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Jordi Engel

General
Feb 18, 2019
2.464
343
PatchNote_Dinosaurs_Stegosaurus2.png

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Now that we are in December, with Holidays and Winter knocking at our doors, it's time for the last 'big' update of the year. In the Netherlands a lot of families will be celebrating Sinterklaas tonight and a few weeks from now most of us will be enjoying time off with friends and family for Christmas. Before we get to that though, we wanted to leave you guys with a few gifts to get into the Holiday Spirits.

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, commanders 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.
 

Rafoca

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"Controller: Cycle Cities now correctly ignores Absorbing/Migrating cities"

I hope this make it's way to Xbox. Out of curiosity, was this fixed based on my feedback?
 

WarrGrinn

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Nice. . Any word on fixing the combat replay watching? It's still going out of synch alot and you can no longer watch AI combats that happen within visual range.
 

Jordi Engel

General
Feb 18, 2019
2.464
343
Nice. . Any word on fixing the combat replay watching? It's still going out of synch alot and you can no longer watch AI combats that happen within visual range.
If a Combat Replay goes Out of Sync during Singleplayer it means that there is a difference between the Auto-Combat and the Viewed Combat, which shouldn't happen. In those we want to look at the save to see why it goes Out of Sync. And we fixed the AI combats viewing with this patch.
Fixed issue where AI player vs AI Player and AI player vs Marauders would no longer generate combat events.
"Controller: Cycle Cities now correctly ignores Absorbing/Migrating cities"

I hope this make it's way to Xbox. Out of curiosity, was this fixed based on my feedback?
Yes it is, so this will also make its way to console.
 

Destrada

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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.
I assume auto-explore can be turned off? Or are these armies doomed to wander forever, like some digital Flying Dutchman, out of the player's control forever?
 

Rafoca

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If a Combat Replay goes Out of Sync during Singleplayer it means that there is a difference between the Auto-Combat and the Viewed Combat, which shouldn't happen. In those we want to look at the save to see why it goes Out of Sync. And we fixed the AI combats viewing with this patch.



Yes it is, so this will also make its way to console.
Nice!!

And what about the templates issue? :D
 

TibblesTheCat

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I assume auto-explore can be turned off? Or are these armies doomed to wander forever, like some digital Flying Dutchman, out of the player's control forever?
Of course you can turn it off
It's a toggle (middle button)
upload_2019-12-5_14-35-9.png
 

Frogshackle

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Still waiting for custom commanders to be added to the random pool when playing scenarios.
 

MrFedia3000

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When engaging in combat, commanders can now decide whether Tactical Operations will be used during Auto Combat.
This is great, this feature really helps. But there's another very similar problem with autocombat that could use the same solution and that is autocombat retreating units. As far as I know there's not even an indication that a unit retreated and sometimes you get this unpleasent surprise that one of the units has 0 movepoints because it has been hurt in combat and your plans for this army are screwed. It gets especially bad with colonists who I believe always retreat in autocombat thus forcing the player to play manual combat.

Could we have a toggle for unit retreating?
 

DragonZee

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Noticed the auto-explore icon and tactical operations on/off in auto-battle checkbox while playing today. Wondered when this was changed as I didn't see those while playing Revelations campaigns so I thought it was restricted to scenarios only. Turns out you sneaked in another hotfix. GJ, the tempo in which you guys fix and improve things is nothing sort of spectacular. As always you do seem to care about you're products a lot, to the point of obsession :D

Such a shame the next big dlc comes in Spring '20. Even if I'm still exploring what Revelations has to offer, the wait will kill me!
 

Yavor

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Sounds great! Thank you for your hard work, guys! And Happy Holidays to everyone!
 

TreborTheTall

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Hi @Jordi Engel

I was playing around with Deny the Void and Escape Module yesterday, and it seems like to me that when a hero has both skills only Escape Module triggers. Not sure if that is working as intended as the patch notes say:
  • 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.
 

Jordi Engel

General
Feb 18, 2019
2.464
343
Hi @Jordi Engel

I was playing around with Deny the Void and Escape Module yesterday, and it seems like to me that when a hero has both skills only Escape Module triggers. Not sure if that is working as intended as the patch notes say:
That is a different issue that we are aware of and looking into. The patch note refers to a issue where after the Stegosaurus patch mass resurrection became possible due to a change made for another fix.
 

KyoPa

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  • 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.
I have a little trouble understanding what this exactly means. Of course, understandably, triggered abilities should stay triggered, but when it says "all", does this mean that unused abilities are triggered too? Like, if a unit didn't use any of its abilities before dying, loses them after being resurrected?
 

Satonir

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I have a little trouble understanding what this exactly means. Of course, understandably, triggered abilities should stay triggered, but when it says "all", does this mean that unused abilities are triggered too? Like, if a unit didn't use any of its abilities before dying, loses them after being resurrected?
Yes you lose them all, like before the pre-last patch. The reason is that they failed to save unit cooldown status upon death and it is only possible to either reset cooldowns on ressur or trigger them all.