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Triumph Jordi

Quality Assurance Specialist
Paradox Staff
QA
Feb 18, 2019
4.807
3.851
Hello Commander,

It's been roughly two weeks since the Invasions first landed on our doorstep. Recently we've received reports that it wasn't just the Voidbringers that came through the Void Portals but also a variety of bugs. We've uploaded a patch to your systems addressing these issues, allowing you to focus on handling the Invasion threat. Thanks everyone for all the feedback! Enjoy, commanders!

Patch Notes

Balance
Units & Abilities
  • Shakarn Firebrand - Reduced Armor from 4 to 3
  • Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
  • Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
  • Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.
  • Wildlife 'Shepherd' - Increased unit Tier from II to III.
World Events
  • Fungal Awakening event now only occurs in late game
  • Earthquake event now only occurs in late game
Fixes
General
  • Added missing Therian mod template icons
  • Fixed that Shakarn commanders could be customized with some DLC content without the user owning that DLC
  • Fixed issue where expansion NPC Factions would be visible in Advanced Setup even though the user did not own the
  • required DLC.
  • Fixed a crash that could occur after failing to access a specific texture.
  • Fixed issue where the Score Victory would not end on the specified round after the Invasion was defeated.
  • Fixed an issue where Absorbing a Colony belonging to another race wouldn't unlock that race's Military Tech Tree
  • Fixed a crash caused by using Cerebral Control Collars on flying Infantry Units that are on a water hex
  • Fixed that Reinforcements could not be accepted or declined with controller
  • Fixed an AI Hang that could occur if Independents attacked a structure that had their Garrison defeated in the same turn while having an Player Stack adjacent.
  • Fixed a crash that could occur when entering a Promethean Vault Silver Landmark that was spawned from the associated World Event.
  • Fixed a crash that could occur when using Holoshift in certain situations
  • Fixed an issue which would allow Infiltrators to Target Tier 3 units if they were built in a Colony with Resonance Halls attached; combat saves containing an Infiltrator that attempted this action might cause issues, it is recommended to load an older save
Diplomacy
  • Fixed issue where the AI could send a message about going to war when they were already at war with the player.
Units & Abilities
  • Syndicate Hero Skill 'Farsight' - Superior Overwatch should now function on all weapons when in Overwatch mode.
  • Dvar Hero Vehicle 'Excavator' - Now correctly has the Hyper Armor Defense Mode
  • Hero Weapon 'Bio Grenade' - Can no longer target Flying Units.
  • Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit
  • Laser Weapons Group 'Searing Module' - Now correctly melts shields from Ethereal units
  • Firearms Weapons Group 'Ammunition: Fire Burst' - Now correctly causes Burning instead of Bleeding (for real this time).
  • Promethean 'Hazmat Protection' - Fixed an issue with Hazard Immunity not correctly blocking Tactical Hazards.
  • Synthesis 'Malware Daemon' - Fixed an issue where Malware daemons wouldn't mind control enemies when they died
Invasions
  • Removed Metamorphosis from Strix and Naga units. Evolving them was difficult to trigger and would cause crashes.
  • Enthralled units under your control are no longer affected by morale from race relations and will no longer desert
  • Call Voidbringer now correctly unlocks when joining the Thermal Voidbringer Invasion
  • Call Voidbringer operation now only shows up once in the Imperial Archives
  • Fixed Call Voidbringer operation icon for Biochemical, Arc and Thermal
  • Fixed a issue where Voidbringers retained the Psionic Armor Bypass property on all abilities even with the focus mods
  • Fixed an issue where the Voidbringer Naga Abilities did not swap to the correct Damage Channel.
Campaign
  • Fixed crash in Shakarn campaign when Daiyu Jiang declares war on the player while James Henkins is in a transport on his own
  • Fixed an issue where the first step of the “Sabotage Rift Reactor Alpha” and “Sabotage Rift Reactor Epsilon” Quest couldn’t be completed when the quest stack spawned next to the Imperial Defense instead of on top of it. For the fix to apply in active missions players need to load a save from before the Quest was given.
World Events
  • Fixed crash when picking up equipment drops from the Orbital Weapons Cache event
  • Fixed that the Interstellar Trade Convoy event did not correctly convert 50% of the production income to research income when using Generate Research
Localisation
  • Fixed incorrect localisations for the Voidbringers
  • Fixed a missing text entry in all localisations for NPC Quests during the Invasions
  • Fixed a link in the Chinese & Japanese Localisations which didn’t open the correct Imperial Archives Page
  • Fixed a localisation error stating that the Infiltrator was able to Holoshift into Tier 3 units.
  • Fixed incorrect localisation for the Enhanced Limb Augments mod from the Therians.
  • Fixed incorrect localisation for the Hunter’s Camouflage mod from the Therians.
 
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Reactions:
Thank you!

  • Shakarn Firebrand - Reduced Armor from 4 to 3
  • Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
  • Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
  • Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.

Oh a shame one of my favourite units got the nerf hammer. But I do agree with Staggering Force cooldown being longer, it was surpsing such a strong ability can be used so frequently. But truth be told I thought other Shakarn units will get the nerf hammer instead :)

  • Wildlife 'Shepherd' - Increased unit Tier from II to III.

Yep, the unit is very strong (for a Therian hippie). I was surprised such a unit was Tier II. Uber powerful "trigger metamorphois" ability (it's especially nasty cus Shepherds are usually stacked with Thundermaw pups so it can evolve them, and Thundermaws are also pretty nasty), healing, strong regular attack and top it with spawning units on getting hit. It probably would have been nerfed if it wasn't a "hard-to-get" and dlc-only unit.

I wonder if the change will influence my Infiltrator, I'm using Shepherd in the Holoshift "save slot" in the campaign. Now I probably shouldn't auto-resolve any combat :D

  • Added missing Therian mod template icons

Awooo, yes!

  • Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit

Thx, this was really bugging me :)
 
I'm guessing it could be an issue (in multiplayer in particular) if those events drastically rewrite your terrain on you early on?
I would have thought that Superstorm would have been included in that though.
 
I'm guessing it could be an issue (in multiplayer in particular) if those events drastically rewrite your terrain on you early on?
I would have thought that Superstorm would have been included in that though.

That could be it, I had an earthquake happen during voidbringer's invasion and I lost quite a few sectors cuz of it. It just added to the challenge and I liked the chaos of it XD Didn't turn any of my sectors into mountains tho.
 
I say that here but there is always a useless talent for hero talents of HERITORS.

Essence seeker.
Energy drain 4.

There is a high probability for Heritor to take vehicle High Lord with... Energy drain 8...

So for hero talents, Psynumbra had a good change (in 1.2 ?) to sadism (already a doctrine) to a another proposition. (Broken mind 8 under Soul breaker...)
Here it is the same situation.

For a might of only 4 (Not actually even 8 like broken Mind...), Entropic decay could be considered to avoid the lack of congruence.
Entropic decay is under used in the game. And the doctrine concerned by this effect only deals with mechanics and integrated units.

Why I tell you that ? Because I play a lot Heritor and I never pick this talent for this reason... !
 
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it's there so that if you aren't playing heritor and get a heritor hero you can still give them a gun or put them in a vehicle and still let them get essence for stuff like essence shields

if you think that's a dead perk buddy at least there's a situation where you'd use it, that's better than i can say for some other hero perks
 
Ok I hear that. But that just means Heritor have a lower priority than other heroes for its own stuff !^^

And Psynumbra can gain a debuff of -1 in resistance and -200 moral at 8, here it is -10 % of enemies might at... 4. The chance is lower and the effect not really exceptionnal...

At chance "4", Entropic decay is perfect for Heritors.

Doctrine : Entropic decay against mechanics/integrated Chance 8 + 10 % damage against them.
Heroes : Entropic decay generalist Chance 4

More useful than energy drain 4 totally aspirated by the vehicle High Lord (Energy drain 8). There is already very few talents for secret techno. So they must be congruent as mutch as possible.
 
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I think firebrands are probably still better than ravenous or wreckers, at least by virtue of everything being more or less even/reasonable tradeoffs but 6 firebrands wont lose to a single inspector
 
I think firebrands are probably still better than ravenous or wreckers, at least by virtue of everything being more or less even/reasonable tradeoffs but 6 firebrands wont lose to a single inspector

Oh, they are definately better comparing to this two. More versatile. Melee attack, ranged attack and an attack that has a pretty high chance of Concussion. And they can take a lot of heat especially with Xeno Defense. I like Ravenous, but in the Tier III tanks group Firebrand takes the cake.
 
Hello Commander,

It's been roughly two weeks since the Invasions first landed on our doorstep. Recently we've received reports that it wasn't just the Voidbringers that came through the Void Portals but also a variety of bugs. We've uploaded a patch to your systems addressing these issues, allowing you to focus on handling the Invasion threat. Thanks everyone for all the feedback! Enjoy, commanders!

Patch Notes

Balance
Units & Abilities
  • Shakarn Firebrand - Reduced Armor from 4 to 3
  • Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
  • Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
  • Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.
  • Wildlife 'Shepherd' - Increased unit Tier from II to III.
World Events
  • Fungal Awakening event now only occurs in late game
  • Earthquake event now only occurs in late game
Fixes
General
  • Added missing Therian mod template icons
  • Fixed that Shakarn commanders could be customized with some DLC content without the user owning that DLC
  • Fixed issue where expansion NPC Factions would be visible in Advanced Setup even though the user did not own the
  • required DLC.
  • Fixed a crash that could occur after failing to access a specific texture.
  • Fixed issue where the Score Victory would not end on the specified round after the Invasion was defeated.
  • Fixed an issue where Absorbing a Colony belonging to another race wouldn't unlock that race's Military Tech Tree
  • Fixed a crash caused by using Cerebral Control Collars on flying Infantry Units that are on a water hex
  • Fixed that Reinforcements could not be accepted or declined with controller
  • Fixed an AI Hang that could occur if Independents attacked a structure that had their Garrison defeated in the same turn while having an Player Stack adjacent.
  • Fixed a crash that could occur when entering a Promethean Vault Silver Landmark that was spawned from the associated World Event.
  • Fixed a crash that could occur when using Holoshift in certain situations
  • Fixed an issue which would allow Infiltrators to Target Tier 3 units if they were built in a Colony with Resonance Halls attached; combat saves containing an Infiltrator that attempted this action might cause issues, it is recommended to load an older save
Diplomacy
  • Fixed issue where the AI could send a message about going to war when they were already at war with the player.
Units & Abilities
  • Syndicate Hero Skill 'Farsight' - Superior Overwatch should now function on all weapons when in Overwatch mode.
  • Dvar Hero Vehicle 'Excavator' - Now correctly has the Hyper Armor Defense Mode
  • Hero Weapon 'Bio Grenade' - Can no longer target Flying Units.
  • Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit
  • Laser Weapons Group 'Searing Module' - Now correctly melts shields from Ethereal units
  • Firearms Weapons Group 'Ammunition: Fire Burst' - Now correctly causes Burning instead of Bleeding (for real this time).
  • Promethean 'Hazmat Protection' - Fixed an issue with Hazard Immunity not correctly blocking Tactical Hazards.
  • Synthesis 'Malware Daemon' - Fixed an issue where Malware daemons wouldn't mind control enemies when they died
Invasions
  • Removed Metamorphosis from Strix and Naga units. Evolving them was difficult to trigger and would cause crashes.
  • Enthralled units under your control are no longer affected by morale from race relations and will no longer desert
  • Call Voidbringer now correctly unlocks when joining the Thermal Voidbringer Invasion
  • Call Voidbringer operation now only shows up once in the Imperial Archives
  • Fixed Call Voidbringer operation icon for Biochemical, Arc and Thermal
  • Fixed a issue where Voidbringers retained the Psionic Armor Bypass property on all abilities even with the focus mods
  • Fixed an issue where the Voidbringer Naga Abilities did not swap to the correct Damage Channel.
Campaign
  • Fixed crash in Shakarn campaign when Daiyu Jiang declares war on the player while James Henkins is in a transport on his own
  • Fixed an issue where the first step of the “Sabotage Rift Reactor Alpha” and “Sabotage Rift Reactor Epsilon” Quest couldn’t be completed when the quest stack spawned next to the Imperial Defense instead of on top of it. For the fix to apply in active missions players need to load a save from before the Quest was given.
World Events
  • Fixed crash when picking up equipment drops from the Orbital Weapons Cache event
  • Fixed that the Interstellar Trade Convoy event did not correctly convert 50% of the production income to research income when using Generate Research
Localisation
  • Fixed incorrect localisations for the Voidbringers
  • Fixed a missing text entry in all localisations for NPC Quests during the Invasions
  • Fixed a link in the Chinese & Japanese Localisations which didn’t open the correct Imperial Archives Page
  • Fixed a localisation error stating that the Infiltrator was able to Holoshift into Tier 3 units.
  • Fixed incorrect localisation for the Enhanced Limb Augments mod from the Therians.
  • Fixed incorrect localisation for the Hunter’s Camouflage mod from the Therians.
I have a bug to report .all my custom games on tomb world can no longer be played .and when i start a new game i cant add ANY of the npc factions except heritors and therians . wtf is up with that? The only reason i liked tomb worlds at ALL was i could have paragon and heritors on the same world .now that i cant i dont even feel like turning on my game anymore . and yes im on xbox 1 and there shouldnt be ANY reason why i cant add any npc faction i want to MY custom offline games.
 
I have a bug to report .all my custom games on tomb world can no longer be played .and when i start a new game i cant add ANY of the npc factions except heritors and therians . wtf is up with that? The only reason i liked tomb worlds at ALL was i could have paragon and heritors on the same world .now that i cant i dont even feel like turning on my game anymore . and yes im on xbox 1 and there shouldnt be ANY reason why i cant add any npc faction i want to MY custom offline games.
Hey DG Draconian, thanks for reaching out. It is intended that the only NPC Faction on the Tomb World are the Forgotten, if the Therians are not properly blocked I'll get somebody look into it. The system for properly blocking Base Game elements in DLC weren't set up and added later with the Tyrannosaurus patch, however your saves with already generated Tomb Worlds should still work. Does the game crash when you try to load them? Or are the Paragon missing? Or does it give a missing entitlement error?