Age of Wonders: Planetfall

Age of Wonders: Planetfall

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TriumphJordi  [developer] Nov 10, 2020 @ 8:59am
Age of Wonders: Planetfall - V1.400 "Triceratops" Update
V1.400 - Triceratops Update

(These are the patch notes for the free Triceratops Update that launched alongside the Star Kings Expansion)

New Features
New Mode: Galactic Empire
  • Create your own Galactic Empire, Recruit Commanders and conquer planets to add to your growing domain.
  • Empire Planets have unique traits and secondary objectives to shake up game play
  • Use the new Imperial Renown currency to call in the units, mods and operations of other races and secret techs
  • Leaders level up as they conquer more planets, and can join you as heroes on the planets you conquer
  • Earn relics by conquering special planets, unlocking access to NPC units like Quartzite Worms and Wild Thundermaws
New Feature: Residential Sectors
Added a new type of sector called the Residential Sector. These sectors allow colonies to grow beyond the normal 5 sector limit, and are associated with unique racial buildings that unlock new types of colonist slots.

New Feature: Endless Research
Added new Endless Research, which can be accessed by researching the new Future Techs at the end of each research tree. Each time you research a future tech you will receive a random global bonus for your Empire.

New Feature: Savage Tyrannodon
By popular demand, a wild Tyrannodon has been added to the game! It's tier 4, and should appear in high level stacks of defenders.

Updates
General
  • The game will now always make an auto save at the start of the first turn so players can easily reload the start of a scenario.
  • In combat, holding shift will now force the system to target the air hex over the current ground hex (this allows you to shoot missiles by aiming next to aircraft, for example)
  • Using fast movement on the world map will now let you skip waiting for the orbital relay animation play when going through an Orbital Relay.
  • The AFK timer for multiplayer matches has been extended to 60m (was 15m)

Accessibility
  • Added support for additional Multiplayer Communication Methods that can be enabled in Options -> Controls.
  • Added Text-to-Speech, requires a English Language Pack to be installed
  • Added Speech-to-Text, requires a English Language Pack to be installed & Microphone Access
  • Added Chat Highlights

Interface
  • Added a display to the colony interface that lists all the special unit production bonuses that the colony provides (such as extra armor, or reduced costs). This can be accessed by clicking the > chevron button next to the colony militia display.
  • Unit Buffs gained from having Exploration Sites attached to the colony now appear on the Unit Panel.
  • Status Effect Resistance is now visible in the Unit Panel (note that due to localization issues this is currently only available in English. We'll enable it in other languages with another patch very soon!)
  • Hero Weapons now have a background color which shows the damage channel that they deal
  • Unit Mods now have a small icon that indicates what secondary bonus they provide (armor, shields, health or damage).
  • There are now checkboxes in the tactical operation list on the world map which you can use to determine if the AI will use those operations during auto-combat.
  • Tweaked unit banners to make them stand out more (Thanks TibblesTheCat for letting us use your Mod!)
  • Now displaying 'X rounds remaining until score victory' when clicking the score victory event.

Diplomacy
  • Tweaked AI planning system to limit the influence of having vastly different army strengths so that they do not break off alliances if the relation itself is really good.
  • The reputation modifier received for sending gifts now scales with the value of the gift that is sent by 20% (e.g. sending 10 energy as a gift, grants you 2 reputation) to prevent exploits. However, this modifier can now be gained multiple times each turn instead of only once.
  • Added new Casus Belli (5 points) that is given to players if another player defeats their ally (Either a defensive pact or alliance). This adds -250 opinion to the relation, can be traded for 200 value and can be used to denounce for 20 influence.

RMG
  • Added more names for meadow sectors
  • The mini islands in the ocean of continent maps are now 4 sectors instead of 3.
  • Psifish Dwellings will no longer spawn with hazards in their sector

Tactical AI
  • Shakarn Infiltrators will no longer use Holoshift in Autocombat if they already have a unit stored for use with Holoshift Repeat.
  • The Tactical AI will now use operations in autocombat more frequently if the player has more than 300 energy, or if there are more than 6 enemies in the combat.
  • The Tactical AI will now choose a wider variety of operations to use.
  • Fixed an issue that meant the AI would sometimes run through melee overwatch to avoid standing next to its allies

Balance
General
  • Players now need 10 relation points to reach Peace with an NPC faction (was 20)
  • Players now need 50 relation points to reach Friendship with an NPC faction (was 40)
  • Colonizers can now be built in any colony with at least 4 colonists, researching Frontier Facilities is no longer required
  • Increased the Colonizer production cost from 200 to 250
  • Popular Support now modifies the production cost of units, rather than unit morale.
  • The Phoenix Walker, Dvar Phoenix Walker, Vanguard Walker, Imperial Walker, Dvar Baron, Dvar Bulwark, Assembly Wrecker and Heavy Trooper are now considered Battlesuits.
  • Phoenix Bomb Launchers, Miniaturized Missile Array, Tenets of Healing, Captain's Regalia, Earth Link Mask, Jetpack, Consuming Gaze, Combat Protocol Implants, Enhanced Limb Augments, Hunter's Camouflage, Xenografted Muscles and Cerebral Control Collars are now able to be applied to Battlesuit units.
  • Orbital Relays can now be used twice per turn
  • Increased the amount of production needed to complete quests slightly
  • Hazards can now be removed from the world map in 1 turn (was 3 turns)
  • Units that transform in combat (like the reaver) will now keep any valid bonuses they acquired from the colonies that made them
  • The Invader doctrine now gives 200 morale (was 400)
  • The Operation Scrambler now blocks all operations, not just those used by the caster's enemies
  • Mutant Goop can now only poison Biological and Cyborg Units
  • Added text clarification to Mind Control abilities explaining the effect ends when the caster dies.
  • Fixed an issue where abilities that should stagger a target if an effect is resisted, did not stagger if the attack was a graze or fumble.

Economic Tech
  • Moved Cosmite Masterty from Tier 10 to Tier 9
  • Moved Dawn of a New Union from Tier 4 Doctrine to Tier 4 Economic Tree
  • Moved Orbital Relay Development from Tier 5 to Tier 4
  • Moved Adaptive Exploitation from Tier 7 to Tier 5
  • Moved Anthropological Research from Tier 5 to Tier 7
  • Transit Infrastructure now only speeds up unit movement on roads.

Starting Perks
  • Colonist Cryopods now gives +1 extra colonist (was 2)
  • Energy Cache now gives 250 energy (was 300)

Aircraft
  • Air to Air has been replaced with Anti-Air, which gives 20% damage and has 20% accuracy versus fliers.
  • There were a large number of abilities that had a hidden Anti Air tag, these have been updated to have the Anti-Air modifier above. This mostly affects the attacks on Naval Units, Aircraft and Defense Turrets, as well as most missile attacks.
  • We have been moving anti-air capability away from aircraft, and adding it to more ground units. The exact changes are listed in the racial balance notes below.

Hero Skills
  • Added global skill 'Martial Artist: Tireless', which allows the hero to trigger melee overwatch multiple times per turn
  • Added global skill 'Martial Artist: First Strike' which allows the hero to trigger melee overwatch on targets before the target has a chance to act
  • Added global skill 'Personal Weapon Expert' which grants an accuracy and damage bonus when not in a vehicle
  • Added global skill 'Personal Defense Expert' which grants an armor and shield bonus when not in a vehicle

Doomsday
  • The cost of single city doomsday operations has been reduced to 80 energy/ 8 op points (was 120/12)
  • The doomsday levels have been rearranged so that the combat effect now comes at level 1, while the economic effect now comes at level 2.

Race, Secret Tech, Weapon Tech and Faction Changes
Amazon
  • Amazon Biomancer 'Scan Catalogue' - Can now be removed using status effect removal abilities and operations.
  • Amazon Biomancer 'Scan Catalogue' - Reduced duration from End of Combat to 3 Turns
  • Amazon Biomancer 'Manipulate: Mend' now also affects Mineral units
  • Amazon Harrier is now Light instead of Heavy
  • Arborian Sentinel - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
  • Amazon Arborian Sentinel 'Light Laser Cannon' - Now has the Anti-Air property
  • Amazon Bombardons - Reduced HP from 60HP to 55HP
  • Amazon Tyrannodon - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  • Amazon Tyrannodon 'Tail Swipe' - Can now be used by Melee Overwatch
  • Mod 'Blood Fury Inducers' - Increased the heal per stack from 4HP to 5 HP
  • Mod 'Earth Link Mask' - Can now also be applied to non-flying mounted units

Assembly
  • Assembly Scavenger - Increased the HP from 40HP to 45HP
  • Assembly Scavenger - Increased the Assimilate HP gain from 3HP to 4 HP
  • Assembly Electrocutioner - Now has 1 shield and 1 armor (was 1 armor)
  • Assembly Electrocutioner 'Project Arc Blast' - Changed from a Full Action to a Single Action
  • Assembly Reverse Engineer - Reduced costs from 90 Energy and 270 Productio to 70 Energy and 250 Production.
  • Assembly Reverse Engineer 'Create Construct' - Now puts the unit in Defense Mode after use
  • Assembly Reverse Engineer 'Create Advanced Construct' - Now puts the unit in Defense Mode after use
  • Assembly Vorpal Sniper 'Vorpal Shot' - Now has the Anti-Air property
  • Assembly Lightning Rider 'Arc Thrower' - Removed the Air to Air property
  • Assembly Lightning Rider 'Arc Thrower' - Increased damage from 9 to 10
  • Assembly Disassembler 'Disassembler Shot' - Now has the High Impact property
  • Assembly Disassembler 'Gatling Gun' - Now has the Anti-Air property
  • Assembly Wrecker - Increased armor from 5 to 6
  • Mod 'Ocular Implants' - Now gives 20% crit chance (was 10%) and 10% damage (was +1 armor)
  • Mod 'Miniaturized Corpse Processor' - Now on a 2 turn cooldown (was once per battle), and gives +2 shields (was +2 armor)
  • Mod 'Flesh Tearer Implants' - Renamed to 'Hyper Assimilation Implants'
  • Mod 'Hyper Assimilation Implants' - Can now life steal from mechanical units as well as biological and cyborg units.
  • Mod 'Cloaking Implants' - Now give 20% evasion (was 15%) and +2 shields (was +2 armor)
  • Doctrine 'Battlefield Autopsies' - Now gives 4 research per unit tier killed (was 3)
  • Doctrine 'Scavengers' - Now increases rewards from clearing by 66% (was 50%)
  • Hero Skill 'Battlefield Repairs' - Reduced skill cost from 4 to 3
  • Hero Skill 'Stunning Discharge' - Changed from Single Action to Leave One Point
  • Hero Skill 'Cybernetic Overdrive' - Can now also affect mechanical units

Dvar
  • Dvar Trencher 'Spike Gun' - Decreased damage from 16 to 15 damage
  • Dvar Bulwark - Reduced cost from 90 Energy and 270 Production to 70 Energy and 250 Production
  • Dvar Bulwark 'Autocannons' - Now has the Anti-Air property
  • Dvar Ram Jet 'Aerial Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
  • Dvar Ram Jet 'Rocket Ram' - Can now apply turbulence to air units
  • Dvar Ram Jet 'Ramjet Rocket' - Can now only hit ground units
  • Dvar Baron 'Rotary Cannon' - Now has the Anti-Air property
  • Dvar Excavator Tank 'Ram' - Renamed to 'Rocket Ram' and is compatible with explosive mods
  • Hero Skill 'Siege Master' - Reduced skill cost from 5 to 3
  • Hero Skill 'Siege Master' - Reduced damage resistance from +2 to +1
  • Operation 'Mountain Breaker' - Reduced cost from 120 Energy and 12 Operation Points to 50 Energy and 5 Operation Points
  • Operation 'Tectonic Shift' - Reduced cost from 140 Energy and 16 Operation Points to 50 Energy and 5 Operation Points

Kir'ko
  • Kir'ko Frenzied - Increased HP from 45HP to 50HP
  • Kir'ko Unleashed - Decreased armor from 2 to 1
  • Kir'ko Unleashed 'Ravage' - Removed the Air to Air property
  • Kir'ko Hidden 'Psi Rifle' - Now has the Anti-Air property
  • Kir'ko Transcendent - Decreased armor from 1 to 0
  • Kir'ko Engulfer - Decreased armor from 3 to 2
  • Kir'ko Engulfer - Changed from a Heavy to a Light Unit
  • Kir'ko Engulfer 'Gunk Thrower' - Removed the Air to Air property
  • Kir'ko Tormented - Decreased armor from 2 to 1
  • Kir'ko Tormented - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  • Kir'ko Tormented 'Focused Hate' and 'Echoes of Torment' can now apply Turbulence to fliers
  • Kir'ko Ravenous - Increased armor from 5 to 6
  • Kir'ko Harbinger - Decreased shields from 4 to 3
  • Kir'ko Hacker 'Scrambling Virus' - Replaced with 'Tuning Step' a Range 4 Teleport granting Finely Tuned to allied integrated units in 1 hex
  • Kir'ko Hacker 'Haywire Daemon' - Replaced with 'Neuroscrambler Daemon' and can hit any non-Mindless instead of Mechanical and Cyborg only
  • Kir'ko Purifier now has Plasma Smog, giving a Choking modifier instead of Incendiary
  • Added Kir'ko Phoenix Walker which has Swarm Shield and Plasma Belch, which gives a Choking modifier instead of Incendiary
  • Operation 'Call Of The Hive' - Summoned units now spawn adjacent to a defending unit

Shakarn
  • Shakarn Infiltrator: Holoshift no longer works on embarked units and Holoshift Repeat no longer allows for the transformation of land units in the water.
  • Shakarn Deadeye - Now has the Anti Air property on both its attacks
  • Shakarn Propagator 'Sonic Repeater' - Removed the Air to Air property
  • Shakarn Firebrand - Increased armor from 3 to 4
  • Shakarn Refractor - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  • Shakarn Tactician 'Press the Attack' - Can no longer be used on the same unit more than once per turn
  • Hero Skill 'Call Insider' - Changed from a 4 Turn Cooldown to Once per Battle

Syndicate
  • Syndicate Guild Assassin - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production
  • Syndicate Guild Assassin 'Pulse Sniper' - Now has the Anti-Air property
  • Syndicate Mirage 'Psitec Blasters' - Removed the Air to Air property
  • Syndicate Subjugator - Reduced the cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  • Syndicate Initiate 'Fueled by Servitude' - Reduced the cap from +5 to +3
  • Syndicate Malictor 'Fueled by Servitude' - Reduced the cap from +5 to +3
  • Mod 'Cerebral Amplifier' Purging Protocols - Changed from a Single Action to a Full Action
  • Mod 'Cerebral Amplifier' Purging Protocols - Increased cooldown from 1 turn to 3 turns
  • Mod 'Cerebral Amplifier' Purging Protocols - Changed from target Indentured Unit to All Indentured Units
  • Mod 'Adaptive Camouflage Projector' - No longer grants Defense Mode: Evasion and instead grants Overwatch Immunity
  • Mod 'Adaptive Camouflage Projector' - Increased the provided shields from +1 to +2
  • Mod 'Adaptive Camouflage Projector' - Can now be equipped on infantry units, mounted units and the subjugator (was all infantry except those that already had universal camouflage)
  • Vehicle Hoverbike 'Psi Tec Emitter' - Now makes a separate to hit roll for each target it hits
  • Vehicle Hoverbike 'Motion Suppressor' - Increased damage from 0 to 6
  • Vehicle Hoverbike 'Motion Suppressor' - Now counts as a psionic attack, and can be modded accordingly

Vanguard
  • Vanguard OWL 'Targeting Field' - Increased duration from 2 turn to 3 turns
  • Vanguard PUG 'Blast Laser' - Increased Range from 5 to 7
  • Vanguard Assault Bike - Increased HP from 45HP to 50HP
  • Vanguard Engineer - Reduced the cost from 90 Energy and 270 Production to 70 Energy and 250 Production.
  • Vanguard Engineer 'Place Gun Turret' - Now puts the unit in Defense Mode after use
  • Vanguard Engineer 'Place Launcher Turret' - Now puts the unit in Defense Mode after use
  • Vanguard Gun Turret - Increased HP from 30HP to 35HP
  • Vanguard Gun Turret 'Twin Guns' - Now has the Anti-Air property
  • Vanguard Gun Turret 'Twin Guns' - Increased damage from 8 to 9
  • Vanguard Gunship 'Aircraft Gun' - Removed the Air to Air property
  • Vanguard Gunship 'Buster Missile' - Can now only hit Ground targets
  • Vanguard Laser Tank 'Deploy Smoke' - Changed from Single Action to Leave One Point
  • Vanguard Walker - Reduced cost from 125 Energy, 440 Production and 25 Cosmite to 105 Energy, 400 Production and 20 Cosmite.
  • Vanguard Walker 'Gatling Gun' - Now has the Anti-Air Property
  • Mod 'Nanite Injectors' - Changed from Free Action to Leave One Point
  • Mod 'Nanite Injectors' - Can no longer be applied to Ethereal units
  • Doctrine 'Big Stick Diplomacy' - Now gives 200 popular support instead of removing the cost increase in dwellings for having a negative reputation
  • Doctrine 'Planetary Conquest' has been removed
  • Doctrine 'Integrated Support' - Renamed to 'Global Integrated Support'
  • Doctrine 'Global Integrated Support' - Moved from Tier 5 to Tier 9
  • Doctrine 'Global Integrated Support' - Now also gives +2 tactical and strategic operation points
  • Added a new Tier 5 doctrine, Shock and Awe
  • Doctrine 'Shock and Awe' - All explosive attacks gain +10% damage, +20% accuracy and one level of stagger impact
  • Doctrine 'Shock and Awe' - All grenades also gain an additional +2 range
  • Operation 'Bunker Buster' - Now only destroy Military Infrastructure and Colony Defense Structures
  • Operation 'Security Drones' - Now always summons 1 Repair Drone, 1 Assault Drone and 1 Skirmish Drone (was 2 random drones) and those drones now always spawn adjacent to a defending unit.

Celestian
  • Light Bringer - Dash abilities now all leave an action point after being used, so the unit can keep attacking or enter defense mode

Heritor
  • Heritor Drained - Removed +2 Entropy Damage per Level
  • Heritor Siphoner - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
  • Heritor Quintessence Arc - Increased cost from 50 Energy and 230 Production to 70 Energy and 250 Production
  • Heritor Quintessence Ark 'Sacrament of Vitality' - Can now heal itself even when not connected or all connected units are fully healed.
  • Mod 'Es'Teq Acolyte Incarnation' Essence Sacrifice - Now has a strength 8 chance to succeed when used against enemy units (still always successful when used against allies)
  • Mod 'Empowered Drained' - Changed from +2 Damage per Essence Charge to +10% Damage per Essence Charge
  • Operation 'Condemn to Drained' - Decreased cost from 60 Energy to 40 Energy
  • Operation 'Condemn to Drained' - Can now target Mindless Infantry units

Promethean
  • Aegis Tank's attacks are now considered Sonic and can carry Sonic upgrades
  • Mod 'Hazmat Protection' - Changed from +4 Protection against Biochemical to +3 Protection against Status Effects
  • Mod 'Backlash Projectors' - Increased damage from 6 to 15 (it said 12 in the description which was incorrect)
  • Mod 'Backlash Projectors' - Reduced base cost from 15 Energy to 10 Energy
  • Tech 'Phoenix Rising' - Moved from Tier 9 to Tier 10
  • Hero Skill 'Phoenix Surge' - Changed from Full Action to Full Action (Continue)

Psynumbra
  • Psynumbra Echo of Despair - Reduced HP from 40Hp to 35HP
  • Psynumbra Echo of Despair - Removed Stagger Resistance
  • Psynumbra Malictor - Increased cost from 105 Energy, 400 Production and 20 Cosmite to 125 Energy, 440 Production and 25 Cosmite.
  • Debuff 'Broken Mind' - Decreased the Morale reduction from 200 to 150
  • Mod 'Mark of the Dark Sun' - Reduced the Damage increase per stack from 20% to 10%
  • Mod 'Mark of the Dark Sun' - Increased the stack cap from 3 times to 6 times
  • Mod 'Pain Mirror' - Reduced base cost from 15 Cosmite to 10 Cosmite
  • Hero Skill 'Anthem of the Abyss' - Now applies Broken Mind as a debuff

Synthesis
  • Synthesis Network Link 'Data Integrity Enforcement' - Now extends the duration of Subroutines as well as Daemons, but only by 1 turn (was 2 turns)
  • Synthesis Network Link 'Save State Daemon' - Reduced the duration from 3 turns to 2 turns
  • Synthesis Network Link 'Upload AC Data' - Can no longer target other Network Links
  • Synthesis Avatar - Now has 3 armor and 2 shields (was 3 armor and 1 shield)
  • Synthesis Avatar 'Disruption Virus'- Increased damage from 14 to 15
  • Synthesis Avatar 'Overload Virus' - Increased range from 5 to 7
  • Synthesis Avatar 'Overload Virus' - Changed from Once per Battle to a 2 Turn Cooldown
  • Synthesis Avatar 'Amplify Daemon' - Changed from Once per Battle to a 2 Turn Cooldown
  • Mod 'Incapacitate Daemon Shell' - Increased Range from 5 to 7
  • Mod 'Incapacitate Daemon Shell' - Increased Strength Chance from 8 to 12
  • Mod 'Total Network Integration' - Increased gained armor from +1 to +2
  • Mod 'Total Network Integration' - Increased base cost from 10 Cosmite to 15 Cosmite
  • Mod 'Deployable Malware Daemon' - Reduced gained armor from +2 to +1
  • Mod 'Deployable Malware Daemon' - Reduced base cost from 15 Cosmite to 10 Cosmite
  • Tech 'Pacification Cypher' - Moved from Tier 6 to Tier 9
  • Mod 'Localized System Shutdown' - Moved from Autonomous Malware to Pacification Cypher
  • Tech 'Autonomous Malware' - Moved from Tier 9 to Tier 6
  • Mod 'Skirmish Subroutines' - Moved from Pacification Cypher to Autonomous Malware
  • Buff 'Basilisk Network'- Increased the Critical Chance from 10% to 20%

Voidtech
  • When an echo walker retreats from battle, it's clone will now vanish
  • Mod 'Stasis Pocket Inducer' - Reduced Strength Chance to apply from 8/4 to 6/3
  • Mod 'Quantum Avatar' - Changed from always applying Dimensional Instability to a 8 Strength Chance
  • Mod 'Quantum Avatar' - No longer applies stagger resistance to neighboring units
  • Mod 'Quantum Avatar' - Reduced the applied shields to self and neighbouring units from +3 to +2. This will not stack with other units using the mod.
  • Operation 'Dimensional Rift' now gives Phase Field at level 1 (was +20% damage)

Xenoplague
  • Mod 'Plague Pods' - Now counts as a grenade
  • Mod 'Biospore Hyper Aggression' - Increased damage increase from 25% to 40%
  • Mod 'Biospore Hyper Aggression' - Reduced the duration from 3 turns to 2 turns
  • Mod 'Biospore Hyper Aggression' - Increased the cooldown from 2 turns to 3 turns
  • Mod 'Parasitic Symbiosis' - Reduced base cosmite cost from 15 Cosmite to 10 Cosmite
  • Operation 'Parasitic Strike' - Can now affect units that are immune to biochemical status effects. It will just do its damage in this case
  • Operation 'Xeno Contaminant Strike' - Can now damage units that are immune to biological status effects.

Arc Weapon Tech
  • Mod 'Arc Retaliation Defense' - No longer applies Static Buildup if the stun is resisted
  • Mod 'Arc Retaliation Defense' - Increased from strength 4 chance to a strength 6 chance to apply stun.
  • Mod 'Arc Retaliation Defense' has had its tooltip updated to make it clearer how long the stun lasts
  • Mod 'Positron Arc Storm Projector' - Can now be applied to any unit (was any unit with an Arc upgrade)
  • Mod 'Positron Arc Storm Projector' - Changed from Full Action to a Single Action ability
  • Mod 'Positron Arc Storm Projector' - Now works on both air and ground units at the same time
  • Mod 'Positron Discharge Shield' - Can now be applied to any unit (was any unit with an Arc upgrade)

Biochemical Weapon Tech
  • Mod 'Cerebral Strain' - Can now affect units with entropic abilities as well as those with psionic abilities
  • Mod 'Blight Infection' - Renamed to 'Blightworm Injector'
  • Mod 'Blightworm Injector' - Changed from infecting Biological and Cyborg Only to infecting All Units
  • Mod 'Blightworm Injector' - The On Death Explosion will no longer damage units using the Blightworm Injector mod
  • Mod 'Blightworm Injector' - Increased On Death Explosion from 14 damage to 15 damage
  • Mod 'Blight Bringer' - Reduced Biochemical Resistance from 5 to 3
  • Mod 'Blight Bringer' - Can now be given to any unit (was only units with a Biochemical attack)
  • Mod 'Blight Bringer' - Now gives +2 armor instead of +30% damage and can affect non-ethereal units instead of just Biological and Cyborg units
  • Operation 'Virulent Canister'- Can now damage all units (previously the damage would only affect bio/cyborg units). The debuff itself can still only be applied to bio/cyborg units.
  • Debuff 'Blighted Plague' - Renamed to Blighted

Explosives Weapon Tech
  • Mod 'Explosives: Electrical' - Renamed to 'Explosives: Arc Overload'
  • Mod 'Explosives: Arc Overload' - Changed from a 8/4 Strength Chance to apply Electrified to a 6/3 Strength Chance to apply Stun for 1 turn

Laser Weapon Tech
  • Mod 'Incineration Module' - Renamed to 'Ignition Module'
  • Mod 'Ignition Module' - Changed from applying Immolation to applying Burning
  • Mod 'Ignition Module' - Increased bonus damage from 10% to 20%

Autonom Faction
  • Autonom Monitor 'Nanite Repair Cloud' - Changed from 1 Turn Cooldown to Once per Battle

The Growth Faction
  • Vine Bud 'Spawn Vine Sprout' - Reduced cooldown from 3 turns to 2 turns
  • Vine Bud 'Spawn Vine Sprout' - Now puts the unit into Defense Mode after use
  • Vine Sprout - Increased HP from 12HP to 15HP
  • Vine Sprout - Increased armor from 0 to 1 armor

Forgotten Faction
  • Forgotten Shattered Ark - Removed Mindless
  • Forgotten Eater of the Dead 'Punishment' - Changed from map-wide to a Range 12, 4 Hex Area of Effect
  • Mod 'Forgotten Essence Siphon' Decay Surge - Changed from a Full Action to Single Action
  • Mod 'Corrupted Incarnation' - Increased the gained armor from +1 to +2

Paragon Faction
  • Paragon Guard - Increased HP from 40HP to 45HP
  • Mod 'Combat Protocol Implants' - Reduced base cost from 10 Cosmite to 5 Cosmite

Spacer Faction
  • Spacer Psycho - Increased HP from 45HP to 50HP
  • Spacer Psycho 'Beserk Chemicals' - Now also gives an extra level of impact
  • Spacer Psycho 'Beserk Chemicals' - Changed from Once per Battle to a 4 turn cooldown
  • Spacer Hellcopter 'Spacer Missile' - Increased damage from 16 to 20
  • Spacer Hellcopter 'Spacer Missile' - Now has High Impact

Therian Faction
  • The cost of all DNA injectors in the shop has been increased
  • DNA injectors now all cost cosmite to be bought for heroes
  • Reduced the required research amount for the 'Natural Philosophy' Quests
  • Therian Bouncer - Changed Defense Mode: Evasion to normal Defense Mode
  • Therian Bouncer 'Dual Pistols' - Reduced damage from 12 to 10
  • Therian Bouncer 'Bullet Spin' - Can now miss
  • Therian Chemist 'Poison Acorn' - Changed Poison duration from 3 turns to 2 turns
  • Therian Chemist 'Slowing Acorn' - Changed Slow duration from 3 turns to 2 turns

Wildlife Units
  • Evolutionary Mutation - Now gives 10% evasion and +1 resistance to status effects (was 0% evasion and +2 resistance to status effects)
  • Superior Evolutionary Mutation - Now gives 20% evasion and +2 resistance to status effects (was 0% evasion and +5 resistance to status effects)
  • The Shepherd - Increased HP from 45HP to 50HP
  • The Shepherd - Increased armor from 1 to 2
  • Rabid Piglet 'Gastric Juices' - Reduced damage from 16 to 14

Hero weapons
  • Spike Gun - Rename to 'Heavy Spike Gun'
  • Heavy Spike Gun - Increased damage from 16 to 18
  • Heavy Spike Gun - No longer gains a damage bonus from being in a trench
  • Carbon Glaive - Now correctly counts as a melee weapon

Fixes
General
  • Fixed issue where the player could have invalid intensity settings due to resource changes, if this happens the game will now default to a valid intensity setting.
  • Fixed issue where clicking on a reinforcements stack or the event would not open up the recruit reinforcements panel in Multiplayer.
  • Fixed issue where Lava was not correctly identified.
  • Fixed an issue where it would be possible to have a kill quest spawn on a cell where a base or colony would be build
  • Fixed issues regarding faction war when handled through scripts
  • Fixed issue where faction war rewards could be ignored
  • Fixed AI issue where it would not capture landmarks that was a forward base from another player
  • Fixed issue where the player could toggle the auto exploration state of armies that did not belong to the player using the d-pad/right arrow on a controller.
  • Fixed issue where capturing an landmark would not provide the correct vision.
  • Fixed issue where sometimes terraforming sectors would not correctly update the minimap

Diplomacy
  • War coordination no longer allows you to target an invasion beacon for attack if the player you are asking doesn't have the requirements to enter the beacon.
  • Fixed issue where the relation would not refresh until the next turn if players have the 'We need to focus on fending off the invasion' modifier and one player joins the invasion.
  • Fixed issue where the falsify atrocity casus belli would cap at 6 instead of 11 if the player also already had a fabricated CB because both would be seen by the system as the same CB type.
  • Fixed issue where scripts that would change the diplomatic state between a player and a faction could cause the player to receive negative reputation when the diplomatic state was set to war.
  • Fixed issue where buying a colony from marauders for influence would still give the player a race relation penalty.
  • Fixed issue where buying off marauders from a Colony that turned into anarchy after its owning player was defeated would still give the player a race relation penalty.

Interface
  • In most cases the back/exit button for the leader selection screen will now show 'Back' (or 'Cancel' when playing with controller) instead of 'Exit' because it will not exit the lobby the player is in or the planet/campaign they are about to start.
  • Planet Template - Roads option removed from advanced setup as it was not functional.
  • Void Sectors are no longer marked as being prospectable
  • Fixed issue where lava was not defined as lava
  • Fixed missing text and duplicate text for Targeting Array
  • Crystalline Enhancement from the Crystal Altar no longer shows up in all Heritor abilities
  • Fixed issue where selecting the 'End Turn' ToDo button above the minimap (or with right trigger on controller) while another action was still running would cause the button to no longer function.
  • Fixed issue where the colony production icons would render outside of the list in the colony overview screen if the list would start scrolling due to the amount of colonies.
  • Fixed issue where the leader name in the diplomacy overview could sometimes overlap with their shield.
  • Fixed issue where some interfaces would open the wrong quests if the internal quest ID would become too large.
  • Fixed issue where a quest with multiple objectives where one was completed would grey out all preceding objectives
  • Fixed issue where the influence gain from quests would be incorrect while modifier doctrines are active
  • Fixed issue where quest UI with no rewards on completion would say to take rewards
  • Fixed issue where the world event top icon would remain visible and overlap certain other interfaces (Anomalous sites, Hero offers to join, Reputation changed).
  • Fixed issue where the current city production item name could overlap with the buy now button and sometimes also overlap with mod icons when producing a modded unit for certain languages.
  • Fixed issue where the 'Hero wants to join' title could overlap with the race, tech and level subtitle if the title was too large to fit on line.
  • Fixed issue where when playing with a controller the operations interface would show two button prompts for aborting active operations.
  • Fixed issue where trying to open the dwelling interface from the diplomatic overview while the orbital operations view was active would not open the dwelling interface.
  • Fixed issue where the confirmation/warning pop-ups on the in-game options screen would cause the blocking layer to be closed causing the player to be able to select and scroll on the strategic/tactical map behind the options/menu screens.
  • Fixed the issue where the Lava exploitation and Volcanic Exploitation Global bonuses used the same icon.
  • Fixed issue where the Sun Shard icon showed up with a grey background on the orbital map view.
  • Fixed issue where sometimes the 'Save Leader' checkbox in the leader editor would not actually cause the game to save the leader.
  • Fixed issue where the NPC faction shop modifiers would not be displayed in Tooltips

AI
  • Fixed an issue that meant the AI would end up in wars with multiple factions due to unpaid demands
  • Fixed an issue where the system would sometimes not allow a defending unit to take advantage of the militia from an adjacent sector base.
  • Fixed an issue that meant the AI would shoot Brimstone missiles at its allies
  • Fixed a hang that would happen when doing manual combat versus an AI player during that player's turn in class turns mode
  • Fixed issue where the game could give (AI) players a random custom commander that had DLC customization options applied to which the player had no access causing these parts to become invisible in-game.
  • Fixed issue where AI players would not be able to declare war during a victory condition countdown if they shared a defensive pact with the player and the player had declined their alliance proposals several times.
  • Fixed issue where AI players would sometimes make peace or form vassalages during a victory condition countdown and then declare war again in the next turn.

Strategic
  • Fixed the issue where the resource sharing would revert to its previous sharing state when colonist slots where added
  • Fixed an issue where the Infested World Secret Laboratory quest would not properly complete
  • Fixed an issue where the player could win the game by canceling a doomsday operation
  • Fixed the High Energy Scanning Station giving only half of the operation defense it was supposed to.
  • Fixed an issue where declaring war on an NPC faction wouldn't always cancel all quests gained from that faction.
  • Fixed an issue where a reward gained from killing NPC units in a faction war could be given repeatedly. This means you may notice earning less from faction war rewards from now on.
  • Fixed issue where the faction war quest completed event would auto open while the NPC faction interface was open and could cause an invalid UI state.
  • The Essence Gash Hazard now correctly reduces happiness in the owner colony.

Tactical
  • The Xenoplague Landmark Combat Effect now correctly applies Unstable Contamination.
  • The Paragon Warden turret now correctly plays its explosion PFX when destroyed.
  • Fixed Explosive indicator for Biochemical Tanks
  • Fixed Large Bio Explosion now is correctly 2 hex radius rather than the incorrect 3 (and 1 for obstacles)

Anomalous Sites
  • The Lost Legion Anomalous Site's EMP choice in Phase 2 now correctly activates in tactical combat.
  • The 'Exposed Mineral Vein' structure now correctly grants its income to the owner colony without requiring exploration.
  • The 'Thaddeus Memory' hero item now correctly has Assault Rifle accuracy settings at range 7 (previously range 5)
  • AI fixes regarding handling of a Anomalous Site

Invasion
  • Fixed issues where the Invasion would start the player would still receive events from disabled victory conditions
  • Fixed issue where after the invasion is beaten the quest markers would remain
  • Fixed issue where destroying invasion spawners after breaking the shield would still give a beacon shield damaged events.
  • Fixed issue where the invasion victory condition would not show the player the location of the main invasion beacon when the player has the final requirement

Text & Localisation
  • Fixed issue where (especially for non-English languages) the name of the research in the research completed panel could overlap other UI elements if the name could not fit on one line.
  • Fixed hardcoded text 'Quests' in Colony production options.
  • Fixed issue where the game would not be able to find the text for pickups introduced in the DLC for non-English languages.
  • Fixed issue where the descriptions of diplomatic traits would sometimes address the leader they belong to with the wrong gender in certain languages.
  • Fixed issue where in the orbital operations view, colony names could be offset from their label for certain languages.
  • Fixed issue where pickup names could sometimes exceed the size of the information panel it was displayed in for certain languages.
  • Scorched Earth Policy now has correct translations in German and Japanese
  • Fixed issue where there would be a unlocalized word 'and' in the description for the Assisted Breach hero skill. This word is now properly localized.
  • Fixed issue where in the campaign select planet screen the race/secret tech names would sometimes require lines of text and start overlapping the race/tech icons.

Units, Mods & Abilities
  • Shrunk the size of the hit box around flying units, this should reduce selecting an air unit when you meant to click something next to it.
  • Units summoned into tactical combat now gain appropriate global bonuses from the strategic map (e.g. unit bonuses from doctrines)
  • Fixed a bug where Hero Vehicles didn't have Stagger Immune despite the unit having it.
  • Horror weapon no longer hits its additional random target twice
  • Fixed Siphon Thrall PFX error
  • Added missing PFX/SFX for the Jet Of Dismay secondary weapon.

Assembly
  • Fixed Assembly Constrictor not giving stagger resistance when using Project Constriction Field.
  • Mod 'Miniaturized Corpse Processor' - Fixed ability from not working when immobilized and there's a corpse adjacent to the unit.
  • Mod 'Toxin nanites Ammunition' - Fixed the wrong cost when trying to equip it as a hero.

Kir'ko
  • Fixed the Psi-Infected claws mod not having a different proc chance for single attacks

Shakarn
  • AI Shakarn units now use the correct mod template icons
  • Shakarn Purifier 'Plasma Claw' - Now correctly counts as a melee weapon.
  • Shakarn Light Bringer 'Disorienting Dash' - Now gets bonuses from mods

Syndicate
  • Syndicate Mirage - Fixed the Mirage's defense mode not applying Stagger Resistance to the unit when the unit has the Spatial Acceleration Sails mod

Vanguard
  • Vanguard Hacker 'Shrapnel Grenade' - Can now target obstacles
  • Vanguard Battleship 'Naval Cannon' - Can now graze targets

Celestian
  • Celestian Ascended Teacher 'Compelling Presence'- Fixed an issue where units captured wouldn't transform into colonists after battle
  • Negate now correctly states any friendly units

Heritor
  • Mod 'Es'Teq Confiscator' - Now correctly states it can be applied to any unit.
  • Mod 'Es'Teq Confiscator' - Now properly applies its bonus to various Psionic abilities

Promethean
  • Mod 'Hazmat Protection' - Hazard immunity text clarifications
  • Mod 'Superheated Plasma Actuators' - Fixed the wrong cost when trying to equip it as a hero.
  • Mod 'PyrX Absorption Panels' - Fixed the wrong cost when trying to equip it as a hero.
  • Operation 'Emergency Shielding' - Now correctly states that the operation also grants stagger immunity
  • Operation 'PyrX Fumigation Protocols' - Choking now only applies to Biological and Cyborg units
  • Operation 'Planetary Purification' - Choking now only applies to Biological and Cyborg units

Psynumbra
  • Units killed while under the effect of Cage Of Suffering will now spawn an Echo Of Despair belonging to the correct player.
  • Psynumbra Echo of Despair 'Sinister Chorus' will no longer affect Mindless units as per the description.
  • Psynumbra Malictor 'Lure of the Dark' - No longer works on units immune to Psionic Effects
  • Sinister Chorus now correctly hits both air and ground units
  • Haunting Melody now correctly reduces Entropy resistance
  • Fixed Lure of the Dark (Malictor) rolling for Mind Control twice instead of once.

Synthesis
  • Synthesis Hacker - Scrambling virus now has an accuracy that allows it to miss and get reduced accuracy from the blind effect.
  • Scrambling Virus now properly gets bonuses from Stun Module and Static Buildup Module
  • Synthesis Malware Daemon - Now receives the Arc Extension Module if the unit that summoned it had it
  • Synthesis Malware Daemon - Now correctly says that its on death effect is 3 hexes range rather than 2 range
  • Deployable Malware Daemon now has SFX and PFX
  • Hero Skill 'Electrified Subroutines' - No longer gives the Electrify modifier to units that already have a Electrify chance that is the same or higher than the one given by Electrified Subroutines.
  • Operations 'Cyber Attack' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.
  • Operations 'The Singularity' - Fixed the issue where the level 3 Doomsday wasn't correctly affecting Compromised units.

Arc Weapon Tech
  • Mod 'Arc Impact Module' - Now shows correct unit requirements
  • Mod 'Arc Retaliation Module' - Now correctly stuns at range 3 (was 2)

Explosives Weapon Tech
  • Mod 'Explosives: Arc Overload' - Fixed the wrong cost when trying to equip it as a hero.

Firearms Weapon Tech
  • Mod 'Ammunition: Fire Burst' - Fixed the bug where the mod's AoE would Burn units that can't be burned and fixed the mod from doing more damage than the description says it does.
  • Mod 'Ammunition: Fire Burst' - Fixed the wrong cost when trying to equip it as a hero.
  • Mod 'Kinetic Phase Modulator' - Now correctly displays that the ability bypasses 3 shields on the ability tooltip

Forgotten Faction
  • Forgotten NPC faction units now correctly get morale bonuses from faction relations

Growth Faction
  • Flowering Node - Pheromone Spray: Now has the correct logic for a Biochemical Mind Control (system thought it was a Psionic Effect).

Therian Faction
  • The Black Market doctrine no longer affects hero equipment sold from the armory interface.
  • Therian NPC faction units now correctly get morale bonuses from faction relations
  • Fixed issues that were causing the Therian dwelling to spawn weaker defenders than other dwellings.
  • Therian Bouncer 'Bullet Spin' - When equipped with Ammo mods correctly has the 12 strength chance status that mods provides (was 8).
  • Mod 'V4 Auto Stims' - Blind Rage no longer shows up twice in the unit panel when activated

Wildlife Units
  • Chelus Steeleater - Can now correctly equip melee mods.

Doctrines & Operations
  • Doctrine 'The Technologist' - Added fixes for some tactical operations that weren't being detected by this doctrine, thus not getting the discount.
  • Tech 'Vile Manipulation' - Fixed Tech Group's doctrine names in the popup (names were swapped).
  • Operation 'Hero Resurrection Protocol' - Fixed issue where the leader would be resurrected by the resurrect hero operation but not all system where aware of the living leader
Last edited by TriumphJordi; Nov 10, 2020 @ 9:00am
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Showing 1-15 of 15 comments
High Lord Ligma Nov 10, 2020 @ 9:00am 
Thank you for ur work.
Konec Nov 10, 2020 @ 9:10am 
Did AI fixed already?
Outis Nov 10, 2020 @ 9:22am 
"In combat, holding shift will now force the system to target the air hex over the current ground hex (this allows you to shoot missiles by aiming next to aircraft, for example)"

"Shrunk the size of the hit box around flying units, this should reduce selecting an air unit when you meant to click something next to it."

Thank you for addressing Air Units.. This is a great patch, really commend all your hard work.
Strategikal Nov 10, 2020 @ 9:59am 
Do I need to start a new game to get all these patch changes, or will they apply to a current game?
TriumphJordi  [developer] Nov 10, 2020 @ 10:10am 
Originally posted by Strategikal:
Do I need to start a new game to get all these patch changes, or will they apply to a current game?
The majority will apply to a current game. Things such as wildlife/marauder units are determined on World Generation so they wont.
Strategikal Nov 10, 2020 @ 10:17am 
Originally posted by TriumphJordi:
Originally posted by Strategikal:
Do I need to start a new game to get all these patch changes, or will they apply to a current game?
The majority will apply to a current game. Things such as wildlife/marauder units are determined on World Generation so they wont.

Thanks, for the info and the update! :HappyMask:
Lord Gek Nov 10, 2020 @ 10:57am 
While I still have yet to fully GROK this new Galactic Empire Mode, I love the concept. Maybe it's just me but it feels like the Age of Wonder gang are dipping a bit into something akin to a deckbuilding roguelike campaign (ala Slay the Spire), giving each skirmish interesting modifiers and a sense of some progression without an actual story based campaign!
Hobo Humpin Slobo Nov 10, 2020 @ 11:55am 
3 remarks/questions regarding empire mode:

- not sure how I feel about being able to reroll the planets again and again; personally would prefer to have MAYBE up to 5 to choose from - with no reroll
- do the other "parties" on each planet play by the same "empire" rules (can they have relics/cross faction units/techs) or are they just regular factions
- in empire mode: do I lose an empire hero for good if I additionally recruit him/her on a planet (so he/she is not the commander) and he/she dies? (probably not I assume)
Toddasaurus Rex Nov 10, 2020 @ 8:35pm 
Fantastic Update!
I noticed that vanguard valkyries are one of the units that you can use on the empire roster, does that mean vanguard can build valkyries now?

Aside from being able to change the game speed in galactic empire games (I'm a weirdo that likes to play on very slow/very hard for that grueling campaign feel) can we get an option to start with a colonizer(like aow3 empire building setting) or have a choice of where our first city is set down?(like the landing zone mechanic from CIV:BE)

Hands down though this update is fantastic and Planetfall, im my eyes, finally beats out AoW3 in terms of how good and fun it is. Season 2 pass please?!
martin.duchoslav Nov 11, 2020 @ 6:17am 
Now to improve the AI and diplomacy system and the game will be almost perfect! Thank you Triumph guys for all the hard work!
MoroKahn|DL| Nov 13, 2020 @ 6:50pm 
Also an Galactic Empire question:
I own the relic "Deer's Antlers", and im loving the fact, that i can recriut sheperds now.
But i would like to use the therian injectors for my heroes through the empire system. So my question is, why arent the Injectors included in the Therian-Relic?
martin.duchoslav Nov 14, 2020 @ 5:13am 
I found an error in the description of Popular Support on the UI – it says it modifies unit morale and happiness, but now it should be the production cost for units (and happiness). Can you please fix it?
Last edited by martin.duchoslav; Nov 14, 2020 @ 5:14am
yorick Nov 17, 2020 @ 7:55am 
Awesome! So much stuff, that it took me a few days to absorb the information :myidea:
martin.duchoslav Nov 17, 2020 @ 12:28pm 
Another bug spotted – after clearing a Grail Configuration, I still get the “Retrieve the Grail (completed)“ message every turn, it's quite annoying. Please fix it, thanks.
Rakeela Dec 2, 2020 @ 11:42am 
Achievement suggestion: Inspire four happiness events in a shakarn city in a single turn using immaculate holo-sim camps.
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