- Improved: Network position/rotation synchronization significantly optimized on clients
- Improved: Wheeled vehicles' raycasts are now batched, improving performance
- Improved: Soldiers' AI evaluation raycasts are now batched, improving performance
- Improved: Hovered vehicles' raycasts are now batched, improving performance
- Changed: Loading of levels first unloads current level, then loads the new one, reducing memory usage
- Added: Queen as critical lose condition in Strategy
- Added: Queen spawns with initial alien Nest
- Added: General 'Special Action' support (such as 'Migrate Queen', or 'Deploy Units') including MP synch
- Added: Aliens begin with 3 Shrimp
- Added: If Queen is not nested, aliens cannot produce new units nor construct new structures
- Changed: Queen now spits molten projectiles
- Changed: Queen heals much quicker than other alien units
- Changed: Queen is ejected when Nest is killed
- Changed: Nest may be built right after BioCache, no tech required
- Changed: Nest cost from 4000 to 2000
- Removed: BioCache starting with free Shrimp
- Fixed: Technological tier construction sites can no longer be obstructed
- Added: Display of voice chat icon for audible enemy proximity chat
- Added: Coloring and icon of team for voice chat
- Added: Name of player above icon in map
- Added: 'VoiceDebug' command in console to print out which players' voice chats are currently audible
- Added: Waiting for server hint when the client needs to wait for the server
- Added: Countdown to server disconnect when waiting for it
- Added: Logging of friendly kills
- Added: More logging for tech tier requests etc
- Added: Drawing of damage grid debug info via 'DamageGrid' console command
- Changed: Advanced video options always visible in options menu
- Improved: Logging of issues and errors in network data write/read with associated ID and function name
- Improved: Server/client connection timeout doubled when loading a map to ensure each has enough time
- Fixed: Looping of voice chat in lower framerates
- Fixed: Target detection system could sometimes break, causing wrong detection of enemy targets
- Fixed: On level change, server sometimes instructed the client to delete network objects after they were deleted, potentially breaking the game for the client
- Fixed: When HQ or Queen were deleted (not destroyed), the game did not register the loss/win
- Fixed: Nest had tendrils which connected to Queen visible all the time
- Fixed: When a unit boarded another and then ejected, its AI was stopped permanently
- Fixed: Possible null reference in UnitAimAt component
- Fixed: Possible null player reference in Strategy game mode
- Fixed: Asynchronous loading of levels now ensures network objects are locally invalidated
- Fixed: Vehicles shooting when destroyed
- Fixed: AI Commander did not pause when AI was disabled
- Fixed: Network heartbeats used scaled delta time, resulting in a disconnect when time was stopped
- Fixed: Unit/Tech tier construction site progress time was not synchronized
- Fixed: Unit/Tech tier construction site completion was rarely not correctly synchronized
- Fixed: TimeScale console command was not correctly synchronized
- Fixed: Potential NULL reference in IdleHarvesters UI
- Fixed: Potential NULL reference in Structure for unit/tech tier construction site
- Fixed: Sometimes team data was incorrectly sent/read