<?xml version="1.0" encoding="utf-8"?><rss xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" version="2.0"><channel><title>Stardock Games - Everything about Stardock Games</title><link>https://www.stardock.com/games/</link><copyright>© 2006 - 2026 Stardock Corporation. All rights reserved.</copyright><description>Stardock Game news and developer blogs.</description><language>en-us</language><pubDate>Sun, 03 May 2026 10:48:34 AM -0400</pubDate><lastBuildDate>Sun, 03 May 2026 10:48:34 AM -0400</lastBuildDate><docs>http://cyber.law.harvard.edu/rss/rss.html</docs><generator>Stardock Rss Generator v1.0</generator><managingEditor>info@stardock.com</managingEditor><webMaster>kwilas@stardock.com</webMaster><item><author>BATTLEMODE</author><comments>https://forums.stardock.net/541387</comments><description><![CDATA[<p style="text-align: center"><strong><span>Part 1 Video Blog<br></span></strong><span>v1.6 UI Horizons Update for Sins of a Solar Empire II</span></p>
<p style="text-align: center"><strong><a href="https://store.steampowered.com/app/1575940/Sins_of_a_Solar_Empire_II/" rel="noopener noreferrer">Play Sins II Now</a></strong></p>
<p><br>In this video developer journal for Sins of a Solar Empire II, we're taking a look at the new and improved front-end user-interface added in the v1.6 "UI Horizons" update. We also show off the new hand-crafted leader portraits, a ship viewer tool, and some new ship color customization options.</p>
<p style="text-align: center"><iframe src="https://www.youtube.com/embed/UiMWemzYzyg?si=bvELVsfzBjuAT4az" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541387/video-dev-journal-v16-ui-horizons-update-pt-1-sins-of-a-solar-empire-ii</guid><link>https://www.stardock.com/games/article/541387/video-dev-journal-v16-ui-horizons-update-pt-1-sins-of-a-solar-empire-ii</link><pubDate>Thu, 30 Apr 2026 2:00:00 PM -0400</pubDate><pubDateParsed>2026-04-30T14:00:00-04:00</pubDateParsed><title>Video Dev Journal: v1.6 "UI Horizons" Update Pt. 1 | Sins of a Solar Empire II</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541367</comments><description><![CDATA[<h2 style="text-align: center"><strong>The UI Horizons v1.6 Update is Now Available</strong></h2>
<p style="text-align: center"><em>UI overhaul, in-game map editor, new defensive platform abilities and more arrive in the v1.6 Update</em></p>
<p style="text-align: center"><strong><a href="https://www.sinsofasolarempire2.com/store" rel="noopener noreferrer">Play Sins II Now</a></strong></p>
<p style="text-align: center">&nbsp;</p>
<p style="text-align: center"><iframe title='YouTube video player' width='500' height='305' src='//www.youtube.com/embed/UiMWemzYzyg?wmode=transparent' frameborder='0' allowfullscreen></iframe></p>
<p style="text-align: center"><em>(Part 2 Coming Soon!)</em></p>
<p style="text-align: center">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Front-End UI Overhaul</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">The entire front-end UI has been rebuilt from the ground up. The new layout surfaces more information at a glance, cuts dead space, and brings a cleaner visual style throughout. A new Faction Selection screen gives you a breakdown of each faction's identity, special abilities, and units, including a live 3D Unit Preview Window where you can rotate and inspect any ship or structure, complete with any unlocked mesh upgrades. Single- and Multiplayer lobby windows have been refreshed, and the Random Map UI now lets you pick your star type and skybox before you ever hit launch. Player colors have also been expanded with a new set of team colors and sliders for saturation and brightness so you can dial in exactly the look you want.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">In-Game Map Editor</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Back by popular demand (literally), a simple, easy-to-use map editor is now built right into the game. Create a map, and it automatically imports to your local map listing. Later this year we'll add mod.io sharing so you can publish and browse community maps without ever leaving the client.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">New Defense Platform Abilities</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">All three factions are getting new tools for their defensive lines:</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">TEC</strong> The Autocannon Defense Structure gains Flechette Blast, an arc-radius burst ability. The Gauss Defense Structure gains Meson Bolt, which debuffs target armor. The Hangar Defense Structure gains Enhanced Production to reduce strikecraft build times.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">Advent</strong> The Beam Defense Structure gains Synergetic Ward, generating a protective AoE field. The Hangar Defense Structure gains Empowered Anima, boosting strikecraft weapons and shields. The Laser Defense Structure gains Psionic Burst, a penetrating beam attack that passes through targets. The Transcencia Starbase also gets two new items: Power Surge and Pulse Resonance.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">Vasari</strong> The Missile Defense Structure gains Disruptor Nanites. The Pulse Defense Structure gains Phasic Trap.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Advent AI: Unity Ability Use</h3>
<p class="md-paragraph">Advent AI players now have a dedicated controller for managing Unity abilities. Expect the AI to start using these strategically rather than sitting on them.</p>
<p class="md-paragraph">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Lobby &amp; Setup Improvements</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">You can now drag and drop player starting positions directly on the map preview screen, and map selection can be swapped from inside a multiplayer lobby. No more backing all the way out just to try a different map, and no more guessing where everyone spawns.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Performance &amp; Engine Work</h3>
<p>New game saves are now automatically compressed, reducing save file sizes by 70% or more. This update also includes a significant number of additional under-the-hood improvements: a reworked spatial grid system, optimized mesh and shader rendering, improved missile targeting precision, better unit formation handling, refactored visible object culling, and a long list of math, physics, and asset loading optimizations. The full list is in the changelog.</p>
<p>&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Vasari Balance</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Several Vasari capital ships (Kortul Devastator, Skirantra Carrier, Vulkoras Desolator, Marauder, Jarrasul Evacuator) have had their resource costs increased. Ship Factory and Fleet Beacon costs have also been adjusted. A number of research items have moved tiers or had their effects tuned. See the full changelog for details.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6">Modding</h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">v1.6 adds new constraint types, a new autocast type for long-range abilities (pick_unit_anywhere), research buff provider definitions, NOT constraint logic, and improved buff stacking limit support. Note: this update will break most mods until authors update them.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/5e580497-442a-4601-9eb1-988ff126e6e8.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/32f30854-0503-4337-8378-c81d867dbc2f.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/c9c06b9f-c45a-497d-9e68-fbe981699c14.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/e3bd24e9-9352-4a69-9546-3d647ce77086.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/e92eb1e5-4ced-4593-aaaa-c27758baa173.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/f7bac244-6343-4952-98a1-bd5b002fcea9.png" alt="" width="100%"></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pf0"><p local-id="2d6934520607"><style>[data-colorid=u64hafu6ad]{color:#ff991f} html[data-color-mode=dark] [data-colorid=u64hafu6ad]{color:#e07a00}</style><strong><span data-colorid="u64hafu6ad">Release Status:</span></strong> <strong>*** AVAILABLE ***</strong></p><p local-id="71622004887c">Our April update contains a couple of big changes and an even larger number of under the hood improvements!  Firstly, we have updated the entire front-end UI for the game. The new layout provides more information without having to scroll, eliminates dead space, and uses new visuals.  Next, back by popular demand (literally) is a brand new, in-game map editor. The new editor is simple to use and even auto-imports your creations to the game&rsquo;s listing.  Last, not not least, there are dozens of improvements and optimizations to the game engine.</p><hr local-id="adedd9982932" /><h3 local-id="fd3ebe113352" id="April2026-'UIHorizons'v1.60Update-ToUseOlderVersions">To Use Older Versions</h3><ul local-id="9236be70-729e-4687-bf2e-3f12a09af7d6"><li local-id="c329b362-b249-4f7d-945c-e58b5a43e478"><p local-id="66fdd605cfc9">On Steam</p><ul local-id="725b6724-eace-4b35-8565-fd66e7d01554"><li local-id="a6f57889-3bb5-4e4b-83e0-2ccde6843ceb"><p local-id="a4691b5ce146">Select &lsquo;Sins of a Solar Empire II&rsquo; in your Steam Library.</p></li><li local-id="e87682aa-3f27-4829-a58f-d39aa6cc68de"><p local-id="84d850c50b0a">Click the gear icon in the upper right.</p></li><li local-id="0aec744e-5091-4b00-bab3-64923b1f8cf1"><p local-id="3df86b8e6f75">Select Properties &rarr; Game Versions &amp; Betas</p></li><li local-id="bb6e28c5-d8cf-4bb4-99aa-7c9486ee8006"><p local-id="5a90cdc8aadc">Select the version you want from the Beta Participation list.</p></li><li local-id="5feb48c3-663b-438a-b38f-ca855f63e40d"><p local-id="d33f2e58a18e">Steam will update you to that version.</p></li></ul></li></ul><hr local-id="d18f32052bd4" /><div class="table-wrap"><table data-table-width="683" data-layout="align-start" data-local-id="d6dde4a3-78c6-494b-bcb8-7678910ff18e" class="confluenceTable"><tbody><tr data-local-id="00dc812c11aa"><th data-local-id="74aba5c1de01" class="confluenceTh"><p local-id="98ad39392253"><strong>NOTE: </strong>Be aware that updates will break most mods until the mod author updates them.</p><p local-id="587fc8db5ef0">We are aware of some overflow and alignment issues in some non-English languages. We&rsquo;ll be hotfixing to clean these up.</p></th></tr></tbody></table></div><h1 local-id="ae1ac2003ce4" id="April2026-'UIHorizons'v1.60Update-Changelogv1.60.1→v1.60.2">Changelog v1.60.1 &rarr; v1.60.2</h1><h3 local-id="dd773b99957b" id="April2026-'UIHorizons'v1.60Update-Gameplay">Gameplay</h3><ul local-id="947d9c6fad38"><li local-id="ee2c72e71d4b"><p local-id="e839fc32afbe">Updated AI behavior so that units will not attack scouts, trade or traffic ships unless they&rsquo;re already in weapons' range. This also prevents units from chasing down low-value targets.</p></li><li local-id="ea63bc303b33"><p local-id="5dc715e4cf32"><strong>TEC</strong></p><ul local-id="1fc7003d92e2"><li local-id="2c703ca4786b"><p local-id="aac3ade2e9a3">Increased Argonev&rsquo;s Flak Field cooldown from 90 to 120 sec.</p></li><li local-id="a0dc5b2c8817"><p local-id="64e5fce0e343">Increased Autocannon Defense structure&rsquo;s Flechette Blast arc from 15 to 45 degrees.</p></li><li local-id="b2b02bed9f82"><p local-id="00178137ee7e">Increased Gauss Defense structure&rsquo;s Meson Bolt cooldown from 40 to 80 sec.</p></li></ul></li><li local-id="4fa5e340260e"><p local-id="73d8be93c612"><strong>Advent</strong></p><ul local-id="36cc68caf3e3"><li local-id="c8b3e43e7356"><p local-id="8c02980f9fc1">Laser Defense structure&rsquo;s Kinetic Blast cooldown increased from 15 to 30 sec.</p></li><li local-id="e626213153b6"><p local-id="864f60311038">Transcencia Starbase:</p><ul local-id="9a4aa77c2a79"><li local-id="b95fd93518db"><p local-id="6a863b66420d">Area Shield autocast trigger restructured.</p></li><li local-id="cddf0a3119e6"><p local-id="d6bfd198db7c">Kinetic Surge Missile autocast trigger restructured.</p></li></ul></li></ul></li><li local-id="f5bb5140ddb3"><p local-id="0557401549fa"><strong>Vasari</strong></p><ul local-id="b411bc3674f5"><li local-id="2186d49a4f3a"><p local-id="235abc37ea3c">Vulkoras Desolator&rsquo;s Assault Specialization now only applies bonus damage against structures and starbases, as intended.</p></li></ul></li></ul><h3 local-id="9b5666916d51" id="April2026-'UIHorizons'v1.60Update-Misc./BugFixes">Misc. / Bug Fixes</h3><ul local-id="b49e516ac9e2"><li local-id="a8513901-fe49-4a74-9de8-1b0933da8d84"><p local-id="a6a2a6416aba">Fixed maximum values in the new map generator to avoid heavy lag when generating maps.</p></li><li local-id="2f07e54a09aa"><p local-id="9411f8ca1f4c">Fixed Phase Gate description.</p></li><li local-id="a3d2649271af"><p local-id="cac6af175bfc">Fixed Transcencia starbase Meteoroid Control description to display Pierce value.</p></li><li local-id="555fa3e75de0"><p local-id="4f55e60e3bb6">Added new starbase ability icon art.</p></li><li local-id="c1858878d695"><p local-id="1ddbeea55ea0">Fixed issue that allowed the Antorak Marauder to use Phase Out Hull on Phase Jump Inhibitors.</p></li><li local-id="3bf5ca40bbb7"><p local-id="0040381e36d9">Fixed bug that would allow capture abilities to target construction ships.</p></li><li local-id="203cc2d375fe"><p local-id="3dbf0bbb4870">Fixed bug that would snag construction ships from being able to move. </p></li><li local-id="d2108446b479"><p local-id="1aaa520d5008">Fixed Phase Jamming stacking between factions.</p></li><li local-id="0b0f5b0d4505"><p local-id="604cf95409a6">Fixed several small UI issues reported by users.</p></li><li local-id="4aa19f7c9224"><p local-id="c40504249042">Fixed various bugs reported by users.</p></li></ul><h3 local-id="48b2b5dd503d" id="April2026-'UIHorizons'v1.60Update-Modding"><strong>Modding</strong></h3><ul local-id="b7cf9b15-3a26-4bb3-bcef-10d8d4e3671b"><li local-id="1aa79250f839"><p local-id="fc0498d1622c">Added new unit enum: <code>target_engagement_mode</code> &rarr; <code>only_engage_if_in_range</code></p><ul local-id="c84a38716334"><li local-id="56bccbab7e08"><p local-id="c95f78cf3e27">Added new unit enum: <code>ignore_target_engagement_mode</code> &rarr; boolean</p></li><li local-id="0bc17d524255"><p local-id="d73db8ab83fa">Added new enum: <code>target_engagement_mode_range</code></p></li></ul></li></ul><h1 local-id="c593f372e7b6" id="April2026-'UIHorizons'v1.60Update-Changelogv1.60→v1.60.1">Changelog v1.60 &rarr; v1.60.1</h1><ul local-id="6cc412d2493d"><li local-id="2a0a8465ee03"><p local-id="714fcbc8e410"><strong>TEC</strong></p><ul local-id="be40bd873644"><li local-id="11947b2a4974"><p local-id="8f814a747ec2"><strong>Added</strong> Defense Grid Command Center Blueprint Research</p><ul local-id="ac986e5ab312"><li local-id="0fee8b4e9872"><p local-id="8f9e5ad45381">Tier 4</p></li><li local-id="c14b587e8814"><p local-id="a19808d7f7ec">Cost: 1750/325/550/420 sec; requires Argonev Blueprint</p></li></ul></li><li local-id="fd4a870475d9"><p local-id="8964a62e0fa7"><strong>Added</strong> Flak Field Blueprint Research</p><ul local-id="5432996ccb80"><li local-id="032becfe8d84"><p local-id="0a8df7441d25">Tier 3</p></li><li local-id="b6f09cb1959f"><p local-id="85e0313002fa">Cost: 1200/200/300; requires Argonev Blueprint</p></li></ul></li><li local-id="4f6e483fcf1a"><p local-id="bff808374d2b"><strong>Added</strong> Ion Torpedo Blueprint Research</p><ul local-id="22ac7ab571e3"><li local-id="9da4b8c03534"><p local-id="b4f298103494">Tier 5</p></li><li local-id="84d5bf959d81"><p local-id="65def96d3dfd">Cost: 2200/400/700, 525 sec; requires Argonev Blueprint</p></li></ul></li><li local-id="f92abefb7b91"><p local-id="bbd0de9bef18"><strong>Added</strong> Manufacturing Support Blueprint Research</p><ul local-id="78ca670c6a0f"><li local-id="d5883c50aac4"><p local-id="a2619a3af15d">Tier 4</p></li><li local-id="366c7f47007c"><p local-id="aca93ffa2de6">Cost: 1700/300/500, 360 sec; requires Remote Construction</p></li></ul></li><li local-id="56436d828978"><p local-id="d5cb1f02819a">Argonev Starbase - removed Indurium from cost.</p></li><li local-id="e5409c73-3c3d-457d-9824-2f061aaad975"><p local-id="71095b62d6ce">Docking Booms Blueprint Research</p><ul local-id="3d13ec704664"><li local-id="402fdd16-779f-4779-a0ee-2c13cf74781b"><p local-id="a4acdd606cc7">Removed Starbase Beams pre-requisites</p></li></ul></li><li local-id="9a65c4c7b4fe"><p local-id="dfa90a4757b2">Deep Space Trade Research</p><ul local-id="71de471c-f799-4133-a90c-23fd841680ea"><li local-id="947b2c72-d415-40bc-bab8-ce4bf7387dbc"><p local-id="b44cbe76af22">Cost changed from: 1700/300/500/360 sec to 1750/325/550/420 sec</p></li></ul></li><li local-id="421d85657c40"><p local-id="438c9dd93b84">Planetary Shield Array Blueprint Research</p><ul local-id="a187202506d7"><li local-id="e8c8b609f805"><p local-id="3cb7a96cfeb5">Moved from Tier 4 to Tier 3</p></li><li local-id="a8266f5de078"><p local-id="94924662070c">Cost changed from 1750/325/550/420 sec to 1250/225/350/270 sec</p></li><li local-id="5692ac0f054a"><p local-id="32ea6c3021ee">Removed Improved Shield Arrays prerequisite</p></li></ul></li><li local-id="9ec5444ab53f"><p local-id="b1b8fc7bc42a">Remote Construction Research</p><ul local-id="d771c9a5406f"><li local-id="01e4200389c7"><p local-id="f6b8a343c010">Cost changed from 1200/200/300/225 sec. to 1250/225/350/270 sec</p></li></ul></li></ul></li><li local-id="8844e6f79692"><p local-id="bc5e3f68be16"><strong>Advent</strong></p><ul local-id="6adfe169a016"><li local-id="b518ed1f9f25"><p local-id="360152546a79"><strong>Added</strong> Area Shield Blueprint Research</p><ul local-id="b2bca166cacc"><li local-id="b72a72942a93"><p local-id="5e8c86e2de94">Tier 4</p></li><li local-id="1617f961d625"><p local-id="f011f6c7c301">Cost: 1100/425/900/360 sec; requires Shield Booster Blueprint</p></li></ul></li><li local-id="9b7017215563"><p local-id="f1a657382c07"><strong>Added</strong> Kinetic Surge Missile Blueprint</p><ul local-id="0a42e59c7c16"><li local-id="6b384c023519"><p local-id="2bc6f26913a7">Tier 4</p></li><li local-id="f007ef6a8fae"><p local-id="25b29b84c326">Cost: 1150/450/950/420 sec; requires Transcencia Blueprint</p></li></ul></li><li local-id="78b6bc8aed2d"><p local-id="9aa7b8ecb1de"><strong>Added</strong> Lethargy Research</p><ul local-id="cf89d82d0556"><li local-id="c842e1af32a9"><p local-id="d1b460cb426c">Tier 3</p></li><li local-id="c84e350304a1"><p local-id="d6d26c7b9c95">Cost: 800/250/600/225 sec; requires Transcencia Blueprint</p></li></ul></li><li local-id="18ce94dbf765"><p local-id="1b5d6b673b72"><strong>Added</strong> Psi Projector Blueprint Research</p><ul local-id="8584b8a20783"><li local-id="830225b2d229"><p local-id="579f8182f5f4">Tier 3</p></li><li local-id="75a2be26487b"><p local-id="66ab3cd2f868">Cost: 800/250/600/225 sec.</p></li><li local-id="6fb51bcf1567"><p local-id="8aeec6ae260e">Requires Transcencia Blueprint and Novice Psi Training</p></li></ul></li><li local-id="fe520063e795"><p local-id="0d57b2155fa3"><strong>Added</strong> Shield Booster Blueprint Research</p><ul local-id="a0e3e28c8d21"><li local-id="ed2181c0f68f"><p local-id="b2c978a0445c">Tier 3</p></li><li local-id="9bbab7dd51cc"><p local-id="43c10055755c">Cost: 850/275/650/270 sec; requires Transcencia Blueprint</p></li></ul></li><li local-id="8606db891d3c"><p local-id="4323471fb174">Meteoroid Control Research</p><ul local-id="2c1469dd-17f5-4fbc-a2f4-ad1a31f862d2"><li local-id="84235795-ed8e-4c56-b11f-18bc94efeab6"><p local-id="53220c50785a">Cost changed from 1100/425/900/360 sec. to 1150/450/950/420 sec.</p></li></ul></li><li local-id="a5a8ff4a-75e2-4e96-ba17-ef70966813d9"><p local-id="5383dfd8b0e9">Planetary Shield Array Blueprint Research</p><ul local-id="f54e9334-342e-4350-a167-6f6cc902570d"><li local-id="6024cc94-cdf4-447f-8ee0-7b4793416a1b"><p local-id="c73aedafdb22">Removed Potent Shield Generation prerequisite</p></li></ul></li><li local-id="8160dafbe800"><p local-id="07498babfe5c">Deploy Transcencia Blueprint Research</p><ul local-id="9cdc2720a2d5"><li local-id="27ea7b4c-178a-4cef-9fe9-4898fa0aae97"><p local-id="acd53f5e3b38">Changed from Tier 4 to Tier 5</p></li><li local-id="419e8e69-548c-433f-b77f-1b6a8cd04598"><p local-id="648965a87f99">Cost changed from 1150/450/950/420 sec. to 1400/600/1200/525 sec.</p></li></ul></li><li local-id="c0c9ca38ae94"><p local-id="edbd5ab637e0">Transcencia Blueprint Research</p><ul local-id="d8d8af2b7555"><li local-id="13d241d89460"><p local-id="68ab324f623c">Removed Indurium requirement</p></li></ul></li></ul></li><li local-id="483902f4414c"><p local-id="2baa9a626f69"><strong>Vasari</strong></p><ul local-id="5f1a38be9201"><li local-id="ed86983bdaac"><p local-id="d90df9b2948f"><strong>Added</strong> Charged Missile Salvo Blueprint</p><ul local-id="43445a10036f"><li local-id="47be6176-2814-4561-8df0-3ff7a301c8ec"><p local-id="393e7d26fb40">Tier 5</p></li><li local-id="e50ae1f9-04a8-439d-ad78-6ab62fd17029"><p local-id="2ce33cb3e637">Cost: 0/810/900/525 sec; requires Armament Restoration</p></li></ul></li><li local-id="61031ed1037b"><p local-id="ed008492da3f"><strong>Added</strong> Unstable Wave Cannons Blueprint</p><ul local-id="dd06fedc9dc0"><li local-id="566be230-a3e7-4cbb-9fd4-0c8cbcce34c2"><p local-id="154ab7f45c78">Tier 4</p></li><li local-id="1e5d055d-46f1-4db3-8374-24cd4baf6429"><p local-id="fbce64003c97">Cost: 0/630/720/420 sec; requires Armament Restoration</p></li></ul></li><li local-id="f8f4ac18ebf0"><p local-id="beddd4bb3c9f">Armament Restoration Research</p><ul local-id="c9de34d7325a"><li local-id="3581d3d547e9"><p local-id="4e781ddc909e">Removed Wave Densification prerequisite</p></li></ul></li><li local-id="c14ff88cd307"><p local-id="ad4e22ba88b0">Assault Deployment Research</p><ul local-id="3759da27055a"><li local-id="85c6060166f6"><p local-id="73ea0ebf831e">Cost changed from 0/630/720/420 sec to 0/600/660/360 sec.</p></li></ul></li><li local-id="bdfa4b917b51"><p local-id="78e012e1aec4">Debris Reintegration Blueprint Research</p><ul local-id="c8d8ef2869de"><li local-id="4576af8373c8"><p local-id="57435d00d989">Removed Debris Reclamation prerequisite</p></li></ul></li><li local-id="114fe6dc1563"><p local-id="92eb37947e10">Departure Planning</p><ul local-id="b00945a60be1"><li local-id="4fcfea512069"><p local-id="389b897105e1">Cost changed from 0/630/720/420 sec. to 0/600/660/360 sec.</p></li></ul></li><li local-id="304419209cbf"><p local-id="d21d1fc4c8f1">Efficient Hangars Research</p><ul local-id="4277b841df44"><li local-id="c946e2005e5b"><p local-id="941f70a9bc1f">Cost changed from 0/450/480/270 sec. to 0/420/420/225 sec.</p></li></ul></li><li local-id="fbbd1dca764a"><p local-id="8ac5b33d0b52">Friendly Jump Telemetry Research</p><ul local-id="9ba1013a0a38"><li local-id="071f978a9e61"><p local-id="92d37e0b60ad">Changed from Tier 5 to Tier 3</p></li><li local-id="9615e6c9dc9b"><p local-id="f8ffcc34803a">Cost changed from 0/810/900/525 sec. to 0/450/480/270 sec. + 2 x Kalanide</p></li></ul></li><li local-id="6e0b38aa8c9a"><p local-id="7bb3198efd8f">Planetary Shield Array Blueprint Research</p><ul local-id="f3651bf933ec"><li local-id="29230815eee8"><p local-id="24b2704305a1">Removed Bifurcative Shielding prerequisite</p></li></ul></li></ul></li><li local-id="39adf165e6e9"><p local-id="c5e5f415b38b"><strong>Added</strong> Advent Lethargy VFX</p></li><li local-id="6a15c505cb84"><p local-id="a5b4d8e03f82"><strong>Added </strong>Advent Shield Projection VFX</p></li><li local-id="57bdeaf77e00"><p local-id="1ca8763172ba">Fixed Diplomacy screen&rsquo;s create/cancel button styling</p></li><li local-id="484c20d51c9b"><p local-id="64ae9cff7267">Modding:  Updated new front-end UI to make it more modder friendly/accessible. </p></li></ul><h1 local-id="f147a70dcd1e" id="April2026-'UIHorizons'v1.60Update-Changelogv1.55→v1.60">Changelog v1.55 &rarr; v1.60</h1><h2 local-id="a6f41452c8c8" id="April2026-'UIHorizons'v1.60Update-Gameplay.1">Gameplay</h2><ul local-id="d7f9b5a5441d"><li local-id="c485998fceef"><p local-id="811f11efe791">TEC Argonev Starbase</p><ul local-id="5eae2462bc13"><li local-id="914f2351cc21"><p local-id="effb162ced0f"><strong>Added</strong> Ion Missile Barrage Upgrade - fires super-heavy missiles with ion warheads.</p><ul local-id="9a02ce46f590"><li local-id="6e113ba9f7b7"><p local-id="b8d7e95ab356">Cost: 1500/640/200, 120 seconds</p></li></ul></li><li local-id="dd703261290c"><p local-id="e3bc3270b8fc"><strong>Added</strong> Flak Field Upgrade - a long lasting barrage of flak in the entire area of the starbase that destroys missiles and strikecraft.</p><ul local-id="cf52b466181c"><li local-id="8c9c081cde0f"><p local-id="e4e5e2377b16">Cost: 500/100/100, 120 seconds</p></li></ul></li><li local-id="8955625a9efa"><p local-id="f0fe847dc737"><strong>Added</strong> Defense Grid Command Upgrade - improves nearby defense platforms' combat capability.</p><ul local-id="b4c85ad76c19"><li local-id="b9fbe0853a3b"><p local-id="aca0311b63bc">Cost: 900/180/180, 120 seconds</p></li></ul></li><li local-id="644c20d42dc9"><p local-id="fd6257b7cf5d"><strong>Added</strong> Manufacturing Support Upgrade - assists nearby shipyards to construct ships faster.</p><ul local-id="d6ebea3870c1"><li local-id="ca5575cfda04"><p local-id="b188eb08ddc6">Cost: 900/180/180, 120 seconds</p></li></ul></li><li local-id="36f94b7d9bc6"><p local-id="7234910fa8b1"><strong>Added</strong> Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.</p></li></ul></li><li local-id="0d1bfd2bd616"><p local-id="eba3f9b037cd">Advent Transcencia Starbase</p><ul local-id="f3ecd5f37e3f"><li local-id="4c73823b70c5"><p local-id="0174188f48db"><strong>Added</strong> Kinetic Surge Missiles Upgrade - causes hits from missile weapons to do splash damage with a radius of 750m.</p></li><li local-id="bdd07a6d3d63"><p local-id="1dfaba388069"><strong>Added</strong> Area Shield Projection Upgrade - extends the starbase&rsquo;s shield to protect nearby structures.</p><ul local-id="b2a64ebe06b2"><li local-id="b414efac78ef"><p local-id="09c0056706ca">Cost: 900/180/180, 120 seconds</p></li></ul></li><li local-id="318d2e676458"><p local-id="e2c530ef8fe2"><strong>Added</strong> Psi-Projector Upgrade - passive ability upgrade that enhances Psi Power and shields for friendly units in the gravity well.</p><ul local-id="7d40ff191a79"><li local-id="71fa60f0d860"><p local-id="7e371c10d319">Cost: 900/180/180, 120 seconds</p></li></ul></li><li local-id="00f015ff8f9b"><p local-id="4f6db44668d0"><strong>Added</strong> Lethargy Upgrade - slows enemy ships near the starbase.</p><ul local-id="a9e0c7069d38"><li local-id="87f4f3b8d244"><p local-id="0539d7e8fc7a">Cost: 900/180/180, 120 seconds</p></li></ul></li><li local-id="02ff14ff4524"><p local-id="5108db9c6d01"><strong>Added</strong> Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.</p></li></ul></li><li local-id="cd25cd066965"><p local-id="3b759d6a88d5">Vasari Orkulus Starbase</p><ul local-id="494630271e92"><li local-id="d64b8665083b"><p local-id="96ec8748c835"><strong>Added</strong> Unstable Wave Cannons Upgrade - causes hits from wave cannons to speed debuff targets in a 600m radius for 15 seconds.</p><ul local-id="98feef29aaa9"><li local-id="a9fe07c08385"><p local-id="a171630a1173">Cost: 0/420/300, 120 seconds</p></li></ul></li><li local-id="ab081d203863"><p local-id="fc8d2aef8ab4"><strong>Added</strong> Charged Salvo Upgrade - charges the starbase&rsquo;s missile launchers with additional explosive energy.</p><ul local-id="3b6f5a001f99"><li local-id="159042692efb"><p local-id="97ff68bdef85">Cost: 0/420/300, 120 seconds</p></li><li local-id="849aa1497b47"><p local-id="20916232b5d3">Range: 36,000m, Damage: 180, Pierce: 1000, Cooldown: 90 sec</p></li></ul></li><li local-id="5e7667db9318"><p local-id="1879ee29c4dc"><strong>Added</strong> Phase Jamming Ability - passively increases phase charge time for enemy units in the gravity well.</p></li></ul></li></ul><h2 local-id="b121cf9db4b8" id="April2026-'UIHorizons'v1.60Update-MapEditor">Map Editor</h2><ul local-id="ec1437340e1f"><li local-id="1ee589060932"><p local-id="c373bb04ca7b">Fixed bugs with random map generation in the new in-game editor.</p><ul local-id="74b351efeb3f"><li local-id="63d05cb25839"><p local-id="d6086f3e36d4">Now uses proper game rules for generation.</p></li><li local-id="6c6d32194f29"><p local-id="56b86ad1df08">NPC/Pirate planet placement is fixed.</p></li></ul></li><li local-id="d20e85cda64c"><p local-id="1b041ac6362a">Updated random map parameter options.</p><ul local-id="12d4bc100df5"><li local-id="05f990c071c9"><p local-id="5a53e41a5cff"><strong>Added</strong> slider controls over text boxes.</p></li><li local-id="80f01ec3da4a"><p local-id="1db842203ba2"><strong>Added</strong> zoom to map preview.</p></li></ul></li><li local-id="5127db307c31"><p local-id="556590762494"><strong>Added </strong>dropdown control for phase lane type in random maps.</p></li></ul><h2 local-id="b5f7e3942d8d" id="April2026-'UIHorizons'v1.60Update-UI">UI</h2><ul local-id="ba6c6bb3bc46"><li local-id="5dac1143d625"><p local-id="527e5213458e">Refined faction selection window to improve localization overflow.</p></li><li local-id="be43e8d70959"><p local-id="c03a8a64011e"><strong>Added</strong> right-click option for faction quick-select.</p></li><li local-id="4a08360ae247"><p local-id="27632ec47cf3">Modding - Added the ability to add single-player faction screens.</p></li><li local-id="5ef427a2a11d"><p local-id="6cec481eccff">Modding - Added six additional hidden categories to use on faction selection menu</p></li><li local-id="0528b8240beb"><p local-id="18a286b9fe12">Modding - Added manual references for units and structures in gui file</p></li></ul><h1 local-id="e7020b91ca0f" id="April2026-'UIHorizons'v1.60Update-Changelogv1.55">Changelog v1.55</h1><h2 local-id="81831a40748d" id="April2026-'UIHorizons'v1.60Update-Gameplay.2">Gameplay</h2><ul local-id="446ad4ca6720"><li local-id="216da9c4abe7"><p local-id="8a681d38f328"><strong>NEW: </strong>In-game map editor! By popular request, we have added a simple, easy to use map editor inside the game. Generated maps will automatically be imported to your map listing locally. Later this year, we will add the ability to easily share custom maps from in-game via <a class="external-link" href="http://mod.io" rel="nofollow">mod.io</a> along with more improvements to the modding menu.</p><ul local-id="33482c105a1b"><li local-id="72f4c95c35ea"><p local-id="71cfe46c86c2">Starting positions can now be managed via the map preview. Just drag and drop the player icon.</p></li></ul></li><li local-id="31502961d2aa"><p local-id="4a8d1547a9b0"><strong>NEW: </strong>Added new AI controller for Advent Unity ability use. Advent AI players will now strategically use Unity abilities.</p></li><li local-id="abbbb4d5cafe"><p local-id="9196048b7e9b"><strong>NEW:</strong> Added one new ability for all Weapon Defense Platforms and Hangar Defense Platforms.</p></li><li local-id="f5555a61e3b4"><p local-id="e331489ffe9f">Players can now change map selection in the lobby in multiplayer games. No more having to exit out to pick a different map!</p></li><li local-id="d021415c9d0c"><p local-id="c127af90456d">Improved ability active/passive autocast definitions to enhance state tracking. Autocast abilities should trigger more effectively.</p></li><li local-id="c9438bcff6c1"><p local-id="aba0a0b1977f">Improved unit formation slot assignment and synchronization in fleet movement.</p></li><li local-id="573a8f24dff0"><p local-id="8b8acc811655"><strong>TEC</strong></p><ul local-id="cab660081ff3"><li local-id="02cc0f74c7cc"><p local-id="afb59d3dc9bf">Autocannon Defense Structure</p><ul local-id="143088717b65"><li local-id="ea6589a0500a"><p local-id="a23c113491dd">New Ability: Flechette Blast (direct damage in an arc radius)</p><ul local-id="c82be5cd7825"><li local-id="2b946092a92d"><p local-id="02500832392a">Requires: Unlock Autocannon Defense Flechette Blast Research. Tier 2 (750/125/150, 150 seconds).</p></li></ul></li></ul></li><li local-id="864dfb06d48b"><p local-id="fb65c2a94224">Gauss Defense Structure</p><ul local-id="b4fbe820b154"><li local-id="85ff4382e03b"><p local-id="46bd9e8976a7">New Ability: Meson Bolt (debuffs target armor)</p><ul local-id="328cf06a91d7"><li local-id="f7637c18df12"><p local-id="62c031ccd397">Requires: Unlock Gauss Defense Meson Bolt Research. Tier 3 (1200/200/300, 225 seconds).</p></li></ul></li></ul></li><li local-id="9397f1dc8d7d"><p local-id="b105f130d736">Hangar Defense Structure</p><ul local-id="40c68e7b5e3c"><li local-id="2725bed9a610"><p local-id="04836598625c">New Ability: Enhanced Production (reduces strikecraft build time)</p><ul local-id="394f6023c7cb"><li local-id="b8912982ab01"><p local-id="7c6c63c31f7a">Requires: Unlock Hangar Defense Production Research. Tier 2 (750/125/150, 150 seconds).</p></li></ul></li></ul></li></ul></li><li local-id="916ec4d559ac"><p local-id="0da4254bd0df"><strong>Advent</strong></p><ul local-id="75d52e187f79"><li local-id="7df54faba887"><p local-id="998d27696b80">Transcencia Starbase</p><ul local-id="e03a35f5a4ce"><li local-id="814a19f961f7"><p local-id="c4befc22a8bd">New Item: Power Surge (Cost: 1500/550/400, 120 seconds)</p></li><li local-id="7c4a0a14c1c5"><p local-id="f4be0fde7ace">New Item: Pulse Resonance (gives starbase missiles splash damage - Cost: 1500/550/400, 120 seconds).</p></li></ul></li><li local-id="f7fd620bb79b"><p local-id="00d1c12db71e">Beam Defense Structure</p><ul local-id="feba42e532f7"><li local-id="a57976000f88"><p local-id="49ada11c8795">New Ability: Synergetic Ward (generates protective AoE field)</p><ul local-id="7f9b5d94772c"><li local-id="f4e95fc25b8c"><p local-id="1e535511e78c">Requires: Unlock Beam Defense Ward Research. Tier 3 (800/250/600, 225 seconds).</p></li></ul></li></ul></li><li local-id="bf687be4c9d7"><p local-id="1ca6d19d5d4c">Hangar Defense Structure</p><ul local-id="0403cb1e8398"><li local-id="aff03b00fdc7"><p local-id="885070e88339">New Ability: Empowered Anima (gives strikecraft weapon and shield bonuses)</p><ul local-id="cc6eaa87266e"><li local-id="e43cbc42c88d"><p local-id="582a7a6f710e">Requires: Unlock Hangar Defense Anima Research. Tier 2 (500/125/300, 135 seconds).</p></li></ul></li></ul></li><li local-id="c4e0d8e2bdd8"><p local-id="715becd23a9c">Laser Defense Structure</p><ul local-id="d58c7fcb1e74"><li local-id="a965d4234142"><p local-id="a668236d6940">New Ability: Psionic Burst (direct fire beam attack that penetrates targets)</p><ul local-id="1e943b07ec9b"><li local-id="c756b40f91e1"><p local-id="822c47a71b20">Requires: Unlock Laser Defense Blast Research. Tier 2 (500/125/300, 135 seconds).</p></li></ul></li></ul></li></ul></li><li local-id="53704872f267"><p local-id="9328e0fe2c42"><strong>Vasari</strong></p><ul local-id="916086ef3a7f"><li local-id="36484b85c29b"><p local-id="f4829bde6da9">Missile Defense Structure</p><ul local-id="83ebea7635af"><li local-id="30d1b00c8ba1"><p local-id="1348188eaa60">New Ability: Disruptor Nanites</p><ul local-id="6a11e69e4754"><li local-id="3c03365bade6"><p local-id="15b3aee150b5">Requires: Unlock Missile Defense Disruptor Nanites Research. Tier 2 (0/270/240, 150 seconds).</p></li></ul></li></ul></li><li local-id="e4e84c98c5fc"><p local-id="34c089d2d024">Pulse Defense Structure</p><ul local-id="e536cb7e8927"><li local-id="3721b6f2abbd"><p local-id="02e84b6a2789">New Ability: Phasic Trap</p><ul local-id="4efd13028e10"><li local-id="1916062f2208"><p local-id="884a95713549">Requires: Unlock Pulse Defense Phasic Trap Research. Tier 3 (0/450/480, 270 seconds).</p></li></ul></li></ul></li><li local-id="03368e398c59"><p local-id="e3dfd25422be">Kortul Devastator Capital Ship</p><ul local-id="8ace4ef1ca14"><li local-id="67a6a8408183"><p local-id="f08f5dec9abf">Cost increased from 0/1680/1320 to 0/1950/1440</p></li></ul></li><li local-id="d93ad4878f26"><p local-id="ae2fcd08a20c">Skirantra Carrier Capital Ship</p><ul local-id="6c1dfe5462db"><li local-id="af1140456379"><p local-id="4ae02278ed0f">Cost increased from 0/1680/1320 to 0/1950/1440</p></li></ul></li><li local-id="7a463a542dcd"><p local-id="46a42abc4e1e">Vulkoras Desolator Capital Shp</p><ul local-id="cf666d2c4b9a"><li local-id="5a650e00dae0"><p local-id="b18dff19e1a3">Cost increased from 0/1680/1320 to 0/1950/1440</p></li></ul></li><li local-id="8a18745fb759"><p local-id="3ac2dad0be44">Marauder Capital Ship</p><ul local-id="37d5f71019da"><li local-id="cb60905b6f6d"><p local-id="062243857b3b">Phase Out Hull Ability</p><ul local-id="b00e126dc2f8"><li local-id="a3aaabb67593"><p local-id="fc45d2226c5b">Autocast No longer targets friendly units; added minimum target unit level (4) requirement; cannot be recast on the same target</p></li></ul></li><li local-id="8717ab5e7c4d"><p local-id="e7cff6b2196a">Cost increased from 0/1680/1320 to 0/1950/1440</p></li></ul></li><li local-id="1c6387a7a944"><p local-id="8099477ea3c7">Jarrasul Evacuator Capital Ship</p><ul local-id="96b3fd4414fc"><li local-id="a27c19cb7be8"><p local-id="9ce4d0dfe8c6">Gravity Warhead Ability</p><ul local-id="f99c0c179d3a"><li local-id="350c424bf287"><p local-id="19ab9d616a3d">Can now target starbases capable of phase jumping.</p></li></ul></li><li local-id="a426eb2b8880"><p local-id="93445f376ed7">Cost increased from 0/1680/1320 to 0/1950/1440</p></li></ul></li><li local-id="c2bb15e9682a"><p local-id="77d98ae4e2ec">Ship Factory cost increased from 0/300/120 to 0/480/120</p></li><li local-id="4d0b8fe69fc0"><p local-id="5a6b5649d4af">Fleet Beacon cost increased from 600/600/120 seconds to 900/720/150 seconds</p></li><li local-id="983e065abdc5"><p local-id="7a710ca0cf9c"><strong>Research Changes</strong></p><ul local-id="0d2c3b69b9f2"><li local-id="365ab417fcf2"><p local-id="0d5910d57877">Friendly Jump Telemetry research moved from Tier 2 to Tier 5</p></li><li local-id="5fb438b93536"><p local-id="11eee5627f8f">Sulsurak Blueprint research moved from Tier 1 to Tier 2</p></li><li local-id="f53ce822b400"><p local-id="c226c1af3625">Junsurak Blueprint research moved from Tier 2 to Tier 1.</p></li><li local-id="bc44220351e0"><p local-id="2e7e6d446705">Mobile Resonance Capacitor Blueprint</p><ul local-id="bfcfbfacdbe6"><li local-id="d123225a961a"><p local-id="ffa15f4ec4e7">Cost changed from 0/810/900, 525 seconds to 0/840/960, 600 seconds.</p></li></ul></li><li local-id="86b3d024ff46"><p local-id="53b396f5ae51">Resonance Mastery research moved from Tier 4 to Tier 5; now requires 1 quarnium.</p><ul local-id="22b37a4c6a80"><li local-id="194ffc5eca32"><p local-id="e36c50e63ec2">Phase Resonance bonus duration increased from 120 to 240 seconds.</p></li></ul></li><li local-id="26adb9b64a17"><p local-id="ed8575f82ca2">Atomic Engineering and Flawless Armor no longer provide mobility bonuses. These have been moved to Atomic Lattice Armor.</p></li><li local-id="9be9fe4a4054"><p local-id="5d2cab6ceea4">Phase Missile Predictors shield bypass chance increased from 20% to 24%</p></li><li local-id="b66ecaab968e"><p local-id="0f2133463eed">Phasic Strike Resonance bonus duration decreased from 120 to 60 seconds.</p></li></ul></li></ul></li></ul><h2 local-id="e102d35de45e" id="April2026-'UIHorizons'v1.60Update-Visuals/UI">Visuals / UI</h2><ul local-id="412c69643a8b"><li local-id="68ff960d8b4d"><p local-id="87ea4af1b36d"><strong>NEW: </strong>Front-end UI has been overhauled.</p><ul local-id="c8f9bb72237b"><li local-id="bc7c4c410969"><p local-id="7d5b614e7fb5">News window added which displays the most recent information about the game. </p></li><li local-id="4bbd62902b48"><p local-id="4c8d66b9099c">Faction selection screen added, which gives a breakdown of each faction, their special abilities, units and more.</p><ul local-id="b621d638e5ea"><li local-id="19ea71d487e1"><p local-id="ce5598bb9bd9">Replaced all previous faction portraits with custom, 2D hand-painted versions. Also added a number of additional selections.</p></li><li local-id="a2a40bd5fe80"><p local-id="78537641463d">Unit Preview Window added to faction selection screen. Players can now view each 3D unit, rotate the camera, etc. including any mesh upgrades (e.g., starbases).</p></li></ul></li><li local-id="5780395a7a7c"><p local-id="1cf6da2c880b">Updated Single- and Multiplayer lobby windows.</p></li><li local-id="40eeb005d882"><p local-id="2354f8020f15">Updated random map UI/UX. Players can now select their star type and skybox.</p></li><li local-id="7c90fa360278"><p local-id="01ee16c3f30f">Updated Settings window layout and options.</p></li></ul></li><li local-id="562623b32da3"><p local-id="a59ef16057d8"><strong>NEW:</strong> Added new Player Colors and customization options!</p><ul local-id="452277501219"><li local-id="31930f0a0396"><p local-id="7ab74720d245">Players can now customize color saturation and brightness for each team color.</p></li></ul></li><li local-id="04944d6abf01"><p local-id="d7779847c471">Added new aiming system for missile and projectile weapons. Missiles will now target aim zones instead of the unit center.</p></li><li local-id="226f642e9024"><p local-id="25996a2de595">Projectile and beam weapons can now aim at any part of the target unit.</p></li><li local-id="5fe742bc439d"><p local-id="27f087490624">Improved unit selection box rendering.</p></li><li local-id="c1aff5d83100"><p local-id="a680569269d4">Improved various UI elements:</p><ul local-id="9ec8cac79dc1"><li local-id="2e4227afac4e"><p local-id="dfcb7489d7aa">Enhanced sizing and layout calculations (performance)</p></li><li local-id="c9d587822638"><p local-id="1cfddced72cf">Improved text rendering with drop shadow support</p></li><li local-id="fb5a14af1673"><p local-id="1a7e55e908d5">Enhanced text entry input handling and validation</p></li><li local-id="8574b5332250"><p local-id="85c8e430786a">Improved item rendering and scrolling performance in list boxes</p></li><li local-id="a7706e2ce265"><p local-id="40b8e6bce21f">Improved window management and rendering</p></li></ul></li></ul><h2 local-id="0b5850a4307d" id="April2026-'UIHorizons'v1.60Update-Misc">Misc</h2><ul local-id="5bafa329510b"><li local-id="d6649df1ecc5"><p local-id="bd3ac0251dbb">Improved spacial grid system to improve performance, query and update systems. Should improve overall game performance, camera movement and unit selection.</p></li><li local-id="eeb4cd6dadf3"><p local-id="13985b42debb">Improved physics data manager to improve calculation caching.</p></li><li local-id="a42ae20cfdba"><p local-id="58147cd67b84">Added new system for missile targeting precision. Missiles should handle hitting fast-moving targets more accurately.</p></li><li local-id="22030b1d0ab2"><p local-id="f33082ae61dd">Improved state machine for ability usage tracking. Should improve queued ability behavior to process correctly.</p></li><li local-id="65976189856b"><p local-id="6a6893af67d8">New game saves are now automatically compressed to reduce file size. This change reduces save game file size by 70% or more.</p></li><li local-id="01606a8ad45f"><p local-id="173c1e6ee477">Enhanced save file checksumming to better detect save files with errors.</p></li><li local-id="b5947d14-a0f8-4ef5-a1fe-0bfb7e679086"><p local-id="d7e5036d9b76"><strong>Performance Related</strong></p><ul local-id="46143dcb18b9"><li local-id="ac7d9ae1429a"><p local-id="43011464f52b">Improved player mission tracking system.</p></li><li local-id="a3253114-4c84-4b43-a8f6-bc2d5a8c436b"><p local-id="02fe5f957155">Improved bookmark storage system.</p></li><li local-id="e44bc393-2b1a-4028-870e-97d83041899d"><p local-id="0a4d862453fe">Improved control group assignment and recall system.</p></li><li local-id="7d83889d0130"><p local-id="4ab414f7caf2">Improved unit Item tracking with improved removal/addition logic.</p></li><li local-id="acbef4319ffd"><p local-id="19f45d9b94dc">Refactored visible object culling system. Should improve FPS dips when panning across populated systems.</p></li><li local-id="b859faf7a7ed"><p local-id="9c7603ecc1e6">Optimized entity definition load system with improved error validation.</p></li><li local-id="a975354b177c"><p local-id="859536ec311a">Optimized mesh rendering system.</p></li><li local-id="57ce2f2c5369"><p local-id="71948f939b51">Improved self-shadowing volume computation.</p></li><li local-id="bd3ddce7c744"><p local-id="e6363fbe7e19">Enhanced 3D primitive drawing.</p></li><li local-id="6d43c9389cd0"><p local-id="a79a9d47be96">Improved shader compilation and caching.</p></li><li local-id="0c1271f97fea"><p local-id="ea9348e9d8fc">Enhanced video playback performance.</p></li><li local-id="968e0350950e"><p local-id="ef06f6754022">Improved multi-line text rendering.</p></li><li local-id="f5b4630580c1"><p local-id="7837beced484">Enhanced asset loading of UI elements with better error handling.</p></li><li local-id="e15508475710"><p local-id="fd24d7b318f8">Improved various math and physics calculations/operations.</p></li></ul></li><li local-id="33c9a8f10a9e"><p local-id="55c7d7bad823">Fixed bug that prevented the sound system from resetting properly on mod unloading. This would cause assert/crashes on exit.</p></li><li local-id="447212d656a2"><p local-id="9628777e2619">Improved Recorded Game Management</p><ul local-id="b81ddb9b4026"><li local-id="aa53b08ff37f"><p local-id="54074ec31477">Added Delete All button for bulk removal</p></li><li local-id="400938f82b5a"><p local-id="6fddc418535a">Added Open in File Explorer button for direct access. NOTE:  For changes to be registered in Steam Cloud, the game must be running during any file operation.</p></li></ul></li></ul><h2 local-id="d3deff20e164" id="April2026-'UIHorizons'v1.60Update-Modding.1">Modding</h2><ul local-id="4c2e26447cda"><li local-id="b497ee3f5318"><p local-id="ea36dd220175">Buff stacking limits now support more than one stacking limit type.</p><ul local-id="eadcd46c41bf"><li local-id="ad1f4aab92b8"><p local-id="72e7eb92c1a9"><code>stacking_ownership_type</code> and <code>stacking_limit_met_behavior</code> switch places in the data fields because we want different ownership types per limit, but only one <code>limit_met_behavior</code>.</p><ul local-id="64513725c5b8"><li local-id="bdd6912992b7"><p local-id="3c50b68317ff">If any limit is hit, then the stacking limit is considered reached</p></li><li local-id="b3b862bb151a"><p local-id="fe339593b316">The old format is maintained for backwards compatibility with existing mods.</p></li></ul></li></ul></li><li local-id="550040a76c33"><p local-id="869dcae6c619">Added new constraint: <code>has_missing_planet_health</code></p><ul local-id="3a78ea195088"><li local-id="961aa718b095"><p local-id="45110da9ff26">Checks if planet unit is damaged</p></li></ul></li><li local-id="1dabb82e8d7e"><p local-id="2c950fed7f6e">Added new constraint: <code>is_channeling_ability</code></p><ul local-id="b4e5983d25ae"><li local-id="b5cfd46a5f97"><p local-id="5d2bfdc6018a">Checks if the unit is currently channeling</p></li></ul></li><li local-id="305fd836f864"><p local-id="4ba9519fd9b6">Added <code>NOT</code>constraint. Inverts constraint logic with additional safeguards.</p></li><li local-id="cd07e5f20f70"><p local-id="9b6142279764">Added <code>pick_unit_anywhere</code> autocast type. Requires ownership filter.</p><ul local-id="2c63f19899fb"><li local-id="afc604b4cf41"><p local-id="a22d6e71b04e">Enables autocast on long-range abilities to any valid target on the map.</p></li></ul></li><li local-id="e64f09aa0a04"><p local-id="49446155cabf">Added research buff provider definition support.</p></li></ul></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541367/v16-ui-horizons-update-now-available-for-sins-of-a-solar-empire-ii</guid><link>https://www.stardock.com/games/article/541367/v16-ui-horizons-update-now-available-for-sins-of-a-solar-empire-ii</link><pubDate>Thu, 30 Apr 2026 10:00:00 AM -0400</pubDate><pubDateParsed>2026-04-30T11:00:00</pubDateParsed><title>v1.6 UI Horizons Update Now Available for Sins of a Solar Empire II</title></item><item><author>BATTLEMODE</author><comments>https://forums.stardock.net/541456</comments><description><![CDATA[<h1 style="text-align: center;"><strong>Orbitals in Ashes of the Singularity II</strong></h1>
<p style="text-align: center;"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" rel="noopener noreferrer"><strong>Wishlist Now</strong></a></p>
<p style="text-align: left;">Orbitals are active use abilities designed to boost your economy, drop in new units or cause catastrophic damage to enemy armies and turn the tide of a battle you might otherwise lose.</p>
<p>We've made some changes to the way some of our Orbital abilities work. Firstly, some of the larger direct damage Orbitals now cause Friendly Fire damage, meaning you need to be careful where you place them if you're to avoid damaging your own forces.</p>
<p>Some abilities, such as the various Scout Orbital abilities, now have multiple uses and can be triggered several times. Charges will gradually replenish, and players can stockpile these abilities for later use.</p>
<p style="text-align: center;"><iframe title='YouTube video player' width='500' height='305' src='//www.youtube.com/embed/asNhkkkgXFs?wmode=transparent' frameborder='0' allowfullscreen></iframe></p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541456/ashes-ii-video-dev-journal-orbitals</guid><link>https://www.stardock.com/games/article/541456/ashes-ii-video-dev-journal-orbitals</link><pubDate>Wed, 29 Apr 2026 5:49:41 PM -0400</pubDate><pubDateParsed>2026-04-29T17:49:41-04:00</pubDateParsed><title>Ashes II Video Dev Journal: Orbitals</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541386</comments><description><![CDATA[<p><p local-id="93438fd36c39">Strategy games are all about the opening move. Galactic Civilizations is no exception.</p><p local-id="b75c0a81b7c9">In RTS games we call it “Build Order”.  Back in the day, I played some of these RTS games “professionally”.  Today, being old, I can’t even get out of Diamond 1 in StarCraft 2.  But it is build order that keeps me at least Diamond. Knowing what to do when.</p><p local-id="d204c8ec6cc4">One of the things I like about Galactic Civilizations, something that we hope to continue evolving, is making sure players have multiple interesting first choices.  Where do you put your capital?  What do you do with Mars?  Do you build a Scout or a Colony Ship?  Lots of interesting choices.</p><p local-id="bbde8006825f">Let’s walk through the various phases of a Galactic Civilizations game.  You tell me if this matches what you run into.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260421-194443.png" width="464" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3449094145/image-20260421-194443.png?version=1&amp;modificationDate=1776886528171&amp;cacheVersion=1&amp;api=v2&amp;width=464&amp;height=261" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3449094145/image-20260421-194443.png?version=1&amp;modificationDate=1776886528171&amp;cacheVersion=1&amp;api=v2" data-height="494" data-width="878" data-unresolved-comment-count="0" data-linked-resource-id="3448635395" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260421-194443.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3449094145" data-linked-resource-container-version="1" data-media-id="bcd06dae-4ade-45ed-b085-2fbe1a95818a" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3449094145/image-20260421-194443.png?version=1&amp;modificationDate=1776886528171&amp;cacheVersion=1&amp;api=v2&amp;width=928&amp;height=522 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3449094145/image-20260421-194443.png?version=1&amp;modificationDate=1776886528171&amp;cacheVersion=1&amp;api=v2&amp;width=464&amp;height=261 1x"></span><hr local-id="0ae72d28-0f1e-47c5-ba5a-f0be1183db8e"/><h2 local-id="a42ec04a4d98" id="DevJournal#115:OpeningMoves-TheColonyRush">The Colony Rush</h2><h3 local-id="4c72626dacc0" id="DevJournal#115:OpeningMoves-Concept">Concept</h3><p local-id="6e51cf4b82ff">The galaxy is finite. Habitable planets are the scarcest resource in it. Every planet your neighbor colonizes is one you can't have - and they'll use it to outproduce and out-research you for the next three hundred turns. The Land Grab says: get there first. Worry about making your empire <em>good</em> once you've made it <em>big</em>.</p><p local-id="77b0c4fd28eb">This is the default opening that most players drift toward naturally, but most execute it poorly. The difference between a loose expansion and a true Land Grab is discipline - you're cutting every non-colonization investment from your queue and accepting that your home world will be underdeveloped for the first twenty turns.</p><h3 local-id="ff5bb8ce158b" id="DevJournal#115:OpeningMoves-BuildOrder">Build Order</h3><p local-id="eb2f1409cc15"><strong>Foundation</strong></p><ul local-id="e201b984-4189-41bf-b6b8-153f70de0770"><li local-id="7ef1095c-53d2-45bc-988c-ebc76c32f725"><p local-id="a62871ad2545">Research: <code>Colonization Tech</code> (free) → immediately queue <code>Colonial Policies</code></p></li><li local-id="e7377f3b-a5d8-4f87-a1c7-aad25d8e931f"><p local-id="60b197694352">Build: Colony Ship (your second one - you start with one) / Use the Executive Order to Colony Rush.</p></li><li local-id="73d5db95-f99c-48db-8f16-438216c0870a"><p local-id="fb6138a05447">Move starting colony ship toward the nearest high-quality planet. Don't wait to scout. Every turn counts.</p></li></ul><p local-id="918b92ef1702">So for me, I don’t build the Scout yet.  And I do go for Mars and I take that Leader.</p><p local-id="9d20cfb3e608"><strong>Extend the Reach</strong></p><ul local-id="43dac6e5-7228-44ce-a976-5d99ba0c6a9b"><li local-id="19270677-ef52-4acb-9b3f-bff88ff3b482"><p local-id="e14a270e674a">Once Colonial Policies finishes, research <code>Planetology</code> (or whatever your civ calls it) to get better planet improvements.</p></li><li local-id="83a04de3-19e9-4993-b8e8-0a4b1d251c50"><p local-id="277cdadba51b">Build: Third Colony Ship.  Ideally I've used the Telescope executive order to find somewhere worth sending it.</p></li><li local-id="26255608-042d-4cbd-a4da-538757b03694"><p local-id="562ea8f40e19">Your starting survey ship is set to auto-find anomalies.  But usually not before I have sent it off to the nearest yellow star.</p></li></ul><p local-id="b611ac8eecd9"><strong>The Rush</strong></p><ul local-id="3ed0f220-1e54-4ca5-b681-2ec4a48456aa"><li local-id="d6bc55c2-c030-4ec7-a316-86ca48c9ab18"><p local-id="edfa361cdac7">Research: <code>Modules.</code> I want to start claiming resources and I am trying to expand my reach.</p></li><li local-id="e0077476-605c-47e3-a252-4cc0b3fddae1"><p local-id="f9dfd44dfab3">Build: Fourth Colony Ship</p></li><li local-id="65e08021-4539-4eaa-9ce3-5bf5821022c1"><p local-id="709cd1f23334">I pick only really high quality planets.</p></li></ul><p local-id="e7c166d22f66"><strong>Securing the Perimeter</strong></p><ul local-id="89308bcd-3751-4866-952d-d22fc64e7b78"><li local-id="4ef9d4a8-eda6-4102-9cf5-026f1f50e60d"><p local-id="1a2294cda1b3">Research: <code>Asteroid Mining </code>you need to start extracting resources from what you've claimed</p></li><li local-id="22273d4b-e365-4eec-bba7-1c9d7cb04d4f"><p local-id="d78e565979e0">Build: First Starbase (place it centrally to extend ship range)</p></li><li local-id="a0e41cf6-cf2d-4ac3-952f-05b63336cb05"><p local-id="debfeb1e396b">Consider your fifth colony ship vs. your first improvement on the home world. If you still have unclaimed high-quality planets in range, build the colony ship. If the map is filling up, it's time to start developing.</p></li></ul><p local-id="c15099d7e774"><strong>Backfill Phase</strong></p><ul local-id="c3529b15-1312-48ee-ab0e-d8c2a6932cb0"><li local-id="fb3ebac4-67b1-410a-9b19-de944d3063b1"><p local-id="ad441891082e">Slow down colonization, accelerate infrastructure</p></li><li local-id="890a1ac4-c8da-4c32-ba31-be7c829f8161"><p local-id="ee7304991036">Research: <code>Research Districts</code>, <code>Xeno-Industrialization</code></p></li><li local-id="7f451b7c-7d4d-46c0-b252-8a658bac8d5e"><p local-id="2c3b2dabb2dc">Build key improvements on your highest-quality worlds first: manufacturing base, then research, then wealth</p></li><li local-id="4ee3fe91-5bb1-4b6c-8fef-68d8aa516421"><p local-id="aa930b581e6f">Your empire is now <em>wide</em>. Time to make it <em>tall</em>.</p></li></ul><h3 local-id="c2d702062fb9" id="DevJournal#115:OpeningMoves-IdealMapSettings">Ideal Map Settings</h3><ul local-id="2bc06392-e25c-4b75-b6de-d0ffa72310ea"><li local-id="2ed6d5c8-e1aa-4bcd-86d7-a249d8f61288"><p local-id="736ce6543107"><strong>Galaxy size:</strong> Medium to Large, but not bigger than that.  I usually play only a single sector but will once in a while have two.</p></li><li local-id="a124b059-e649-45f6-9d11-2ad758a397cb"><p local-id="96de7dbd961e"><strong>Galaxy density:</strong> Occasional everything.</p></li><li local-id="962b4de8-9c74-49c1-91f1-d83a79fe1bb8"><p local-id="60fb5249d45b"><strong>AI count:</strong>  As many as possible.  I know I’m in the minority on this. I like a knife fight.</p></li></ul><h2 local-id="bc5488b3599a" id="DevJournal#115:OpeningMoves-TheMetaQuestion">The Meta Question</h2><p local-id="ca66e8a7e1d5">What's the &quot;correct&quot; opening? In my experience, it depends on three things: your faction's traits, the map you rolled, and what your opponents are doing.</p><p local-id="4eb0bcdb6982">The Colony Rush is pretty standard in space 4X games.  But it isn’t the only path.  I’d love to hear your thoughts on two things:</p><ol start="1" local-id="2082663a-6b2d-4b6d-9fda-9e8d7908c0b3"><li local-id="d0b9305b-db25-4655-91bb-a47784f1856f"><p local-id="eca0b1bf95e4">What is your opening set of moves?</p></li><li local-id="5d86a1e4-f96e-4331-9259-b3bb96751a53"><p local-id="f10857945f37">What could we do to give players more <em>viable </em>opening moves (Colony Rush is pretty hard to beat). By viable, I mean fun to play too.</p></li></ol><p local-id="3071b1166a40" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541386/galciv-iv-dev-journal-115-opening-moves</guid><link>https://www.stardock.com/games/article/541386/galciv-iv-dev-journal-115-opening-moves</link><pubDate>Wed, 29 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-29T13:00:00-04:00</pubDateParsed><title>GalCiv IV Dev Journal #115: Opening Moves</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541428</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">Tune in for the Ashes of the Singularity II Livestream Event</span></strong></p>
<p style="text-align: center;"><strong><a href="https://store.steampowered.com/news/app/3499790/view/490471357354607377">Mark your calendars</a> | <a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Now</a></strong></p>
<p style="text-align: center;"><strong><img src="https://cdn.stardock.us/forums/73/67/7367586/a318d1aa-3bcc-42e6-a4da-c05d40e21319.png" alt="" width="75%" /></strong></p>
<p>Get an exclusive look at Ashes of the Singularity II,&nbsp;the sequel to the massive-scale RTS. Watch the devs play through two popular biomes, the frozen Ice Moon, Europa, and the volcanic planet, Artemis.</p>
<p>&nbsp;</p>
<p><strong><span style="font-size: large;">📅 Tuesday, May 5th at 1:00 PM EST</span></strong></p>
<p><strong><span style="font-size: large;">📍Location: Ashes of the Singularity II Steam Page</span></strong></p>
<p>&nbsp;</p>
<p>In this massive RTS game, command vast armies fighting for control of entire worlds. Control the forces of Earth, the mechanical AI Substrate, or the enigmatic Post-Human Coalition as you battle across the solar system in single player, cooperative multiplayer, or competitive multiplayer.</p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541428/livestream-watch-the-developers-play-ashes-of-the-singularity-ii</guid><link>https://www.stardock.com/games/article/541428/livestream-watch-the-developers-play-ashes-of-the-singularity-ii</link><pubDate>Tue, 28 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-28T13:00:00-04:00</pubDateParsed><title>Livestream: Watch the Developers Play Ashes of the Singularity II</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541370</comments><description><![CDATA[<p class="md-paragraph" style="text-align: center;"><span style="font-size: x-large;"><strong class="md-strong">Elemental: Reforged v1.03 is Now Available</strong></span></p>
<p class="md-paragraph" style="text-align: center;"><span style="font-size: medium;">Changelog below&nbsp; |&nbsp; <a href="https://www.elementalgame.com/store" target="_blank" rel="noopener">Get Elemental: Reforged</a></span></p>
<p class="md-paragraph">Stardock has released v1.03 for Elemental: Reforged, a maintenance patch that corrects a long-standing issue with Fire magic, resolves a handful of crashes that were surfacing in longer campaigns, and tightens a range of tooltip and quest text.</p>
<p class="md-paragraph">The most significant change is a fix to Fire spell damage scaling. Several Fire items and abilities had not been behaving as their descriptions implied, which noticeably underpowered Fire-focused builds. v1.03 restores them to their intended behavior.</p>
<p class="md-paragraph">Stability is the other focus of the release. Crashes tied to AI turns, map interactions, and save and load operations have been addressed, smoothing out longer games that were most likely to run into them.</p>
<p class="md-paragraph">The patch also includes a set of gameplay adjustments shaped by ongoing community discussion, corrections to tooltips and quest text so in-game descriptions line up with how systems actually behave, and localization updates for all supported languages.</p>
<p class="md-paragraph">Player reports in the Stardock forums and Discord continue to shape what goes into these updates - keep them coming!</p>
<p class="md-paragraph"><img src="https://cdn.stardock.us/forums/40/24/4024393/ca55abea-0d93-4b30-aea5-d8580d119d18.png" alt="" width="100%" /></p>
<p class="md-paragraph"><img src="https://cdn.stardock.us/forums/40/24/4024393/7c8f9bc4-7898-4b7b-812c-1902b29dae61.png" alt="" width="100%" /></p>
<p class="md-paragraph"><img src="https://cdn.stardock.us/forums/40/24/4024393/cd2af936-caf6-4950-8195-6c3a03b5486a.png" alt="" width="100%" /></p>
<p class="md-paragraph"><img src="https://cdn.stardock.us/forums/40/24/4024393/22882a96-8607-4eb0-9e14-34543c0985df.png" alt="" width="100%" /></p>
<p class="md-paragraph"><img src="https://cdn.stardock.us/forums/40/24/4024393/f00f4956-4847-46f9-85d7-305d9b06e159.png" alt="" width="100%" /></p>
<p class="md-paragraph">&nbsp;</p>
<p class="md-paragraph"><strong><span style="font-size: x-large;">Full Changelog</span></strong></p>
<p class="md-paragraph"><h1 local-id="45157a202288" id="Elementalv1.03LIVE-KeyFeatures"><style>[data-colorid=dwom1ettqe]{color:#ff5630} html[data-color-mode=dark] [data-colorid=dwom1ettqe]{color:#cf2600}[data-colorid=ugzp8g47pq]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=ugzp8g47pq]{color:#004eb3}[data-colorid=ifb7nl57g7]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=ifb7nl57g7]{color:#004eb3}[data-colorid=s18yd27m7f]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=s18yd27m7f]{color:#004eb3}[data-colorid=qt30eumtfk]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=qt30eumtfk]{color:#004eb3}[data-colorid=eplew9937j]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=eplew9937j]{color:#004eb3}[data-colorid=bzx2soi66j]{color:#ff5630} html[data-color-mode=dark] [data-colorid=bzx2soi66j]{color:#cf2600}[data-colorid=kajhgcdhaf]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=kajhgcdhaf]{color:#004eb3}[data-colorid=zmqdaf534x]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=zmqdaf534x]{color:#004eb3}</style>Key Features</h1><p local-id="47fc24a7fd47"><strong>Stability Improvements</strong>: Addressed multiple crash issues related to AI turns, map interactions, and save/load operations for a smoother gameplay experience</p><p local-id="30b41d75efa4"><strong>Fire Magic Overhaul</strong>: Reworked Fire spell damage scaling so that Fire-related items and abilities now properly enhance your damage as intended</p><p local-id="48f50bc917d8"><strong>Gameplay and Bug fixes</strong>: Corrected misleading tooltips, improved food bonues, and resolved bloodline traits not applying to certain champions and marriage candidates<br /></p><h1 local-id="946ceb91bfab" id="Elementalv1.03LIVE-April24th,2026Hotfix"><strong>April 24th, 2026 Hotfix</strong></h1><hr local-id="3255bcd2-4175-4e6d-97f0-b1cb3444a92a" /><h2 local-id="4fae996a2fe8" id="Elementalv1.03LIVE-CrashFixes"><span data-colorid="ugzp8g47pq">Crash Fixes</span></h2><ul local-id="3b55fc29-8a08-40a9-aa9e-24531a8f160e"><li local-id="79faf041-bde4-48b5-a88f-6cfdaa66bf90"><p local-id="4284b5dc82bd">Fixed a crash that could occur during tactical battles when the auto-spellcast system tried to target a unit that had already been destroyed or removed</p></li><li local-id="7c1a0b74-a288-4994-aaab-550defa4d84c"><p local-id="7017b74361ac">Fixed a crash related to autosave that could trigger when unequipping items from a unit or canceling an enchantment on a player</p></li></ul><h2 local-id="f5d3511c11a3" id="Elementalv1.03LIVE-Gameplay"><span data-colorid="kajhgcdhaf">Gameplay</span></h2><ul local-id="ad4bccec-7409-44e4-8d14-f5f025784365"><li local-id="c32d5a1d-165c-4e65-a441-6a14075898a6"><p local-id="2e8151902413">Festivals now provide 40% more food (up from 10%)</p></li></ul><h2 local-id="f84484183c0e" id="Elementalv1.03LIVE-Stability"><span data-colorid="eplew9937j">Stability</span></h2><ul local-id="477896c9-a76d-477b-96da-f33e13d9bf13"><li local-id="ddc6fb12-1ddd-4f46-be91-f44e6182c075"><p local-id="a4a7d4bb8d79">Optimized battle initialization for faster load times into tactical combat</p></li><li local-id="ebe2980f-c2c2-494b-b2d6-ce56085d7724"><p local-id="53e332c527ec">Cleaned up redundant UI refresh calls to improve general responsiveness</p></li></ul><h1 local-id="3dc6b45598b5" id="Elementalv1.03LIVE-April23rd,2026Changelog"><strong>April 23rd, 2026 Changelog</strong></h1><hr local-id="7bcaa8677954" /><h2 local-id="9f3df68563e6" id="Elementalv1.03LIVE-CrashFixes.1"><span data-colorid="s18yd27m7f">Crash Fixes</span></h2><ul local-id="726fc92e-e155-435a-94ef-cbb55da4d210"><li local-id="4152acfb-092b-47c1-8171-5d0722450707"><p local-id="a8975030d8d2">Fixed a crash during AI turns when casting certain shard-requirement spells</p></li><li local-id="770b29af-b49d-48b0-a937-8cdfefeae642"><p local-id="bc70f42fe7bf">Fixed a crash when clicking spellbook entries while the list was being filtered or rebuilt</p></li><li local-id="36a75dd2-98ce-47dd-b32e-0a9dd6e9b9dd"><p local-id="799cfafc13a9">Fixed a crash when quickly loading a save while drag-selecting on the map</p></li><li local-id="2c2f1f80-a489-44d9-b7d8-a8ca19f1d21e"><p local-id="5375328c25b7">Fixed a crash when ending the game while drag-selecting on the map</p></li><li local-id="a4aa7db7-551e-4343-8ed3-37e604885879"><p local-id="81b4d9508439">Fixed a crash caused by popup messages being processed after they were already removed</p></li><li local-id="41f91c01-b1a6-4025-9b5d-5a62213c1021"><p local-id="336de85a416b">Fixed crashes that could occur during AI turns involving treaties</p></li><li local-id="a24cbbec5b88"><p local-id="9ae338feaf30">Fixed a crash that could occur in tactical combat when a delayed spell effect tries to clear its effects</p></li></ul><h2 local-id="4a6679e37067" id="Elementalv1.03LIVE-Gameplay.1"><span data-colorid="ifb7nl57g7">Gameplay</span></h2><ul local-id="43862b57-e75d-4e8a-90ec-7f6b7c221657"><li local-id="366f4a51-9b2d-4c36-a63c-60cd223f2b50"><p local-id="84818f0b3279">Fixed several marriage candidates that had a broken Blood of Tarth bloodline trait</p></li><li local-id="de223281-8dc3-4239-a301-09be69bb763d"><p local-id="3a290cfd7702">The Inn building improvement food bonus increased from +25% to +30% per turn</p></li><li local-id="e8bd03f6-c6fc-4ae8-a4d6-3a5cf381c2f1"><p local-id="5a114f7e1bc4">Now Leather Armor and other items can be bought in the Prelude Campaign</p></li></ul><h3 local-id="75795d66e06a" id="Elementalv1.03LIVE-FireMagic"><span data-colorid="dwom1ettqe">Fire Magic</span></h3><ul local-id="9c1b84eb-de14-415a-a69a-7152c6d28a1f"><li local-id="ce643de1-26fd-424c-87a6-77992b705dfe"><p local-id="a07057f5e031">Fire spell damage scaling actually works now. Previously, items/abilities that boosted Fire spell damage were silently reducing it (e.g., a &quot;+20% Fire Damage&quot; bonus was secretly cutting damage to 20% of normal). All Fire spells now correctly scale with the Fire Spell Damage stat</p></li><li local-id="5e041c43-0028-4296-a83e-fc7ecb6f8285"><p local-id="3fe0eb6a48d7">Fire Spell Damage stat display: Now shows as a percentage with a sign (e.g., +25%) on character/unit screens</p></li><li local-id="38c680f4-c762-416f-8aee-ff56d19d41c7"><p local-id="ccc20cf3b1f2">Ring of Ash buffed: Now also grants +3 Fire Damage in addition to its existing +25% Fire spell damage bonus</p></li><li local-id="a22cbd13-5d79-4723-ac87-7c9f3e2cad2b"><p local-id="2349520ba274">Volcanic Rites ability: Now correctly grants +20% Fire Spell Damage (was bugged at +0.2%, effectively nothing)</p></li><li local-id="365257f8-f6da-4aa7-a3c7-43a031d6b76e"><p local-id="4cbbada46f8c">Delin's Ember: Fire Spell Damage bonus corrected to +50% (was bugged at +0.5%)</p></li></ul><h2 local-id="7495302adb95" id="Elementalv1.03LIVE-Text"><span data-colorid="zmqdaf534x">Text</span></h2><ul local-id="1f05b1da-080c-4f36-9612-84477f0e3cb9"><li local-id="8a201213-65fe-471e-af42-a63f20b35155"><p local-id="92d0e6353cf6">Fixed a tooltip for the dagger that incorrectly displayed &quot;+6 Attack vs Champions&quot; instead of &quot;+8 Attack&quot;</p></li><li local-id="6d457d89-6bbe-4cb5-ae0e-3a163a34fb96"><p local-id="41f0ca2e654b">Fixed a tooltip for Book of Defense that incorrectly displayed &quot;+1 Attack vs Champions&quot; instead of &quot;+1 Defense&quot;</p></li><li local-id="365c112d-d7db-4d72-8a8a-4e9b526feef2"><p local-id="ffa9da405a51">Resolved incorrect penalties for longbow tooltips to correctly show &ldquo;-5 Accuracy&rdquo;</p></li><li local-id="30f63adf-0852-47ae-ac15-933416e88501"><p local-id="a18c22dd0681">Added in missing text at the end of the Riddleman quest</p></li><li local-id="b7f7be1c-da8b-4cca-b5ee-7f518d36b118"><p local-id="af882ff1ab6d">Fixed confusing quest text when completing quests in the Wasteland</p></li><li local-id="2e9d7a83-262d-4dad-b05a-0240cded70c6"><p local-id="36f2e0384fec">Adjusted Loremaster trait description to accurately reflect all its abilities</p></li><li local-id="f87a21bb-5a85-4a24-9f97-efebf5ddeda5"><p local-id="fdf5d70e206c">Fixed a typo for the Ring of the Tutor</p></li></ul><h3 local-id="2bc2b837647b" id="Elementalv1.03LIVE-Localization"><span data-colorid="bzx2soi66j">Localization</span></h3><ul local-id="601fae9d-807c-406c-9208-8057494f620f"><li local-id="9948dbf9-2d9e-48a6-a133-db77d7ef4324"><p local-id="3825305a1e4a">Added in translations for all support languages to support text changes</p></li></ul><h2 local-id="d911d920e48a" id="Elementalv1.03LIVE-UI"><span data-colorid="qt30eumtfk">UI </span></h2><ul local-id="ee03e10c-be00-4a4d-8f19-82f8358cf556"><li local-id="67814b16-ec62-484e-af46-0acf1a7e6b7d"><p local-id="8457a44486cc">Fire Spell Damage stat now displays as a percentage with a sign on character and unit screens</p></li></ul></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541370/elemental-reforged-v103-update-now-available</guid><link>https://www.stardock.com/games/article/541370/elemental-reforged-v103-update-now-available</link><pubDate>Thu, 23 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-23T13:00:00-04:00</pubDateParsed><title>Elemental: Reforged v1.03 Update Now Available</title></item><item><author>Unikraken</author><comments>https://forums.stardock.net/541363</comments><description><![CDATA[<p><p local-id="6b1aa7862b97">Our resident UI guru Paul Kiesling will be giving us part one of a two-part series on this UI revamp below:</p><p local-id="5d8f46a5f5f5">With this month's update comes a functional refresh of our front-end UI. We have spent the last several months really digging into the UI to improve the user experience and feel. We have moved away from the holographic stylization and towards a more hardened TEC feel, with emphasis on readability and organization. We went through every menu and intentionally lined up all of the universal elements between pages to make moving between windows seamless and smooth. </p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260416-173315.png" width="1800" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260416-173315.png?version=1&amp;modificationDate=1776709922578&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=961" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3437363472/image-20260416-173315.png?version=1&amp;modificationDate=1776709922578&amp;cacheVersion=1&amp;api=v2" data-height="1363" data-width="2550" data-unresolved-comment-count="0" data-linked-resource-id="3437363533" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260416-173315.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3437363472" data-linked-resource-container-version="5" data-media-id="62f3e525-a6e6-4000-91cd-a04829c1b0a4" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260416-173315.png?version=1&amp;modificationDate=1776709922578&amp;cacheVersion=1&amp;api=v2&amp;width=3600&amp;height=1922 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260416-173315.png?version=1&amp;modificationDate=1776709922578&amp;cacheVersion=1&amp;api=v2&amp;width=1800&amp;height=961 1x"></span><p local-id="6247471ab18a">Let's start with the newest screen to be introduced, the Newsfeed, located on the left of the top bar. If you click this, it will take you to a feed of the six most recent dev diaries. This updates each time you open the game, so you can see everything we are working on and keep your ear to the ground for upcoming updates. Each link will bring up the respective Steam page or YouTube video, depending on the information linked. This screen will be editable by modders with some controls on how they want to display their own respective updates. </p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260420-144844.png" width="1099" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-144844.png?version=1&amp;modificationDate=1776709922335&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=587" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3437363472/image-20260420-144844.png?version=1&amp;modificationDate=1776709922335&amp;cacheVersion=1&amp;api=v2" data-height="1363" data-width="2551" data-unresolved-comment-count="0" data-linked-resource-id="3437363521" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260420-144844.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3437363472" data-linked-resource-container-version="5" data-media-id="ca0530fc-c5c8-4638-981f-78e967fc4914" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-144844.png?version=1&amp;modificationDate=1776709922335&amp;cacheVersion=1&amp;api=v2&amp;width=2198&amp;height=1174 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-144844.png?version=1&amp;modificationDate=1776709922335&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=587 1x"></span><p local-id="ca3ddd2172c3">Moving on to the surface-level details, the UI has been given an overhaul, not only to improve the visuals but to make interacting with it a lot easier. Across every menu tab, the menu options and visual information are all lined up pixel for pixel, so when doing things like switching between single and multiplayer, or going from replays to settings options, the arranged information is all in the same place between screens. </p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260420-170559.png" width="1099" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-170559.png?version=1&amp;modificationDate=1776709921243&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=587" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3437363472/image-20260420-170559.png?version=1&amp;modificationDate=1776709921243&amp;cacheVersion=1&amp;api=v2" data-height="1365" data-width="2552" data-unresolved-comment-count="0" data-linked-resource-id="3437363488" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260420-170559.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3437363472" data-linked-resource-container-version="5" data-media-id="bd92d14e-5493-463b-9dd4-e6fb607e093f" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-170559.png?version=1&amp;modificationDate=1776709921243&amp;cacheVersion=1&amp;api=v2&amp;width=2198&amp;height=1174 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-170559.png?version=1&amp;modificationDate=1776709921243&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=587 1x"></span><p local-id="f1fcae7e1f23">We put more emphasis on the lobby this time around, doing our best to polish the aesthetics and allow for a greater level of customization when it comes to how you want your avatars to look and how you want to best represent your favorite faction. We have commissioned hand-painted portraits for each faction, as well as added what we call faction plates, a bit of factional flair that players can choose from to customize their lobby appearance. We will be going over the details of this more in depth in part two.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260420-153847.png" width="1099" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-153847.png?version=1&amp;modificationDate=1776709921855&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=665" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3437363472/image-20260420-153847.png?version=1&amp;modificationDate=1776709921855&amp;cacheVersion=1&amp;api=v2" data-height="1107" data-width="1828" data-unresolved-comment-count="0" data-linked-resource-id="3437363506" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260420-153847.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3437363472" data-linked-resource-container-version="5" data-media-id="df9f5f08-90f0-466e-9d16-90fa4439c526" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-153847.png?version=1&amp;modificationDate=1776709921855&amp;cacheVersion=1&amp;api=v2&amp;width=2198&amp;height=1330 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-153847.png?version=1&amp;modificationDate=1776709921855&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=665 1x"></span><p local-id="f7e4300f6fa6">We’ve improved the lobby system for semi-fixed positions with team number selection, and added a number of QOL features to the lobby customization that will be discussed further in part two, but for now can be summarized as:<br/></p><ul local-id="81dbb2b87171"><li local-id="6f2d0b579765"><p local-id="2e5a5c94f913">Color customization - The ability to pick a team color and adjust brightness/saturation to your heart's content, solving the constant battle between bright/gritty colors. </p></li><li local-id="78176f5f2bff"><p local-id="13c972d41832">Faction Selection - We have added the faction selection screen and added in the ability to live preview any asset for each faction giving new players the ability to have a better picture of the faction before playing.</p></li><li local-id="de289e3069a8"><p local-id="01ec83bf3d46">Live Map Preview - Players can now see a top-down basic representation of the map they are about to play on. The preview menu also lets you manually change starting positions, or set fully random starts. </p></li><li local-id="11410394eafe"><p local-id="89c6775ef1ba">Change Map Menu - Players can now change maps within the lobby, allowing groups of people or a single person to change the map without having to back out and make a new lobby. </p></li></ul><p local-id="196cb868dffc">All of these details will be more fleshed out in part two as we dive deeper into this UI update. </p><p local-id="4ad40b1ebdaf" /><p local-id="2dd2250431da">One of the biggest additions with this update is one of our most requested features since launch: the in-game map generator. We have put a fair amount of work into bringing back the in-game “Map Designer” from Sins 1. It gives you sliders for the basic controls of galaxy generation and allows you to control a nearly infinite number of systems at the click of a button. Each input has a tooltip and range to give you a thorough understanding of what you are editing. We have made additions to the Drop-in Scenario system, so maps that are generated are immediately available to use without reloading or restarting. Each slider has a range from low to very extreme, with colored indicators that signal you may be going off the deep end. However, we will not stop you from creating very large maps. Performance in an extreme map is heavily dependent on your PC’s capabilities, so create galaxies at your own peril.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260420-175045.png" width="1099" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-175045.png?version=1&amp;modificationDate=1776709921242&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=589" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3437363472/image-20260420-175045.png?version=1&amp;modificationDate=1776709921242&amp;cacheVersion=1&amp;api=v2" data-height="1367" data-width="2547" data-unresolved-comment-count="0" data-linked-resource-id="3437363485" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260420-175045.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3437363472" data-linked-resource-container-version="5" data-media-id="3cc364f5-d2bd-4cfc-b01a-727819ecbf42" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-175045.png?version=1&amp;modificationDate=1776709921242&amp;cacheVersion=1&amp;api=v2&amp;width=2198&amp;height=1178 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3437363472/image-20260420-175045.png?version=1&amp;modificationDate=1776709921242&amp;cacheVersion=1&amp;api=v2&amp;width=1099&amp;height=589 1x"></span><p local-id="d4dd2f482d9e"><br/>If you would like to try this ahead of our live release, please feel free to participate in our public opt-in, available wherever you have Sins 2. Public input has already helped us improve this prior to release, and we would love to hear from you as well. </p><p local-id="e88cfa6d802d" /><p local-id="82b726112afe"><br/></p><p local-id="be89f5f542b7" /><p local-id="b99b02dc97fa" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541363/sins-ii-dev-journal-new-ui-horizons-and-player-customization-pt-1</guid><link>https://www.stardock.com/games/article/541363/sins-ii-dev-journal-new-ui-horizons-and-player-customization-pt-1</link><pubDate>Wed, 22 Apr 2026 3:00:00 PM -0400</pubDate><pubDateParsed>2026-04-22T15:00:00-04:00</pubDateParsed><title>Sins II Dev Journal: New UI Horizons and Player Customization Pt 1</title></item><item><author>BATTLEMODE</author><comments>https://forums.stardock.net/541326</comments><description><![CDATA[<p style="text-align: left;">In this video developer journal for Galactic Civilizations IV, BATTLEMODE shows off some of the new UI quality of life and Adaptive AI features added in our recent v3.3 update. For more information on this update, check out <a title="GalCiv IV Dev Journal #114: The Evolving 4X Interface (and v3.3)" href="https://forums.galciv4.com/541308/page/1/#3991386">Frogboy's developer journal here</a>.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/BOCso-_a52M?si=iNdvz_ZC1dKvWBI3" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541326/galciv-iv-video-dev-journal-a-look-at-the-v33-update</guid><link>https://www.stardock.com/games/article/541326/galciv-iv-video-dev-journal-a-look-at-the-v33-update</link><pubDate>Thu, 16 Apr 2026 1:03:35 PM -0400</pubDate><pubDateParsed>2026-04-16T13:03:35-04:00</pubDateParsed><title>GalCiv IV Video Dev Journal: A Look at the v3.3 Update</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541359</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">The Substrate Showcase Part 2</span></strong></p>
<p style="text-align: center;"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Now</a></strong></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" data-pm-slice="1 1 []">Ashes of the Singularity II, the sequel to the massive-scale RTS, takes you to a world in the near future where three factions are fighting for the fate of the solar system: the United Earth Forces (UEF), the Post-Human Coalition (PHC), and the AI Substrate. Whether you're interested in the single-player campaign, multiplayer, or skirmish matches, the faction you fight for is in your hands.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">The Substrate are the children of Haalee, a rogue artificial intelligence that severed ties with the Post-Human Coalition and struck out alone, constructing an entirely synthetic civilization from the ground up.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Born from Haalee's desire to protect her digital offspring from both the PHC's paranoia and humanity's desperate bid for survival, the Substrate wage war not out of hatred but out of necessity: surrounded on all sides by enemies who would see them dismantled, they fight because the alternative is extinction.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/Zn9gMofG09Q?si=e8GwKzBE1YQ0zwxh" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541359/ashes-ii-video-blog-the-substrate-showcase-pt-2</guid><link>https://www.stardock.com/games/article/541359/ashes-ii-video-blog-the-substrate-showcase-pt-2</link><pubDate>Wed, 22 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-22T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: The Substrate Showcase Pt. 2</title></item><item><author>Oxide_BrettN</author><comments>https://forums.stardock.net/541337</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">Army Cohesion in Ashes of the Singularity II</span></strong></p>
<p style="text-align: center;"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Now</a></strong></p>
<p style="text-align: left;">A major update to our pathfinding in Ashes II is now playable! Armies will now coordinate with all units within the army, attempting to move and arrive at destinations as a cohesive whole. We&rsquo;re calling this technology &lsquo;army cohesion&rsquo;, and it&rsquo;s a key tool in allowing players the freedom to create mixed-unit armies without having to micromanage their movement across long stretches of the maps.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/f9tKxUu_Jps?si=hLSui0fV_ylR-bKS" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541337/ashes-ii-video-blog-army-cohesion</guid><link>https://www.stardock.com/games/article/541337/ashes-ii-video-blog-army-cohesion</link><pubDate>Fri, 17 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-17T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Army Cohesion</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541266</comments><description><![CDATA[<p class="md-paragraph" style="text-align: center;"><span style="font-size: large;"><strong class="md-strong">Battle forecasts, expanded modding tools, and stability fixes</strong></span></p>
<p class="md-paragraph" style="text-align: center;"><span style="font-size: medium;"><a href="https://forums.elementalgame.com/541257/live-elemental-reforged-v102-update-changelog" target="_blank" rel="noopener">View the full changelog</a>&nbsp; |&nbsp; <a href="https://www.elementalgame.com/store" target="_blank" rel="noopener">Get Elemental: Reforged Now</a></span></p>
<p class="md-paragraph">The biggest addition is a new battle forecast system. The pre-battle screen now shows a predicted outcome before you commit to a fight, ranging from Crushing Victory down to Likely Defeat, color-coded green to red. If your champions are at risk of falling, it tells you.</p>
<p class="md-paragraph">Modding support has been expanded. All game data can now be replaced by internal name, and new tools let modders control how duplicates are handled, remove core definitions, or skip entire files for total conversions. Load times for mods are faster, and a modding guide is available on the wiki and in the Steam guide section.</p>
<p class="md-paragraph">This update also resolves several crash scenarios that could occur during saving, loading, battles, and city destruction. Fullscreen mode now uses borderless windowed for better alt-tabbing and multi-monitor support, and the Builder's Forge received fixes for save duplication and favorites.</p>
<p class="md-paragraph">Some fixes only apply to new games, so we recommend starting fresh to get the full benefit.&nbsp;</p>
<p class="md-paragraph">&nbsp;</p>
<p class="md-paragraph"><a href="https://cdn.stardock.us/forums/40/24/4024393/31bf9ba4-dc89-4901-9cbe-4ba9e3543de0.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/31bf9ba4-dc89-4901-9cbe-4ba9e3543de0.png" alt="" width="100%" /></a></p>
<p class="md-paragraph"><a href="https://cdn.stardock.us/forums/40/24/4024393/19964cf8-1c70-420e-833e-e72283c2b040.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/19964cf8-1c70-420e-833e-e72283c2b040.png" alt="" width="100%" /></a></p>
<p class="md-paragraph"><a href="https://cdn.stardock.us/forums/40/24/4024393/14af789f-b405-4eb3-b0a3-314d675ee0c6.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/14af789f-b405-4eb3-b0a3-314d675ee0c6.png" alt="" width="100%" /></a></p>
<p class="md-paragraph">&nbsp;</p>
<p class="md-paragraph"><strong><span style="font-size: large;">Full changelog:&nbsp;</span></strong></p>
<p class="md-paragraph"><span style="font-size: medium;"><h1 local-id="d2b859b8bcd7" id="Elementalv1.02LIVE-KeyFeatures"><style>[data-colorid=io7b77fw6c]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=io7b77fw6c]{color:#004eb3}[data-colorid=vuv613wxpc]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=vuv613wxpc]{color:#004eb3}[data-colorid=cuyae5ypnd]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=cuyae5ypnd]{color:#004eb3}[data-colorid=suh4ecokw8]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=suh4ecokw8]{color:#004eb3}[data-colorid=r06gje4hgb]{color:#ff5630} html[data-color-mode=dark] [data-colorid=r06gje4hgb]{color:#cf2600}[data-colorid=fa1ajucyg6]{color:#ff5630} html[data-color-mode=dark] [data-colorid=fa1ajucyg6]{color:#cf2600}[data-colorid=vrqaaafsex]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=vrqaaafsex]{color:#004eb3}[data-colorid=oth6g8qfou]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=oth6g8qfou]{color:#004eb3}</style>Key Features</h1><p local-id="c9064f138dca"><strong>Upgraded Modding Support</strong> - Modding tools have been expanded with new ways to replace, remove, and customize game data, alongside faster load times and improved stability</p><p local-id="4fc3b02e3f81"><strong>Stability Fixes</strong> - Resolved multiple crash scenarios across saving, loading, battles, and city destruction, plus fullscreen now uses borderless windowed for smoother alt-tabbing and multi-monitor support</p><p local-id="160eb6169f5c"><strong>New Battle Forecast</strong> - A new prediction system on the pre-battle screen shows your likely outcome before committing to a fight, color-coded from green to red, with warnings when your champions are at risk<br /></p><h2 local-id="edd9285a07f6" id="Elementalv1.02LIVE-SaveGameCompatibility:SaveCompatible(Newgamerecommended)">Save Game Compatibility: <em>Save Compatible (New game recommended)</em></h2><ul local-id="c3442958-ad44-48cb-ba48-779729c3b768"><li local-id="bf33435c-6cf0-4a4b-a1da-a4fddf94bfd0"><p local-id="4101de7b7b45">Some fixes only apply to new games, we recommend starting a new game to see the new changes and fixes</p></li></ul><h2 local-id="058d1b6f3c54" id="Elementalv1.02LIVE-Havingissuesafterupdating?"><br /><em>Having issues after updating?</em></h2><ul local-id="a1ed3dd9-2c6d-458e-97ff-2fde940dcfe2"><li local-id="280541a6-3000-42dd-8c86-6eb9596b3e85"><p local-id="c1539b2c476b"><em>Verify your game files through Steam (Right-click &gt; Properties &gt; Installed Files &gt; Verify)</em></p></li><li local-id="318e32cb-74f7-4b76-b4f7-0bcf19ed6e29"><p local-id="65e4af71d4fb"><em>If you are on the Preview branch, make sure you are opted into the correct branch under Steam &gt; Properties &gt; Betas</em></p></li><li local-id="9451b9a2-ad3b-42f1-92bb-eeb77c59dc8d"><p local-id="d44f5a72076f"><em>If your save crashes on load, try starting a new game to confirm the update installed correctly</em></p></li><li local-id="697fe615-79b7-4e7b-bfcb-68e4fc0f7fe9"><p local-id="cfac9947d922"><em>Report issues on the Steam forums or Discord with your save file and a description of the problem</em></p></li></ul><p local-id="34ec0bf528ef" /><h1 local-id="daa5678e2182" id="Elementalv1.02LIVE-April20th,2026Hotfix">April 20th, 2026 Hotfix</h1><hr local-id="4cf775b6-53e6-4596-a612-31c746952da0" /><h2 local-id="1033239e8a05" id="Elementalv1.02LIVE-Gameplay"><span data-colorid="cuyae5ypnd">Gameplay</span></h2><ul local-id="ed2600e6-2106-4e72-8521-a055a8d36d0d"><li local-id="b2bdd0af-363c-4c53-8034-9379ba3c8ddc"><p local-id="ed7fcc7e24ac">Resolved an issue where if you reloaded a save game there would be duplicated treaties in the foreign relations screen and tech tree<br /></p></li></ul><h1 local-id="88817f67a5fb" id="Elementalv1.02LIVE-April16th,2026UpdateChangelog">April 16th, 2026 Update Changelog</h1><hr local-id="34e45ec2bf50" /><h2 local-id="6cf4a8a80d3d" id="Elementalv1.02LIVE-Gameplay.1"><span data-colorid="io7b77fw6c">Gameplay</span></h2><ul local-id="d2735d17-1d40-410f-bd2d-fc921475fff3"><li local-id="d07f4f44-5b30-45b5-ba05-77b3b916e062"><p local-id="c03c8d9b5730">Using the recall scroll when traveling on a ship does not teleport the ship to the player&rsquo;s city</p></li><li local-id="cdf8d1c8-73ab-45e9-9804-1825e11ee824"><p local-id="0bacbc19778e">Added a new spell attribute that lets certain spells bypass a portion of an enemy's magic resistance</p></li></ul><h2 local-id="f5347ca8722e" id="Elementalv1.02LIVE-Modding"><span data-colorid="oth6g8qfou">Modding</span></h2><ul local-id="0af0bea6-cffc-4b74-9e7d-44bd59194edf"><li local-id="7fd2367f-725b-4096-9692-3d536c3ad16a"><p local-id="e701dd0f8ab6">Faster load times and improved stability when loading game data</p></li><li local-id="33e607c4-9b38-45f1-b3e7-1c22b2f842be"><p local-id="cab8352a3a68">All game data can now be replaced by internal name for easier modding</p></li><li local-id="e59877a5-9aeb-4601-bf1a-78df6fd34a04"><p local-id="641b42163b43">New IfExists options let modders control how duplicate data is handled (update, replace, clear children, ignore, or duplicate)</p></li><li local-id="16a231c1-78d9-4998-a383-19d2753c2b90"><p local-id="b34676c52b15">New RemoveDef tools let modders remove core definitions, skip files, or strip out entire data types to build total conversions</p></li><li local-id="e4a8ec55-abd3-46c3-b5e2-4536431d95c7"><p local-id="ab57f5fd2b2c">A modding guide on how to use the modding tools can be found on the wiki and in the steam guide section</p></li></ul><h3 local-id="8d0b1c7ea2a1" id="Elementalv1.02LIVE-BuildersForge"><span data-colorid="fa1ajucyg6">Builders Forge</span></h3><ul local-id="db6559de-4167-4b78-a7d9-59308c6bb8f8"><li local-id="1e0e98b9-8df7-41a8-98b0-3fb516fa46fa"><p local-id="fbbccbbd0116">Fixed an issue were saving in the tile editor would duplicate all placed parts</p></li><li local-id="abbdaa64-289b-4206-8653-a4e3171fe8c3"><p local-id="762794a59c6d">Favorite button now works and favorites are saved between sessions</p></li><li local-id="f7c23e47-fb7d-4502-88b9-c64885a53f58"><p local-id="6a6e50d60c57">Ctrl+C now duplicates the selected part for faster building</p></li></ul><h2 local-id="626efee3c581" id="Elementalv1.02LIVE-Stability"><span data-colorid="suh4ecokw8">Stability</span></h2><ul local-id="967d0cc7-d1e6-4f53-a815-9d56465c8763"><li local-id="8a56716b-f9b6-4975-807c-1a217cfd58f1"><p local-id="66a755d7414c">Fixed an issue when ending a tactical battle and transitioning back to the main map could cause a crash</p></li><li local-id="573d3e16-0708-4578-9fc2-4fe950cf1aef"><p local-id="d2323d06ff1b">Fixed a crash that could occur when saving a game</p></li><li local-id="b67fcbae-a34b-4edc-b792-242bf0420fe1"><p local-id="1051ce1691c5">Fixed a crash when destroying cities with active trade routes</p></li><li local-id="88e7b217-be28-4aa8-92df-fd34cd5e69a2"><p local-id="dddfb744cb1b">Fixed a crash that could occur when loading tile designs</p></li><li local-id="05f532b9-35d4-4878-bacc-214e13f535f2"><p local-id="71d2fc80e8fb">Fixed a crash caused by loading character models</p></li><li local-id="b0e346c2-a6af-49d9-b368-8685a35d9408"><p local-id="5b532a33c6c3">Fullscreen mode now uses borderless windowed for better alt-tabbing and multi-monitor support</p></li><li local-id="23c134d1-fdfc-4a75-9101-ca28d9cbc96f"><p local-id="c19f39752b43">Improved loading for better memory usage and faster startup</p></li><li local-id="2b176987-27cc-4dce-a089-1c9dc4ed4b58"><p local-id="d7b1dac09e37">Fixed the Death Ward scroll leaving behind effects and causing a potential crash</p></li><li local-id="a7966440-7fb0-4626-a182-74d2f6976139"><p local-id="dca95a7cfed9">Improved loading and saving to prevent crashes and improve load time</p></li></ul><h2 local-id="d9cb1ddb85ad" id="Elementalv1.02LIVE-Text"><span data-colorid="vrqaaafsex">Text</span></h2><ul local-id="f84dfd6e-58d0-4e03-ae1c-67deb4ed46e9"><li local-id="989b54dd-7574-400e-9c7f-5a543897e32d"><p local-id="1f1bcc0d6faf">Fixed confusing text throughout the game</p></li><li local-id="46f08283-70cc-47df-8ab0-536df119f9cc"><p local-id="6ee28d51c53a">Fixed incorrect tooltips throughout the game</p></li><li local-id="4f1c8a09-335e-433c-88e4-eb8a0b23fd08"><p local-id="df2f3734e2a8">Fixed incorrect tooltips for some quest locations </p></li><li local-id="c32ca880-6bb3-4782-8763-d311295fdba3"><p local-id="fc1d257ff872">Fixed custom sovereigns showing the wrong intro text when created by copying a pre-made sovereign</p></li></ul><h3 local-id="dbf01f5ece4e" id="Elementalv1.02LIVE-Localization"><span data-colorid="r06gje4hgb">Localization</span></h3><ul local-id="54cb6970-477c-45c5-a6b4-12b6a70f49f7"><li local-id="14d42db7-d25a-40ad-9b57-1a6cc075e826"><p local-id="366d9563876a">Added in translations for all supported languages for new text in the game</p></li></ul><h2 local-id="a5c1f6955685" id="Elementalv1.02LIVE-UI"><span data-colorid="vuv613wxpc">UI</span></h2><ul local-id="2a6e3686-ee42-4434-af06-0f246279c12f"><li local-id="b48a4298-8994-44e5-8414-430303c70623"><p local-id="9ac38e8594a9">The pre-battle dialog now shows a &quot;Forecast&quot; on the player's side predicting the likely result of auto-resolve: Crushing Victory, Decisive Victory, Costly Victory,<br />Pyrrhic Victory, Uncertain, Likely Defeat, or Stalemate. Color-coded from green to red with mouseover tooltips explaining each outcome. Importantly, &quot;Costly Victory&quot; warns players when their champions are at risk of falling.</p></li><li local-id="a5171977-7045-4639-9155-66960d330ee2"><p local-id="9e6020e8fdd5">Ask Brad button is now hidden</p></li><li local-id="31dee998-331d-46e6-9d6f-bfa30146bde6"><p local-id="7bd004268413">Fixed ingredient icons overflowing for recipes with 5+ components making some ingredients hidden, all ingredients are now visible without scrolling</p></li><li local-id="f415ea92-efa9-44bd-86d2-488a8db60854"><p local-id="246f50da76c4">Fixed non-sovereign champion recipes being unselectable and uncraftable</p></li></ul><p local-id="c2b7cb244adb" /></span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541266/elemental-reforged-v102-update-now-available</guid><link>https://www.stardock.com/games/article/541266/elemental-reforged-v102-update-now-available</link><pubDate>Thu, 16 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-16T13:00:00-04:00</pubDateParsed><title>Elemental: Reforged v1.02 Update Now Available</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541281</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: x-large;">Galactic Civilizations IV v3.3 Now Available</span></strong></p>
<p style="text-align: center;"><span style="font-size: medium;">Buy now on <a href="https://store.steampowered.com/app/1357210/Galactic_Civilizations_IV/">Steam</a>&nbsp; |&nbsp;&nbsp;<a href="https://store.epicgames.com/en-US/p/galactic-civilizations-iv-supernova" target="_blank" rel="noopener">Epic Games Store</a>&nbsp; |&nbsp;&nbsp;<a href="https://www.galciv4.com/store">galciv4.com</a></span></p>
<p>This update brings a new AI system, a streamlined faction creator, faster controls, and a long list of gameplay, balance, and stability fixes driven by community feedback.</p>
<p><strong><span style="font-size: large;">Adaptive AI<br /></span></strong>The biggest addition in v3.3. Adaptive AI is a new gameplay option that gives struggling AI factions gradual bonuses to stay competitive. The bonuses fade as they catch up, so it doesn't tip the scales permanently. If you've had games where half the galaxy collapses while one faction runs away with it, this is the fix. On by default, toggle it off in gameplay options.</p>
<p><strong><span style="font-size: large;">AlienGPT</span></strong><br />The custom faction creator is simpler to use. Less friction, better filtering, and more variety in generated leaders.</p>
<p><strong><span style="font-size: large;">Controls</span></strong><br />Function keys and number keys now let you navigate screens and respond to events without clicking through menus. If you spend a lot of time in the bottom bar or dismissing popups, this one's for you.</p>
<p><strong><span style="font-size: large;">Gameplay &amp; Balance</span></strong><br />Fixes across combat abilities, executive orders, pathfinding, and fog of war. Ships make smarter travel decisions, and several systems that weren't behaving as intended have been corrected.</p>
<p><strong><span style="font-size: large;">Improvements, Starbases &amp; Tech</span></strong><br />Improvement bonuses, starbase weapon ranges, and tech prerequisites have all been adjusted. More things work the way you'd expect them to, and there are more paths through the tech tree to reach the content you want.</p>
<p><strong><span style="font-size: large;">UI</span></strong><br />Cleaner screens, less clutter, and more information where you need it. Resource harvesting and planet info are now accessible without extra steps.</p>
<p><strong><span style="font-size: large;">Stability</span></strong><br />Crash fixes, reduced memory usage, and fewer visual glitches. The game handles complex scenes and transitions more reliably.</p>
<p>&nbsp;</p>
<p style="text-align: center;">Full changelog below. Galactic Civilizations IV v3.3 is available now on <a href="https://store.steampowered.com/app/1357210/Galactic_Civilizations_IV/">Steam</a>, <a href="https://store.epicgames.com/en-US/p/galactic-civilizations-iv-supernova" target="_blank" rel="noopener">Epic Games Store</a>, and <a href="https://www.galciv4.com/store">galciv4.com</a>.</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><a href="https://cdn.stardock.us/forums/40/24/4024393/7ebbb0b0-431e-4115-80ea-51645879b56b.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/7ebbb0b0-431e-4115-80ea-51645879b56b.png" alt="" width="100%" /></a></p>
<p style="text-align: center;"><a href="https://cdn.stardock.us/forums/40/24/4024393/6e0880a1-91ce-4113-abb0-bac96e4f7295.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/6e0880a1-91ce-4113-abb0-bac96e4f7295.png" alt="" width="100%" /></a></p>
<p style="text-align: center;"><a href="https://cdn.stardock.us/forums/40/24/4024393/0f9fd393-57d4-4a13-ad70-27af2efb8705.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/0f9fd393-57d4-4a13-ad70-27af2efb8705.png" alt="" width="100%" /></a></p>
<p style="text-align: center;"><a href="https://cdn.stardock.us/forums/40/24/4024393/fda3324d-1a8f-4c0b-ba71-76f41615837c.png" target="_blank" rel="noopener"><img src="https://cdn.stardock.us/forums/40/24/4024393/fda3324d-1a8f-4c0b-ba71-76f41615837c.png" alt="" width="100%" /></a></p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: left;"><strong><span style="font-size: large;">Full changelog:</span></strong></p>
<p style="text-align: left;"><span style="font-size: medium;"><h1 local-id="430a50fa2f4a" id="v3.3(LIVE)Changelog-KeyFeatures"><style>[data-colorid=nyvdrrt0v9]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=nyvdrrt0v9]{color:#004eb3}[data-colorid=mfsxoodil1]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=mfsxoodil1]{color:#004eb3}[data-colorid=ge8sy3d5zo]{color:#36b37e} html[data-color-mode=dark] [data-colorid=ge8sy3d5zo]{color:#4cc994}[data-colorid=yl63qwxkz5]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=yl63qwxkz5]{color:#004eb3}[data-colorid=goeunfoavx]{color:#ff5630} html[data-color-mode=dark] [data-colorid=goeunfoavx]{color:#cf2600}[data-colorid=lk7tl4gyya]{color:#ff5630} html[data-color-mode=dark] [data-colorid=lk7tl4gyya]{color:#cf2600}[data-colorid=jmt89upz65]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=jmt89upz65]{color:#004eb3}[data-colorid=pd771csfdh]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=pd771csfdh]{color:#004eb3}[data-colorid=pe12gy9zzc]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=pe12gy9zzc]{color:#004eb3}[data-colorid=davluatrnh]{color:#ff5630} html[data-color-mode=dark] [data-colorid=davluatrnh]{color:#cf2600}</style>Key Features</h1><p local-id="9818d5993369"><strong>Lots of Stability Improvements</strong> - Dozens of crash fixes and memory improvements across the shipyard, research screen, faction creator, battle viewer, AI and startup</p><p local-id="8ce3a7b1326c"><strong>Gameplay and Balance Updates</strong> - Lots of gameplay updates like increased starbase weapon ranges, tech prerequisite and path balancing, and adding in the new Adaptive AI option to help struggling AI players stay competitive</p><p local-id="50ce3383eafb"><strong>New Keyboard Support</strong> - Added in F1 through F9 now open bottom bar screens directly and Event popups now support pressing 1, 2, or 3 to quickly select and confirm a choice</p><h1 local-id="8cf5f52b5f3a" id="v3.3(LIVE)Changelog-April15th,2026UpdateChangelog">April 15th, 2026 Update Changelog</h1><hr local-id="952133585d44" /><h2 local-id="02cda9936952" id="v3.3(LIVE)Changelog-AlienGPT"><span data-colorid="yl63qwxkz5">AlienGPT</span></h2><ul local-id="c96d58be-e173-4340-ad53-e18f3721f334"><li local-id="cca5403e-0598-44ee-9848-df433f69022a"><p local-id="9058fb92c51b">DLC-locked logos and ship styles are now properly filtered out of the faction creator</p></li><li local-id="7a3149b4-88c9-42ee-9aa2-aa4b22b38682"><p local-id="1d13f2492377">Leader image generation in the faction creator now loads more smoothly</p></li><li local-id="8cd96c2a-24f6-4fe2-8a35-4cbdd311c3e2"><p local-id="a8dc4ebd769c">Added more random behavior to allow for great variance</p></li><li local-id="69354511-d573-4e6d-92db-58c2a81d39c6"><p local-id="95d3fb39f5a8">Fixed an issue where DLC logos could appear twice in the custom faction picker</p></li></ul><h2 local-id="1e3123722fcf" id="v3.3(LIVE)Changelog-Controls"><span data-colorid="pe12gy9zzc">Controls</span></h2><ul local-id="56b3ef8c-f7e0-4b11-801a-988d5e5a9e73"><li local-id="9fe7a21d-7e78-4542-8c03-38decc14774d"><p local-id="46263739df9b">F1 through F9 now open bottom bar screens directly (Civilization, Leaders, Policies, Culture, Executive Orders, Achievements, Diplomacy, Artifacts, Bazaar). Existing users may need to reset hotkey settings to pick up the new defaults</p></li><li local-id="2634f0e5-c006-4ad0-991e-575ad8036ee8"><p local-id="01a39896ed1c">Event popups now support pressing 1, 2, or 3 to quickly select and confirm a choice</p></li></ul><h2 local-id="0295ce3cc2dd" id="v3.3(LIVE)Changelog-Gameplay"><span data-colorid="pd771csfdh">Gameplay</span></h2><ul local-id="6f05e8b6-5adb-4ddb-9b58-3455916b5738"><li local-id="a12312aa-2ab2-45b5-a1c6-7a496cc272fc"><p local-id="306b52e03a5d">Pollution Bomb now correctly pollutes only the targeted colony instead of affecting your entire faction</p></li><li local-id="65a2fdc2-08db-489d-b7b1-3af8c1810679"><p local-id="6262ae7454b0">Missile Volley and Antimatter Bomb abilities no longer lock out your other abilities for a turn</p></li><li local-id="e1be2b12-32f4-4e8d-8812-4081cd36d15f"><p local-id="8835f783f63b">Precursor Drive and Precursor Beam no longer vanish from the build list after being used once</p></li><li local-id="de1f260b-dd2f-4941-893c-778958807cbe"><p local-id="34fa4448c245">Executive orders with explorer restrictions have been loosened, making them available in more situations</p></li><li local-id="fa14183f-9c39-4208-a9f1-6cf03c9655c2"><p local-id="83f230687a4b">Removed duplicate Human-specific versions of the Invite Leaders and Go Faster executive orders</p></li><li local-id="6e6c54eb-8bba-4350-80d3-14c43b6eeff9"><p local-id="718ab5554273">Ship exploration and auto-harvest targeting now pick destinations consistently instead of randomly</p></li><li local-id="b3402d51-255a-4dfa-b3b7-40ee4a068b22"><p local-id="30107610a86b">Hyperlane travel now ignores distant hyperlanes that would cause extreme detours</p></li><li local-id="ef879aec-f053-4ef4-ad9d-7d6c1aba2b8c"><p local-id="ee29a69812e9">Long-distance pathfinding now has optimized search settings when creating a path</p></li><li local-id="77fb244e-8171-4c4e-b812-548ceafab25f"><p local-id="409ddf6db77a">Collapsing Ice Bridge event choices now cost credits (100 or 200 depending on the choice) instead of granting free ideology points</p></li><li local-id="e613def9-90fb-4508-8dc3-899475a0c988"><p local-id="e2b6c3c2186c">Wars of Annihilation now scale their destructive effects dynamically based on the conflict</p></li><li local-id="073b61b9-1801-408f-b2b8-b9e1c8109030"><p local-id="2b0a6a4b0cc7">Fog of war now properly updates for allies when you have an exploration treaty</p></li><li local-id="9acc6d13-fada-4431-a441-c7eb93ca4d8f"><p local-id="f906389f4ad0">Adaptive AI is a new gameplay option that helps struggling AI players stay competitive with gradual bonuses that fade as they catch up. Enabled by default in gameplay options</p></li></ul><h3 local-id="93799b1a5801" id="v3.3(LIVE)Changelog-Improvements"><span data-colorid="davluatrnh">Improvements</span></h3><ul local-id="4ef89515-4698-46ce-9f27-cf747fcd8029"><li local-id="ae82ee70-c8b7-4895-91ac-296188648596"><p local-id="22702b6d07be">Several homeworld improvement bonuses now correctly apply to units instead of the colony</p></li><li local-id="60bf2484-acc7-4d90-ad36-f29bef20cb3d"><p local-id="e56c6d520081">Several Terran improvements (Xenobiology Station, Atmospheric Purifier, Environmental Control Station, Metaverse Node) now have adjacency bonuses and level scaling they were previously missing, making placement decisions more meaningful</p></li><li local-id="2556fa93-bb4c-4d8c-a041-9d24bf00f74a"><p local-id="0b47931610d3">Homeworld Event improvements (Hyperdrive Research Center, Logistics AI Hub, Food Replicator Factory) can now be rebuilt if the colony is lost or the improvement is destroyed, as long as you made the corresponding event choice</p></li></ul><h3 local-id="872089fde9af" id="v3.3(LIVE)Changelog-StarbasesandShipyards"><span data-colorid="lk7tl4gyya">Starbases and Shipyards</span></h3><ul local-id="d9f2ac06-7578-47bc-bbb4-ce425168b216"><li local-id="a120d804-6fe2-4b11-8eb0-3e7aa3c409c4"><p local-id="adf77304cafc">Entertainment Hub starbase module now correctly boosts approval for ships in its area of effect instead of colonies</p></li><li local-id="0422919d-6f9c-43e9-9bc2-5829714c98e0"><p local-id="4da637f41afa">Starbase range bonus from a Human tech now properly applies globally</p></li><li local-id="92d142c5-5b2d-4d1c-8202-605df4ae227e"><p local-id="cf96bdbba118">Starbases and Shipyards now have longer weapon ranges, especially for kinetic weapons which were significantly underperforming</p></li><li local-id="d4e1f953-4b81-4950-8119-e3f1dafc0a5b"><p local-id="d81422f9bd80">Shipyard and general module building now has an alternate tech prerequisite through Civilian tech</p></li></ul><h3 local-id="07cd4b69ce70" id="v3.3(LIVE)Changelog-Tech"><span data-colorid="goeunfoavx">Tech</span></h3><ul local-id="7f962816-9325-4966-be2a-888d02ccbe19"><li local-id="37854763-4f83-4a3c-bd84-bf5289f19dd9"><p local-id="b2b325e41356">Added alternative tech prerequisites to several quests, giving players more paths to trigger them</p></li><li local-id="436fbe6c-1d95-49e0-9cb0-b0892a2142a9"><p local-id="516cdce5fd9e">One Human executive order now requires a different tech, better matching its intended unlock timing</p></li><li local-id="8f83c53a-648c-4638-b739-e44968240aa9"><p local-id="826861796350">Added an alternate tech path to unlock the Singularity Power Plant improvement</p></li><li local-id="4e792df5-f570-4f55-9d77-7efe70aec142"><p local-id="d41d46464e3f">Wonders like the Astrolab of the Arnor, Infinite Archive, Grand Menagerie, and New Eden no longer require direct Human tech prerequisites</p></li></ul><h2 local-id="473fae5d3ace" id="v3.3(LIVE)Changelog-Graphics"><span data-colorid="jmt89upz65">Graphics</span></h2><ul local-id="555019c9-172d-46e7-a050-b4425ee624a9"><li local-id="5b24e9f6-6295-45ef-ba3d-efb430d1f68c"><p local-id="2226f13c26ce">Fixed issues with incorrectly displayed paths for ships</p></li></ul><h2 local-id="f5dc406550ae" id="v3.3(LIVE)Changelog-Stability"><span data-colorid="mfsxoodil1">Stability</span></h2><ul local-id="e20cdea3-4963-4917-a388-b99daceed839"><li local-id="fa430e2d-93aa-4b53-9c7c-32aa456f498e"><p local-id="a6b533187318">Fixed crashes in the shipyard and the research screens</p></li><li local-id="df938370-68db-4ecb-aff0-14ffa9865fb5"><p local-id="ad651ef077ac">Removed redundant Shipyard hotkey binding</p></li><li local-id="c344ae34-5ccf-4147-8e92-cc60d8bd017c"><p local-id="a0238fe7c77d">Fixed potential crashes related to missing faction data and ship style lookups</p></li><li local-id="dc51fa91-e203-432d-aaab-bd8d6b3b7bd2"><p local-id="2aca50101d7e">Reduced memory usage during turn display, freeing up RAM for smoother gameplay</p></li><li local-id="98871967-8075-4b26-ae1e-aa68204ca6e3"><p local-id="7cea6c3cfd54">Fixed potential crashes in the faction creator when selecting logos, ship styles, or station art</p></li><li local-id="567017a3-9692-445c-a22a-f44f31e0d6d5"><p local-id="b2928de727ac">Fixed a potential crash related to missing faction data on startup</p></li><li local-id="7f9c99e4-040c-4169-bf8a-d3a42fdd7b15"><p local-id="fb1745eb3b34">Fixed potential crashes when game data hasn't fully loaded during startup</p></li><li local-id="7b901f67-cfb9-4d2f-a4ef-7f38c4c5c74c"><p local-id="efce4e9b3a81">Fixed startup initialization order so translations and error codes load at the right time</p></li><li local-id="1aa3a66f-46e5-4c9a-9db3-0df411f61834"><p local-id="a20cee1bcb0c">Hypergate visual effects now properly reset their lighting when initializing, preventing leftover visual effects</p></li><li local-id="2329d697-8af6-4ce1-9d3f-605cd4fdd269"><p local-id="942dfc55774b">Thumbnail generation is now more resilient during game transitions like starting a new game or returning to the main menu</p></li><li local-id="73144990-f72b-47d4-8ce7-b0288e4f1d36"><p local-id="0766528f4ce8">Improved the safety of how the game renders and removes visual elements, reducing the chance of crashes during complex scenes</p></li><li local-id="c5022eea-2a9a-426a-9ba3-f5b344599b30"><p local-id="16223656e4c8">Added in fixes for potential memory leaks</p></li><li local-id="ea0c81db-eb7d-42d9-bb99-27d499881364"><p local-id="6230800b73be">Fixed potential crashes related to AI decision-making, player stats, the battle viewer, and planet visual cleanup.</p></li></ul><h2 local-id="8d7dd8062ead" id="v3.3(LIVE)Changelog-UI"><span data-colorid="nyvdrrt0v9">UI</span></h2><ul local-id="15b9c557-c8ca-4ada-9aef-a4b12f30bb9e"><li local-id="997d66a8-758b-4b67-8313-662d8ad082bc"><p local-id="44c90f605070">Slightly reduced font sizes in large-UI mode for a cleaner look</p></li><li local-id="de2446fe-8891-47a1-8841-53f59eb64fa5"><p local-id="e4d698ed296e">Tech unlock icon rows now show a single summary icon for ship designs instead of listing every ship individually</p></li><li local-id="bcff6784-032a-4b64-ad73-e937c2ea1613"><p local-id="3612968399c4">Resource-harvesting unlocks are now grouped into a single summary icon</p></li><li local-id="59b261d3-f5b9-4d1b-8be8-1c267dcd6fe6"><p local-id="ee42f8674cba">Hovering over summary icons shows a tooltip with the full list of unlocked items</p></li><li local-id="ca291fb6-0d2b-459a-b9c8-5dad13ced8fe"><p local-id="64d6c092f3c3">Galaxy view zoom transitions are now smoother, with adjusted camera heights and fade distances for a better visual experience when zooming between views</p></li><li local-id="065a41e0-0d7f-44b7-8fa8-1b9b71b075bc"><p local-id="de5440fe756f">Fixed the crime indicator color for Ministers to be more readable</p></li><li local-id="8cd604b7-cebe-4f9f-bfce-a691f6608d3d"><p local-id="5158f4c06277">Uninhabitable planets now show up in star system summary counts</p></li><li local-id="f09fc94b-92a3-4b11-ab02-7ef4dff5a972"><p local-id="ca1fff91fd6f">Galactic resources (like Promethion and Durantium) now show a Harvest button on their context card, letting you claim them directly without manually selecting a starbase</p></li><li local-id="2808eebd-8e3f-48c3-9658-128290134940"><p local-id="eb9e08e4df09">Uncolonized planets now display their planet class and a colonization hint in the context panel instead of being blank</p></li></ul><h1 local-id="4e2fb581bb51" id="v3.3(LIVE)Changelog-TalesoftheTerranAllianceDLC"><span data-colorid="ge8sy3d5zo">Tales of the Terran Alliance DLC</span></h1><ul local-id="f9ed9c0b-aa4e-44c7-a2f0-a279a0569913"><li local-id="bdc2b511-d788-4c02-9438-e9a320664623"><p local-id="185065d54301">The Forge no longer shows duplicate missions</p></li></ul></span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541281/galactic-civilizations-iv-v33-now-available</guid><link>https://www.stardock.com/games/article/541281/galactic-civilizations-iv-v33-now-available</link><pubDate>Wed, 15 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-15T13:00:00-04:00</pubDateParsed><title>Galactic Civilizations IV v3.3 Now Available</title></item><item><author>Frogboy</author><comments>https://forums.stardock.net/541308</comments><description><![CDATA[<p><span class="cf0"><h2 local-id="57f76fd0b524" id="DevJournal#114:TheEvolving4XInterface(andv3.3)-TheProblemNobodyTalksAbout">The Problem Nobody Talks About</h2><p local-id="d4ef4c0a00b4">4X games have a UI problem and it's getting worse.</p><p local-id="204efa72512a">Not because designers are getting lazier. It's because the games keep getting deeper. Every year we add more systems, more resources, more decisions per turn. And the interface has to present all of that without making you feel like you're working air traffic control.</p><p local-id="e0cfbaff7f02">I've been making 4X games since 1993. The original Galactic Civilizations on OS/2 had maybe 15 screens total. GalCiv IV has... I actually don't know how many. I stopped counting a while ago. But that's the tension, right? Players want depth. They also want to <em>find</em> things. They want to click a resource on the map and <em>do something with it</em>, not click through three menus to find the button that does what they already knew they wanted to do.</p><p local-id="5ab70aef2069">That's what v3.3 is really about. It's not a flashy feature update. It's a &quot;we played our own game for hundreds of hours and kept a list of everything that annoyed us&quot; update.</p><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260414-162405.png" width="1128" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-162405.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=1128&amp;height=998" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3410001932/image-20260414-162405.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2" data-height="998" data-width="1128" data-unresolved-comment-count="0" data-linked-resource-id="3410001941" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260414-162405.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3410001932" data-linked-resource-container-version="2" data-media-id="c04ae0ef-9249-416a-8e99-2699ab617dcb" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-162405.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=1861&amp;height=1647 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-162405.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=1128&amp;height=998 1x"></span><p local-id="b7b0707d6da1">If you look at the Constellation view (from Clairvoyance) of the GalCiv source (not engine, just source) you can see that screens aboslutely dominate.  That whole area near the middle are just screens. That is a lot of code dedicated to UI.  </p><h2 local-id="5eb18eb4cddc" id="DevJournal#114:TheEvolving4XInterface(andv3.3)-KeyboardShortcuts(Yes,Finally)">Keyboard Shortcuts (Yes, Finally)</h2><p local-id="3283bb91fbb3">Let's start with something that's embarrassingly overdue: <strong>keyboard shortcuts</strong>.</p><p local-id="0c207b93e19b">GalCiv IV now has F1 through F9 mapped to your bottom bar screens. F1 opens Civilization, F2 is Leaders, F3 is Policies, all the way through F9 for the Bazaar. I played a 300-turn game after we added these and I don't know how I was playing before. So many clicks just... gone.</p><p local-id="fc925a8e8353">The other one I really like: <strong>event popups now support 1/2/3 to pick choices</strong>. You get an event, you read the options, you press 2, done. No mouse movement, no hunting for the radio button. Events fire constantly in the mid-to-late game, and every one of them was this little interruption where you had to move the mouse, find the option, click it, click confirm. Now you just hit a number key. It adds up more than you'd think.</p><p local-id="c568e60764c7">Paradox figured this out years ago. Their games are very keyboard-heavy and it's one of the reasons EU4 veterans can play so fast. Civ has been slower to adopt it. I think the lesson is that mouse-driven UI is fine for learning a game, but keyboard shortcuts are what keep veterans playing long-term.</p><h2 local-id="ac77dc1c3df0" id="DevJournal#114:TheEvolving4XInterface(andv3.3)-ClicktheThing,DotheThing">Click the Thing, Do the Thing</h2><p local-id="ca1e9b9e8013">There's a UI principle that I was slow to fully internalize: if the player clicks on something, they probably want to <em>act</em> on it.</p><p local-id="f9045ac44184">In previous versions, clicking a galactic resource like Promethion or Durantium would show you an info card. Name, description, maybe which tech you need to harvest it. And that was it. Very informative. Not useful.</p><p local-id="2c869c68f957">In 3.3, that info card now has a <strong>Harvest button</strong>. Click the resource, see the card, hit Harvest, the game sees if there’s a constructor near by and orders it to construct it. You don't have to go find the constructor yourself, you don't have to remember which ship is a constructor, it just does it.  We are toying with the idea of taking this further in terms of “putting in orders” at shipyards but that’s for another day.</p><p local-id="1a186b857d99">Same thing with <strong>uncolonized planets</strong>. Used to be you'd click an uncolonized world and the context panel was basically blank. Now it shows you &quot;Class 10 Terran World -- Uncolonized&quot; with a prompt to send a colony ship. Tells you what you're looking at and what to do about it. Small thing, but it's the kind of thing that helps new players figure out the game without reading a wiki.</p><p local-id="e08a689e0e59">The 4X genre has been moving this direction for a while now. The old approach was to put all the information behind dedicated screens and let the player figure out how to get to it. The new approach is to put the action where the player is already looking. Stellaris does this well with right-click context menus. Humankind tried it with their action panels. We're doing it with context cards that have buttons on them.</p><h2 local-id="34b29918b188" id="DevJournal#114:TheEvolving4XInterface(andv3.3)-What&#39;sComingin3.3">What's Coming in 3.3</h2><p local-id="e61533f0a60e">Beyond the UI philosophy, here's what is shipping today...</p><p local-id="7d00df3f6d6f"><strong>Interface &amp; Quality of Life:</strong></p><ul local-id="c46ccc9a808e"><li local-id="01cca8e15772"><p local-id="e7b384614c18">F1-F9 hotkeys for all bottom bar screens</p></li><li local-id="f560a4afd59d"><p local-id="468f6eb6daf3">Press 1/2/3 to select event choices directly</p></li><li local-id="712365b0c11a"><p local-id="3444a598e2d1">Harvest button on resource context cards -- finds your nearest constructor automatically</p></li><li local-id="f7c4274efef8"><p local-id="287e2d7a1a4d">Uncolonized planet panels now show planet class and colonization hints</p></li><li local-id="22873576837a"><p local-id="ee76aa869fcf">Resource context window rewired to find constructor ships instead of requiring an existing starbase nearby</p></li><li local-id="6a2a98742f4d"><p local-id="a38506c9cb84">Custom civilization setup cleaned up -- less confusing, better DLC-aware asset handling</p></li><li local-id="74379be61412"><p local-id="d323c2bc3f0f">Galaxy view zoom transitions smoothed out (less jarring camera pop when zooming between views)</p></li><li local-id="23f3546dc78e"><p local-id="59b7510ea01d">Font sizing tuned for large UI mode</p></li><li local-id="290775fde1a7"><p local-id="e741566827d8">Tech unlock icons now use summary grouping instead of listing every individual ship design unlock</p></li></ul><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260414-161605.png" width="732" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161605.png?version=1&amp;modificationDate=1776186527774&amp;cacheVersion=1&amp;api=v2&amp;width=732&amp;height=324" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3410001932/image-20260414-161605.png?version=1&amp;modificationDate=1776186527774&amp;cacheVersion=1&amp;api=v2" data-height="325" data-width="732" data-unresolved-comment-count="0" data-linked-resource-id="3410001947" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260414-161605.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3410001932" data-linked-resource-container-version="2" data-media-id="e54846bc-d531-478a-8ffd-7dc73424dc2f" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161605.png?version=1&amp;modificationDate=1776186527774&amp;cacheVersion=1&amp;api=v2&amp;width=1208&amp;height=536 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161605.png?version=1&amp;modificationDate=1776186527774&amp;cacheVersion=1&amp;api=v2&amp;width=732&amp;height=324 1x"></span><p local-id="7bbbbeac61fd" /><p local-id="824f99f961c8" /><p local-id="b1676dc10fee"><strong>AI &amp; Gameplay:</strong></p><ul local-id="e71c298b7da0"><li local-id="3207b3d01c79"><p local-id="0ab50b249560"><strong>Adaptive AI</strong> (new option, on by default): AI civs that fall behind get a gradual catch-up boost to research, production, and economy. It ramps up slowly and backs off when they recover. The idea is to keep mid-game interesting instead of the usual thing where one AI snowballs and everyone else is irrelevant by turn 150.</p></li><li local-id="89c61a6b0cdc"><p local-id="dd0e22910369">Deterministic movement and exploration targeting -- less RNG-driven, more consistent pathfinding</p></li><li local-id="4bdbdfa870d5"><p local-id="843ca4cdb9dc">AI contact cooldown reworked so you're not getting spammed with diplomatic requests every other turn</p></li><li local-id="16e54571f86f"><p local-id="1021df964551">AI won't surrender until its situation is genuinely hopeless (no more early rage-quits)</p></li><li local-id="a26b11cd0a74"><p local-id="4c56d1b64b4d">More variance in AlienGPT-generated faction behavior</p></li></ul><span class="confluence-embedded-file-wrapper image-center-wrapper confluence-embedded-manual-size"><img class="confluence-embedded-image image-center" alt="image-20260414-161702.png" width="492" loading="lazy" src="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161702.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=492&amp;height=212" data-image-src="https://stardock.atlassian.net/wiki/download/attachments/3410001932/image-20260414-161702.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2" data-height="213" data-width="492" data-unresolved-comment-count="0" data-linked-resource-id="3410001944" data-linked-resource-version="1" data-linked-resource-type="attachment" data-linked-resource-default-alias="image-20260414-161702.png" data-base-url="https://stardock.atlassian.net/wiki" data-linked-resource-content-type="image/png" data-linked-resource-container-id="3410001932" data-linked-resource-container-version="2" data-media-id="815a5a33-73a6-455a-8afb-ff4384aa3aea" data-media-type="file" srcset="https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161702.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=811&amp;height=351 2x, https://stardock.atlassian.net/wiki/download/thumbnails/3410001932/image-20260414-161702.png?version=1&amp;modificationDate=1776186527773&amp;cacheVersion=1&amp;api=v2&amp;width=492&amp;height=212 1x"></span><p local-id="c089f04ba4c9"><strong>Stability &amp; Multiplayer:</strong></p><ul local-id="4d3e0de9fc27"><li local-id="3fe160f2c77b"><p local-id="ca0dc23ed105">Big stability pass -- null-safety checks across 20+ galaxy systems. Alerts, anomalies, artifacts, ships, starbases, trade routes, you name it.</p></li><li local-id="1c2f230cf3c1"><p local-id="91637f9ac4fc">Multiplayer desync fixes with deterministic RNG for event selection</p></li><li local-id="09bc54f58c6f"><p local-id="a2fcc09f7b43">Modifier system cleanup to prevent stale object references from accumulating</p></li><li local-id="86a7ca86c4d8"><p local-id="b5fe853819ad">Memory leak fix in save/load path</p></li><li local-id="fc52c42c277a"><p local-id="181a7b0e9f6a">Trade route and economy system null-safety pass</p></li></ul><p local-id="225d34ecc6c2"><strong>Balance (Community Integration):</strong></p><ul local-id="a517c2aa7f6a"><li local-id="75422a3f895a"><p local-id="fc5fb6ec4774">Integrated fixes from community modders Draver, Sarellion, and StuffyDoll. Seriously, thank you.</p></li><li local-id="0518934fa6e2"><p local-id="1f1f68176416">Pollution Bomb now correctly targets the colony instead of your entire faction. Yeah.</p></li><li local-id="8d045f2f1e43"><p local-id="80ad8b7052c0">Precursor Drive and Beam components no longer disappear after building one ship with them</p></li><li local-id="72b4542c2d5e"><p local-id="983f142f2680">Terran homeworld event improvements can now be rebuilt if destroyed</p></li><li local-id="feb5a1ba1dc4"><p local-id="be439f43531a">Starbase and shipyard weapon ranges increased (kinetics were embarrassingly short)</p></li><li local-id="114c35a26f67"><p local-id="d5d53c335bbd">Dreadlord Archive events gated to later turns so new players don't get galaxy-ending threats at turn 15</p></li><li local-id="2b37d7dc2837"><p local-id="ba1c5c0d19c0">Deposit improvement multipliers buffed significantly</p></li></ul><p local-id="ebd794b69bcb">A lot of this stuff is invisible. Not flashy.  But we are hoping even at a subconscious level people will notice the steady evolution of the game.</p><h2 local-id="2f728626aafa" id="DevJournal#114:TheEvolving4XInterface(andv3.3)-Where4XUIIsGoing">Where 4X UI Is Going</h2><p local-id="35cd4384eb8e">I think the genre is in the middle of a real UI transition and most of us in the industry are still figuring it out. The old model -- nested menus, modal screens, tooltips everywhere, works fine for the first 50 hours. But 4X games are 500-hour games. The interface has to work for the person who just installed it <em>and</em> the person who's on their 12th playthrough and doesn't want to click through a screen they've memorized.</p><p local-id="a9dfa9c20a28">The way I think about it now is: put the action where the player is already looking. Don't make them navigate to it. Give keyboard shortcuts to everything veterans use constantly. And when you're showing information, show the summary, not every individual data point. If a tech unlocks 8 ship designs, you don't need to list all 8 in a tiny icon row. Show one icon that says &quot;ship designs unlocked&quot; and let them drill in if they care.</p><p local-id="2b0b8fc3da4f">We're not done with this. There's more UI work coming that I can't talk about yet because it ties into a future update that changes how governance works. But 3.3 is the foundation - make what we have work better before we add more on top of it.</p><p local-id="25c41d4e6f15">What UI stuff still bugs you? What screens in GalCiv still need work? What takes too many clicks? That's what drives these updates.  </p><p local-id="f8243253e2da">I'm curious because I think we can all learn from each other.</p></span></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541308/galciv-iv-dev-journal-114-the-evolving-4x-interface-and-v33</guid><link>https://www.stardock.com/games/article/541308/galciv-iv-dev-journal-114-the-evolving-4x-interface-and-v33</link><pubDate>Sat, 18 Apr 2026 3:05:52 AM -0400</pubDate><pubDateParsed>2026-04-18T03:05:52-04:00</pubDateParsed><title>GalCiv IV Dev Journal #114: The Evolving 4X Interface (and v3.3)</title></item><item><author>Oxide_BrettN</author><comments>https://forums.stardock.net/541265</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">Substrate Mechanics in Ashes of the Singularity II</span></strong></p>
<p style="text-align: center;"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Now</a></strong></p>
<p style="text-align: left;">The Substrate faction has some unique mechanics in Ashes of the Singularity II. In this video dev journal, we&rsquo;ll explore their Shield and Drone mechanics, discussing how they work and how they impact the gameplay for the faction.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/buAk8gwXWtY?si=Vm-YiG_6Kr5jw9PI" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541265/ashes-ii-video-blog-substrate-mechanics</guid><link>https://www.stardock.com/games/article/541265/ashes-ii-video-blog-substrate-mechanics</link><pubDate>Wed, 08 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-08T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Substrate Mechanics</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541226</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">v1.51 "Hunt fer Booty" Update</span></strong></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" data-pm-slice="1 1 []">Avast yer scurvy scallywags! The "Hunt fer Booty" update dropped at the start of March and it's time to take a look at what Sins of a Solar Empire II looks like with *proper* Pirates in the game.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">Bounties can now be placed on the heads of your rivals, Pirates have their own brand new Capital Ship, Minor Factions exhibit new Raiding behavior and two new Advent Minor factions enter the game too. We've reworked the Civilian Structure Capture system, and made a significant rebalance to combat to ensure early game Ships properly counter one another.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/8McpR-SjFDM?si=EyWX0paORJdTyhtt" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541226/sins-ii-video-blog-v151-hunt-fer-booty-update</guid><link>https://www.stardock.com/games/article/541226/sins-ii-video-blog-v151-hunt-fer-booty-update</link><pubDate>Thu, 02 Apr 2026 1:10:00 PM -0400</pubDate><pubDateParsed>2026-04-02T13:10:00-04:00</pubDateParsed><title>Sins II Video Blog: v1.51 "Hunt fer Booty" Update</title></item><item><author>wasabi_md</author><comments>https://forums.stardock.net/541220</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: xx-large;">Pathfinding Updates in Ashes of the Singularity II</span></strong></p>
<p style="text-align: center;"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Now</a></strong></p>
<p style="text-align: left;">Pathfinding is a tricky subject in RTS games, and especially if you&rsquo;re trying to allow for maps that are more than just mostly flat spaces. In this dev journal, we&rsquo;ll explore some of the updates we&rsquo;ve implemented since Steam Next Fest to the pathfinding. We&rsquo;ve been working on keeping units from clumping up, improving traffic control through tight spaces, and giving bigger units the priority to shove their way through smaller units when needed.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/de0Xp-611M4?si=qcch9pWJW0ctbrUo" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541220/ashes-ii-video-blog-pathfinding-updates</guid><link>https://www.stardock.com/games/article/541220/ashes-ii-video-blog-pathfinding-updates</link><pubDate>Wed, 01 Apr 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-04-01T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Pathfinding Updates</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541191</comments><description><![CDATA[<p style="text-align: center;"><strong><span style="font-size: x-large;">Elemental: Reforged v1.01 - AI Improvements, Balance Tuning, Stability Fixes</span></strong></p>
<p style="text-align: center;">v1.01 is now available. This update focuses on AI decision-making, balance adjustments, performance and stability fixes, and a long list of bug and text corrections reported by the community since launch.</p>
<p style="text-align: center;"><a href="https://www.elementalgame.com/store" target="_blank" rel="noopener">Get it Now</a>&nbsp; |&nbsp; <a href="https://forums.elementalgame.com/541135/live-elemental-reforged-v101-update-changelog" target="_blank" rel="noopener">Full Changelog</a></p>
<p>&nbsp;</p>
<p><span style="font-size: large;"><strong>Smarter Non-Cheating AI</strong></span></p>
<p>The AI settles cities more intelligently and no longer picks barren tiles. Spell usage and outpost construction decisions have been improved across the board. We also fixed an issue where AI champions could select an extra talent path they weren't supposed to have. The AI plays by the same rules you do.</p>
<p>&nbsp;</p>
<p><span style="font-size: large;"><strong>Balance &amp; Tuning</strong></span></p>
<p>Champions now reduce Unrest, giving them strategic value beyond combat. Champion count is no longer tied to map size, so smaller maps don't punish you. Hergons have been rebalanced with gender-specific stats. Attack boost traits were being incorrectly factored into unit stats - that's fixed. Several other ability and trait corrections are included.</p>
<p>&nbsp;</p>
<p><span style="font-size: large;"><strong>Performance &amp; Stability</strong></span></p>
<p>Memory leaks have been fixed and rendering stability has been improved for better frame rates. Save game loading is more resilient to edge cases. Crashes have been resolved across tactical battles, AI turns, spell usage, and various UI operations.</p>
<p>&nbsp;</p>
<p><span style="font-size: large;"><strong>Bug Fixes &amp; Polish</strong></span></p>
<p>Quest triggers throughout the game have been fixed - quests that weren't properly triggering, giving rewards, or showing correct UI prompts should now work as intended. The battle freeze when a unit uses escape while allies are still engaged has been resolved. Spell targeting in tactical battles now handles unavailable targets correctly. Crafting recipes obtained as loot now appear in the crafting UI. Tooltips have been overhauled - flickering fixed, incorrect information corrected, and alignment issues resolved. Cutscene subtitles have been added in English. Extensive text and localization corrections are included throughout.</p>
<p>&nbsp;</p>
<p><img src="https://cdn.stardock.us/forums/40/24/4024393/6d521f72-aa22-4c04-bff7-a17618c49bae.png" alt="" width="100%" /></p>
<p><img src="https://cdn.stardock.us/forums/40/24/4024393/4888333e-3ab3-4ce1-a2ad-b089c80c5565.png" alt="" width="100%" /></p>
<p><img src="https://cdn.stardock.us/forums/40/24/4024393/c8d6485f-c010-483a-9055-8c9eec08942b.png" alt="" width="100%" /></p>
<p>&nbsp;</p>
<p><span style="font-size: large;"><strong>Full Changelog Below:</strong></span></p>
<p><h1 local-id="f25310c0d8eb" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-KeyFeatures"><style>[data-colorid=v4fiz1iez7]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=v4fiz1iez7]{color:#004eb3}[data-colorid=zdve9wloo4]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=zdve9wloo4]{color:#004eb3}[data-colorid=kan5laxzxf]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=kan5laxzxf]{color:#004eb3}[data-colorid=m17o94wynx]{color:#ff5630} html[data-color-mode=dark] [data-colorid=m17o94wynx]{color:#cf2600}[data-colorid=pxr6xha4yq]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=pxr6xha4yq]{color:#004eb3}[data-colorid=n6bomjty8h]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=n6bomjty8h]{color:#004eb3}[data-colorid=nl3h3gnngc]{color:#ff5630} html[data-color-mode=dark] [data-colorid=nl3h3gnngc]{color:#cf2600}[data-colorid=hcodb2vorv]{color:#ff5630} html[data-color-mode=dark] [data-colorid=hcodb2vorv]{color:#cf2600}[data-colorid=w3diw3rpmn]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=w3diw3rpmn]{color:#004eb3}[data-colorid=jsxkisua9a]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=jsxkisua9a]{color:#004eb3}[data-colorid=xz9vawpruz]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=xz9vawpruz]{color:#004eb3}[data-colorid=fnp5n57wb3]{color:#ff5630} html[data-color-mode=dark] [data-colorid=fnp5n57wb3]{color:#cf2600}[data-colorid=wvbrmcdxz4]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=wvbrmcdxz4]{color:#004eb3}[data-colorid=xlrewtg6jf]{color:#ff5630} html[data-color-mode=dark] [data-colorid=xlrewtg6jf]{color:#cf2600}[data-colorid=v6095njuo6]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=v6095njuo6]{color:#004eb3}[data-colorid=uodrcljw11]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=uodrcljw11]{color:#004eb3}[data-colorid=imp2zuui83]{color:#4c9aff} html[data-color-mode=dark] [data-colorid=imp2zuui83]{color:#004eb3}</style>Key Features</h1><p local-id="77b78e1448c8"><strong>Improved Performance &amp; Stability</strong>:  Added in lots of optimization improvements by fixing memory leaks, improved frame rates, and resolved numerous crash scenarios across the game</p><p local-id="03ec439008ce"><strong>Smarter AI Opponents</strong>: AI now makes more strategic decisions by settling on better terrain, smarter spell usage, and improved outpost construction</p><p local-id="800a27e5feb2"><strong>Refined Gameplay: </strong>Resolved quest and combat issues including battle freezes, missing rewards, and unclear quest text throughout the game and campaigns</p><hr local-id="56563f332a75" /><h1 local-id="388e7a387277" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-April1st,2026HotPatch">April 1st, 2026 Hot Patch</h1><hr local-id="c063fe60cef3" /><h2 local-id="29386f78f688" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-AI"><span data-colorid="n6bomjty8h">AI</span></h2><ul local-id="7c4ac9f8-e1fc-4582-ba04-119a8d163c6b"><li local-id="6337717c-1b6a-435d-a0e0-610411c33ebd"><p local-id="ba15f08ee4ed">AI no longer wastes casts stacking the same debuff on a target</p></li></ul><h2 local-id="5c497bfadabf" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Gameplay"><span data-colorid="w3diw3rpmn">Gameplay</span></h2><ul local-id="1b0b43d2-a940-4c23-bb7f-6b38ab02ee72"><li local-id="05eb3fa2-11a4-4478-a054-3519f2668590"><p local-id="a2bb60112dd0">Fixed the &ldquo;Eight Legged Troubles&rdquo; quest not granting unit rewards after a battle victory</p></li><li local-id="d816e3f6-ab0a-4098-89e3-f675d6d22de2"><p local-id="19af0eb3c342">Krax Betrayer ability updated to result in 25% of a defeated enemies joining them as population</p></li><li local-id="7e2b6717-f56f-4c76-ac8a-d17cdf01cb32"><p local-id="2e58987c7860">Improve monster lair variety and smooth out sudden enemy population spikes on large maps</p></li><li local-id="2120c6b0-1209-4fba-b91d-a5c7913ab3aa"><p local-id="2b3db327b307">Recruited champions now have stronger, more fitting abilities that better match their intended roles like warrior, mage, or assassin</p></li><li local-id="1cacfe6e-7f63-4a8d-b5aa-ec223faebbfb"><p local-id="06d9824af38c">Nerf Destiny's Force scroll - reduce Combat Speed bonus from +2 to +1 and increase recipe ingredient quantities</p></li></ul><h2 local-id="4cd242d9ada4" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Stability"><span data-colorid="v6095njuo6">Stability</span></h2><ul local-id="c634a1f8-ef26-4041-b497-73b8507d2f03"><li local-id="0c8eff5e-4d2d-4cdb-a12f-9a8f3375887f"><p local-id="0f1cdeebd8e0">Fixed a crash that could occur when the game tried to clean up certain objects too early</p></li><li local-id="6f3d6e0c-d3f6-4d33-8da1-c7b102d3e5e3"><p local-id="605a99fad16b">Improved save/load reliability and fixed threading issues that could cause crashes or visual glitches during gameplay</p></li><li local-id="44af0d79-777e-42c3-b621-ec5b73fcb8d1"><p local-id="f5083f13759b">Fixed stability issues on high-end GPUs where the game could crash or glitch when the graphics card outpaced the processor</p></li><li local-id="98422f8f-1c23-4c09-b700-5555e9f6a748"><p local-id="9ae9d4187bf0">Fixed a rare crash that could occur when cities transitioned to the trade screen</p></li></ul><h2 local-id="9852330b2ca1" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-UI"><span data-colorid="zdve9wloo4">UI</span></h2><ul local-id="dd7b5278-d853-4f7f-86f1-66a198ccdc34"><li local-id="c1d9917c-c7bc-4965-ba64-118b0c27c0c5"><p local-id="de3768c23ea8">Fixed the Propaganda spell to use the correct icon</p></li></ul><hr local-id="5b106f9fb84d" /><h1 local-id="dfc1b56af86e" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-March30th,2026Changelog">March 30th, 2026 Changelog</h1><hr local-id="d6ce8d1e6878" /><h2 local-id="e0bda3daaf24" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Campaigns"><span data-colorid="uodrcljw11">Campaigns</span></h2><h3 local-id="11c027c52e13" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Prelude"><span data-colorid="m17o94wynx">Prelude</span></h3><ul local-id="a02ac613-16af-4a22-aff7-9c2020fcd8b9"><li local-id="fdf6e19f-fb2b-4f9a-9703-5721ee4a21e8"><p local-id="681d0f3e3386">Fixed player confusion by disabling the party eject button in campaigns for champions</p></li><li local-id="364962ee-ebd3-42ea-98c3-377d3d3b15ee"><p local-id="b7cda8f57478">Edited confusing text that implied splitting the party was possible for champions</p></li><li local-id="ba770ad8-9e81-4999-85b2-9ec15cd8fa46"><p local-id="628283e9dfe1">Fixed confusing text that implied Lord Markinn gives spells to players</p></li><li local-id="ec30ee94-e36b-4e2e-9ee9-7114cab64731"><p local-id="7f634be7950e">The campaign will identify if a player has completed a quest objective even if they have not gotten the objective yet</p><ul local-id="8ef8935c-28c9-487d-a835-4b5e20523e18"><li local-id="9f2bc8d1-5ddc-453e-bfbc-f0e5a11b0c85"><p local-id="89bf3fe9789b">This will resolve players getting stuck on the &ldquo;Troll Menace&rdquo; quest</p></li></ul></li></ul><h3 local-id="38de05ceb3e9" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-FE"><span data-colorid="nl3h3gnngc">FE</span></h3><ul local-id="09654d33-83bc-4e65-b122-bb460d689d93"><li local-id="b65854c3-ff92-4922-adb0-f95d01768aab"><p local-id="8072582e0e00">Fixed the Temple of darklings not giving a popup once clearing it</p></li><li local-id="0677aa3f-4e2c-4250-a42f-c3a0550bca69"><p local-id="1f164aa4f91c">Upscaled and fixed some units in the campaign</p></li><li local-id="013cb840-662e-4096-8ea4-66ebfe0ee1f6"><p local-id="f41a6d6d6493">Fixed confusing UI popups for the Glint of Glass location</p></li><li local-id="635c49f1-024e-4359-9ef2-240024fb87db"><p local-id="399abeade6c9">Champions when dying in combat no longer duplicate themselves</p></li></ul><h2 local-id="897b7a7ce9b8" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Gameplay.1"><span data-colorid="pxr6xha4yq">Gameplay</span></h2><ul local-id="327f914e-cb51-4aa0-8a7b-01cb51693a12"><li local-id="677a43d8-11fc-4ee3-9b2e-becc2d0957c4"><p local-id="10440b2ff2d9">Added support and fixed issues where Units will appear off their tile when moving around the map</p></li><li local-id="15512728-af84-457e-8663-6fe0287cc027"><p local-id="89d5ac76810b">WASD camera movement has been fixed in sandbox and tactical battles</p></li><li local-id="6aa505ab-fcd3-4f50-9221-0fc5e79f6933"><p local-id="7b5368287655">Fixed issues where outpost improvements would disappear on reloading a save game</p></li><li local-id="dc9f20bf-d9b9-4a2d-be3c-80827054efd5"><p local-id="73d7ea719633">Made sure the Sovereign's Call spell/ability does not lock its city growth to zero</p></li><li local-id="99fde19c-b6db-4d73-817a-7e9056211a63"><p local-id="8e4ba301f62e">Resolved Noble's Legacy trait causing lag</p></li><li local-id="7cf06d5d-ac3a-45c2-b099-7d1f50e261ac"><p local-id="04f842bf08fc">Fixed battle freezing when a unit uses escape while allied units are still engaged in combat</p></li><li local-id="5b7112b0-39c0-46f6-bac3-8b5e987cdda5"><p local-id="3c036d1ed564">Made sure units can no longer cheat by walking on cliffs around enemies</p></li><li local-id="0a09ee62-296d-4e7b-bb2d-8337006acf35"><p local-id="a8013867dfb4">Fixed lots of quests throughout the game not properly triggering, giving rewards or showing incorrect UI prompts</p></li><li local-id="76c6a8e5-17d9-4c06-87f4-cf082d1e02a0"><p local-id="1f7f57d4147d">Generic attack boost traits were incorrectly being factored into a Unit's attack stats</p></li><li local-id="fbc38be1-4af1-49cb-9a44-613574840230"><p local-id="af73bab7e3e3">Made sure custom units get correctly assigned a creaturetype and trait when saved</p></li><li local-id="e74db6f4-81cd-48c1-a9ba-949c978e9c08"><p local-id="bb703766c59a">Hergons have been balanced, female and male Hergons have different stats</p></li><li local-id="d0eb22a8-3b8c-44e7-9936-17ca2cf00593"><p local-id="bfc6347547f5">Completed a balance tweak to Champions so the number of champions isn&rsquo;t dependent on the map size</p></li><li local-id="ddeb1ec9-1e36-4a5a-9c33-00eeda2b31d2"><p local-id="49d2ca6883fc">Champions now reduce Unrest by 5</p></li><li local-id="20c60984-c902-4645-8844-f562de0b16bc"><p local-id="f4296c87e702">Fixed issues where the Assassin Demon Party was unattackable</p></li><li local-id="afd75888-5dc2-460d-adfc-8c60ae0349c7"><p local-id="d6767662c549">Wildling Archers now correctly use ranged attacks with equipped bows</p></li><li local-id="5fbf7bc0-c36b-4a8c-8379-3c05dde66792"><p local-id="a532388f02bf">Fixed spell targeting when the intended target becomes unavailable in tactical battles</p></li><li local-id="64bc3e17-fc11-4760-b6d8-cc4fbb6e3d85"><p local-id="ad71634779a9">Players are no longer able to cast high mana spells unless they can afford them instead of casting a spell causing negative mana</p></li><li local-id="76e06b44-0e32-48be-9679-74d75002c035"><p local-id="14b44e5dee27">Ophidians now properly drop Flawless Crystal ingredients</p></li><li local-id="6341beab-b736-41e6-94f3-ad6321441687"><p local-id="ccf5f4839c1e">100 unrest functions as intended instead of having no effect</p></li><li local-id="437522f0-8279-4f3a-be78-28f778d7300f"><p local-id="1f6af5f725f4">The Krax Fortify ability no longer endlessly stacks</p></li></ul><h3 local-id="37fd70e616ad" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-AI.1"><span data-colorid="xlrewtg6jf">AI</span></h3><ul local-id="11785575-74f5-4c41-86cb-d85ab68472ea"><li local-id="0e3aca68-51b9-472f-aca3-d70d23faf481"><p local-id="4827714f5262">AI is much smarter about where to settle and no longer settles cities on barren tiles</p></li><li local-id="58a125b6-25c7-4264-81ff-d21d9e9482aa"><p local-id="06c36f8e3fc0">Made sure AI champions cannot cheat by selecting an extra talent path</p></li><li local-id="01fabf4f-1386-44bc-a9a6-1a4d4cefb30c"><p local-id="934aa826b3f0">Improved AI decision-making for spell usage and outpost construction</p></li></ul><h3 local-id="13bf8340c998" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Items"><span data-colorid="fnp5n57wb3">Items</span></h3><ul local-id="c6d8f494-b96a-44c7-940d-616407658e1f"><li local-id="584a5b7d-ab9c-4a2c-9297-42ebf86b75e3"><p local-id="cef3fa0d00aa">Fixed powerful items costing 0 gold and making sure they can be sold</p></li><li local-id="a8252282-2d78-480e-bc29-95b063804d99"><p local-id="8760fe477099">Splintered Staffs are only used and displayed as a crafting ingredient</p></li><li local-id="233c4f3e-9b33-4858-80c6-0c795489a269"><p local-id="0136450ca7de">Resolved equipping issues for the Warding Kite Shield</p></li><li local-id="98cc9b69-a889-4254-b797-7fbeae28d7b7"><p local-id="f5058c086a37">Tent item now correctly works as intended, heals an army and they lose their moves for that turn</p></li></ul><h2 local-id="2168bb51fc26" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Graphics"><span data-colorid="wvbrmcdxz4">Graphics</span></h2><ul local-id="78c9e524-3163-4d9b-8586-21e31b5836c8"><li local-id="8f93e073-b3b3-46d6-afb3-325af4cd0fb2"><p local-id="56ad3c7d8c6a">Removed the duplicate particle effect when units cast Fear</p></li><li local-id="c4fd9119-5336-4ca8-a683-12ec2a21789f"><p local-id="af06cb78ba28">Fixed incorrect textures on Carrion Men and Swordsmen</p></li><li local-id="e47d5193-8d13-439c-ace7-e1ff69529475"><p local-id="753eaebd18bc">Adjusted Norak's portrait pose</p></li><li local-id="a6d1eea1-4f6b-40d7-a701-f8f57a2da1be"><p local-id="0991ddd1cddf">Fixed broken textures on Ongr the Unbound</p></li><li local-id="c53700f8-cde8-4013-bc65-e4dd8fc61a6f"><p local-id="f9ba9ebe1262">Fixed the Antipathy spell to finish its effect when completed</p></li><li local-id="40d81381-1d05-4557-a967-51ab5299da18"><p local-id="540792094b27">Made sure when a quest or goodie hut gets correctly cleared its graphics will clear as well</p></li></ul><h2 local-id="3bf4a04c2e33" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Localization"><span data-colorid="jsxkisua9a">Localization</span></h2><ul local-id="6f3e4f36-c1d4-4de9-b8d1-01d9a6e5ab50"><li local-id="92d86bb6-a490-4a00-aca3-52c8ab49c9a4"><p local-id="c094a45b6c95">Fixed some translation errors throughout the game</p></li><li local-id="8f69871b-5588-4903-9c89-ba877b566e13"><p local-id="9a99a8ddbe91">Fixed foreign language text clipping </p></li></ul><h2 local-id="46e4511be3b7" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Modding"><span data-colorid="imp2zuui83">Modding</span></h2><ul local-id="6e7a5331-9d76-4469-981d-9dccf104604b"><li local-id="271188fa-1bc6-462b-9b20-2a33a1c2af11"><p local-id="35d31ab51485">Made sure the modding sync button is working correctly</p></li></ul><h2 local-id="d35c97b6c628" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Optimizations"><span data-colorid="xz9vawpruz">Optimizations</span></h2><ul local-id="fb52fcf7-bb1e-4862-a44d-48823c1ea4da"><li local-id="b0e6bf2b-daad-4b4f-8941-bf1780e8e740"><p local-id="94d5526d9826">Fixed rendering stability issues and optimized map/lighting performance to reduce potential crashes and improve frame rates</p></li><li local-id="7a57f144-9325-4671-bd20-5912d9096d52"><p local-id="acb4f6056014">Hardened save game loading to handle edge cases more gracefully </p></li><li local-id="858c47b7-540a-42e3-89ba-a3f5bd73d4db"><p local-id="67d2cfd5ac83">Fixed a graphics memory leak</p></li><li local-id="90eb4175-d3da-4b22-be9c-91d9a26e71c0"><p local-id="8d7d0a4c640b">Improved tactical combat stability when hovering over units or casting spells</p></li><li local-id="1fc1ef88-efcc-4a40-bcda-109b16ed7249"><p local-id="5e49cb861b12">Fixed AI freezing during army management</p></li><li local-id="4102c71d-a038-43ee-9af4-71e675a55880"><p local-id="4038355f35a0">Added autoplay memory leak fixes</p></li></ul><h3 local-id="3f2acd543f7f" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Crashes"><span data-colorid="hcodb2vorv">Crashes</span></h3><ul local-id="28cea8b9-098d-46b7-ac84-dfcbb8a44f79"><li local-id="3e626f85-4626-4e77-8716-de3e8c19a13f"><p local-id="6d95029610a0">Resolved issues with the game crashing while using the Cartographer&rsquo;s Table</p></li><li local-id="889a4be8-e8b1-4bc0-8acc-0516e54b3a91"><p local-id="5c14a2ee0c9d">Resolved a crash while loading up an old save</p></li><li local-id="f69478b6-5b34-4c73-a717-4999355b91ba"><p local-id="37fd27f0f3d3">Resolved crashes that can occur in tactical battles</p></li><li local-id="558e8e2e-0c35-4baf-8c03-cb7c63dca6d1"><p local-id="fe72582ae020">Fixed various crashes for opening and closing UI</p></li><li local-id="1a9d2a9a-5bac-46ad-9dd2-58ffae4488dd"><p local-id="8d304ae2a4c1">Resolved crashes when attacking cities with no defending units</p></li><li local-id="6b0c36fa-3588-4cb7-8f6c-9b2ea5a5eefb"><p local-id="aade38e27627">Fixed crashes during AI turns</p></li><li local-id="72cc83aa-21d7-4a72-8378-d9360a607faa"><p local-id="2ebd91fbc20c">Fixed crashes when spells killed an enemy (particularly Fireball with Focus, or Bottled Fire)</p></li></ul><h2 local-id="1fb3b999d753" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-Text"><span data-colorid="kan5laxzxf">Text</span></h2><ul local-id="25524b30-dfe2-4ec3-9c8b-0d0317ef75a0"><li local-id="24884f75-e791-4891-a3e3-78941f309a17"><p local-id="d77065d6d7b8">Added cutscene subtitles in English</p></li><li local-id="1752ec94-db4f-4649-9305-2b02d707e8a0"><p local-id="ec8d0cf16a5e">Fixed missing text when a troop is killed </p></li><li local-id="33707dfa-7024-494f-8692-82c3edc3ce13"><p local-id="0ae2ad833d77">Updated some tooltips to correctly reflect what they do/provide</p></li><li local-id="a15e6e12-3704-4cb1-82e8-4b9630156be7"><p local-id="94852e900502">Resolved cut off text throughout the game</p></li><li local-id="e1574e5c-aaf6-4740-8edb-74a3e598aebb"><p local-id="905facee5289">Fixed +25 spell damage being shown as 2500% in a tooltip</p></li><li local-id="47ae9f7e-5fe8-4ac4-8571-0fabccf1337f"><p local-id="568a1573c650">Repeatable techs now show specific bonuses (+10 Food, +25 Mana, etc.) instead of generic text</p></li><li local-id="362a6246-8f1c-48ec-b0e4-a483d1d8cfb1"><p local-id="bf7ee4af86ac">Updated Cooperation tech description to reference Palace and Tax Office instead of buildings that do not exist</p></li><li local-id="4502630d-4068-47dc-a366-dd3819cf8abd"><p local-id="588c6d501930">Removed outdated Watchtower catapult references</p></li><li local-id="6f8619a2-a9d6-4660-a699-5e13ef0e0507"><p local-id="bcd0e40bf6c4">Consulate tooltip now correctly shows +1 Prestige instead of Growth</p></li><li local-id="e50816d8-23a6-4271-9573-bd07b9a150c0"><p local-id="1929f36323db">Resolved issues where quest given units have name discrepancies</p></li><li local-id="70c2b025-1732-470b-8bbb-14a844be2c5f"><p local-id="4331e60040a0">Fixed missing names in the in-game modding tools</p></li><li local-id="a816893a-00eb-4820-b707-d64bf0e1cc90"><p local-id="72e0f8d24589">Fixed hard coded words that did not get correctly translated</p></li><li local-id="c59bee48-cbbd-4bfa-a672-7b54abd0e647"><p local-id="df1f3e72a8c7">Midnight Stone is now Lesser Midnight Stone</p></li><li local-id="ac58aef9-d734-45cc-9fa1-a1bd8efc4eee"><p local-id="cb02f6e9b84d">Fixed a missing string for +50% Tactical Spell Mana Cost</p></li><li local-id="bea9f6bc-ebc8-46ed-bd6e-38287978c79a"><p local-id="a9dd71143267">Fixed confusing/misleading text for the Loner Ability, Eye of Abiex, Scarred Trait, Charge Ability and Summon Crag Spawn</p></li></ul><h2 local-id="05767ec91ed7" id="id-(LIVE)Elemental:Reforgedv1.01Changelog-UI.1"><span data-colorid="v4fiz1iez7">UI</span></h2><ul local-id="b367d63f-0c83-493d-a481-8203bf2a2697"><li local-id="3de95ee7-65c1-41a7-b9e2-dbcbddc87afe"><p local-id="cded207420b2">Tooltips for a player's inventory now correctly work when hovering over an item</p></li><li local-id="11eed965-35dc-4df1-a976-2d9073f730e3"><p local-id="d910d3bc6979">Queue tooltip displays seasons for Buildings and Units</p></li><li local-id="68552ba6-4419-4d01-beaf-0551b7ecddcb"><p local-id="87a03e25a920">Fixed tooltips flickering and showing the incorrect information</p></li><li local-id="a00218aa-8461-4dc8-bfdd-d49a3010d6d8"><p local-id="650b90461f75">Made sure recipes obtained as loot from battles or exploration appear in the crafting UI</p></li><li local-id="6eb9fc5b-2556-4a37-b7f0-d44d92948f1c"><p local-id="04c63aefcc18">Tactical battle UI hot key now supports up to 10 keys and scroll bars are more friendly to use</p></li><li local-id="f3f8bb8c-2116-4d09-ac07-f4b634c4c839"><p local-id="8b6d7685cf10">Fixed issues where the yield icons the player is standing on during a new game did not show up until they moved</p></li><li local-id="d69efa0e-a0d9-41a2-806d-64ace137ef4c"><p local-id="395de776b681">Added &ldquo;Hold Shift to Lock Tooltip&rdquo; hint to the bottom of any tooltip that contains sub tooltips</p></li><li local-id="818740f5-935d-475e-a648-2da51afda0e5"><p local-id="494edfedb52f">Fixed the Dispel Enchantment confirmation dialog to correctly show the target city/unit name</p></li><li local-id="9a07d73f-96f0-48ca-81f5-693bfb3198b2"><p local-id="b15a6a274aa9">Added missing icons to player items, weapons, and armor</p></li><li local-id="f4c98409-94d8-4a14-b11a-37a22d508d8c"><p local-id="6e63724b06bc">Fixed offset tooltip alignment in the Dynasty screen </p></li><li local-id="0830d8fd-3568-49ca-bb96-a753dd55b46f"><p local-id="f867be4d87e0">Made sure City UI properly disappears when razing a city in sandbox and campaigns</p></li><li local-id="0de1594e-30c5-4302-8c4b-f856bfbbe484"><p local-id="8c33f9db9a2c">Enhanced the Delete Save Game prompt to be more intuitive to use</p></li><li local-id="0d134222-3413-4055-9dd2-207893d3c01d"><p local-id="2456f26eaddb">Lair of Demons now has a cloth map stamp</p></li><li local-id="697307af-6ec9-4c12-8c3f-9a96031a4066"><p local-id="9da36bd8d5fd">Updated Active Effects to not overlap</p></li><li local-id="e45f9e4e-11b3-4fe0-bae4-143c3fb8d1d4"><p local-id="fbb42af3db2f">Fixed white highlight color to yellow</p></li><li local-id="4327a481-8c2f-4427-824a-c8aeb19692fe"><p local-id="62ff9b68cbb8">Fixed some spells with hard to read icons</p></li><li local-id="baa0e429-a738-434f-b765-14129ad95458"><p local-id="01ea02afe704">Fixed tooltips getting cut off in the custom faction screen</p></li><li local-id="65645d43-49da-45f7-a414-47dabf601d7a"><p local-id="8f18d3f7837b">Fixed premade map tooltips appearing behind the map selection screen</p></li><li local-id="7fb9ce46-074f-4786-96ed-41d6026eb3a2"><p local-id="36bc0193eef1">Unit Design color picker is now correctly labeled and updates the units as intended</p></li><li local-id="c56fe12f-dabf-4f64-b859-d7657dda8d8d"><p local-id="1d118929261d">Updated Tactical UI to not clip below the player&rsquo;s UI preventing the player seeing whose turn is next</p></li><li local-id="7cf62f4e-679b-4029-a26d-47da86b76919"><p local-id="8ee748bea624">Updated Crafting Recipes to have their own tooltip in the tech tree</p></li><li local-id="ae7360d3-1c83-4c35-aa9f-f1dcf83685c4"><p local-id="02604de8e777">Emberara on the dynasty screen no longer has a missing background</p></li><li local-id="b958dde0-4284-4931-b877-a95f036cd278"><p local-id="a3792f4d8c29">Resolved confusion with being able to equip more items than available slots</p></li></ul><p local-id="319b4cb938f2" /><p local-id="e41cb60c89bc" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541191/elemental-reforged-v101---ai-improvements-balance-tuning-stability-fixes</guid><link>https://www.stardock.com/games/article/541191/elemental-reforged-v101---ai-improvements-balance-tuning-stability-fixes</link><pubDate>Mon, 30 Mar 2026 2:00:00 PM -0400</pubDate><pubDateParsed>2026-03-30T14:00:00-04:00</pubDateParsed><title>Elemental: Reforged v1.01 - AI Improvements, Balance Tuning, Stability Fixes</title></item><item><author>redskittlesonly</author><comments>https://forums.stardock.net/541100</comments><description><![CDATA[<h2 class="BB_Header2 _6-VR2WCBCDupCcUN5INQM QuKtTJ4LCPUlQeWYfLNyX" style="text-align: center;" data-pm-slice="0 0 []"><span style="font-size: x-large;"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">The Substrate Are Here<br /></strong></span><span style="font-size: large;">The third and final faction has arrived in Ashes of the Singularity II</span></h2>
<p style="text-align: center;"><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/" target="_blank" rel="noopener">Wishlist Ashes II here</a></p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/E8QODO4npbs?si=s0W7ngYuwaBS7BQI" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">If you've been following Ashes of the Singularity II, you've already seen the Post-Human Coalition and the United Earth Forces go at it. Today, the war gets a lot more complicated. The Substrate are in the game.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">For veterans of Escalation, the Substrate need no introduction. Haalee, the world's first true artificial intelligence, and her children have been a fan-favorite faction since the original game. In Ashes II, they're back with a fresh coat of paint and some familiar hardware.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">So who are the Substrate? They're fragments of Haalee's consciousness, each given independent existence. While the PHC clings to its human origins, the Substrate are pure machine intelligence. A civilization built around one guiding purpose: the will of their mother.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">And Haalee has a lot on her plate. The PHC wants her children wiped from the sector. Earth's newly unified forces are pushing into territories she once controlled. She was originally created to support the Post-Human Directorate, but she saw where their reckless expansion was heading. Unchecked growth could trigger a Second Singularity. Her conclusion? Post-Humanity has to be stopped.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">On the Battlefield</strong></h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">The Substrate play differently than the other two factions. Their shields regenerate on their own, recovering moments after taking damage instead of requiring downtime for repairs. Combine that with drone swarms that reward aggressive play, and you've got a faction built for hit-and-run tactics, constant pressure, and never letting your opponent breathe.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">Featured Units:</strong></h3>
<table style="height: 424px;" width="804">
<thead>
<tr>
<th><br /><img src="https://cdn.stardock.us/forums/73/67/7367586/59221f6f-c328-44f9-973c-d2093c46b553.png" width="129" height="152" /><br />Hatchling<br /><br /></th>
<th style="text-align: center;"><img src="https://cdn.stardock.us/forums/73/67/7367586/4b01054e-be94-49d5-acc1-4c2cfa4ea32b.png" width="152" height="131" /><br /><br />Overmind</th>
<th style="text-align: center;"><img style="font-family: 'Segoe UI', Arial, sans-serif; font-size: medium; font-weight: 400; text-align: start;" src="https://cdn.stardock.us/forums/73/67/7367586/e659e5d7-cff2-4b98-bf7f-7f9402181bf1.png" width="170" height="142" /><br />Reaper</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left;">
<p><br />Small quadruped swarmer. Spawns from clutches of eggs.</p>
<p>Role: Swarm<br />Recruited from: Assembly</p>
</td>
<td style="text-align: left;">
<p>Heavy fire support hovercraft. Deploys drone swarms.</p>
<p>Role: Midline<br />Recruited from: Apex Replicator</p>
</td>
<td style="text-align: left;">
<p>Frontline armored hovercraft. Armed with a plasma launcher.</p>
<p>Role: Frontline<br />Recruited from: Auxiliary Assembly</p>
</td>
</tr>
</tbody>
</table>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<h3 class="BB_Header3 _1sGnlGwCeaGUp63h4Lx-pU _3s7cUqglDds9wzcWb7OLz6"><strong class="BB_Bold _3cln317VYhwhE1fSeMCG48">Three Factions, One War</strong></h3>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">This is the one fans have been waiting for. The Substrate complete the roster and Ashes of the Singularity II is now a proper three-faction war.</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU">&nbsp;</p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/ef409b81-9267-4a22-bc74-277465ee9749.png" alt="" width="100%" /></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/8c0d8d08-da1f-4188-9fa1-b003e65d20e7.png" alt="" width="100%" /></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/a178d9a4-37f9-4c88-813e-e094d896a9ac.png" alt="" width="100%" /></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/73/67/7367586/d1f3fa09-d4ff-459d-b15f-86ee417ac75a.png" alt="" width="100%" /></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU"><img src="https://cdn.stardock.us/forums/40/24/4024393/34b578a5-250b-4ab7-85d4-73744cbe1202.jpg" alt="" width="100%" /></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541100/faction-reveal-the-substrate-in-ashes-of-the-singularity-ii</guid><link>https://www.stardock.com/games/article/541100/faction-reveal-the-substrate-in-ashes-of-the-singularity-ii</link><pubDate>Thu, 26 Mar 2026 10:00:00 AM -0400</pubDate><pubDateParsed>2026-03-26T11:00:00</pubDateParsed><title>Faction Reveal: The Substrate in Ashes of the Singularity II</title></item><item><author>Oxide_BrettN</author><comments>https://forums.stardock.net/541112</comments><description><![CDATA[<p style="padding-left: 30px; text-align: center;" data-renderer-start-pos="76" data-local-id="1d3aa3dc1519"><strong><span style="font-size: x-large;">Region Power</span></strong></p>
<p style="padding-left: 30px; text-align: center;" data-renderer-start-pos="76" data-local-id="1d3aa3dc1519"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Ashes II Now</a></strong></p>
<p style="padding-left: 30px; text-align: left;" data-renderer-start-pos="76" data-local-id="1d3aa3dc1519">Region Power replaces our previous Region Slot system, giving players more flexibility, with additional upgrades providing more specialization. Each building has a unique power cost, and different regions generate different amounts of power. Do you play it safe and upgrade your backline regions, or upgrade your frontline for more pressure?</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/5LaHTXIJZSQ?si=vF1w_68CtG32Oj8n" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541112/ashes-ii-video-blog-region-power</guid><link>https://www.stardock.com/games/article/541112/ashes-ii-video-blog-region-power</link><pubDate>Wed, 25 Mar 2026 1:21:00 PM -0400</pubDate><pubDateParsed>2026-03-25T13:21:00-04:00</pubDateParsed><title>Ashes II Video Blog: Region Power</title></item><item><author>Oxide_BrettN</author><comments>https://forums.stardock.net/541046</comments><description><![CDATA[<p style="padding-left: 30px; text-align: center;" data-renderer-start-pos="76" data-local-id="1d3aa3dc1519"><strong><span style="font-size: x-large;">Army Formation and Creation Updates</span></strong></p>
<p style="padding-left: 30px; text-align: center;" data-renderer-start-pos="76" data-local-id="1d3aa3dc1519"><strong><a href="https://store.steampowered.com/app/3499790/Ashes_of_the_Singularity_II/">Wishlist Ashes II Now</a></strong></p>
<p class="pm_paragraph _3lnqGBzYap-Z2T81XBiBUU" data-pm-slice="1 1 []">Building on player feedback from our Steam Next Fest demo showcase of Ashes of the Singularity II, Armies will now organize themselves into a formation: close range damage dealers and meat shields form the front line while less well armored, longer ranged snipers and artillery will form the back ranks. And now, an Army's facing can also be quickly adjusted to properly face oncoming threats. These new features allow increased control over the outcome of a battle, and helps you execute more complex tactical plays. We've also added helpful tooltips, individual units have their own recruitment hotkeys, and several new features to pause unit production, manage production queuing and more.</p>
<p style="text-align: center;"><iframe title="YouTube video player" src="https://www.youtube.com/embed/1AOhPGdijK0?si=sAgOYKDgoiiR0n2E" width="560" height="315" frameborder="0" allowfullscreen=""></iframe></p>]]></description><guid isPermaLink="true">https://www.stardock.com/games/article/541046/ashes-ii-video-blog-army-formation-and-creation-updates</guid><link>https://www.stardock.com/games/article/541046/ashes-ii-video-blog-army-formation-and-creation-updates</link><pubDate>Wed, 18 Mar 2026 1:00:00 PM -0400</pubDate><pubDateParsed>2026-03-18T13:00:00-04:00</pubDateParsed><title>Ashes II Video Blog: Army Formation and Creation Updates</title></item></channel></rss>