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Features
Added an Undo Movement button into combat. This lets you undo the last unit move that you made, as long as the unit was not damaged en route, and no other unit abilities or operations have been triggered since.
General
Removed the reputation bonus for sending gifts through diplomatic trades; this was causing exploits in both the Oathbound campaign and in multiplayer games where players could just send gifts back and forth for quick reputation gains.
Changes to how the scan grail cypher interaction is working. After scanning the player will receive an event.
Blocked Grails from spawning on Frontier worlds
Updated the Tooltip for Residential Exploitations to make clearer how they function
Updated the Tooltip for Popular Support to match the Triceratops Changes
Galactic Empires
General
Galactic Empire planets that feature grail quests will now only spawn grail sites that are not present (and completed by the player) on any of the conquered planets in the empire to make sure players do not have to rely on random chance for gathering all relics. (If all grails have been captured then grails will be fully random again)
The available planets for galactic empires will now feature up to 7 (but not fewer than 3) planets that are based on the current level of the planet you will have: 1 planet of the right difficulty, 1 planet that is above your ideal difficulty (if possible) and 1 planet for each difficulty level below your ideal difficulty.
Planet Traits that involve NPC factions will now no longer allow playing on the small map size in order to prevent issues where too few dwellings would spawn the map.
Clicking on any added requisition item to remove it will now also make the related tab with available items selected on the left side of the screen.
All Hero Items unlocked via Progression are now 'free items' meaning they do not have to be chosen as Requisition items to be available in game.
Summon units are now available as requisition items when playing their respective race as well since you cannot otherwise build these units.
Racial Secret Tech unit variants are now available as Requisition options when playing that secret tech.
Planet Traits
The ‘Settle the Claim' secondary objective, no longer triggers on any diplomatic state change while an alliance is maintained with either target player.
‘Hive Development’ Empire Request now completes on 12 population rather than 16 to prevent issues with the Limited Space planet trait.
Lowered the spawn weight of non-xenoplague spawners while the ‘Xenoplague Infestation’ trait is present
Lowered the step count of 'Cleanse the Infestation' from 5 to 3 and increased the reward.
'Cleanse The Infestation' now also completes when clearing Livestock spawners (since these often also include Xenoplague units)
‘Voidbringer Thrallworld’ can no longer combine with ‘Aggressive Settlers’ (as the thrallworld's Ravaged world basis does not allow settlements)
‘Penguin Hive’ trait can no longer combine with Spawner Override Traits
Requisitions
Added the Oathbound Battle Suit Hero Vehicles to the appropriate Unit Unlocks.
Added ‘Pestilence’ Hero Weapon to the Xenoplague Progression Level 5
Added ‘Acrimonious’ Hero Weapon to the Xenoplague Progression Level 10
Added ‘Malady’ Hero Weapon to the Xenoplague Progression Level 18
Added ‘Hasher SMG’ Hero Weapon to the Synthesis Progression Level 5
Added ‘Voidblades’ Hero Weapon to the Voidtech Progression Level 5
Added ‘Siphoner Staff’ Hero Weapon to the Heritor Progression Level 11
Added ‘Link Shard’ Hero Weapon to the Heritor Progression Level 17
Added ‘High Lord’ Vehicle Hero Weapon to the Heritor Progression Level 20
Added ‘Structural Integrity Diminisher’ Entropy Mod to the Oathbound Progression Level 20
Added Dvar ‘Phoenix Walker’ race variant to Promethean Progression Level 20
Added Kir'ko ‘Phoenix Walker’ race variant to Promethean Progression Level 20
Races, Techs & NPC Factions
Assembly
Swapped the positions of Advanced Bionics and Molecular Computing in the tech tree
Dvar
Dvar Trencher - Reduced armor from 3 to 2
Dvar Foreman - Increased HP from 40 to 50HP
Dvar Foreman ‘Hand Mortar’ - Increased damage from 8 to 10
Kir’ko
Mod ‘Poison Excretion’ - The ‘On Death’ Explosion from now only affects enemies
Oathbound
Added seer scrolls visual to the Oathbound Hacker
Oathbound Aspirant - Reduced HP from 45 to 40HP
Oathbound Protector ‘Embolden’ - No longer puts the unit into Defense Mode after use
Oathbound Protector - Changed Prime Rank bonus from Firm to Shrug Off
Oathbound Warden - Increased shields from 0 to 1
Oathbound Warden ‘Warden’s Banner’ - Increased Crit Chance from 10% to 20%
Oathbound Lightbringer - Increased shields from 0 to 1
Oathbound Exemplar - Increased armor from 4 to 5
Oathbound Exemplar ‘Storm Glaive’ - Reduced Damage from 16 to 14
Oathbound Exemplar ‘Onslaught’ - Reduced base damage so it’s still 30 with the fixed Glaive Mode bonus
Buff ‘Precognition’ - No longer stacks.
Buff ‘Providence’ - The critical chance bonus is now properly capped and can no longer exceed the hit chance of the attack
Debuff ‘Fatalism’ - No longer guarantees success for instant kill operations and abilities
Mod ‘Oath of Loyalty’ - Now has a limit of +2 armor from adjacent units
Mod ‘Destiny’s Manuscript’ - Reduced radius from 5 hexes to 3 hexes
Mod ‘Destiny’s Manuscript’ - Will now apply either Fatalism or Adversity
Mod ‘Beacon of Hope’ - Reduced radius from 3 hexes to 2 hexes
Mod ‘Beacon of Hope’ - No longer stacks with itself.
Strategic Operation ‘Expedite Doom’ - Reduced Strength Chance to instantly kill from 12 to 8
Strategic Operation ‘Expedite Doom’ - Can now only instantly kill tier 1-3 units.
Hero Skill ‘Oracle's Favor’ no longer gives a stack of Precognition to their army at the start of battle, and instead gives Precognition after they kill an enemy unit and costs 2 points.
Hero Skill ‘Overload Power Core’ - Now properly gets damage bonuses from mods and hero skills
Hero Skill ‘Overload Power Core’ - Now does Massive Impact
Hero Vehicle ‘Protector’ - Increased armor from +2 to +3
Hero Vehicle ‘Warden’ - Increased armor from +0 to +1
Hero Vehicle ‘Light Bringer’ - Increased shields from +0 to +1
Hero Vehicle ‘Champion’ - Increased armor from +0 to +2
Hero Vehicle ‘Purifier’ - Changed from +1 shield to +3 armor
Hero Vehicle ‘Marquis’ - Reduced armor from +3 to +2
Shakarn
Shakarn colonists working in Infiltrator slots from the “Holo-Simulation Camp” structures now give research and production instead of research and covert operation strength. That amount of production is in line with what other racial slots would give.
Shakarn Deadeye ‘Omni-Penatrator’ - Now starts getting long range penalties at 7 hexes (was 5)
Shakarn Glaukos ‘Flow’ - Increased range from 5 to 7
Syndicate
Syndicate Subjugator - Now has Impose Discipline
Syndicate Subjugator ‘Heavy Repeater’ - Increased damage from 11 to 12
Syndicate Subjugator ‘Project Agony Field’ - Changed from Strength 8 Chance to apply Broken Mind to a Strength 8 Chance to apply Immobilize, with Slow on resist
Syndicate Subjugator ‘Project Agony Field’ - Reduced cooldown from 2 turns to 1 turn
Celestian
Lightbringer ‘Inferno Strike’ - Now counts as a Claw attack for modding purposes
Heritor
Mod ‘Es’Teq Gauntlet’ - Reduced damage per charge from 8 to 4. The ability now correctly counts the first charge, so the total damage done is the same for a 2 essence charge unit.
Mod ‘Es’Teq Conduit’ - Increased damage of Essence Blast from 8 to 10
Mod ‘Es’Teq Conduit’ - Reduced damage per charge from +5 to +3
Mod ‘Empowered Drained’ - Now gives Resurgence instead of a damage bonus
Doctrine ‘Divine Legion’ - Reduced the additional essence charges from +2 to +1
Psynumbra
Tactical Operation ‘Aria of Emptiness’ - Reduced Strength Chance to apply Catatonic from 8 to 6
Synthesis
The Shakarn and Assembly hackers now have the Haywire Daemon ability
Avatar ‘Disruption Virus’ - No longer suffers long range penalties
Void Tech
Echo Walkers now cost 70 energy, 250 production (was 90/270), except for the Oathbound, Dvar and Amazon ones
Echo Walkers - Reduced shields from 2 to 1
Phase Manipulator ‘Energy Blaster’ - Reduced damage from 11 to 9
Xenoplague
Plague Lord ‘Super Infection’ - Changed from Once per Battle to a 2 turn cooldown
Arc Weapon Tech
Mod ‘Positronic Arc Storm Projector’ - No longer applies Stun
Entropy Weapon Tech
Mod ‘Maxwell's Puzzle Box’ - Changed from a 4 Hex Cone to a 1 Hex Radius at Range 9
Mod ‘Maxwell's Puzzle Box’ - Reduced Strength Chance to proc Reality Break from 12 to 10
Mod ‘Maxwell's Puzzle Box’ - Increased chances to apply a random debuff from 1 to 2
Mod ‘Maxwell's Puzzle Box’ - Increased cooldown from 1 to 2 turns
Tactical Operation ‘Atomic Collapse’ - Can no longer affect enemy commanders
Laser Weapon Tech
Mod ‘Laser Precision Module’ - Increased the gained damage from +20% to +30%
Autonom
Killing a unit that is giving Networked to its allies now has a chance to stun or stagger those units as Networked is removed
Autonom Monitor ‘Transmit Repair Nanites’ - Heal changed from 5HP per level of Networked to 10HP Total
Autonom Monitor ‘Defense Laser’ - Increased range from 7 to 9
Autonom Monitor ‘Defense Laser’ - Reduced damage from 8 to 6
Autonom Monitor - Changed Prime Rank bonus from Extra Range to Bypass Cover
Buff ‘Networked Level 3’ - No longer gives +1 range
The Forgotten
Forgotten Serpion - Increased shields from 0 to 1
Forgotten Serpion ‘Essence Fangs’ - Increased Strength Chance to Drain Essence from 4 to 8
Shattered Ark - Increased shields from 1 to 2
Shattered Ark ‘Shattered Communion’ - Increased Strength Chance to apply Corrupt Communion from 8 to 12
Shattered Ark ‘Essence Channeler’ - Reduced shields cap from +3 to +2
Wildlife
Savage Tyrannodon ‘Brutal Bite’ - Now has Massive Impact
Hero Items
Staff of Turmoil is now a Tier 4 weapon
Fixes
General
Fixed issue where the “Now you see me” and “Critical Failure” achievements could be triggered by AI players.
Fixed “Make your own luck” achievement not triggering.
Fixed an issue where razing Imperial Defense would result in a AI hang for marauder units
Fixed crash where the alliances would be modified the list of allies while it was processing the list
Fixed issue where changing the side of a colony would not always update the city base connections
Fixed issue where founding a colony on a forward base would not cause the race relation to gain the “Owns Colony” modifier.
Fixed an issue that meant units with -200 morale would have a 50% chance to desert instead of a 5% chance.
Fixed issue where grail sites would invalidate certain sectors when spawning
Fixed issues regarding losing colonies and recapturing them turing certain connected sectors to state that they are disconnected
Changed the Secondary Structure Pick List for the Spaceport from Government Palace to Spaceport
Fixed an issue where global doomsday operations wouldn’t be canceled if a city containing a doomsday tower was razed
Interface
Fixed issue where the Unit Template Manager would visually not properly refresh when scrolling the list after toggling the production state of one or more templates.
Fixed the issue where the food sharing would reset back to default when on share all after the number of colonists slots
Fixed a missing screen name for the Sun Shard unit property which resulted in the effect not functioning correctly
Fixed Priority management for unique specialists on Controller
Fixed Filter Settings for Various Doctrines & Operations
Changed the linked icon for the Sun Shard & Marine Research Lab on the Military Overview
Fixed a recieve/receive spelling mistake in Happiness Events
Campaign
Fixed a rare bug, where the “Zemestian-4” mission would crash if Mephilas the Redeemer was in a vehicle by the end of the previous “Chimera Glacialis” mission.
Fixed an issue that the Oathbound Exemplar rewarded by the “Claim the Grail” quest in the second Oathbound mission was in Glaive mode rather than Shield mode.
Fixed an issue where scripts in campaign could sometimes cause defeated players to declare war or change their diplomatic state towards other players.
Fixed an issue where the player could get negative popular support from a scripted war in the second Oathbound campaign mission.
Fixed a translation mistake in Polish in the Grail choice menu. “Reject Oracle…” is now “Embrace Oracle…” in Polish.
Galactic Empire
Fixed issue where several filters were not being shown for the Title screen Imperial Archives and in the Galactic Empire Requisition screen.
Fixed issue where the “Grail Detected” planet trait would now show up in blue colored text with the relic icon when for active or available planets.
Fixed a broken link in the Chaos Oracle Relic
Fixed certain Item and Vehicle Unlocks being unavailable if you are playing as the secret tech that unlocks them.
Fixed the Heritor 'High Lord' T4 unit being unlocked at level 10, fixed to the correct level 20.
Fixed Cleansing pulse is now correctly marked as a tactical operation (and thus free with the Operational Stockpile trait.)
Fixed certain Heritor strategic and tactical operations lacking the proper requisites to be identified as such
Invasion
Fixed issue where pressing Y/Triangle on controller when starting a new planet while the galactic empire hall of heroes is already completely filled would still enter the recruit new hero screen (with no available heroes) even though there was no button prompt visible.
Fixed issue where invasion structure could spawn on Lava and Void sectors
Units & Mod
Sunbringer Anomalous Site Weapon now correctly has Melee Shield Bypass.
Dvar
Fixed the Hardiness Training skill so it always gives it's bonus (a bug meant it only gave the bonus to units in cover)
Oathbound
Fixed an issue that meant the Diviner’s Not Your Time could only target ground units
Fixed the Diviner’s Thread hero weapon not being compatible with Entropy Mods
Fixed a bug that means Oathbound Secret Tech hero vehicles would not be available to be bought after a reload
Fixed Oathbound Purifier Units being unable to equip Melee Mods
Fixed Glaive mode not giving the 25% bonus damage it should
Exemplar’s Blitz is now correctly marked as an arc attack and is affected by arc mods.
Shakarn
Fixed Infiltrators still using Holoshift in autocombat when they shouldn’t
Synthesis
Fixed an issue where Arc Weapon mods could affect the Amplify Daemon ability
Void Tech
Fixed Stasis Pocket Inducer displaying the incorrect Strength Chances
Paragon
The Paragon Guard’s Shield Charge can no longer knock back light turrets
Psifish
Fixed the Siren’s impregnate not working on Heavy Infantry
Update v1.402:
Updates
Galactic Empire
If the game fails to load the preferred empire on startup it will no longer show two error messages, but only one instead.
AI leaders will now try to avoid picking leaders that the player also recruited into their galactic empire based on the names of the leaders. The AI will ignore this rule if too many leaders are blocked by the empire to ensure variety.
Now hiding the empire screen while in the load empire/planet dialog for more consistency with other interfaces.
Empire Victory Screen now has Horizontal lines at the top of each progression block to more clearly separate them from each other.
Oathbound
A few optimizations to the models/textures of Oathbound content
The Oathbound male leader heads were unintentionally all the same shape, this has been fixed.
Tweaked the Oathbound white glowing eyes so they have subtle detail.
Added an Oathbound-themed crown to the customization options. It's called Star Kings after all.
Some of the Oathbound leader head item visuals have been updated to a higher fidelity
Augur and Diviner heights on water have been adjusted so their feet are not in water anymore.
Added custom model and icon for the campaign specific weapon Chaos Blade
Added a couple cross-race shared hairstyles for the Oathbound leaders.
Added faint gaps in the Oathbound leader facepaint so that eyebrows show through.
Interface
Added information to the Colony Anarchy event panel, when trying to buy out the marauders or attack them while the Colony is still owned by a living non-war player, the tooltip for the buttons will mention the action will liberate the colony and return it to the current owner.
Implemented sorting Tactical Operations in the Operations Screen based on whether they are available for the AI to use during Tactical Auto Combat.
Changes to building a sector (forward) base/annexing a sector to a colony when it is a volcanic sector or has hazards:
No longer showing the warning for volcanic/hazards when building forward bases. (It is still shown when building a sector base or colony)
We now show the warning when annexing a forward base to a colony (but not when transferring a base from one Colony to another).
Fixes
General
Fixed colonist auto assign issue where auto assign would not be performed in order
Fixed path preview. System was disabled but is now back. System will no longer show players the stored path for other players but will be able to use the path preview while selecting an enemy stack
Fixed marauder and faction AI issue where they would not raze some structures on the world map and would be forced to cycle between the structures as they would regain a garrison next turn
Fixed issue where lined up residential sectors would not make a sector 4 sectors away from the colony core annexable.
Fixed the second Residential Upgrade not being named 'Residential Sector Advanced Upgrade' when viewing in the Research Tree
Fixed issue where the victory/loss music would not always play.
Fixed issue where coastal lava sectors would not be seen as uninhabitable.
Fixed issue where sectors that are terraformed from a regular sector into lava, void, ocean or mountains would not correctly get the uninhabitable state (and vice versa).
Fixed crash when trying to load a save game that happened due to the game trying to refresh relations before they had been initialized.
Fixed issue where anomaly sites would be able to spawn on lava sectors.
Campaign
Fixed an issue where the wrong illustrations were shown (swapped around) in the debriefings of the second Oathbound campaign mission.
Fixed a rare issue, where it could happen that the Void barrier at the end of the 'Equisat of Verdrice' mission was not properly dissipated, making the mission uncompletable. Now the entire Void barrier is removed instead of creating a small tunnel.
Fixed a rare issue in the 'Equisat of Verdrice' mission, where the continuation of the 'Mushroom Plague' quest line would not trigger if the player already annexed the 'Shroomwood Forest' sector or had any units on the center of that sector, rendering that mission uncompletable. That fix does not apply to already running games. Please contact support to get already broken save games manually fixed.
Galactic Empire
Fixed issue where Empire heroes would sometimes not appear in the heroes list when conquering a new planet if that hero was gained through the Oathbound Campaign.
Fixed issue where properties given through the empire would not show the correct name in breakdowns.
The Empire Screen (and Empire quest screen) will now prevent events from auto opening to prevent events from overlapping with the Empire screen.
Fixed issue where empire heroes using mod content (Race or tech) could crash the game if that mod was uninstalled.
Fixed issue where (base game) relics would sometimes not award their requisition items if the player started their empire with DLC enabled but would later play without the DLC.
Fixed issue where deselecting a planet would not reset the camera back to the center of the starmap.
Fixed issue where empire secondary objectives would have a weird production quest objective notification.
Fixed issue where pressing the left shoulder button on controller while in the appearance editing screen during new Hall of Hero recruitment would abort out of the editor entirely.
Model Optimizations & Fixes
General
A few optimizations to the models/textures of Invasions and Revelations content
Several unit icons have been better framed/posed.
Fixed several unit on-hit particles (like blood, sparks) having the wrong particle or color.
Fixed several unit particles being broken when moving onto water.
Fixed several Revelations and Invasions unit particles being broken while on water.
Fixed Hackers units' visual issues, where the guns clipped through their hands and the laser sight particle was offset incorrectly.
Fixed missing several secret tech unit Kirko tails, plus Malictor Shakarn tail.
Fixed issue where Shakarn units could take on the skin color of non Shakarn leaders.
Unit Particles & Weapons
Ancestral Kirko weapon particles have been adjusted to fit the damage channel.
Elite Paragon units have received particles to reflect the damage channel.
Fixed Bio Staff's particle being offset from the center.
Fixed Scavenger Shotgun hero item not being held like a gun by adding a custom model.
Fixed female Scavenger models missing their gun arms.
Fixed Guild Assassin's Lensflare looking double.
Fixed Amazon Lancer having the wrong team color texture
Fixed Trencher and Foreman's smoke particles.
Added missing eye and hands to the Dvar Echo Walker unit model, and adjusted the particles
Fixed hand positions for swords, staffs, cannons.
Fixed certain weapons on dvar appearing small and rotated.
Added more particles to the Apostate Tyrant and Adversary.
Commanders & Heroes
Fixed female version of the Paragon Noble torso having spiky visual issues on the hands
Fixed Vanguard female version of the Heritor torso having visual clipping issues at the wrists.
Fixed Shakarn leader arms having see-through gaps in certain arm poses.
Fixed visual issues on arms/ shoulder armours/ hip armours of some Oathbound leader outfits
Interface
Fixed issue where the equipment pickup panel could overlap with the combat panel when trying to attack an army while currently standing on an item stash.
Fixed issue where the player could continue to drag the camera with the minimap when a combat panel opens if they were already dragging the camera before the panel opened.
Fixed issue where pressing B/Circle on controller would cancel the Invasion demand.
Fixed issue where deploying a hostile strategic operation on a NPC faction would show the 'Diplomatic State Pending' message after war was declared.
Fixed issue where the alignment changed event would not state the faction shop modifiers
Fixed annex sector tooltip where the system would not correctly use the current city size to display how many colonists are required to annex a new sector
Fixed issue where right clicking the Military Assembly Base and Orbital Reinforcement Platform in the Colony Sector.
Fixed issue where right clicking certain structures (e.g. Standard Military Infrastructure) in the Colony Structure Production tab would not open up the Imperial Archives.
Fixed issue where the radial menu when playing with controller could be opened while the World Event interface was open.
Fixed the Oathbound Settlement missing their Flavour Text
Diplomacy
War Coordination Fixes:
Fixed issues where the turns to the mission target would be incorrect and fixed issues where the AI was unable to verify if they had completed the War Coordination mission or not.
Fixed issue where the 'Target eliminated, scanning perimeter for more hostiles' message would not allow the player to abort the mission or select a different target.
Units, Mods & Operations
Fixed the Amazon Operation 'Arcadian Restoration' counting as a Hostile Action
Fixed the Aegis Tank rolling twice for Status Inflicts
Fixed the Therian Bouncer only doing 2 damage when equipped with 'Ammunition: Electrified'
Fixed the Growth Vine Sprout having 1 armor, the Growth Vine Bud now correctly has 2 Armor
Fixed Reality Gate Echo operation targeting Enemy units as well
Fixed the Shakarn Echo Walker being unable to equip Melee mods
Phase Manipulators Abduct and Evacuate abilities no longer work on turrets
Fixed Initiation Rites meaning killing an Echo of Despair would always summon another Echo of Despair
The Forgotten Shattered Arc's Corrupt Communion will now properly work on units that are immune to psionic effects
The Growth Vine Sprouts can now use tunnel every turn (was 1 turn cooldown)
Fixed Oathbound Paladin Aspirant and Paladin Warden not passing the Arc Extension Mod on to the Malware Daemon
Fixed issue where the 'Earth Crack' ability could be used by any unit as long as there was an Earth Crusher unit present in that army.
Update v1.401:
Updates
Disabled Score Victory on Empire Planets
Fixes
Fixed an issue where hotseat would break when being attacked by another non-independent player
Fixed a issue where the game would crash during Manual Saves of the Galactic Empire
Fixed a issue where the game would crash if there was a empty AI Passivity in the Advanced Settings
Fixed that 'Join the Cause' Empire Request would always be chosen
Fix for a crash that could occur on Heroes Spawning
Fix for a crash that could occur on Shakarn Heroes Spawning
Fixed a crash caused by using Infiltartors while playing with a controller
Fixed a crash that could occur due to Colony Razing in the Campaign
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