In this update7
Full notes
Full Heroes of Science and Fiction update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- UI and audio
- Fixes
- Store
Heroes of Science and Fiction changes
Hi everybody, we managed to prepare one more game update for you before the Holidays! This time the main focus is game balance, but there are also quite a few new items, creatures and a map with a twist.
As usually, this is not all that we've been working on, as some of the team are focusing on content and improvements for the looming full release, which will come with the last campaign, maps, AI improvements and more.
Now, release notes and all the details:
New creatures
Void Walker teleports to a different location every phase and gives you an option to teleport back to any visited tile when you beat him
Craborg gets really angry when its stack loses half of the original units
Edge hog is just ... spiky! :) It also has unlimited retaliation and causes a few status effects.
New content
Neutral Zone map that will give you an opportunity to play with all the different neutral creatures
Neutral spawner map object
New items
Biotic Mentor is an artifact that allows your commander to use BIO abilities twice per round
Genie is an artifact that causes your PSY abilities to last twice as long!
Triffid Root is an equipment that gives a commander 10 new Triffid units each cycle!
Tax Collector's Banner gives you extra Aura Coins when taking over buildings
Pathfinder Drone removes movement penalties for rough terrain
Expropriator lets you take over turrets and outposts after defeating them
Piercing ammo allows ranged units to always deal critical damage
Burn Puncher deals burning or corrosive damage based on which unit gets hit
Stim-tac is a consumable that increases Combat power by +5 for three phases
Potion of Motion is a consumable that increases Exploration proficiency by +5 for three phases
Brain fuel is a consumable that increases Ability power by +5 for three phases
Balance changes
Biomancer skill revives more units
Renewed Spirit skill restores both MP and EP
Scavenger also provides more resources when picking them up on the map
Fungors have a limit of how many stacks they can split into
Drone dogs give debuffs to enemy commanders while in range
Outposts have the option to buy an extra turret
Defensive upgrades of mines: cheaper and better
Draining coil steals some of the drained energy
Overall nerf of PSY abilities
Magnesium torch can be thrown on nearby tiles, has a new effect
Free resources on the map give on average a little bit more
Balance changes - Globetrotter
Show resources also shows production buildings
Rush has a stronger effect
Eagle eye has a bigger range and highlights discovered commanders on the minimap
Protective field also protects against turrets, traps and environmental hazards
Supercharged cloud can now be placed next to commanders to affect them immediately, it also stops them for one turn
Evacuation now gives you the choice of which base to evacuate to
Summon creature - a new ability allows commanders to summon random creatures on the map
Features and improvements
Configurable keyboard shortcuts
Polished a lot of the UI and dialogs (commander list, statistics, gateway panel at the base, commander meeting panel, added a little animation to level up and similar dialogs)
Improved a few unit animations from the Tumori Tribes faction and neutral units
[EDITOR] Added a parameter for locking staring armies in maps
Fixes
Fixed rehired retreated commanders showing up as DEAD in their tooltip
Fix spawners can have wrong day-night variant of the units at the first part of the cycle, units in armies of commanders visiting bases were not updated according to day-night cycle
Fixed morale tooltip wasn't showing actual value of active status effects
Fixed Traveling merchant and Wanderer could spawn blocking routes
Fixed dead Panzer Worm surfaced at the end of the battle if it died underground due to torpedo explosion
Fixed planned routes not immediately updated in a few cases (like equipping items protecting from environmental hazards)
Fixed the 4th tier unit next to its basic spawner building in the Sovereign base showed upgraded unit graphics and the upgraded spawner showed basic unit graphics
Fixed commander/outpost selector getting enabled in negotiator panel when not used in actual negotiation but when an outpost exists (slave camp, base slave camp, war machine shop, spawners)
Sovereign Fleet campaign, mission 1 - fixed Gran Manny could die "prematurely"
Thanks for reading, we hope that you will enjoy the update over the holidays and as always, we'll be happy to have you on our Discord server:
Source
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