Version 1.2.15
Features
New weapon: the Nest of Bees, a rocket arrow launcher.
Three new AI fleets.
In the open ship screen, you can now search module filters by name.
Wasps and bees now sometimes survive the module they're in being destroyed. So do waspkiller marines, but they still can't fly, so...
Can zoom out further, and the maximum zoom-out limit now understands about widescreen.
Old-style visual variants for dust tanks.
Nests of Bees in action
Bug Fixes
Searching for replays by name now works.
Bombers now actually hit their targets when flying to the right.
Coats of arms with a Counterchanged per Fess layout are now rendered correctly everywhere.
Fixed a versioning error that led to multiplayer desyncs. Fewer desyncs! Maybe, one day, no desyncs? We can only hope and pray to the moons.
Ships where all the boarders are dead should no longer end up on the boarders' side when leaving combat.
Improved initial positioning of landships with legs. This should prevent landships that are light compared to the maximum carry weight of their legs from bouncing up and down and smashing themselves to pieces at the start of fights.
Crew no longer consider solid ground that's too close to the water table to be impassable water, and should again move correctly across the ground rather than hiding up trees, the-floor-is-lava style.
Water at dawn and dusk is a bit darker now.
City upgrade icons on the main map no longer come with a second line of random icons.
Fixed Rightful King and Worm Eye Cult heraldic charges not having an adjusted starting rep. (75 for Rightful King and 30 for Worm Eye Cult)
Fixed Lighthouse heraldic charge and Fleet Academy city upgrade (in non-H&V only) increasing weapons accuracy. (-30% inaccuracy for Lighthouse and -10% inaccuracy for Fleet Academy)
Large tracks can now be colored.
Balance
Crash Zone now ramps up in strength over the first 3 seconds, allowing for counterplay if you're fast enough.
Ultimatums are much more likely to be accepted by the AI, but they still need to prefer accepting it to having you go through with your threat. Also, mad scientist, crusader, and revolutionary AI personalities now always have a chance to reject an ultimatum, no matter how persuasive.
Biplane, Triplane, Air Hussar, Clockwork Hussar: +30% fire rate
Bomber, Rocket Plane: +30% damage
Torpedo Bomber: +15% damage
Modding
Guided weapons can now be set to shoot at troops, and troops can have guided weapons. (Just add a guidanceSystem to the CrewType.)
Removed "clipReloadSpeed" line from BOMB_BAY, which did nothing, because the right key is "clipReloadTime".
Ultimatum Example
Detail tooltip from an ultimatum. The other empire doesn't want a trade or a research treaty and evaluates that as desirability -17. But they want war even less, at -72! The difference is 55, which would lead to a 55x1.5 = 83% chance of acceptance, but they're a Crusader personality, so the acceptance chance is capped at 75%.
This announcement was originally published by David Stark on Steam on Sep 21, 2026.
Open the original on Steam