Age of Wonders: Planetfall INVASIONS - available now!
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Greetings, commanders!
The time has finally come: the Invasions Expansion is here! The new player race, the Shakarn, and the new Voidbringer Invasions mechanic, among many other additions, await you! Alongside the expansion we also released a free update that is available for everyone; the Diplodocus Update! The name might already reveal some of the focus. Check below for all the details on expansion features and free updates.
To add to that: Age of Wonders: Planetfall has landed on Mac! Our team has been hard at work over the past few months getting this version up and running. Mac Commanders will be able to join up with PC Commanders to fight for planetary domination. Check the store page for more information and system requirements.
Invasions Expansion
Shakarn Player Race
The Shakarn are a warlike race of lizard aliens from beyond the edges of Star Union space. Using holographic technology they have been spying on the Star Union for centuries, infiltrating their agents into every level of society, and stealing the Union’s technology. Now that the Star Union is gone, it is time for the Shakarn to strike and claim the fallen empire as their own!
Additional Campaign Missions
Join the Shakarn as they begin their invasion of the Egalitarian League of Planets with two new campaign maps.
Voidbringer Invasions
Face the ultimate challenge as your world is invaded by a race of trans-dimensional beings known as the Voidbringers. These beings arrive via beacons which crash down over the planet, deploying armies of enthralled soldiers who destroy everything in their path. You must either destroy the beacons to end the threat, or submit and become enthralled yourself to conquer the world in the name of the void.
Therians NPC Faction
This group of demihumans is the result of Terratech experiments into human genetic manipulation. Now they live on the edges of society, as pirates and guns for hire. Get on their good side to expand your armies with this ferocious lot.
World Events
27 global events that randomly affect the world, from meteor showers that spread cosmite across the world to distant supernovae that scorch the land into a lifeless desert. Stay alert to change your strategy on the fly as these events can affect the course of the game drastically.
Conquered Worlds
A new world type where one player starts with a large empire, and the other players are united in a team to take them down. Which side will be the conqueror and which will be the conquered? That’s for you to find out.
New Locations
4 new exploration sites have been added for you to explore and add to your empire: the War Docks, the Therian Alteration Labs, the Cosmic Manipulation Center and the Resonance Halls.
Free Diplodocus Update
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AI Player Personalities
AI Personalities adds two personality traits to all AI controlled players: the Preference trait and the Strategy trait. The Preference trait determines which things the AI player will like and dislike, this trait may also change their diplomatic behavior. The Strategy trait influences how the AI player runs their empire by changing which things they will research, which units they build and on which sector specializations they will focus.
Diplomacy Updates
Reworked AI planning system We have performed an overhaul of the AI planning system in order to expose more of how it works by making all internal modifiers visible in the opinion of an AI player. Additionally we have changed how they determine who to befriend making it more directly related to their opinion of the player.
Neglect The AI now has a neglect timer which will trigger when they share an increased diplomatic state with the player and have not had any interactions from the player for some time. This system will give incentive to continuing to interact with AI players after you have achieved a certain diplomatic state. This neglect can be overcome by changing your diplomatic state, trading and sending a compliment or insult.
Diplomatic Feedback We added a Diplomatic Feedback system that will inform what certain diplomatic messages from the AI mean or what effects they have. This is done for a number of different messages to help improve feedback from the system making it more transparent. While giving away some of the AI’s plan, this should provide more agency over diplomacy.
Balance
Weapons Tech The old arrangement of weapon techs meant a lot of investment was needed to reach high level weapon mods, this meant many players never got to use them, since they prioritized other parts of the tech tree which were more widely applicable. We decided to try and tackle this by making the techs cheaper and cross linking the weapon techs, so that researching one tech would also unlock techs for it's partner.
We also looked over some of the less useful weapon tech trees and tried to extend to make them more useful. This involved making some weapon tech defensive in nature for variety, and allowing many biochemical mods to work on melee attacks, which makes them much more useful for Kir'ko players.
Economy In the Tyrannosaurs Update we did a large pass on the game economy and we're continuing those balancing efforts here/now/with this update. In comparison with the Sectors on Land, the Aquatic sectors have been performing subpar. With this update we're closing the gap by increasing the income gains from various Aquatic Resource Nodes, Pickups and Landmarks. In the Tyrannosaurus Update we also added Exploration Sites which provide income boosts and Colony buffs, these sites we're still being spawned through the original Visit Site logic. We've changed that spawning behavior to ensure that Exploration Sites appear less in clusters and are more varied.
Aquatic Combat Maps
The Aquatic Experience hasn’t just been looked at from a Strategic standpoint, we’ve also taken the time to expand on the Aquatic Tactical Combat maps. With this update a variety of Aquatic Pickups, the Cosmite Node and Sunken District will all have their own Combat Maps. This should cause some waves in those normally silent waters.
Small Multiplayer Updates
One request we’ve seen a lot was a more flexible Combat Card system. After this update you’ll have more control about when Combat Cards can be used by setting ‘Combat vs. AI’ or ‘Combat vs. Humans’ to use Cards independently of each other or not at all.
Additionally you’ll find a new tab on the Diplomacy Negotiation screen that allows you to trade equipment with other players. Equipment available for trading includes Weapons, Vehicles, Hero Mods and purchased Mods. We’ve also made it possible to form new Treaties during active Vassalage and set up timed trades while in Vassalage or Fixed Teams.
Now go out there and conquer some planets! Thanks for the continued support, commanders!
Age of Wonders: Planetfall INVASIONS
[previewyoutube="cJRB1EvIG4A;full"]
Hello everyone!
Today we are announcing the next expansion for Age Of Wonders - Planetfall: Invasions! Invasions will be released on the 26th of May on all platforms, and we’ll be doing a series of Dev Journals and streams to tell you all about it!
Age of Wonders Planetfall - Tyrannosaurus Update Hotfix v1.201
Hey everyone!
While you have been taming the new Tyrannosaurus Update, we prepared a hotfix that will tackle commonly reported issues. Issues like the graphical corruptions in tactical combat and commander saving problems should be fixed. Some important balance changes are also included! Thanks everyone for all the feedback on the new update! Enjoy, commanders!
Update Notes:
Bug Fixes
General
Fixed an issue where some players could not save or load custom commanders.
Fixed graphical corruption in the lower-right corner of the screen in Tactical when Unit Outlines were enabled.
Fixed crash in Imperial Archives when selecting a unit mod when the user did not own the Revelations DLC.
Fixed AI issue where the AI could get stuck in a combat during interaction with a survey site.
Fixed issue where taking back a colony that was occupied by marauders would not convert all sectors back to the player’s full ownership.
Fixed issue where an overlord could not use war coordination functionality with their vassal, vassals will still be unable to use this functionality however.
Fixed a bug where players could research Relativistic Projectiles from Kinetic Force Manipulation.
Fixed rewards screens missing information on the source of the reward at the top.
Economy
Fixed that Hazards were not penalizing the income of colonies they were attached to.
Fixed that the Sunshard node and Exposed mineral vein would still provide income when occupied.
Fixed that the Resupply Station would provide +5 Production instead of +5 Food.
Fixed issue where changes to the game speed and perks would not correctly provide the correct number of starting colonists.
Operations
Fixed that the Call of the Hive, Security Drones and Phase Echo Guard tactical effects no longer worked.
Fixed that Ecological Warfare’s regeneration applied to Mechanical Units.
Fixed that the Operator operation would not apply its discount to strategic operations.
Units
Fixed that the Vanguard Assault Bike was getting an unintentional 2 extra vision range.
Fixed that the Autonom Golem would get stuck in an animation after using a grenade ability.
Fixed that the Swift Beak could not correctly apply Melee mods.
Fixed that the Tyrannodon had bad table manners.
Campaign
Fixed an issue, where players did not receive the next story quest after completing the “First Revelations” quest in the Obolus-5 mission of the Revelations campaign, if they had already annexed the “Hand of Rhemenses” sector.
Fixed an issue that the production landmark next to the player starting position in the Gardip XX mission had no defenders when playing with the challenge level set to medium or hard.
Fixed an issue where the “Art of Evolution” quest in the Arcadia Caeleste mission of the base game campaign did sometimes not complete when evolving a Psi-Fish unit.
Balance
General
Players can no longer continuously enter a structure combat with the same stack, by continuously retreating from the combat; it now has a cooldown of 1 turn.
Increased cost of Flying Hero Vehicles by +10 cosmite and +20 energy.
Shield Damage will remain even if shields are completely removed and then re-added (e.g. by stepping out of swarm shield and back into it).
Kir’Ko
Engulfer - Changed Prime Rank from ‘Prime Rank: Range’ to Prime Rank: Critical’
Emergent can no longer transform into an Engulfer; turns into Hidden instead.
Guiding Presence and Guiding Hand - Decreased range bonus from +2 to +1
Hero Skill ‘Guiding Hand - Changed from 4 Turn Cooldown to Once Per Battle
Tactical Operation ‘One with the Swarm’ - Decreased effect from +4 Shields for 3 Turns to +3 Shields for 2 Turns.
Tactical Operation ‘One with the Swarm’ - Decreased cost from 5 Tactical Operation Points to 4 Tactical Operation Points.
Heritor
Protector Incarnation - Changed Unit requirement from Non-Mindless to Land Movement
Psionic
Mantra of Life - Decreased Shields from +3 to +2
For the patch notes of the Tyrannosaurus Update v1.200, check the official forums post here.
Age of Wonders Planetfall - Tyrannosaurus Update v1.200
Greetings, commanders!
Over the last few months we have been working hard on the “Tyrannosaurus” update and it definitely does its name justice! Based on community input and findings, some major changes were made to the game. Here we highlight the biggest features and changes; for the full list of change notes, check the bottom of the post. But first, check out this sweet trailer!
[previewyoutube="RNjrpnP7o2w;full"]
New Features
Game Intensity Controls
A number of settings have been added to the game setup options to control the amount of push back the world gives to the player. These options can be used to make enemy players, NPC factions and spawners more passive to give a more relaxing game experience, or more active to up the game’s challenge.
These options can be edited separately under Advanced Settings, or are controlled under a master Game Intensity setting in the main setup screen.
No Colonizer Mode
An old favourite from previous games in the franchise; No Colonizer Mode blocks the ability for all players to build colonizers to create new colonies (a limited number of colonizers can be gained from the settlements pre-placed on the map). This leads to a game with much smaller empires, where the focus is more on the game’s military aspects than its economic ones.
Exploration Sites
A number of locations, primarily Visit Sites which would give temporary bonuses to the armies that visited them, have been reworked, remodelled and rebranded as Exploration Sites. These sites are heavily guarded and each has its own unique interior combat map. Once captured, each site has a unique buff it grants to units produced in the colony it is linked to, as well as giving a powerful economic bonus.
Fleeing Enemies
In order to reduce the number of battles the player needs to fight, weak enemy stacks will now occasionally ask for mercy, allowing players to claim their location without a combat encounter. Additionally, stronger stacks will sometimes allow players to bribe them to leave.
Economy Changes
Streamlined Terrain Interactions
The terrain in Planetfall gives boosts to the economic structures built within them, for example a Forest sector gives bonuses to Production and Food bases. The update changes these bonuses to always apply, rather than requiring the player to research and build special colony upgrades (i.e. a food sector built in a forest sector will now immediately go to level 2, without requiring the Forest Exploitation technology first). This makes the system much easier to understand, and allows players to experience the bonuses from terrain much faster and more organically.
Since these terrain bonuses also affect the strength of the special upgrades that can be built in sectors, those also become more interesting and useful to the player.
Rebalanced Economic Research
The streamlining of the terrain interactions has meant we could remove a number of techs from the economy tree, which was generally felt to be overloaded. To take this further, a number of other techs have been removed and the tree has been rebalanced in order to make systems more useful.
Simplified Colony Economy
We’ve gone through the various economic bonuses the player gains from various sector upgrades and re-arranged them to make them easier to grasp. At the same time, a number of upgrades have been rebalanced to make them more useful, and less reliant on micromanagement to make the most of them.
Razing Colonies and Sectors
The player now gains resources of various types for razing enemy colonies and sectors. This provides more incentive for defending players to actively defend their territory rather than hiding in their cities. It also incentivizes players to destroy captured colonies, rather than keep them, leading to smaller empires which are easier for the players to manage.
Factions and Secret Techs
Racial Starting Bonuses
In order to make the differences between the races more well defined, each race has been given a short term bonus that is immediately active from the start of the game, and a long term bonus which affects the race for the duration of the game.
Secret Tech Starting Units
It was felt that players had to work too hard to get any benefits from their secret techs, since they often didn’t unlock any units from their secret tech until turn 20-30. To fix this, each player (except for Xenoplague players) will now start the game with a tier 2 secret tech unit which they can immediately start using. This adds more variety to the early game, and makes the secret tech choice more immediately meaningful.
Xenoplague Streamlining
The Xenoplague secret tech now allows players to start with a Pustule unit and start spreading the plague from the first turn. Previously, this defining aspect of the tech was locked behind research, so the player was forced to get particular techs before they could enjoy the main feature of the Xenoplague.
Amazon Animal and Forest Gameplay
The Amazons have unique world map gameplay mechanics based around capturing wildlife units and spreading forests, which we felt were underperforming. The operations for creating forests have been made cheaper, and more bonuses have been added for the player to research that improve the bonuses forests grant. Amazon controlled wildlife now gain an inherent stat buff to make them more useful, which can be strengthened through research.
Also, the many types of wildlife now evolve, allowing the player to capture a weak unit early in the game and watch it evolve into a more powerful one as the game progresses. A new, end game operation has also been added allowing the Amazons to control the powerful end game wildlife that was previously unavailable.
Special Operations
Rebalanced Covert Operations
We’ve taken a look at the covert operations tree, rebalancing the operations to make them more useful as well as adding a new cosmite stealing operation to make the end game more attractive. The distribution of Operation Strength/Defense bonuses in the tree has been rearranged to give players who focus on covert ops more of an advantage.
A tooltip has also been added to the covert operation targeting interface that breaks down the chance for the operation to succeed as well as providing information on what the player can do to increase that chance.
Rebalanced Doctrines
The doctrines in the game have received a balance pass to reduce the cost to deploy them. The tech tree has been re-arranged slightly to make the racial and secret tech doctrines more attractive to the player, by adding shortcuts allowing the player to unlock high level doctrines by doing economic research (previously the player could only unlock high level doctrines by researching all the lower level ones first) and allowing the player to earn doctrine slots by researching doctrines (previously doctrine slots could only be unlocked by researching a separate area of the tech tree).
Operations Interface Improvements
The operation launching interfaces have been rearranged to make it easier for the player to see what they have available and what they have active. This was achieved by merging several tabs, so the player can see everything on screen at once without needing to flip between different lists.
Diplomacy
War Coordination Improvements
The system the player uses to coordinate attacks with their AI allies has been rebuilt to make it more responsive and transparent. AI players can now be directed to attack and defend specific locations, and will send more messages to give feedback to the player about when they complete or fail their tasks.
Trading and Diplomatic Offers Rebalancing
In order to make certain trade deals and diplomatic offers more worthwhile for both the player and AI, many of the trade items have received balancing. The prerequisites for peace deals and vassalage offers have been tweaked so it makes more sense when they occur.
Interfaces and Readability
More Readable Units
We have done a number of tweaks to how units are rendered to make them pop out more on the world map and in combat. This is to address issues that units were often hard to see when they stood on certain types of terrain.
Clearer Overview Map
The overview map, which is viewed by zooming out to the max level on the world map, has received a pass to make the icons that appear on it more consistent and useful. Economic icons now receive a red outline when they are occupied by the enemy, to make it clearer to the player where potential issues with their economy lie.
Owned sectors are now fully colored, instead of only showing the borders, giving a clearer overview of each domain on the map.
Clearer Level Tooltips
The text tooltips that described the effects of doomsday weapons and leveled sector upgrades have been given a pass to make them clearer, shorter and less overwhelming, making them much easier to read and understand.
Strategic AI
Better Army Compositions
The strategic AI is now better at building higher level armies of more varied units, and is less likely to create monotonous armies of low level units. When reaching a certain phase of a game, they are now more inclined to create higher tier units as well. Additionally, the unit modding process for AI was improved to ensure the AI players upgrade units that already have mods with better mods once they become available.
Prioritization Improvements
AI players would often prioritize attacking independent armies and become overly defensive when opponents built up their military. With the update a lot of these weaknesses have been tackled and the AI has become a lot better at setting clear goals that result into more interesting interactions with players.
Other Improvements
Tutorial and Practice World
We have done a pass on the game’s tutorial and the early campaign maps to address complaints that they were overwhelming for newer players. Upon completing the tutorial the player will now receive a suggestion to play a curated Practice Game before jumping into the campaign, since we feel that the early Campaign maps are simply too much for a new player to attempt directly after the tutorial.
Lots of Balance Changes
The update contains a HUGE number of balance tweaks to units, operations, and unit upgrades. These have been based on feedback from the community, with a focus on improving the balance of the PvP aspect of the game.
Fixes Fixes Fixes
Like any update, this Update contains a large amount of bug fixes. Thanks to the community for reporting the issues so we can continue improving the game!
Age of Wonders Planetfall - Stegosaurus 2 v1.104 Update
Hey everyone!
The holidays are drawing near and it looks like the Stegosaurus is already getting into the spirit. That means that we have some presents for you of course; this time in the shape of an update that contains some heavily requested features, like Auto explore! Besides these, the update contains a series of fixes, small updates and support for the Korean language. Thanks for your continued feedback and support! Enjoy!
V1.104 - Stegosaurus 2
Feature: Auto-Explore Armies can now be set to 'auto-explore', this means that they will scout around the planet on their own; picking up resources along the way. These armies will no longer appear in your to-do events; allowing you to focus on other tasks.
Feature: Tactical Operations Toggle When engaging in combat, you can now decide whether Tactical Operations will be used during Auto Combat.
Fixes General
When a unit is brought back from the dead, all of its Once Per Battle and Ability Cooldowns are triggered. This does not affect Escape Module or similar abilities.
Fixed issue where AI player vs AI Player and AI player vs Marauders would no longer generate combat events.
Fixed that unit icons in the army panel would flicker on army movement.
Fixed issue where razing a Forward Relay Base would not cancel its Energy and Cosmite upkeep.
Fixed a visualization error on the Livestock Spawner Tactical Map that caused biodomes to spawn in the incorrect color.
Fixed issue where the doomsday level could go beyond 3 causing a crash.
Hotseat
Fixed issue in Hotseat where the game could hang after manual combat when an AI player attacked the player.
Fixed issue in Hotseat where the game could crash upon using combat retry and then closing the combat results.
Multiplayer
Fixed issue where players could pause the turn timer while another player was in combat or viewing the combat results.
Fixed issue where leaders would not load correctly in the lobby and loading screen if a player used a DLC leader but the host of the multiplayer session did not own the required DLC.
Units, Mods & Operations
Sinister Chorus now correctly decreases Entropy Resistance
PsiTec Vox Amp now correctly receives damage channel changes from Focus mods.
Fixed Hopperhound Mantises not having a defense mode.
Purchased Faction Units now correctly gain extra ranks from the player's HQ as well as other Upgrades.
Campaign
Fixed 'Kir'ko Independence' in Xa'Kir'Ko (Kirko 02) not progressing in some cases after completing all three 'Collect Data from Xenolabs' quests. Note: Affected players will still have to end their turn for the quest line to progress.
Anomalous Sites
Replaced the constructs in Phase 3 of House of Emperors with Scavengers.
UX
Edge scrolling no longer moves the camera when input is blocked.
Controller: Cycle Cities now correctly ignores Absorbing/Migrating cities
Updates General
Doomsday structures are now being removed when a sector changes owner.
Language
Added Korean language support.
Multiplayer
Changing teams is now locked while the player has opted as ready to play.
Units, Mods & Operations
Heritor Siphoner 'Es'Teq Siphon' - Reduced damage from 11 to 9
UI & UX
Added a Secret Tech Filter to the Commander Selection screen.
Skipping to the next to-do event will now focus the camera on the event.
Cycling through cities is now done alphabetically.
Where possible sector invasion event will now highlight the invading stack instead of the cell the invasion took place.
Age of Wonders: Planetfall REVELATIONS - available now!
[previewyoutube="nSXD3SrP8G0;full"] Unravel the secrets of a long forgotten dynasty... Age of Wonders: Planetfall REVELATIONS is out now! Get it with the season pass: https://pdxint.at/2qhgFXf
Upcoming Content Stream - REVELATIONS and more!
With the release of REVELATIONS just around the corner, it's about time we talk more about some upcoming features in both the expansion and the free content patch! Join us and Principal Gameplay Designer Tom Bird on twitch.tv/paradoxinteractive, Thursday 15:30 CEST!
Age of Wonders: Planetfall REVELATIONS
[previewyoutube="cJukwU_o8qo;leftthumb"] A dynasty, long forgotten, is once again about to rise. The Age of Wonders: Planetfall expansion Revelations will arrive November 19th.
Age of Wonders Planetfall v1.006.1 "Ankylosaurus 2" update
As we are about to get ready for PDXCON we have an update for the Ankylosaurus patch. The Ankylosaurus 2 update fixes gameplay, multiplayer and interface issues. Of course we have already been working on cool stuff for you folks. For more about that come find us in Berlin at PDXCON; and if you can't make it, keep an eye on PDX news & updates on social media.
V1.006.1 - Ankylosaurus 2
Gameplay
Fixed missing translations
Fixed issue where sometimes strategic actions, such as “build (forward-)base” would not be cancelled when a player was defeated.
Multiplayer
Fixed that disconnecting while kicking a player would cause out of sync issues after a rejoin
Fixed that you could cancel back to the previous menu while kicking a player
Interface
Fixed that hero and unit icons would sometimes disappear
Fixed that text in the lists in the Imperial Archives would be offset
Fixed that you could not call NPC factions to war
Fixed that the research tree had a big cross when playing with fixed teams
Age of Wonders Planetfall v1.006 "Ankylosaurus" update
Hello everyone!
Patch v1.006, also known as Ankylosaurus, is available and ready to be updated on Steam.
Today we continue with our dinosaur-named patches with the graceful Ankylosaurus. Apart from the Multiplayer Kick system, signified by the typical dutch clog in its tail, we added some important community-requested features, like saving of the last used game settings and the selling of excess Food income! Additionally, there are some significant balance changes to city expansion and critical hit chance! Not to mention big quality of life improvements for interfaces and a massive list of fixes!
V1.006 - Ankylosaurus
Features
The last used scenario settings are now saved. These are saved separately for singleplayer and multiplayer.
World settings can now be saved into templates in Advanced Setup. Up to 3 templates per Scenario type.
Implemented Kick feature; hosts of sessions can now kick other players through the Settings in the session overview.
Added a prospect sector particle effect on sectors that can still be prospected, when you have a stack selected that have a Prospector unit.
The “share all” food sharing option will now sell any excess food for energy if other colonies are not taking all of the shared food. This allows you to stop the city from growing and managing city happiness better.
Modding (Paradox Launcher V2 2019.09.01)
Fixed issue with Mods not updating
You can now add Mod Tags
Balance
Critical chance of an attack is now capped by the hit chance of the attack. I.e. an attack with 20% chance to hit cannot have a crit chance of over 20%. This to prevent stacking crit increases from becoming an exploit.
Stacking Damage Reflection from mods and abilities is now capped at 75% of damage reflected.
Ruthless Killer from the Martial Tradition perk now only returns 1AP when it procs, not 3AP.
Time Warp (Void Tech operation) and Dimensional Instability can now be removed using debuff cleansing abilities and operations.
Indentured Contracts now reduces the energy cost of Indentured units by 33% (was 50%)
Balance: Assembly We’re planning to do a large balance patch in the future, however the Assembly are currently so strong compared to the other races that we’re bringing forward some of the fixes to try and bring them back into line.
Assimilate now heals for 3hp per hit (was 6)
Assembly Void Walkers now do 9 damage per hit (was 8)
Assembly Scavenger - Shotgun now has 1 level of high impact (also affects the Vanguard Engineer)
Vorpal Sniper - Vorpal Shot now has a 15% critical bonus (was 20%)
Vorpal Sniper - Vorpal Shot now has damage 18 (was 20)
Assembly Electrocutioner - Arc Projector damage is now 11 (was 10)
Assembly Electrocutioner - Project Arc Blast is now range 7 (was 5)
Remote System Purge now affects 3 friendly cyborgs in a chain (was all friendly cyborgs)
Battlefield Autopsies now grants 3 research per unit tier after combat (was 5)
Balance: Colonizers We've changed colonizer cost, lowering the base cost and having an increasing cost for each additional colonizer you build. This change was made to address colony spam as discussed in the Planetfall community:
An early game land grab rush shouldn't be the only valid strategy, and
Having a large number of colonies resulted in too much micromanagement.
We will continue to investigate people's experiences with colony expansion.
Colonizers now have scaling costs. The first colonizer costs 50 energy, 20 cosmite and 100 production. For each colonizer you build the cost will increase by 100 energy and 10 cosmite.
General
Improved random commander selection when setting up a game to increase the variety of commanders encountered.
Turret defense structures now have unique icons for each race.
Reduced stutter in Tactical Combat when moving the camera around for high refresh rate monitors
Improved Tactical Combat camera zoom behavior, making the mousewheel and hotkey zoom faster (in particular with notably high- and low framerates)
Fixed issue where Paradox Cloud Saves would always update the last modified time causing PDX Cloud Saves to always appear first when launching the game.
When disabling cloud saves in steam, saves on the star map can now get saved as a PDX cloud save like the other save types.
Campaign
Fixed an issue where commander/hero equipment and levels wouldn’t be transferred to the next mission if they had a vehicle equipped that is unavailable in the next mission.
Fixed issue in campaign where items could sometimes not be equipped properly on heroes/leaders that are taken from previous campaign maps.
Fixed an issue that caused the player to get stuck in a story message in the first Kir’Ko mission (Arcadia Caeleste) if he didn’t accept or decline the “Contact Nicole Crustus” quest and then cleared the Celestian Archives.
Fixed an issue in the first Kir’Ko mission (Arcadia Caeleste) that the player could not enter the Dreamer’s Archives when they were owned by one of the allied Celestian players. Affected players will need to end their turn from their save game to gain access to the landmark.
Campaign quests that get closed are automatically declined at the end of the turn if the player does not accept/decline the quest themselves.
Gameplay
Critical and fumble chance of an attack can be seen in the attack’s preview (hold ctrl), in the Extra Info section.
Level 5 industrial exploitation now correctly gives production instead of research.
Fixed issue where the current food income was not taking into account for food sharing.
Fixed issue where manually queueing the infinite energy/research production option for a colony would still cause “city production not set” to-do events.
Fixed crash that could occur when a victory condition was triggered upon defeating another player.
Fixed issue where the effect of doomsday weapons on Colonies would not refresh when a city was occupied or absorbed.
Fixed a bug where you could dismantle the exploitation given by a landmark.
Fixed a bug where your game could softlock when loading a combat save after you’ve patched the game.
Fixed issue where destroying a Monitoring Station wouldn't cancel it being listed in the active operation list
Fixed an issue that meant that Resurrect Hero could be used to break the max heroes in a game limit
Fixed issue where the Brood Cluster building was able to reduce a unit production cost to 1
Fixed a bug where racial research would unlock when you occupy a city of that race, rather than when you owned it.
Fixed issue where a player would gain the research of races belonging to the colonies they had occupied on loading a save game. This would also cause an Out of Sync in multiplayer.
Fixed issue where migrating an occupied colony would give the player the racial research belonging to the race of the colony prior to migration.
Fixed issue where you were able to migrate colonies to another race even if the player had only occupied other cities of that race instead of owning them.
Skirmisher Subroutines now correctly targets ground and air units (it was wrongly ground only before)
Fixed issue where casting an operation that spawns a unit on the domain of another player could trigger war if in doing so that unit would trespass.
Fixed Phoenix Defense Protocol not giving its operation defense bonus. The defense from the doctrine now protects against all operations, not just those that target your colonies.
Fixed a crash caused by razing a city while a doomsday victory is running
Fixed issue where Organized Cyber Divisions wasn’t giving it’s price reduction to certain Strategic Operations.
Fixed issue where the research not set event was still visible after the player completed all researches and the doomsday victory condition was disabled
Fixed issue where the colonist auto assignment would not keep in mind supply and happiness deficit when they were not set to ignored.
Dvar doctrine Cosmite Collection Program now works correctly.
Fixed issue where the player could prime Planetary Unification Protocol even if it was already active.
Fixed issue where the Planetary Unification Protocol operation wouldn't be cancelled if the unifier victory was blocked.
Gameplay: Units & Abilities
Dvar trenches now correctly give a 25% accuracy bonus to the units stood within the trench.
Adaptive Network given through the Synthesis landmark can now stack up to a max of 5 Shields.
Fixed Nanite Boosters' buff not working when the unit was being flanked.
Fixed Phoenix Walker Vehicle not being able to use Dvar Melee mods.
Fixed Quantum Avatar not giving it's buff to voidtech modded units equipped with the Stasis Pocket Inducer mod.
Fixed Oblivious Refrain, which wasn't targeting air units, when it should.
Fixed arc retaliation defense being triggered by cerebral override.
Fixed breaching shot on the guild assassin affecting the snap shot ability.
Fixed that sleep could be applied to units with status effect immunity.
Pyrx bomb no longer hits units with thermal immunity.
Cleansing light’s description no longer states it can only target friendly units.
Fixed that when a Ravenous’ devour ability would be targeted on a flying unit above a ground unit, it would eat the ground unit (it did not matter what type of unit).
Mantra of clarity now correctly shows up in the unit panel as a buff.
The cerebral control collars ability is now correctly displayed in the unit panel.
Fixed a bug where Echoes of Despair spawned in the wild wouldn't have Thermal/Biochemical attacks when modded with a Focus: Flames/Venom
Fixed a bug where the Promethean Phoenix Walker would incorrectly enter it's defence mode after using Torrent of Flames
Fixed a bug where the Synthesis Avatar's Amplify Daemon ability wasn't correctly targeting certain units.
The description of the Dvar mod Reactive Kinetic Battery now correctly says that the mod can be used by Heavy units (used to be Mechanical Heavy)
Thumper (Secondary Hero Weapon) no longer deal double damage
Stopped the Voradon’s Devour ability from triggering as part of melee overwatch
Prevent the Alert Protocol operation from removing actions points on units that use a leave one point or full action (continue) ability.
Fixed bug where Mantra of the Branded wasn't allowed on psionic units
Wraith Tank no longer hits itself when it has the Advanced Dislocation Drive
Fixed Reassembly Modules mod not being addable to paragons and other non-assembly cyborgs
Fixed an issue where Xenoplague units were being targeted by Xenoplague Operations when they shouldn't and vice versa.
Fixed issue where triggering Disintegrate on a flying unit would cause Tactical Combat to get into a dead state.
Fixed issue where Echo Walker clones, and other temporary units, wouldn’t despawn if they were using Emergency Quantric Shielding mods.
Purifiers Plasma Bomb will now scatter if it misses
Kir'Ko Star Guide can now correctly equip Path of Flames and Path of Venom mods
Plasmoid and Phoenix Walker can now equip melee mods
Star Guide can now target Blinding Light anywhere (before it was restricted to having a unit in the middle of the aoe)
Fixed Zenith's Reinforcement Zone (now correctly targets allied Biological and Cyborg units)
Fixed Sequential Kill System and Ruthless Killer giving multiple action points back when killing multiple units with a single attack.
Fixed a bug where the Assembly Colony Defense Turret was being pushed when killed
Fixed the Psynumbra Hero Skill, Dark Elation so it affect both ground and air units now, rather than only one or the other.
Positron Converter now correctly targets both air and ground units
Project Agony Field now correctly damages ALL units in the field
Fixed broken animation on Dvar Echo Walkers melee strike.
Gameplay: Diplomacy & NPC factions
Cosmite trade value within diplomacy has been increased from being worth 4 energy to 8 energy.
Fixed issue where the trespass button in the trespassing confirmation for using an operation to spawn a unit would not function if the player is a vassal to the domain owner.
Fixed issue where breaking a diplomatic treaty would not always cause a relation penalty.
Using influence to ask a faction to leave an occupied colony will now liberate the colony if you are not at war with the owner of that colony. As opposed to you becoming the new occupier of that colony.
Trading casus belli will now also instantly remove the grudge that player may have relative to the amount of casus belli points that were traded.
When war is declared on a player that is suffering from the effects of futility of war - which disables the use of casus belli - they will no longer get the negative “war without casus belli” popular support effect.
NPC faction accept- and decline demand buttons now show the amount of favor gained with the NPC faction in their tooltips. The tooltip will now also indicate that war will be declared if the demand is declined, if that is the case.
Fixed issue where treaties which could not be paid for would instantly end any involved diplomatic treaties that were made within the same trade deal but do not have a fixed duration.
Fixed issue where the player could spend all its resources before handling a demand and still be able to select the give resources to faction option.
Fixed issue where Sway Ideology would reduce the diplomatic state of a faction relation to much
Fixed issue where the offer/demand vassalage options would still be available when an alliance offer was already added to the trade.
Added a new event and panel to indicate when a resource treaty could not be exchanged because one of the players couldn’t afford paying the resources.
Fixed crash when an NPC faction, that no longer had a dwelling, gave the player a quest.
Fixed issue where converting a base into a forward base or a colony could trigger a sector claim violation.
Fixed an issue where capturing an enemy city that was producing something would efud the energy and cosmite cost to you, instead of the city’s original owner
Fixed issue where the covert operation Casus belli would be given to the player when the covert op was detected, even if the caster was anonymous.
Fixed issue where the locate sector button of a faction demand was no longer functional
AI
Diplomacy trading tweaks to make the AI less agreeable to trades that are very imbalanced to them.
Trading AI balance changes to make the AI less agreeable to giving away items/resources away for free in negotiations, particularly Casus Belli and Treaties.
Fixed issue where AI players would sometimes change which NPC faction(s) they want to ally with and which ones to go to war with.
AI players may now attack trespassing units from players they are not at war with but have 3 or more trespassing casus belli on.
AI players no longer comment on events (such as improving your relation with a NPC faction) while at war with the player.
AI players no longer denounce the player while at war.
AI players will no longer buy-off casus belli from players they dislike. I.e. relation value at -200 or less.
Fixed issue where the AI would sometimes not move onto structures/nodes they had previously bought from a NPC faction.
Fixed some issues where some units would not move at all when threatened with a lot of overwatch
The AI will now be less likely to make units run away during combat
The AI will now immediately make colonizers run away if they enter combat
The AI is now much more likely to use Phase Echo abilities on Echo Walkers
Fixed an AI hang which could occur when an AI player/independent stack is attacking an undefended structure that has a stack next to it belonging to an ally of the structure owner.
The AI now no longer interacts with Settlements during the first 8 turns of the game to ensure the player has enough time to be the first to obtain a second colony.
Fixed AI hang caused by trying to attack a settlement that had come under their control during the same turn.
Fixed AI hangs during their turn causing you to be stuck with “opponent is moving”.
Multiplayer
The turn timer now no longer ticks down when you are unable to perform actions, for instance when auto combat is running.
Prevent free production pickup event from being lost when the turn is ended by the turn timer.
Interface
The selected stack will now be remembered when zooming out to the orbital map and reselected when you zoom back in.
Increased the size of scrollbars so they are more noticeable.
Added cosmite and influence generation to the colony interfaces.
Leader Colony Supplements and Vices are now visible in the Imperial Archives under Hero Skills, the relative filters will now also properly filter these items.
Pressing Esc now properly closes most of the menu screens.
Fixed an issue where the scroll position in city production was not remembered.
Tooltips have been added to the dismantle sector exploitation/upgrade options in the colony interface. Additionally, the amount of turns dismantling will take is now also displayed.
Fixed the cost of unit mods being hidden in the unit interface if the player didn’t have enough energy or cosmite to buy them.
Fixed bug where sometimes images would be incorrectly offset or scaled.
Fixed bug where hyperlinks in interfaces related to NPC factions could not be clicked.
Fixed bug where the UI could not be interacted with when meeting an NPC faction while the turn timer runs out in hotseat.
Fixed bug where success and detection chances would not be shown while using a controller when casting a covert operation.
Fixed overflow issue when 20 or more colonist slots were on 1 type of resource.
Fixed an issue where 50% scroll speed was not selectable
Fixed an issue where disabled checkboxes in lists would enable
Fixed miss aligned text icons in headers above lists
Fixed an issue where quickly switching selection in lists with controller would select multiple rows.
Renamed the scavanger shotgun to scavenger shotgun to fix the typo.
Trade screen now correctly identifies who has sent/is sending the trade and changes the “You offer”/”They demand” & “You demand”/”They offer” correctly.
Hazard removal now shows how many turns are remaining until the hazard is removed from the sector.
Fixed typo and formatting in Falsify Atrocities casus belli.
Fixed an issue where switching input mode while in controls menu leads to dead states.
Fixed issue where the Happiness Event threshold in the colonist tab for colonies was sometimes displaying the incorrect threshold depending on the happiness income and accumulated happiness.
Fixed issue in the quest overview panel where the description of some campaign quests would only be partially displayed.
Selecting Previous/Next city from the city screen now no longer selects cities you don’t own, preventing it from switching to a different interface without these buttons.
When a covert operation is detected as well as when purging the Casus Belli gained for someone using covert ops is now visible in the Operation results as well on the internal purge screen (to the purging player).
Disclaimer: This update is still in the works for PS4 and Xbox One.
Thanks for all the feedback! Many of these changes were a result of all the comments and reports provided to us.
For any remaining issues please report them to: https://forum.paradoxplaza.com/forum/index.php?forums/age-of-wonders-planetfall-bug-reports.1056/