Full Change List
Survival Mode Changes
- Added the new Poacher "Waves" UI, showing when opposing units will enter the park. This helps you plan your unit movements and anticipate when you'll need to be ready for encounters. It also makes it less confusing about what to do when there are no poachers active in the park. The new UI bar is visible just above the mini-map.
- The waves UI shows which unit entering the park is the boss (crown icon).
- Enemy characters and Raun are now dynamically increased in level as you progress through survival missions (all characters were lvl 1 previously).
- Reduced the XP received by player characters for actions in encounters, as they were leveling too fast before.
- Raun start with a random starting health value, causing them to get "Hungry" sooner. This makes feeding them and managing their location on the map more of a factor. Inspect Raun units for the Hunger trait to see when they could use some food!
- Mission 2 (Edgelands) has a graveyard territory now, to offer a Will healing opportunity for your units.
- All missions have their survival day goal reduced by 1 (6 days).
- Some Tech Tree options, such as Elite Training, were Era Locked and thus inaccessible in survival mode. Those requirements are now removed and all tech tree options are now accessible.
- Adjusted spawn time for poachers.
General Changes
- The Character Slot UI for characters that have been finished now shows a finished "skull" icon to avoid confusion about which characters are available in encounters.
- Will healing sources now show the "+" feedback on the unit callout icons similar to town healing.
- Some rare unit personalities have specific handling when/if they are detained.
- Fixed an issue where the Encounter results screen would display negative values incorrectly (ex: "--1").
- Now show the "Loading" spinner sooner when loading a game from the title screen. On some machines there would be just a black screen for several seconds before this UI appeared.
