Game updates/2018-08-07

New

 * Lord of Skulls quest now shows the turns until Khorne goes inactive again.
 * Added warp in and out effect for Lord of Skulls.
 * Added setting for orkoid fungus density.
 * Added non-destructive mod support: mod data is loaded from "%USERPROFILE%\Documents\Proxy Studios\Gladius\Mods\\Data\" on Windows and "$HOME/.config/Proxy Studios/Gladius/Mods//Data/" on Linux.

Balance

 * Rescaled all influence costs to match the default cost scheme (25/50/100/200 to 20/40/80/160).
 * Fortresses of Redemption now costs 40 influence.
 * Fortresses of Redemption no longer gain the percentage bonus from tiles controlled by cities.
 * Increased Fortress of Redemption upkeep from 2 to 3.
 * Increased Orbital Bombardment cooldown from 0 to 1.
 * Increased Orbital Scan cooldown from 0 to 1 and increased its radius from 1 to 2.
 * Aircraft and jump / levitate now only ignore zone of control of enemy ground units (but are still affected by other aircraft).
 * Ere We Go now requires movement (but does not consume movement) to prevent exploiting its use to cross wire weed or zone of control in 1 turn and still attack after.
 * Deffkopta's big bomm no longer consumes an action (7th edition bombing run Orks errata).
 * Reduced Apothecaries group size from 5 to 3.
 * Reduced Apothecaries cost by 50%.
 * Fixed Dreadnought conversion typo: increases Dreadnought armor from 7 to 8 and hitpoints from 24 to 36.
 * Increased Dreadnought cost by 50%.
 * Fixed Gorkanaut's Klaw of Gork typo: increases damage from 6 to 12 and armor penetration from 0 to 8.
 * Reduced Gorkanaut attacks from 3 to 1.
 * Reduced Gorkanaut Rampage bonus attacks from 2 to 1.
 * Fixed Gorkanaut gaining Rampage even when the number of enemies was even.
 * Medi-Pack research moved from tier 2 to tier 3.
 * Heavy Weapons Squad research moved from tier 3 to tier 2.
 * Increased Cryptek's Resurrection Orb range from 1 to 2.
 * Canoptek Spyder and Kastelan Robot now have Vehicle traits, allowing them to be repaired.
 * Killshot now also increases damage against Fortifications.
 * Machine Empathy now also heals Fortifications.
 * Ordnance now also has increased damage against Fortifications.
 * Dok's Tools, Extra Bitz, Experimental Procedure, Narthecium, Roll Over Them, Summary Execution and The Flesh Is Weak no longer work on Fortifications.
 * Awaken the Machine, Blessings of the Omnissiah, Fabricator Claw Array, Mek's Tools and Objuration Mechanicum now work on Fortifications.
 * Fermentation pool now gives +1 energy and +1 influence instead of +2 influence for Necrons.
 * Grox pasture now gives +1/+10% infuence and +1/+10% ore instead of +2/+20% influence for Necrons.
 * Recaf leaf now gives +1 influence instead of +1 energy for non-Necron factions.
 * Tweaked some special features adjacency bonuses for Necrons.
 * Lord's Royal Guard summon duration increased from 3 to 5 turns.

Modding

 * Added XML support for specifying if only one conditions needs to match before effect is applied. That is, \ and other block conditions tags such as \ can now have the attribute match="Any". Defaults to match="All".
 * Revert to random faction instead of crashing if config faction is invalid.

General

 * All relevant technologies are now linked with requirements.
 * Level up selection now stays up until all points have been spent.
 * Tweaked Tactical Space Marines death animations.

Bug Fixes

 * Fixed mouse cursor not showing when mouse pointer trails is enabled on Windows.
 * Fixed item cooldowns not decreasing.
 * Fixed a crash when immediately founding a city on a tile where a city was just destroyed.
 * Fixed experience not being awarded when a unit is disbanded or killed with an ability such as Shockwave and Orbital Bombardment.
 * Fixed cleared tiles still obstructing vision.
 * Fixed being able to move items to units across the map.
 * Fixed trait rank not going up with ability rank (e.g. Cybork Implants).
 * Fixed capturing artefacts not refreshing resources before the end of the turn.
 * Fixed clicking on an item while leveling a hero wrongly spending level up points.
 * Fixed drop pods not being player colored.
 * Fixed orbital deployment and teleporting to a tile not triggering explore/capture/overwatch.
 * Fixed outposts of a destroyed city not being immediatelly reclaimed.
 * Fixed Astra Militarum energy, food, loyalty, ore and research edicts accidently increasing the upkeep of buildings.
 * Fixed Fear, Furious Charge and Zealot applying less melee damage change than intended (adds Circumstance Melee Damage).
 * Fixed units being affected by heavy and not healing if their max movement increased.
 * Fixed aircraft not being able to fly over enemy ground units.
 * Fixed bolt damage upgrade having no effect for Orks.
 * Fixed destruction protocols trait not being red.
 * Fixed heresy in an Astra Militarum bark.

Wiki Notes

 * Version 1.0.8
 * Saved games from previous versions may cause inconsistent behavior when using certain weapons and abilities due to balance changes.