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Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part II:

Updates (continued)
Economy: Structures & Specializations
- Optimization Control Agency - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 energy per colonist in slot.
- Society Investment Center - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 knowledge per colonist in slot.
- Agricultural Export Sector - Changed the 10%/20%/30% income when all slots filled to give 1/2/3 food per colonist in slot.
- Military Innovation Sector - Changed the 10%/20%/30% income when all slots filled to give produced units 1/2/3 ranks.
- Expedited Learning Center has been replaced with the Cosmite Amplification Lab. The Cosmite Amplification Lab decreases cosmite cost of produced (modded) units and gives status effect resistance to produced units at levels 3/4/5.
- Bioengineered Food Plantation - Decreased the food cost for next colonist reduction from 10/20/30/40/50% to 10/15/20/25/30%
- Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Advanced Military Engineering Guild - Decreased the +2/+3 armor at level 4/5 to +1/+2 armor.
- Naval Training Sector - Removed references to 'Fast Embarking' as it never was implemented
- Naval Training Sector - Now gives +1 unit level at level 1, +2 at level 2, +3 at level 3 (before it started giving levels at level 2)
- Algae Farms - Decreased Food income from +15 to +10 per sector at level 3.
- Hydro Battery - Decreased Energy income from +15 to +10 per sector at level 3.
- Maritime Research Facility - Decreased Knowledge income from +15 to +10 per sector at level 3.
- Orbital Relay Sectors no longer give +10 income to each specialized sector
- Orbital Logistics Center - Decreased +15 income from each specialized sector to +10.
- Recreational Dome - Increased happiness income from +4 to +6
- Virtual Entertainment Plaza - Increased the colonists slots from +2 to +5
- Virtual Entertainment Plaza - Increased production cost from 450 to 600
- Field Hospital - Renamed to 'Holistic Military Care Center'
- Holistic Military Care Center - Gives +300 morale to all friendly units in the domain as well as the healing bonus it had before.
- Colony Care - Renamed to 'Virtual Hospitality Systems'
- Assembly Neural-Interface Data Core - Changed the knowledge income from 10% per ruins sector to +10.
- The Arborean Survey Station - Renamed to 'Arborean Monitoring Station'
- Arborean Monitoring Station - Changed income from +3 happiness per forest sector to +6 knowledge
- Bronze Landmarks - Decreased income from +20 to +10
- Bronze Landmarks have an inherent +1 level instead (this doesn't affect Aquatic Landmarks)

Economy: Happiness
- Colonies now start with 2 happiness slots
- Stadium Arcadium - Changed to a Resource Node that provides +10 happiness income
- Happiness events now instantly give a fixed amount of resources based on the current income of the city, rather than boosting the income of the city by a percentage for 1 turn.
- Happiness events can now give Cosmite and Influence, but only to cities that already produce them as income

Economy: Research
- Increased Research costs for Tiers 3 through 10 by ~10%
- Decreased Research costs for Covert Operations by ~20%
- Virtual Hospitality Systems moved from Tier 5 Research to Tier 7 Research
- Operation Effectiveness 5 and 6 have been removed.
- Operation Effectiveness 1-4 - Increased the gained Operation Points from 2 to 3
- Operation Effectiveness 1-4 - Spread out further along the Operations Tech Group
- The Tier 3 Doctrine Tech and the Tier 9 Doctrine Tech of the Doctrine Tech Group now also unlock a Doctrine slot.
- Covert Infiltration - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Intelligence Gathering - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Sensor Technologies - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Global Information Control - Added Operational Prowess, giving +2 Operation Strength and +2 Operation Defense
- Added a new tech called 'Accelerated Force Deployment' which unlocks 'Transit Infrastructure,' 'Mountain Navigation' and 'Ruins Navigation'

Economy: Unit Cost and Upkeep
- Decreased Tier 1 Unit cost by 5 energy (excluding Scouts)
- Decreased Tier 2 Unit cost by 10 energy (excluding Ships)
- Decreased Tier 3 Unit cost by 15 energy (excluding Ships)
- Decreased Tier 4 Unit cost by 30 energy
- Decreased Tier 4 Unit upkeep from 24 energy to 18
- Decreased the production costs of ships by 50

Economy: Razing
- Razing an enemy sector base now gives 30 income per level of the sector, matching the sector's type (so razing a level 4 production sector will give 120 production)
- Razing an enemy colony gives the reward for razing all of its sectors, plus a fixed amount of Cosmite and Energy for each colonist in the colony.

Diplomacy
- Attack requests, renamed War Coordination, have changed to allow setting the location where the AI should attack or defend instead of requesting them to attack a specific player.
- AI players more easily demand peace or vassalage if the enemy player has lost colonies and/or their headquarters during the war.
- AI players are now more accepting towards vassalage demands during war.
- When meeting another player, you now have the option to check where you met that player.
- When discovering another player with concealed units, you now get the choice to trigger a meeting with that player or to remain concealed.
- You can now offer contact information as part of a trade deal.
- Ending a vassalage through trading now reverts the diplomatic state back to a non-aggression pact.
- The amount of turns before 'Overcome Dislikes' becomes available as trade item was changed from 20 to 10 turns.
- Decreased the trade value of 'Overcome Dislikes' from 500 to 300 energy (2x -> 1.5x the value of the opinion modifier).
- AI players will no longer offer less than 60% the value of any Casus Belli they want to ask the player to forget.
- Decreased the trade value of Casus Belli points from 50 to 40 energy.
- Decreased the Casus Belli point value of “Ignored claim on sector” from 5 to 4 points.
- AI players will now send trades involving Casus Belli more often.
- AI planning system now tries to maintain good relations even if the planning system wants to have a lower diplomatic state.
- AI plans will now be updated more frequently and AIs try to back out of a war quicker to make sure the AI is more responsive and more likely to sue for peace.
- AI players are now more likely back out of a war if they do not have the military support to fight the war.
- AI players will now try to offer more energy when trying to back out of a war.
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part III:

Updates (continued)
AI Improvements
- AI players show more hostility during wars by attacking sooner and more frequently.
- AI players will now better prioritize tasks that are relevant to them; for example they ignore defending marauder units and quest units when planning an attack.
- AI players now handle threat levels from opposing stacks better; making it so they no longer stay defensive for a long time.
- AI players will now prioritize building higher tier units earlier in a game.
- AI players research prioritization has been tweaked to make sure they have the research available to suit their plans.
- AI players now mod their units more effectively and upgrade them with better mods once they become available.
- All of the above AI changes have been balanced around the new difficulty settings.
- When a single stack is attacked by multiple stacks, the AI will better handle focusing down one stack rather than splitting its forces
- The AI is less inclined to split up armies when all units in it are moving towards the same goal.

Interface
- Max number of heroes - Decreased default from 5 to 4. This will only affect new games.
- Renamed AI Difficulty Levels:
--> 'Very Easy' is renamed to 'Easy'
--> 'Easy' is renamed to 'Normal'
--> 'Normal' is renamed to 'Hard'
--> 'Hard' is renamed to 'Very Hard'
--> 'Very Hard' is renamed to 'Extreme'
--> 'Normal' is now the default level for the enemy AI.
- Safe Battle is renamed to Very Low Risk Battle (since occasionally you will lose units)
- When you lose your capital colony, you now get an emergency quest to make a new one
- All doomsday operation levels have had a text pass to make them easier to read
- Added type icons to the strategic operations in the Operations Overview
- There is now a tooltip that explains the success chance of sabotaging operations.
- Doctrines and Strategic Operations are now displayed under the same tab, with dividers to separate them
- Active and Priming Operations are now displayed under the same tab, with dividers to separate them.
- Added a dedicated tab in the Operations Overview that shows other players active operations.
- When targeting a player with a Covert Operation, there is now a tooltip that explains where the success chance comes from
- Added available operation count to the operations button on the minimap
- City name in the city header can now be clicked to change the city name.
- Updated the tooltips for annexing sectors, building colonies and building forward bases to make it clearer what they do and why they are different from each other
- Updated the descriptions on the sector exploitations and central structures to make it clearer what they do.
- Added a nicer interface to the event for completing an Empire Task.
- An icon now appears next to all hero items you get as rewards, so you can easily see the difference between a unit reward and a hero vehicle
- The “Metamorphosis” ability on the unit panel now lists what the unit will evolve into.
- Units that Evolve with metamorphosis now display clearly in the tooltip that describes what they get when they reach Prime Rank.

Interface: Strategic Map
- Sector borders are now hidden by default (Colony borders are still visible). You can view the borders of a sector by selecting a structure within it, or attempting to move an army into it. Sector Borders can be re-enabled in the World UI settings.
- Improved Unit Outlines to make them stand out more on the Strategic Map.
- Moved the 'Unit Outlines' toggle from 'Advanced Video' into 'World UI'
- Added some more color to the energy, food and research pickups to make them easier to see
- Imperial Defense particles are now only shown if the structure is a threat to the player.
- It is now possible to reject a hero who offers to join you. Moving a stack onto a recruitable hero now always triggers an attack, instead of opening the Recruit Hero dialog.

Interface: Overview Map
- Added Domain Fill to the Overview Map
- Exploited sectors now show an icon on the economic orbital view that displays their level.
- A pass has been done over the economy overview to add icons for all things that can give income.
- Icons in the economy overview have been updated in general to make it clearer what is what.
- Icons in the economy overview get a red outline if the income from the thing is blocked due to enemy forces (i.e. marauders have captured it, or you have yet to remove the defenders).
- Dwellings, Landmarks, Exploited sectors and Settlement icons are now 40% larger.
- Dwellings and Settlements icons are now shown on the military orbital view.
- The names of settlements are now visible on the orbital view.
- Imperial Defense particles in orbital view changed from green to orange

Interface: Tactical Map
- Events are now always visible in tactical combat (previously they were only visible in Controller mode)
- Added an event in combat for when you lose a unit
- Clicking an event for a combat operation being used will now open the tome of wonders explaining what the operation does
- Upscaled and centered the status/shield icon in TC unit banners.
- You will now see a popup when you put your units into defense mode or overwatch
- When playing with a controller in tactical combat, friendly units will no longer be listed in among the quick targets (unless free targeting is enabled) for damaging abilities. Similarly hostile units will not be shown for healing abilities unless free targeting is enabled.
- Combat speed of the AI turn is now remembered between battles
- Hovering over a unit in combat will now show if the unit is in defense mode or overwatch in the tooltip.

Multiplayer
- A cheat detection system has been added which will warn players upon rejoining when one player is found to be using software which modifies the game for an unfair advantage.
- Turn timer now pauses on dialog screens in multiplayer.
- Operations panel now closes when the turn timer ends.

Auto-Explore
- Extended auto-explore, after doing the high level exploration, it will now try and explore cells it hasn't explored yet.
- Camera now moves to the location of the pickup when it is collected.
- When auto-explore cancels itself, it now shows a popup explaining that no targets were found.

Tutorial
- Reduced the amount of text and duplicate information
- Upon completing the tutorial, the player is now directed to play on a 'Practice World', with all settings on Easy/Low Intensity, before continuing the campaign.

Campaign
- Empire tasks are now disabled in the three campaign starter missions (Leave-6, Arcadia Caeleste, Chimera Glacialis) to reduce the information overload and parallel questing for new players.
- NPC Faction quests, demands and invasions are now happening less frequently in the three campaign starter missions (Leave-6, Arcadia Caeleste, Chimera Glacialis).
- Merged or removed some of the quests from the Leave-6 (Vanguard 01) mission to reduce the text and tasks the player has to read and follow.
- Each campaign map now has a difficulty rating on a scale of 1 to 5
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part IV:

Balance
General
- Decreased initial Colonizer cost from 20 Cosmite to 10
- Capital Colonies now have an inherent +1 to the garrison size (so building the first garrison building in your capital gives you the same garrison as a normal colony with 2 garrison buildings)
- Turrets and other defensive structures are now disabled when a colony is occupied (so if you capture an enemy city, the turrets will not be active when the original owner comes to get it back)
- Garrison and Defense structures are now removed from cities when they're absorbed or migrated by another player.
- When replacing a unit mod, the complete Cosmite cost of the old mod is subtracted from the Cosmite cost of the new mod (previously only half was subtracted).
- The defense from Alert Levels no longer applies when sabotaging operations that affect other players.
- Fumbles now convert hits to Grazes and Grazes to Misses (if the attack cannot graze, then fumbles mean it will always miss). Before Fumbles forced misses in all circumstances.
- Increased the Fumble chance for Low Morale from 15/30/50% per level to 20/40/60%
- Each NPC faction you are not at war with will now add 1 turn to the delay between quests for all factions.
- The delay between quests for factions will now gradually increase as the game progresses, ending at +4 turns in the late game.
- Added a new category of water defenders who use racial ships and aircraft, so you can fight against enemy ships in water battles.
- Essence Gash Hazard no longer deals damage when units gain an Essence Charge
- Melee attacks now bypass all effects that make a unit harder to hit (previously this was only the case for about half of the evasion effects)
- Decreased Small Target 'Harder to hit' from 20% to 10%

Amazon
- Amazons are no longer guaranteed to start in Arcadian terrain
- Harrier - Now has Superior Overwatch
- Harrier 'Interception Blasters' - Increased damage from 8 to 10
- Harrier 'Laser Bombardment' - Increased range from 4 to 6
- Harrier 'Laser Bombardment' does a separate accuracy check for each target struck
- Tyrannodon - Increased move points from 32 to 40
- Tyrannodon 'Rapid Laser Cannon' - Increased range from 4 to 5
- Tyrannodon 'Rapid Laser Cannon' - Increased damage from 14 to 15
- Tyrannodon 'Rapid Laser Cannon' - Gained 'High Impact'
- Arborian Queen - Changed Prime Rank from 'Morale' to +1 Range
- Arborian Queen - Increased armor from 0 to 1
- Arborian Queen 'Hyper Pollination' - Increased heal from 25 to 35 hp
- Arborian Queen 'Hyper Pollination' Changed from 'Once per battle' to 4 Turn Cooldown
- Nourishing Pylon - Increased hp from 30 to 50 hit points
- Amplifying Pylon - Increased hp from 30 to 50 hit points
- Protective Growth Tactical Operation - Increased heal from 10 to 15 hp
- Hero Skill 'Call of The Wild' - Now works on Aquatic Maps and summons Aquatic Wildlife.
- Hero Skill 'Call of The Wild' - Is now on a 4 turn cooldown
- Hero Skill 'Biology Expert' - Now works on Cyborg units.
- Hero Skill 'Biology Expert' - Changed from +2 Biochemical Resistance to grant +5 Hit Points to units in the stack
- Hero Skill 'War Cry' - Changed from 'Full Action' to a 'Single Action'
- Grounding Harness - Decreased Arc Resistance from 4 to 2
- Regenerative Bioregulator - Decreased Biochemical Resistance from 4 to 3
- Advanced Instinct Controller - No longer gives Psionic resistance
- Advanced Instinct Controller - Now gives +2 status effect resistance
- Advanced Instinct Controller - Decreased gained morale from 300 to 200
- Removed 'Planetary Cleanup' Doctrine
- Progressive Cultivation - Moved from Tier 1 Research to Tier 5
- Progressive Cultivation - Decreased food income from Arcadian Sectors from +10 to +8
- Progressive Cultivation - Now grants +8 food to all colonies
- Added Ecological Warfare doctrine to tier 1 tech
- All melee and biological attacks on units have a strength 8 chance to apply poison to cyborg and biological targets
- All units heal an additional 6hp per turn on the world map
- Removed Arboreal Habitation Doctrine
- Added 'Arboreal Eden' Doctrine - Grants +6 happiness income per forest sector in a city, +200 morale for units in forests and decreases the movement cost of land units in forest hexes by 2.
- Bio Crusade Doctrine - Adds Frenzy to Mounted and Animal melee units
- Arcadian Restoration - Decreased Energy cost from 100 to 50
- Arcadian Restoration - Decreased Operation Point cost from 10 to 5
- Arcadian Restoration - Can now only target friendly or unoccupied sectors
- Introduce Predator - Replaced with 'Clone Predator' operation, for 200 energy and 20 operation points, summon a random high tier animal at the target location:
--> Can summon: Mega Beetle, Quartzite Basher, Quartzite Crystal Basher, Misfortune, Voradon, Wild Bombardon, Hopperhound Mantis
--> Can also summon: Quartzite Worm, Quartzite Crystal Worm. The chance of getting a Tier 4 unit is 1/15

We're trying to improve the unique gameplay elements of the Amazon, by improving their abilities to use forests and mind-controlled wildlife units. Animals under Amazon control (excluding Xenoplague, Growth and the Racial units) now gain 'Primal Controller' - Grants +10% damage, +10% accuracy and 2 shields.
- Forest Genesis - Moved from Tier 4 Research to Tier 2
- Rapid Reforestation - Decreased Energy cost from 100 to 50
- Rapid Reforestation - Decreased Operation Point cost from 10 to 5
- Removed Selective Breeding Doctrine
- Added 'Advanced Wildlife Militarization' Doctrine - Grants 200 morale, +10 hit points and +50% XP gain to all animals and mounted units under the player's control.
- All non-flying non-floating units under the control of an Amazon player now gain Expedited Movement: Forest

Assembly
- Inspector - Increased hit points from 25 to 30
- Inspector - Added +1 vision range
- Inspector 'Arc Rod' - Increased damage from 6 to 7
- Vorpal Sniper 'Vorpal Shot' - Decreased damage from 18 to 16
- Vorpal Sniper 'Vorpal Shot' - Changed High Impact to Massive Impact
- Electrocutioner now applies Electrified on all its attacks
- Reverse Engineer - Removed 'Repurpose Corpse'
- Reverse Engineer - Changed 'Defense Mode' to 'Defense Mode: Shields Up'
- Reverse Engineer - Using Reassemble or Advanced Reassemble will now put the unit into defense mode
- Reverse Engineer 'Create Construct' - Changed from 'Once per Battle' to 3 Turn Cooldown
- Reverse Engineer Constructs - Now inherits mods from the Reverse Engineer
- Lightning Rider 'Arc Strike' - Now does full damage to all affected hexes
- Lightning Rider 'Arc Strike' - Added High Impact
- Lightning Rider 'Arc Strike' - Enters 'Defense Mode' after use
- Disassembler 'Gatling Gun' - Added High Impact
- Storm Wader 'Storm Call' - No longer 'Scatters' when it misses.
- Wrecker 'Wild Swing' - Changed from Full Action to Single Action
- Reassembly Module can now be given to the wrecker
- Reassemble and Advanced Reassemble now also work on Mechanical units
- Advanced Biotics - Added 'Miniaturized Corpse Processor' grants 'Repurpose Corpse'
- 'Repurpose Corpse' - Destroys target corpse,
- 'Repurpose Corpse' - Heals the user for 30hp
- 'Repurpose Corpse' - Enters 'Defense Mode'.
- 'Repurpose Corpse' - Ability is now 'Once per battle'
- Flesh Tearer Implants - Removed bonus damage against biological and cyborg
- Flesh Tearer Implants - Added 4 lifesteal per hit versus biological and cyborg
- Flesh Tearer Implants - Can now be applied on Heavy Units
- Cloaking Implants - Changed 40% harder to hit by overwatch to 15% harder to hit
- Cloaking Implants - Increased armor from +1 to +2
- Neurotoxin Implant - Changed Debilitating Infection to Neural Toxin
- 'Adhesive Artillery' Operation - Decreased AoE range from 3 to 2
- 'Adhesive Artillery' Operation - Decreased 'Slow' from 3 turns to 2
- 'Signal Shredding' Operation - Changed 'Static Charge' on failure to Massive Impact
- The Scavenger doctrine now only boosts raw resources gained as rewards by 50%, and no longer affects units or hero items.
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part V:

Balance (continued)
Dvar
- Prospector 'Eat Dust' - Now disables all abilities after use, except for defense modes.
- Prospector 'Toss Bomb' - Increased Range from 4 to 5
- Prospector 'Toss Bomb' - Decreased Accuracy from 100% to 90%
- Prospector 'Toss Bomb' - Removed Ranged falloff
- Prospector - Decreased hit points from 40 to 35
- Prospecting now gives production and sometimes a small amount of energy or research
- Trenchers - Decreased the Accuracy bonus of Trench from 25% to 10%
- Baron 'Disruptor Device' - Increased Action Point removal from 1 to all when triggered
- Baron - Now gives healing to all mechanical units in their army on the Strategic Map
- Sapper - Assault tunnel is now counted as a Melee Attack
- Earth Crusher 'Defense Cannons' - Decreased range from 9 to 5
- Earth Crusher 'Tractor Beam' - Decreased range from 7 to 5
- Earth Crusher 'Tractor Beam' - Changed from Full Action to Single Action
- Earth Crusher 'Tractor Beam' - Stagger now works correctly
- Earth Crusher 'Tractor Beam' - Increased strength chance to immobilize from 8 to 12
- Earth Crusher 'Grinder' - Changed from Beginning of Turn to End of Turn
- Earth Crusher 'Grinder' - Added strength 8 chance to apply 'immobilize' for 1 turn
- Earth Crusher 'Crush and Process' - Can now target heavy units. Kill chance is still for light units only.
- Earth Crusher 'Crush and Process' - Increased damage from 15 to 25.
- Earth Crusher 'Crush and Process' - Increased strength chance to kill light units from 6 to 8
- Earth Crusher - Increased Hit Points from 80 to 100
- Earth Crusher - Increased armor from 6 to 7
- Earth Crusher - Can now correctly equip the Super Powered Pistons mod
- Earth Crusher - Changed Prime Rank from Overwatch to Shrug Off
- Earth Crusher 'Earth Crack' operation - Decreased cost from 250 to 125 Energy
- Hero Vehicle 'Ramjet' - Changed from 'Defense Mode' to 'Defense Mode: Evasion'
- Illuminator Targeting System 'Targeting Flare' - Decreased Range from 9 to 7
- Illuminator Targeting System 'Targeting Flare' - Changed from Single Action to Free Action
- Illuminator Targeting System 'Targeting Flare' - Decreased Bonus damage against illuminated units from 30% to 20%
- Captain's Regalia - Decreased Morale bonus from 400 to 300
- Reactive Kinetic Battery 'Unleash Stored Energy' - Now ignores Line of Sight
- Reactive Kinetic Battery 'Unleash Stored Energy' - Changed High Impact to Massive Impact
- 'Localized Earthquake Generator' Operation - Decreased costs from 6 Operation Points and 75 Energy to 3 Operation Points and 45 Energy
- 'Localized Earthquake Generator' Operation - Increased obstacle damage from 15 to 50
- 'Deploy Trenchers' Operation - Increased Operation cost from 8 Operation Points to 10
- 'General Alert Protocol' Operation - Changed from affect 'All friendly units' to 'All friendly units within 2 hex radius'
- 'Tectonic Shift' Operation can can now only target enemy or unoccupied sectors
- 'Fortification Efforts' Doctrine now also removes all energy upkeep from defensive structures.

Kir'Ko
- Hidden 'Psi-Rifle Snap Shot' - Removed High Impact
- Engulfer - Increased HP from 35 to 40
- Transcendent 'Absorb Pain' - Expires after 3 turns
- Transcendent 'Absorb Pain' - Can be cancelled by staggering the Transcendent
- Transcendent 'Absorb Pain' - Changed from 'Once per Battle' to 2 Turn Cooldown
- Harbinger 'Psi Torrent' - Decreased damage from 15 to 13
- Harbinger 'Vengeful Presence' - Decreased damage boost from 25 to 20
- Hero Skill 'Guiding Presence' - Renamed to 'Guiding Aura'
- Hero Skill 'Guiding Aura' - Changed from map wide to 1 hex range and applies in an AoE of radius 1
- Hero Skill 'Echo of the Hivemind' - Decreased costs from 2 Skill Points to 1
- Hero Skill 'Echo of the Hivemind' - Decreased shields from +2 to +1
- Psi-Infected Claws - Increased strength proc chances from 8/4 to 10/6
- Poison Excretion - Increased AoE damage from 6 to 10
- Poison Excretion - Increased 'Death' damage from 16 to 20
- Accelerated Healing - Renamed to 'Regenerative Carapace'
- Regenerative Carapace, Adaptive Carapace and Cloaking Carapace are now mutually exclusive, and cannot be combined.
- Regeneration - Moved from Tier 2 Research to Tier 3
- Resilience - Moved from Tier 4 Research to Tier 5
- Infection - Moved from Tier 5 Research to Tier 4
- Vigorous Emergence - Moved from Tier 3 Research to Tier 2
- 'Act Of Reconciliation' Doctrine - Added +3 Influence Income per turn
- 'Spawn Emergent' Operation - Increased Operation cost from 5 to 7
- 'Healing Surge' Operation - Increased heal from 15 to 20hp

Syndicate
- The Overseer now provides healing on the world map to all biological units in its army
- Zenith 'House Anthem' - Changed from 'Once per battle' to 4 Turn Cooldown
- Zenith 'Pulse Turrets' - Increased damage from 14 to 16
- Hero Skill 'Keen Sight' - Decreased Skill Point costs from 6 to 3
- Hero Skill 'Keen Sight' - Changed Agile Overwatch to Superior Overwatch
- Psitec Vision Enhancers - Removed Psionic Resistance
- Psitec Vision Enhancers - Added +10% accuracy
- 'Bread and Circuses' Operation - Increased happiness gained from 10 to 12
- 'Bread and Circuses' Operation - Added 50% reward increase from happiness events
- 'PsiTec Cerebral Execution' Operation -Can target all Biological and Cyborg units, except Commanders
- 'Tactical Advantage Protocol' Operation - Decreased Operation costs from 3 Operation Points and 40 energy to 2 Operation Points and 30 Energy
- 'Tactical Advantage Protocol' Operation - Moved from Military Dominance to Exploit Weakness
- 'Diversion Projector' Operation - Moved from Exploit Weakness to Preventative Control

Vanguard
- Engineer 'Targeting Calibration' - Added Range +1
- Engineer 'Targeting Calibration' - Changed from 'Mechanical Only' to 'Vanguard and Mechanical units'
- Gunship 'Aircraft Gun' - Increased damage from 8 to 9
- Laser Tank 'Laser Cannon' - Decreased damage from 14 to 13
- Laser Tank 'Overcharge Laser Cannon' - Decreased damage from 30 to 24
- Laser Tank 'Overcharge Laser Cannon' - Decreased bypass armor from 5 to 2
- Laser Tank 'Overcharge Laser Cannon' - Now affected by Line of Sight and Cover
- Laser Tank 'Overcharge Laser Cannon' - Changed from 'Full Action' to 'Single Action'
- Laser Tank 'Overcharge Laser Cannon' - Decreased range from 9 to 7
- Walker 'Gatling Gun' - Added High Impact
- Walker 'Upgraded Strike Missile' - Changed from 'Full Action' to 'Free Action'
- Walker 'Upgraded Strike Missile' - Decreased damage from 20 to 16
- Walker 'Upgraded Strike Missile' - Now starts on a 1 turn cooldown
- Drone Carrier 'Laser Cannon' - Decreased damage from 14 to 13
- Drone Carrier 'Launch Attack Drone' - Changed Cooldown from 5 to 2 turns
- Drone Carrier 'Launch Skirmish Drone' - Changed Cooldown from 5 to 2 turns
- Assault Drone - Increased Hit Points from 20 to 30
- Skirmish Drone - Increased Hit Points from 20 to 30
- Skirmish Drone - Changed 'Powered Impact' to 'Laser Impact'
- Skirmish Drone 'Laser Impact' - Counts as a Laser Weapon and does Thermal Damage
- All Vanguard Drones are now Mindless
- Reactive Armor Plating - Changed from 'Heavy Cyborg and Mechanical' to all 'Cyborg and Mechanical' units
- Launcher Turret - Increased Hit Points from 40 to 50hp
- Launcher Turret 'Mini Launcher' - Increased damage from 15 to 18
- 'Emergency Recon' Operation - Decreased costs from 8 Operation Points and 60 Energy to 4 Operation Points and 40 Energy
- 'Direct Command' Operation - Increased morale from 200 to 400
- 'Direct Command' Operation - Added +10% damage of all affected units
- 'Launcher Turret' Operation - Renamed to 'Heavy Launcher Turret' Operation
- Heavy Launcher Turret:
--> This turret has +5 HP (total 55) and +1 Armor (total 4) compared to the normal version
--> Deals +2 damage (total 20)
--> Is considered Heavy and its attacks have 'Demolisher.'

Celestian
- Light Bringer - Increased Hit Points from 45 to 50hp
- Light Bringer 'Meteor Dash' and variants - No longer counts as Melee Attacks
- Light Bringer 'Meteor Dash' and variants - Add strength 8 chance to apply 'Soul Burn'
- Star Guide 'Blinding Light' - Increased strength chance to 'Blind' from 8 to 12
- Kir'Ko Star Guide 'Regenerative Light' - Increased duration from 2 turns to 3
- Syndicate Star Guide 'Deceiving Light' - Increased strength chance to 'Hallucinate' from 8 to 12
- Shield of Remorse - Changed +1 shield to +10hp
- Tenets of Healing 'Healing Pulse' - Changed range from Self to 7
- Tenets of Pacifism 'Project Pacifism' - Changed from 'Single Action' to 'Full Action'
- Tenets of Pacifism 'Project Pacifism' - Changed range from Adjacent to 5
- 'Compelling Cause' Operation - Changed from summoning Tier 1/2 to always summon Tier 2
- 'Cleansing Light' Operation - Now caps at 30 healing/4 Enlightened units
- 'Resurgence' Operation - Added Regeneration for 3 turns
- 'Karmic Amplification' Operation - Added delay between Faction Demands
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part VI:

Balance (continued)
Heritor
- Essence Gash no longer negatively affects any unit belonging to a player using Heritor
- Siphoner - Moved from Tier 2 Research to Tier 3
- Siphoner 'Devotion' - Increased Cooldown from 1 to 2 turns
- Quintessence Ark - Can now use the Es'teq Confiscator Mod
- Quintessence Ark 'Essence Pulse' - Renamed to 'Draining Pulse'
- Quintessence Ark 'Draining Pulse' - Increased damage from 10 to 18
- Quintessence Ark 'Draining Pulse' - Changed Essence Cost to strength 8 chance to apply 'Energy Drain'
- High Lord 'Es'teq Judgement' - Increased damage per charge from +2 to +5
- Hero Skill 'Essence Harvest' - Reduced Skill Point cost from 3 to 2
- Hero Skill 'Essence Disciple' removed
- Hero Skill 'Essence Seeker' added - Grants attacks a Strength 4 Chance to apply 'Energy Drain'
- Essence Gauntlet 'Essence Expulsion' - Increased damage per charge from 5 to 8
- Essence Gauntlet 'Essence Expulsion' - Changed from Ground only to Ground and Air units
- Es'Teq Protector Incarnation - Increased strength change to apply 'Essence Drain' from 4 to 8
- Es'Teq Acolyte Incarnation - Changed +10hp to +1 shields
- Es'Teq Acolyte Incarnation 'Essence Sacrifice' - Renamed to 'Essence Transfer'
- Es'Teq Acolyte Incarnation 'Essence Transfer' - Changed from Single Action to Free Action
- Es'Teq Acolyte Incarnation 'Essence Transfer' - Can't affect the caster
- Es'Teq Acolyte Incarnation 'Essence Transfer' - Increased range from 1 to 3
- Es'Teq Conduit 'Essence Blast' - Increased damage from 6 to 8
- Es'Teq Conduit 'Essence Blast' - Increased damage per Essence Charge from +3 to +5
- 'Final Rapture' Operation - Decreased chance to lose colonist and spawn Drained unit per turn from 40% to 20%
- 'Rite of Revitalization' Operation - Decreased heal from 20/50 to 15/30

Promethean
- Plasmoid - Removed 'Small Target'
- Purifier - Increased Hit Points from 40 to 45hp
- Purifier 'Plasma Blast' - No longer loses accuracy for long range shots
- Purifier 'Launch Plasma Bombs' - Changed from 'Full Action' to 'Single Action'
- Purifier 'Launch Plasma Bombs' - Increased Cooldown from 1 to 2 turns
- Phoenix Walker - Now has melee overwatch
- Phoenix Walker 'Torrent of Flame' - Now ignores Line of Sight and long range accuracy penalties
- Hero Skill 'Fallout Protocols' - Added +1 Armor
- 'Plasmoid Deployment' Operation - Increased Operation cost from 6 to 8
- 'Plasma Ray Defense' Operation - Now only lasts for the first 5 turns of combat

Psynumbra
- Whisper of Discord - Increased Hit Points from 25 to 30 hp
- Initiate - Increased armor from 0 to 1
- Initiate - Removed Detection
- Initiate - Added Flanker (Except for Syndicate Initiate)
- Initiate 'Soul Spear' - Increased damage from 7 to 14
- Initiate 'Soul Spear' - Decreased range from 7 to 5
- Initiate 'Soul Spear' - Changed from Repeating to Single Action
- Initiate 'Soul Spear' - Increased strength chance to apply 'Broken Mind' from 8 to 12
- Initiate 'Soul Spear' - Added High Impact
- Initiate 'Devour Hope' - Increased strength chance to apply 'Filled with Despair' from 8 to 10
- Syndicate Initiate - Changed costs from 100 Energy and 270 Production to 70 Energy and 250 Production
- Kir'Ko Initiate - Increased Hit Points from 40 to 45hp
- Kir'Ko Initiate - Changed 'Soul Spear' to 'Soul Rend', a new melee ability
- Kir'Ko Initiate - Increased Move Points from 32 to 40
- Assembly Initiate - Now leaves a corpse on death, when Reconstruct The Soul ability is triggered
- Malictor - Removed Detection
- Malictor 'Soul Seeker' - Decreased strength chance to apply Broken Mind from 8 to 4
- Assembly Malictor - Now leaves a corpse on death, when 'Reconstruct The Soul' ability is triggered
- Hero Skill 'Sadism' - Replaced with 'Soul Breaker'
- Hero Skill 'Soul Breaker - Adds a strength 8 chance to apply 'Broken Mind' to all attacks
- 'Filled with Despair' - Increased morale penalty from 300 to 400
- 'Dark Locusts' - Increased damage per turn from 10 to 15
- 'Dark Locusts' - Increased from range 5 to 7
- 'Dark Locusts' - Changed from 'Once per Battle' to 2 Turn Cooldown
- 'Broken Mind' - Increased morale penalty from 100 to 200
- 'Haunting Melody' - Changed from -20% accuracy to +20% Fumble chance
- Mark of The Dark Sun - Removed Psionic Resistance
- Mark of The Dark Sun - Increased base damage bonus from 10% to 20%
- 'Whisper of Discord' Operation - Increased costs from 6 Operation Points to 8
- 'Abyssal Tear' Operation - Changed to only target land sectors
- 'Abyssal Tear' Operation - Decreased costs from 140 Energy and 16 Operation Points to 120 Energy and 12 Operation Points
- 'Dark Icon' Operation - Decreased costs from 45 Energy and 4 Operation Points to 25 Energy and 1 Operation Point
- 'Sacrifice to the Abyss' Operation - Changed summon from 'Weakened Herald of Oblivion' to 'Full Herald of Oblivion'
- 'The Dirge' Operation - Now triggers 'Broken Mind' every other turn in combat
- 'Torture Regimens' Doctrine - Changed from +3 Psionic Resistance to now gives +1 resistance to all damage channels

Synthesis
- Amazon Hacker - Can now use the 'Scan: Catalogue' ability
- Vanguard Hacker - Can now use the 'Targeting Calibration' ability
- Hero Skill 'Compromise Exploitation' - Renamed to 'Electrification Subroutines'
- Hero Skill 'Electrification Subroutines' - Changed target from 'Only Compromised' to all units.
- 'Reactivate Imperial Androids' Operations - Changed summoned units from 1 to 2.
- 'Motion Control Hack' Operation - Added 10 Arc Damage
- 'Motion Control Hack' Operation - Increased strength chance to apply 'Immobilize' from 4 to 8
- 'Localized System Shutdown' Operation - Increased AoE radius from 2 to 3
- 'Localized System Shutdown' Operation - Added a 8 strength chance to apply 'Electrified' to Biological units
- 'War of the Machine' Doctrine - Renamed to 'Total War Automation'
- 'Total War Automation' Doctrine - Changed from only cyborg and mechanical to all newly produced units.

Voidtech
- Syndicate Echo Walker - Added 'Universal Camouflage'
- Rift Generator - Is now a Large Target
- Rift Generator 'Distortion Rift Coils' - Decreased damage from 13 to 10
- Rift Generator 'Dimensional Desync' - Changed to a strength 10 chance when used against an enemy, causing instability on failure
- Rift Generator 'Dimensional Desync' - Increased range from 5 to 7
- Rift Generator 'Dimensional Desync' - Changed from 'Single Action' to 'Full Action'
- Rift Generator 'Dimensional Rift' - Decreased range from 9 to 7
- Hero Skill 'Phase Shift' - Changed from Full Action to Single Action Continue
- Echo Walker - Moved from Tier 2 Research to Tier 3
- Phase Manipulator - Moved from Tier 4 Research to Tier 5
- 'Void Storm' Operation - Can now only target land sectors
- 'Dimensional Vortex Bomb' Operations - No longer applies Dimensional Instability
- 'Void Barriers' Operations - Changed to strength 4 physical chance to apply Slow Movement for 2 turns on all enemies every 2 turns
- 'Dimensional Collapse' Operations - Increased strength chance to kill a unit from 8 to 12
- 'Dimensional Collapse' Operations - Can target everything except Commanders.

Xenoplague
- Pustule Mutation has been removed. Pustules will now spawn without needing research, and the Pestilence Weapon is now unlocked with the Destroyer.
- Tweaked the spawning algorithm to slightly reduce the rate that new pustules are spawned, and increase the chance that a unit evolves instead of a new pustule being spawned.
- Pustules will no longer be spawned for players who are not active in battle
- Destroyer - Increased armor from 2 to 3
- Destroyer - Added 'Skitter'
- Xenografted Muscles - Added a strength 12 chance to apply 'Parasitic Infection' to all melee abilities from Xenoplague units and hero items.
- Plague Pods - Changed from Non-Animal to any unit
- 'Parasitic Strike' Operation - Increased costs from 25 Energy and 1 Operation Point to 40 Energy and 2 Operation Points
- 'Parasitic Strike' Operation - Increased damage from 10 to 15
- 'Xeno Contamination Strike' Operation - Increased damage from 15 to 20
- 'Xeno Contamination Strike' Operation - Unstable Contamination now lasts until the end of combat
- 'Hyperstimulation Beam' Operation - Can now jump to 2 other valid targets within 2 hexes
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part VII:

Balance (continued)
Independents
- Rabid Piglet - Added 'Skitter'
- Wild Bombardon 'Gland Secretion' - Increased damage from 12 to 14
- Wild Bombardon - Increased armor from 1 to 3

As part of the push to make Amazon wildlife control more fun, we're adding more Evolutions to animals:
- Baby Beetles no longer have Rapid evolution
- Hopperhound Manhunter now evolves into a Hopperhound Blademaw at prime rank
- Hopperhound Blademaw now evolve into a Hopperhound Eviscerator at prime rank
- Quartzite Liquid Flame now evolves into a Quartzite Basher at prime rank
- Quartzite Liquid Crystal now evolves into a Quartzite Crystal Basher at prime rank
- Rabid Piglet will now evolve into a Megasow at prime rank
- Octowhale will now evolve into an Elder Octowhale at prime rank

Heroes
- Jacopo of House Egdan starts with Sadism and a PsiTec grenade instead of Deploy Cerebral Control Collars
- Kiryla the Seductress now starts with Disperse Distracting Pheromones instead of Disperse Love Pheromones
- Anomalous Site Hero - Franky Nissen's Spark Droid is no longer Small Target and looks slightly bigger

Firearm Mods
- Ammunition: Fire Burst - AoE attacks no longer deal additional status effects inherited from unit
- Ammunition: Fire Burst - Increased AoE damage from 50% to 75%
- Kinetic Phase Modulator - Decreased shields bypassed from 4 to 3

Forgotten
- 'Rot Proliferation' Operation - Decreased costs from 4 Operation Points to 2 Operation Points

Autonom
- 'AI Factory Overseers' Doctrine - Changed from 10 Production and 5 Happiness when all production slots filled to flat 8 happiness

Paragon
- Heavy Soldier 'Upgraded Strike Missile' - Changed from 'Full Action' to 'Free Action'
- Heavy Soldier 'Upgraded Strike Missile' - Decreased damage from 20 to 16
- Heavy Soldier 'Upgraded Strike Missile' - Now starts on a 1 turn cooldown
- Paragon Soldier can now use both damage channel swapping Ammunition and Explosives
- Paragon Soldier and Heavy Soldier will no longer receive Overdrive while carrying these mods.
- 'Imperial Mandate' Doctrine - Added +4 Influence income per turn

PsiFish
- Mind Barrier - Increased shields from +1 to +2
- Mind Barrier - Changed +6 Psionic status effect resistance to +2 status effect resistance
- Mind Barrier - Decreased Psionic resistance from +3 to +2

Operations: Strategic
- Dawn Of A New Union Tech - Can now be unlocked by researching any Tier 3 Economic Tech
- Tier 7 Doctrine Tech - Can can now be unlocked by researching any Tier 5 Economic Tech
- Counter Ops - Can now be unlocked by any Tier 2 Economic Tech
- Sensor Technologies - Can now be unlocked by any Tier 6 Economic Tech
- 'Resurrect Hero' Operation - Increased cost from 8 Operation Points to 16 Operation Points
- 'Concentrated Gravity Flux' Operation - Increased Strategic Movement cost from 2 to 4
- 'Concentrated Gravity Flux' Operation - Added a strength 4 chance to apply 'Slow' on enemy units every 2 Turns.

Operations: Tactical
- All tactical operations that cost 4 or more Tactical points had their cost reduced by 1. Excluding: One with the Swarm; PsiTech Cerebral Execution; Starlight Projector; Mass Insanity; Area of Reprieve; Rite of Dissemination; Hyperstimulation Beam
- 'Starlight Projector' Operation - Decreased Thermal Weakness from 5 to 3
- 'Laser Ablation' Operation - Added shield & armor bypass
- 'Mass Insanity' Operation - Decreased strength chance to apply 'Insane' from 8 to 6
- 'Psionic Bolstering' Operation - Changed from 3 turns to end of combat
- Mantra Of Control 'Dominate' - No longer affects Mindless units
- 'Positron Converter' Operation - Decreased bonus arc damage from 100% to 60%
- 'Pulse Disruption Lance' Operation - Changed from Mechanical or Cyborg to all Units
- 'Pulse Disruption Lance' Operation - Increased damage from 25 to 30
- 'Pulse Disruption Lance' Operation - Added a strength 12 chance to apply 'Electrified' on Biological units.
- 'Aeon Flux Charge' Operation - Removed chance to apply 'Overloaded'
- 'Aeon Flux Charge' Operation - Added +2 Shields
- 'Arc Manifold' Operation - Increased damage from 8 to 10
- 'Virulent Canister' Operation - Increased explode AoE from 1 to 2
- 'Creeping Barrage' Operation - Increased damage from 15 to 20
- 'Creeping Barrage' Operation - Increased duration and max radius by 1
- 'Tactical Nuclear Strike' Operation - Changed from falloff damage to flat damage
- 'Tactical Nuclear Strike' Operation - Decreased damage from 25 to 20
- 'Tactical Nuclear Strike' Operation - Increased strength chance to apply 'Blind' from 8 to 12

Operations: Covert
We're attempting to rebalance to Covert Operations tree to make the operations more viable to be used, and address issues with how much research investment the player must make in order to use them:
- Global Information Control - Moved from Tier 10 Research to Tier 9
- 'Steal Maps' Operation - Moved from Espionage (Tier 5) to Covert Infiltration (Tier 2)
- 'Steal Maps' Operation - Decreased cost from 100 Energy and 10 Operation Points to 60 Energy and 6 Operation Points
- 'Energy Siphon' Operation - Moved from Covert Infiltration (Tier 2) to Espionage (Tier 5)
- 'Universal Data Siphon' Operation - Increased duration from 5 to 20 Turns
- 'Universal Data Siphon' Operation - Decreased cost from 140 Energy and 16 Operation Points to 120 Energy and 12 Operation Points
- 'Locate Armies' Operation - Increased duration from 5 to 10 Turns
- 'Locate Armies' Operation - Decreased cost from 140 Energy and 16 Operation Points to 100 Energy and 10 Operation Points
- 'Sensor Jammers' Operation - Increased duration from 5 to 10 Turns
- 'Sensor Jammers' Operation - Decreased cost from 120 Energy and 8 Operation Points to 80 Energy and 8 Operation Points
- 'Relay Disruption' Operation - Increased duration from 5 to 10 Turns
- 'Relay Disruption' Operation - Decreased costs from 140 Energy and 16 Operation Points to 100 Energy and 10 Operation Points
- 'Infiltrate Operation Center' Operations - Decreased costs from 60 Energy, 8 Operation Points and 6 Energy per turn to 45 Energy, 6 Operation Points and 4 Energy per turn.
- 'Secret State' Doctrine - Increased Operational Defense from +4 to +5
- 'Sabotage Relation with Locals' Operation - Removed
- 'Trigger War with Faction' Operation - Moved from Global Information Control (Tier 10) to Insurrection Program (Tier 6)
- 'Trigger War with Faction' Operation - Decreased cost from 100 Influence and 20 Operation Points to 80 Influence and 16 Operation Points.
- 'Cosmite Translocators' Operation - New Covert Operation in Global Information Control (Tier 9) that allows you to steal cosmite from other players
- 'Deploy Monitor' Operation - Removed Expiration after 10 Turns
- 'Deploy Monitor' Operation - Now costs 5 Energy per Turn
- You can now remove your deployed monitors by selecting them and clicking the Raze button

Empire Tasks
- 'The Economist' Doctrine - Decreased resources gained from +15 to +10
- 'The Warmonger' Doctrine - Decreased gained morale from 400 to 200
- 'The Tactician' Doctrine - Decreased Tactical Operation cost reduction from 25% to 15%
- 'The Economist' - Increased Sector Level requirement from 2 to 4
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part VIII:

Bug Fixes
General
- Sector Bases now correctly have 1 hex range of True Sight
- Fixed an issue that meant completing The Patron Empire Task could give you an army from a faction you were at war with
- Maritime Research Facility can now be build in a Psi-Fish Dwelling
- Fixed rare case where defeated xenoplague players could be awarded units after battle
- Fixed issue where using Rapid Reforestation would allow a sector to have both ruins and forests at the same time
- Fixed an issue where quest icons at the edges of the minimap might not show up on the minimap
- Fixed an issue where it was possible to see another players queued movement by selecting their units on the world map
- Fixed issue where the wrong commander would be shown in the loading screen if the player would choose a different slot in advanced setup for a random singleplayer planet.
- Fixed an issue where cities getting razed/absorbed/migrated would sometimes trigger happiness events
- Fixed small issue where riot events are not showing the number of rioters created in the colony
- Fixed various issues where the player would be able to keep using operations after losing the structure (e.g. Landmark or Defense) that unlocked the operation.
- Fixed crash when a colony is razed and one of it's connected sectors (that will also be razed) contains an Imperial Defense.
- Fixed issue where walking next to or onto a monitoring station would trigger meeting the owning player, instead the owning player now remains hidden.
- Global Operations in combat now trigger at the start of the owning players turn (if that player is present), fixing an issue with how long debuffs triggered by these operations last.
- Fixed an issue that meant Relay Disruption was not available without the Revelations DLC being installed
- Fixed Battlefield Autopsies giving a food reward for killing heroes as well as a research one
- Fixed issue where aborting “The Diplomat” doctrine would not remove the opinion modifier other players would have on the player.

Units & Abilities
- Ancestral Smite now applies one stack of decay, not two
- Huntress Visual Acuity now works correctly with Flash Arrow
- Fixed an issue that meant the Megasow's Devour ability didn't stack it's damage buff
- Fixed an issue that meant you could sometimes not keep mind control units when in enemy territory
- Fixed the Firestorm Missile not staggering the unit at the center of its strike
- Fixed bug where Dark Entangle wouldn't prevent movement abilities
- Fixed a bug where Primal Override wasn't doing its strength check correctly.
- Fixed an issue where units mind controlled from the inside of structures would not be able to earn XP (this is fix is not retroactive, so units captured before the patch will still have this issue)
- Fixed a lot of dispel abilities that weren't dispelling Entropy debuffs
- The biological recovery ability that gives healing to stack mates is now visible in the unit panel
- Fixed issue where Filled WIth Despair wouldn't trigger on killing a unit that turned into an obstacle on death
- Fixed an issue that meant that heroes wouldn't transfer mods to units they summon in combat
- Fixed an issue where heroes in Wrecker vehicles would behave strangely when killed
- Fixed an issue where the Avatar of the Abyss mod didn't correctly apply to all attacks
- Fixed an issue where the Debilitating Strain mod applied the wrong modifier to single shot attacks.
- Fixed the Auto-Torpedo particles floating mid-air. Also the Imperial Behemoth Submarine now sways in the water
- Upgraded Strike Missile is now affected by damage channel swapping mods.
- Fixed an issue where spawn forest could be used by any unit.
- Fixed Paragon Fanatic can now correctly use the Arc Extension mod
- Technoclast Doctrine - Fixed an issue that prevented doctrine from working correctly.
- Pain Mirror now correctly applies Broken Mind to the units it hits
- Wild Bombardon can now correctly equip Bio mods

AI
- Pathfinder will no longer suggest paths that move over cells that are running an operation.
- Moving onto a hazard that is being removed by another player now requires declaring war as it will cancel the operation.
- Fixed an issue where a modifier (-20% accuracy) meant to make battles easier was being applied to all battles versus independent units. This modifier will now only be applied to independents in Low World Threat games, or when using Auto-Combat.
- Fixed a bug where auto-explore would keep going back and forth between 2 positions
- Fixed a crash when trying to send an auto-explore command when no stack is selected.
- Fixed issue where the AI thought that the Pacify debuff should be applied to allies instead of enemies
- Fixed issue where auto-explore would not wait when picking up item crates.
- Fixed an issue where the AI would prioritize standing next to units which apply negative effects to adjacent units.

Multiplayer
- Fixed issue where you could create a lobby without a name.
- Fixed an issue when the multiplayer session screen was empty, the user could get stuck with an controller after trying to refresh the page.
- Fixed issue where button prompts would disappear after attempting to enter the lobby, but an error occurred in the meantime.

Diplomacy
- Fixed issue where starting a team game with all players in “No Team” would affect race relations.
- Fixed issue where offering the same trade in consecutive turns would reset the cooldown that causes the AI to decline the trade because they already declined it in a recent turn.
- Fixed issue where the open relay agreement treaty was not always available to all players.
- Fixed issue where demanding to become overlord and offering to open your borders or share your vision in return, would not actually open your borders or share your vision.

Interface
- Fixed a crash when spamming the Done button in the commander customization.
- Fixed issue where there was a weird layout in the combat engage panel
- Fixed issue where you could bypass world template creation without entering a name
- Fixed issue where certain events in the eventlog were not greyed out.
- City upgrades no longer show unlocks which were already provided by its base upgrade.
- Fixed issue where using the interface to relay a stack towards the orbital relay of an allied player would trigger a declare war pop-up. It now teleports the stack to an available neighbouring cell instead.
- Fixed issue where the “Guerrilla Strike” operation would not display the success chance and detection chance for each player.
- Fixed issue where sector labels would not be refreshed when a sector or colony was being traded.
- Fixed issue where the sector name would not be valid when turning a settlement into a colonizer or into colonists and when razing any player's starting colony. Note: only applies to newly generated scenarios.
- Fixed an issue where Unit Died voice events would trigger when a unit retreats from combat
- Fixed an issue where the ground would sometimes vanish while zooming in on dead units in combat
- Fixed the incorrect number of shields being listed in the PsiTec shield defense mode (it gives 4 and it said it only gave 2)
- Fixed description of Cluster Shell to say your turn, rather than the enemy's
- Fixed a missing description from the Advanced Relay Infrastructure
- Fixed issue where some IA entries showed corrupted names.
- Fixed issue where the hire reinforcements screen did not block input.
- Fixed issue where the hire reinforcements screen would keep popping up after closing it.
high rated
Changelog for V1.200 - Tyrannosaurus Patch (18 February 2020) - Part IX:

Bug Fixes (continued)
Controller
- Fixed a bug where pressing RT on a controller would not function correctly. The old behavior where the current event is selected has been restored.
- Fixed issue where the settings of a planet were incorrectly being reset when cancelling the selected planet when playing with a controller.
- Fixed issue where an invisible controller focus point was selectable in the host setup screen.
- Fixed an issue when the multiplayer session screen was empty, the user could get stuck with an controller after trying to refresh the page.
- Fixed issue where opening the Imperial Archives would automatically open the virtual keyboard.

Commanders & Customizations
- Fixed Promethean hero weapons missing particles (Purifier Gun, Veldfire, Smog Sniper, Phoenix Breath)
- Fixed Promethean Purifier units shooting Plasma Bombs from the wrong place. Also fixed the Amazon Purifier having a floating duplicate particle.
- Fixed issue where the green Kirko eyes were glowing way too much.
- Fixed issue where hair color would not affect the hair under the fishbowl helmet of the RetroScifi pack. Hopefully your character's hair color is not too bonkers all of a sudden.
- Fixed an issue where the PsiTec Staff hero item was not shooting from its tip and was missing the particle that the Overseer has. Also the shoot particles of both the PsiTec Staff and the Overseer should be coming out of a more accurately aligned place.
- Fixed an issue where the Lancer animal's neck sail was deforming strangely. Now it deforms slightly less strangely.
- Fixed bad deformations on the amazon leader arms.
- Fixed the neck suit jaw option of amazons clipping with skin in specific animations, particularly that of Raxonee from the campaign.
- Improved deformation on the RPR-Culler's wires, and also made the model of the wires smoother.
- Fixed Paragon Fanatic gun holster looking untextured and clipping with the gun.
- Fixed Assembly female capes floating off the back, and fixed all female cyber capes (SpacerPunk DLC content) floating off the back.

Anomalous Rewards
- The Hero mods obtained from Survey Site can now correctly be equipped to mounted heroes.
- Sunbringer - Can now correctly equip melee mods.
- Thadeus' Memory and Heartbreaker Handgun now correctly receive ammo mod upgrades
- Thadeus' Memory now correctly has 7 hex range (was 5 by mistake)


Standalone installer, and that of its DLC, updated: 1.1.0.4 ⇒ 1.2.0.0.
high rated
Changelog for V1.201 - Tyrannosaurus Update Hotfix (26 February 2020):

Bug Fixes
General
- Fixed an issue where some players could not save or load custom commanders.
- Fixed graphical corruption in the lower-right corner of the screen in Tactical when Unit Outlines were enabled. Seems limited to some NVidia GPUs with certain driver versions.
- Fixed crash in Imperial Archives when selecting a unit mod when the user did not own the Revelations DLC.
- Fixed AI issue where the AI could get stuck in a combat during interaction with a survey site.
- Fixed issue where taking back a colony that was occupied by marauders would not convert all sectors back to the player’s full ownership.
- Fixed issue where an overlord could not use war coordination functionality with their vassal, vassals will still be unable to use this functionality however.
- Fixed a bug where players could research Relativistic Projectiles from Kinetic Force Manipulation.
- Fixed rewards screens missing information on the source of the reward at the top.

Economy
- Fixed that Hazards were not penalizing the income of colonies they were attached to.
- Fixed that the Sunshard node and Exposed mineral vein would still provide income when occupied.
- Fixed that the Resupply Station would provide +5 Production instead of +5 Food.
- Fixed issue where changes to the game speed and perks would not correctly provide the correct number of starting colonists.

Operations
- Fixed that the Call of the Hive, Security Drones and Phase Echo Guard tactical effects no longer worked.
- Fixed that Ecological Warfare’s regeneration applied to Mechanical Units.
- Fixed that the Operator operation would not apply its discount to strategic operations.

Units
- Fixed that the Vanguard Assault Bike was getting an unintentional 2 extra vision range.
- Fixed that the Autonom Golem would get stuck in an animation after using a grenade ability.
- Fixed that the Swift Beak could not correctly apply Melee mods.
- Fixed that the Tyrannodon had bad table manners.

Campaign
- Fixed an issue, where players did not receive the next story quest after completing the “First Revelations” quest in the Obolus-5 mission of the Revelations campaign, if they had already annexed the “Hand of Rhemenses” sector.
- Fixed an issue that the production landmark next to the player starting position in the Gardip XX mission had no defenders when playing with the challenge level set to medium or hard.
- Fixed an issue where the “Art of Evolution” quest in the Arcadia Caeleste mission of the base game campaign did sometimes not complete when evolving a Psi-Fish unit.

Balance
General
- Players can no longer continuously enter a structure combat with the same stack, by continuously retreating from the combat; it now has a cooldown of 1 turn.
- Increased cost of Flying Hero Vehicles by +10 cosmite and +20 energy.
- Shield Damage will remain even if shields are completely removed and then re-added (e.g. by stepping out of swarm shield and back into it).

Kir’Ko
- Engulfer - Changed Prime Rank from ‘Prime Rank: Range’ to Prime Rank: Critical’
- Emergent can no longer transform into an Engulfer; turns into Hidden instead.
- Guiding Presence and Guiding Hand - Decreased range bonus from +2 to +1
- Hero Skill ‘Guiding Hand - Changed from 4 Turn Cooldown to Once Per Battle
- Tactical Operation ‘One with the Swarm’ - Decreased effect from +4 Shields for 3 Turns to +3 Shields for 2 Turns.
- Tactical Operation ‘One with the Swarm’ - Decreased cost from 5 Tactical Operation Points to 4 Tactical Operation Points.

Heritor
- Protector Incarnation - Changed Unit requirement from Non-Mindless to Land Movement

Psionic
- Mantra of Life - Decreased Shields from +3 to +2


Standalone installer, and that of its DLC, updated: 1.2.0.0 ⇒ 1.2.0.1.
high rated
Changelog for V1.300 - Invasions (26 May 2020) - Part I:

Invasion Expansion

Shakarn Player Race
- The Shakarn are a warlike race of lizard aliens from beyond the edges of Star Union space. Using holographic technology they have been spying on the Star Union for centuries, infiltrating their agents into every level of society, and stealing their technology. Now the Union has gone, it is time for them to strike and claim the fallen empire as their own!

Additional Campaign Missions
- Join the Shakarn as they begin their invasion of the Egalitarian League of Planets with 14+ hours of new content across two campaign maps.

Voidbringer Invasions
- Face the ultimate challenge as your world is invaded by a race of trans-dimensional beings known as the Voidbringers. These beings arrive via beacons which crash down over the planet, and deploy armies of enthralled soldiers who destroy everything in their path. You must either destroy the beacons to end the threat, or submit and become enthralled yourself to conquer the world in the name of the void.

Conquered Worlds Planet Type
- A new planet type where one player starts with a large empire, and the other players are united in a team to take them down

'Therians' NPC Faction
- This group of demihumans is the result of Terratech experiments into human genetic manipulation. Now they live on the edges of society, as pirates and guns for hire.

Cosmic Events
- 27 global events that randomly affect the world, from meteor showers that spread cosmite across the world to distant supernovae that scorch the land into a lifeless desert.

New Exploration Sites
- 4 new exploration sites have been added for you to explore and add to your empire, the War Docks, the Therian Alteration Labs, the Cosmic Manipulation Center and the Resonance Halls.


Diplodocus Update

New Features
New Feature: AI Personalities
- AI Personalities adds two personality traits to all AI controlled players: the Preference trait and the Strategy trait. The Preference trait determines which things the AI player will like and dislike, this trait may also change their diplomatic behavior. The Strategy trait influences how the AI player runs their empire by changing which things they will research, which units they build and on which sector specializations they will focus.

Preference Traits
- Xenophile
- Xenophobe
- Elitist
- Compassionate
- Militarist
- Pacifist
- Loyal
- Treacherous
- Ruthless

Strategy Traits
- Warmonger
- Mercantile
- Technologist
- Operative
- Generalist

New Feature: Diplomatic Feedback
- We added a Diplomatic Feedback system that will inform what certain diplomatic messages from the AI mean or what effects they have. This is done for a number of different messages to help improve feedback from the system making it more transparent. While giving away some of the AI’s plan, this should provide more agency over diplomacy.

Updates
General
- Updated combat cards usage: You can now still set either combat vs the AI or vs humans to something other than use combat cards, like force auto or force manual.
- Added support for trading weapons and mods from your item arsenal with other players.
- The system will now block the AI from choosing leaders that humans have picked.
- Added a PFX to sprawl objects spawning when cities increase in size or new sector upgrades are built
- Reworked Observe Mode and added a 'Follow Enemies Only' option
- Exploration sites are now added almost exclusively through the Global pass rather than through sector definitions. This should result in less clustered Exploration sites and more variation in the types encountered.
- The amount of Exploration Sites that is placed on a map is now linked against the amount of Low Value Landmarks in the Advanced Setup.
- Added a new early-game Paragon NPC faction quest: Natural Order

Interface
- 'Fullscreen' has been renamed to 'Exclusive Mode Fullscreen', 'Borderless' has been renamed to 'Fullscreen'
- Unifier victory will now be hard disabled in the menu when no factions are selected and vice versa, also comes with a warning message.
- The accuracy of abilities listed in tooltips will now update if the unit gains a status effect that changes the accuracy (such as blindness)
- Added visual lines between echo walkers and their clones
- Added visual lines to show which unit mind controlled another unit (only visible if killing the original unit would cancel the mind control)
- Added a new screen to the reinforcements and deserters.
- Changed a number of casting instructions on operations to match their effects more closely.
- Select commander screen's race and special tech dropdown is now sorted.
- Score screen at the end of a game is now sorted
- Prefixes of NPC dwellings changed from 'Dwelling of' to 'Dwelling:'

Tactical Combat Maps
- Water Energy pickups now have their own Tactical Combat Map
- Water Production Pickups now have their own Tactical Combat Map
- Water Cosmite Pickups now have their own Tactical Combat Map
- Water Cosmite Nodes now have their own Tactical Combat Map
- Submarine Spawners now have their own Tactical Combat Map
- Bronze Landmark: Sunken District now has its own Tactical Combat Map

Diplomacy
We’ve gone through a lot of the Diplomatic feedback and made improvements in areas where we think players may have difficulty understanding and engaging with diplomacy. Such as understanding what certain messages mean or what effects have happened, when you can or cannot improve the diplomatic state with another player.

- We have performed an overhaul of the AI planning system in order to expose more of how it works by making all internal modifiers visible in the opinion of an AI player. Additionally we have changed how they determine who to befriend making it more directly related to their opinion of the player.
- When a player surrenders as vassal, any structures they currently occupy that belong to the overlord will be returned. The overlord does take all structures that they occupy. Because it is now easier to become a vassal of an AI player, this will prevent players from quickly absorbing colonies from other players by offering themselves as a vassal.
- The AI now has a neglect timer which will trigger when they share an increased diplomatic state with the player and have not had any interactions from the player for some time. This system will give incentive to continuing to interact with AI players after you have achieved a certain diplomatic state. This neglect can be overcome by changing your diplomatic state, trading and sending a compliment or insult.
- AI players are no longer allowed to actively offer or demand peace/vassalage if they have an attack request against the target player. This is done to prevent them aborting war coordination by quickly leaving the war. The target player may still broker peace with your ally however.
- You can now trade energy- and cosmite for 10 turns again in Teams games and in a vassalage.
- The opinion of human players is no longer visible as it has no gameplay value.
- Open Borders, Shared Vision, Shared Intelligence and Orbital Relay pacts can now be traded during vassalage.
- You can no longer trespass in occupied sectors.
- During a turn you can now exceed the max influence cap if you for example complete a quest or empire task, only at the end of the turn is the maximum applied and will it be set to 200 influence.
- The AI will no longer actively go out of wars during campaign missions where the AI is scripted to go to war.
- The AI will no longer foreshadow about going to war if they are not ready to do so at the time, we've done this to help avoid confusion about AI players threatening war but never following up on it.
- AI players now only look at the tradeable Casus Belli points when declining a trade because of Casus Belli because the player cannot directly act towards removing those.
high rated
Changelog for V1.300 - Invasions (26 May 2020) - Part II:

Balance
General Balance
- Abilities from units that attack with claws (like the Kir'Ko Frenzied and the Wildlife Voradon) or other sharp body parts (such as the Penguin) are now considered to be Claw abilities. These are now able to equip all Biochemical mods except for the Ionic Infusion mod.
- Generic weapon type trees (arc, bio, laser, explosive, firearms, psionic) have been rebalanced and adjusted. These now share upgrade paths, so any type of research here will now allow access to research on the next tier.
- If your unit is in allied territory (defensive pact counts too) and is not trespassing, it now heals faster, like it does in your own territory.
- Psi-Fish, Hopperhound, and Megasow units that have transformed through Metamorphosis now gain a passive property that increases health called Evolved Vitality. The health boost depends on the unit.
- Abilities and Operations that dispel status effects on a AoE or a Jump now only target friendly units.
- Operation Defense from treaties and doctrines will no longer protect your hostile operations from being sabotaged. Operations that target your own colonies will still be protected by this defense however.
- Syndicate Heroes will no longer have access to the watchman hero skill, as they have an improved version from their racial skills.

Economy
- Water Cosmite Node income increased from 5 to 8 Cosmite
- Water Energy Node income increased from 10 to 15 Energy
- Water Food Node income increased from 10 to 15 Food
- Water Production Node income increased from 10 to 15 Production
- Water Production Node now has a Synergy bonus of +5 Production when the sector features a water specialization.
- Water Research Node income increased from 10 to 15 Research
- Water Research Node now has a Synergy bonus of +5 Research when the sector features a water specialization.
- Water (Large) Cosmite Pickup reward tier has been increased from Tier 3 to Tier 5 (compared to Tier 4 on the land equivalent)
- Increased Bronze Water Landmark: Sunken District income from 10 to 20 Research, Food and Energy.
- Increased the income from razing colonies from 10 to 16 Energy and from 4 to 8 Cosmite per colonist. The income from razing sectors is unchanged.
- Military Engineering Guild now applies its buffs on Ship units

Race, Weapons & Secret Techs
Assembly
- Mod 'Flesh Tearer Implants' - Now requires an Assembly Melee unit or a Unit with a Claw ability.

Kir'ko
- Hero Skill 'Guiding Presence' - Decreased Skill Point cost from 8 to 6 Skill Points.

Syndicate
- Indentured 'Arc Power Blast' now makes the unit enter defense mode after use.
- One Way Trust now gives Operation Defense against everything, not just Covert Operations
- Cloak and Dagger now gives Operation Strength with all operations, not just Covert Operations.

Vanguard
- Trooper 'Grenade' changed from Once per Battle to a 2 turn Cooldown.

Heritor
- Siphoner 'Devotion' can no longer be used on enemies
- Mod 'Es'Teq Confiscator' - Essence Drain bonus now correctly excludes Melee attacks and includes Psionic attacks

Promethean
- Moved 'Aegis Tank Corps' tech group from Tier VI toTier V
- Mod 'Thermal Targeting Relay' no longer has empty entries in damage previews
- Doctrine 'Extermination Protocol' no longer shows up in non-damaging abilities
- Hero Skill 'Plasma Surge' has been renamed to Phoenix Surge
- Hero Skill 'Phoenix Surge' is no longer considered a Plasma ability
- Phoenix Walker 'Firestorm' - Damage decreased from 18 to 16
- Phoenix Walker 'Firestorm' - AoE hex radius increased from adjacent to 2 hexes
- Phoenix Walker 'Firestorm' - No longer considered a Melee ability

Psynumbra
- Unit 'Echo of Despair' is now considered non-vital
- Operation 'Flagellation' now states the 75% of health lost in the operation's effect after casting

Synthesis
- Status Effect 'Compromise' now also reduces all other Damage Channels resistance by 1, and Arc Damage resistance by 2 (was 3)
- Operation 'Reactivate Imperial Androids' now states the types of units it can spawn
- Operation 'Deploy Maintenance Daemons' now has an effect description when the operation is cast

Voidtech
- Mod 'Quantum Avatar' no longer staggers displaced enemy units.
- Mod 'Gravity Pulse Grenade' - Can now be equipped by any unit.
- Ability 'Gravity Pulse Grenade' - Dimension Instability increased from 4 to 12
- Ability 'Gravity Pulse Grenade' - Changed from Once per Battle to a 2 turn cooldown
- Echo Walker (Assembly) 'Void Blades' - Increased damage from 9 to 10
- Echo Walker (Amazon) 'Void Glave' - Decreased damage from 17 to 15
- Echo Walker (Dvar) 'Void Hammer' - Decreased damage from 20 to 16
- Operation 'Dimensional Vortex Bomb' can no longer target friendly units

Xenoplague
- Plague Lord 'Lacerating Tentacles' - Now considered a Claw Attack
- Destroyer 'Savage Bite' - Now considered a Claw Attack
- Ability 'Plague Pods' - Infection chance increased from str 8 to str 12
- Ability 'Plague Pods' - Heal increased from 8 to 12
- Mod 'Bio-Spore Purification' - Increased from range 1 to range 3
- Mod 'Parasitic Symbiosis'- Increased Passive health from +15 to +20

Arc Weapon Group
- Mod 'Arc Retaliation Defense' now triggers when the attacker is within 3 hexes (was 2)
- Mod 'Arc Impact Module' now has a 12/8 chance of applying Electrified

Biochemical Weapon Group
- All mods, except for Ionic Infusion, can now be equipped on units with Claw abilities.

Explosive Weapon Group
- Mod 'Explosive: Incendiary' - Decreased cost from 10 Cosmite to 5 Cosmite

Laser Weapon Group
- Mod 'Incinerator Module' - Changed Burning to Immolation
- Mod 'Incinerator Module' - Decreased strength chance from 12/8 to 10/6
- Removed - 'Laser Penetrator Module'
- Removed - 'Shield Breaker Module'
- Added - 'Searing Module' (Tier IV)
- Mod 'Searing Module - Gives Laser Weapons Shield Overheat (Destroy 2 Shields per hit) and a 12 thermal chance (8 for repeating attacks) to apply Charred
- Added - 'Laser Precision Module' (Tier VI)
- Mod 'Laser Precision Module' - Gives Laser Weapons +1 Range and +20% accuracy
- Mod 'Flash Module'- Renamed to 'Dazzler Systems'
- Mod 'Dazzler Systems' is a defensive mod which grants +2 Shields
- Mod 'Dazzler Systems' - Decreased str chance for repeating attacks from 12 to str 8 chance of Blind
- Mod 'Dazzler Systems' can now be equipped by any unit and applies to all weapons
- Mod 'Hard Light Module'- Renamed to 'Hard Light Systems'
- Mod 'Hard Light Systems' is now a defensive mod which grants +1 Shield
- Operation 'Laser Ablation' - Moved to the Tech group in tier IV

Psionics Weapon Group
- Mod 'Focus: Venom' - Decreased Cosmite cost from 10 to 5
- Mod 'Focus: Venom' - Changed Psionic Armor Bypass from All to 2
- Mod 'Focus: Flames' - Additional damage increased from 10% to 20%
- Mod 'Focus: Flames' - Changed Psionic Armor Bypass from All to 2

Arc Status Effects
- Static Charge now lasts for 2 turns.

Thermal Status Effects
- Burning - Increased accuracy against a burning target from 10% to 20%
- Burning Debuff can be applied to units in water TC maps again.
- Immolation - Damage decreased from 12 to 10
- Immolation - Increased accuracy against a burning target from 20% to 30%
- Immolation no longer applies burning on failure.

Independents
- All NPC Faction units are now 20% cheaper to buy
- Growth Soldier Bee - Increased HP from 40 to 45
- Autonom Justicar 'Sentence Target' - Increased Range from 9 to 11
- Autonom Justicar 'Punisher Missile' - Increased Range from 9 to 11
- Psi-Fish Spawn - Increased shields from 1 to 2
- Psi-Fish Spawn - Gained the All-round Awareness Passive Ability
- Psi-Fish Chrysalis - is now a Small Target
- Psi-Fish Chrysalis 'PsiBlast' - Changed to a single action ability
- Forgotten Golem - Increased HP from 40 to 45
- Forgotten Shattered Ark 'Essence Channeler' no longer affect the Ark itself
- Forgotten Shattered Ark 'Essence Channeler' - Decreased Shield cap from 5 to 3
- Paragon Soldier - Increased HP from 35 to 40
- Paragon Soldier 'Grenade' - Changed from Once per Battle to a 2 turn Cooldown
- Paragon Guard - Decreased Shield bypass from flanks from 4 to 2
- Mod 'Overcharged Augment' - Now is on a 3 turn cooldown
- Spacers Truck 'Makeshift Turret' - Increased damage from 16 to 18
- Spacers Truck 'Reckless Crash' - Increased damage from 16 to 22
- Spacers Mad Preacher 'Maddening Rant' - Increased damage from 18 to 22
- Spacers Melter - Increased armor from 2 to 3
- Submarines - Decreased army power value
high rated
Changelog for V1.300 - Invasions (26 May 2020) - Part III:

Fixes
Diplomacy
- Fixed issue where some of the trading messages had lines like 'May our people leave the Dark Age behind us and prosper together' even though the AI could be breaking up an alliance at that point.
- Fixed issue where you would not be able to trade an occupied colony back to its owner.
- Fixed issue where stacks standing on colonies/bases would not be properly teleported away from the structure.
- Fixed issue where sometimes sector bases that were occupied during the war would turn to the occupiers ownerside correctly, but still remain annexed to their original colony if that colony was not occupied. These will now disconnect from the colony.
- Fixed issue where the AI would not store when they last sent a message and thus would have their war declaration timer reset upon saving and reloading.
- Fixed issue where the diplomacy interface was being re-opened after ending a vassalage.
- Fixed issue when trespassing due to external changes expires at the end of your turn it would give the other player 2 Casus Belli instead of 1 for trespassing in their domain.
- Fixed issue where the concealed meeting event panel would pop-up again after saving and reloading the turn in which the player had already dealt with the pop-up. Fix only applies to newly created save games!
- Fixed issue where the player would be unable to buy Vanguard settlements with influence if they shared a despised relationship with the Kir'Ko.
- Fixed issue where Kir'Ko settlements would become twice as expensive to buy with influence if the player shared a disliked relationship with the Syndicate.
- Fixed issue where the Domination Victory Phase 1 and 2 Casus Belli had the wrong denouncement opinion modifiers linked causing the wrong text to appear for the denouncements.

Gameplay
- AI players are now more likely to help/attack settlements.
- Fixed units deserting with low morale not working properly
- Fixed the AI not building enough colonies
- Research and Production income in colonies can no longer go below zero, this would cause issues for the total research income.
- Fixed deco's being rendered in the city tiles of Colonies on the strategic map.
- Fixed an issue where Runners could survive in combat when their commander was killed
- Fixed level 3 Mind Transference not giving essence to air units on combat start
- Fixed water map hazards spawning on top of retreat points in combat maps
- Fixed an issue where the player could be asked to declare war on a defeated player while launching an operation on a defeated player's colony
- Fixed issue related to the 'Heartbringer' and 'Me, the Kingpin' achievement, triggering on contact instead of completion.
- Fixed bug where battling a stack adjacent to a city would pick the wrong tactical combat map.
- Fixed issue where automatic food sharing options wouldn't revert back to share all once fully grown.
- In regards to the automatic food sharing, determining whether a colony is full is calculated more accurately now.
- Fixed issue where razing a sector with an orbital relay specialization would disable other existing orbital relays.
- Fixed issue where having a large number of hazards in one sector could invert income.
- Fixed crash when trying to load a save game while the confirm war declaration panel inside the diplomacy screen was opened.
- Fixed issue in auto exploration which could cause the player not to be able to end their turn in hotseat when they had won the game.
- Fixed crash which could occur if the player had multiple imperial defenses of the same type and one was razed/removed.
- Fixed crash in Heritor 01 when quest completion would trigger and remove the stack the player was trying to attack.
- Fixed wrong rotation of the clustermine mines in TC.
- Fixed extreme lighting in the Psi-fish dwelling making the UI have a different hue.
- Fixed issue where operations would not correctly take into account the diplomatic state of stacks belonging to NPC factions which would cause the player to be able to damage stacks belonging to allied NPC factions.
- Fixed issue where the garrison of imperial defenses would not be cleared if the sector was captured or occupied.
- Fixed issue where the player could end up on a negative relation value with an NPC faction if they would complete quests for other NPC factions.
- Fixed issue where strategic operations that would last for several turns, like the Dvar Earth Crack ability, would not stop the executing unit from moving in consecutive turns.
- Fixed issue where doctrines that would increase your race relations would not always function if the player had the Charismatic trait.
- Fixed crash in tactical combat which could happen if during an attack animation, like Meteor Swoop, multiple events were being triggered during the same frame.
- Fixed issue where the game could hang for some time if a player was defeated and their sectors were being converted to marauder sectors.
- Fixed issue where the game could sometimes crash if the colony was trying to auto assign colonists after new colonist slots had been added.
- Fixed issue where the deploy monitor operation could be used on lava and void locations.
- Fixed issue where auto assigning colonists would over prioritize happiness slots when the city was already generating enough happiness.
- Orbital Relay Reinforcement now correctly makes reinforcement units land on top of enemies, displacing them and dealing minor damage.
- Fixed issue where the unit template would seemingly get stuck on one name or icon

Interface
- Fixed Revelations-specific commander customization backgrounds rendering low resolution on lowest graphics settings.
- Removed debug string when dispelling Virulent Canisters
- Essence Gash now correctly states that its Tactical effects happens every 2 turns
- Fixed selected another players colonizer or prospector showing sector icons on the world map
- Fixed issue related to the Tome of Wonders' previous entry button glitching out on the unit mods section.
- Fixed issue where minimap icons would not disappear when being destroyed by quest or operation.
- Fixed issue where the wrong message would be shown when razing a marker (Monitoring Station)
- Fixed soft lock where A.I.V.A would keep a multiplayer session hostage when one of the players leaves the session during a quest window.
- Colonies being transferred don't show up in the city cycle anymore.
- Choosing a research topic with controller now selects the research instead of queueing it.
- Fixed an issue where razing your own deployed monitor would not update your income
- Fixed Terraformation warning that spawned 2 duplicate messages.
- Fixed issue where the quest tracker and World Event Icon would not be hidden in screenshot mode.
- Fixed issue where the selected hex outline and popup would still be visible in screenshot mode.
- Fixed issue where the blue highlighted hexes would still be visible in controller mode while screenshot mode was active.
- Fixed issue in campaign where the player's commander would have the wrong loadout perk if they changed their secret technology during the campaign.
- Fixed missing event log icon when NPC factions are invading
high rated
Changelog for V1.300 - Invasions (26 May 2020) - Part IV:

Fixes (continued)
Units, Mods & Abilities
- Equipping the Hallucinogenic Regulators mod no longer allows a unit to equip Firearms mods
- Vine Sprout summon can now equip and benefit from Crushing Roots if the Vine Bud that summons it has it equipped.
- Fixed Berserker Pheromones from not working on certain melee weapons
- Rite of Revitalization no longer removes positive effects
- Fixed issue where Remote System Purge would jump and dispel enemy cyborgs
- Ancestral Smite now correctly applies the negative Morale debuff
- Roy-2's Distracting Pheromones now correctly only apply to Biological and Cyborg units
- Fixed issue where the Ascended Teacher unit would have multiple Path of Venom mods
- Psynumbra tactical operation: Sacrifice to the Abyss can no longer be used on Heroes
- Fixed an issue where Entangled wouldn't entangle amphibious units
- Essence Link now shows its buff in the unit panel of both linked units
- Turbulence from Aerial Denial System now correctly only lasts 2 turns
- Fixed bug where explosion VFX of a covered section would be shown to the player.
- Fixed Rabid Piglet being really tiny when embarked on water
- Fixed the AI not using summon abilities on flying units
- Fixed a bug where a unit getting action points back would reset the defense bonus from Skitter
- Fixed units with Quantum Avatar teleporting turrets when attacked by them
- The Burden Bearer 'Unburden' - Entropy damage dealt to caster can only be reduced with entropy resistance (now ignores shields and armor).
- The Burden Bearer 'Unburden' - No longer deals more damage when the target would count as flanked.
- The Burden Bearer 'Unburden' - Now correctly dispels debuffs created by enemy units
- The Burden Bearer 'Unburden' - Can no longer target obstacles or units that are not debuffed.
- Fixed units affected by Psi Cage not spawning an echo of despair on death.
- Fixed Reapers losing buffs when they transform back to their starting forms
- Fixed an issue where a summoned unit that ate another unit, would return that eaten unit at the end of battle.
- Fixed an issue that meant damage bonuses from mod were boosting the damage done by damage response abilities, like Pain Mirror.
- Fixed the Storm Wader not having access to the Arc Extension Module
- Fixed the Disassembler getting Bleeding from Ammunition: Fire Burst. It now correctly gets Burning
- Diversion Projector can now correctly be dispelled
- Minor fix to Area of Reprieve not blocking Thorn Roots and Stunning Discharge
- Fixed issue where Tenets of Pacifism could pacify Mindless units
- Fixed issue where Arc Rod was overriding the primary weapon
- Fixed an issue with the Plague Lord's Super Infection suggesting friendly targets
- Arborean Queen's Root Quake can now correctly target Amphibious units
- Hero Skills - Guiding Hand: Now counts as a Psionic Buff for Mantra of Life and Mantra of Clarity
- Wraith Drive will no longer try to apply negate effects to the Wraith Tank
- Fixed issue where the Halo effect from the Quantum Avatar mod was buffing enemy voidtech enemies.
- Sacrifice to the Abyss can now target Flying units
- Mad Preacher's Mad Rant can now correctly graze
- Techno Prophet and Paragon Guard can now correctly carry the Arc Extension Module
- Fixed water Arc Explosives having a theramal explosive indicator

Anomalous Sites
- Fixed issue where Anomalous Site rewards would grant a technology you were already working on.
- Fixed Induce Nightmare not obtaining damage channel swaps
- Fixed Manipulate Sleep triggering on target twice

Audio
- Fixed issue with 'Tactical Operations Ready' VO not trigger on Turn 1 when the spaceport doctrine is active
- The Heritor Doomsday Victory now has voice over
- Lowered the volume of the 'Offer Declined' SFX
- Fixed Abyssal Shroud tech voice over not playing

Localisation
- Fixed two mistakes in the German translation of the 'Ammunition: Flechette' fire-arms unit mod description.
- Fixed a mistake in the German translation of the 'Ammunition: Fire-Burst' fire-arms unit mod description.


- Windows standalone installers updated 26 May 2020:
--> Game and its DLC Revelations: 1.2.0.0 ⇒ 1.2.0.1 ⇒ 1.1.0.3;
--> its DLC Invasions: 1.1.0.4 ⇒ 1.3.0.0.
- Mac added for all.
high rated
Changelog for V1.301 - Diplodocus Hotfix (11 June 2020):

Balance
Units & Abilities
- Shakarn Firebrand - Reduced Armor from 4 to 3
- Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
- Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
- Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.
- Wildlife 'Shepherd' - Increased unit Tier from II to III.

World Events
- Fungal Awakening event now only occurs in late game
- Earthquake event now only occurs in late game

Fixes
General
- Added missing Therian mod template icons
- Fixed that Shakarn commanders could be customized with some DLC content without the user owning that DLC
- Fixed issue where expansion NPC Factions would be visible in Advanced Setup even though the user did not own the * required DLC.
- Fixed a crash that could occur after failing to access a specific texture.
- Fixed issue where the Score Victory would not end on the specified round after the Invasion was defeated.
- Fixed an issue where Absorbing a Colony belonging to another race wouldn't unlock that race's Military Tech Tree
- Fixed a crash caused by using Cerebral Control Collars on flying Infantry Units that are on a water hex
- Fixed that Reinforcements could not be accepted or declined with controller
- Fixed an AI Hang that could occur if Independents attacked a structure that had their Garrison defeated in the same turn while having an Player Stack adjacent.
- Fixed a crash that could occur when entering a Promethean Vault Silver Landmark that was spawned from the associated World Event.
- Fixed a crash that could occur when using Holoshift in certain situations
- Fixed an issue which would allow Infiltrators to Target Tier 3 units if they were built in a Colony with Resonance Halls attached; combat saves containing an Infiltrator that attempted this action might cause issues, it is recommended to load an older save

Modding
- Fixed a missing .dll from causing Modding Tools to not launch.

Diplomacy
- Fixed issue where the AI could send a message about going to war when they were already at war with the player.

Units & Abilities
- Syndicate Hero Skill 'Farsight' - Superior Overwatch should now function on all weapons when in Overwatch mode.
- Dvar Hero Vehicle 'Excavator' - Now correctly has the Hyper Armor Defense Mode
- Hero Weapon 'Bio Grenade' - Can no longer target Flying Units.
- Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit
- Laser Weapons Group 'Searing Module' - Now correctly melts shields from Ethereal units
- Firearms Weapons Group 'Ammunition: Fire Burst' - Now correctly causes Burning instead of Bleeding (for real this time).
- Promethean 'Hazmat Protection' - Fixed an issue with Hazard Immunity not correctly blocking Tactical Hazards.
- Synthesis 'Malware Daemon'- Fixed an issue where Malware daemons wouldn't mind control enemies when they died

Invasions
- Removed Metamorphosis from Strix and Naga units. Evolving them was difficult to trigger and would cause crashes.
- Enthralled units under your control are no longer affected by morale from race relations and will no longer desert
- Call Voidbringer now correctly unlocks when joining the Thermal Voidbringer Invasion
- Call Voidbringer operation now only shows up once in the Imperial Archives
- Fixed Call Voidbringer operation icon for Biochemical, Arc and Thermal
- Fixed a issue where Voidbringers retained the Psionic Armor Bypass property on all abilities even with the focus mods
- Fixed an issue where the Voidbringer Naga Abilities did not swap to the correct Damage Channel.

Campaign
- Fixed crash in Shakarn campaign when Daiyu Jiang declares war on the player while James Henkins is in a transport on his own
- Fixed an issue where the first step of the “Sabotage Rift Reactor Alpha” and “Sabotage Rift Reactor Epsilon” Quest couldn’t be completed when the quest stack spawned next to the Imperial Defense instead of on top of it. For the fix to apply in active missions players need to load a save from before the Quest was given.

World Events
- Fixed crash when picking up equipment drops from the Orbital Weapons Cache event
- Fixed that the Interstellar Trade Convoy event did not correctly convert 50% of the production income to research income when using Generate Research

Localisation
- Fixed a missing text entry in all localisations for NPC Quests during the Invasions
- Fixed a link in the Chinese & Japanese Localisations which didn’t open the correct Imperial Archives Page
- Fixed a localisation error stating that the Infiltrator was able to Holoshift into Tier 3 units.
- Fixed incorrect localisation for the Enhanced Limb Augments mod from the Therians.
- Fixed incorrect localisation for the Hunter’s Camouflage mod from the Therians.


Standalone installers, and those of its DLC, updated (1.3.0.0 ⇒ 1.3.0.1): 12 June 2020.
high rated
Changelog for V1.302 - Diplodocus Hotfix 3 (24 June 2020):

General
- Fixed a issue in HotSeat which would cause the game to lock up due to incorrect player handling in the turn manager. Saves made during combat will still exhibit this behavior upon finishing, players need to load a Regular/End Turn save.
- Fixed a issue in Tactical Combat which would cause the game to lock up if a player Retreated/Surrendered in a 3-way combat.
- Fixed an crash that would occur if the Invasion Foreshadowing event would attempt to spawn near a player when they have no structures but are still alive.
- Fixed an issue that meant units sometimes became immune to stagger after being hit by an operation.
- Fixed a crash during Campaign caused by improper handling inventories changing when a Commander/Hero is dead.
- Fixed an issue where the Invasion Title music would play regardless of product ownership.
- Added a workaround for when the Launcher files are unable to parse resulting in settings not being pushed to the game.

Mods
- Fixed the Therian Ally Insignia not providing the Primal Pheromones: Bioregeneration

Pickups
- The 'Lost Stray' Pickup no longer spawns in RMG if the player does not have the Invasions Expansion

Invasions
- Fixed the Voidbringer Naga 'Thralled Tendrils' not correctly receving the Arc Damage swap


Standalone installers, and those of its DLC, updated (1.3.0.1 ⇒ 1.3.0.2): 24 & 25 June 2020.