News Liste Golem Gates

Release Version Update Notes
Golem Gates
28.03.18 02:20 Community Announcements
The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more! [b]New Content and Features[/b]
  • Added Book 3 of the campaign with the final 5 campaign missions.
  • Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
  • Increased the brightness of most maps.
  • Added 10 new Trials.
  • Added additional alternate art/skin Glyphs.
  • Added a new Survival map.
  • Added cyclones to the Desert Survival map that drag in and throw units to random map locations.
[b]Fixes/Enhancements[/b] [list] [*]Improved unit pathing in various cases, particularly when ordering multiple squads at once. [*]Adjusted the timeline for Survival to have less dead time in the middle section. [*]Fixed an issue with the auto activation logic for the Mimic transformation special that prevented it from targeting a few specific unit types. [*]Fixed a bug that sometimes caused AI to use the wrong Glyph in certain situations. [*]Fixed control points sometimes generating a "forces are under attack" audio warning in addition to the correct "control point under attack" warning. [*]Fixed a bug where, if the player launches the game and immediately presses Start Mission without changing the selected campaign mission, it would always launch the tutorial. [*]Berserk units will no longer target control point guards that are inactive, nor will they target stealthed units unless they have detection. [*]Fixed a bug where AI would have a long delay before acting at the beginning of some Trials. [*]Fixed machines that don't autodetect as Ultra detail levels being stuck with lesser anti aliasing settings even if everything is manually set to Ultra later. [*]Improved AI trap usage. [*]Improved AI usage of stealth units, especially Sappers. [*]The AI at higher difficulties now understands when units benefit from having techs cast on them and adjusts its targeting accordingly. [*]Bots will now be more aggressive in scouting for the enemy Harbinger(s) when they think they're winning. [*]The techs Hide and Hide Army will no longer disrupt the orders for squads that are uncontrollable. [*]Fixed some cases where wreckage of a destroyed building would block placing a new one until it disappeared. [*]Fixed some animation issues when reloading a savegame. [*]Fixed an issue renaming decks in the deck editor where the new name wouldn't take unless the user explicitly pressed Enter. [*]Fixed a bug allowing Hide Army to be cast on friendly Harbingers.