Map editor
Move factories by drag and drop – hold one with the select tool and pull it to its new spot. On mirrored maps the partner moves with it; Ctrl+Z takes the whole move back.
A new TEMPLATE tool draws guide shapes on the ground – line, rectangle, circle, oval, triangle – that factories snap to. Guides are scaffolding only: never visible in a match, no effect on play.
Factories on the board are drawn as their real buildings instead of circles.
Stepping the factory class now sets the garrison to that class's standard value.
Sidebar fixes: it scrolls on small windows instead of running into the buttons, captions have air, the guide preview matches what gets placed, and dragging stops the moment a dialog opens.
Factories
The five classes have new names that read as a ladder: Workshop, Shipyard, Factory, Arsenal, Complex. The Complex is the most productive factory on the map and the only one that can become a main base.
The most productive factory is now also drawn as the biggest one – the top two classes had swapped pictures. The top three buildings visibly step up in size, and clicking the visible edge of a large building now selects it.
Retooling time climbs with the class: a captured Arsenal takes ten seconds to full production, a Complex eleven.
Lobby & Workshop
Classic lobby: the MAP row lists every map in one place – generated, your own, downloaded, and the tournament maps (2v2 and up) at the end. The separate E-SPORT switch is gone; picking a tournament map is what it used to switch on, and a line under the rules says what the map pins.
Hosting your own published Workshop map now works for its author – guests download it automatically instead of being turned away at the start.
A hosted lobby no longer starts on a map its guests cannot obtain. The start button says so, and the line under the rules explains the way out.
Settings & sound
Video: screen resolution can now be changed, from 1280x720 up to what your display supports. The game starts in borderless mode until you pick another.
Building or upgrading a turret now answers with the confirmation tone. Every refused order uses the same, softer error tone – there used to be two.
Demo
The Workshop is a full-version feature in every demo stage. The map editor stays open – build, save, test, play against the AI – and the publish row explains instead of failing.
When a full-version host picks a Workshop map, the demo player sees it in the lobby right away and can tell the host.
AI (recap)
Medium is now what Hard used to be. Hard presses its advantage: two factories ahead and its build-up is over.
