Patch 1.0.17 - Harvester Pathfinding & More
Commanders,
Patch 1.0.17 is live. This time the main focus is something many of you have been telling us about: harvesters and AI vehicles getting stuck.
Harvesters Are Back to Work
We've reworked how harvesters and other AI vehicles find their way around the map. Here's what that means in your matches:
- Harvesters keep working even when your camera is somewhere else.
- No more harvesters reversing back and forth, getting stuck after undocking from a refinery, or taking huge detours around rocks and refinery queues.
- Stuck AI vehicles now drive themselves free within seconds, and flipped ones right themselves after 10 seconds.
- AI vehicles steer around parked vehicles. If a harvester's spot is taken, it picks a nearby field or waits somewhere safe.
- Big vehicles no longer zigzag along their paths, and slow hover vehicles like the Siege Tank no longer get stuck turning in place.
Refinery placement has also been tightened. You can no longer place a refinery where its ramps lead somewhere harvesters can't reach, high up on rocks, or with rocks blocking the harvester lane. And if a harvester does get stranded away from a field, it will now find its way back to one.
Thank You for the Reports
A big thank you to everyone who reported harvester issues and described where things went wrong. Pathfinding problems are tricky to track down, and your reports made a huge difference in finding and fixing them.
We hope this makes your economy a lot more reliable. If you still see a harvester or vehicle getting stuck, please let us know, ideally with the map and the spot where it happened. Every report helps, and we'd love to keep hearing from you.
Other Highlights
- Looser matchmaking, so it's easier to find an opponent.
- AI aliens climb much better on cliffs, walls and buildings.
- New language: Portuguese (Brazil).
- Campaign: losing the HQ now loses the mission in Centauri missions 4, 5, 6, 7 and 9.
- Big Sandbox and Scenario update, including copy & paste, placeable assets, a new Objective node and a new victory screen setup.
- New save location: sandbox files and saves are now stored in Documents/Silica. Your existing files are copied over automatically the first time you start the game.
The full patch notes can be found below the article.
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Full Patchnote:
## Major fixes
- Harvesters and AI vehicles getting stuck - Harvesters keep working properly even when the camera is away from them. - Harvesters stuck reversing back and forth, stuck after undocking by a refinery, or taking huge detours around rocks and refinery queues now drive themselves free. - Big vehicles no longer zigzag along their paths; slow hover vehicles (Siege Tank, hover harvester) no longer get stuck turning in place. - Stuck AI ground vehicles drive themselves free within seconds instead of hopping. Harvesters no longer land in mid-air or hop away when leaving a refinery. - Flipped AI vehicles right themselves after 10 seconds; tanks rocking on slopes are righted. - AI vehicles steer around parked vehicles in their way. A harvester whose spot is taken picks a nearby field or waits somewhere safe. - Empty harvesters back out of a refinery when their next destination is behind it. The Centauri Heavy Harvester breaks crystals it drives into. The AI prefers refinery sites away from the front. - Refinery placement and ramps - Refineries can no longer be placed with ramps leading where no harvester can reach, perched high up on rocks, or with rocks in the harvester lane. - Harvesters skip refineries whose ramps lead nowhere and use another. Harvesters stranded away from any field return to one. The AI counts only refineries with a usable ramp. - Air units no longer fly too high to be seen from the RTS view. - Sandbox save folder: sandbox scenarios, blueprints, window layouts and sandbox settings are now stored in Documents/Silica. Strategy saves go to Documents/Silica/Saves/Strategy, scenario saves to Documents/Silica/Saves/Scenarios. Existing files are copied to the new folders on first start. - Save / load: partly mined resource fields no longer show as full to clients after loading a save; old saves no longer load with every field disabled.
## Campaign
- Losing the HQ loses the mission in Centauri missions 4, 5, 6, 7 and 9. - Losing the captured platoon hauler no longer fails the mission.
## Multiplayer
- Looser matchmaking (easier to match with someone).
## Units and AI
- AI aliens climb cliffs, walls and buildings much better: they keep their grip (far fewer falls, also when many climb at once), take more direct routes along the rock, and recover from loops and stalls by trying a new path or a jump. They no longer stand on other climbing aliens, run off cliff tops too fast, or jump off overhangs and ceilings. - Ground vehicles keep a safer distance from edges where there is room; AI vehicles no longer drive into building corners. - New global repair animation. - Selecting several structures queues production on idle structures first. - New minimalistic tech tier icons.
## Maps
- Citadel: more holes in the rocks plugged.
## Gamepad
- Single selection display for gamepad. - Vehicles accelerate and brake with the left stick (up / down).
## Localization and UI
- New language: Portuguese (Brazil), including its victory screen animation. Credits updated. - Updated end screen animations in all languages. - Czech: UI, objectives and hints address the player informally (character dialogues stay formal); new Czech names for 10 units. - German: texts address the player with "du" (characters still use "Sie"); victory screen labels and graphics settings values are no longer forced to lowercase. - Chat stays visible above the end screen.
## Sandbox and Scenario
- Victory screen in Sandbox and Scenario: new Match Over Screen node (VICTORY / DEFEAT per team) and Load Last Checkpoint node. Losing no longer reloads the checkpoint by itself. The old win / lose screen is gone. "Play in Scenario" warns instead of blocking, and placed spawn points count. - Edit Mode: edit a paused scenario alone; placed objects are added as nodes with previews. The eye button on Place Object nodes hides or shows the preview; selecting a node selects its preview. Right-click while placing rotates the placement; hold and drag to rotate it freely. Delete removes nodes in the Flow Graph and objects in the world. - New Objective node replaces the old Create / Set Objective nodes (old ones are converted on load). Attack, defend and move-to objectives complete on their own. The Objectives board shows the nodes; "Convert to Node" for objectives without one; "For Team" can be empty (shown to everyone). - Placeable assets: new Library "Assets" category; Game Masters can place static assets that every player sees. They can be moved, rotated, scaled, deleted, copied and undone; blueprints can contain them. - Copy & paste: Ctrl+C / Ctrl+X / Ctrl+V for units, structures and spawn points; Shift+scroll while pasting picks one of the last 64 copies. Deleting and destroying objects can be undone. - Change Team in the context menu changes the team of all selected objects, with undo. Context menus fit their contents and stay on screen; right-clicking a selected object opens the menu instead of giving an order. - Strategy window and Queue & Orders window: the Game Master's strategy and production panels as dockable windows, with a new default layout. - Sandbox Unit / Commander pick uses the new role screen in the picked team's colours.
This announcement was originally published by Martin 'Dram' Melichárek on Steam on Nov 12, 2026.
Open the original on Steam