Galactic War Updates:- Tech Discovery Redesign
You will now be able to choose one tech from a group of three when you explore a system
You will no longer be given techs that you already have as one of the three choices.
You will now only be given techs that you can use
- IE no bot buffs without the ability to build bots.
- Rebalanced chances to discover various techs
- Improved AI difficulty ramping
- Improved system difficulty ramping
- New and improved redesigned boss fights for all factions
- Galactic War now defaults to a system size of Medium instead of Epic
- You now have the option to toggle "Hardcore mode" on and off when starting a new war
Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations
- Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system
- Galactic War now has two neutral stars that always spawn next to the starting point
- The two easier difficulty Galactic Wars now use a different set of possible system templates
- The easier system templates don't go more than a planet and a moon. They also have more metal
- Exiting from the GW star map takes you back to the main menu
- The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
- Normal AI Difficulty Tuning
- GW star system tuning
- Fix to the Galactic War intro video not playing
- When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
- Removed the factory wait time on relentless AI difficulty
Gameplay changes:- Units are now setup to allow their wreckage to be pathed through and shot through
- Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
- Added in persistent alerts for special weapons (halleys and lazer).
- Hide special alerts that are triggered while in chronocam
- Updated icons used for special weapons in special alerts
- Major rework for how recon works for blips
- Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
- Resume Anywhere fixes
- Added music cue for the Target Planet scene
- Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
- The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
- Fix for a case where a unit would stop and lose its nav move
- Mines can now, once again, be shot by projectiles
- Resume from here dialog will now pause the game
- Fix for (selection/control group/idle) type indicators
- Fix for some units failing to attack during an attack move
AI Improvements:- AI now can now create unit threat data on demand
- Deep Space Radar will no longer be seen as an orbital threat by the AI
- Fix for units going in circles
- Fix for a rare (1 in ~1400) AI crash
- Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
- AI should be more diligent about building anti nukes
- Adjusted AI planet landing spot selection
- AI perf improvement
- Reduced the spikiness of AI perf some more