
Features
- Act III of the Campaign
- A new Survival hero, Aurelia
- Various updates and fixes including: [list]
- Formations
- Performance and Pathfinding improvements
- Spanish localization
- 3D Hero Select Screens
Balance Changes
- Merek
- Increased Merek’s Armour per level from 51/60/64/74/85/97/105/115/125/140 to 51/64/77/90/103/118/133/154/175/200.
- Increased the shred damage to Merek’s Halberd Hurricane ability from 2/3/4/5/6/6/7 to 3/4/5/6/7/7/8. Aelis
- Increased Aelis’ Health per level from 90/140/190/240/300/410/520/600/720/850 to 110/160/210/270/240/450/560/660/780/910.
- Reduced the max Health sap of Aelis’ Queen’s Rage ability from 30% to 15%. Units
- Increased the Pikeman’s engagement range from 0.7 to 1.3.
- Increased the Pikeman’s damage from 10 to 13.
- Increased the Pikeman’s knockback from 0.025 to 0.35.
- Reduced the Pikeman’s production cost from 200 Gold to 175.
- Removed the Pikeman’s production cost from 5 Stone to 0.
- Increased the Pikeman’s health from 75 to 90.
- Removed the Flamer’s knockback from 0.2 to 0.
- Increased the Harbinger’s ability buff duration from 10 seconds to 25.
- Reduced the Harbinger’s attack time from 3.5 to 2.75 (+27%).
- Reduced the Harbinger’s production cost of Dark Essence from 2 to 1.
- Reduced the Harbinger’s production cost of Gold from 600 to 450.
- Increased the Harbinger’s shred damage from 0 to 2.
- Increased the Arbalest’s movement speed from 1.1 to 1.2.
- Increased the Sentinel’s movement speed from 1.1 to 1.2.
- Increased the Lightbearer’s heal range from 6 to 8.
- Increased the Lightbearer’s number of units healed from 4 to 12.
- Increased the Lightbearer’s attack range from 0.75 to 1.25. Buildings
- Reduced the Bellows Tower construction cost from 25 Iron to 22.
- Reduced the Bellows Tower construction cost from 50 Stone to 45.
- Reduced the Grand Ballista research cost from 3000 Gold to 2000.
- Reduced the Grand Ballista construction cost for both Iron and Stone from 75 to 60.
- Increased the Trade Bazaar’s Max Storage capacity of Wood from 400 to 600.
- Increased the Trade Bazaar’s Max Storage capacity of Stone from 300 to 400.
- Increased the Trade Bazaar’s Max Storage capacity of Iron from 200 to 300.
- Reduced the Trade Bazaar’s gathering speed of Wood from 180 seconds to 160.
- Reduced the Trade Bazaar’s gathering speed of Stone from 270 seconds to 220.
- Reduced the Trade Bazaar’s gathering speed of Iron from 360 seconds to 300.
- Increased the Trade Bazaar’s sell price of Wood from 1 Gold to 2 per unit.
- Increased the Trade Bazaar’s sell price of Stone from 2.5 Gold to 4.5 per unit.
- Increased the Trade Bazaar’s sell price of Iron from 4 Gold to 10 per unit. Malices
- Reduced Economy Drought’s negative effect from 30% to 15%.
- Reduced Hazy Skies’ negative effect from 25% to 15%.
Additional Changes
- Added additional tutorial pop-ups.
- Added the ability to ctrl click units to deselect them.
- Pathfinding and Map Tile refactors for more reliable long distance pathfinding.
- Garrisoning refactors on how we handle units entering / exiting towers.
- Added Spanish European language localization.
- Added Spanish Latin American language localization.
- Gameplay battle audio has been refactored and better optimised for more overall clarity.
- Objective UI pings have been given better spatial positioning relative to their visuals.
Crashes
- Fixed a crash related to units moving to an invalid tile.
- Fixed a crash that could occur when the Mini-Map refreshed.
- Fixed a crash that could occur when the game is changing the mouse cursor state.
- Fixed a crash that could occur during the first Death Night in the Survival gamemode.
- Fixed some crash outliers in the pathfinding code and now gracefully handle errors.
- Fixed multiple crashes by refactoring functions surrounding units exiting some buildings for consistency and reliability.
- Fixed some issues with accessing data for abilities for heroes and agents.
- Fixed a crash occurring when transitioning from the World Map to the Main Menu.
- Fixed a crash that could occur when pressing ‘T’ multiple times on the loading screen.
- Fixed a crash that appeared when alt-tabbing while drivers were being overloaded.
- Fixed a crash that resulted from killing an Elite Nightmare in Campaign.
- Fixed a crash in Mission 4 that occurred if Edwin died during ‘The Light in the Dark ll’ objective.
- Fixed a crash in Mission 4 when loading a manual save created after completing the 'Rebellion Blockade' objective.
- Fixed a crash in Mission 4 that could occur when defending against Nightmares within the Rebellion Outpost.
- Fixed a crash that could occur when loading into Mission 5.
- Fixed a crash that could occur in Mission 7 if Vizargo entered a Cutscene in Serenity mode.
Performance Improvements
- Moved a number of VFX from CPU to GPU simulation.
- Improved client launch loading time.
- Reduced VFX Draw Calls and Overdraws across Entities, Agents and Buildings.
- Improved UI Invalidation and Texture Caching to prevent unneeded Layout calculations.
- Refactored our Cutscene Action system on how we cache Cutscene Actions.
- A number of core data oriented systems have been optimised.
- Improved Gate performance by maintaining more state over time.
- Minimap now remembers more state and refreshes the landscape only when required.
- Reduced calls to our Campaign Trigger system.
- Reduced the number of Entities ticking per frame, including additional culling.
- Building animations culled by the player camera frustum.
- Reduce texture sizes for less memory usage.
- Fixed an issue where FPS would drop to single digits when using Ignite on a large group of Walls.
- Reduce time Loading the game from steam.
Fixes & Changes
- SURVIVAL
- Fixed an issue where Catapults could move in Siege Mode.
- Fixed an issue where the Veil did not render when panning over the Crystal during a Death Night.
- Fixed an issue where Watch Towers did not show correct Death Night paths during the Final Stand.
- Fixed an issue where the vision and ranged defensive building's UI replaced resources buildings with a solid shadow UI.
- Fixed an issue where Elite Nightmares could change if the game was reloaded before discovery.
- Fixed an issue where playing your first game the 'Welcome' popup did not appear.
- Fixed an issue when discovering the Crystal the notification would infinitely pulsate if the game was paused.
- Fixed the cogwheel icon failing to grey out while having insufficient resources for multiple structures in the 'Wood workshop'.
- Fixed an issue where the Hero Ability UI would disappear if a Hero was selected while receiving a “Research Complete” notification.
- Fixed an issue where map generated Nightmare cracks were overlapping on top of each other.
- Fixed an issue during the Final Stand, Crystals could take damage and be destroyed a second time.
- Fixed an issue where hovering over a destroyed crystal showed a full health bar.
- Fixed an issue where the Final Stand UI did not display.
- Fixed an issue where a survival game could start with no SFX.
- Fixed an issue with the Cattails and Water Reeds size and wind movement.
- Fixed an issue where Nightmares could get stuck pathfinding on Points of Interests during Death Nights.
- Fixed an issue where large siege units had poor pathfinding around corners of terrain and buildings.
- Fixed an issue where Nightmares could spawn insight the light of your base post Death Night completion. SURVIVAL AND CAMPAIGN
- Fixed an issue where rick-clicking to move would sometimes use an old input location.
- Fixed an issue where Hero abilities would trigger in a different location to the spell indicator.
- Fixed an issue where activating Violent Volley on top of set dressing did not damage enemies.
- Fixed an issue where Units would play their Walk animation in-between attacks.
- Fixed an issue where the Fire Tower required the Braced Tower to be researched beforehand.
- Fixed an issue where no farm tiles were displayed in builder mode.
- Fixed an issue where Aelis did not use or trigger her idle Attack animation.
- Fixed an issue where Harbingers would leave Axemen on 0 HP without killing them.
- Fixed an issue where Elite nightmares had incorrect damage displayed and applied.
- Fixed an issue where selected units will not finish their moving path when using move queue hotkeys.
- Fixed an issue where Aelis' Queen's Rage would linger on units after being killed.
- Fixed an issue where Cyrus displayed as having 1 armour above his health bar.
- Fixed an issue where the Burster UI rings were displayed at a smaller size then the blast radius.
- Fixed an issue where Edwin's enlighten perk displayed as a 0% gain.
- Fixed an issue where the Armour icon displayed incorrectly when generation from depletion to full.
- Fixed an issue where Cyrus’ Caltrops FX would disappear early.
- Fixed an issue where resource Veins would spawn too close to each other.
- Fixed an issue where a building training units sold wouldn’t give the population back.
- Fixed an issue where the selector did not appear on shift selected buildings.
- Fixed an issue where a tutorial pop-up would overwrite the currently opened UI.
- Fixed an issue where rally points would not render if the building wasn’t in frame.
- Fixed an issue where Edwin’s Flame Shield dealt no damage.
- Fixed an issue where Merek’s Crushing Weight ability can be cut off by an Auto Attack in some cases.
- Fixed an issue where SFX continued to play when the game was paused.
- Fixed an issue where the pause menu SFX was audible when transitioning from loading to gameplay.
- Fixed an issue where Hero ability UI HUD elements disappeared after any research completed.
- Fixed an issue where Vizargo's Serenity ability's attack SFX persisted after the ability ended.
- Fixed an issue across all campaign missions where Rebellion banners changed to The Order banners after a load/save.
- Fixed an issue where during mass building upgrades the SFX multiplied.
- Fixed an issue where Nightmares could lock in animation state while moving.
- Fixed an issue where double clickin on buildings would not display the selection on all selected buildings.
- Fixed an issue where when building in the radius of a Food Hut, Farm or Refined Farm, the reduced farm yield was incorrectly calculated.
- Fixed an issue for Lightbearers where the flame bloom was too bright.
- Fixed an issue where Spitters did not deal damage to buildings.
- Fixed an issue where Merek's Jump Smash didn’t land consistently to the location.
- Fixed an issue where Nightmare and Unit animations would lock when disengaging from combat and returning to their original position. CAMPAIGN
- Fixed an issue where the 'Return to Game' button fails to function after quickly clicking the 'Load' button twice.
- Fixed an issue where gameplay would not pause during cutscenes.
- Fixed an issue where certain entities were grey.
- Fixed an issue where the skip cutscene UI element was displayed in World Map.
- Fixed an issue where the Camera did not display the Campaign Map correctly.
- Fixed an issue where a random faction style will be chosen for the HUD and UI styling.
- Fixed an issue where the Cutscene transition to gameplay lost focus on the characters after resuming.
- Fixed an issue where the time of day notifications appeared in Cutscenes.
- Fixed an issue when pressing the spacebar to pause the game would not pause dialogue audio.
- Fixed an issue where the highlight on Main Menu would stop working after coming back from Campaign Menu.
- Fixed an issue where the Campaign ‘Upgrade Keep' UI was visible when in its disabled state.
- Fixed an issue where the Alderin units did not receive the Horrify stats upon becoming Horrified.
- Fixed an issue where after being defeated the camera moved to the corner of the map.
- Fixed an issue when playing a mission after already completing it would replay the map animation.
- Fixed an issue when selecting a mission and spamming continue the camera would reset.
- Fixed an issue where some areas on the World Map were linked incorrectly.
- Fixed an issue in the World Map where lines appeared in map sky.
- Fixed an issue where after destroying enemy buildings the same tile space did not yield any Food.
- Fixed an issue where the Building plan circle range indicators displayed after the building plan has been closed.
- Fixed situations where the main menu music could play over the top of cinematics.
- Fixed issues related to attack pathfinding against buildings.
- Fixed a problem where pressing the spacebar during a loading screen would load the player into a black screen.
- Fixed an issue in the World Map where Aurelia’s Staff was missing its flame.
- Fixed an issue where if a Lightbearer died within a Death Night Veil fog, it would remove it.
- Fixed an issue where Ballista Towers did not deal damage to buildings. Prologue Mission
- Fixed an issue where using "F1" or "F2" would select units you don’t control.
- Fixed an issue where buildings existed in the FOW that shouldn't be there.
- Fixed an issue where the Dunstock Cinematic played even if the player failed the Prologue Mission and selected ‘Return to Map’.
- Fixed an issue where Merek faced the wrong direction in the Cutscene after completing the 'Lingering Remnants' objective.
- Fixed an issue where Edwin and Vizargo could be moved outside the bounds area during the 'Lingering Remnants' objective.
- Fixed an issue where Crawlers were visible in the final Cutscene.
- Fixed an issue with Hero pathfinding in the first Cutscene. Mission 1
- Fixed an issue where a Militiaman fails to appear in the cage after loading a save.
- Fixed an issue where units had inconsistent pathfinding when moving around wooden fences.
- Fixed an issue where Edwin and Aurelia would walk through a closed Gate in the final Cutscene.
- Fixed an issue where objective markers remained on the Minimap after completion. Mission 2
- Fixed an issue where an Iron Talon dialogue line repeated twice.
- Fixed an issue where the Food Hut objective counter was broken.
- Fixed an issue where the game got stuck on loading an auto-save after failing on objective: ‘Time Until Debris is Cleared’.
- Fixed an issue where incorrect VO played when claiming the Norfolk Pikemen.
- Fixed an issue during the 'Build a Training Hall' objective, it failed to complete when the Training Hall was built before the objective.
- Fixed an issue where a Gate would not open blocking the player from completing the mission.
- Fixed an issue where attacking specific buildings and units broke pathfinding.
- Fixed an issue where the Training Hall objective markers did not display.
- Fixed an issue where optional objective markers would display as main objective markers.
- Fixed an issue where reloading a specific Checkpoint caused buildings to not render and player control groups to reset.
- Fixed an issue where the incorrect portrait would display during a Pikemen’s dialogue. Mission 3
- Fixed an issue where exploring the south-east during objective: ‘Treading the Raven’s Soil’ autocomplete.
- Fixed an issue when right clicking on the gates would make the unit's animation stutter.
- Fixed an issue where the barrel positions on the Keep were incorrect.
- Fixed an issue where the Nightmare wave minimap skull icon disappeared too soon.
- Fixed an issue where the scouting marks from "Treading the Raven's Soil I" are still displayed on the minimap after the objective is completed.
- Fixed an issue where objective "The Locals I: Reach the Norfolk Village" completed by itself.
- Fixed an issue where Edwin and Theda would have their VO overlap in Cutscenes.
- Fixed an issue where the ally Storehouse became controllable before the Iron Talon Tower was destroyed.
- Fixed an issue where Norfolk villages had buildings that you owned in them.
- Fixed an issue where some Iron Talon Soldier’s failed to pathfind correctly during the ‘Circling Vultures’ objective.
- Fixed an issue where freeze spikes were observed each time a Nightmare wave spawned.
- Fixed an issue where the second last Nightmare wave would get stuck on terrain.
- Fixed an issue in the Norfolk village to the west where fire VFX would trigger on the Wooden Workshop. Mission 4
- Fixed an issue where Theobold remained on the players team after choosing the Rebels side after the Cornered Rats Cutscene.
- Fixed an issue where the last cutscene on the Order Stronghold still had the Keep's Narrator talking.
- Fixed an issue where the 'Defence is under attack' or 'Unit killed' prompt displayed in the unexplored area after completing 'Reach the Rebellion Quarry' objective.
- Fixed an issue where a minimap marker appeared near the ‘Enforcer Ova’ cage after choosing the Order narrative.
- Fixed an issue where Walls were missing from Order Stronghold during Cutscene.
- Fixed an issue where after selecting the ‘Rebellion Quarry’ option at the ‘Crossroad’ objective there are two soldier units that don’t become controllable.
- Fixed an issue where there was an extra voice line during the first Cutscene.
- Fixed an issue where the Crystal breaking SFX did not play in the opening Cutscene.
- Fixed an issue where collision was missing on a gateway when choosing to side with the Rebellion at the Crossroads.
- Fixed an issue where the health bar of enemies failed to display after choosing any choice from 'Cornered Rats'.
- Fixed an issue where Soldiers and Sentinels had zero vision after being captured.
- Fixed an issue where the Triage Tent at the Rebel’s Quarry remained assigned to a neutral faction and did not resurrect units.
- Fixed an issue where ‘Light in the Dark 2’ the Triage Tents were not targetable by Nightmares.
- Fixed an issue where an Arbalest from ‘Lone Survivor’ choice did not clear FOW.
- Fixed an issue where Alderin units in the Order Stronghold appeared stuck and did not move towards Nightmares.
- Fixed an issue where the Sole Survivor Cutscene had incorrect UI Portraits.
- Fixed an issue where there was a missing collision from the side of the cage attached to a wall within the Order Stronghold.
- Fixed an issue where in the second Cutscene an Alderin Enforcer was freed from Jail without context.
- Fixed an issue where the attack animation of the enemies can be seen through the FOW.
- Fixed an issue when protecting Aurelia did not tick as complete on the Mission Success screen.
- Fixed an issue where some VO across cutscenes had no audio.
- Fixed an issue where Aurelia and Edwin were missing dialogue lines during the 'Reach the Nightmare Source' objective.
- Fixed an issue where there were missing audio barks just before entering the Nightmare wave during the objective 'The Light in the Dark II’.
- Fixed an issue where Aurelia slid into position during a cutscene when she should have been walking.
- Fixed a sequence issue where, in the middle of the 'Cornered Rats' Cutscene, players came back out to make a choice and then returned to the Cutscene.
- Fixed an issue where Nightmares stuttered in place until the player was within their aggro radius.
- Fixed a visual problem in the Rebellion Narrative cutscene in Mission 4, where the 'Below Tower' cutscene looked incomplete.
- Fixed an issue where Alderin units moved and pushed 'Edwin' during the 'Mediate' choice Cutscene.
- Fixed an issue where the game would get stuck when loading a manual save after the ‘Rebellion Blockade’ completion cutscene.
- Fixed an issue where the Solider’s “By the light we must retreat” dialogue line had no audio.
- Fixed an issue where completing the mission would fade to black and not continue to the Mission Success screen.
- Fixed an issue where Edwin’s pathfinding during cutscene was rigid.
- Fixed an issue where Edwin would face the wrong direction in multiple Cutscenes.
- Fixed an issue where the player would not gain Norfolk survivor reinforcements.
- Fixed an issue where collision was observed missing from the Dark Crystal asset.
- Fixed an issue where the first Nightmare wave did not spawn when reaching the Crossroads.
- Fixed an issue where an Enforcer had missing audio barks.
- Fixed an issue where Nightmare waves failed to spawn during the ‘Sancturary in the Quarry’ objective if ther player had previously skipped Cutscenes.
- Fixed an issue where during the Cornered like rats encounter a missing string table entry could popup. Mission 5
- Fixed an issue where a player was able to place an Iron Quarry where no Iron was available.
- Fixed an issue where the game got stuck on loading a manual save after saving the game at the end of the first Cutscene.
- Fixed an issue where the Nightmare Breach VFX were visible through the FoW.
- Fixed an issue where a negative value was displayed for the ‘Food Ration’ in the ‘Economy Panel’ at the start of the mission.
- Fixed an issue where the Mission Success screen displayed incorrect information.
- Fixed an issue where Norfolk Villagers would face the wrong direction within Cutscenes.
- Fixed an issue where the player could not place a Quarry ontop of a Gold resource vein.
- Fixed an issue where the Nightmare waves at spawn had rigid pathfinding and targeting.
- Fixed an issue where objective markers failed to appear on the mini-map during the mission.
- Fixed an issue where resource Chests failed to appear inside the Point of Interests.
- Fixed an issue where an Order Soldier was speaking but not present within a Cutscene.
- Fixed an issue where enemy archers failed to eject out of destroyed Towers. Mission 6
- Fixed an issue where Volatists would spawn from a destroyed Weaver Gate.
- Fixed an issue where Cyrus’ character mesh was hidden when unconscious on the ground.
- Fixed an issue where the game got stuck when the 'Find Cyrus' cutscene ended and enemies that were present behind the wall were eliminated before completing the objective.
- Fixed an issue where Aurelia and Vizargo appeared to walk in opposite directions during a Cutscene before destroying the final Weaver Gate.
- Fixed an issue where some prison cells to be opened did not have markers or levers.
- Fixed an issue where Order banners would display as Rebellion banners on Towers after save loading the mission.
- Fixed an issue where skipping cutscenes in Mission 6 could result in dialogue lines repeating after the cutscene.
- Fixed an issue where unconscious Cyrus was incorrectly displayed as level 1.
- Fixed an issue where Vizargo and Aurelia where clipping in one another during a Cutscene.
- Fixed an issue where Edwin was no longer controllable after a Cutscene was skipped.
- Fixed an issue where revealed FOW did not dissipate.
- Fixed an issue where the collision on some entities lost its collision. Mission 7
- Fixed an issue where the old Campaign Select Menu displayed once the player had loaded an autosave.
- Fixed an issue where Projectiles did not render correctly.
- Fixed an issue where the Health bar of Theda and her units appeared in green instead of blue.
- Fixed an issue where Aurelia and Vizargo's levels could incorrectly reset to 1.
- Fixed an issue where no destroyed buildings were visible whereas the fire FX for them were.
- Fixed an issue where Merek’s Crushing Weight ground telegraph wasn’t always visible.
- Fixed an issue where objectives markers for Training Halls and Siege Factories did not disappear after completing the objective.
- Fixed an issue where objective markers for Weavers did not appear.
- Fixed an issue where Merek was seen idling in the woods to the east.
- Fixed an issue where Aurelia was seen idling in the woods to the east.
- Fixed an issue where Elite Nightmares failed to pursue the player after engaging combat.
- Fixed an issue where Vizargo is facing the incorrect direction during a Cutscene.
- Fixed an issue where the Ignite research was not unlocked from the start of the Mission.
- Fixed an issue where Aurelia could be killed instead of retreating when encountering her throughout the mission.
Known Issues
- Using old saves in the new update will cause various unintended gameplay behaviour.
- Observed an issue where some player may lose their campaign progression.
- In Mission 4 the Rebellion Outpost cutscene will hang at the end and will require the player to hold esc to skip.
- Have observed issues with target priority losing functionality and not working as intended.
- Load times have increased, we are looking into reducing this.
- Have observed issues with ranged unit garrisoning within Towers.
- In certain situations the player can instantly transport Garrisoned ranged units from one tower to another tower in the map.
- In a rare occasion Heroes may auto-attack with a fire FX.
- Alt-tabbing during gameplay may cause alt functionality to lock and will require another press to unlock.
- Survival Death Night Crystal Cutscene pan over moments have performance issues.
- When double clicking on building whilst using a Hero’s ability spell indicator the UI stays on screen.
- Pressing ‘-’ will display a ping mouse cursor and requires a second press to de-activate.
- Enemy units in campaign won’t agro onto attacking Ballista or Below Towers.
- In survival Death Night music may not always play.
- Have observed performance hitches in Mission 6 when a Hero’s ability is cast for the first time.
- In survival collision is missing on the Dark Crystals.
- Throughout Campaign, save/loading can cause objective makers to behave unintentionally.
- In survival performance drops when camera displays death night crystal exploding.
- In survival performance drops when camera displays Final stand UI pop-up.
- Some UI Prompts remain untranslated across all languages.
- Building a Lumber Yard won’t highlight trees within its radius.
- In some cases Heroes and Units can get stuck on terrain set dressing during Campaign Missions.
- Merek’s Halberd Hurricane can miss in some cases when used in a group of Nightmares.
- Buildings may display construction VFX when the camera focuses on them while navigating throughout the map.
- Player can mouse over and see the enemy building yield and attack radius’ in Fog of War.
- Player can see all objective locations early on the Mini-Map in Mission 9.
- Player may be able to incorrectly path through the enemy’s gates in Campaign.
- Minimap objective pings in Campaign are not always persisting in some Missions.
- In some missions background music may not play correctly or at all.
- Character Models can stand and clip with the Character Pedestal on the World Map.
- In Mission 5 the player will see incorrect Objective Information on the Mission Success screen.
- Dialogue Barks may be playing multiple times within Campaign Missions, specifically in Missions 9.
- Save Loading throughout the campaign may cause issues with Progression triggers for that mission.
- In some cases in Mission 10 the player may have Death Night fog appear in their base when it shouldn’t.
- In Mission 10 there is some delay between abilities being telegraphed and cast in the final fight.
- There are some issues with Cutscenes missing characters during Mission 9.
- Cutscenes may play twice when skipped in certain situations.
- In some cases Units will get stuck running on the spot when trying to reach unreachable terrain.
- Cinematic Subtitle Timing is not matching to Cinematic Audio for Dunstock, Storm Eye and the Final Cinematic.
- Player can see objective locations early on the Mini-Map in Mission 9.
- Dialogue Barks may repeat within Campaign Missions, specifically in Missions 9.
- In some cases the player will see missing Audio across cutscenes throughout the Campaign.
- In some cases Units given to the player during Campaign may not be marked as controllable after their corresponding cutscene trigger.