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high rated
Changelog for update v1.0.3 (added 16 July 2018):

New

- General difficulty setting now scales wildlife density.
- Introduction now plays at lowest wildlife density.
- Added hint to difficulty setting.

General

- Turn timer now goes red when below 11 seconds.
- Minor performance tweaks.

Bug Fixes

- Fixed a multiplayer crash that could occur when creating a new game.
- Fixed Necron chapter 3 causing a crash in multiplayer.
- Fixed Da Jump effect not working properly in multiplayer.
- Fixed wrong max height of multiplayer games list.
- Fixed an issue with the recommended tiles for founding cities.
- Fixed being able to give orders as non-host during AI turn in multiplayer.
- Fixed resource rewards not scaling with game pace.
- Fixed Lord of Skulls option becoming disabled after joining a game as non-host.
Post edited July 16, 2018 by DeMignon
high rated
Changelog for Update 1.0.4 (added 18 July 2018):

Due to high demand we've implemented a UI scale setting. This is an early implementation that can be improved with crisper font and icon rendering down the line, but we wanted to get it to you as soon as possible.

Our next priority is getting the essential multiplayer issues resolved and features added -- you can expect more updates on that front soon.

New
* Added UI scale setting.
* Allies (and defeated) players can now see allies' (everyone's) unit orders and inspect their cities, resources and items.

General
* Cinematics are now cropped to avoid distortion.
* Difficulty no longer scales wildlife density.
* Changed turn timer options from 1, 2, 4, 6, 8 to 1, 2, 3, 4, 5 minutes.
* First start now starts at native resolution, even if that is 4K.
* Players that are AI controlled now show with name AI instead of the disconnected player's name.
* Game list is now sorted alphabetically, with incompatible games at the bottom.
* Allow humans to take over artefacts even if they're of allies.
* Joining a game now prioritizes matching to undefeated players.

Bug Fixes
* Fixed an instance in which friend invites would not do anything because the client believed he was already on the server.
* Fixed a crash with the Chaplain's elite.
* Fixed Orbital Strike doing no damage after moving the Captain.
* Fixed notifications clearing when the turn starts.
* Fixed non-host players not being able to delete or move hero items.
* Fixed disconnected players not being set to AI controlled when loading a saved game.
* Fixed brightness, contrast and gamma not being applied when starting the application.
* Fixed Triarch Stalker's Targeting Relay applying to enemy units.
* Fixed quick load crashing when there is no quick save.
* Fixed artefact capture effect being affected by the capturing unit's squad size.
* Fixed Vaul Control Device being activatable too early.
* Fixed missing effect for activating Vaul / Exterminatus Device.
* Don't allow teleporting stationary units.
* Don't allow loading games when non-host.
high rated
Changelog for Update 1.0.5 (20 July 2018):

### Balance
* Deffkoptas, like other jet bikes, now gain ranged damage reduction in forests, imperial ruins and cities.
* Tomb Blades, like all jetbikes, now have turbo boost, jink and hammer of wrath.
* Increased cost and upkeep of Tomb Blades by 100%.
* Increased the influence cost of necrodermis repair from 50 to 75.
* Reduced necrodermis upgrade bonus healing from +33% to +25%.
* Reduced the amount of Necron Tombs by 25%.

### Bug Fixes
* Improved handling of unicode account names on Windows.
* Fixed crashes on Windows sometimes not generating error logs.
* Fixed a multiplayer crash that could appear when deploying a Fortress of Redemption.
Post edited July 20, 2018 by darkstl
high rated
Changelog for Update 1.0.7 (added 31 July 2018):

Balance
* Flyers can no longer capture or hold artefacts.
* Bomb trait: bombs from aircrafts and skimmers now have set 50% accuracy and cannot target air units.
* Melta bombs and tankbusta bombs now use melee instead of ranged accuracy (abstracts that they are deployed in close combat). This fixes tankbusta bombs being ineffective.
* Fixed heavy bomb clusters of the Marauder Bomber having only 1 instead of the correct 8 attacks.
* Increased Burna Bommer burna bomb count from 1 to 2.
* Decreased Burna Bommer burna bomb cooldown from 5 to 3.
* Increased Burna Bommer skorcha missile count from 1 to 2.
* Increased Thunderbolt skystrike missile count from 1 to 2.
* Increased Mek Gunz traktor kannon range from 2 to 3.
* Reduced Fortress of Redemption influence upkeep from -3 to -2.

General
* When finishing production and research, any progress left over is no longer lost but preserved until the end of the turn.
* Reveal map when player has no sighted tiles instead of when he is defeated. This allows fairer team play.
* Don't allow sending chat messages to teams you are not part of.
* Stretch basic and advanced parameters buttons to full size when chat is not there.
* Don't clear chat when going from lobby to world.
* Improved resolution handling.
* Updated French translation.

Bug Fixes
* Fixed an issue with fog of war and water not covering the entire screen when the viewport size was exceeding the framebuffer size.
* Fixed an issue with turns being stuck in multiplayer when a player connects or leaves the game.
* Reducing world size no longer removes players if they are human.
* Fixed player joined message appearing multiple times on the server.
* Added missing vectored afterburners effect.
* Added missing effect for signum and ammo runt.
high rated
Changelog for Update 1.0.8 (added 09 August 2018):

New
* Lord of Skulls quest now shows the turns until Khorne goes inactive again.
* Added warp in and out effect for Lord of Skulls.
* Added setting for orkoid fungus density.
* Added non-destructive mod support: mod data is loaded from %USERPROFILE%\\\Documents\\\Proxy Studios\\\Gladius\\\Mods\\\\\\Data\\\ on Windows and $HOME/.config/Proxy Studios/Gladius/Mods//Data/ on Linux.

Balance
* Rescaled all influence costs to match the default cost scheme (25/50/100/200 to 20/40/80/160).
* Fortresses of Redemption now costs 40 influence.
* Fortresses of Redemption no longer gain the percentage bonus from tiles controlled by cities.
* Increased Fortress of Redemption upkeep from 2 to 3.
* Increased Orbital Bombardment cooldown from 0 to 1.
* Increased Orbital Scan cooldown from 0 to 1 and increased its radius from 1 to 2.
* Aircraft and jump / levitate now only ignore zone of control of enemy ground units (but are still affected by other aircraft).
* Ere We Go now requires movement (but does not consume movement) to prevent exploiting its use to cross wire weed or zone of control in 1 turn and still attack after.
* Deffkopta's big bomm no longer consumes an action (7th edition bombing run Orks errata).
* Reduced Apothecaries group size from 5 to 3.
* Reduced Apothecaries cost by 50%.
* Fixed Dreadnought conversion typo: increases Dreadnought armor from 7 to 8 and hitpoints from 24 to 36.
* Increased Dreadnought cost by 50%.
* Fixed Gorkanaut's Klaw of Gork typo: increases damage from 6 to 12 and armor penetration from 0 to 8.
* Reduced Gorkanaut attacks from 3 to 1.
* Reduced Gorkanaut Rampage bonus attacks from 2 to 1.
* Fixed Gorkanaut gaining Rampage even when the number of enemies was even.
* Medi-Pack research moved from tier 2 to tier 3.
* Heavy Weapons Squad research moved from tier 3 to tier 2.
* Increased Cryptek's Resurrection Orb range from 1 to 2.
* Canoptek Spyder and Kastelan Robot now have Vehicle traits, allowing them to be repaired.
* Killshot now also increases damage against Fortifications.
* Machine Empathy now also heals Fortifications.
* Ordnance now also has increased damage against Fortifications.
* Dok's Tools, Extra Bitz, Experimental Procedure, Narthecium, Roll Over Them, Summary Execution and The Flesh Is Weak no longer work on Fortifications.
* Awaken the Machine, Blessings of the Omnissiah, Fabricator Claw Array, Mek's Tools and Objuration Mechanicum now work on Fortifications.
* Fermentation pool now gives +1 energy and +1 influence instead of +2 influence for Necrons.
* Grox pasture now gives +1/+10% infuence and +1/+10% ore instead of +2/+20% influence for Necrons.
* Recaf leaf now gives +1 influence instead of +1 energy for non-Necron factions.
* Tweaked some special features adjacency bonuses for Necrons.
* Lord's Royal Guard summon duration increased from 3 to 5 turns.

Modding
* Added XML support for specifying if only one conditions needs to match before effect is applied. That is, \\\ and other block conditions tags such as \\\ can now have the attribute match=Any. Defaults to match=All.
* Revert to random faction instead of crashing if config faction is invalid.

General
* All relevant technologies are now linked with requirements.
* Level up selection now stays up until all points have been spent.
* Tweaked Tactical Space Marines death animations.

Bug Fixes
* Fixed mouse cursor not showing when mouse pointer trails is enabled on Windows.
* Fixed item cooldowns not decreasing.
* Fixed a crash when immediately founding a city on a tile where a city was just destroyed.
* Fixed experience not being awarded when a unit is disbanded or killed with an ability such as Shockwave and Orbital Bombardment.
* Fixed cleared tiles still obstructing vision.
* Fixed being able to move items to units across the map.
* Fixed trait rank not going up with ability rank (e.g. Cybork Implants).
* Fixed capturing artefacts not refreshing resources before the end of the turn.
* Fixed clicking on an item while leveling a hero wrongly spending level up points.
* Fixed drop pods not being player colored.
* Fixed orbital deployment and teleporting to a tile not triggering explore/capture/overwatch.
* Fixed outposts of a destroyed city not being immediatelly reclaimed.
* Fixed Astra Militarum energy, food, loyalty, ore and research edicts accidently increasing the upkeep of buildings.
* Fixed Fear, Furious Charge and Zealot applying less melee damage change than intended (adds Circumstance Melee Damage).
* Fixed units being affected by heavy and not healing if their max movement increased.
* Fixed aircraft not being able to fly over enemy ground units.
* Fixed bolt damage upgrade having no effect for Orks.
* Fixed destruction protocols trait not being red.
* Fixed heresy in an Astra Militarum bark.
high rated
Changelog for Update 1.0.9 (added 22 August 2018):

New
* Added drop pod landing screen shake effect.
* Added new keyboard hotkeys.

Balance
* Reduced the maximum effective armor (after applying armor penetration) from 11 to 10. This effectively doubles the minimum damage against certain units with very high/stacked armor (namely Captain and Chaplain).
* Melta Bomb and Tankbusta Bomb can now only target Vehicles, Monstrous Creatures and Fortifications.
* Melta Bomb and Tankbusta Bomb now have Bomb traits.
* Bomb trait now fixes accuracy to 6.
* Blast trait now gives +2 accuracy.
* Reduced Frag Grenade and Stikkbomb damage by 33% to compensate the accuracy buff from Blast weapons.
* Reduced Killa Kans cost by 33%.
* Reduced Assault Space Marine melee attacks from 2 to 1.
* Increased Space Marines doctrine costs from 40 to 80 influence.

Bug Fixes
* Fixed a crash bug that was caused by loading a game with certain quests active.
* Fixed being able to remove hero items of other players.
* Fixed language \ references being resolved after each individual mod is loaded instead of at the end of loading all language.

Hotkeys
* Q Unit ability 1
* W Unit ability 2
* E Unit ability 3
* R Unit ability 4
* T Unit ability 5
* A Unit ability 6
* S Unit ability 7
* D Unit ability 8
* F Unit ability 9
* G Unit ability 10
* Y Unit ability 11
* X Unit ability 12
* C Unit ability 13
* V Unit ability 14
* B Unit ability 15
* 1 Unit item 1
* 2 Unit item 2
* 3 Unit item 3
* 4 Unit item 4
* 5 Unit item 5
* 6 Unit item 6
* 7 Unit item 7
* 8 Unit item 8
* 9 Unit item 9
* 0 Unit item 10
* Alt+1 Cargo 1
* Alt+2 Cargo 2
* Alt+3 Cargo 3
* Alt+4 Cargo 4
* Alt+5 Cargo 5
* Alt+6 Cargo 6
* Alt+7 Cargo 7
* Alt+8 Cargo 8
* Alt+9 Cargo 9
* Alt+0 Cargo 10
* Ctrl+1 Player ability 1
* Ctrl+2 Player ability 2
* Ctrl+3 Player ability 3
* Ctrl+4 Player ability 4
* Ctrl+5 Player ability 5
* Ctrl+6 Player ability 6
* Ctrl+7 Player ability 7
* Ctrl+8 Player ability 8
* Ctrl+9 Player ability 9
* Ctrl+0 Player ability 10
* Ctrl+E Settings screen
* Ctrl+N Next music track
* Ctrl+U Unit overlay
* Ctrl+Y Yield overlay
high rated
Changelog for Update v1.0.10 (added 04 October 2018):

As announced a few days ago, we have been working on a new massive free update for Gladius.The changelog is enormous, but its main features are the new World Builder settings and the revamped and improved AI.We received some tremendous feedback from testers, and we're really glad with how the update turned out.You can now completely customize the map you'll play in to your liking. Set the region sizes, as well as their density. You can now make the planet entirely volcanic, if you wish, or desertic. It's up to the player.The AI revamp is truly massive, as you can read in the changelog below. There have been many improvements in key areas, and you'll find that the AI is now tougher than ever. We are eager to hear what you think of the new AI in particular.With 1.0.10 now live, Proxy Studios is moving ahead on the next milestone for Gladius. You'll be thrilled to know that the announcement of the
first DLC is imminent, so stay tuned!

New
* Added world parameters for general region size and density as well as arctic, desert, tropical andvolcanic region densities.
* Fortifications now capture and keep control of adjacent outposts.
* Fortress of Redemption now only gains percentage and flat resources from a controlled outpost.

AI
* AI will now prefer building units with a cost profile that fits its resource pool and income.
* AI will now cease producing units if this would slow the economic buildup.
* AI will now cease producing units if this would lead to going bankrupt in one of the resources.
* AI will now cease producing units if this would lead to going into negative income for the resource required to power their buildings.
* AI is now better at stockpiling the right amount of resources based on its expenditure.
* AI will now make sure to have at least one colonizer unit in case it wants more cities.
* AI now knows the true value of loyalty and constructs this building when it makes sense.
* AI will now research loyalty and habitat buildings even if it doesn't need them yet so it has them available once required.
* AI will now take into consideration that loyalty also increases the production capabilities of production buildings and reduces the required count accordingly.
* AI will no longer add more research buildings once it reaches the highest research tier.
* AI units now prefer moving through forests and imperial ruins in order to gain combat advantages.
* AI now considers their production capabilities when choosing what units to research.
* AI now chooses better tiles for healing its units.
* AI no longer has the urge to explore water tiles.
* AI now assumes there are unseen enemies near visible ones.
* AI no longer spams colonizer units.
* AI is now a signficantly better in grouping its units.
* AI now performs more organized retreats.
* AI will no longer wait for the population to grow before constructing a building that helps with a resource emergency (even if the required population exceeds the available population).
* Fixed Space Marines AI placing several fortresses of redemption on the same resource node.
* Fixed an issue with Space Marines AI not acquiring tiles with a city center distance of 5.
* Fixed an issue with AI operating on outdated strategy data.
* Fixed AI stopping exploration under certain circumstances.

General
* Made regions more pronounced.
* Improved multiplayer UPnP connectivity.
* Updated French, German, Russian and Simplified Chinese translations.

Bug Fixes
* Fixed crash when using an operation after having selected a transport unit.
* Fixed unit autocycling moving to the next unit when the item shop is open, resulting in bought items disappearing into the void.
* Fixed Ctrl+Y showing unexplored tiles.
high rated
Changelog for Update 1.01.02 (added 05 November 2018):

AI
* AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are.
* Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too indecisive with their many melee units.
* AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does.
* AI now puts more emphasis on not getting their population growth reduced. • Area of Effect is now properly taken into consideration for AI unit selection.
* Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances.
* AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways).
* AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable.
* Evaluation of how good a city location is now depends on distance from own army.
* Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available.
* AI is now capable of planting orkoid fungus.
* AI now can handle severe resource shortages via disbanding excess units.
* AI should no longer overrule the order to found a city with another order.
* Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters.
* Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city.

General
* Adjusted difficulty names for the improved AI.
* Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description. * Tweaked Land Raider model and animations.
* Tweaked color intensity of some Space Marine vehicles.

Bug Fixes
* Fixed unit health bars not refreshing when a unit has a wait order.
* Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground.
* Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2.
* Fixed quest screen not closing by keyboard shortcuts like other screens.
* Fixed crash when closing the settings screen after opening it with Ctrl+E.
* Fixed outposts not being captured when the player control of a unit changes.
* Fixed Stormraven Gunship research not requiring Launch Pads to be researched.
* Fixed Dimensional Sanction research description not mentioning action cost reduction.
* Fixed several English typos.
high rated
Changelog for Update 1.01.03 (added 21 November 2018):

These are mainly AI improvements as well as a fix to the AI performance drop that was introduced with a recent version. We're currently in the crunch phase for the new faction, so balance changes are postponed to the upcoming big update.

AI
* AI will now be more aggressive when fighting other factions. This might slightly weaken them in FFA scenarios but should be more fun to play against.
* AI will no longer retreat its units when their cities are under attack and take damage. Instead it'll also fight with the damaged units.
* AI now tries to keep support units units behind other units and out of harms way.
* AI is now less likely to shoot their own enslaved units when there's other units around (like an Enslaver).
* Targets for capturing and exploring will now always be picked considering the distance form the AI's army. Targets for attacking will be picked considering the distance from the cities. That way the AI still prioritizes defending but will not waste so much time going back and forth with their army for recapturing and exploring.
* When retreating a unit to heal, the AI will now not just go out of immediate attack range of the enemy but also further back in general to make it harder to chase the retreating unit down.
* AI is now more afraid of Enslavers.
* Added AI flags to a lot of technologies so the AI knows what they are good for and can choose research accordingly.
* AI shall now prefer targets it can deal a lot of damage to over targets that are safest to attack.
* AI shall no longer leave an important frontline where it still feels it has the upper hand in order to chase some easy targets.
* AI will no longer build a colonizer production building in every single city when it already has one.
* AI now will no longer completely disregard important techs it might not need right now but later.
* AI now takes the lacking resources into account that it saves by disabling buildings when it calculates which resource buildings it needs.
* AI no longer considers to let a unit heal when it hasn't lost at least 10% of its health. This helps against "stunning" Ork melee units via miniscule damage caused by morale loss.
* Whether AI tries to keep their population growth maximized now depends on whether they have enough production capabilities to keep up with the population growth.
* Ammo Runt and Signum abilities are now used by the AI.
* AI Weirdboy should no longer cast warpath on himself and shall prefer more expensive units as targets instead of random ones.
* AI shall now prioritize units to which they deal the most damage overall rather than the highest damage percentage (still taking into account if a target has lower health).
* Fixed Librarian using Telekine Dome when there were no enemies nearby.
* Fixed an issue with potential division by 0 in score evaluation for Neutrals.

Bug Fixes
* Fixed AI slowdown.
* Fixed an issue that caused recommended tiles for founding a city only being the tile the builder was on.
high rated
Note: This changelog doesn't want to appear ingame (bug).

Change History:
v1.01.04 – 21st November, 2018
Balance

 Cities now start with 1 tile acquisition radius instead of 2.
 Reduced Astra Militarum edicts from +50% production to +33% production.
 Increased Astra Militarum edicts from +25% resources to +33% resources.
 Increased cost for Necron Monolith by 50%.
AI
 Fixed an issue that prevented Neutrals from retreating.
 Improved AI tile evaluation (and tiles recommended for founding cities).
 Fixed an issue where AI units would still heal instead of defending their city with their lives.
 AI will now only make room for more population when they actually have a need for that population because maintaining unused population just puts too much of a strain on the economy.
high rated
Changelog for Update 1.01.05 (added 07 December 2018):

Balance
* Changed loyalty resource output modifier from +/-2% to +1% for positive and -2% for negative loyalty.
* City tiles no longer exhibit zone of control.
* City tiles now obstruct vision.
* City tiles now provide ranged damaged reduction not only to allied units. City damage reduction is still only affecting allies.

AI
* AI will now generally use their units in a more aggressive fashion when they think they have an edge over their opponent.
* AI now only considers retreating army to defend if the threat cannot be handled by the city alone.
* AI units that are too far away from the main army will now act on their own and try to accomplish things in the area where they are instead of joining up with the main army at all costs. They will still join the main army if they don't find anything else to do in their proximity.
* AI no longer disbands units.
* Librarian no longer uses Shockwave on artifacts.

Bug Fixes
* Fixed a bug that caused AI to not use their support units properly and also caused some other unintended behavior.
* Fixed an issue that prevented invading enemies spawned by quests to act as intended.
* Fixed a recent regression that could cause natives to not do nothing under certain circumstances.
high rated
Changelog for Update v1.2.1 (added 29 January 2019):

New
* Added floating text when a unit gains a trait, overwatches, infiltrates or causes resource gains.
* Added shadows to icons through dynamic glow rendering for improved readability.

Balance
* Increased Hive Crone morale from 6 to 12.
* Increased Haruspex armor from 6 to 8.
* Increased Haruspex hitpoints from 20 to 30.
* Reduced Haruspex morale from 12 to 6.
* Fixed Carnifex Bio-Plasma missing Blast.
* Increased Carnifex Spine Banks damage from 1 to 2.
* Fixed Hive Tyrant, Tyranid Prime and Tervigon not gaining Acid Blood upgrade.
* Fixed Strikedown trait not working.
* Fixed Mushling Bloom not working for Orkoid Fungus that has not been planted by the player with the upgrade.
* Increased cost of Astra Militarum city edicts from 20 influence to 40.
* Smoke Screen now consumes action and movement.
* Moved Basilisk research from tier 4 to 5.
* Moved Leman Russ Battle Tank research from tier 5 to 6.
* Moved Imperial Bastion research from tier 5 to 4.
* Reduced Tomb Blade cost by 25%.
* Reduced Canoptek Scarab's Entropic Strike max damage from hitpoints from 2.4 to 1.2, bringing it in line with Gauss.

General
* Improved bark triggers.
* Cities now no longer give Synapse Link on acquired tiles, but gain a synapse range of 2 when upgraded with Ripper Dispersion (tile acquisition radius upgrade).
* Don't show "Achievements disabled." message for standalone version.
* Improved font rendering: faster game start, lower memory requirements, faster rendering.
* Now requires OpenGL 4.0.
* Updated localization files.

AI
* Improved Tyranid AI hero ability usage.

Bug Fixes
* Fixed a crash that would sometimes occur when a city is destroyed.
* Fixed a crash that would occur when a unit would gain a weapon upgrade in the same frame as its animation changes.
* Fixed a crash related to a Fortress of Redemption missile effect.
* Fixed active order cancelling when a unit is healed by a trait or ability. This fixes Necrons hold position until healed cancelling each turn.
* Fixed some abilties not playing sound effects.
* Fixed some items not playing sound effects.
* Fixed sound effect not playing when capturing an artefact.
* Fixed some barks never appearing.
* Fixed neutral Orkoid Fungus receiving free Mushling Bloom upgrade after a certain amount of turns.
* Fixed Psychneuein infesting attackers.
* Fixed Synapse Link trait showing multiple times.
* Fixed Tyrannofex research not requiring Brood Haunt research.
* Fixed trait "turn" not being localized.
* Fixed trait duration greater than 1 not being plural.
* Fixed effect for Malanthrope Grasping Tail.
* Fixed effect for Malanthrope Toxic Miasma.
* Fixed Malanthrope melee attack animation.
* Fixed effect for Jokaero Digital Weapon.
* Fixed effect for Combat Stimulant.
* Fixed effect for Forbidden Knowledge.
* Fixed Vaul Sentry attack animation.
* Fixed Rapid Rise not costing any influence.
* Fixed AttainMaxUnitLevel achievement being unlocked when capturing a unit that has no levels, e.g. an artefact.
* Fixed several typos.

Modding
* Added \ and \.
* Added \ modifier effect.
high rated
Changelog for Update v1.02.02 (added 05 February 2019):

General
* Whenever possible, instead of erroring when data is not found, use fallback data instead. Not found data is logged on first access and on program exit.
* Tweaked mixer distance attenuation.

Bug Fixes
* Fixed an animation crash with a destroyed player becoming neutral and losing upgrades.
* Fixed a crash that could occur when a turn ends and a trait is removed.
* Fixed death sounds sometimes playing multiple times.
* Don't allow accuracy to go below 0%.
* Halved Fleshborer fire volume and Warbuggy move volume.
* Don't modify voice sound pitch by animation speed.

Modding
* Fallback data name can be specified in each manager's blueprint with fallback="".
* Added support for unit response sounds: \ \ \ \ \ \ \
high rated
Changelog for Update v1.02.03 (added 22 March 2019):

Balance
* Scrap Shedz now generates 2 ore, 2 influence and 1 population limit.
* Pile O' Dakka now generates 4 influence and has a -2 energy upkeep.
* Kult ov Speed now generates 2 influence and 2 research.
* Runtherd Groundz now generates 2 food, 2 influence and 1 loyalty.
* Increased Cybork Implants damage bonus and damage reduction from 3% to 5%.
* Increased Cybork Implants cooldown from 1 to 3.
* Rending now grants +10% damage and +1 armour penetration instead of +25% damage (making it slightly stronger against medium and heavy armoured targets).
* Paroxysm now reduces accuracy by -50% instead of -4.
* Blind now reduces accuracy by -50% instead of -4.
* Accuracy can no longer drop below 2 from debuffs.

General
* Overhauled netcode backend; simplified connection handling and improved memory safety.
* Doubled duration before a network timeout occurs.
* Improved menu screen performance.

Bug Fixes
* Fixed certain special features not granting the city percentage bonus when acquired by Necrons or Tyranids.
* Fixed hint for Mass Incubation.
* Fixed Hive Commander hint to state that it only works on allied Tyranid units.
* Fixed Hive Crone hint wrongly stating it being a synapse creature.
* Fixed multiplayer crashes that could occur when a player tries to connect to a server, especially while the host is loading, because the connecting player would start receiving world data before fully joining the game.
* Fixed players not matching to their name when multiple players connect at the same time.
* Fixed invalid world parameter in the configuration xml crashing the game.
* Fixed invalid faction in the configuration xml crashing the game.
* Fixed buildings in the compendium not displaying upkeep.
* Fixed Catachan Devil Lair not having the Fortification trait.
* Fixed current research icon not having a shadow.
* Fixed current quest icon not having a shadow.
* Fixed missing flavor for Extra Monstrous Creature Armour.
* Fixed typo when Tyranids encounter Orks.
* Fixed Tyranids quest typo.
high rated
Changelog for Update v1.02.04 (added 02 April 2019):

Special resource features now value biomass percentage bonuses as double to offset the disproportionately higher biomass output of Tyranid buildings. To reduce the irregularities of map generation for Tyranids, more features now have a biomass bonus.

Balance
* Reduced Grox Pasture from +20% biomass to +10% biomass.
* Changed Trader Encampment for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass.
* Changed Promethium Relay Pipes for Tyranids from +20% influence to +10% influence and +5% biomass, and constant bonus from +2 influence to +1 influence and +1 biomass.
* Changed Recaf Leaf for Tyranids from +2 influence to +1 influence and +1 biomass.
* Increased Zoanthrope cost by 33%.
* Astra Militarum resource edicts now only increase the output of the associated resource buildings to prevent tilting edict efficiency towards certain resources that appear more frequently on buildings, such as Labor Corps and Manufactorum ore.
* Spawning units now triggers overwatch.
* Spawning units now capture outposts.
* Smoke Screen can now be used on adjacent tiles.
* Reduced Hunter-Killer Missile damage from 12 to 8 and armor penetration from 8 to 6.
* Fixed Triarch Praetorians gaining Hammer of Wrath when using Jump Packs without having Hammer of Wrath researched.
* Bolster Defences can now be used on its own tile.
* Bolster Defences now gives invulnerable damage reduction instead of ranged damage reduction.
* Reduced Siren Caster from +5 to +4 loyalty.

General
* The world generator now tries to place players of the same team closer together.
* Added Space Marine Shotgun flavor.
* Clarified in trait descriptions that Barrage and Melee cannot overwatch.
* Clarified in trait description that Pinning only works on fearful infantry.

Bug Fixes
* Fixed Reclaim Unit target selection sometimes not showing a unit's value.
* Fixed trait conditions sometimes matching wrongly if the unit has multiple instances of the same trait type, for example when being adjacent to a friendly and an enemy Synapse Creature simultaneously.
* Fixed Flyers capturing outposts when a Fortress of Redemption is destroyed.
* Fixed Ammo Runt not having Flash Gitz as requirement.
* Fixed extraneous Stormraven Gunship requirement from Ceramite Plating.
* Fixed Orbital Strike being usable on Headquarters under fog of war.
* Fixed Malanthropes being able to consume water tiles.
* Fixed an issues with units in transports becoming visible upon healing.
* Fixed Bolster Defences being usable on tiles without units.
* Fixed missing effect for bolster defences.
* Fixed Gorkanaut effect visualization being off-center.
* Fixed animation speed not applying to various effects.
* Fixed Orbital Deployment having no sound.
* Fixed several typos.
* Fixed crash on quit.

Modding
* Added \ to specify that the target does not require sight. 68