The Winter Planetary Update is live!
Winter Planetary Update
Hi everybody, we're happy to announce that the second update from the Winter roadmap is out! New maps, units and a lot of improvements, while we're also finishing the UNSS faction for the upcoming big expansion update! Feel free to check out the updated roadmap a few paragraphs further down in this post.

Here are full release notes - Silence of the Siren version 83353e54:
[h2]New content[/h2]
- New planet in Skirmish mode with three large maps
- New colorful Crystal biome
- The main gameplay theme for the maps: Gates and keys! There's up to eight different colored pairs of gates and key generators
- One of the maps has a new victory condition: hold a base for a given period of time
- Added modified versions of a couple of existing maps now with 6 and 8 players (you can find these under custom scenarios)
- Two new neutral units will now appear on the maps: Apex and Primal Pylon
- Added Movement Node map object that refills commander's movement points

[h2]Features and improvements[/h2]
- The Swordmaster building now gives the choice of which of commander's attributes to level up
- Status effects on units in combat now display the remaining duration in the unit info panel
- Added more info about units which transform during different phases of the day-night cycle to the unit info panel
- Added an indicator to highlight commanders bypassing turrets, cybersnares and other hazards thanks to their Scout skill
- Added the "switch commander to training mode" button also to the active commander button on the right
- It's now possible to change starting factions and commanders in the scenario menus with the mouse wheel
- Switched the "build for a fusion core" button in base building catalog panels from gold to white
- Camera now follows commanders traveling between bases to their destination
- Mining probes now indicate they have a production limit of 20 turns
- Added numbers to the Black Market UI to show how many items of each kind a commander has to sell
- Added support for custom tooltips on static map objects, like the shuttle in the Fossorian campaign
- When a low level commander has full skill slots, higher level skills show in the level up dialog instead
- Added a custom message to Liberator's special attack tooltip when there are no targets
- Range of buried worms gets displayed when holding shift
- Added custom texts for the retreat button when retreating is not available
- Factions of neutral bases in scenarios/skirmish maps get randomized when starting a new game
- AI now sells extra items in markets
- Improved use of the Scout skill by AI commanders

[h2]Community translations[/h2]
- Brazilian Portuguese is now the third community-translated language in the game!
- Updated Hungarian and Russian translations with texts for this update
[h2]Fixes[/h2]
- Fixed a couple of sneaky memory leaks
- AI commanders could get killed due to multiple threats on a tile
- AI commanders could get stuck on getting scouting bonus from building
- Fixed when AI siege defender had only melee units in loopholes, they didn't charge
- Fixed stack status effect preview on Meatboys was breaking the 'special' button tooltip
- Fixed when units go outside of shield and attack a Saw-ty, the Saw-ty retaliated against the shield even though the attacker is already outside
- Fixed Saw-ty pre-retaliation when attacked from a loophole
- Fixed a rare bug with overlapping units and objects on the world map flickering
- Fixed Regenerate ability at level 2 cost 1/10th of what it should have
- Fixed empty object preview in the dialog panel when re-opening a visited building by a commander that's out of frame by moving the camera to them first
- Fixed war machines couldn't be picked up after dropping one unit to a slot and then placing the rest of the moved stack
- Fixed trading buildings at some bases did cost other resources than coins, a possible soft lock in player progression
- Fixed dead units stuck with with white flash in auto combat
- Fixed retreated commanders were given the 'dead' flag, sometimes causing a player to be defeated too early
- Fixed a few sounds playing from the darkness during AI player turns
- Fixed random units on some maps always spawning as their upgraded versions, limiting variety
- Fixed inventory slots stuck as disabled once their item was once shown as disabled after encountering a supercharged cloud
- Fixed teleports on the map were becoming visible in the fog of war too early
- Disabled dangerous objects, traps and turrets getting triggered by commanders at nearby bases
- Fixed remembered armies in the orbital fog of war layer lost after load
- Fixed orbital layer showing editor random item markers when viewed after scenario start
- Fixed layout of objectives was sometimes a bit wonky after a new objective replaced one of the existing ones
- Fixed combat manuals and datascrolls giving movement bonus when picked up
- Fixed building biofarms on biofarm veins could block some neighboring tiles
- Hopefully fixed units artifacting on certain HW configurations on Linux
[h2]Known issues[/h2]
- While we've been working on optimization, the AI turns are still relatively slow on the 6+8 player maps or the biggest maps with open layouts