Full notes
Full Golem Gates update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Store
- Fixes
- UI and audio
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! New Content and Features
Added Book 3 of the campaign with the final 5 campaign missions.
Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
Increased the brightness of most maps.
Added 10 new Trials.
Added additional alternate art/skin Glyphs.
Added a new Survival map.
Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
Fixes/Enhancements
Improved unit pathing in various cases, particularly when ordering multiple squads at once.
Adjusted the timeline for Survival to have less dead time in the middle section.
Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types.
Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations.
Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning.
Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial.
Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection.
Fixed a bug where AI would have a long delay before acting at the beginning of some Trials.
Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later.
Improved AI trap usage.
Improved AI usage of stealth units, especially Sappers.
The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly.
Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning.
The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable.
Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared.
Fixed some animation issues when reloading a savegame.
Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter.
Fixed a bug allowing Hide Army to be cast on friendly Harbingers.
Source
Changelog.gg summarizes and formats this update. How we read updates.
