Update v1.0.20:
Ships
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The following new ships are available when the Reinforcements Pack DLC is installed:
Colonial "Berserk" Assault Carrier
- An assault carrier that focuses on firepower and reactiveness, the Berzerk is a fast and effective force multiplier for Colonial Fleet.
Colonial "Janus" Heavy Cruiser
- Janus is an old Gemenon heavy cruiser with high munitions capacity
Cylon "Phobos" Tech Cruiser
- The Phobos is a large Cylon tech ship that acts as a mobile command centre when a basestar’s immobility would be a liability.
Cylon "Cerastes" Destroyer
- The Cerastes is a new response to the never-ending escalation of space superiority fighter design.
All ships are available in Skirmish (single player) and Multiplayer. In campaign mode, Berserk is available immediately; Janis ships can be unlocked during the campaign.
Mines
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The following new munitions are available when the Reinforcements Pack DLC is installed:
- Colonial Proximity Mines. Set these up and when an enemy ship gets to close, the mine detonates.
- Colonial EMP Mines. These mines do subsystem damage, instead of armour/hull damage.
- Cylon Homing Cluster Mines.
Mines can be disarmed by fighters.
All mines are available in Skirmish (single player) and Multiplayer. In campaign mode, Colonial Proximity mines are available immediately; EMP mines can be unlocked during the campaign.
Changes
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- Added Cylon Fleets with DLC ships (almost double the amount in most tiers)
- Set DLC saves (saves containing DLC ships) as non interactable in the load game panel when DLC is not enabled.
- When loading a mid-battle save with DLC munitions (but no DLC ships), the munitions are now swapped with guided munitions (instead of getting rid of the entire ship) when DLC is not enabled.
- Updated DLC blueprint descriptions.
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Changes to Base Game
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The changes and fixes below are available in the base game, regardless of whether the Reinforcement Pack DLC is installed or not.
- Emergency Jump
> It's possible to do an emergency jump from inside a battle for a Skirmish or Resource mission. There is a Tylium cost.
- Strategic Advisor
> Completely changed the layout of the Economy Panel to become the strategic advisor panel. This includes a quorum status, colonial fleet priority, COMINT Advisory and Daidalos Bonus section.
- Skirmish - Colonial Fleets
> Player created Colonial fleets can be used by the AI in a skirmish battle
- Skirmish - Objectives
> Added several new objectives to Skirmish battles, Defend Civilians and Destroy Facility
- Squadron Groups
> New system to group fighter squadrons together. Orders given to a single squadron are applied to all squadrons in the group. Assign/de-assign from the Action menu.
- Decreased blueprint costs for most ships
- Only showed this as the title in the story mission briefing if the articles of colonization were disabled: "Colonial Fleet must reinstate the alliance of the Twelve Colonies."
- Deployment height range doubled for all mines
- Used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships (on gamepad). The order was left to right, top to bottom.
- Decreased number of units in reinforcement fleets
- Decreased chances of reinforcement event by 50%
- Increased escalation growth by 50% and decreased wait time by 30% so that reinforcement events occur earlier in battle
- Improvement to target selection using gamepad
> Allowed camera movement when selecting a target
> Allowed selecting other targets with the gamepad reticule when moving the camera around. The confirm target prompt only appears if the reticule is over the currently selected ship.
> Disabled joystick UI selection while selecting a hack target (left stick used for camera movement, d-pad used for subsystem selection)
- Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves
- Refreshed all 3D panels at the start of a turn (including the intelligence screen)
- Refreshed the intelligence screen whenever a new mission marker appeared
- Displayed Tylium while in the war room simulation and battle queue phase
- Displayed Tylium amount after supply costs were removed in the FTL injection panel
- Increased Phobos FPV from 1050 to 1100
- Increased minimum of Pitch and Yaw subsystem controls on most Cylon ships, decreasing the effective ceiling of these stats to prevent "dive" speed
- Increased Cylon Point Defence ROF range and target tracking angles
- Decreased Talon Hull Points and Max Pitch
- Increased Revenant Max Pitch
- Adjusted tutorials to fit around new Intelligence screen
- Renamed Economy button to Intelligence
- Removed prox detonation from one of transports in Chapter 12 (too close to spawn pad)
- Auto-save during a battle if it was won, when the post battle panel appears (only during the campaign). This allows for more convenient campaign resume if the video capture system fails
- Hid the View Replay button if less than 2 rounds were stored in the RecorderAgent
- Increased supply cost of Colonial Torpedoes
- Decreased supply cost of Utility squadrons
- Closed the public lobby panel completely when failing to join a room
- Decreased Arachne broadside armour
- Decreased Arachne Max Velocity
- Made Fighter Squadron AI, as well as Cylon and Colonial fighter AI brains have a 50% less chance of attacking a ship firing flak
- Changed Talon dorsal weapons to Light Dorsal
- Adamant max elevation reduced
- Minotaur max elevation increased
- Cylon ships size class 2 and 3 max pitch decreased
- Revenant and Nemesis Navigation subsystem tweaks
- Alteration to display of values in ship info panel, when between 0 and 1, round up (so zero is not displayed), otherwise round down (so max value is only displayed at 100%)
- Moved the sun in Dark Nebula skirmish4 map
- Swapped positions of battlestar Fire Control and Armory subsystems
- Increased Battlestar Artillery damage
- Increased accuracy of Cylon Heavy gun
- Improved Cylon Heavy gun rate of fire
- Improved Revenant broadside rate of fire
- Increased Tylium and RP yield of most Resource Missions
- Decreased delay between generation of Resource Missions
- Removed 3750FV fleet from Tier 0 in CylonFleetComposer, to prevent this fleet appearing in Easy mode
- When using a gamepad, pressing Left Stick no longer selects the nearest ship (only Button0 can be used) to avoid conflict with Replay Controls using Left Stick to enable Autocam
- When using a gamepad, used the order of ships in the ship selector UI as a reference when using the shoulder buttons to select ships. The order was left to right, top to bottom.
- Waypoint in Mission 8 moved so that MkIIs can't reach them before the objective resolves
- Added checks to make sure target assets were linked to objectives on resume. This included story mission 11 (Virgon Station), 12 (Caprica Terminal) and 14 (Avalon)
- Standardised spawn point heights in skirmish2 (Frontier)
- Pressing 'Start'/'Menu' button will now pause the simulation on gamepad.
- 'Paused' text appears at the bottom of the screen while the simulation is paused
- Various improvements to FTL Insertion when using a gamepad
- Ship action menu changes and gamepad action menu shortcuts are more consistently positioned
Fixes
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- FIX: Potential crash when the intro video is finished
- FIX: Made Daidalos not count toward the ship limit of a fleet
- Fixed Bug: [Multiplayer] Ships are not using Yaw in multiplayer
- Fixed BUG: The story mission becomes visible again after doing a roaming or resource mission battle, or when reloading a save. It then goes back to invisible during the next turn. The story mission should update itself during the war room initialisation.
- FIX: Adjustments to Nemesis explosions positioning and model swap timing
- Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading game
- Fixed Bug: Collision zones do not get turned off after a ship is destroyed
- Fixed Bug: Ships are being identified and are appearing again after being destroyed
- Fixed Bug: Transport armour display
- Fixed Bug: Heavy Raiders won't board if target is moving too fast
- Fixed Bug: SIGINT displaying Resource Mission on Avalon
- Fixed Bug: AI Cylons sometimes don't move
- Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus
- Fixed Bug: Multiple planets selected when selecting a jump location
- Fixed Bug: Ship Info panel does not update hull points immediately when the ship is hit with a missile
- Fixed Bug: Enemy and player ship selection is inconsistent
- Fixed Bug: Tooltips don't update when a ship takes damage
- Fixed Bug: Autocam looks at the wrong target during an FTL in
- Fixed Bug: Clicking a planet during the intro walk animation causes the camera depth of field to switch to planet view mode
- Fixed Bug: Back button prompt not visible when selecting a slot
- Fixed Bug: Story Mission 5: Talons are moving
- Fixed Bug: AI Squadrons are targeting docked raptor squadrons
- [BUGFIX] Changed max ship count of MkII squadrons from 10 to 8, so supply costs are calculated correctly
- Fixed Bug: Incorrect error message when Daidalos fleet goes over point cap
- Fixed Bug: Warroom: Fleet model bases are floating
- Fixed Bug: UI elements in Mission Debriefing screen are not centred
- Fixed Bug: Null reference exception when leaving a multiplayer game from the options panel
- FIX: Fixed issue with repairs on Cylon ships not ending when the sub-system processes had been adjusted
- FIX: In Mission 12, Galactica is no longer giving itself commands when it changes side
- Fixed [BUG] Mine deployment height is based on plane height instead of unit's height
- Fixed Bug: Transport armour display
- Fixed Bug: Heavy Raiders won't board if target is moving too fast
- Fixed Bug: SIGINT displaying Resource Mission on Avalon
- Fixed Bug: War Room Camera rotates weirdly after exiting Build ships, economy, BP, or Officer Menus
- Fixed Bug: SIGINT advisory screen displays incorrect tylium and trend data on loading
- Fixed Bug: Collision zones do not get turned off after a ship is destroyed
- Fixed Bug: Ships are being identified and are appearing again after being destroyed
- Fixed BUG: turret fire does not damage Caprica Terminal
- Fixed bug where story mission 12 and 14 set Caprica Terminal and Avalon to the Cylon faction on turn 1
- Fixed Bug: Chapter 12 sequencing bug
- Fixed Bug: Galactica has 5 slots when loading a mid-battle save in story mission 14
- Fixed Bug: Story mission 8's objective asset list is null when reloading a save while the basestar is visible
- Fixed Bug: Freeze when resuming from a saved game
- Fixed issue where the action menu notification window was overlapping the turrets button
- Fixed action menu button positions for squadrons
- Fixed Bug: [GAMEPAD] Focus Fire shortcut does not display as "Cancel Target" in subsequent turns
- Fixed Bug: [GAMEPAD] Can attempt to assign an officer when not enough fleets exist
http://steamcommunity.com/games/544610/announcement...1978949705155630