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Steam News24 June 202611d ago

5.822 Beautified Intel

Full release notes here. The intel menu is a lot prettier and easier to read, plus MP fixes. The intel menu improvements are not to be overlooked -- Badger has really gone all-out with them.

In this update4

Full notes

Full AI War 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes4 additions2 changes0 removals
  • Gameplay
  • Server
  • Store
addedThe intel menu is a lot prettier and easier to read, plus MP fixes. The intel menu improvements are not to be overlooked -- Badger has really gone all-out with them. They're useful in general if you're a new player... but if you're new to a specific player-type (aka, not playing as the normal humans) in one of his mods or in one of the DLCs, then they also have really great info that is well-organized and teaches you how to play those player-types, too.
fixedMultiplayerFixed a desync issue in multiplayer where CustomOrder entries were not being deserialized properly. This actually would cause problems in savegames, too. This was a bug from way back in 2023, and only applies with certain mods and certain extended base-game features like "defend target" actions. It also affects targeted system custom abilities, so those would also poison multiplayer transmissions after they happen. This was mostly affecting games with Reclaimers, Dark Sphere, or Classic Fusion.
changedMultiplayerAdjusted the queue of orders given to the client from the host to be sync-safe, given that this actually happens across multiple threads. It's entirely possible that some commands were being silently lost.
addedMultiplayerAdded one other small fix to when ships in multiplayer recover from being on the wrong planet.
addedMultiplayerAdded some new very-lightweight extra logging during MP-catchup situations. When a client is behind or when suppression/hold is active, the host now logs once per game second: clients past max-ahead, clients outside the 2-frame margin, hold state, suppression state, heavy-sync send state, hold elapsed time, current frame, and authorized frame. This should make it much easier to find out what is going on in the cases where this happens again.
addedMultiplayerAdded another very cautious client-side log for when there is a planet-mismatch with game commands. It now logs what the order was and some other relevant debugging information, but it won't log more than 1 per every 5 seconds. When it logs another after a gap, it says how many were skipped since the last log.

AI War 2 changes

addedThe intel menu is a lot prettier and easier to read, plus MP fixes. The intel menu improvements are not to be overlooked -- Badger has really gone all-out with them. They're useful in general if you're a new player... but if you're new to a specific player-type (aka, not playing as the normal humans) in one of his mods or in one of the DLCs, then they also have really great info that is well-organized and teaches you how to play those player-types, too.
fixedFixed a desync issue in multiplayer where CustomOrder entries were not being deserialized properly. This actually would cause problems in savegames, too. This was a bug from way back in 2023, and only applies with certain mods and certain extended base-game features like "defend target" actions. It also affects targeted system custom abilities, so those would also poison multiplayer transmissions after they happen. This was mostly affecting games with Reclaimers, Dark Sphere, or Classic Fusion.
changedAdjusted the queue of orders given to the client from the host to be sync-safe, given that this actually happens across multiple threads. It's entirely possible that some commands were being silently lost.
addedAdded one other small fix to when ships in multiplayer recover from being on the wrong planet.
addedAdded some new very-lightweight extra logging during MP-catchup situations. When a client is behind or when suppression/hold is active, the host now logs once per game second: clients past max-ahead, clients outside the 2-frame margin, hold state, suppression state, heavy-sync send state, hold elapsed time, current frame, and authorized frame. This should make it much easier to find out what is going on in the cases where this happens again.

Full release notes here.

The intel menu is a lot prettier and easier to read, plus MP fixes. The intel menu improvements are not to be overlooked -- Badger has really gone all-out with them. They're useful in general if you're a new player... but if you're new to a specific player-type (aka, not playing as the normal humans) in one of his mods or in one of the DLCs, then they also have really great info that is well-organized and teaches you how to play those player-types, too.

5.822 Changelog

Intel Menu

  • Rework a significant number of intel menu items throughout the game (particularly the beginner tips). Large blocks of text are broken up, and use color as well/

Multiplayer

  • Fixed a desync issue in multiplayer where CustomOrder entries were not being deserialized properly. This actually would cause problems in savegames, too. This was a bug from way back in 2023, and only applies with certain mods and certain extended base-game features like "defend target" actions. It also affects targeted system custom abilities, so those would also poison multiplayer transmissions after they happen. This was mostly affecting games with Reclaimers, Dark Sphere, or Classic Fusion.

  • Adjusted the queue of orders given to the client from the host to be sync-safe, given that this actually happens across multiple threads. It's entirely possible that some commands were being silently lost.

  • Added one other small fix to when ships in multiplayer recover from being on the wrong planet.

  • Added some new very-lightweight extra logging during MP-catchup situations. When a client is behind or when suppression/hold is active, the host now logs once per game second: clients past max-ahead, clients outside the 2-frame margin, hold state, suppression state, heavy-sync send state, hold elapsed time, current frame, and authorized frame. This should make it much easier to find out what is going on in the cases where this happens again.

  • In the squad syncs needing fixes, that is now a ConcurrentDictionary rather than a regular Dictionary, since again that could be written to by multiple threads, causing some potential issues.

  • Added another very cautious client-side log for when there is a planet-mismatch with game commands. It now logs what the order was and some other relevant debugging information, but it won't log more than 1 per every 5 seconds. When it logs another after a gap, it says how many were skipped since the last log.

  • Fixed a family of issues in multiplayer where certain commands could fail for some reason on a client and then send a garbage ack to the host as if they had succeeded. They now handled themselves properly in each case.

Heart of the Machine 1.0 Is Out Now!

https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/710026912607507308

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

Source

Steam News / 24 June 2026

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