- Added a game over event. - Added a game failed event. - Added new audio - Changed opening cinematics slightly - General bug and stability fixes - Improved memory performance - Fixed a grammar and punctuation error.
New Patch is now live for Titan Quest Eternal Embers.
Below is the long list of fixes.
New features: Curse Shrines Curse Shrines would be an area in the gameworld, where unique shrines exist that can place a certain kind of curse on the player in exchange for other rewards.
Once a Curse is activated it will stay active until the player deactivates it via one of the cleansing shrines. The shrines are located in Helos at the very beginning of the game.
A new currency, Electrum, is gained from killing monsters with curses active. The more Curses are on the player the more Electrum is being provided. Electrum is a new currency that players can Transmute later into special Orbs that will give players special gears.
Note: Orbs containing items from any expansion that the player does not own, will still drop items from those expansions. However those items will be unusable until the player has acquired the required DLC. Description of the Orbs mention a key , this key is not expected to drop for now;
Overhaul of the Character window screen In order to provide additional information to the players, a third tab had been added to the Character screen and some stats from the second tab had been moved there. Some additional information, like stats breakdown, is displayed on mouse hover.
Added audio/visual indicator when an Epic or Legendary item is dropped: the item icon and the name of the item will appear on hover on the Mini Map, and the audio indicator is heard when the item drops from killed mobs.
Visual updates and issues fixed:
Fixed issues with black void appearing instead of fog in multiple regions (Olympus, The Great Wall, Temple of Poseidon)
Fixed an issue where item descriptions could stay on the screen while the player moves or zooms in/out
Urns/Pots; added dust particle effect when opening
Created new Icons for the Shrine Debuffs
Level Design fixes and improvements:
Mortuary Temple: Black Sarcophagus now has a rare trap spawn
Forgotten Tombs: Fixed areas where clipping occurred near some walls
Collapsed Catacombs secret level: Widened some narrow corridors for better visibility
Fixed issue where player could clipp in to the stairs near Aetolian Polis
Solar Temple of Ra: Replaced Greek dead soldier with Egyptian, polished some misplaced assets
Flooded Temple of Sobek: Added extra soft lighting
Burial Vaults: Added extra soft lighting, added door after the Anubis chamber, added boss reward chest in final chamber
Great Osiris Temple: Blocked certain area with camera obstruction, refined pathing in second level, further polish work
Abydos Crypts: Fixed areas where camera view was obstructed, added some minor soft lighting, rescaled oversized sarcophagi decorations
Fixed pathing issue under bridge at Swabian Jura
Fixed pathing and other accessibility issues:
Fixed pathing inside wall sections of The Great Wall to prevent player clipping or getting stuck
Fixed multiple pathing issues in various regions of the AE, where a player could fall through a bridge and get stuck underneath: City of Delphi, Knossos, Parnassus Hinterland (Act I), Artisans Quarter in Memphis (Act II), City of Chang'an, Jinghe River Valley, Jade Palace (Act III), Celestia (Act IV)
Fixed multiple pathing issues, where a player could fall off the dock into the water: City of Megara (Act I), Rhakotis (Act II), Shores of Scandia (Ragnarok DLC)
Fixed issues with pathing in the Dvergr Mines (Ragnarok DLC) causing a player to drop under the playable area
Added cage door to the secret passage in AE, to prevent players from getting stuck
Fixed an issue with a chest spawning in the wall inside of Great Hall of Propontis
Performance improvements:
Removed vista in Tiamat Arena and improved performance in Tiamat boss fight
Further optimized the performance of various Atlantis DLC regions (Atlantis city, Garden of the Hesperides, Atlas mountains, Coral Temple)
Optimized the performance of some regions from the AE (City of Paseron, Athens Swamp)
Updates to monster stats, skills and loot tables:
● Mummy (Eternal Embers)
Fixed Mummies excessively high MI drop rate
● Mummy - High Priest of Osiris (Champion)
Added new skill ‘Conjured Sphere’: Ranged attacks which fragments up to x4 pieces dealing cold, frostburn and fire damage
Removed Ice Shards skill and reduced summoned skeletal minions from 3 to 2
Aura: Removed damage reflection, now correctly deals Cold and Mana Burn, updated Fx
● Mummy - High Priest of Ra (Champion)
Added new skill ‘Electrum Orbs’: Ranged attack with multiple projectiles dealing elemental damage and burn DoT
Removed Meteor and Aesir Ray skills
Aura: Removed damage reflection, now correctly deals Fire and Lightning DoT, updated Fx
● Mummy - High Priest of Anubis (Champion)
Aura: Removed damage reflection, now correctly deals Vitality and Life Leech DoT
Removed Abyssal Lich Give/Take Life skills
● Mummy - High Priest of Set (Champion)
Aura: Removed damage reflection, now correctly deals Poison DoT
Reduced Scarab summons to 4 with a maximum of up to 6
● Mogwai Abettor (Champion)
Added new skill ‘Bloodseeker’: Ranged attack with x2 projectiles that fragment on impact, deals bleeding and life leech damage
● Monk Rhapsodist (Champion)
Replaced Trance of Empathy (damage reflect) with Trance of Convalescence (Health regen, damage absorption)
● Skeleton - Sharpshooter (Champion)
Updated mesh with cold fx visual to help distinguish as a champion
● Wraith
Wraith’s disruption skill: increased 'attack delay’ between casts to help reduce spamming of this
● Sesketesh, Wielder of the Sands (Hero)
Slightly buffed default melee attack
● Nemethikaa Keeper of the Ancients (Hero Liche)
Added a chance to drop Liche Mi’s
● Amnesh the Scorpionmancer (Hero)
Reduced chance to equip Heretic Staff Mi, can now drop Ceremonial Armbands Mi (fixed drop values)
● Akhenaten Zealots (melee)
Fixed loot drops, now have a chance to equip unique 1h weapons, including Desert Dweller’s Club Mi
● Akhenaten Zealots (caster)
Fixed loot drops, now have reduced chance to equip Heretic Staff Mi, also removed 'Pocketsand’ skill (reserved this for champion variant)
● Akhenaten Crier (Champion)
Reduced chance to equip Heretic Staff Mi (fixed drop values), slightly increased cast frequency of 'Pocketsand’ skill
● Ichthians (melee/caster/champion/hero)
Fixed loot drops, reduced chance to drop helm Mi and updated equipped weapon values, reduced chance to cast Ensnare net, replaced Blasphemer champions Force Shield with Energy Shield
● Feiyi
Increased Life
Increased Min and Max damage for Poison Spit
Added DOT for Poison Spit skill
Increased Min and Max damage for Tail Stab
Added Spider Widow Toxic bite: Melee attack that deals Life leech, poison DoT and slowing
Added Hero poison attack: Poison DoT to attacks with +10% poison damage (passive)
● Ghost Pirate Captain
Increased Life
Increased Spell Cast Speed
Now summons Drowned Sailors instead of basic white skeletons (with increased HP)
Added new skill ‘Arcane Mines’: Summons x10 mines around the caster which deal cold, frostburn DoT and 10% chance to freeze for 1-3 seconds
Added new skill ‘Enchantment Spirit Blade’: when active this skill adds cold and poison damage to attacks
Added Storm Nimbus: Adds cold and lightning damage to attacks
Added Passive damage bonus
● Exhumed Medjai (SQ)
Added Pierce, Poison, Life Leech and Trap resistances
Increased Strength, Life and Mana
Decreased Intelligence
Increased Run speed
Increased Mana regeneration
Increased Dodge and Deflect projectile
Added Plaguebird_TransmitDisease: Adds Poison DoT and reduces resistances (passive)
Added OpenWound: Adds bleeding DoT (passive)
● Mogwai Taskmaster (SQ)
Added Physical and Pierce resistances
Increased Life and Mana
Increased Run Speed and Attack Speed
Added Onslaught + Modifiers: Melee attack which charges up, increasing physical damage with every hit
Added Bladehoning: Buffs piercing damage
● Sanshou
Increased Life and Mana
Added Adrenaline: When activated applies health regen, -%recharge, increases physical and bleed damage
● Houshen
Added Physical, Pierce and Stun resistances
Increased Life
Increased OA
Added Wildfire: Ranged static AoE dealing fire and burn DoT, reduces OA
Added FireNova: Expanding ring dealing high fire and burn DoT, also impairs aim
Added Volatility: Buffs physical, fire and burn damages (passive)
Fireblast Skill - Increased attack delay on this from 5 to 9, reduced the skill level from 15 to 12 (therefore reducing stun time duration from 4 to 3 seconds)
● Zazamankh
Added Physical, Fire, Sleep, Stun and Trap resistances
Decreased Poison and Vitality resistances
Increased Life and Mana
Increased Run Speed, Attack Speed and Spell Cast Speed
Added Life regeneration
Increased Mana regeneration
Added Ternion + Arcane Lore: Allows x3 projectiles to be cast with increased projectile speed
Added CorpseOrbs: Slow moving orbs which explode on contact dealing elemental damage
Added new skill ‘Consuming Vortex’: Casts a static AoE dealing Burn and Electrical DoT
Added new skill ‘Summon Dark Obelisk’: Summons x4 Mummified Guardians
Added new Pet monster - Mummified Guardians:
Use Chaos Blade weapon enchantment: When active adds fire, lightning and mana burn to attacks
Zealot Molten Strike: Melee attack that deals burn DoT damage, Life leech and has a chance to lower player’s primary resistances
Detonates on death
Added new skill ‘Necrotic Discharge’: AoE skill with high vitality and bleeding damage
Added LifeDrain Beam (long range only)
● Terracotta General
Increased Life and Mana
Increased DA
Added new skill ‘Imperial Battle Standard’: Buffs caster and nearby allies with increased physical damage, health regen, offensive ability, electrical burn DoT and 25% chance of 2-4 secs of confusion
Added new skill ‘Ancient Bonespire’: Sends forth x2 bone spires wave attacks which deal high physical, pierce and minor vitality damage
Added Shen Pao Bombs: Casts out x3 bombs which have a chance to debuff and deal elemental damage
Added General Judgement: Melee trample attack dealing physical and bleeding damage
Other fixes:
Fixed issue with: Changing HUD Style to Titan Quest will cause problems with the third tab and player won't be able to open it;
Added loot Orb to FeiYi
Fixed Global Multipliers to show for DOT damage types : Burn Damage, Frostburn Damage, Electrical Burn Damage
Fixed issue where Client was not able to purchase Orbs from Electrum Vendor
Made Two decimal long global multipliers
Fixed issue with: Player able to clip through the newly added stairs in Helos;
Fixed global multipliers on Life and Energy leech
Fixed issue with: When a player clicks on the scroll for the first time in Helos where the new shrines are it reads normally, but when clicking on it a second time it won’t appear normally. It disappears every time a player tries to read it;
Fixed: Spellbreaking enemies causing players to lose shrine debuffs/buffs;
Added a modified "trap resists" skill without Mana Drain Resistance. Replaced "trap resists" skill on any summoning Obelisks with this new skill. (The passive skill is just a modified copy of the "trap resists" skill. The one difference being that it no longer grants the Drain Resistance.Not a crucial change, but nice to give skills like Chi Realignment a bit more use. And these "traps" obviously use spirit magic rather than being mechanical, so the immunity is not justified.)
Tweaked obelisk summon skill mana costs. Tweaked obelisk mana pools & regeneration (Now also adjusted costs of summoning to always be above the regeneration rate * cooldown, so obelisks slowly run out of mana and (more importantly) slow down when mana drained. > Collecting enough mana for one summon (if not drained again) takes about 20s on all difficulties.)
Hero monsters receive 50/100 extra Defensive Ability in Epic/Legendary
Boss monsters receive 100/200 extra Defensive Ability in Epic/Legendary
Gave standard Undead resists to Elysian shades
Improved visual around city of Megara
Polished Athens city visual
Added missing vitality damage to Gates of Hell unique shield
Fixed: On the new 3rd UI tab “Attack Damage converted to Health” does not fit the window space
Fixed: When clicking on one of the three tabs in the character inventory menu it makes a sound. However our newly added third tab makes a different sound than the other two.
Changed The Army on the March sword to be of "Fast", not "Average" speed.
Changed Ahmoses Ceremonial Axe from “Average” to “Fast” speed.
Multiple small misspellings fixed;
Added +10% Total Damage stat to Chiyou’s Fall;
Fixed sarcophagi in Epic/Legendary Gadir Necropolis dropping normal items
Increased drop quality of the more rare Necropolis sarcophagus type
Increased item drop chances on Mudmen
Fixed an issue with TQ Workshop tool not handling correctly item ids larger than max number possible with int32
Removed login window in the Main Menu
Fixed an issue where, if the Auto-Party option was enabled on game hosting, a player would automatically return to the party right after being kicked out of the party: if this option is enabled on hosting, the host can now only ban the player from the session altogether; if the Auto-Party option is disabled, when kicked out of the party, the player remains in the game session and stays out of the party, unless invited again
Fixed a bug on teleporting where players would sometimes be teleported to a wrong location, seemingly random
Fixed an issue where an unpleasant noise could be heard if a player opens and closes loot menu with a gamepad in a quick succession
Added failsafe feature to Tartarus, to save player’s progression in case of a crash
Updated proxy placements within EE Egypt dungeons for better variety and gameplay
Reduced Ceremonial Axe/Armbands Mi drop chances further (specifically from quest related Wraiths located in the Funerary Temple Ruins)
Reduced Fallen Seers Mi staff drop chances from Chinese Wraith’s
Traps: Swapped Scorpion and Spider spawn mix for Scarab spawns
Several localization fixes in different languages
Undead monsters such as: Wraiths, Zombies, Ghosts, Rumor Monsters had the normal Undead resist skill, with an additional Negative 30 Life Resist in their base skills.Then Ragnarok modified them, gave them Ghost resist skill, which only has 50 Life Resist, but they got rid of the -30 Life Resist in the monsters base skills. We brought back the Undead resist for them.
Old Item Changes/Fixes:
Tiresias' Guide, Cestus, Theurgist's Ward, Chthonic Legwraps now form a set
Reduced Cestus armor value by 7 (to match other parts)
Horns of Vorenus, Armor of the Tireless Soldier, Gauntlets of Implacable Will, Dienekes' Iron Boots now form a set
Reduced Dienekes' Iron Boots armor value by 6 (to match other parts)
Light of Wu: Attack damage converted to health stat from 30 to 15 and removed the chance of it happening, now it is a constant.
On top of this we also added a lot of new items that sadly wasn't room for in the announcement so we wrote them on the steam forums here - New Items
Welcome back everyone for our second dev diary on Evolving Empires! I'm Keith, here today to be your guide as we take a closer look at the game changing abilities you'll soon be able to unlock across this expansion’s Evolution trees!
Note that this particular diary will contain the Evolution sets for the base game races only. Check back for a future diary which will cover the races from Natural Law.
Before we begin, if you haven’t had a chance yet, I’d highly recommend checking out Dev Diary #15 where we take a deeper dive into what Evolutions are as well as how they work.
Evolution through affinity
A race’s affinity impacts various aspects about a race including the AI personality traits which influence how it behaves as well as some parameters (infrastructure, technologies, etc.) that serve to give it some initial direction. For base game races, their affinity will always match their race, but for custom races you can choose any affinity you have access to (including expansion races, if owned) on the race customization screen.
With Evolving Empires, your race affinity now also controls the Evolution set you’ll have available to you. This connection exists in order to provide the AI with the most suitable personality for the perks it has available to it.
Human Evolution
Artificial Directive (Tier 1)
Your empire’s focus on creating intelligent artificial life has led to the creation of android leaders. Far more art than science, not every intelligent android can be trusted as a leader, and as a result you'll unlock one android ship or colony leader of your choice with every culture level-up. The androids you receive are reliable, loyal, and cheap. Their only real downside is their inexperience. However, due to your empire’s focus on leadership, you’re no longer able to dismiss any leaders you choose to employ.
Alien Ambassadors (Tier 2a)
As the galaxy's preeminent diplomats, your empire reaps extra rewards from its relationships. Each of your active mining treaties provides you with additional production and diplomatic relation bonuses. Your true strength lines in the alliances you form though, as each active alliance you have will provide you with a significant empire-wide morale boost.
Achilles Defense System (Tier 2b)
Your efforts to make your ships nearly impenetrable has led to the development of the ultimate shield system. Whenever a shield overload action is taken, your shield will now fully recharge and actually lower, rather than raise, the heat level of the ship. In addition, your ship’s systems have been reinforced giving them increased uptime due to their additional health points.
A Better Tomorrow (Tier 3a)
Your empire sees a brighter future for the galaxy and inspires others to unite behind its cause. As the leader of your alliances, you'll be forced to break off any relations with their rivals. Your partners will however be more likely to accept your requests for coordination. They’ll also provide you with access to their supply range and a portion of all their strategic resources. As your relation grows with your allies over time, your relationship with their rivals will ultimately wither as well.
Multi-Dimensional War (Tier 3b)
Wars are fought and won on many fronts, not all of which are obvious. For every active war your empire is in, you’ll receive additional weapon and defense research bonuses and additional income from your populace. As your political connections worsen relations between your treaty partners and your rivals, your propaganda machine will cumulatively lower the morale of your rivals every turn you remain at war with them. Due to your empire’s focus on war, cultural and planetary engineering matters become much more difficult to achieve.
Draguul Evolution
Supreme Predators (Tier 1)
Your empire believes that “might makes right” and takes great pride in its military prowess. Your ship crews are unparalleled and gain additional combat bonuses. Every weapon and defense technology tier unlocked provides additional culture to your empire. In addition, your predatory warriors hunt the great beasts, and each trophy (kill) they obtain provides even further cultural bonuses. As a society built on strength, weakness and fear are abhorred, and your warriors would sooner die than face the shame of fleeing a battle.
Kinetic Mastery (Tier 2a)
Believing that the most impactful statements can only come from the barrel of a gun, your empire is focused on improving its kinetic weaponry. Your ships have increased accuracy with kinetic weapons, and combined with their crew bonuses, can make more effective use of them and their mods. In addition, your ships do more damage with all kinetic weapons.
Sacrificial Lambs (Tier 2b)
With your journey towards galactic conquest well underway, the only thing that still stands in your way is the willful disobedience of those you conquer. To quickly assert your authority, your empire can now sacrifice a portion of a colony’s population to instantly assimilate it. In addition, from now on any minor civilizations located within your borders will now be assimilated, granting you all their bonuses and removing any risk that anyone can ever take them from you.
Battle-scarred (Tier 3a)
In order to improve their ability to withstand and recover from damage, your empire has integrated biological materials into its ship designs. This built-in special system has no additional cost or space utilization and provides additional armor as well as regenerative capabilities. As scars are seen as the true measure of a warrior, your crews are no longer willing to be seen hiding behind an energy shield. Shields can no longer be equipped on your ships or stations.
World Takers (Tier 3b)
Your weak and pathetic rivals have failed their worlds and it is time for your empire to take its place as their rightful ruler. Your siege speed is dramatically increased and you now receive two assault ships every time one is built. You also receive up to two technologies with every successful invasion. As conquerors, your people have little desire to deal with domestic matters and are no longer willing to dedicate effort to building colony, outpost, or survey ships.
Moltar Evolution
Boundless Breakthroughs (Tier 1)
Facing fierce competition, every scientist in your empire struggles to stand-out. Every early breakthrough you achieve inspires your scientists and provides you with a free colony ship they hope will lead to new opportunities. Every research outpost you control provides additional info and increases the odds of a breakthrough occurring. Your scientists also unlock ultra technologies faster than normal. With a taste for science, rather than conquest, your assault ships take significantly longer to build.
Cultural Diffusion (Tier 2a)
As your empire spreads out across the stars, its culture continues to grow and expand along with it. For every unique type of biome you’ve colonized, you’ll begin to generate culture at an accelerated pace. In addition, you can now have early culture breakthroughs, just like early research breakthroughs, and every culture breakthrough also provides a free colony ship.
Energy Adepts (Tier 2b)
Your scientists have focused on improved ways to manipulate energy. Your beam weapons now have additional power provided to them when they are overloaded in combat, allowing them to do substantially more damage for that attack. In addition, they’ve devised methods to incorporate beam modifications in a simpler manner, reducing the miniaturization level requirements for their modifiers.
Extreme Transformation (Tier 3a)
Your people have adapted and evolved to the point that their physical form is completely malleable. They can now live in every biome and gravity type without penalty. Such adaptability is not without consequence though, as your ability to colonize anywhere is seen as a clear threat to other races. Combined with your often grotesque appearance, all empires are now unwilling to conduct any type of diplomacy with you aside from declarations of war or peace.
Interlinked Systems (Tier 3b)
With all your ship’s power systems now interconnected, your empire has eliminated the need to choose how to overload them. Your overload actions are now interlinked, allowing your ships to activate weapon, shield, and engine overloads simultaneously at no additional cost. In addition, refinements have led to an increase in the maximum heat threshold of your ships and a reduction in their overload cooldown timers. Unfortunately, due to the tight integration of components to make this viable, your ships suffer double damage to their systems when hit.
Sulak Evolution
Swarm Specialists (Tier 1)
Like a plague of locusts, your empire prefers to swarm upon its enemies with deadly intent. All your ships now gain bonus damage based on the number of similarly sized ships fighting alongside them. Your frigates and destroyers start at a higher experience level than normal, and your destroyers also use less support points to field. To support the swarm, your colonies also generate additional ship production towards military ships. With a focus on swarm tactics, your empire views its ships as expendable, and therefore sees no value in refitting its existing ships.
Astral Acrobats (Tier 2a)
Capable of death defying feats of agility and breakneck speeds, your ship pilots are true daredevils. Your frigates and destroyers move exceptionally fast, even for their size, and can easily maneuver across the battlefield. These ship classes also have a chance to dodge incoming missiles completely, regardless of the ship attack or ship defense of the ships involved.
Cloak and Daggers (Tier 2b)
Your ships are adept at stealthily seeking out and striking the most vulnerable parts of their targets. Your frigates and destroyers have a chance to cause double damage to any ship larger than themselves. In addition, their ability to avoid detection grants them the chance to dodge incoming kinetic and beam weapons regardless of the ship attack or ship defense of the ships involved.
Death Wish (Tier 3a)
For those seeking the ultimate thrill, it is said that nothing can compare to going out in one final blaze of glory. The salvage action of your ships is replaced with a collide action which allows crashing into larger enemy ships. As both speed and hull play a role, the faster and stronger your ships are, the more damage they will do. With little regard for their own ships, it’s not surprising that your crews are uninterested and unable to collect any combat salvage left behind by others.
Starjackers (Tier 3b)
As ultimate mischief makers, your empire is exceptional at taking things that don’t belong to it. Your empire’s saboteur actions now steal targeted enemy ships instead of destroying them. To help support this, several leaders will gain the saboteur skill or level it up. In addition, your frigates and destroyers can now board enemy ships without requiring they be immobile. Always up to no good, your empire is blamed for every undetected spy action in the galaxy.
Kaek Evolution
Hub and Spoke (Tier 1)
The use of a hub and spoke distribution system has greatly enhanced your empire’s ability to support remote colonies. Your capital becomes the central hub of your empire, providing a portion of its production capabilities to all your other colonies. The capital’s production and research output is further increased with every space culture level-up. To defend it, your capital gains a built-in Capital Defense Force which defends it from attack and which grows in strength with each unlocked evolution perk. This system requires absolute obedience and has no room for strong personalities, including leaders, who you are no longer able to employ.
Network Assembly (Tier 2a)
Assembly line techniques and automation have improved the efficiency of your empire’s ships. Your empire can now apply a colony’s refit production simultaneously to any number of ships at the same time, allowing you to very quickly upgrade and redeploy them. Due to efficiency improvements, battle pods equipped in your ships now provide additional space as well.
Structural Masterminds (Tier 2b)
The innovative structural design techniques of your engineers are a clear indicator that practice makes perfect. The use of insulating materials throughout your ships grants them a complete immunity to ion weapons and has significantly reduced the costs involved in hull reinforcement. You also receive more infrastructure development speed for every production asteroid exploitation controlled by your empire.
Telepathic Command (Tier 3a)
Your population has developed the means to learn, communicate, and receive commands telepathically. As a collective mind, your ship crews are immune to crew stunning and mind control effects. Every experience is shared, causing all your ship crews to receive XP whenever any of your fleets engage in battle. Outsiders are easily identified and independent thoughts unwanted, causing your empire to be immune to all spy actions. With no room for creativity, your empire is no longer able to achieve any early research breakthroughs.
Supercolony (Tier 3b)
Having reached the pinnacle of the hub and spoke paradigm, your capital’s influence transcends the bounds of a single system. Your capital can now be relocated to any colony within your empire. The capital generates additional population growth and ground combat strength and also extends these benefits to all nearby colonies. In addition, nearby colonies also receive access to their own Capital Defense Force. Given the ultimate importance of your capital, losing it either forces a surrender (for the AI) or acts as a loss condition (for the player).
Nova Evolution
Relics of the Past (Tier 1)
Your race's history is deeply intertwined with an ancient relic of unknown origin that it possesses. When you unlock this perk, you receive a research bonus across all research categories as well as bonus research from any data core artifacts you possess. In order to find other artifacts, the relic immediately reveals the location of all ancient ruin throughout the galaxy. As it guides you to these artifacts, your chance to discover them also increases. Unfortunately, the relics power is fickle, and it seems at time to enjoy meddling in your affairs, leading to an increase in negative events for your empire.
Giving Spirits (Tier 2a)
Through the generous power of your ancient relic, it truly is better to give than to receive. All diplomatic gifts now provide you with bonus effects in addition to the standard diplomatic benefits. Whenever you send a gift of BC, your empire will receive a significant amount of space culture in return. Whenever you gift a ship, you will reduce the cooldown of your unique abilities a number of turns based on the ship size. Whenever you gift a system, you will receive an empire-wide morale boost based on the number of pops and the amount of infrastructure gifted.
Web Weavers (Tier 2b)
Your relic opens every door to you and grants you unfettered access to far away places in your, or perhaps its, quest for further artifacts. Your empire immediately gains full knowledge of every system containing a wormhole revealing all wormhole paths. In addition, the relic will open any wormhole, even closed ones, for your ships to travel through.
Spiritual Awakening (Tier 3a)
After resisting its destructive temptations, the ancient relic cleanses your spirits and opens your minds to endless possibilities. Adventure, Wealth, and Knowledge space culture perks are no longer mutually exclusive and all strategic resource techs, regardless of path selection, are now immediately available to use. Your empire receives production bonuses for each of its data core artifacts and additional space culture for each colony it has containing ruins. The relic no longer provides additional negative events and provides additional positive ones instead. With your most destructive tendencies removed, your empire will no longer take part in bombing, invading, or raiding colonies.
Unbridled Power (Tier 3b)
With the true power of your relic finally unleashed, your empire has been granted incredible destructive powers. Your unique abilities can now be freely swapped at any time as long as they aren't on cooldown. In addition, for every colony you have with ancient ruins, you receive additional ship support points, and for every data core artifact you've collected, your ships will do increased damage. Unleashing these powers is not without consequence though, and your capital is immediately and permanently turned into a barren wasteland.
Hidden civilizations await you
Now that you know about the Evolution sets coming to all base game races, you may be anxious to hear more about this expansion's other key feature, Minor Civilizations. If so, come back later this week for a deep dive into how they work!
Also, if you like what you've seen, please don't forget to wishlist so you'll be informed when Evolving Empires releases! If you wish to get important news from our game and company please consider subscribing to our newsletter.
When clicking share button in the workshop,the game will generate zip and modpack file. The file is located at SteamLibrary\steamapps\common\Cry of War\dlc\PanzerWar-DE\mods\Export Package
2. Sharing
zip file can be uploaded to https://pw.mod.io/add modpack can be installed as normal mod
3. Mod.io Upload
upload zip file and click all platforms as approved
Lots of bug fixes, but also certain checkpoints (such as in the hotel campaign level) will now give you a healing item when they’re first reached. That way if you’re low on health when you reach a checkpoint you can keep going and not feel the need to immediately restart at that checkpoint for an advantage.
Full Changelog
Added
Checkpoint healing items in the campaign (only used in some checkpoints)
Fixed
Footsteps no longer continue to rotate with the person walking
Healing items show their correct display sprite in the inventory
Rectangular rocks can no longer be destroyed
UI notifications no longer display near the center of the screen at resolutions above 1080p
Player healing animation gun alignment corrected
Death and Mission Complete screens now scale correctly at resolutions above 1080p
Actor and unarmed AI no longer cause an error when hit
Gun animations for friendly AI have been realigned correctly in the Hotel campaign level
Floating Values that appear showing the value of the click when clicking the short button.
Interactable Instruction note (The note was difficult to read so you can now interact with it to read it easier).
In game stats, tracking various stats that the player may or may not find interesting. These are on the top two monitors that the player can now swap to by pressing the on-screen buttons or navigating with "q" and "e".
Naked Shorting Minigame. You open chests periodically to get a bonus or penalty.
7 New Auto-Shorters (Auto-Clickers)
Bapple
Macrodoft
Telsar
Banana
Wamazon
eBap
Durasteal Corp
These should help with reaching to the billions and beyond.
8 New achievements, bringing the total achievements up to 20.
Reached One Trillion Dollars - Go Touch Grass
Reached One Quadrillion Dollars - Seriously go outside
Click 1000 Times - Click Clacks
Click 10,000 Times - Prolonged Click Clacks
Click 100,000 Times - Many Click Clacks
Click 1,000,000 Times - Extreme Click Clacks
Click 1000 Times without an auto-clicker - The Grind
Click 10,000 Times without an auto-clicker - Respect the Grind
Changed
Updated the controls guide note, it is now easier to read and looks better overall. Credit to Mental Checkpoint for the Icons.
Updated some other minor UI elements and updated the main menu to make to look more appealling.
Updated Cursor graphics to bring it more in line with the style of the game.
Game no longer ends at $100 Billion. You can continue into quadrillions and beyond. You can of course end at $100 Billion still you like.
Fixes
Fixed a few models being weirdly rotated.
Fixed resolutions options missing which had left the game only supporting 1280x720, 1920x1080 and 4K.
Fixed aspects ratios other than 16:9 and 16:10 not scaling correctly.
Fixed End Game scene not restarting the game scene correctly.
Fixed "Not Financial Advice" subtitle on mainmenu not being animated after quiting to main menu via pause menu.
Hi! A small but important update to the game while we work on the content add-on. The most important changes are the addition of Chinese and Japanese localisation!