- Update Build 861714:
- Just a quick update to correct an error which displayed a number of erroneous skirmish matches in the game lobby screen.
- Update v20241106:
- * NEW FEATURE: Added Day/Sunset/Night/Sunrise transitions to skirmish, challenge, survival, and multiplayer maps. Skirmish and Multiplayer match settings now allow for selecting the local ambient "time of day" (for lighting and audio) in the game lobby. In Survival, the time of day automatically advances the ambient time of day with each attack wave.
- * Fixed issue where turrets and some combat units would appear to ignore firing on nearby targets when in reality they were focused on enemies that were out of range and appeared to be idle.
- * Fixed issue which resulted in missing starting units and structures when restarting a mission.
- * Survival Mode debrief now properly displays player names and faction icons in solo, coop LAN, and coop multiplayer. Extra player slots that were not used in the battle are no longer displayed in the list.
- * Updated most all "weapon fire" and "weapon detonate" sound-effect events to each have max 3D instances of 10, rather than infinite from their presets. This will prevent cases of large groups of units in combat causing unnecessary overly loud volume levels from the audible stacking.
- * 9-Bit Armies: Shrink Ray (secondary superweapon) balance update: Previously, the shrink effect duration was 10 seconds + 2 seconds for every Matter Compression Engine structure built. The new shrink effect duration is now 15 seconds + 2 seconds for every Matter Compression Engine structure built. Ultimately, this results in a 50% extension to the base shrink effect duration.
- Update v20241010:
- When a player is invited to a co-op game, installed mods will be compared between the two players and now downloaded/synced to avoid errors when trying to join another person's game.
- Fixed issues where landscape (trees, buildings) make it hard to select friendly or enemy structures behind them.
- Fixed issue where the campaign objectives pane would shrink/expand as the mission countdown timer became larger or smaller due to character width.
- Fix for forward HQ ghost models sometimes getting left behind
- Fix for not being able to load into a challenge instance after restarting a campaign instance
- Update v20240925:
- New "Modern" vs. "Classic" Hotkey Options
- We have now added support so you can switch between modern WASD-style camera movement and more classic RTS build hotkeys from the control menu without needing to manually assign everything.
- Fixes and Misc.
- Added Sound effect events for 8-Bit cameeo units (Brain, Destroyer, Marine Mech, Skeleton, Scout) + missing SFXEvents for Drone targeted attack, Wartank movement, and Wartank movement idling.
- Added support to prevent audible SFX "overdrive" when multiples of the same SFX event are attempting to start at the same time.
- Blue bars and $ amounts on resource nodes no longer display during camera cinematic cut scenes
- Fixed Norwegian translations that were mistakenly converted to Dutch.
- Update v20240917:
- Campaign
- Increased gold timer from 30 minutes to 40 minutes for Overlords mission 11.
- Fix for campaign mission objective stars looking "squished" in the upper left corner UI.
- Improvements
- Improved border around text boxes to allow for additional space on the left and right of text.
- Improved helicopter unloading so that units will not expand into a straight line, but instead group around the helicopter in a circle.
- Removed extra black/unplayable space around edges of most maps.
- Achievements
- Added new feature (at startup main menu) to verify all stat-tracked achievements (like The Big Eight) are awarded if previously completed.
- Fixes
- Fixes for green/red cells in placement build grid sometimes not appearing to line up with the legal placement positions of structures
- Fix for cinematic system not being aware when a target object is deleted
- Fix for main menu buttons not animating after playing a replay
- Fix for Operation: Thunderbolt daily challenge being impossible
- Fixed replays so ESC to bring up options menu works after a replay has finished playing, or seeked backwards
- Fixed replays so all unit and struture 3D SFX properly play, instead of just for certain players
- Fixed issue which caused a crash when using the timeline bar to seek to the end of the replay.
- Fix with WASD and Arrow key camera scrolling to work after a replay has ended and after a replay has ended and then the replay is restarted
- Fix for quickmatch failing to connect after hosting or joining a LAN game
- Fix for game resolution changing unexpectedly when alt-tabbing
- Possible fix for stretched structure tooltips
- Fix for incorrect resolution list showing in the video options dialog when the user selects a different monitor
- Fixed civilian transport not spawning after reloading sentinel mission 5.
- Fix for picking bad cross spawn locations on Sand Trap and Shark Tooth Bay in Quickmatch.
- Fix for not remembering the preferred GPU if the GPU order changes
- Fix for not defaulting to a discrete GPU in preference to an AMD integrated GPU
- Fix for video options dialog resolution list when using a GPU that has no display outputs attached and is instead using the display output of a different GPU. Fix for video options dialog sometimes showing the incorrect native resolution when selecting full-screen borderless window option
- Fixed Map Editor to correctly play audio on animations.
- Update v20240906:
- Translations
- French translations updated
- Italian and German texts shortened for several buttons.
- Fixing translation for shipyard for several languages.
- Campaign
- Fixed some Secret Objectives not having the "Hidden Objective" heading
- Added the Victory/Defeat Animations to remaining missions
- Overlords Mission 09:
- Added extra barks
- Balance Pass on AI (including getting the Sentinels to go after Overlords more)
- Reduced Resources per node
- Reduced Silver Objective to 30,000
- Overlords Mission 11:
- Added extra barks
- Outro Cinematic updated to match story
- Reduced Resources per node
- Balance Pass on AI to adjust some numbers based on player feedback and reduced Resources for the player
- AI Base Adjustments: Mostly Reduced number of Mega Turrets and some preplaced units
- Overlords Mission 12:
- Added extra barks
- Outro Cinematic updated to match story
- New Secret Objective
- Reduced Resources per node
- Balance Pass on AI
- AI Base Adjustments: Increased Sentinel Base to help deal with Exile Units and also added Air Elementals to Exiles
- Sentinels Mission 06: Fixed Typo in Secret Objective Numbers once completed Sentinels M10: Fixed secret so is actually completable Sentinels Mission 12: Fixed where Gwen spawns
- Mission 9,Mission 11,Mission 12 : Now use mod data
- Bark hookup for Mission 09, Mission 12
- AI Adjustments for Mission 09,Mission 12
- Fixed some UI issues with secret objectives (forget the Hidden Objective Title on some of Faction 01 missions)
- Fixed typo in hidden objective count when it completes for Sentinels Mission 06 (was showing 4/4 when should be 10/10). Was tracking correct, just UI was showing wrong.
- Update v20240829:
- Core Game
- New Feature: Quickmatch Leaderboards have moved to quarterly reset. The first will be 1 month long, and the rest will be 3 months starting in October, January, April, and July.
- Translation: German translations updated
- Bug Fixes
- Fix for player sometimes having the wrong veterancy set when joining a co-op campaign as a guest
- Fixed (Hidden) Purple Star Objectives to display correctly in both solo and co-op campaigns.
- Fixed bridges highlighting when they should not.
- Campaign
- Moved a bunch of campaign data (Gold Timers, Bonus Starting Resources, and Resource Node Values) to single Lua file per campaign (to make potential Mods easier).
- Overlords Campaign
- Hooked up victory and defeat animations
- Fix for Preplaced Sentinel APC causing AI to send all preplaced infantry to it
- Adjusted default Resource Node values to 12000 for most missions
- Adjusted AI Unit counts for difficulty (including but not limited to: attack groups sizes, Grenadier Infantry Ratios, Defensives AA drones caps)
- Updated AI Defensive Caps to fix potential issue with not being able to attack due to large defensive forces
- Swapped rewards so buildable nuke comes before starting nuke
- M02: Added Bark for Radars taking initial damage to give more warning
- M03: Added Bark for Para canon taking initial damage to give more warning
- M04: Added Barks related to building/losing Mobile HQs (Bronze)
- M04:Added Barks related to Radiation and Cooling Towers
- M04:Updated the Barks related to Allied Base under attack to be less annoying
- M05: Add some Air Elementals
- M06: Fixes so AI again correctly attempts to take back control points
- M06: Gave AI access to para cannons
- M06: Added some extra barks (including Flavor and related to Objective Updating)
- M07: New Secret Objective
- M07: Added Barks related to building/losing Mega Rocket Turrets (Bronze)
- M07: Adjusted some enemy AI portal placements (including adding Air Elementals)
- M08: Added some extra barks (including Flavor and related to Objective Updating)
- M10: New Secret Objective that doesn't go against the SILVER
- M10: Gave AI access to para cannons and transport copters
- M10: Outro Cinematic updated to match story
- Sentinels Campaign
- Swapped rewards so buildable orbital laser comes before starting version
- M12: Silver Objective Update to match new text
- M12: Outro Cinematic updated to match story