Excited to announce another big round of fixes for Athena Crisis as well as an upcoming content expansion that is now officially being worked on! We fixed a number of issues with campaign objectives, invasions, skills, and controls that should make the game more reliable and smoother for everyone.
- New: Persistent shields! Map creators can now choose between no shield, a temporary shield, and a persistent shield for units in the Map Editor. Persistent shields have a different color and remain active across turns.
- Improved: Gamepad support across all platforms should feel snappier and faster. You can now also use multiple gamepads and switch between them to play Athena Crisis.
- Improved: We've further improved the test and build pipeline for Athena Crisis. There are now more tests that run faster, and build times have been reduced to help us keep bringing you a modern, stable, and fast experience.
- Improved: Various soft-locks and race conditions have been fixed, with more fixes in progress to make gameplay as smooth as possible. We also addressed an issue where campaign maps were sometimes not correctly marked as finished.
- Improved: Logging in through Steam now has more reliable loading states and clearer error messages. You can also switch to password login while Steam authentication is in progress. The login screen was cleaned up, and buttons are now clearer.
- Fixed: Fixed several situations where joining or canceling an invasion, a failed invasion attempt, or a game ending could cause crystals to be lost or refunded incorrectly.
- Fixed: Units moving to load into a transporter now correctly stop when they encounter an opponent hidden in fog. This was hopefully the last ever reason for a fog desync!
- Fixed: Neutral units no longer counterattack when the building they are standing on is attacked.
- Fixed: Fixed a bug that allowed buildings other than Radar Stations to toggle lightning.
- Fixed: Production buildings with 15 or more unit choices now let you browse all available units.
- Objectives:
- Fixed: Fixed situations where objectives awarded completion or victory to the wrong player, including objectives completed at the start of a turn or immediately after an optional objective.
- Fixed: Some games with three or more players could get stuck while checking objectives. Eliminations caused by missed turns and running out of supplies are now also handled correctly when they happen during the same turn transition.
- Fixed: Escort and defeat objectives now correctly count the relevant units inside transporters, including transporters carrying a mix of labeled and unlabeled units.
- Fixed: Objectives now correctly account for passengers that survive through the “Seatbelts On” skill.
- Fixed: Maps now correctly end when a required escort unit runs out of supplies and the objective can no longer be completed.
- Fixed: Rescue objectives now correctly consider units already rescued by each eligible player. They also check whether the objective is still possible when a neutral unit is destroyed along with a building or by a power.
- Fixed: Units that receive supplies at the last moment are no longer incorrectly counted as defeated, which could also trigger objectives too early.
- Fixed: “Seatbelts On” now correctly deploys the surviving passenger when a Jeep is defeated by a power or when the building underneath it is destroyed, including in fog.
- Fixed: The Cost Recovery power now correctly refunds funds when a unit is defeated by another power.
- Fixed: Arrows no longer incorrectly appear when targeting buildings for an attack.
- Fixed: Fixed animation timing and situations where playback could get stuck after pausing and resuming a game.
- Fixed: Having Athena Crisis open in multiple tabs or devices no longer causes remaining connections to lose live updates when one connection closes.
Have fun playing Athena Crisis ♥