paradox Launcher.
- In-game language selection dropdown now fits all core languages without the need of scrolling. This means you no longer need to scroll down for the simplified chinese option, preventing players missing the option.
- Fixed a crash in Leave-6 - the first Vanguard - campaign during the Syndicate quest line, when taking a specific story branch - i.e. following her quest line.
- Fixed an issue where the player was unable to buy the dwelling through peaceful means.
- Fixed an issue resulting in lesser quality tutorial maps due to random map generation.
- Fixed an issue for GoG users that caused false positive when checking for build compatibility in multiplayer games. This triggered warnings asking players to update their build before they could continue their game, when this was not required.
- Fixed an issue where clicking on the “End Turn” event would not end the turn.
- Fixed an issue where customization was not correctly applied in the Leave-6 - first vanguard - campaign map, after playing the tutorial. Note that this does mean that mods and experience gained in the tutorial map no longer carry over to the Leave-6 map. Jack(y) lost those in cryosleep, sorry.
- ‘Hide password protected games’ is now disabled by default in the multiplayer lobby.
- Fixed an issue where the wrong custom commanders can be deleted, if custom commanders were ‘disabled’ due to disabling mods or DLC.


Standalone installer updated: 08 August 2019.
high rated
Changelog for Update 1.004 (added 09 August 2019)

General
- Significantly reduced waiting times between turns late game
- Added edge scrolling; disabled by default (setting can be found in the Controls options)
- Added a button to randomize the commander names in commander customization
- Added an option to ‘Force Fast Combat Animations’ in the Options > Combat UI menu.
- Changing the language of the launcher now automatically updates the language setting for the game.
- Fixed startup hang when the installation folder contains non-ansi characters; this affected some of our Chinese, Japanese and Russian players.
- Other general stability improvements; including some of the most commonly reported crashes.
- Various text fixes in multiple languages
- Improved various Imperial Archives entries to provide additional and clearer information.
- Renamed the invert combat camera rotation/zoom settings to X/Y axis. These 2 settings now support the mouse rotation in combat.

Campaign
- Fixed a problem that under rare circumstances the “Find the Propovus Lab” quest in the second Kir’Ko mission (Xa’Kir’Ko) could not be completed. Players that ran into the problem will need to re-enter the “Propovus” Xenoplague Labs sector with one of their armies to complete the quest.
- Fixed an issue where the player could get stuck in looping story messages after meeting the Psi-Fish in the first Kir’Ko mission (Arcadia Caeleste).
- Fixed an issue where the player could not complete a quest to ally Chin Til’Trz in the second Vanguard mission, if he already allied Chin Til’Trz before receiving the quest. Affected players need to wait for a new turn for the quest to complete.

Gameplay
- Added icons to operations on the Research screen to clearly show whether they are tactical, strategic or doctrine operations.
- Fixed an issue where the AI would sometimes offer peace and make war at the same time with players who are in the run for multiple victory conditions at the same time.
- Removed a line of text from the message that appears when a call to war is declined; to make the message clearer.
- Fixed a crash when the AI tried to denounce a player without having any Casus Belli to denounce with.
- Fixed that locating a sector that is being demanded by an NPC faction would close the demand screen.
- Fixed that the player could not declare war on an NPC faction while being in an Integrated (Highest) relation state with them.
- Fixed that the Hasher SMG hero weapon was missing particles and sounds when being fired.
- Sectors are no longer tradeable if they are annexed to a colony that is occupied.
- Trade analysis text has been changed to the following format “Trade analysis: good deal for you” to help clarify that this analysis is targeted at the player and is not something the (AI) player on screen is saying.
- Fixed crash in tactical combat when switching to nearby units while another unit is destroying an obstacle.
- Now you no longer receive race relation penalties at the start of a Fixed Teams session due to starting wars, to prevent negative relations from the start. Note: This only applies to newly created scenarios.
- Completing the last item in a city production queue now keeps the remaining production, rather than wasting it.

Standalone installer updated: 13 August 2019.

~~~ ~~~ ~~~

Changelog for Update v1.005 (Velociraptor 2) (added 16 August 2019):

New Features
- Add an option to set the max number of autosaves stored on your machine. Can be set between 1-100, with the default remaining the same at 25 autosaves. You’ll need to restart the game for this change to be applied.

General
- Fixed a crash on winning the game while transferring or absorbing a sector.
- Fixed issue where the game would crash when a unit gets spawned - e.g. creating a unit with an operation - on a full unit army.
- Fixed an issue where clicking “Continue” on the main menu would fail to load a campaign cloud save.
- Fixed a bug where quest reward would be lost if the turn timer elapses before accepting the reward. The reward dialog will now appear again at the start of the new round.
- Disabling doomsday victories will now remove the doomsday skill from the research tree, instead of it being unselectable for research. This to make clear that the doomsday operation can’t be used, before the player researched its prerequisites.
- Fixed an issue where colony militia could be dragged into a three-way battle while being allied to both the attackers and defenders.
- Fixed combat replay not playing for map locations where you lost vision.
- Prevented AI from automatically declaring war when several armies trespassed in their domain.
- Lowered the trespassing casus belli cap from 6 to 4.
- Fixed bug where Advanced World settings 'None' not working correctly for 'Landmark (Low Value)' and 'Settlements'.
- Picking red as your primary army color will now make your units move faster in combat ; )>
- Fixed a bug where the Tier IV item One Eyed Hawk wasn’t able to shoot Commanders and Heroes.
- Fixed issue where the research not set notification was not still showing when the player researched all items in the research tree.

Gameplay
- The DVAR Foreman now speeds the healing of units in its stack on the world map.
- Monitoring stations should now be much easier to spot on the world map.
- The healing drone in the empire APC (the one you get from the support vehicle loadout) can now only be summoned once per battle.
- Voidtech Hazard no longer affects Voidtech Modded Units
- Celestian T4: Compelling Presence - Now correctly converts mind controlled units into colonists.
- Wraith Tank now needs to select an empty hex in order to use its Wraith Drive ability.
- Made the penguin eyes glow more, to make them look more evil ; )>

Campaign
- Fixed an issue in campaign where the kill quest would no longer have valid units
- Fixed an issue in campaign where destroy spawner base quests would not have any defenders spawned.
- Fixed crash in Campaign when certain hero items couldn’t be transferred from the previous map into the next.
- Fixed an issue in the first Kir’Ko mission (Arcadia Caeleste) that sometimes kept the “Shadows of the Past” quest from completing. Players affected by the bug will need to go back to a save from before killing the quest stack with the mirror image for the fix to apply. Sorry!
- Fixed an issue where the player would get stuck on the map when defeating L0G3N-1 on Khansu’s Pyre - i.e. the second Assembly mission - despite having won the mission. Players affected by the problem will need to go back to a save game from before before completing either the “Defeat L0G3N-1” or “Recover Neural Plexus” quest to resolve it.
- Fixed an issue for Dvar02 where selecting the Kleptomaniac perk would not give your commander a mod as advertised. This mod, like the loadout from the perks, is now stored in your arsenal. While your current equipment will be the equipment you had in Dvar01
- Fixed a crash in Dvar02 that would occur during the opponent's first turn. After having previously defeated Mephilas the Redeemer in Dvar01.
- Fixed crash in the final Campaign mission if a colony was destroyed that had a doomsday structure in one of its sectors.

Multiplayer
- Fixed a bug where it was not possible to host/join multiplayer games when there were non-ansi - e.g. Asian, Cyrillic, the German ß - characters in your Windows username.
- Fixed a bug where it was not possible to continue multiplayer games when there were some - 1 in 20 characters - non-ansi - e.g. Asian, Cyrillic, the German ß - characters in the Multiplayer username, or planet description.
- Multiplayer user names now default to GOG name or Paradox social name if available.
- Open sessions in the lobby are now sorted above password protected sessions.

Text
- The text fixes we made in the previous patch in English have now been translated into the following languages: German, Spanish, French, Japanese, Chinese, Polish and Russian. Japanese translations will follow in a future patch.
- Fixed an issue where the explanation for Vanguard Assault Vehicle was not visible in Japanese.
- Added extra info to the Casus Belli tooltip seen in the Diplomacy screen when the player is under the effect of the “Futility of War” operation.
- Renamed world threat levels to "Low, Moderate and Extreme", since the middle threat level reflects what we feel experienced players should use.
- The Monitoring Station description now properly lists that it only lasts for 10 turns.
- Xenoplague Hero Skill 'Regenerative Spore Cloud' now shows the correct amount of regen, which should 15% (was shown as 20% before).

Modding
- Added ‘Mark Deleted’ & ‘Undo Delete’ options on right click in Resource Editor.
- When clicking 'Publish' a thumbnail.png is automatically created
- Fixed bug where the language would reset to English when having selected a language that originates from a mod.
Post edited August 16, 2019 by HypersomniacLive
high rated
Changelog for Update v1..0.0.5.1 (added 19 August 2019):

- Fixed a bug where hero item/exp were not carried over to the next campaign mission anymore
- Improvements to general stability of the game
- Added crash reporting


Standalone installer updated (1.0.0.5 ⇒ 1.0.0.5.1): 20 August 2019.
high rated
Changelog for V1.006 - Ankylosaurus (added 05 September 2019) - Part I:

https://forumcontent.paradoxplaza.com/public/498172/PatchNote_Dinosaurs_Ankylosaurus.png

Features
- GOG achievements are now supported
- The last used scenario settings are now saved. These are saved separately for singleplayer and multiplayer.
- World settings can now be saved into templates in Advanced Setup. Up to 3 templates per Scenario type.
- Implemented Kick feature; hosts of sessions can now kick other players through the Settings in the session overview.
- Added a prospect sector particle effect on sectors that can still be prospected, when you have a stack selected that have a Prospector unit.
- The “share all” food sharing option will now sell any excess food for energy if other colonies are not taking all of the shared food. This allows you to stop the city from growing and managing city happiness better.

Modding (Paradox Launcher V2 2019.09.01)
- Fixed issue with Mods not updating
- You can now add Mod Tags

Balance
- Critical chance of an attack is now capped by the hit chance of the attack. I.e. an attack with 20% chance to hit cannot have a crit chance of over 20%. This to prevent stacking crit increases from becoming an exploit.
- Stacking Damage Reflection from mods and abilities is now capped at 75% of damage reflected.
- Ruthless Killer from the Martial Tradition perk now only returns 1AP when it procs, not 3AP.
- Time Warp (Void Tech operation) and Dimensional Instability can now be removed using debuff cleansing abilities and operations.
- Indentured Contracts now reduces the energy cost of Indentured units by 33% (was 50%)

Balance: Assembly
We’re planning to do a large balance patch in the future, however the Assembly are currently so strong compared to the other races that we’re bringing forward some of the fixes to try and bring them back into line.
- Assimilate now heals for 3hp per hit (was 6)
- Assembly Void Walkers now do 9 damage per hit (was 8)
- Assembly Scavenger - Shotgun now has 1 level of high impact (also affects the Vanguard Engineer)
- Vorpal Sniper - Vorpal Shot now has a 15% critical bonus (was 20%)
- Vorpal Sniper - Vorpal Shot now has damage 18 (was 20)
- Assembly Electrocutioner - Arc Projector damage is now 11 (was 10)
- Assembly Electrocutioner - Project Arc Blast is now range 7 (was 5)
- Remote System Purge now affects 3 friendly cyborgs in a chain (was all friendly cyborgs)
- Battlefield Autopsies now grants 3 research per unit tier after combat (was 5)

Balance: Colonizers
We've changed colonizer cost, lowering the base cost and having an increasing cost for each additional colonizer you build. This change was made to address colony spam as discussed in the Planetfall community:
1. An early game land grab rush shouldn't be the only valid strategy, and
2. Having a large number of colonies resulted in too much micromanagement. We will continue to investigate people's experiences with colony expansion.
-- Colonizers now have scaling costs. The first colonizer costs 50 energy, 20 cosmite and 100 production. For each colonizer you build the cost will increase by 100 energy and 10 cosmite.

General
- Improved random commander selection when setting up a game to increase the variety of commanders encountered.
- Turret defense structures now have unique icons for each race.
- Reduced stutter in Tactical Combat when moving the camera around for high refresh rate monitors
- Improved Tactical Combat camera zoom behavior, making the mousewheel and hotkey zoom faster (in particular with notably high- and low framerates)
- Fixed issue where Paradox Cloud Saves would always update the last modified time causing PDX Cloud Saves to always appear first when launching the game.

Campaign
- Fixed an issue where commander/hero equipment and levels wouldn’t be transferred to the next mission if they had a vehicle equipped that is unavailable in the next mission.
- Fixed issue in campaign where items could sometimes not be equipped properly on heroes/leaders that are taken from previous campaign maps.
- Fixed an issue that caused the player to get stuck in a story message in the first Kir’Ko mission (Arcadia Caeleste) if he didn’t accept or decline the “Contact Nicole Crustus” quest and then cleared the Celestian Archives.
- Fixed an issue in the first Kir’Ko mission (Arcadia Caeleste) that the player could not enter the Dreamer’s Archives when they were owned by one of the allied Celestian players. Affected players will need to end their turn from their save game to gain access to the landmark.
- Campaign quests that get closed are automatically declined at the end of the turn if the player does not accept/decline the quest themselves.
high rated
Changelog for V1.006 - Ankylosaurus (added 05 September 2019) - Part II:

Gameplay
- Critical and fumble chance of an attack can be seen in the attack’s preview (hold ctrl), in the Extra Info section.
- Level 5 industrial exploitation now correctly gives production instead of research.
- Fixed issue where the current food income was not taking into account for food sharing.
- Fixed issue where manually queueing the infinite energy/research production option for a colony would still cause “city production not set” to-do events.
- Fixed crash that could occur when a victory condition was triggered upon defeating another player.
- Fixed issue where the effect of doomsday weapons on Colonies would not refresh when a city was occupied or absorbed.
- Fixed a bug where you could dismantle the exploitation given by a landmark.
- Fixed a bug where your game could softlock when loading a combat save after you’ve patched the game.
- Fixed issue where destroying a Monitoring Station wouldn't cancel it being listed in the active operation list
- Fixed an issue that meant that Resurrect Hero could be used to break the max heroes in a game limit
- Fixed issue where the Brood Cluster building was able to reduce a unit production cost to 1
- Fixed a bug where racial research would unlock when you occupy a city of that race, rather than when you owned it.
- Fixed issue where a player would gain the research of races belonging to the colonies they had occupied on loading a save game. This would also cause an Out of Sync in multiplayer.
- Fixed issue where migrating an occupied colony would give the player the racial research belonging to the race of the colony prior to migration.
- Fixed issue where you were able to migrate colonies to another race even if the player had only occupied other cities of that race instead of owning them.
- Skirmisher Subroutines now correctly targets ground and air units (it was wrongly ground only before)
- Fixed issue where casting an operation that spawns a unit on the domain of another player could trigger war if in doing so that unit would trespass.
- Fixed Phoenix Defense Protocol not giving its operation defense bonus. The defense from the doctrine now protects against all operations, not just those that target your colonies.
- Fixed a crash caused by razing a city while a doomsday victory is running
- Fixed issue where Organized Cyber Divisions wasn’t giving it’s price reduction to certain Strategic Operations.
- Fixed issue where the research not set event was still visible after the player completed all researches and the doomsday victory condition was disabled
- Fixed issue where the colonist auto assignment would not keep in mind supply and happiness deficit when they were not set to ignored.
- Dvar doctrine Cosmite Collection Program now works correctly.
- Fixed issue where the player could prime Planetary Unification Protocol even if it was already active.
- Fixed issue where the Planetary Unification Protocol operation wouldn't be cancelled if the unifier victory was blocked.

Gameplay: Units & Abilities
- Dvar trenches now correctly give a 25% accuracy bonus to the units stood within the trench.
- Adaptive Network given through the Synthesis landmark can now stack up to a max of 5 Shields.
- Fixed Nanite Boosters' buff not working when the unit was being flanked.
- Fixed Phoenix Walker Vehicle not being able to use Dvar Melee mods.
- Fixed Quantum Avatar not giving it's buff to voidtech modded units equipped with the Stasis Pocket Inducer mod.
- Fixed Oblivious Refrain, which wasn't targeting air units, when it should.
- Fixed arc retaliation defense being triggered by cerebral override.
- Fixed breaching shot on the guild assassin affecting the snap shot ability.
- Fixed that sleep could be applied to units with status effect immunity.
- Pyrx bomb no longer hits units with thermal immunity.
- Cleansing light’s description no longer states it can only target friendly units.
- Fixed that when a Ravenous’ devour ability would be targeted on a flying unit above a ground unit, it would eat the ground unit (it did not matter what type of unit).
- Mantra of clarity now correctly shows up in the unit panel as a buff.
- The cerebral control collars ability is now correctly displayed in the unit panel.
- Fixed a bug where Echoes of Despair spawned in the wild wouldn't have Thermal/Biochemical attacks when modded with a Focus: Flames/Venom
- Fixed a bug where the Promethean Phoenix Walker would incorrectly enter it's defence mode after using Torrent of Flames
- Fixed a bug where the Synthesis Avatar's Amplify Daemon ability wasn't correctly targeting certain units.
- The description of the Dvar mod Reactive Kinetic Battery now correctly says that the mod can be used by Heavy units (used to be Mechanical Heavy)
- Thumper (Secondary Hero Weapon) no longer deal double damage
- Stopped the Voradon’s Devour ability from triggering as part of melee overwatch
- Prevent the Alert Protocol operation from removing actions points on units that use a leave one point or full action (continue) ability.
- Fixed bug where Mantra of the Branded wasn't allowed on psionic units
- Wraith Tank no longer hits itself when it has the Advanced Dislocation Drive
- Fixed Reassembly Modules mod not being addable to paragons and other non-assembly cyborgs
- Fixed an issue where Xenoplague units were being targeted by Xenoplague Operations when they shouldn't and vice versa.
- Fixed issue where triggering Disintegrate on a flying unit would cause Tactical Combat to get into a dead state.
- Fixed issue where Echo Walker clones, and other temporary units, wouldn’t despawn if they were using Emergency Quantric Shielding mods.
- Purifiers Plasma Bomb will now scatter if it misses
- Kir'Ko Star Guide can now correctly equip Path of Flames and Path of Venom mods
- Plasmoid and Phoenix Walker can now equip melee mods
- Star Guide can now target Blinding Light anywhere (before it was restricted to having a unit in the middle of the aoe)
- Fixed Zenith's Reinforcement Zone (now correctly targets allied Biological and Cyborg units)
- Fixed Sequential Kill System and Ruthless Killer giving multiple action points back when killing multiple units with a single attack.
- Fixed a bug where the Assembly Colony Defense Turret was being pushed when killed
- Fixed the Psynumbra Hero Skill, Dark Elation so it affect both ground and air units now, rather than only one or the other.
- Positron Converter now correctly targets both air and ground units
- Project Agony Field now correctly damages ALL units in the field
- Fixed broken animation on Dvar Echo Walkers melee strike.
high rated
Changelog for V1.006 - Ankylosaurus (added 05 September 2019) - Part III:

Gameplay: Diplomacy & NPC factions
- Cosmite trade value within diplomacy has been increased from being worth 4 energy to 8 energy.
- Fixed issue where the trespass button in the trespassing confirmation for using an operation to spawn a unit would not function if the player is a vassal to the domain owner.
- Fixed issue where breaking a diplomatic treaty would not always cause a relation penalty.
- Using influence to ask a faction to leave an occupied colony will now liberate the colony if you are not at war with the owner of that colony. As opposed to you becoming the new occupier of that colony.
- Trading casus belli will now also instantly remove the grudge that player may have relative to the amount of casus belli points that were traded.
- When war is declared on a player that is suffering from the effects of futility of war - which disables the use of casus belli - they will no longer get the negative “war without casus belli” popular support effect.
- NPC faction accept- and decline demand buttons now show the amount of favor gained with the NPC faction in their tooltips. The tooltip will now also indicate that war will be declared if the demand is declined, if that is the case.
- Fixed issue where treaties which could not be paid for would instantly end any involved diplomatic treaties that were made within the same trade deal but do not have a fixed duration.
- Fixed issue where the player could spend all its resources before handling a demand and still be able to select the give resources to faction option.
- Fixed issue where Sway Ideology would reduce the diplomatic state of a faction relation to much
- Fixed issue where the offer/demand vassalage options would still be available when an alliance offer was already added to the trade.
- Added a new event and panel to indicate when a resource treaty could not be exchanged because one of the players couldn’t afford paying the resources.
- Fixed crash when an NPC faction, that no longer had a dwelling, gave the player a quest.
- Fixed issue where converting a base into a forward base or a colony could trigger a sector claim violation.
- Fixed an issue where capturing an enemy city that was producing something would efud the energy and cosmite cost to you, instead of the city’s original owner
- Fixed issue where the covert operation Casus belli would be given to the player when the covert op was detected, even if the caster was anonymous.
- Fixed issue where the locate sector button of a faction demand was no longer functional

AI
- Diplomacy trading tweaks to make the AI less agreeable to trades that are very imbalanced to them.
- Trading AI balance changes to make the AI less agreeable to giving away items/resources away for free in negotiations, particularly Casus Belli and Treaties.
- Fixed issue where AI players would sometimes change which NPC faction(s) they want to ally with and which ones to go to war with.
- AI players may now attack trespassing units from players they are not at war with but have 3 or more trespassing casus belli on.
- AI players no longer comment on events (such as improving your relation with a NPC faction) while at war with the player.
- AI players no longer denounce the player while at war.
- AI players will no longer buy-off casus belli from players they dislike. I.e. relation value at -200 or less.
- Fixed issue where the AI would sometimes not move onto structures/nodes they had previously bought from a NPC faction.
- Fixed some issues where some units would not move at all when threatened with a lot of overwatch
- The AI will now be less likely to make units run away during combat
- The AI will now immediately make colonizers run away if they enter combat
- The AI is now much more likely to use Phase Echo abilities on Echo Walkers
- Fixed an AI hang which could occur when an AI player/independent stack is attacking an undefended structure that has a stack next to it belonging to an ally of the structure owner.
- The AI now no longer interacts with Settlements during the first 8 turns of the game to ensure the player has enough time to be the first to obtain a second colony.
- Fixed AI hang caused by trying to attack a settlement that had come under their control during the same turn.
- Fixed AI hangs during their turn causing you to be stuck with “opponent is moving”.

Multiplayer
- The turn timer now no longer ticks down when you are unable to perform actions, for instance when auto combat is running.
- Prevent free production pickup event from being lost when the turn is ended by the turn timer.

Interface
- The selected stack will now be remembered when zooming out to the orbital map and reselected when you zoom back in.
- Increased the size of scrollbars so they are more noticeable.
- Added cosmite and influence generation to the colony interfaces.
- Leader Colony Supplements and Vices are now visible in the Imperial Archives under Hero Skills, the relative filters will now also properly filter these items.
- Pressing Esc now properly closes most of the menu screens.
- Fixed an issue where the scroll position in city production was not remembered.
- Tooltips have been added to the dismantle sector exploitation/upgrade options in the colony interface. Additionally, the amount of turns dismantling will take is now also displayed.
- Fixed the cost of unit mods being hidden in the unit interface if the player didn’t have enough energy or cosmite to buy them.
- Fixed bug where sometimes images would be incorrectly offset or scaled.
- Fixed bug where hyperlinks in interfaces related to NPC factions could not be clicked.
- Fixed bug where the UI could not be interacted with when meeting an NPC faction while the turn timer runs out in hotseat.
- Fixed bug where success and detection chances would not be shown while using a controller when casting a covert operation.
- Fixed overflow issue when 20 or more colonist slots were on 1 type of resource.
- Fixed an issue where 50% scroll speed was not selectable
- Fixed an issue where disabled checkboxes in lists would enable
- Fixed miss aligned text icons in headers above lists
- Fixed an issue where quickly switching selection in lists with controller would select multiple rows.
- Renamed the scavanger shotgun to scavenger shotgun to fix the typo.
- Trade screen now correctly identifies who has sent/is sending the trade and changes the “You offer”/”They demand” & “You demand”/”They offer” correctly.
- Hazard removal now shows how many turns are remaining until the hazard is removed from the sector.
- Fixed typo and formatting in Falsify Atrocities casus belli.
- Fixed an issue where switching input mode while in controls menu leads to dead states.
- Fixed issue where the Happiness Event threshold in the colonist tab for colonies was sometimes displaying the incorrect threshold depending on the happiness income and accumulated happiness.
- Fixed issue in the quest overview panel where the description of some campaign quests would only be partially displayed.
- Selecting Previous/Next city from the city screen now no longer selects cities you don’t own, preventing it from switching to a different interface without these buttons.
- When a covert operation is detected as well as when purging the Casus Belli gained for someone using covert ops is now visible in the Operation results as well on the internal purge screen (to the purging player).
high rated
Changelog for V1.006.1 - Ankylosaurus 2 (added 09 October 2019):

As we are about to get ready for PDXCON we have an update for the Ankylosaurus patch. The Ankylosaurus 2 update fixes gameplay, multiplayer and interface issues. Of course we have already been working on cool stuff for you folks. For more about that come find us in Berlin at PDXCON; and if you can't make it, keep an eye on PDX news & updates on social media.

Gameplay
- Fixed missing translations
- Fixed issue where sometimes strategic actions, such as “build (forward-)base” would not be cancelled when a player was defeated.

Multiplayer
- Fixed that disconnecting while kicking a player would cause out of sync issues after a rejoin
- Fixed that you could cancel back to the previous menu while kicking a player

Interface
- Fixed that hero and unit icons would sometimes disappear
- Fixed that text in the lists in the Imperial Archives would be offset
- Fixed that you could not call NPC factions to war
- Fixed that the research tree had a big cross when playing with fixed teams


Standalone installer updated: 1.0.0.6 ⇒ 1.0.0.6.1.
high rated
Changelog for V1.101 - Revelations Expansion (added 19 November 2019):

Heritor Secret Tech
The Heritor are scions of a theocratic dynasty known as the Es’Teq. Their ancient technology allows them to harness energy and prolong their lives. They seek to reincarnate billions of followers that lay entombed across the galaxy and reestablish their divine rule.

Additional Campaign Missions
Experience the awakening of the Es’teq dynasty and the rise of their Heritor descendents with 14+ hours of new content across two campaigns.

Survey Sites Mechanic
Explore 30+ mysterious sites filled with traps and powerful enemies to reap unique rewards and uncover great secrets. With unique choices based on each faction, players can combine multiple sites to create endlessly different combat instances.

Tomb World Scenario
Challenge yourself to complete this deadly new Scenario, where Heritor enemies create an onslaught of destruction.

'The Forgotten' NPC Faction
Broken, insane, or otherwise unfit for Heritor’s utopian society, The Forgotten were never meant to be resurrected.

Threats to Your Empire
Reapers are robotic assassins created long ago to destroy those who were friendly to the Heritor cause, but now hunt all who walk the planet. Equally deadly are the Megasow and Piglets, bio-engineered wildlife gone rabid after the fall of the Star Union, which will devour anything in sight.

Locations, Pick-Ups, & Mechanics
Visit an Essence Gash or Es’Teq Well locations to supply new combat effects or abilities to your units. The Holopad pickup provides diplomatic rewards and additional influence over allies and enemies. Take over Imperial Defenses like the new Soul Beacon, Cluster Mine Deployer, or Firestorm Missile Silo to aid in combat.
high rated
Changelog for V1.101 - Stegosaurus Patch (added 19 November 2019) - Part I:

Features
Feature: Combat Retry
- You are now able to retry a battle in manual combat once after seeing the results of an auto combat. This can be disabled in the Advanced Setup.

Feature: Orbital Relay
- Added a new sector Exploitation: ‘Orbital Relays’. Orbital relays function akin to teleporters, letting you transport an army through a relay to any other accessible relay in an instant.
- Forward Bases can be upgraded to Forward Relays, allowing you to connect them to the Orbital Relay network
- A new covert operation has been added to the ‘Insurrection’ skill in the cover ops tech tree: “Relay Disruption”.
- A new Diplomatic agreement is now available for any (Defensive) Ally with whom you share both an ‘Open Borders’ agreement: ‘Open Relay Agreement’.

Feature: Imperial Defenses
- Imperial Defenses are no longer destroyed upon exploration, instead, they’re turned off and their combat and world map effects will no longer be casted.
- Imperial Defenses in a colonized or annexed sector will gain a Garison Militia of equal strength to the Colony Militia and unlock a sustainable strategic operation, which can target a friendly or enemy colony

Balance
Balance: General
- Units bought from the NPC dwellings will now get production bonuses from the player's HQ
- Cover bonuses are now applied to hit chances after bonuses that make a unit harder to hit, rather than before. This means that stacking evasion mods with cover will be more effective, but so will using cover to reduce the effect of Easier To Hit debuffs.
- Units can now enter melee overwatch after sprinting
- Partial Obstacles, such as Dvar Trenches are no longer destroyed by Heavy units. Instead, they are now destroyed by units with the Large and Huge passive abilities.
- Any unit upgrade that adds a status effect on hit to a units attacks now has a higher strength to apply from single shot attacks than from repeating attacks.

Balance: Heroes
It was felt that Heroes in vehicles were too weak, mostly because heroes alone are actually more powerful than many vehicles when the game starts. These changes are meant to try and make the investment of getting into a vehicle more worthwhile.
- Vehicles now give a bonus to armor, shields and/or hit points instead of overwriting those stats on the hero
- Decreased Advanced Piloting unlock level from level 8 to level 6.
- Decreased Advanced Piloting costs from 10 points to 8 points.
- Vehicle Loadout perks now only give Vitality I instead of both I and II
- Decreased base hero hit points from 60hp to 50hp.

Balance: Hero Items
- Changed Death's Gaze to an AoE ability with a 4 hex radius and a casting range of 5.
- Changed Life's Grace to an AoE ability with a 4 hex radius and a casting range of 5.
- Life's Grace now dispels negative Status Effects
- Increased Bio Launcher Tier from Tier II to Tier III
- Tactical Aid Rig - Increased heal per Action Point from 7hp to 12hp.
- Tactical Repair Rig - Increased heal per Action Point from 7hp to 12hp.

Races, Weapons and Secret Techs
Based on the feedback we’ve collected we’ve done a huge range of tweaks to the game’s balance. With these changes, we were mainly trying to achieve the following:
- Increase compatibility between races and secret techs by allowing unit upgrades to be used more freely
- Increasing the strength of many tier 3 units which were considered sub standard
- Reduce the effectiveness of certain defensive mods, which were too powerful (especially those involving evasion and health regeneration)
- Generally try and balance the strength of units and upgrades across the board, to fix some obvious cases where a unit or upgrade was much stronger or weaker than it’s equivalents elsewhere.

Balance: Assembly
- 'Emergency Quadratic Shielding' Mod now has stagger immunity in the post death effect
- Disassembler 'Gatling Gun' - Increased damage from 11 to 13
- Constrictor (Tactical Operation unit) 'Static Crush' - Reduced damage from 25 to 22
- Cloaking Implants can now be applied to all light, non-mechanical units (was light cyborg and biological)
- Quantum Support Nanites now heals for 10hp per turn (was 20%)

Balance: Vanguard
- Engineer shotguns now has 1 level of high impact
- Vanguard 'Gun Turret' (Engineer Summon) - Increased hit points from 20hp to 30hp
- Laser Tank 'Laser Cannon' - Increased damage from 12 to 14.
- Laser Tank now has 'Hyper Armor' defense mode
- Walker - Increased damage of 'Gatling Gun' from 11 to 13.
- Vanguard Racial Building - Increased experience gain from 'Combat Simulation Center' from 2xp to 3xp
- Improved Combat Sensors - Decreased harder to hit percentage from 20% to 15%.
- Improved Combat Sensors Sensors can now be applied on Non-Animal and Non-Ethereal units instead of Light Units only.

Balance: Amazon
- Amazon Defense Turret - Increased damage from 11 to 13 damage
- Amazon Biomancer 'Scan:Catalogue' - Increased the cooldown from 2 turns to 4 turns.*
- Advanced Instinct Controller - Decreased psionic resistance from 5 to 4.
- Regenerative Bio Regulator - Decreased biochemical resistance from 5 to 4.
- Blood Fury Inducers - Decreased the max stacks from 4 to 3.
- Blood Fury Inducers now gives 4hp per stack (was 10%)
- Regenerative Bio Regulator Mod now heals for 8hp per turn (was 15%)
- Grounding Harness Mod can now be applied to all units with Land Movement (previously excluded Mechanical units)
- Primal Awareness Amplifier Mod can now be applied to all non-mechanical and non-mindless units (was all biological and cyborg units)
- Reforestation operations will no longer destroy the roads in a sector

Balance: Kir'ko
- Emergent 'Gunk Spit' - Increased the range from 5 to 7.
- Emergent 'Gunk Spit' - Increased the damage from 7 to 11.
- Emergent 'Gunk Spit' - Changed from repeating to a single shot attack.
- Emergent 'Gunk Spit' now has a str 8 chance to apply blind.
- Frenzied - Increased hit points from 40 hp to 45hp.
- Frenzied 'Battle Vomit' now has Choking (str 8) instead of Armor Melt.
- Hidden Units now have Flanker
- Hidden Rifle attacks now have High Impact
- Adaptive Carapace - Decreased max stacks from 5 to 4.
- Adaptive Carapace can now be triggered by melee as well as ranged attacks.
- Tunneling Claws - Increased damage bonus from 10% to 20%
- Tunneling Claws can now also be used by the Ravenous
- Tormented 'Visions of madness' - Changed from once per battle to a 3 turn cooldown.
- Tormented 'Visions of madness' - Increased Insanity duration from 1 turn to 2 turns.
- Tormented 'Echoes of Torment' - Increased the optimal range from 5 to 6, meaning it has 60% hit chance at max range instead of 50%.
- Tormented 'Echoes of Torment' now checks each target individually.
- Accelerated Healing now heals for 8hp per turn (was 15%)
- Cloaking Carapace can now be applied to all light, non-ethereal units (was light kirko, animal and mounted units)
- Adaptive Carapace can now be applied to all non-ethereal units (was kirko, animal and mounted units)

Balance: Dvar
- Explosive Resistant Armor Mod - Increased Armor bonus from +1 to +2
- Reconstruction Kit Mod - Increased healed hp from 25 to 35.
- Reconstruction Kit Mod - Increased resurrection hp from 25% to 50%
- Reconstruction Kit Mod can no longer resurrect tier 4 units.
- Dvar Excavator now has the 'Hyper Armor' defense mode
- Dvar Excavator now enters defense mode after using defensive flamers
- Dvar Rocket Artillery 'Train weapons' now only affects missile barrage
- Dvar Rocket Artillery 'Mounted Gun' - Increased damage from 9 to 11.
- Dvar Foreman 'Hand Mortar' - Increased range from 4 to 5.
- Dvar Bulwark 'Concussive Volley' - Decreased range from 7 to 5.
- Fortified Trenches now heal for 8hp per turn (was 15%)
- Advanced Target Recognition Mod can now be applied to all units (was mechanical and infantry only)
- Illuminator Targeting System Mod can now be applied to all heavy units (was heavy mechanical and cyborg only)
- Captain's Regalia Mod can now be applied to all infantry and mounted units (was infantry only)
- Tectonic shift can no longer be cast on water sectors
Post edited November 20, 2019 by HypersomniacLive
high rated
Changelog for V1.101 - Stegosaurus Patch (added 19 November 2019) - Part II:

Balance (continued)
Balance: Syndicate
- PsiTec Vision Enhancers mod - Increased Shield bonus from +1 to +2
- Adaptive Camouflage Projector mod - Decreased the harder fo hit from 20% to 15%
- Drive Modulator mod - Decreased heal hp per use from 15 hp to 10hp
- Overseer 'Cerebral Override' no longer triggers Arc Retaliation Defense
- Overseer 'Cerebral Override' no longer has damage increased by the Heavy Weapons Factory
- Wraith 'PsiTec Cannon' - Decreased damage from 13 to 12.
- Wraith 'PsiTec Cannon' - Removed High Impact.
- Subjugator 'Project Agony Field' - Increased damage from 12 to 14
- Subjugator 'Project Agony Field' - Added High Impact
- Subjugator 'Project Agony Field' - Added Armor Bypass
- Mirage 'Defense Mode' now grants stagger resistance
- Guild Assassin 'Pulse Sniper' - Increased damage from 20 to 22
- Guild Assassin 'Breach Round' now adds 30% accuracy to the next attack
- Indentured 'Arc Power Blast' now has an inherent +30% accuracy bonus
- Syndicate Enforcer now has stagger resistance
- Enforcer 'Defense Mode' - Increased Shield bonus from +2 to +4 to adjacent allies and self.
- Enforcer 'Defense Mode' can no longer stack.

Balance: Firearms
- Shredder Bomb Operation - Increased costs from 25 energy and 1 operation point to 30 energy and 2 operation points.

Balance: Biochemical
- Ionic Infusion Mod - Decreased chance to apply Electrified from 12 strength to 8 strength
- Acid Rain Operation - Decreased damage from 8 to 5
- Acid Rain Operation - Decreased the amount of armor melt from 2 to 1
- Acid Rain Operation now lasts 5 turns.

Balance: Psionic
- Mantra Of Clarity Mod - Decreased harder to hit from 20% to 15%

Balance: Explosives
- Explosives: Incendiary Mod - Increased strength chance to apply bruning from 4str to 8str
- Explosives: Electrical Mod - Increased strength chance to apply electerfied from 4str to 12str

Balance: Psynumbra
- Oblivio Mundi Operation (Psynumbra doomsday) - Decreased unhappiness from 40 to 30
- Amazon Initiate 'Dark Vine' - Increased the range from 5 to 7
- Amazon Malictor 'Dark Thorns' - Increased the range from 5 to 7
- Pain Mirror Mod - Increased damage from 6 to 8
- Pain Mirror Mod - Increased range from 3 to 4
- Psynumbra Sacrifice to the Abyss - Increased summon duration from 3 turns to 4 turns
- Psynumbra Sacrifice to the Abyss - All compatible mods are now copied over into the summoned unit.
- Kir'ko Initiate - Removed Psionic Mastery
- Kir'ko Malictor - Removed Psionic Mastery
- Syndicate Initiate - Increased costs from 80 energy and 250 production to 100 energy and 270 production
- Syndicate Malictor - Increased costs from 120 energy, 400 production and 20 cosmite to 140 energy, 440 production and 25 cosmite

Balance: Void Tech
- Dimensional Cascade Operation (Voidtech Doomsday) - Decreased stolen energy income from 40% to 30%
- Create Phase Echo Operation - Increased costs from 60 energy and 5 operation points to 75 energy and 7 operation points
- Dimensional Collapse Operation - Decreased costs from 100 energy and 9 operation points to 75 energy and 7 operation points
- Phasewalk Modulator Mod - Decreased harder to hit from 25% to 15%
- Phasewalk Modulator Mod can now be applied to all light units with ground movement (was infantry and mounted only)

Balance: Promethean
- Aegis Tank - Increased movement points from 24 to 32
- Purification Field Mod - Increased healed hp from 10hp to 15hp
- Phoenix Bomb Launchers Mod - Increased cooldown from 1 turn to 2 turns
- Pyrex Absorption Panels Mod now heal for 12hp per turn (was 20%)
- Pyrex Absorption Panels Mod can now also be applied to Biological units
- Amazon Purifier - Increased costs from 80 energy and 270 production to 100 energy and 270 production.
- Vanguard Purifier - Increased costs from 80 energy and 270 production to 100 energy and 270 production.
- Dvar Purifier now has Entrench
- Hazmat Protection Mod is now unlocked at tier 1 instead of tier 4
- Purifiers now have Prime Rank: Critical

Balance: Celestian
- Tenets Of Healing Mod now gives a heal that affects the caster and adjacent units, instead of just a single target.
- Regenerative Light on the Kir'ko Lightbringer now heals for 16hp per turn (was 30%)
- Declaration of Truth level 3 now heals for 10hp per turn (was 20%)

Balance: Synthesis
- Guardian Demon Shell Mod - Decreased harder to hit from 25% to 20%
- Total Network Integration Mod - Increased resurection health from 15% to 25%)
- Total Network Integration Mod no longer gives immunity to status effects.
- Malware Daemon - Increased damage per shot from 6 to 8
- Malware Daemon can now inherent passive mods from the caster
- Autonomous Repair Subroutines now gives 6hp per turn (was 10%)

Balance: Xenoplague
- Bloated Pustule is now a Mindless unit
- Xenoplague Parasite Mod - Increased health bonus from +5hp to +10hp
- Bio Spore Purification can now also heal mechanical units that have xenoplague mods
- Bio Spore Hyper Aggression - Changed from a single action to a free action
- Bio Spore Hyper Aggression - Changed from a once per battle ability to a 2 turn cooldown
- Bio Spore Hyper Aggression - Now affects air units
- Bio Spore Hyper Aggression - Can now affect mechanical units with xenoplague mods
- Parasitic Infection now reduces all damage resistances by 1 point (was biochemical resistance by 2 points)
- Added a new mod at tier 3 called Xenografted Muscles, that buffs melee units
- Regenerative Spore Cloud now heals for 8hp per turn (was 15%)
- Hyperstimulation Beam Operation - Can no longer target Mindless units

Balance: Independents
- Spacer Hellcopter 'Launch Fire Barrel' Increased range from 5 to 7
- Spacer Hellcopter 'Launch Fire Barrel' - Changed the name of this ability to 'Spacer Missile' to better match its icon and visual effect.
- Spacer Mad Preacher 'Effigy Hysterics' - Increased duration from 2 turns to 3 truns
- Paragon Reactive Shielding Mod - Decreased max stacks from 5 to 4
- Autonom Network Connector Mod - Increased Armor bonus from +1 to +2
- Self Repair Systems Mod now heals for 12hp per turn (was 20%)
- Regeneration Spores Mod now heals for 10hp per turn (was 20%)
- Growth Seed Cluster 'Regenerative Pollen Deluge' now gives 16hp per turn (was 25%)
- Wild Shrike - Increased movement speed from Normal to Fast.
- Wild Harrier - Increased movement speed from Normal to Fast.

Balance: Naval
It was felt that too much investment was required to deploy fleets into the oceans, so we’ve made changes to allow players to get to them earlier and deploy them more cheaply.
- All Tier 2 ships are now unlocked by default and no-longer require research
- All Tier 3 ships have had their unlock research moved to the location of where the T2 ship research was
- All racial ships have had their upkeep amount halved
- All racial ships are now cheaper to produce
high rated
Changelog for V1.101 - Stegosaurus Patch (added 19 November 2019) - Part III:

Unit movement
There were a number of units that had 24 movepoints instead of 32. These units now have 32mp, and the Cumbersome property, which causes them to move more slowly in tactical combat. The following units are affected:
- Dvar Earth Crusher
- Dvar Rocket Artillery
- Dvar Baron
- Dvar Sapper
- Dvar Dreadnought
- Quartzite Basher
- Quartzite Crystal Worm
- Quartzite Worm
- Quartzite Crystal Basher
- Autonom Network Controller
- PsiFish Siren
- PsiFish Medusa
- Empire Walker
- Empire Behemoth
- Empire Techno Prophet
- Empire Heavy Trooper
- Growth Vine Sprout
- Growth Flowering Node
- Growth Seed Cluster
- Amazon Bombardon
- Amazon Arborian Queen
- Vanguard Walker
- Vanguard Drone Carrier
- Assembly Disassembler
- Assembly Reaver
- Kir'Ko Tormented
- Kir'Ko Barrager
- Kir'Ko Harbinger
- Syndicate Subjugator
- Syndicate Zenith

Updates
Interface
- Improved the indicators that show when a unit has new mods available
- Keybinding improvements
--> Added keybindings for accessing the following interfaces: diplomacy, operations, quests, colony overview, military overview and unit template management.
--> Added keybindings for tactical combat abilities
--> Chat (tab) can now be rebound
--> Removed obsolete keybindings
--> Recategorized all keybindings
- Added NPC faction toggles to the advanced setup world settings
- Right-clicking dwelling trade items now opens their Imperial Archives page

Gameplay
- You can now annex a sector to your colonies without having a unit present, if you've already explored and cleared it
- Infecting units with xenoplague when you are not a xenoplague player can now spawn xenoplague units under the control of a xenoplague player who didn't take part in combat
- Improved interface of the combat result. Now more clearly shows units changing sides or when units have transformed through metamorphosis or other effects.
- Applying mods to heroes/commanders now counts towards the Technologist Empire Task.
- The system can now remove a single mountain hex in order to place a road between two sectors, if more than one mountain hex would need to be cleared, then no road will be placed.
- Ravaged Worlds Planet Template - Commanders now spawn next to a resource node, which will be the recommended first annexable sector

Colony
- The Cryo-Medical Facility now gives one level of stagger resistance as well to units built in the colony.
- Your racial colony structure can now be built in colonies not of your own race.

Research
- Generate Knowledge is now no longer locked behind research, it is available at the start, for every colony.
- The 'Transit Infrastructure' sub-skill has been moved to tier 3 research
- The text and name of 'Colony Infrastructure' and '˜Anthropologic Research' have been swapped.
- The 'Xeno-Relations Division' sub-skill has been moved to the new 'Anthropologic Research' skill group.

Imperial Defenses
- The Targeting Array's combat effect has been changed to no longer make tactical operations cost no operation points. It instead now gives ranged abilities from friendly units +10% accuracy and +1 hex range.
- The Pulse Defense Turret's combat effect's chance to stun Cyborg and Mechanical units for 1 turn has been changed from strength 8 (arc) to strength 4 (arc).
- The following Imperial Defenses no longer block regeneration:
--> Pulse Defense Turret
--> Orbital Defense Uplink
--> Aerial Denial System

Diplomacy
- Trades up to 5 turns ago can now be reviewed by clicking on them in the trade history. Only applies to trades made after this patch.

Tactical AI
- The AI is more likely to use melee attacks over ranged attacks
- The AI is less likely to stand units next to enemies that explode when they die
- The AI is more likely to use staggers against units that have full action attacks
- The AI will not longer make wounded units run away if they're independent
- The AI is more likely to use free abilities when available

Fixes
Gameplay
- Fixed an issue where units in garrisons wouldn't be affected by sector wide effects from doomsday weapons and other operations
- Fixed an issue where switching your hero's vehicle from a flying vehicle to a land vehicle while above the water would destroy your hero.
- Fixed an issue where using the Escape Module on a hero would put all unused skills on cooldown when the hero is resurrected.
- Fixed issue where embarking an army would drain all move points from floating and flying units in the army as well.

Units, Mods & Abilites
- Dvar Prospector, Dvar Earth Crusher, Amazon Arborian Queen no longer regain Full Move Points after cancelling their Sector Center abilities.
- Mind Controlled Units can no longer be retreated from Manual Combat as it would allow the owner to keep them.
- Valkyrie is now correctly listed as a Skirmisher Unit to reflect stats (was Elite)
- Amazon Lancer vehicle now correctly gives Defense Mode: Shields Up (was Defense Mode)
- Dvar Trenches now correctly give the 25% bonus to accuracy they always should have
- Reactive Kinetic battery now correctly states that it can be applied to all heavy units (description before said heavy mechanical only)
- Subjugator - Control Collars now correctly lists the strength of the mind control check
- Pain Mirror correctly bypasses armor
- Malware Daemon - Now correctly lists the strength of the mind control at 8
- Bio Spore Hyper Aggression - Now correctly describes the size of the AoE it affects
- Fixed Issue where the Laser Sword couldn't equip the Hallucinogenic Regulator mod

Audio
- Fixed Dvar Bulwark Autocannons' from being too loud.
- Fixed Hackers Shoot SFX


Standalone installer updated (1.0.0.6.1 ⇒ 1.1.0.1): 20 November 2019.
high rated
Changelog for V1.102 - Stegosaurus Hotfix (21 November 2019/ added 25 November 2019):

General
- When calculating XP, the system will cap XP from very one sided battles as if each of the victorious units only killed 2 units (therefore the cap only affects the battle where the victor is outnumbered more than 2 to 1). This is to slow down heroes power leveling by soloing armies.
- Players can now indefinitely use combat retries for a specific combat in singleplayer.
- Orbital/Forward Relays are no longer shown as destination if they are unavailable.
- Orbital/Forward Relays destination names now show both the sector name and colony.
- Changed operation origins text color from red to sand color in the arsenal interface.
- Anomalous sites now show additional information about their current state in the quest interface.

Diplomacy
- AI players will no longer decline truce offers to resolve a war because of only recently having met or only recently having changed diplomatic state.
- AI players no longer send neutral foreshadowing messages to the player.
- Now showing a relation change modifier for faction relations when the war between a player and a faction ends.

Hero Skills
- Removed Compelling Presence (Celestian)
- Added Cleansing Light (Celestian); Cost 4, unlocked at level 5
- Echo of the Hivemind (Kir'ko) - Decreased given shields from 2 to 1
- Essence Harvest (Heritor) - can now only grant an essence charge if the unit has none.
- Essence Harvest (Heritor) - Reduced skill cost from 3 to 2

Units, Mods & Operations
- Kir'ko Engulfer (Unit) - Decreased hit points from 40hp to 35hp
- Kir'ko Adaptive Carapace (Mod) - Decreased allowed stacks from 4 to 3
- Forgotten Rot Proliferation (Tactical Operation) - Decreased Operation Cost from 4 Operation Points to 2 Operation Points
- Vanguard Drone Carrier - Summoned Drones now start with full action points instead of one

Fixes
General
- Fixed issue where Essence Pool visit sites would show up in the Frontier World template
- When an operation is aborted, any freed up points will correctly be directly spent on other priming operations right away. Additionally any paused operations that can be primed will now also use the points.
- Forward base created message is no longer shown for upgrading a forward base to a forward relay base.
- Fixed leader icon rendering in low resolution for the victory condition panel.
- Fixed crash in leader selection/leader editor for when the player had a (custom) leader that used a race or secret tech that no longer exists. This could happen when unsubscribing a mod that added a race/tech.
- Fixed issue where loading an old save game or a multiplayer would crash the research queue
- Variety of game stability fixes

Campaign
- Fixed a crash in campaign as multiple quest with titles would fail at the same time.
- Fixed localization system issue where sometimes an incorrect piece of text would be shown in campaign.
- Updated Tutorial to reflect the changes made to Sector Annexation

Strategic Fixes
- Fixed issue where an auto move towards a settlement could result in a soft lock
- Fixed issue where bases that are being annexed turn independent when the original owner is defeated
- Fixed issue where the AI was not buying mods and units from factions correctly
- Fixed AI crash related spawner changes save game compatibility.
- Fixed issue where Armies would try to walk over cells that had an active operation running in them, they now path around such locations unless the player wants to directly move onto the location.
- Fixed issue where spawners would only spawn a roaming stack once.
- Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.
- Fixed an issue where the Patron empire quest would sometimes give you units from a faction you were at war with.
- Starship Maintenance now grants its bonus to Entropy damage
- Nuclear Fallout now correctly reduces Entropy resistance
- Heroes and Units with Shrug Off Prime rank now correctly resist Entropy Status Effects

Tactical Combat
- Fixed an issue where a unit wouldn't play their death animation in tactical combat.
- Fixed issue which caused tactical AI to not use Bloated Pustules correctly.
- Fixed issue where the AI would sometimes prioritize standing next to units that had a negative effect on adjacent enemies (such as the Sinister Chorus ability)
- Fixed issue where Cerebral Overmind (and similar actions) would not always refund all move points on units that were placed in overwatch.

Diplomacy
- Fixed issue where the player was able to declare war on a faction through the operation hostile action panel even though they had recently made peace and a cooldown was in effect.
- Fixed issue where the game would not properly detect team games if all players were set to team 'None'. This affected the race relations, starting opinions and domination victory.
- Fixed issue where fabricating Casus Belli would always give the player a reputation penalty, this penalty is now only applied if the operation fails.
- Fixed crash in trade history when a sector base or colony of a sector that had recently been traded was razed.
- Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.

Interface
- Fixed a number of bugs regarding selecting hero skills with a controller.
- Fixed a bug where the new mod icons would also be displayed for units that can't have upgrades, eg. colonizers.
- Fixed a rare softlock when trying to repair a session.
- Fixed various small bugs.
- Fixed various small UX problems with controller.
- Fixed issue where expansion content was displayed in the Imperial Archives for players who do not own the expansion.
- Fixed an issue where getting into and out of a vehicle would cause hit points to be incorrectly displayed

Heritor
- Condemn to Drained can no longer target Heroes or Commanders.
- High-Lord's camera has been aligned better. That way the background plane's bounds won't be visible.
- Fixed issue where drained units would not obtain a template name and icon when using Mind Possession on another unit.

Forgotten
- Fixed issue where forgotten units were considered wildlife by the imperial archives.
- Fixed issue where the unit rewards for the Forgotten were set up incorrectly
- Rot Proliferation can no longer target Heroes or Commanders
- Rot Proliferation can now be correctly used by the AI.
- Shattered Arc's Corrupt Communion can't target RPR units now

Visit Sites
- Fixed the Es'Teq Essence Pool giving more energy income than intended (10 to 5)
- Fixed the Es'Teq Essence Pool description not displaying its income.
- Fixed the Es'Teq Essence Pool description mentioning a bonus to critical hits for entropy attacks that it does not give.
- Fixed the Es'Teq Essence Pool economic overview icon to display the correct income.

Anomalous Site Rewards
- Fixed an issue where the AIVA-3 anomalous site unit could carry firearm ammunition mods.
- All Hero Items unlocked solely through Anomalous Sites can now be equipped while your hero is in a vehicle
- Sunbringer now correctly receives melee mods

Assembly
- Fixed an issue where the Scavenger doctrine would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Curator perk)

Starting Perks
- Fixed an issue where the Curator perk (part of Star Union Scholar) would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Scavenger doctrine)

Standalone installer, and that of its DLC, updated (1.1.0.1 ⇒ 1.1.0.2): 25 November 2019.
Post edited November 27, 2019 by HypersomniacLive
high rated
Changelog for V1.103 - Stegosaurus Hotfix 2 (added 28 November 2019):

General
- Fixed issue where DLC items where available to players who did not have the DLC.
- Fixed crash when units did not have their Unit Tier set up, this could happen if certain mods were installed (Any mod that changes the unit tiers or leveling of tiers needs to be updated).
- Fixed issue where the dwelling roaming stacks would crash when updating the units
- Fixed issue where survey sites could spawn on a sector where a player is currently building a base or colony
- Fixed issue where the research system would fail when having a quest research that is not active and the quest cancels.

Units, Operations & Mods
- Autonom Golem - now correctly equip Melee mods
- Amazon Primal Override - now correctly removes 'Entangled'
- Assembly Wrecker Wild Swing - now correctly uses the Melee Accuracy
- Strike Missile now correctly damage swap when using Electrified and Incendiary Explosives
- Upgraded Strike Missile now correctly damage swap when using Electrified and Incendiary Explosives
- Mantra of Life can now correctly be equipped by Psionic Buff Hero Items (we are still working on the Hero Skill part)
- Taught Golems to play fetch

Heroes
- Phelixa the Beacon now has the correct Hero Skill for piloting vehicles
- Oreus Tyre starts with the correct amount of Skill Points for his level

Campaign
- The quest 'Cooperate with Nicole Crustus' in Arcadia Caeleste (Kir'ko 01) can now be completed if the proposal comes from Nicole Crustus. Note: Affected players will still have to end their turn before the quest completes.

Language
- Added 'Cannot target Heroes or Commanders' at the end of the tactical operations: 'Rot Proliferation' and 'Condemn to Drained'.
- Added 'non-RPR' to the Corrupt Communion modifier
- Fixed several diplomatic messages


Standalone installer, and that of its DLC, updated 1.1.0.2 ⇒ 1.1.0.3.
high rated
Changelog forV1.104 - Stegosaurus Patch 2 (added 05 December 2019):

Feature: Auto-Explore
- Armies can now be set to 'auto-explore', this means that they will scout around the planet on their own; picking up resources along the way. These armies will no longer appear in your to-do events; allowing you to focus on other tasks.

Feature: Tactical Operations Toggle
- When engaging in combat, commanders can now decide whether Tactical Operations will be used during Auto Combat.

Fixes
General
- When a unit is brought back from the dead, all of its Once Per Battle and Ability Cooldowns are triggered. This does not affect Escape Module or similar abilities.
- Fixed issue where AI player vs AI Player and AI player vs Marauders would no longer generate combat events.
- Fixed that unit icons in the army panel would flicker on army movement.
- Fixed issue where razing a Forward Relay Base would not cancel its Energy and Cosmite upkeep.
- Fixed a visualization error on the Livestock Spawner Tactical Map that caused biodomes to spawn in the incorrect color.
- Fixed issue where the doomsday level could go beyond 3 causing a crash.

Hotseat
- Fixed issue in Hotseat where the game could hang after manual combat when an AI player attacked the player.
- Fixed issue in Hotseat where the game could crash upon using combat retry and then closing the combat results.

Multiplayer
- Fixed issue where players could pause the turn timer while another player was in combat or viewing the combat results.
- Fixed issue where leaders would not load correctly in the lobby and loading screen if a player used a DLC leader but the host of the multiplayer session did not own the required DLC.

Units, Mods & Operations
- Sinister Chorus now correctly decreases Entropy Resistance
- PsiTec Vox Amp now correctly receives damage channel changes from Focus mods.
- Fixed Hopperhound Mantises not having a defense mode.
- Purchased Faction Units now correctly gain extra ranks from the player's HQ as well as other Upgrades.

Campaign
- Fixed 'Kir'ko Independence' in Xa'Kir'Ko (Kirko 02) not progressing in some cases after completing all three 'Collect Data from Xenolabs' quests. Note: Affected players will still have to end their turn for the quest line to progress. Anomalous Sites
- Replaced the constructs in Phase 3 of House of Emperors with Scavengers.

UX
- Edge scrolling no longer moves the camera when input is blocked.
- Controller: Cycle Cities now correctly ignores Absorbing/Migrating cities

Updates
General
- Doomsday structures are now being removed when a sector changes owner.

Multiplayer
- Changing teams is now locked while the player has opted as ready to play.

Units, Mods & Operations
- Heritor Siphoner 'Es'Teq Siphon' - Reduced damage from 11 to 9

UI & UX
- Added a Secret Tech Filter to the Commander Selection screen.
- Skipping to the next to-do event will now focus the camera on the event.
- Cycling through cities is now done alphabetically.
- Where possible sector invasion event will now highlight the invading stack instead of the cell the invasion took place.


Standalone installer, and that of its DLC, updated 1.1.0.3 ⇒ 1.1.0.4.
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part I:

New Feature: Game Intensity Controls
There is a new master setting called Game Intensity which can be used to make the game more relaxing and easy to play. This controls 4 settings under the Advanced Toggle:
- NPC Dwelling Mode - Controls how often NPC factions make demands and give quests. Setting this to Passive also disables faction rivalry (you no longer get penalized by one faction for doing a quest for another faction)
- AI Passivity - Controls how diplomatically active AIs are (how much they try and interact with the player)
- Spawner Aggression - Controls how often spawners create armies that attack you
- Defender Strength - Used to be called World Threat, controls the strength of independent stacks on the world map

New Feature: Exploration Sites
We've rebranded a number of Strategic Structures to a new category of structure called an “Exploration Site”. These structures give +10 income per resource and buff units produced in owning cities, however you need to send armies into them to clear them before you can use them. Apart from their previous surface tactical map; they now also feature new interior maps.
- Strategic Structures changed to Exploration Sites: 'Psi Shrine', 'Terraforming Station', 'DNA Vault', 'Imperial War Monument', 'Heavy Weapons Factory', 'Transmission Tower' (renamed to 'Broadcast Station), 'Paragon Training District' (renamed to 'Paragon Barracks')
- Exploration Site 'Psi Shrine' - Units built in the owner colony gain 2 Psi Resistance.
- Exploration Site 'Psi Shrine' - Changed income from 5 Research to 10 Research and 10 Energy
- Exploration Site 'Imperial War Monument' - Non-mindless Units built in the owner colony gain 200 morale.
- Exploration Site 'Imperial War Monument' - Changed income from 2 Happiness to 10 Production and 10 Food
- Exploration Site 'DNA Vault' - Biological and Cybernetic units built in the owner colony gain +5 HP.
- Exploration Site 'DNA Vault' - Changed income from 5 Food to 10 Food and 10 Research
- Exploration Site 'Terraforming Station' - Units built in the owner colony gain +1 Status Effect Resistance on every channel.
- Exploration Site 'Terraforming Station' - Changed income from 5 Food to 20 Food
- Exploration Site 'Heavy Weapons Factory' - Heavy units built in the owner colony gain +1 armor.
- Exploration Site 'Heavy Weapons Factory' - Changed income from 5 Production to 20 Production
- Exploration Site 'Broadcast Station' - Units built in the owner colony gain +10% accuracy.
- Exploration Site 'Broadcast Station' - Changed income from 1 Influence to 5 Influence
- Exploration Site 'Paragon Barracks' - Light units built in the owner colony gain +1 shields.
- Exploration Site 'Paragon Barracks' - Added 10 Energy and 10 Production income

New Feature: Racial Starting Bonuses
Each race now gets starting bonuses to help make them feel a bit more different during gameplay. Each race has a short term bonus and a long term one:
- Assembly now start with 20 extra cosmite
- Assembly players now always ignore the modded unit penalty
- Removed the Augmentative Mastery doctrine (they get it for free now) and moved the Neural-Interface Data Core up to tier 5 to replace it
- Vanguard starting army is now all at Novice rank
- All vanguard units are now produced from colonies with +1 level
- Amazons now start with a random animal unit (a T2 animal or a T1 hopper hound)
- Amazons now earn food whenever they kill an animal in combat
- Dvar start with +150 energy
- Dvar gets a 15% discount for using energy to rush production
- Kir'ko start the game with 2 emergent units
- Kir'ko receive a 25% reduction on the upkeep of all T1 and T2 units
- Syndicate start with 25 extra influence
- Syndicate have +1 doctrine slot

New Feature: No Colonizer Mode
- There is now a “No Colonizer” mode in Advanced Settings under Game Flow. This prevents the player from building colonizers (colonizers can still be gained from Settlements and Anomalous Sites).

New Feature: Fleeing Enemies
- Attacking a weaker stack will sometimes cause that stack to retreat (you can still choose to fight it anyway). Attacking a stack of roughly the same strength will sometimes give the option to allow you to bribe the stack to leave with energy.

Updates
General
- When starting a game, user created leaders will now be picked for the AI to use (this will not happen for online games)
- If a colonizer a player has built is destroyed or disbanded, it is now possible to build another colonizer for the same cost in a colony (colonizers gained from settlements or anomalies are not affected by this)
- You will now start with a single tier 2 unit from your secret tech (though Xenoplague start with a Pustule). The default starting armies have lost a tier 1 unit to make space for this.
- The “Allow Operations In Auto Combat” toggle is now remembered between battles
- Absorbing an enemy colony will now reset the colonist focus back to the default values
- Choosing “Low World Threat” no longer gives a permanent boost to all rewards gained from clearing sites

Economy
- Terrain and Clime level ups are now enabled by default, you no longer need to research and build a special colony upgrade to receive their benefits. The Terrain and Clime skills have been removed from the tech tree entirely.
- Simplified the income gained from exploitations, they now give 10 income and 1 slot at level 1, gaining 1 slot and +5 income per extra level.
- Rivers and Lava Flows no longer show income icons in the sector interface or economic overlay. Instead they list the amount of income they grant in the sector interface, but only once the correct research is done.
- Adaptive Exploitation no longer gives a building that removes the volcanic penalty and gives volcanic sectors +1 level. Instead it gives a global bonus that removes the happiness penalty from Volcanic sectors. It is no longer possible to get a level up from Volcanic sectors.
- Simplified the text for the sector specializations to make them easier to read.
- The cost for triggering doctrines has been reduced to make it easier to use them in the early game
- Increased the amount of food needed to get new colonists.
- Bronze landmarks no longer spawn in locations where they do not get at least +1 from the terrain
- Fungal Mountain sectors are now much rarer as they give weaker economic bonuses than other terrain types.
- Changed the income icons from the Coastal sectors in the sector interface and economic overlay, since they do not signify level ups like the icons in other sectors.
- Changed the tooltip of the coastal sector feature to make it clearer you need to build an upgrade rather than just do research.
- Increased resource income of Coastal Sectors at Level 1/2/3 from 5/10/15 to 10/13/16 of each resource.
- Decreased the gained colonist slots of Coastal Sectors from 1/2/3 to 1/1/2
- Decreased the production cost of the 'Water Sectors Upgrade' from 250 to 150.
- Dwellings now give +5 cosmite and +2 influence income
- Visit Site 'Resupply Station' - Added 20% damage increase for next combat
- Visit Site 'Resupply Station' - Changed income from +5 Production to +5 Food