Update log
Full Dying Breed update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Fixes
- Gameplay
- Maps
- Security
- UI and audio
Developer Notes
This update introduces our first major milestone patch for Early Access. It includes a large round of stability improvements, UI and usability upgrades, mission corrections, and a broad gameplay rebalance targeting units, buildings, damage tables, harvesters, and the overall economy.
Below is a detailed breakdown of all changes.
Fixes
Camera control switching – Fixed an issue that required multiple key presses when switching camera control units.
Capture Repair Shop – Fixed an issue where Repair Shops could not be captured by Engineers.
Formation hotkeys – Improved reliability when selecting multiple units.
General stability improvements – Various optimizations and fixes to improve overall game stability.
Minimap zoom – The minimap no longer zooms in when the player zooms the main camera; it now always displays the full map.
Music hotkey – Mute and track-skip hotkeys now behave correctly after switching tracks.
Naval combat – Fixed aquatic units failing to attack the shipyard.
Out-of-view unit command issue – Units now correctly acknowledge commands even when the camera is scrolled away from them.
Refinery free harvester exploit – Fixed an exploit where building and selling refineries was cheaper than producing harvesters normally, granting both a free unit and soldiers.
Targeting units on bridges – Units can now properly target enemies standing on bridges.
Tank cannon pivot – Tank turret rotation now matches movement direction correctly.
V3 launcher animation – Fixed multi-shot animation.
Water Worm behavior – Improved movement stability and added missing local avoidance to prevent unnatural movement.
Gameplay & UI Improvements
Commando unit rules – The Commando now only attacks infantry. It cannot attack vehicles, aircraft, or naval units, and can destroy buildings or bridges only by planting explosives.
Auto-open UI panel – The build panel now opens when new entities become available.
Building tooltip info – Power consumption/production now appears in building descriptions.
Cancel ready buildings – Buildings in the “ready” state can now be cancelled to refund their costs.
Deselect units when placing buildings – Placing a building now automatically deselects units.
Energy bar information panel – Now displays real-time energy production and consumption.
Engineer animation transitions – Improved smoothness of engineer animation blending.
Machinegun tower sound – Improved firing sound.
Mission victory/defeat input lock – After winning or losing a mission, construction is disabled to prevent unintended actions.
Shipyard rally point – Replaced the flag with a buoy for sea units.
Silo/Refinery capture loot – Capturing a silo or refinery now grants any resources stored inside.
Underwater sound – Added dedicated underwater audio for aquatic units.
Map Changes
Various Maps – Minor gameplay changes and mission descriptions.
WWA 4.1 – Removed misplaced colliders above the barricade that blocked progression after destruction.
New Maps
WWA Maps
WWA 9.1 – Family Man A medium-sized map with a strong emphasis on naval combat.
WWA 10.1 – Riverboat A progression-based mission where you advance through towns overrun by mutants.
WWA 11.1 – Processing Base A tactical map focused on capturing enemy buildings in order to weaken their defenses before assaulting the enemy base.
EAO Maps
EAO 8 – Sandman A mid-sized battlefield centered around naval warfare.
EAO 9.1 – Tropical Island A large, naval-focused map where you must seize the enemy base located on an isolated island.
EAO 10.1 – Shots An indoor mission with limited units and no base building, emphasizing tight combat.
System-Wide Adjustments
Harvester balance – Improved survivability, speed and carrying capacity.
Damage table updates – More consistent relationships between weapon types and armor
Source
