Having tech problems? Need some help? Post them here and do not worry, there is always a solution for you.


Postby FocusTechSupport » 15 April 2015, 12:01

Hello everyone,

You’ll find below the changelog of Etherium’s 2nd Patch!
We are still working on improving Etherium and providing you the best game experience possible.
Your feedback and reports are invaluable to us.
Don’t hesitate to report any issue on the official forum or on the Steam Hub!
We’ll keep you updated about the next update.

- Fixed: Stability issues during end-games cut-scenes.
- Improved : Stability issues when trying to return to the main from the score-screen.
- Fixed: Pathfinding issues in some games.
- Fixed: AI related issues in 2v2.
- Fixed: Disappearing army icon when shielding or reinforcing a unit.
- Fixed: Issues with secondary factions rally.
- Fixed: Hurricanes that kept dealing damage after disappearing.
- Fixed: Multiple issues with the retreat of units.
- Tweaked: “Hold Fire” group order. All units in the group should “Hold Fire” when the order is given.
- Fixed: Artillery units will now try to stay at max range when firing.
- Fixed: Under rare conditions, the player could build two extractors on the same Etherium sphere.
- Fixed: An issue where the quantity of Etherium mined per minutes wasn’t displayed properly.
- Fixed: An issue where health bar of newly created units wasn’t full.
- Fixed: An issue where in the tutorial, the player could build units before the construction of his first colony.
- Fixed: An issue where the player couldn’t rebuild extractors after the AI destroyed it.
- Fixed: Entering the wrong password when joining a room could prevent the player from joining the same room again.
- Fixed: Some camera issues.

- Added: Name of the game on the window that pops-up when joining a password protected game.
- Fixed: Feedback on the FORCES panel for the following units : Air transport, shield & reinforcements.
- Fixed: Issue with control groups when using air transports.
- Fixed: Some pointer display errors.
- Updated: Feedbacks for deploying/selling units.
- Added: Loading screen during the conquest tutorial.
- Added: Players currently playing in the multiplayer menu.

- Fixed: Etherium should now spawn correctly on the following planets : Cyclopean Mons, Dorsum Inferno & Cavus Labyrinthi
- AI: Campaign AI shouldn’t attack repetitively the same territory unless that territory is a palace.

- Added the following resolutions: 1600x1200/1920x2160/2048x1152/2560x1080/2560x1440/2560x1600/2880x1800/3440x1440/3840x2160/5760x1080
- Added: Variety in units fire.
- Fixed: Small graphical glitch on Cyclopean Mons.
- Fixed: LOD on Intar anti-air units.

- Removed: Circular FXs above spy turrets.
- Fixed: An issue where orbital canon missiles could stay forever in space.

- Fixed: Chat in Multiplayer Lobby
- Fixed: When the host of a game disconnects while in the pre-game lobby, he is now kicked from the game.
- Fixed: A rare issue where a lost game wasn’t consistently considered as a loss.
- Improved: Steam invitations.

See you on the battlefield!

Tindalos interactive & Focus Home Interactive!


- Improved: stability during a game
- Fixed: an issue with QWERTY keyboards, the mapping should be right by default now.
- Fixed: air-drop ships that could be invisible with some units
- Fixed an issue when changing the game’s resolution (should prevent stability issues when using FRAPS)
- Fixed: An issue with the secondary factions that would stop to attack the opponents army when their control center was destroyed
- Various fixes on the lobby screen
- Fixed: For screens with a native resolution of 1440x900 game now uses the right resolution by default
- Fixed: Some issues with secondary factions rally
- Fixed: Some issues with turrets selection
- Fixed: Turrets attributes are now correctly updated when losing their territory’s supply.
- Improved: Turrets range’s FX
- Fixed: issues when converting an extension while selling it
- Fixed: issues with Intar’s infantries animations in the lowest graphical settings
- Fixed: an issue with volcanic eruptions FXs on the client side (Pilo maps)
- Fixed: an issue with Intar’s teleportation FX and sound FX on the client side
- Fixed: a shadow issue with the « parasite » faction
- Fixed: a rare issue on the score screen if 2 players lose their control centers at the same time
- Fixed: a rare issue allowing the player to own 2 control centers on the same map
- Fixed: a rare issue with Intar’s teleportation

- Optimized: management of FXs for the shots impacts
- Optimized: pathfinding calculations
- Optimized: AI calculations
- Optimized: Deploying of airdrops
- Optimized: Various UI optimization

- Various netcode improvements
- Various fixes to improve ranked matchmaking
- Various fixes to improve the multiplayer lobbies
- Added: Feedback when a player leaves the game or the lobby

- Fixed: Issues in the Lobby menu
- Fixed: Minor graphical glitch on the Settings menu
- Fixed: update of control groups on the secondary factions UI
- Fixed: A.I. names using server’s localization instead of players localization in a 2v2 Lobby

- Fixed: Cases when the IA could still build turrets on lost territories.
- Improved: AI behavior when building turrets

- Fixed: It’s now possible to open the pause menu during AI’s turn
- Fixed: A rare issue allowing the player to finish the conquest mode before the last turn with less than 12 victory points
- Fixed: When hatching, an Etherium egg will also disappear from the mini map
- Added: There is now an alert when an Etherium egg is laid or hatched in a game during campaign

- The game now features a special setting for players using 32-bit systems to improve stability
User avatar
Posts: 15
Joined: 01 September 2014, 16:18
Location: Siberia

Return to Technical support

Who is online

Users browsing this forum: No registered users and 1 guest