In this update4
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
- Gameplay
- Server
- Performance
- UI and audio
- Fixes
- Maps
Heroes of Science and Fiction changes
We're happy to announce a new update of Heroes of Science and Fiction, this time with more features (and no fewer bugfixes). :) Also, we have a small roadmap update to give you a better idea what features and content is coming in the upcoming months, see below!
Features and improvements
Iron mole mode and old-school hazard are now separate options
Single commander mode
Team play in multiplayer, including shared fog of war, sending resources
Added Vsync option to sync only to half of the refresh rate of the monitor
Enabled cloud save for victory saves from the campaign which used to unlock other levels
Added "Besieger Tools" equipment
More optimization, including micro-stutters in combat and material handling (this is related to the slow base-to-map transitions where we kindly ask Unity to cleanup unused stuff)
Progress on AI performance/memory optimization
Changed transition from base to map to a more subtle fadeout from black, disabled whoosh sound
Added simple procedural squash-and-stretch turn animation in combat for units without dedicated turn animations
Added visual indication for not enough move points when using teleport, fixed route visualization not taking into account teleport cost
Fixes
Fixed the "Who knew this could happen" achievement not unlocking when a commander gets caught in a dangerous object
Fixed Tumori siege background was visible in the next siege battle
Sovereign Base 16:10 bottom screen gradient bar fix
Fixed AI commanders could get really confused when stuck on a bridge blocked from both sides
Fixed Merchant badge usage disabling smuggler den and slave camp indefinitely
Fixed tactics position not saved during first use of tactics on units that stayed at their original position
Fixed tactics order could get messed up after transferring a commander's army to a base
Fixed players with no commanders breaking Eyeball Tower statistics dialog and getting the game stuck
Fixed Tumori base was never used in generated map
Added a 'continue' button in multiplayer when the host loses during an AI player's turn as you would be currently forced to exit the match
Fixed landlord achievement not unlocking when taking bases by combat
Various small UI and text fixes and improvements
Campaign - Empire level 3 - Fixed a rare occasion when the fight could not start properly if the enemy commander stood right in the middle of one particular even
Campaign - Children level 1 Doctor Brown could appear to be stuck due to not having any targets nearby
Campaign - Children level 3 - Tumori could kill Furret, which breaks one of the important events
Campaign - Fossorians leve; 1 -The spacebar was marked as forbidden despite already being present in the base
Campaign - Sovereign Fleet level 2 - a step on event on the same place as unit danger zone, causing troubles if commander has negotiator skill - fixed
Roadmap
Here's our updated roadmap - and more info on the two teased DLCs is coming soon!
Community discord server
You're more than welcome to join us and the community on our Discord to discuss feedback, help us with bug reports or just have a chat with other players!
Source
Changelog.gg summarizes and formats this update. How we read updates.
