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  3. Five Nations 1.0.4 Major Update

Five Nations 1.0.4 Major Update

New features

- subgroups in unit selection can be changed by TAB so that spells and abilities can be used without changing the unit selection
- auto-casting by right clicking on some of the spell buttons
- smart spell caster selection: when multiple units are selected only one unit casts the spell
- the redesigned HUD does not hides the right hand side of the map (the player can slightly scroll out of the map)
- the current unit selection saved when saving the game
- the AI uses more spells (eg. assimilation, restoration, exploratory bay, ...)
- EMP effect, Teredo swarm, Tractor system and Zhogarn Overseer's sticky phlegm reveals the cloaked entities until the effect is active
- Zhogarn units seem to be more alive by turning around while idling

New content

- translation of the interface and subtitles to Chinese, Hungarian, Korean and Russian
- new loading screens
- +1 additional music / faction

Bug fixes

- the AI still controls the assimilated units
- not all selection circles are displayed when selecting more than 24 units
- selection indicators do not display on some units in the group of over 24.
- weapons - with ignore armor ability - do not properly affect entities with shield
- multiselected buildings under construction can produce units
- playing menu music causes the game to crash

Balancing and config

[h2]General[/h2]
- more effective carriers - fighters controlled by the carriers suffers 50% less damage - Charybdis' Spikeworm excluded
- Projectiles do not collide with Special type units like Leech mine, Moored mine, Spawn, Ovum, Explorer, etc. if the Special type unit is not selected as a target.

[h2]Athrael[/h2]
- Clairvoyant -40 Shield
- Clairvoyant's neutron torpedo -15 damage to Shield
- Clairvoyant's lost her Sensor ability
- Clairvoyant's costs +50 Helium-3
- Explorers are now constructed at the Cabal instead at the Central Pyramid
- Gathering are now constructed at the Haven instead at the Cabal and need no additional tech station
- Theocrat construction time decreased to 45
- Flanker's Warp ray weapon -2 damage against fighters, cooldown is increased from 75 to 100
- Harbinger in "Stealth mode" gains regeneration

[h2]Federation[/h2]
- Joseon gains the EMP Strike spell
- St. George attack range -40
- Joseon construction time decreased to 45
- Deep Space Lab. now costs 100 Metal, 250 Energy and 200 Tachyon
- Fusion Reactor now costs 100 Energy instead of 250

[h2]Sylon[/h2]
- Eclipse attack range -40
- Absorber gained Weapon
- Mask gained a new ability to Blind the enemies
- Assimilator construction time decreased to 45
- Mask now constructed at the Drone Facility instead of the Automaton Plant
- Caldron now constructed at the Automaton Plant instead of the Drone Facility
- Eclipse now unlocked by the Quantum Core
- Shade production do not need Quantum Core
- Nano Probes research is now migrated to Defensive Server
- Intelligence research is now migrated to Array

[h2]Thorun[/h2]
- The construction of the Senate now requires only Hall
- Flagship attack range -40
- Assault Predator upgrade is now migrated to the Anvil
- Assault Marauder costs -50 metal
- Extractors are now constructed at the Material Silo instead at the Capitol
- Raider gained +20 speed
- Grinders require Anvil to produce
- Havocs don't require Anvil to produce
- Havoc lose the ability to attack Fighters
- Foundry -50 Metal
- Welder and Extractor construction time -2 sec
- Breaker construction time decreased to 45
- Devastator upgrades are now migrated to Senate from the Skycourt
- Skycourt costs 150 Tachyon instead of 200 Helium-3
- HET Thruster research now costs 150 Helium-3 instead of 150 Tachyon
- Vanguard now constructed at the Foundry instead of the Siege Yard
- Corsair now constructed at the Siege Yard instead of the Hall

[h2]Zhogarn[/h2]
- Decay construction time decreased to 30
- Ruptor construction time decreased to 30
- Elasmoruptor construction time decreased to 30
- Alpha gains +10 speed and need 30 Metal, 50 Energy less for production
- Spawn creation time -4 sec
- Charybdis attack range -40
- Venator initial damage to hull -6 with +1 / level