Due to minimum word count requirements on moddb, several releases have not been posted. This brings you up-to-date.
Correcting issues with the base game implementing of Tech cards
Resolve issues with tech unlocks, allies, and minions
Fixes to both card tooltips and chance of being dealt
Bugfixes to both the Penchant AI and Cluster faction AI
Fixes to Queller along with removal of units from the player
Fixes to compatibility, Angel upgrade, and map generation.
More fixes for the Rapid Deployment Commander loadout
Fixes to the Rapid Deployment Commander's builds for both sea and orbital
Updating the mod for tech card bugfixes in the latest PA release
Fixing tooltip and card issues and improving boss personalities
Lots of bugfixes for the various loadouts and upgrades
Making the Galata upgrade actually hurt the things it's supposed to hurt
Minor corrections to the tooltips and personalities
Fixing conflicts between certain loadouts and upgrade cards
A number of upgrade tech cards weren't being dealt, so this got fixed
Resolving some issues that could arise in Uber's early game
Fixing a bug with Cluster Sub Commanders and futureproofing the mod
Fixing an issue with Cluster workers not building anything. Also includes v4.9.0 because Mod DB minimum character limit.
Fixes for fixes and new base game issues found. Tooltips now resize to manage long unit lists.
Translation updates along with formatting changes to match the base game
Walking back a few changes to improve play or better align with humans
A fix for issues with the Infiltrator and Bowhead units
Cleaning up and code and improving spawn randomisation
Fixing a number of UI colour and positional issues
Avoid having a minion using the same commander as its boss
Some further adjustments to the AI's play to make it stronger
A big focus on correcting a number of issues that exist with the AI
Fixing an issue from the base game and tidying up Easier Start
Nothing exciting here, just updates to account for the changes to base game balance
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