Jump points are not usable in Turn-Based combat: We are aware of this issue and are currently looking for a solution to address this problem.
Resolved Issues
The storm cutscene will now always trigger properly after the introductory fight.
The grimoire UI will now correctly display grimoires that are in stores and containers.
The Infamous Captain passive no longer causes ship deck fights to start during the introductory cutscene. Additionally, the fear effect now only triggers in ship combats.
In turn-based combat, all present enemies will now properly act in the first round instead of waiting until the second.
The following trinkets will no longer prevent the player from losing their turn in turn-based mode:
Spoiler
Crucible Token's "Kazuwari's Call"
Betrayal's "Quick to Rebel"
Detonator Shard's "Final Flame"
Eye of Rymrgand's "Winter's Veil"
Kaihoa's "Lost in Time"
Waidwen's Sundial's "Life Through Death"
Whispers of Neriscyrlas' "Corrosive Breath"
Characters will no longer become stuck when trying to move near enemies in turn-based combat.
The game will no longer pause when opening a tutorial during turn-based combat.
Certain spells no longer consume Action Point from the character's next turn.
Party members now move at the correct speed when in stealth.
Characters with unused engagements will now engage enemies that move in range even if they are not the primary target.
Characters will no longer say "Can't Do" barks when hovering enemies in turn-based mode.
Many enemies with Might or Constitution affliction resistances will now defend against the correct effects.
Combat is correctly started in Turn-Based Mode after kills made from stealth.
Balance Changes
Characters will Graze on attack rolls of 1-49 in Turn-Based mode instead of 25-49.
Adjusted Forbidden Fist ability:
Reduced initial damage, but increased the damage bonus per curse to +50% (from +25%).
Reduced the duration of the curse to 6s (from 10s).
Reduced the added duration per use to 6s (from 10s).
Added duration from subsequent curses will no longer increase the duration of the initial curse.
Hid unnecessary self-application information from the combat log.
Added icon in the Scan view legend to illustrate the different hacking routes and traces
Added the fact (in tooltip) that all defensive programs remove detected backdoors on the node they're placed on
Added a Notification for when Minor And Pirate get access to Hacking
Reworked ostile Trace Detected!?notification
Added tooltip to sleeper count element in the hacking banner
When a hacking operation and its trace finish at the same time, the operation will always have priority and the trace will be cancelled
Pre-allocated Program Icons now Blink
Improved the tooltip of the "Piggyback" offensive program
Tooltip now displays click instruction for Hacking Op Cancellation Allocation
Changed failure message when trying to hack Vaulters' special node
Show the possible colonizable planet on system label, even if colonized by another major empire, to better reflect the ability of UC to install sanctuaries on almost any system.
Formated vercloaker?module tooltip for clarity
[Balancing]
Increased cost of specialization for Obliterator
Increased cost of Obliterator shot when not loaded
Added vision bonuses on Citadel specialization and Obliterator Shield system improvement
Tweaked United Empire faction quest chapter 1 part 2 Industrialist objective value
Added bonuses in hacking (very light speed bonus and Bandwidth) for higher difficulty AIs
[Perfs]
Reduced end turn framerate drops by highly reducing the time spent in the influence refresh and visibility refresh algorithms
[FIX]
Increased Vodyani base food output so that they won't start with -1 food in endless speed
Users can now properly use keyboard shortcuts to navigate the galaxy map after successfully placing a sanctuary on a neutral system
Made sure the deed asking for multiple trade companies doesn't appear when there's an UC in the game
Hacking a system with another UC sanctuaries will reveal them
Fixed Core Cracker modules not being correctly forbidden by the "Enable super weapon" setting
Systems which are under Blackout effect can no longer launch hacks, and a tooltips feedbacks why
When an offensive programs is on two operations, it will automatically be cancelled if the operation that triggered it finishes before the next one reaches it
Made sure custom factions with the "In the Sahdows" affinity can not take the following traits:
"Fervent Colonists" and "Apathetic Colonists"
"Resilient" (Free Obliterator Shield on home system) as it is useless to them
"Involuntary Nomads" (Argosy)
"Guardians"
All Minor Faction Population traits
Made sure the custom faction trait "Xenolinguistics" that provides said technology only appears once in the list
Fixed unoperational hacking speed boost from Umbral choir cooperation protocol
The UC can no longer impose a closed borders treaty, as it has no effect on the systems they control. Other factions can still use it against a UC player
Added a specific improvement for Umbral Choir affinity / Riftborn visual affinity so the faction can extend its population to Sanctuaries
Tooltip of "Purge" Ground Battle Outcome for Minor Faction systems now correctly states that the faction trait will be gained
Operation cancellation bandwidth cost cannot be increased by enemy or allied programs anymore
Forbid sending "stop hacking" contextual term when at war
Added Crescent-only anomalies. Prevented custom factions with UC gameplay from having any Anomaly starting modifier traits
Fixed situation where the game crashed because of diplomacy being way too harsh on performances.
Construction items are now properly displayed on monitors with native 1600x900 resolution and Custom Interface Size below 80
Made sure the Compression Singularity is consistent with the tooltips of other singularities
Fixed Cathedral of the Swarm displaying the wrong category in the tech tree
Removed weapons from available module list when designing a Horatio/Cravers/Riftborn colonizer
Fleet line elements don't flicker anymore whenever a fleet performs an action
The Riftborn Explorer module slot obtained from Adaptive Colonies technology was not properly positioned in Ship Design Screen while Redshifted skin enabled
Corrected the political impact of the "Immaterial Connection" improvement; also made sure it couldn't be built until the player gets a sanctuary on a gas planet
Orbital stations of the Umbral Choir are now displayed around planet to reflect the level of population
Assimilated Illo, Kalmat and Harmony minor civilizations will now be shown in the conquest counter
Removed Colonizer module unlocks from the tech tree when playing a faction without colonizer
Removed useless colonizer ship design when creating custom faction with UC gameplay and any other visual affinity
Enemy Best System Indicator in scan view no longer informs the player about hacking outcomes while having the DLC 3 Content disabled
Umbral Choir players are no longer unable to move population units from Sanctuaries to planets containing outposts
Corrected a variable for the UC faction quest chapter 4B
Fixing Achievement hank god they use USB too?to only rewarding it when hacking major home systems
Fixed Striker module effect not being functional
Disabled animated hero portraits in academy screen if you have over 5 heroes in order to lessen the performance impact of hero cards when you have a lot of heroes
Moved the "Turns" legend of System Info graph in System Overview scan view to avoid overlap with the end turn button
Fixed an issue when trying to place a sleeper on a vodiany system
Corrected an Endless Day quest: no more skippable assert when playing with too many players compared to the map size
The "Enable Hacking Outcome timer" is no longer available for the player while having DLC 3 Content disabled
Made the quest "Your Bag, Please" take the diplomatic status into account
The notification for pacific conversion is no longer triggered for Umbral Choir
Fixed UC having some ground battle strategies effect not applying for Sanctuaries
Fixed some glitch in the portrait of Imane (pilgrim hero)
Changed System level improvements for UC and Vodyani to remove mention of unlocking space port - Part1
Fleet Expedition action on Systems with only curiosities which need Curiosity Power higher by at least 2 Levels than the player's current power will now display the proper failure message
The tooltips for the Crescent expansion (and other terraformation) unlocks in the Technology screen no longer falsely inform the user they are planetary specializations
Fixing an issue when a Sanctuary is destroyed and is a ship spawn point
Added a political event for population slot SSI (not considered as "approval" improvements anymore)
Sleepers are now destroyed when they failed to be transferred to a planet from an automated delivery
The Sanctuary Management screen "link destination" button is now properly grayed out when having no functionality while the sanctuary is invaded
Prohibited "Force Immigration" for UC Empires
Removed outdated scan view caption info and added Hacking info
Made sure the military Deed asking the player to destroy 4 planets doesn't trigger when super-weapons are disabled
Made sure the sophon quest curiosities could not be researched before the relevant quest is triggered
Prohibited the placement of sanctuary on a planet if there is already one from another empire regardless of visibility
Sleepers are no longer revealed on security breach (the first system of a trace).
Fixed "Immaterial connection" effect not showing in the empire science tooltip despite being correctly applied
Fixed some Sleeper detection actions being available when Penumbra content was disabled
The infinite improvements which converts Industry will now be also consuming the Industry generated by Sanctuaries
Populations on the spaceport are now destroyed when the system is lost. This fixes numerous issues with undead pops and Sleepers in lost systems' spaceport.
[AI]
UC AIs will now seek to use further beacons if possible
UC AIs will now seek to place more beacons in order to gain the nodes' bonuses
UC AIs will now seek to place backdoors on pirate systems
UC AIs will avoid firing on their sanctuaries if possible
AIs will now seek to push max population improvement
AIs are now less likely to chose hacking routes on which there are consecutive enemy colonies
AIs will focus their influence on one minor at a time
AIs can now use the new ground battle tactics on sanctuaries
[AI][FIX]
Fixed an issue where AIs would not explore other constellations than their own
Fixed an issue when determining if a fleet could attack another
Fixed an issue during the operation need computation
Fixed an issue preventing laws from being pushed
Fixed an issue when selecting a hacking outcome
Fixed an issue where Arks could not properly attach themselves