1. Update v1.9.1.59012:
  2. Bug Fixes
  3. General Gameplay
  4. Fixed an issue where saves made on versions prior to the 1.9.0 patch couldn’t be loaded and resulted in an infinite loading screen
  5.  
  6. Fixed an issue where adding units / buildings to the queue through Shift+LMB with multiple production buildings selected was not distributing them evenly across selected production buildings in multiplayer matches
  7.  
  8. Fixed an issue where the total amount of queued units was displayed incorrectly if more than 255 units of the same type were queued in multiple production buildings
  9.  
  10. Fixed an issue where killed infantry could be displayed as standing if the camera wasn’t focused on them upon their destruction
  11.  
  12. Fixed an issue where some Tempest Fields were missing in Dynasty Mission 4 and GDF Mission 10
  13.  
  14. Map Editor / Steam Workshop
  15. Fixed an issue where SetdressingExampleMap couldn’t be launched via the “Test Current Level” option in Map Editor
  16.  
  17. Fixed an issue where it was possible to change the mod path when creating a mod in Map Editor
  18.  
  19. Fixed an issue where SetdressingExampleMap from the workshop wasn’t displayed in the game when downloaded
  20.  
  21. Update v1.9.0.58877:
  22. New Features
  23. Simultaneous production from multiple buildings
  24. This feature will now allow players to select multiple production buildings at once, and units/structures from them will be spread evenly when ordered.
  25.  
  26.  
  27.  
  28. Additional Spectator statistics
  29. With this update, we have added even more player information for Spectators to track during a match. We have added 2 new Spectator widgets and improved existing ones:
  30.  
  31. Added a Dropdown statistics widget that displays:
  32.  
  33. Credits Gained
  34.  
  35. Units Trained
  36.  
  37. Buildings Built
  38.  
  39. Units Killed
  40.  
  41. Buildings Destroyed
  42.  
  43. Added a player activity breakdown widget that displays:
  44.  
  45. General stats tab
  46.  
  47. Old panel that received a small rework. Now displays which Doctrines are currently being researched for the player when hovering above Doctrines
  48.  
  49. Production queue tab
  50.  
  51. New panel that displays what structures and units are currently in production for each player
  52.  
  53. Units & Structures tab
  54.  
  55. New panel that displays the number of structures and units that are currently at the player’s disposal
  56.  
  57. Upgrades & Plans tab
  58.  
  59. New panel that displays the current structure upgrades the player has and plans he has activated (if DYN construction yard is used)
  60.  
  61. Minimap position has been moved to the top right corner to match the regular player interface
  62.  
  63. Visibility of all Spectator widgets can be adjusted
  64.  
  65.  
  66.  
  67. Additional Quality of Life Updates
  68. Added “Pause/Unpause all in queue” button in the Global Production queue system
  69.  
  70. This will allow players to pause all production at once if needed
  71.  
  72.  
  73.  
  74. Game Speed is now preserved when loading a saved game
  75.  
  76. Now it’s not reset to x1 when loading a save with increased/decreased game speed
  77.  
  78. Added “Reset” button in Map preferences for Matchmaking
  79.  
  80. This will allow players to reset all set map vetoes without removing them one by one
  81.  
  82. Ladder Reset
  83. Server maintenance has been completed, and we have reset the multiplayer ladder to the next season. Your stats from this past season are viewable in your player profile.
  84.  
  85.  
  86.  
  87. Balance Updates
  88. We are fine-tuning competitive build timings and continue to seek to maximize the viable strategies for both the GDF and DYN factions. We are also making a change to the Tempest field regrowth so that longer matches feel more satisfying.
  89.  
  90. General
  91. Tempest Field
  92. Root Node regrowth increased approximately 10% for all Tempest Fields on multiplayer maps
  93.  
  94. Large Root Node regrowth increased approximately 10%
  95.  
  96. Tempest Fields on Campaign conversion maps, such as Plane Crash, which have smaller-than-average amounts of Tempest, use the same growth model as Large Root Node Tempest Fields
  97.  
  98. Global Defense Force (GDF)
  99.  
  100.  
  101. This patch aims to shake up GDF gameplay in both mirror matchups (where 2 players use the same faction) and against the Dynasty. There are tweaks to every stage of the game, from the Hunter Tank to the Riot Medic to the Drone Assassin, and many more.
  102.  
  103. We are improving the Mobility Doctrine Tree again and slightly toning down the Intel Doctrine Tree to encourage more variety in viable Doctrine builds and to scale back late-game Intel proliferation.
  104.  
  105. Gatling Turret
  106. While this change looks small, the fast fire rate and low cost of this turret should yield a modest performance bump against infantry and early air targets.
  107.  
  108. Damage increased to 11 (from 10)
  109.  
  110. Vehicle Bay
  111. GDF gameplay in the early game is generally very infantry-dominated, which makes the use of Riot weapons in GDF mirrors very impactful, and lowers build diversity. In conjunction with other changes, we hope this makes vehicle-forward gameplay more viable in the early game.
  112.  
  113. Cost decreased to 1800 (from 1900)
  114.  
  115. Build time reduced to 28 seconds (from 30)
  116.  
  117. Hunter Tank
  118. We are making a variety of small tweaks to the Hunter Tank to give it more punch while still relying on support from other units.
  119.  
  120. Weapon damage increased to 80 (from 70)
  121.  
  122. Delay between attacks increased to 2.8 seconds (from 2.7 seconds)
  123.  
  124. Networked weapon damage increased to 125 (from 120)
  125.  
  126. Networked weapon range decreased to 3600 (from 3800)
  127.  
  128. Health reduced to 590 (from 600)
  129.  
  130. Drone Operator
  131. The Drone Operator's combat performance, particularly with Comms boosting move and attack speed, can be oppressive to fight against. Slight tweaks should retain its viability, while ensuring the GDF needs a more well-rounded force composition to succeed, and they’re punished harder for being out of position.
  132.  
  133. Cost increased to 370 Credits (from 350)
  134.  
  135. Movement speed decreased to 515 (from 550)
  136.  
  137. Riot Van
  138. Riot Vans are oppressive against infantry in the mid-game. This is intended, but we are increasing the cost of their Suppression System to make their use more costly, which should adjust tech timings and the economic impact of Riot Van usage.
  139.  
  140. Suppression System Intel cost increased to 15 (from 10)
  141.  
  142. Riot Trooper
  143. Riot Trooper utility falls off quickly into the mid and late-game. This health bump should help it maintain viability in matches.
  144.  
  145. Health increased to 500 (from 480)
  146.  
  147. Sniper
  148. The GDF Sniper’s anti-infantry damage has not kept up with Tier 3 infantry health increases; we are adjusting her damage to account for this.
  149.  
  150. Damage increased to 325 (from 300)
  151.  
  152. Damage when attacking from Stealth increased to 650 (from 600)
  153.  
  154. Riot Medic
  155. The Riot Medic remains a controversial choice and a critical unit in GDF mirror matchups. We are reducing its effectiveness in several areas in order to moderate how oppressive it can be to fight against.
  156.  
  157. Attack cone decreased to 15% (from 20%)
  158.  
  159. Heal Turret health reduced to 430 (from 500)
  160.  
  161. Heal Turret duration decreased to 15 seconds (from 20 seconds)
  162.  
  163. Health reduced to 660 (from 680)
  164.  
  165. Peacekeeper
  166. As a part of a larger re-shuffling of Anti-Air performance in the GDF lineup, the Peacekeeper is getting some minor balance changes.
  167.  
  168. Cost decreased to 1100 (from 1200)
  169.  
  170. Ammo count increased to 8 (from 7)
  171.  
  172. Air Control Tower
  173. Both GDF and Dynasty air factories are getting small cost adjustments.
  174.  
  175. Cost decreased to 1500 (from 1600)
  176.  
  177. Build time decreased to 30 seconds (from 32 seconds)
  178.  
  179. Shieldmaiden
  180. Shieldmaidens are a “no-brainer” anti-air defender. A slight DPS tweak is intended to force GDF players to rely more on the Shieldmaiden’s full ability lineup (including Repair Turret and Missile Interference Aura) and mixed compositions for air defense.
  181.  
  182. Damage decreased to 38 (from 40) per shot
  183.  
  184. Hijacker
  185. Hijacker has a somewhat low usage rate, and with Intel changes, we are hoping to make it easier to use her successfully in your army.
  186.  
  187. Health increased to 490 (from 460)
  188.  
  189. Override Vehicle Intel cost reduced to 20 (from 30)
  190.  
  191. Drone Assassin
  192. The Assassin’s Sacrifice Drone ability is being made more effective in order to make it a more attractive option for players.
  193.  
  194. Sacrifice Drone Range increased to 3300 (from 3200)
  195.  
  196. Sacrifice Drone damage increased to 650 (from 500)
  197.  
  198. Sacrifice Drone Intel Cost reduced to 15 (from 30)
  199.  
  200. Condor
  201. Condors deal a lot of damage, but often make a one-way trip. A slight cost reduction is the next step in improving their value.
  202.  
  203. Intel Cost decreased to 35 (from 40)
  204.  
  205. Construction Yard
  206. GDF tech relies on Intel, and we are making several small changes to adjust GDF tech timings slightly.
  207.  
  208. Intel gain rate decreased to 1 every 7 seconds (from 1 every 6 seconds)
  209.  
  210. Satellite Uplink
  211. GDF tech relies on Intel, and we are making several small changes to slightly adjust GDF tech timings.
  212.  
  213. Intel gain rate decreased to 1 every 8.5 seconds (from 1 every 8 seconds)
  214.  
  215. Intel Cost increased to 20 (from 10)
  216.  
  217. Data Core
  218. Our previous Data Core change was slightly too conservative. We’re adding a bit more onto it to push Drone Mauler timings.
  219.  
  220. Cost increased to 2300 (from 2200)
  221.  
  222. Build time increased to 36 seconds (from 35 seconds)
  223.  
  224. Trebuchet
  225. We aim to slightly improve the Trebuchet’s value proposition by reducing its Cost.
  226.  
  227. Cost reduced to 2200 (from 2400)
  228.  
  229. DCU
  230. The new DCU utility profile still has lower usage rates than we’re aiming for. We are monitoring its performance and niche in the GDF lineup.
  231.  
  232. Drones produced increased to 7 (from 6)
  233.  
  234. Comms Jammer weapon fire rate increased to 4 seconds (from 4.5 seconds)
  235.  
  236. Doctrine: Resistant Treads (Mobility 2)
  237. The overall effect of the Resistant Treads Doctrine is slightly less than we had intended. We are bumping it up a bit as a part of our efforts to make the Mobility Doctrine Tree stand out and be a better value proposition relative to the other Doctrine Trees
  238.  
  239. Harvester Speed increase improved to 20% (from 15%)
  240.  
  241. Harvester Health increase improved to 25% (from 20%)
  242.  
  243. Doctrine: Comms Rig Antenna (Mobility 3)
  244. While we are excited about the new functionality provided by Comms Rig Antenna, we feel the bonus originally provided was not having a big enough impact on GDF air gameplay.
  245.  
  246. Air Unit Resistances bonus increased to 25% (from 15%)
  247.  
  248. Doctrine: Triangulation (Mobility 4)
  249. While GDF players using Construction Sites as a tactical movement and shot blocker in combat is a fringe tactic, we are looking to support its use a bit more by increasing the effects of this Doctrine.
  250.  
  251. Construction Site Health bonus increased to 2x (from 1.5x)
  252.  
  253. Doctrine: Regional Networking (Intel 6)
  254. This Doctrine is the most popular final-tier option, chosen by a wide margin, and bears some responsibility for GDF Intel's scaling in the late game. We are toning this down a bit and will continue to monitor its gameplay outcomes.
  255.  
  256. GDF units will now provide 50% of their “Kill Intel” value when killed by enemy units (from 100%)
  257.  
  258. Intel Changes
  259. GDF late-game Intel remains oppressive, so Intel income curves are being adjusted to ensure this resource leads to interesting decisions and gameplay outcomes.
  260.  
  261. Dynasty Harvester Wheels now result in 1 Intel when killed (from 2)
  262.  
  263. Boar Tanks now result in 3 Intel when killed (from 4)
  264.  
  265. Pillagers now result in 3 Intel when killed (from 4)
  266.  
  267. Salvage Vans now result in 8 Intel when killed (from 10)
  268.  
  269. Units and buildings with an Intel reward of 10 or more have had this value reduced by approximately 20%
  270.  
  271. Tempest Dynasty (DYN)
  272.  
  273.  
  274. Our current balance strategy for the Tempest Dynasty is one of refinement rather than seismic shifts. These balance changes are designed to shave off some of the rough edges of playing the faction and improve some less-used units.
  275.  
  276. Plans
  277. Waiting less time for Plans to come off cooldown should reduce some of the friction of playing Dynasty, particularly in the early game.
  278.  
  279. Cooldown for switching Plans decreased to 6 seconds (from 10 seconds)
  280.  
  281. Air Factory
  282. Both GDF and Dynasty Air Factories are getting small cost adjustments.
  283.  
  284. Cost decreased to 1800 (from 2000)
  285.  
  286. Matchstick
  287. Matchsticks are a frustrating unit to fight due to their high damage output. This change is focused mainly on making them a little harder to use effectively.
  288.  
  289. Range decreased to 1850 (from 1900)
  290.  
  291. Field Infirmary
  292. Dynasty Infantry pushes, particularly in mirror matches, have very high sustain due to the Field Infirmary Support Power. This Health reduction makes countering these often powerful pushes a bit more manageable.
  293.  
  294. Health decreased to 680 (from 800)
  295.  
  296. Leveler
  297. The Leveler’s usage has dropped off a bit. This minor adjustment is intended to make it a bit easier to maneuver to keep out of danger or to reposition if it is overextended.
  298.  
  299. Movement speed increased to 725 (from 700)
  300.  
  301. Porcupine
  302. The Porcupine will now outrange Networked Hunter Tanks and can threaten GDF defenses more effectively at Tier 2.
  303.  
  304. Range increased to 3700 (from 3500)
  305.  
  306. Movement speed reduced to 615 (from 625)
  307.  
  308. Demolitionist
  309. These units remain uncommon outside of “Demolitionist Drops” with Hammerhands. They are powerful but hard to get into contact with their intended targets. We are continuing to play around with these values to ensure they’re viable.
  310.  
  311. Movement speed increased to 500 (from 450)
  312.  
  313. Voltaic weapon attack range increased to 1850 (from 1750)
  314.  
  315. Vision range increased to 3000 (from 2000)
  316.  
  317. Doctrine: Officers (Aggression 5)
  318. The utility of the Officers' Doctrine falls off a bit by the time it is researched. Instead of increasing the raw power of Specialists, we are first making them easier to replace.
  319.  
  320. Specialist Cost reduction increased to 50% (from 30%)
  321.  
  322. Doctrine: Leading the Charge (Aggression 6)
  323. While both Planned Economies and Frontline Construction can earn the Dynasty player income, Leading the Charge is intended to make the player’s investment more valuable. This Doctrine is one of the less-chosen ones for the Dynasty, and we are looking to make Aggression builds more viable.
  324.  
  325. Vehicle Health increase improved to 30% (from 25%)
  326.  
  327. Bug Fixes
  328. General Gameplay
  329. Fixed an issue where Tempest Spheres could damage uncrushable units by moving near them
  330.  
  331. Fixed an issue where the GDF Harvester would leave the Refinery for a moment when it was being captured
  332.  
  333. Fixed an issue where Commando, Machinist, and Physicist units didn’t attack enemy units inside their guard range
  334.  
  335. Fixed an issue where Air units weren’t fully restocked and repaired if the player used the “Land” ability and gave another order through the SHIFT queue command
  336.  
  337. Fixed an issue where Salvage Center had the ability to move during dismantling to Salvage Van
  338.  
  339. Fixed an issue where Engineers/Technicians were trying to repair construction sites for walls and gates
  340.  
  341. Campaign missions
  342. Fixed an issue where the condition for completing the main objective "Destroy Power Plants to power down the prison gates" did not match the name in the 11th mission of GDF
  343.  
  344. Fixed an issue where Multiplayer balance wasn’t applied to the 7th mission of GDF if the respective Campaign modifier was selected
  345.  
  346. Multiplayer / Skirmish
  347. Fixed an issue where messages weren’t visible if there was a large time zone difference between the sender and receiver
  348.  
  349. Fixed an issue where it was possible to start a Custom match with players/bots on the same team while the lobby host was a Spectator
  350.  
  351. Fixed an issue where the repair radius of the Garage neutral structure was shown only for the owner player
  352.  
  353. Fixed an issue where the player’s actions were registered with a delay if a bot took over a disconnected player in a Custom match
  354.  
  355. Fixed an issue where the match timer wouldn’t display for Spectators if the Custom match contained only bot players
  356.  
  357. Fixed an issue where the AI bot didn’t control units for a disconnected player if “AI takeover” disconnection behavior was set for a Custom match
  358.  
  359. UI / Translations
  360. Fixed an issue where the inactive harvester indicator wasn’t displayed in the Harvester HUD if any Harvester was inactive
  361.  
  362. Fixed an issue where a player's nickname might not be displayed in the main menu and lobby if it had “-” or “?” characters in the nickname
  363.  
  364. Fixed an issue where pressing “Esc” key didn’t close the multiplayer menu / didn’t close the Custom Lobby
  365.  
  366. Fixed an issue where the player could connect to a full lobby (with all Spectator and Player slots filled)
  367.  
  368. Fixed an issue where “Custom game” and “Restore page” text were displayed when the player initially opens the Custom tab
  369.  
  370. Fixed an issue where the player's profile picture sometimes would not update when the players changed it in Steam
  371.  
  372. Fixed an issue where the Bot difficulty “Insane (Unfair)” was out of frame on the score screen in the players list
  373.  
  374. Fixed an issue where Drone Turrets weren’t included in score screen statistics
  375.  
  376. Fixed an issue where units not created by training weren’t counted as ‘produced’ in the score screen statistics
  377.  
  378. Fixed an issue with the Tempest Artillery description having incorrect translations in the Chinese language
  379.  
  380. Added translations for the “Enable Freelook” setting on all supported languages
  381.  
  382. Added translations for “Insane (Unfair)” bot difficulty on all supported languages
  383.  
  384. Visuals
  385. Fixed an issue where units would glow too much at the maximum camera zoom distance
  386.  
  387. Fixed an issue where smoke from a specific building in the 2nd Dynasty mission was rotated along with camera rotation
  388.  
  389. Fixed an issue where fallen trees were compressing as they disappeared
  390.  
  391. Text Missing Localization
  392. The following new text strings have not yet been translated for this patch and will be localized in a future patch:
  393.  
  394. In the Global Production Building Queue, hover over the pause/play button: “Pause/Unpause all in queue”