Full notes
Full Heroes of Science and Fiction update
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What changed
- Maps
- Security
- Gameplay
- UI and audio
- Performance
- Fixes
Hi everybody, the biggest update of Silence of the Siren so far has just dropped! Say hello to the UNSS faction coming all the way from the distant Solar System and enjoy the second campaign that the team has worked hard on in the last few months.
The update also contains a new skirmish map and quite a few small improvements and changes, feel free to have a look at the details below.
And, as the game is still in Early Access, we'll appreciate any bug reports, feedback regarding game balance, possible exploits and all the good stuff.
Also, to accompany the release, we're running a custom sale, so the game is now discounted by 35%. Feel free to tell your friends - and have fun! :)
Content
UNSS - the United Nations of the Solar System!
Commanders, base, 7 units x 2 tiers
Campaign with 4 levels, and we somehow ended up with about 25% more dialog than in the Fossorian campaign :)
Faction skill: Squad Leader allows you to split unit stacks during combat
Faction buildings: Resting place restores movement, Holodeck allows you to hire commanders with higher attribute values, Corporate Lair gives various discounts when hiring expensive units
New skirmish map: Chaos
Features and improvements - version 117c9dab
Difficulty settings are now also available for campaign levels (experimental)
Increased visible inventory space in commander panel (3 columns instead of 2)
Added an option to reduce the visual impact/transitions between different times of day
Added info about unit special attack cooldowns to the unit info panels
Added a custom icon and tooltip for all limited range (run and gun) units to the unit info panels
Commanders that originated in a different faction than the one they are in now have faction skills matching their origin (for example Pick is Sovereign but has the Fossorian skill)
Added more versions of the garrison/ungarrison buttons at the base to make it more clear what happens in which situation (a single commander, commander and a base with an army etc.)
Implemented automatic garrisoning system at the end of each turn: if you leave a commander "at the gates" and they get attacked during one of next players turns, they will be automatically defending behind the walls. If not, everything returns to the original state at the start of next turn
Good progress in the optimization of AI turn times
Sovereign Antimat (7th tier) unit's special attack now only allows horizontal direction
Added outline around affected range of builder-skill objects when being placed on the map
Added a highlight behind the outpost button in negotiator panel in case some units won't fit into the commander's army, but there's an outpost that can accept them
Fixes
Fixed units sometimes getting slowly pushed outside of their hexes in combat
Fixed random units appearing at bases recently taken over from AI players
Fixed Earthshaker MK2 doesn't shoot twice against army consisting only of buried upgraded worms
Fixed hazard indicated at threatened tile shows real threat even when the threatening neutral army is only discovered and the hazard should be unknown
Fixed disabled teleport not automatically enabled when passing through.
Fixed buried worm can get morale extra turn when skipping turn
Fixed the game not always correctly detecting 16:10 aspect ratio for UI and combat camera fov, this was causing buttons on top of commander portraits to overlap stack number of bottom stack
Fixed AI UPG mortar plays shoot animation only once sometimes
Fixed orbital light preset stuck on when switching from a hero in orbit to a hero on the ground using the next hero button
Fixed Bolts and Crowd Suppressors/Crushers didn't damage walls
Fixed a couple of rare cases of AI players getting stuck
Fixed object outlines in exploration rendered over other UI
Fixed 'don't show again' options not saved when clicking the icon in dialog panel
Fixed boosted mining probe could collect resources above limit
Thanks and enjoy!
Source
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