Update 1.4 has been released, a smaller update that adds some new things to the game:
Customizable Keybindings Gameplay keybindings can now be customized in a new Keybindings screen, replacing the old Controls screen. Accessible from the in-game menu.
Lightning Arrows Provides Rangers with a chance of firing a powerful Lightning arrow instead of a regular arrow when attacking. Lightning arrows explode in lightning on impact and can jump to enemies behind the explosion, dealing damage to each unit hit as well as heavy damage to enemy shields struck by the lightning.
Wildfire Arrows Provides Rangers with a chance of firing a powerful Wildfire arrow instead of a regular arrow when attacking. Wildfire arrows explode on impact and ignite a damaging fire that spreads across the ground.
Dodge Provides Rangers with a chance to dodge incoming melee attacks, completely negating their damage and effects.
Retaliation Shot Provides Rangers with a chance of firing a Retaliation Shot at their enemy during a successful dodge, dealing bonus damage and knocking down infantry.
Full changelist below:
Version 1.4
Added a new Keybindings screen to the in-game menu, allowing for the keymappings of the following actions to be customized:
Fire Primary Weapon
Fire SecondaryWeapon
Weapon Zoom
Reload Primary Weapon
Reload Secondary Weapon
Toggle Build Mode
Toggle Loadout Screen
Equip Primary Weapon 1
Equip Primary Weapon 2
Equip Primary Weapon 3
Equip Primary Weapon 4
Equip Secondary Weapon 1
Equip Secondary Weapon 2
Equip Secondary Weapon 3
Equip Secondary Weapon 4
Use Ability Slot 1
Use Ability Slot 2
Use Ability Slot 3
Use Ability Slot 4
Use Ability Slot 5
Use Ability Slot 6
Added new Research tech:
Lightning Arrows Rangers receive a 5% chance to fire a Lightning Arrow that explodes in lightning on impact, dealing 50 damage in a 5 meter radius. The lightning can jump to enemies behind the explosion, dealing 75 damage on hit as well as 200 damage to enemy shields struck by the lightning.
Wildfire Arrows Rangers receive a 2.5% chance to fire a Wildfire Arrow that explodes on impact, dealing 75 damage in a 9 meter radius. The explosion ignites a fire that spreads across the ground. Enemies caught in the fire suffer 15 damage per second.
Dodge Rangers gain +15%/+30%/+45% dodge chance. A successful dodge allows a unit to negate all damage and effects from a melee attack.
Retaliation Shot Rangers receive a 50% chance to fire a Retaliation Shot at their attacker during a successful dodge. Retaliation Shot deals 35 damage and knocks down infantry units.
Enemy infantry units are now briefly staggered when hit by player projectiles
Stalker units now lose their stealth while affected by Photon Flare
Rebel volunteers can now be dismissed the same as recruited Rebels
Reduced Rebel dismiss time from 1.5s to 0.75s
Replaced the Mouse Sensitivity slider in the Options menu with Mouse Sensitivity X and Mouse Sensitivity Y sliders
Fixed a bug with Avenger and Paladin gun turret target prediction
Fixed a bug that could sometimes cause infantry units to not engage in melee combat
Changed the price improvement of the Ample Spoils trait from 75% to 100%
Changed the color scheme of the Options menu
Changed the formatting of tech description texts in the Research screen
Patch 1.31
Version 1.31
Added in-game handling of save file corruption.
The game now saves an additional savedatabackup.dat file in the savedata.dat file location.
If the save data file fails to load on game startup, the game will attempt to load the backup file instead.
An in-game message screen will appear to inform the player if save corruption has occurred and whether the backup file was successfully loaded or not.
Added new Paladin tech:
Inferno Shells Increases the blast radius of Paladin main turret projectiles by 100%.
Unstoppable Might Paladin main turret projectiles receive a 100% chance to bypass enemy shields.
Added the ability to have a platoon/sentinel autoselected for deployment by right-clicking its reinforcement button.
Added text that displays the campaign difficulty of each game save in the load game screen.
Added a text displaying the current game version in the main menu.
Fixed a bug with save data versioning, which could cause some players in certain circumstances to lose their rebel units and reset the health of sentinels to 0.
Fixed a bug where an enemy infantry unit could get stuck alive inside its killed dropship on some maps, preventing the mission from progressing/completing after killing all enemies.
Fixed a UI performance bug that could occur when entering the campaign screen after a battle, severely reducing FPS while in any of the campaign menu screens.
Fixed a bug with Sentinel gun turrets incorrectly predicting their target movement when aiming.
Fixed a UI exception bug when switching campaign screens using a hotkey while also dragging a rebel unit icon.
Fixed a UI visual bug that occurred for some screen resolutions when dragging a rebel unit icon.
Fixed incorrect pricing for a rank of the Melee Expertise rebel tech.
Fixed UI alignment issues in the Trade campaign screen for some screen resolutions.
Stalker units now break stealth if they are the last enemy/enemies alive.
Increased the ranged damage bonus across all Rebel ranks from a range of 0% - 50% to 0% - 100%.
Increased reload time of Specialists from 20 to 25 seconds.
Increased base damage of Scouts from 10 to 20.
Increased base damage of Gunners from 6 to 13.
Increased Paladin main turret base damage from 150 to 500.
Increased Paladin beam turret base damage from 10 to 20.
Increased Paladin missile turret base damage from 15 to 50.
Increased Paladin missile turret rate of fire by 35%.
Increased Avenger main turret base damage from 200 to 625.
Increased Avenger beam turret base damage from 10 to 30.
Increased Avenger gun turret base damage from 15 to 40.
Increased the Specialist damage bonus from Volatile Payload tech from 35 to 150.
Increased health restoration of Nanoleech Blades tech from 5 to 15 health.
Increased the number of ranks for the Kinetic Strike tech from 3 to 5, it now generates 1/2/3/4/5 armor per hit.
Increased the number of ranks for the Good Relations tech from 3 to 5, it now grants 1/2/3/4/5 Rebel volunteers after trading with the Rebel trade group. Also changed it to only trigger once per day.
Increased the reload speed bonus of Optimized Shells tech, from 15%/30% to 25%/50%.
Increased the reload speed bonus of Optimized Autoloader tech, from 10%/20%/30% to 20%/40%/60%.
Increased health recovery of the Repair Facility tech from 60/120/180/240/300 to 100/200/300/400/500.
Increased health recovery of the Nanogen Hull tech from 60/120/180/240/300 to 120/240/360/480/600.
Increased damage bonus of the Punitive Shells tech from 10%/20%/30% to 20%/40%/60%.
Increased damage bonus of the Searing Plasma tech from 35% to 75%.
Increased reload speed bonus of the Relentless Bombardment tech from 15%/30% to 20%/40%.
Increased the price improvement of the Ample Spoils trait from 50% to 75%.
Increased the supply probability of all resources for the Organic Colonists trade group.
Reduced the weapon switching time of all Prime Cannon weapons from 2.0 seconds to 0.66 seconds.
Reduced overall Power gain over the course of a campaign.
Reduced Grenadier grenade throwing cooldown from 3.5 seconds to 2.5 seconds.
Reduced Grenadier base reload time from 15 seconds to 11 seconds.
Reduced and adjusted most Paladin and Avenger tech costs.
Reduced the supply probability of Massive Power Cores and Prime Crystals for the Tauron Rebels trade group.
Update 1.3
Hello everyone!
Update 1.3 has just been released, a large but fun update that adds a few new things to the game, including 3 new game mechanics:
Rebels The Rebels consist of a variety of infantry units that can be recruited into one of three platoons for free, one of which can then be deployed to battle. While initially weak and unskilled, this ragtag Rebel rabble may be turned into a formidable fighting force by properly managing their experience, morale as well as by investing into the new Rebel tech tree.
Sentinels Sentinels are powerful individual units that can be unlocked, upgraded and have additional armaments installed. These include the Paladin heavy tank and the Avenger capital ship. One Sentinel can be deployed at a time.
Trade A new trade screen allows the player to buy and sell resources with different trade groups. These have their own supply and price modifier of resources, as well as traits which can affect the pricing and supply further.
Also added are 2 tech abilities for Guardians: Spear Throw and Charge Breaker.
Please let me know in the pinned forum post If you notice any issues or just have feedback in general.
Full details below (wall of text alert :)
Version 1.3
Added new game mechanic: Rebels
Rebel volunteer groups arrive periodically in the new Rebels -> Platoons campaign screen and can be recruited into one of three platoons, at no cost.
A single platoon may be freely deployed to any mission as combat reinforcements.
Platoons can gain or lose morale depending on battle outcome and number of units KIA.
Platoon morale can greatly affect reload speed, melee speed and accuracy of its units.
Rebel units, unlike regular military units, sustain damage taken in combat and must be repaired over time to regain full health.
All Rebel units risk being KIA when killed in battle, at which point the Rebel unit is lost permanently.
After a deployment, all surviving Rebel units gain experience which can allow them to rank up.
Every rank gained grants a bonus to the ranged damage, melee damage, attack range and parry chance of the Rebel unit.
All Rebel units have the ability to parry frontal melee attacks, completely negating any damage and effect if successful.
Rebel units:
Commissar
Squad leader infantry unit dual wielding a shotgun and powersabre.
Has 125 max health.
All melee attacks inflict 2 hits on the target.
Scout
Long-range infantry unit using a bolt-action energy rifle equipped with a fixed bayonet.
Has 75 max health.
Gunner
Burst rifle infantry unit equipped with a burst-firing energy rifle and bayonet.
Has 70 max health.
Grenadier
Grenade infantry unit equipped with plasma grenades and an energy sword for melee combat.
Has 65 max health.
Can only target ground units.
Specialist
Rocket infantry unit using a long range but slow-firing rocket launcher.
Has 60 max health.
Rebel ranks:
Recruit
Starting rank of Rebel volunteers.
No bonuses.
Private
Increases ranged damage by 5%.
Increases melee damage by 5%.
Increases attack range by 2%.
Increases parry chance by 2%.
Corporal
Increases ranged damage by 11%.
Increases melee damage by 11%.
Increases attack range by 4%.
Increases parry chance by 3%.
Sergeant
Increases ranged damage by 17%.
Increases melee damage by 17%.
Increases attack range by 7%.
Increases parry chance by 5%.
Lieutenant
Increases ranged damage by 22%.
Increases melee damage by 22%.
Increases attack range by 9%.
Increases parry chance by 7%.
Captain
Increases ranged damage by 28%.
Increases melee damage by 28%.
Increases attack range by 11%.
Increases parry chance by 8%.
Lt. Major
Increases ranged damage by 33%
Increases melee damage by 33%
Increases attack range by 13%
Increases parry chance by 10%
Major
Increases ranged damage by 39%.
Increases melee damage by 39%.
Increases attack range by 16%.
Increases parry chance by 12%.
Lt. Colonel
Increases ranged damage by 44%.
Increases melee damage by 44%.
Increases attack range by 18%.
Increases parry chance by 13%.
Colonel
Increases ranged damage by 50%.
Increases melee damage by 50%.
Increases attack range by 20%.
Increases parry chance by 15%.
Morale levels:
Shattered
Active when platoon morale is between 0 - 20.
Reduces melee speed by 30%.
Reduces reload speed by 25%.
Reduces accuracy by 40%.
Weak
Active when platoon morale is between 20 - 45.
Reduces melee speed by 15%.
Reduces reload speed by 15%.
Reduces accuracy by 20%.
Solid
Active when platoon morale is between 45 - 70.
Increases melee speed by 5%.
Increases reload speed by 5%.
Increases accuracy by 10%.
Superior
Active when platoon morale is between 70 - 95.
Increases melee speed by 10%.
Increases reload speed by 10%.
Increases accuracy by 15%.
Supreme
Active when platoon morale is between 95 - 100.
Increases melee speed by 30%.
Increases reload speed by 25%.
Increases accuracy by 40%.
The Rebel tech tree in the new Rebels -> Tech campaign screen allows a multitude of upgrades and abilities to be unlocked for the Rebel forces.
Rebel tech:
Resistance Headquarters Unlocks Rebel tech for research and immediately grants 5 Rebel volunteers.
Radio Transmitter Increases the size of Rebel volunteer groups from 1 - 2 to 2 - 3.
Communications Array Increases the size of Rebel volunteer groups 3 - 4.
Advanced Broadcasting Increases the size of Rebel volunteer groups to 4 - 5.
Frequency Booster Reduces the time between Rebel volunteer groups from 3 to 2 days.
Frequency Amplifier Reduces the time between Rebel volunteer groups from 1 day.
Good Relations Immediately grants 1/2/3 Rebel volunteers every time any type of trade is executed with the Rebel trade group.
Spoils of War Increases the resupply bonus of the Stockpiled Loot trait from 100% to 200%.
Exalted Commander Increases the duration of the Inspiring Command trait from 2 to 5 days.
Propaganda Feed Provides all platoons with +1/+2/+3 morale gain per day.
Inevitable Victory Increases platoon morale gain when a battle is won from 5 to 15.
Fear Override Reduces platoon morale loss when a Rebel unit is KIA from 3 to 2.
No Surrender Reduces morale loss of all platoons when a battle is lost from 60 to 25.
False Justifications Reduces the morale loss of the Demoralizing Trade trait from 15 to 5.
Market Manipultaion Raises the price improvement of the Oppurtunistic Deals trait from 2% to 5%.
Repair Facility Restores 10/20/30/40/50 health to every non-deployed Rebel unit each day.
Training Programs Provides every Rebel unit with +8/+16/+24/+32/+40 experience per day.
Remote Training Increases the starting rank of new Rebel volunteers from Recruit to Private/Corporal/Sergeant.
Graceful Death Reduces the KIA Risk of all Rebel units from 75% to 50%/25%/5%.
Art of War Increases the experience gained by deployed Rebel units after a defeat from 20 - 40 to 50 - 70.
Tenets of War Increases the experience gained by deployed Rebel units after a defeat from 40 - 60 to 80 - 100.
Rebel Armor Deployed Rebel units receive +5/+10/+15/+20/+25 armor at the start of every battle.
Nanogen Armor Deployed Rebel units generate +1 armor every 10/8/6/4/2 seconds.
Armor Capacity Provides all Rebel units with +5/+10/+15/+20/+25 armor capacity.
Melee Expertise All Rebel units gain +1/+2/+3/+4/+5 melee damage.
Parry Protocol All Rebel units gain +5%/+10%/+15%/+20%/+25% parry chance.
Riposte Code All Rebel units gain a 100% chance to knock back the attacker after a successful parry.
Scout Resilience Provides all Scout units with +7/+14/+21/+28/+35 max health.
Survivalist Code Scouts gain +10%/+20%/+30% parry chance.
Expose Weakness Scout shots inflict Expose Weakness on hit, increasing target ranged damage taken by 5%/10% for 5 seconds.
Crippling Shot Scout shots have a 50% chance to knock down infantry on hit.
Gunner Resilience Provides all Gunner units with +6/+12/+18/+24/+30 max health.
Heavy Fire Gunner shots have a 5%/10%/15% chance to knock back infantry on hit.
Core Charger Provides all Gunner units with +1/+2 max ammo.
Suppressing Fire Gunner shots inflict Suppressing Fire on hit, reducing target movement speed by 15%/30% for 4 seconds.
Grenadier Resilience Provides all Grenadier units with +5/+10/+15/+20/+25 max health.
Stun Blade Grenadier melee attacks have a 100% chance to knock back infantry on hit.
Quick Throw Improves the reload speed of Grenadiers by 1/2 seconds.
Far Throw Increases the attack range of Grenadiers by 50%.
Specialist Resilience Provides all Specialist units with +4/+8/+12/+16/+20 max health.
Tank Hunter pecialists receive a +50% accuracy bonus against tanks and will prioritize tanks when choosing a ranged target.
Dynamic Reloader Improves the reload time of Specialists by 1/2/3/4/5 seconds.
Commissar Resilience Provides all Commissar units with +10/+20/+30/+40/+50 max health.
Power Shot Commissar shots have a 100% chance to knock back infantry on hit.
Nanoleech Blades Each melee hit deals +5 damage and restores +5 health for the Commissar.
Redistribution of Health The health from Nanoleech Blades is redistributed evenly among the Commissar and his squad members.
Kinetic Strike Each melee hit generates 1/2/3 armor for the Commissar.
Commissar Capacity Provides all Commissar units with +10/+20/+30 armor capacity.
For the Motherworld When defeated in melee combat, the Commissar will call an Orbital Strike on his location before dying, dealing 75 damage in a 15 meter radius.
Added new game mechanic: Sentinels
Sentinels are powerful but expensive individual units that can be unlocked and upgraded in the new Sentinels -> Paladin/Avenger campaign screens.
A single Sentinel unit, once unlocked, may be freely deployed to any mission as combat reinforcements alongside the Taur.
If killed in battle, the Sentinel will be unavailable for deployment until its health has been fully restored.
Sentinel units:
Paladin Heavy tank equipped with the X-1 Wrath heavy gun turret by default. Paladin tech:
War Factory Unlocks the Paladin for deployment and the research of Paladin tech.
Reinforced Frame Provides the Paladin with +150/+300/+450/+600/+750 max health.
Optimized Autoloader Increases X-1 Wrath reload speed by 10%/20%/30%.
Shattering Munitions Increases X-1 Wrath damage by 25%/50%.
Repair Facility The Paladin recovers 60/120/180/240/300 health per day when not deployed.
X-500 Redemption Provides the Paladin with +1 X-500 Redemption shield generator.
Energized Cores Provides the Paladin with +0.8/+1.6/+2.4/+3.2/+4 shield regeneration per second.
Expanded Cores Provides the Paladin with +80/+160/+240/+320/+400 shield capacity.
X-25 Retribution Provides the Paladin with +1/+2/+3 X-25 Retribution beam turrets.
Optimized Chargers Increases X-25 Retribution reload speed by 15%/30%/45%.
Augmented Coils Increases X-25 Retribution max ammo by 50%/100%/150%.
Searing Plasma Increases X-25 Retribution damage by 35%.
X-5 Purge Provides the Paladin with +1/+2 X-5 Purge missile turrets.
Enhanced Trajectories Provides X-5 Purge with +10%/+20%/+30% accuracy.
Launch Capability Provides X-5 Purge with +1/+2/+3 max ammo.
Conflagration Missiles Increases X-5 Purge blast radius by 75%.
Avenger Capital ship equipped with the XB-2 Vengeance massive gun turret by default. Avenger tech:
Hangar Bay Unlocks the Avenger for deployment and the research of Avenger tech.
Reinforced Hull Provides the Avenger with +300/+600/+900/+1200/+1500 max health.
Nanogen Hull The Avenger recovers 60/120/180/240/300 health per day when not deployed.
Punitive Shells Increases XB-2 Vengeance damage by 10%/20%/30%.
Relentless Bombardment Increases XB-2 Vengeance reload speed by 15%/30%.
Vengeful Strike Increases XB-2 Vengeance blast radius by 50%.
XB-15 Vindicator Provides the Avenger with +1/+2/+3/+4/+5/+6 XB-15 Vindicator bottom-side beam turrets.
XT-15 Vindicator Provides the Avenger with +1/+2/+3/+4/+5/+6 XT-15 Vindicator top-side beam turrets.
Core Optimizer Increases the reload speed of Vindicator turrets by 10%/20%/30%.
Core Capacity Increases the max ammo of Vindicator turrets by 25%/50%.
High-Powered Plasma Increases the damage of Vindicator turrets by 50%.
XB-3 Retaliator Provides the Avenger with +1/+2/+3/+4 XB-3 Retaliator bottom-side gun turrets.
XT-3 Retaliator Provides the Avenger with +1/+2/+3/+4 XT-3 Retaliator top-side gun turrets.
Optimized Shells Increases the reload speed of Retaliator turrets by 15%/30%.
Targeting Modules Provides Retaliator turrets with +15%/+30% accuracy.
High-Powered Shells Increases the damage of Retaliator turrets by 50%.
Fire Superiority Retaliator and Vindicator turrets gain a 33%/66%/100% chance to knock back infantry on hit.
Added new game mechanic: Trade
The new Trade campaign screen allows for buying or selling resources with different trade groups.
Trade groups have their own supply of resources, which is resupplied over time.
Each trade group has a price modifier which affects the cost of resources when buying and the value of resources when selling.
Trade groups have their own traits, some of which may cause the price modifier to improve or deteriorate following certain campaign outcomes.
Trade groups and traits:
Tauron Rebels
Mutual Interests Fair prices by default.
Inspiring Command Prices improve by 25% for 2 days following a Tauron victory against Extreme resistance.
Stockpiled Loot Trade group immediately resupplies with a 100% supply bonus following a joint Tauron and Rebel victory.
Desperate Times Poor supply of resources by default.
Crippling Defeat Prices deteriorate by 50% for 3 days following an Imperion victory.
Organic Colonists
Deep Pockets Excellent supply of resources by default.
Oppurtunistic Deals Prices improve by 2% for every 1 point of Imperion control of Taurea, up to a maximum of 150%.
Boundless Greed Very expensive prices by default.
Rival Repression Prices deteriorate by 75% when Tauron control of Taurea reaches 100.
Imperion Smugglers
Embezzled Funds Decent supply of resources by default.
Ample Spoils Prices improve by 50% for 3 days following an Imperion victory.
Bountiful Plunder Immediately resupplies with a 150% supply bonus following an Imperion victory.
Corrupt Affairs Expensive prices by default.
Demoralizing Trade All Rebel platoons lose 15 morale after executing any trade with this group.
Added new tech: Spear Throw
Enables Guardian units to throw their spears at enemy ground units
Deals 25 damage and knocks down infantry on hit
Can be used once every 30 seconds
Added new tech: Charge Breaker
Allows Guardian units to completely negate the damage and knockback or knockdown effect of an incoming melee charge attack, while also throwing the attacker to the ground.
Deals no damage to the attacker
Can only be used against front-facing melee charge attacks
Can be used once every 10 seconds
Added a structure + unit overview/count display to the build mode screen, detailing the current number of every structure and unit deployed.
Fixed a bug where infantry units would move around with faster than normal speed after having charged into melee once
Fixed a bug where infantry units would sometimes ignore their melee cooldown after trying to do a melee charge attack against a dead or out of range target
Fixed a bug where the infantry spawn drop trail effect would sometimes get stuck mid-air
Fixed a bug where some projectiles would always pierce Firehawk and Skybringer units when hit
Fixed a bug where some projectiles would bypass the shield of certain units when hit
Fixed a navmesh issue for tanks on World's Face map
Remodeled Praetorian unit
Remodeled Guardian unit
Remodeled Ranger unit
Reanimated Berserker melee attack and melee charge animations
Reanimated one of the melee attack animation for Guardian units
Reanimated the bow attack animation for Ranger units and added 2 additional bow attack animations
Reworked melee charging code so that infantry units are now more likely to use their melee charge attack when entering melee combat
Reworked navigation and movement/aiming code of infantry units, resulting in slightly slower but less jarring movement and animations
Reworked Stalker units so that they are now untargetable by all Tauron units and structures when in stealth (stealth is broken when the Stalker enters melee combat)
Changed Berserker melee charge to inflict knockback instead of knockdown
Increased the power reward from campaign missions
Increased Stalker ranged damage from 20 to 35
Increased melee cooldown for Berserker from 1.1 seconds to 1.65 seconds and melee damage from 15 to 25
Increased health of Marauder units from 100 to 125
Increased health of Vanguard units from 50 to 75
Increased health of Thrasher units from 75 to 100
Increased armor of Brute units from 0 to 400
Increased shield of Praetorian units from 200 to 350
Increased health of Firebearer units from 200 to 300
Increased range of Overlord anti-air turrets from 65 to 200
Slightly reduced the non-power resource reward from campaign missions
Reduced the total number of Rangers that can be deployed from 40 to 36
Reduced the likelihood of aircraft instantly exploding when killed from 40% to 33%
Reduced the likelihood of aircraft exploding when hit by a projectile while crashing from 15% to 10%
Reduced armor of Vanguard units from 50 to 0
Reduced health of Brute units from 500 to 200
Reduced health of Praetorian units from 200 to 175
Reduced armor of Praetorian units from 100 to 0
Reduced health of Stalker units from 225 to 200
Improved unit impact particle effects of some projectiles
Improved ground impact particle effects of some projectiles
Improved unit destruction so that chunks are now spread out in more varied patterns when a unit is killed
Improved the color scheme of Stalker units
Improved unit and boss armor bar HUD
Content Update 2
Hello commanders!
The second content update for Taur is now live.
This update introduces 7 new enemy units: A large dropship unit, a gunship unit and 5 different types of heavy infantry units, each with their own unique specialization and equipment.
Also added are 10 new maps in 2 new biomes: Lunar and Space. These maps have low to no gravity, making infantry knock-down effects especially deadly.
Feedback and/or ideas for coming updates are as always appreciated, please use the pinned forum post to let me know!
Check out more details below:
Version 1.2 - Content Update 2
Added new Imperion dropship unit: Skybringer
Heavy dropship unit carrying infantry and some heavy infantry, equipped with two gattling guns and a large energy shield
Only targets ground units
Has 1000 health
Has 750 armor
Has 1000 shield
Each gattling gun can fire 50 rounds before reloading for 10 seconds
Each projectile deals 1 damage and has a 50% chance to knock back infantry
Temporarily stops firing while deploying carried units
Can appear in battle from day 15
Added new Imperion gunship unit: Firehawk
Long-range gunship unit equipped with four rocket launchers
Prefers ground units
Has 300 health
Has 300 armor
Can fire 4 rockets rapidly before having to reload for 20 seconds
Each rocket deals 15 damage in a 3 meter radius around its impact
Rockets can be intercepted by the Talos turret
Can appear in battle from day 6
Added new Imperion heavy infantry unit: Berserker
Anti-infantry melee-only unit equipped with dual power axes
Only targets infantry
Has 300 health
Regenerates 3 health per second
Deals 15 melee damage
Very fast melee attack speed
Melee charge can hit multiple units at once and knocks down infantry
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Firebearer
Anti-structure unit carrying a small warhead
Only targets structures
Has 200 health
Detonates itself upon reaching its target structure or when killed
Deals catastrophic damage to structures in a small radius around the explosion
Deals 25 damage to units of any faction in a very large radius around the explosion
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Praetorian
Defensive anti-infantry unit equipped with a two-handed power glaive and a small energy shield
Only targets infantry
Has 200 health
Has 250 armor
Has 300 shield
Regenerates shield energy with every melee attack, equal to melee damage dealt
Deals 20 melee damage
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Stalker
Accurate long-range unit equipped with a sniper rifle, bayonet and cloaking tech
Prefers infantry targets
Has 225 health
Projectiles deal 20 damage and knock down infantry
Deals 10 melee damage and knocks back infantry on hit
Cloaking is briefly exposed when firing
Deactivates cloaking when entering melee combat
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Brute
Versatile unit equipped with a two-handed war hammer and shoulder-mounted tri-cannon
Has 500 health
Melee attacks deal 30 damage
Melee attacks can hit multiple units at once and knock down infantry on hit
Very slow melee attack speed
Shoulder cannon can fire independently both while moving and while in melee combat
Every shot fires 3 projectiles at once, each dealing 4 damage
Can fire 3 shots in rapid succession before reloading for 5 seconds
Can appear in battle from day 8
Added new map biome: Lunar. Maps in this biome have low gravity, making infantry knock-down effects more dangerous
Added new lunar map: Lost Outpost
Added new lunar map: Desolate Fields
Added new lunar map: Queen's Landing
Added new lunar map: Fallen Colony
Added new lunar map: Hollow Basin
Added new map biome: Space. Maps in this biome have very low gravity, making infantry knock-down effects extremely dangerous
Added new space map: Asteroid Mine
Added new space map: World's Face
Added new space map: Orbital Rock
Added new space map: Lost Remnants
Added new space map: Belt Station
Reworked invasion spawn system, allowing for greater variety of unit composition
Green Abyss map reworked and renamed Flooded Cross
Fixed a bug where explosions could sometimes deal double damage to Taur structures
Fixed a bug where aircraft thruster smoke sometimes would not despawn properly when killed
Fixed a navmesh issue on the Weatherpeak map that could cause tanks to get stuck
Improved destruction quality of all infantry units
Improved baked lighting quality of some maps
Improved aerial targeting when aiming directly at an enemy aircraft
Improved ground targeting when aiming directly at tanks
Marauder melee damage lowered from 15 to 10
Vanguard melee damage lowered from 15 to 10
Havoc missile damage increased from 200 to 300
Reduced skyfall difficulty slightly
Update 1.2
Hello commanders!
The second content update for Taur is now live.
This update introduces 7 new enemy units: A large dropship unit, a gunship unit and 5 different types of heavy infantry units, each with their own unique specialization and equipment.
Also added are 10 new maps in 2 new biomes: Lunar and Space. These maps have low to no gravity, making infantry knock-down effects especially deadly.
Feedback and/or ideas for coming updates are as always appreciated, please use the pinned forum post to let me know!
Check out more details below:
Version 1.2 - Content Update 2
Added new Imperion dropship unit: Skybringer
Heavy dropship unit carrying infantry and some heavy infantry, equipped with two gattling guns and a large energy shield
Only targets ground units
Has 1000 health
Has 750 armor
Has 1000 shield
Each gattling gun can fire 50 rounds before reloading for 10 seconds
Each projectile deals 1 damage and has a 50% chance to knock back infantry
Temporarily stops firing while deploying carried units
Can appear in battle from day 15
Added new Imperion gunship unit: Firehawk
Long-range gunship unit equipped with four rocket launchers
Prefers ground units
Has 300 health
Has 300 armor
Can fire 4 rockets rapidly before having to reload for 20 seconds
Each rocket deals 15 damage in a 3 meter radius around its impact
Rockets can be intercepted by the Talos turret
Can appear in battle from day 6
Added new Imperion heavy infantry unit: Berserker
Anti-infantry melee-only unit equipped with dual power axes
Only targets infantry
Has 300 health
Regenerates 3 health per second
Deals 15 melee damage
Very fast melee attack speed
Melee charge can hit multiple units at once and knocks down infantry
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Firebearer
Anti-structure unit carrying a small warhead
Only targets structures
Has 200 health
Detonates itself upon reaching its target structure or when killed
Deals catastrophic damage to structures in a small radius around the explosion
Deals 25 damage to units of any faction in a very large radius around the explosion
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Praetorian
Defensive anti-infantry unit equipped with a two-handed power glaive and a small energy shield
Only targets infantry
Has 200 health
Has 250 armor
Has 300 shield
Regenerates shield energy with every melee attack, equal to melee damage dealt
Deals 20 melee damage
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Stalker
Accurate long-range unit equipped with a sniper rifle, bayonet and cloaking tech
Prefers infantry targets
Has 225 health
Projectiles deal 20 damage and knock down infantry
Deals 10 melee damage and knocks back infantry on hit
Cloaking is briefly exposed when firing
Deactivates cloaking when entering melee combat
Can appear in battle from day 8
Added new Imperion heavy infantry unit: Brute
Versatile unit equipped with a two-handed war hammer and shoulder-mounted tri-cannon
Has 500 health
Melee attacks deal 30 damage
Melee attacks can hit multiple units at once and knock down infantry on hit
Very slow melee attack speed
Shoulder cannon can fire independently both while moving and while in melee combat
Every shot fires 3 projectiles at once, each dealing 4 damage
Can fire 3 shots in rapid succession before reloading for 5 seconds
Can appear in battle from day 8
Added new map biome: Lunar. Maps in this biome have low gravity, making infantry knock-down effects more dangerous
Added new lunar map: Lost Outpost
Added new lunar map: Desolate Fields
Added new lunar map: Queen's Landing
Added new lunar map: Fallen Colony
Added new lunar map: Hollow Basin
Added new map biome: Space. Maps in this biome have very low gravity, making infantry knock-down effects extremely dangerous
Added new space map: Asteroid Mine
Added new space map: World's Face
Added new space map: Orbital Rock
Added new space map: Lost Remnants
Added new space map: Belt Station
Reworked invasion spawn system, allowing for greater variety of unit composition
Green Abyss map reworked and renamed Flooded Cross
Fixed a bug where explosions could sometimes deal double damage to Taur structures
Fixed a bug where aircraft thruster smoke sometimes would not despawn properly when killed
Fixed a navmesh issue on the Weatherpeak map that could cause tanks to get stuck
Improved destruction quality of all infantry units
Improved baked lighting quality of some maps
Improved aerial targeting when aiming directly at an enemy aircraft
Improved ground targeting when aiming directly at tanks
Marauder melee damage lowered from 15 to 10
Vanguard melee damage lowered from 15 to 10
Havoc missile damage increased from 200 to 300
Reduced skyfall difficulty slightly
Minor update 1.11
Version 1.11 - Changelog:
Added difficulty setting for new campaigns:
Easy:
Reduces overall size of enemy armies by 25%
Reduces size cap of enemy armies by 10%
Normal (default setting used for existing campaigns):
Leaves overall size of enemy armies unchanged
Leaves size cap of enemy armies unchanged
Hard:
Increases overall size of enemy armies by 25%
Increases size cap of enemy armies by 10%
Brutal:
Increases overall size of enemy armies by 50%
Increases size cap of enemy armies by 20%
Level outro cutscenes, along with post-battle screen animations, can be skipped by pressing Escape
Skyfall difficulty reduced slightly
Reduced randomness of reward amounts from 20% to 10%
Increased early-game reward amounts of Standard Power Cores and Astral Crystals slightly
Increased reward frequency of Large Power Core
Increased reward frequency of Massive Power Core
Increased reward frequency of Stellar Crystal
Increased reward frequency of Prime Crystal
Reduced base power cost of Cryo-Shots tech from 100 to 50
Content Update 1
Hello commanders! The first content update for Taur is now live. A short overview of what's new and what's changed can be found below, with the full changelist further down. If you have any feedback or ideas for future updates please let me know in the pinned post over in the forum!
Overview:
4 new maps added
33 new techs added to the Research tree
War Zone resources are now gained piecemeal during battles in a total of 3 stages, instead of during the post-battle screen
Reworked Air Raid, Siege and Skyfall battles. Their spawn intensity and total duration are now more consistent with Invasion battles
Taur structure slots can now be demolished and rebuilt in the same battle
Reduced randomness of War Zone rewards and they now scale based on overall campaign progress as well as by the level of resistance in the War Zone
Overall campaign difficulty increased
Added a controls screen to ingame menu. Will be replaced by a customizable key-bindings screen in a future update
Additional support for ultra-widescreen resolutions implemented
Various bug fixes and balancing tweaks
Version 1.1 - Changelog:
New desert map added: Sand Pits
New jungle map added: Green Abyss
New snow map added: Freezing Isles
New temperate map added: Skywood
New tech added: Targeting Amplifier, increases the maximum range of Raptor turrets by 10%/20%/30%/40%/50%
New tech added: Rapid Fire, increases the reload speed of Raptor turrets by 50%
New tech added: Cryobeam Booster, increases the maximum range of Hydra turrets by 10%/20%/30%
New tech added: Subzero Impact, increases the duration of the Hydra slow effect by 20%/40%/60%/80%/100%
New tech added: Deep Freeze, increases the slow strength of Hydra turrets to 50%/75%
New tech added: Volatile, increases explosion radius of Chimera shells by 10%/20%/30%
New tech added: Inferno, Chimera turrets burn targets hit for 1/2/3/4/5 damage per second for 5 seconds
New tech added: Heavy Barrage, increases Chimera max ammo to 2/3
New tech added: Charged Lasers, increases the maximum range of Talos turrets by 5%/10%/15%/20%/25%
New tech added: Fast Recharge, increases the reload speed of Talos turrets by 25%/50%/75%
New tech added: Rapid Launcher, increases the reload speed of Sam Site turrets by 5%/10%/15%/20%/25%
New tech added: Heavy Payload, increases the damage of Sam Site turrets by 15%/30%/45%/60%/75%
New tech added: Fast Reload, increases the reload speed of Striker turrets by 10%/20%/30%/40%/50%
New tech added: High-Powered Rounds, increases the max range of Striker turrets by 10%/20%/30%
New tech added: Sustained Fire, increases max ammo of Striker turrets by 1/2/3
New tech added: Shattering Shots, targets hit by Striker turrets suffer 25% more ranged damage for 3 seconds
New tech added: Decimate, increases damage of Decimator turrets by 10%/20%/30%/40%/50%
New tech added: Relentless Fire, increases reload speed of Decimator turrets by 10%/20%/30%/40%/50%
New tech added: Shredder Rounds, gives Decimator rounds a 10%/20%/30%/40%/50% chance to pierce through infantry hit
New tech added: Kinetic Shots, gives Decimator rounds a 100% chance to knock down infantry hit
New tech added: Obliterate, increases Obliterator damage by 10%/20%/30%/40%/50%
New tech added: Ceaseless Fire, increases Obliterator reload speed by 10%/20%/30%/40%/50%
New tech added: Unstoppable Force, enables Obliterator shells to completely bypass enemy shields.
New tech added: Destructive Ammo, increases Interceptor damage by 10%/20%/30%/40%/50%
New tech added: Cryo-Shots, Interceptor projectiles slow down enemies hit by 10%/20%/30%/40%/50% for 3 seconds
New tech added: High-Impact Rounds, gives Interceptor rounds a 100% chance to knock down infantry hit
New tech added: Titanium Plating, provides Interceptor aircraft with 30/60/90/120/150 armor
New tech added: Hardened Hulls, increases Spectre aircraft max health by 20/40/60/80/100
New tech added: Titanium Plating, provides Spectre aircraft with 20/40/60/80/100 armor
New tech added: Carpet Bomb, increases Spectre aircraft payload to 3 bombs
New tech added: Hardened Hulls, increases Cyclone aircraft max health by 30/60/90/120/150
New tech added: Titanium Plating, provides Cyclone aircraft with 50/100/150/200/250 armor
New tech added: Searing Beams, increases Cyclone aircraft damage by 25%/50%/75%
War Zone resources are now gained piecemeal during battles in a total of 3 stages, instead of during the post-battle screen (which now shows the total amount of resources aquired from the battle). Being defeated too early in a battle may result in the player losing out on some War Zone resources
Reworked air raid, siege and skyfall battles. Their spawn intensity and total duration are now more consistent with Invasion battles
Taur structure slots can now be rebuilt immediately after being manually demolished
Resource refunds for destroyed structures are now given at the end of a battle instead of immediately after a structure is destroyed/demolished
Reduced randomness of War Zone rewards and they now scale based on overall campaign progress as well as by the level of resistance in the War Zone
Added a controls screen to ingame menu. Will be replaced by a customizable key-bindings screen in the future
Added On/Off setting for tutorials in Options screen
Added a tutorial explaining the new resource gain mechanic
Additional support for ultra-widescreen resolutions implemented
Campaign difficulty after day 10 increased
Tutorial highlight text removed
Retargeting AI improved for fighter, bomber and gunship aircraft, increasing their attack frequency
Weatherpeak map reworked: New path for Imperion units + increased player line of sight
Any projectiles that hit a crashing aircraft now have a chance to cause the aircraft to explode
Startup music now plays campaign music as well
Fixed a bug where the music volume slider had no effect on boss music
Fixed a bug where some Taur turrets would sometimes begin aiming upwards in the air once their target was killed
Fixed a bug where fighter aircraft would sometimes move incorrectly when chasing a target
Fixed a bug where infantry would sometimes jitter when pushing each other to move forward
Aegis shield upgrade costs increased
Increased Mammoth speed by 20%
Increased Helios speed by 25%
Increased Raptor rotation speed slightly
Increased Hydra rotation speed slightly
Increased Striker rotation speed slightly
Increased Decimator rotation speed slightly
Increased Obliterator rotation speed
Hydra slow strength reduced from 50% to 25%
Hydra slow duration reduced from 5 to 3 seconds
Reduced Chimera explosion radius from 6 to 5 meters
Increased Talos reload time from 1 to 3 seconds
Increased Raptor accuracy
Reduced Striker damage from 75 to 50
Reduced Striker accuracy slightly
Increased Striker reload time from 5 to 8 seconds
Increased Decimator projectile speed by 10%
Spectre bomb explosion radius reduced from 8m to 7.5m
Spectre speed reduced from 18m/s to 15m/s
Cyclone speed reduced from 12.5m/S to 12m/s
Cyclone base armor reduced from 100 to 0
Havoc base reload time reduced from 8 to 4 seconds
Ravager base reload time reduced from 10 to 6 seconds
Tempest base reload time reduced from 15 to 11 seconds
Destroyer base reload time reduced from 20 to 17 seconds
Cryohawk base reload time reduced from 10 to 7 seconds
Cleaver base reload time reduced from 14 to 5 seconds