Patch notes released a little early today as we have a bit of a surprise event planned in the next couple of hours. Details will be posted very soon. [b]General[/b] [list] [*] Skeev is feeling festive. [*] Improved responsiveness of the double-click to upgrade function, improved visuals and you should now feel a nice burst of dopamine when you see a building complete its upgrade process. [*] The active mission counters will now persist when the mission tab is collapsed for improved tracking. Also fixed a scale and alignment issue with the list itself. [*] Increased the font size and added further visual polish for all unit recruitment. [*] Fixed a latency issue when making massive recruitment orders. [*] Increased the scale of the world map and settlement buttons. [/list] [b]Message Centre[/b] [list] [*] Chat overlay icon will now glow when new world + faction messages are posted while hidden. [*] Notification icons will now appear over the message centre for friend requests, Alliance invites, Alliance messages and Diplomacy events. [*] User uploaded banners for Alliances are now fully working. [*] You will get a confirmation prompt before being able to exit the Alliance via the profile. [*] Fixed messages being duplicated when sent in diplomacy mode. [*] Fixed display issue where Alliance messages would be carried over into the chat overlay. [/list] [b]Gameplay[/b] [list] [*] We've done a visual overhaul to the battle reports to improve presentation and legibility. We've done further tuning to our combat calculations to more closely align with our Rock-Paper-Scissors vison. The unit's power (its blue number) is dynamically adjusted into a 'combat rating' during battle in relation to how proportionately it counters or is countered by the other army as a whole. The green number; the hit points are adjusted accordingly. [*] Step right up! We're implemented the first part of the unit queue system. This will restrict the Barracks and Factory to being able to recruit one unit type at at time. We've been listening to feedback about the army system being more of a sheer number game, so we're aiming to make recruitment a lot more strategic. Training too many of one unit can now leave you open to being countered by another. We are trialling this, and if popular we can expand it to allow additional unit types to be queued but only sequentially. [*] Fixed an issue with the Espionage success rate being calculated incorrectly. Upgrading the Watch Tower will now correctly apply an increasingly moderate boost to your Espionage mission odds, whilst also slightly reducing the odds of your enemies. [/list]