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Post-release update #5

We're happy to announce a new update of Heroes of Science and Fiction, this time with more features (and no fewer bugfixes). :) Also, we have a small roadmap update to give you a better idea what features and content is coming in the upcoming months, see below!

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Features and improvements

  • Iron mole mode and old-school hazard are now separate options

  • Single commander mode

  • Team play in multiplayer, including shared fog of war, sending resources

  • Added Vsync option to sync only to half of the refresh rate of the monitor

  • Enabled cloud save for victory saves from the campaign which used to unlock other levels

  • Added "Besieger Tools" equipment

  • More optimization, including micro-stutters in combat and material handling (this is related to the slow base-to-map transitions where we kindly ask Unity to cleanup unused stuff)

  • Progress on AI performance/memory optimization

  • Changed transition from base to map to a more subtle fadeout from black, disabled whoosh sound

  • Added simple procedural squash-and-stretch turn animation in combat for units without dedicated turn animations

  • Added visual indication for not enough move points when using teleport, fixed route visualization not taking into account teleport cost

Fixes

  • Fixed the "Who knew this could happen" achievement not unlocking when a commander gets caught in a dangerous object

  • Fixed Tumori siege background was visible in the next siege battle

  • Sovereign Base 16:10 bottom screen gradient bar fix

  • Fixed AI commanders could get really confused when stuck on a bridge blocked from both sides

  • Fixed Merchant badge usage disabling smuggler den and slave camp indefinitely

  • Fixed tactics position not saved during first use of tactics on units that stayed at their original position

  • Fixed tactics order could get messed up after transferring a commander's army to a base

  • Fixed players with no commanders breaking Eyeball Tower statistics dialog and getting the game stuck

  • Fixed Tumori base was never used in generated map

  • Added a 'continue' button in multiplayer when the host loses during an AI player's turn as you would be currently forced to exit the match

  • Fixed landlord achievement not unlocking when taking bases by combat

  • Various small UI and text fixes and improvements

  • Campaign - Empire level 3 - Fixed a rare occasion when the fight could not start properly if the enemy commander stood right in the middle of one particular even

  • Campaign - Children level 1 Doctor Brown could appear to be stuck due to not having any targets nearby

  • Campaign - Children level 3 - Tumori could kill Furret, which breaks one of the important events

  • Campaign - Fossorians leve; 1 -The spacebar was marked as forbidden despite already being present in the base

  • Campaign - Sovereign Fleet level 2 - a step on event on the same place as unit danger zone, causing troubles if commander has negotiator skill - fixed

Roadmap

Here's our updated roadmap - and more info on the two teased DLCs is coming soon!

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Community discord server

You're more than welcome to join us and the community on our Discord to discuss feedback, help us with bug reports or just have a chat with other players!

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](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FqaQQat2dbC)

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