1. Update v1.60.2:
  2. Gameplay
  3. Updated AI behavior so that units will not attack scouts, trade or traffic ships unless they’re already in weapons' range. This also prevents units from chasing down low-value targets.
  4.  
  5. TEC
  6. Increased Argonev’s Flak Field cooldown from 90 to 120 sec.
  7. Increased Autocannon Defense structure’s Flechette Blast arc from 15 to 45 degrees.
  8. Increased Gauss Defense structure’s Meson Bolt cooldown from 40 to 80 sec.
  9.  
  10. Advent
  11. Laser Defense structure’s Kinetic Blast cooldown increased from 15 to 30 sec.
  12. Transcencia Starbase:
  13. Area Shield autocast trigger restructured.
  14. Kinetic Surge Missile autocast trigger restructured.
  15.  
  16. Vasari
  17. Vulkoras Desolator’s Assault Specialization now only applies bonus damage against structures and starbases, as intended.
  18.  
  19. Misc. / Bug Fixes
  20. Fixed maximum values in the new map generator to avoid heavy lag when generating maps.
  21. Fixed Phase Gate description.
  22. Fixed Transcencia starbase Meteoroid Control description to display Pierce value.
  23. Added new starbase ability icon art.
  24. Fixed issue that allowed the Antorak Marauder to use Phase Out Hull on Phase Jump Inhibitors.
  25. Fixed bug that would allow capture abilities to target construction ships.
  26. Fixed bug that would snag construction ships from being able to move.
  27. Fixed Phase Jamming stacking between factions.
  28. Fixed several small UI issues reported by users.
  29. Fixed various bugs reported by users.
  30.  
  31. Modding
  32. Added new unit enum: target_engagement_mode → only_engage_if_in_range
  33. Added new unit enum: ignore_target_engagement_mode → boolean
  34. Added new enum: target_engagement_mode_range
  35.  
  36. Changelog v1.60 → v1.60.1
  37.  
  38. Gameplay
  39. Added Advent Lethargy VFX
  40. Added Advent Shield Projection VFX
  41. Fixed Diplomacy screen’s create/cancel button styling
  42.  
  43. TEC
  44. Added Defense Grid Command Center Blueprint Research
  45. Tier 4
  46. Cost: 1750/325/550/420 sec; requires Argonev Blueprint
  47. Added Flak Field Blueprint Research
  48. Tier 3
  49. Cost: 1200/200/300; requires Argonev Blueprint
  50. Added Ion Torpedo Blueprint Research
  51. Tier 5
  52. Cost: 2200/400/700, 525 sec; requires Argonev Blueprint
  53. Added Manufacturing Support Blueprint Research
  54. Tier 4
  55. Cost: 1700/300/500, 360 sec; requires Remote Construction
  56. Argonev Starbase - removed Indurium from cost.
  57. Docking Booms Blueprint Research
  58. Removed Starbase Beams pre-requisites
  59. Deep Space Trade Research
  60. Cost changed from: 1700/300/500/360 sec to 1750/325/550/420 sec
  61. Planetary Shield Array Blueprint Research
  62. Moved from Tier 4 to Tier 3
  63. Cost changed from 1750/325/550/420 sec to 1250/225/350/270 sec
  64. Removed Improved Shield Arrays prerequisite
  65. Remote Construction Research
  66. Cost changed from 1200/200/300/225 sec. to 1250/225/350/270 sec
  67.  
  68. Advent
  69. Added Area Shield Blueprint Research
  70. Tier 4
  71. Cost: 1100/425/900/360 sec; requires Shield Booster Blueprint
  72. Added Kinetic Surge Missile Blueprint
  73. Tier 4
  74. Cost: 1150/450/950/420 sec; requires Transcencia Blueprint
  75. Added Lethargy Research
  76. Tier 3
  77. Cost: 800/250/600/225 sec; requires Transcencia Blueprint
  78. Added Psi Projector Blueprint Research
  79. Tier 3
  80. Cost: 800/250/600/225 sec.
  81. Requires Transcencia Blueprint and Novice Psi Training
  82. Added Shield Booster Blueprint Research
  83. Tier 3
  84. Cost: 850/275/650/270 sec; requires Transcencia Blueprint
  85. Meteoroid Control Research
  86. Cost changed from 1100/425/900/360 sec. to 1150/450/950/420 sec.
  87. Planetary Shield Array Blueprint Research
  88. Removed Potent Shield Generation prerequisite
  89. Deploy Transcencia Blueprint Research
  90. Changed from Tier 4 to Tier 5
  91. Cost changed from 1150/450/950/420 sec. to 1400/600/1200/525 sec.
  92. Transcencia Blueprint Research
  93. Removed Indurium requirement
  94.  
  95. Vasari
  96. Added Charged Missile Salvo Blueprint
  97. Tier 5
  98. Cost: 0/810/900/525 sec; requires Armament Restoration
  99. Added Unstable Wave Cannons Blueprint
  100. Tier 4
  101. Cost: 0/630/720/420 sec; requires Armament Restoration
  102. Armament Restoration Research
  103. Removed Wave Densification prerequisite
  104. Assault Deployment Research
  105. Cost changed from 0/630/720/420 sec to 0/600/660/360 sec.
  106. Debris Reintegration Blueprint Research
  107. Removed Debris Reclamation prerequisite
  108. Departure Planning
  109. Cost changed from 0/630/720/420 sec. to 0/600/660/360 sec.
  110. Efficient Hangars Research
  111. Cost changed from 0/450/480/270 sec. to 0/420/420/225 sec.
  112. Friendly Jump Telemetry Research
  113. Changed from Tier 5 to Tier 3
  114. Cost changed from 0/810/900/525 sec. to 0/450/480/270 sec. + 2 x Kalanide
  115. Planetary Shield Array Blueprint Research
  116. Removed Bifurcative Shielding prerequisite
  117.  
  118. Modding
  119. Updated new front-end UI to make it more modder friendly/accessible.
  120.  
  121. Changelog v1.55 → v1.60
  122.  
  123. Gameplay
  124.  
  125. TEC Argonev Starbase
  126. Added Ion Missile Barrage Upgrade - fires super-heavy missiles with ion warheads.
  127. Cost: 1500/640/200, 120 seconds
  128. Added Flak Field Upgrade - a long lasting barrage of flak in the entire area of the starbase that destroys missiles and strikecraft.
  129. Cost: 500/100/100, 120 seconds
  130. Added Defense Grid Command Upgrade - improves nearby defense platforms' combat capability.
  131. Cost: 900/180/180, 120 seconds
  132. Added Manufacturing Support Upgrade - assists nearby shipyards to construct ships faster.
  133. Cost: 900/180/180, 120 seconds
  134. Added Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.
  135.  
  136. Advent Transcencia Starbase
  137. Added Kinetic Surge Missiles Upgrade - causes hits from missile weapons to do splash damage with a radius of 750m.
  138. Added Area Shield Projection Upgrade - extends the starbase’s shield to protect nearby structures.
  139. Cost: 900/180/180, 120 seconds
  140. Added Psi-Projector Upgrade - passive ability upgrade that enhances Psi Power and shields for friendly units in the gravity well.
  141. Cost: 900/180/180, 120 seconds
  142. Added Lethargy Upgrade - slows enemy ships near the starbase.
  143. Cost: 900/180/180, 120 seconds
  144. Added Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.
  145.  
  146. Vasari Orkulus Starbase
  147. Added Unstable Wave Cannons Upgrade - causes hits from wave cannons to speed debuff targets in a 600m radius for 15 seconds.
  148. Cost: 0/420/300, 120 seconds
  149. Added Charged Salvo Upgrade - charges the starbase’s missile launchers with additional explosive energy.
  150. Cost: 0/420/300, 120 seconds
  151. Range: 36,000m, Damage: 180, Pierce: 1000, Cooldown: 90 sec
  152. Added Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.
  153.  
  154. Map Editor
  155. Fixed bugs with random map generation in the new in-game editor.
  156. Now uses proper game rules for generation.
  157. NPC/Pirate planet placement is fixed.
  158. Updated random map parameter options.
  159. Added slider controls over text boxes.
  160. Added zoom to map preview.
  161. Added dropdown control for phase lane type in random maps.
  162.  
  163. UI
  164. Refined faction selection window to improve localization overflow.
  165. Added right-click option for faction quick-select.
  166. Modding
  167. Added the ability to add single-player faction screens.
  168. Added six additional hidden categories to use on faction selection menu
  169. Added manual references for units and structures in gui file
  170.  
  171. Update v1.55:
  172. Gameplay
  173. NEW: In-game map editor! By popular request, we have added a simple, easy to use map editor inside the game. Generated maps will automatically be imported to your map listing locally. Later this year, we will add the ability to easily share custom maps from in-game via mod.io along with more improvements to the modding menu.
  174. Starting positions can now be managed via the map preview. Just drag and drop the player icon.
  175. NEW: Added new AI controller for Advent Unity ability use. Advent AI players will now strategically use Unity abilities.
  176. NEW: Added one new ability for all Weapon Defense Platforms and Hangar Defense Platforms.
  177. Players can now change map selection in the lobby in multiplayer games. No more having to exit out to pick a different map!
  178. Improved ability active/passive autocast definitions to enhance state tracking. Autocast abilities should trigger more effectively.
  179. Improved unit formation slot assignment and synchronization in fleet movement.
  180.  
  181. TEC
  182. Autocannon Defense Structure
  183. New Ability: Flechette Blast (direct damage in an arc radius)
  184. Requires: Unlock Autocannon Defense Flechette Blast Research. Tier 2 (750/125/150, 150 seconds).
  185. Gauss Defense Structure
  186. New Ability: Meson Bolt (debuffs target armor)
  187. Requires: Unlock Gauss Defense Meson Bolt Research. Tier 3 (1200/200/300, 225 seconds).
  188. Hangar Defense Structure
  189. New Ability: Enhanced Production (reduces strikecraft build time)
  190. Requires: Unlock Hangar Defense Production Research. Tier 2 (750/125/150, 150 seconds).
  191.  
  192. Advent
  193. Transcencia Starbase
  194. New Item: Power Surge (Cost: 1500/550/400, 120 seconds)
  195. New Item: Pulse Resonance (gives starbase missiles splash damage - Cost: 1500/550/400, 120 seconds).
  196. Beam Defense Structure
  197. New Ability: Synergetic Ward (generates protective AoE field)
  198. Requires: Unlock Beam Defense Ward Research. Tier 3 (800/250/600, 225 seconds).
  199. Hangar Defense Structure
  200. New Ability: Empowered Anima (gives strikecraft weapon and shield bonuses)
  201. Requires: Unlock Hangar Defense Anima Research. Tier 2 (500/125/300, 135 seconds).
  202. Laser Defense Structure
  203. New Ability: Psionic Burst (direct fire beam attack that penetrates targets)
  204. Requires: Unlock Laser Defense Blast Research. Tier 2 (500/125/300, 135 seconds).
  205.  
  206. Vasari
  207. Missile Defense Structure
  208. New Ability: Disruptor Nanites
  209. Requires: Unlock Missile Defense Disruptor Nanites Research. Tier 2 (0/270/240, 150 seconds).
  210. Pulse Defense Structure
  211. New Ability: Phasic Trap
  212. Requires: Unlock Pulse Defense Phasic Trap Research. Tier 3 (0/450/480, 270 seconds).
  213. Kortul Devastator Capital Ship
  214. Cost increased from 0/1680/1320 to 0/1950/1440
  215. Skirantra Carrier Capital Ship
  216. Cost increased from 0/1680/1320 to 0/1950/1440
  217. Vulkoras Desolator Capital Shp
  218. Cost increased from 0/1680/1320 to 0/1950/1440
  219. Marauder Capital Ship
  220. Phase Out Hull Ability
  221. Autocast No longer targets friendly units; added minimum target unit level (4) requirement; cannot be recast on the same target
  222. Cost increased from 0/1680/1320 to 0/1950/1440
  223. Jarrasul Evacuator Capital Ship
  224. Gravity Warhead Ability
  225. Can now target starbases capable of phase jumping.
  226. Cost increased from 0/1680/1320 to 0/1950/1440
  227. Ship Factory cost increased from 0/300/120 to 0/480/120
  228. Fleet Beacon cost increased from 600/600/120 seconds to 900/720/150 seconds
  229. Research Changes
  230. Friendly Jump Telemetry research moved from Tier 2 to Tier 5
  231. Sulsurak Blueprint research moved from Tier 1 to Tier 2
  232. Junsurak Blueprint research moved from Tier 2 to Tier 1.
  233. Mobile Resonance Capacitor Blueprint
  234. Cost changed from 0/810/900, 525 seconds to 0/840/960, 600 seconds.
  235. Resonance Mastery research moved from Tier 4 to Tier 5; now requires 1 quarnium.
  236. Phase Resonance bonus duration increased from 120 to 240 seconds.
  237. Atomic Engineering and Flawless Armor no longer provide mobility bonuses. These have been moved to Atomic Lattice Armor.
  238. Phase Missile Predictors shield bypass chance increased from 20% to 24%
  239. Phasic Strike Resonance bonus duration decreased from 120 to 60 seconds.
  240.  
  241. Visuals / UI
  242. NEW: Front-end UI has been overhauled.
  243. News window added which displays the most recent information about the game.
  244. Faction selection screen added, which gives a breakdown of each faction, their special abilities, units and more.
  245. Replaced all previous faction portraits with custom, 2D hand-painted versions. Also added a number of additional selections.
  246. Unit Preview Window added to faction selection screen. Players can now view each 3D unit, rotate the camera, etc. including any mesh upgrades (e.g., starbases).
  247. Updated Single- and Multiplayer lobby windows.
  248. Updated random map UI/UX. Players can now select their star type and skybox.
  249. Updated Settings window layout and options.
  250. NEW: Added new Player Colors and customization options!
  251. Players can now customize color saturation and brightness for each team color.
  252. Added new aiming system for missile and projectile weapons. Missiles will now target aim zones instead of the unit center.
  253. Projectile and beam weapons can now aim at any part of the target unit.
  254. Improved unit selection box rendering.
  255. Improved various UI elements:
  256. Enhanced sizing and layout calculations (performance)
  257. Improved text rendering with drop shadow support
  258. Enhanced text entry input handling and validation
  259. Improved item rendering and scrolling performance in list boxes
  260. Improved window management and rendering
  261.  
  262. Misc
  263. Improved spacial grid system to improve performance, query and update systems. Should improve overall game performance, camera movement and unit selection.
  264. Improved physics data manager to improve calculation caching.
  265. Added new system for missile targeting precision. Missiles should handle hitting fast-moving targets more accurately.
  266. Improved state machine for ability usage tracking. Should improve queued ability behavior to process correctly.
  267. New game saves are now automatically compressed to reduce file size. This change reduces save game file size by 70% or more.
  268. Enhanced save file checksumming to better detect save files with errors.
  269. Performance Related
  270. Improved player mission tracking system.
  271. Improved bookmark storage system.
  272. Improved control group assignment and recall system.
  273. Improved unit Item tracking with improved removal/addition logic.
  274. Refactored visible object culling system. Should improve FPS dips when panning across populated systems.
  275. Optimized entity definition load system with improved error validation.
  276. Optimized mesh rendering system.
  277. Improved self-shadowing volume computation.
  278. Enhanced 3D primitive drawing.
  279. Improved shader compilation and caching.
  280. Enhanced video playback performance.
  281. Improved multi-line text rendering.
  282. Enhanced asset loading of UI elements with better error handling.
  283. Improved various math and physics calculations/operations.
  284. Fixed bug that prevented the sound system from resetting properly on mod unloading. This would cause assert/crashes on exit.
  285. Improved Recorded Game Management
  286. Added Delete All button for bulk removal
  287. Added Open in File Explorer button for direct access. NOTE: For changes to be registered in Steam Cloud, the game must be running during any file operation.
  288.  
  289. Modding
  290. Buff stacking limits now support more than one stacking limit type.
  291. stacking_ownership_type and stacking_limit_met_behavior switch places in the data fields because we want different ownership types per limit, but only one limit_met_behavior.
  292. If any limit is hit, then the stacking limit is considered reached
  293. The old format is maintained for backwards compatibility with existing mods.
  294. Added new constraint: has_missing_planet_health
  295. Checks if planet unit is damaged
  296. Added new constraint: is_channeling_ability
  297. Checks if the unit is currently channeling
  298. Added NOTconstraint. Inverts constraint logic with additional safeguards.
  299. Added pick_unit_anywhere autocast type. Requires ownership filter.
  300. Enables autocast on long-range abilities to any valid target on the map.
  301. Added research buff provider definition support.