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Hello everyone! Summer - time of vacations is upon us (at least here in Europe), but even if we are planning to spend some time outside soon, preferably with cold drink in hand, we present you another smaller update. Check it out and have a nice summer! Next post will hopefully bring some news about upcoming DLC.
BattleArena - New challenge - Wager aura coins and fight the strongest enemy commander.
The Arena - New multiplayer map for 2 player quick skirmish - level up your commander, select your army and fight!
The energy that will be spent by the player's commander in the quick battle is now shown
In-game manual pages (exploration, base, commander, combat) are now localized
Unit detail panels now auto-size and scroll passive/special ability text (commander, commander meeting and combat cards)
Burn effect now shows a message (localized) when it causes a skipped turn
Improved ability casting by AI in combat - better targeting, improved ability selection
Updated audio mix; map object sounds now audible across the full width of the screen
Retreat confirmation button now reads "Retreat" instead of "OK"
Colored markers for units hiding underground
Resolution scale now adjustable under the pause menu
(Sovereign Fleet campaign) mission 2 False Mother army growth raised; mission 4 first orbital bombardment delayed one turn
Conquest screen polish: fading title shadow, updated completion badge and icon, refreshed destination pin colors, and a main menu store banner
Fixed completion badge showing when the DLC is not installed
Fixed DLC maps not displaying outside conquest mode
Editor UI and manual panels are now instantiated on demand, removing several thousand always-loaded game objects
Fog of War rework: FOW textures are now global shader properties, improving performance
Fixed texture leaks in the Fog of War layer and the minimap
It was possible to transfer all units to a garrison using split stack feature
Scenarios sorting by name was not working correctly on localized map names
Upgraded Beholder: wrong long-distance range, crash when using the targeting system, and losing the Bloodlust extra turn to secondary beams
BlastWave pushing everyone the same direction instead of from the center; fixed description; no damage when pushing a unit into something
Acid Cloud affecting your own units
Craborg doing nothing when hit the same round it should attack while berserk
Burn effect almost never causing a turn loss
Status effect visuals breaking when units morph/transform
Feint not deactivating the currently active unit
Global unit generation cycle modifiers not working
Quick battle ignoring base defenses; spent energy not written back to the commander; retreat from quick battle
F1-Cracker giving no XP when it self-destructs
Night Weavers not joining (with pheromones) when set to never join
Killing a teleportman could allow a commander to teleport onto a tile with a pickable
Triffid Root did not generate triffids when the commander was visiting base
Mines and hidden turrets briefly visible at the start of the siege
Interactive object highlights activating during the AI turn
"Reach orbit" and "Master Negotiator" achievements awarded incorrectly
Old School Hazard mode not applying in custom scenarios
Camera and aspect fixes: wrong FOV at 1600x1200, base camera lens shift and FOV, planet screen jumping at low frame rate, right panel shadow scaling on narrow screens
Base recruitment catalog opening the wrong unit card; action selector reopening instead of closing; army panels not refreshing after "restore army changes"
Fast cast ability icons usable during tactics
Tooltips mislabeling always-join units as "friendly"
Negotiator skill not working correctly with Lure and Holo Scarecrow
Victory screen was not shown in some cases
(Multiplayer) In the first round, all players were shown resources of the host player
(Multiplayer) Casting Summon creature globetrotter ability breaks network game
(Multiplayer) Possible crash if commanders in multiplayer have planned long paths
Assorted text, tooltip and typo fixes across localizations
Hi everyone! We're hard at work putting the finishing touches on our upcoming DLC, while also polishing new content and quality of life improvements for the next major update, which is coming soon.
In the meantime, to make the wait a little easier, we're excited to bring you smaller update of Heroes of Science and Fiction! This one brings a new battle feature, a round of UI improvements, performance optimisations, and a solid batch of fixes.
Display equipped artifacts and equipment in battle,
Heroes in kill zones are killed at start of each player's turn and not immediately at start of the phase,
Consumables panel in hero selector not limited to 5 items any more,
Added unit attribute tooltips in hire, recruitment and negotiation panels,
Building base buildings now possible with the dialog confirm shortcut (Enter by default),
Canceling commander movement now possible with the 'continue move' key,
Attribute and skill buttons in level up dialog now activate on mouse down for a more responsive feel,
Added missing UI sounds to exploration speed buttons, next hero button and its shortcut,
Audio positioning now accounts for fog of war for map object sounds,
Added missing ability info: burning damage for Pirate Mortar and AR84, no counter-attack for Triffids, no range penalty for Cannons and Torpedoes, army slot count in Outpost tooltips, Zieregal's no melee penalty,,
clearer Explorer skill description, tactics note in Chessmaster skill,
Added limit to army growth in commander properties in editor,
Added Brazilian Portuguese and Russian translations for patch 13 content
Removed per-tile cursor detector colliders (~10,000 fewer game objects on large maps),
Found a way of sharing font texture between different font variants in our version of Unity, saving memory,
Map generator performance improvements,
Improved AI exploration pathfinding - better performance, more targets can be retrieved,
Minimap texture was re-initialized on every commander step,
Fixed repeated material loads in tile selection rendering
Brawler and Sniper skill bonuses not actually applied,
Hero movement over network broken by hero caching optimization; doubled Steam send buffer size,
Adding Mental Bond to a fast cast ability crashes next battle,
Marauder Grenadier special attack not inflicting poison,
Dazed unit was able to retaliate thanks to retaliation bonus gained via Defensive Specialist,
Season Commissar special targeting doesn't show range,
Wrong stacks placement in siege when stack count > 9 (full army and defensive sentries),
"What a Journey" achievement obtainable by replaying a campaign,
AI commanders disabled in editor still performing certain actions,
Battle end not fully processed when retreating from quick battle dialog (e.g. map events not triggered),
Quick battle dialog can show wrong amount of XP for max-level heroes,
Level 2 abilities showing duplicated tooltip text (e.g. in level up dialog),
Raiden energy tooltip showing incorrectly when another bonus modified max energy,
Loud UNSS win/loss jingles; wrong sound on keyboard layout button; redundant sound on,
upgraded Acheron death,
Attribute panel positions in encyclopedia,
"Unsupported parameter for formatting" when applying hex status effects,
Battle-won events not triggered when a scripted hero kills themselves on an outpost, base, or neutral unit,
Commander attributes could be set up to 100 in editor,
Moles campaign mission 2: hatchery now forbidden for AI use,
Maya may not be present for a cutscene in Crusaders campaign lvl 1,
Hive Mind Dragon claw sorting (graphical glitch),
'back to editor' button in playtest not working if playtest was started via validator and 'ignore and continue',
Localization: multiple CZ text fixes (Fraxinus feedback), Russian fixes, Sovereign Fleet and Empire,
campaign EN/CZ typo fixes
Fixed map generator can get stuck on some layouts
As always, let us know what you think on our Discord or here in the comments!
As always, thanks to everybody who helped us test the build before release and special thanks to the community translators! If you'd like to join the community, we'll be happy to have you on our Discord server:
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Hi everybody, we're happy to announce that we just released the next major content update for Heroes of Science and Fiction! The main focus is on the new Psyker skill and the PSY combat abilities it brings, but there are also new maps, events and the usual round of improvements and bugfixes.
In the meantime, most of the team has been already working on the next big expansion, which will bring Tumori Tribes (working title: Hive Mind) as the 5th playable faction and the next campaign/storyline, so this is not even the biggest update this fall!
A new skill with 13 combat abilities for your commanders, all about manipulating your and your opponent's units in different ways. This also includes faculties at academies at all bases.
These bring more variety to what happens on the map and some come with active events at the start of the cycle!
Last but not least, thanks to everybody who helped us test the build before release and special thanks to the community translators! If you'd like to join the community, we'll be happy to have you on our Discord server:
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Hi everybody, we have some big news today: the next major update is out, with the Map Editor & Workshop, a beta version of the much requested Random Map Generator, new maps, units and features!
To address the elephant in the room first though, your eyes are not misleading you - after carefully considering this step for months, we decided to change the name of the game from Silence of the Siren to the long-term working title, Heroes of Science and Fiction. You're no doubt curious why, so here are the main reasons:
It was really easy to mix up the name with other games in the genre, and we saw too many cases of for example Youtubers struggling to remember the name
The new name should make it much more obvious to HoMM fans that this game is in the same genre as the beloved classic, which is really important when players see it on any list on Steam and decide whether to have a closer look.
And what happens to 'Silence of the Siren'? The name lives on as the name of the campaign/storyline of Heroes of Science and Fiction!
Now, back to the update itself - let's have a look at all that's included!
The Map Editor we used to create all the maps in the game (there's an official Steam Guide)!
A powerful Event/Scripting Editor battle-tested by creating the different campaigns (there's also a Steam Guide for this part of the editor)
A simple Steam Workshop integration so you can share your maps directly from the Editor
A new planet with a 6-phase day-night cycle
7 new maps (plus some older maps can now be found on the new planet). New maps are marked with a 'new' icon for your convenience! :) This includes the map from the Next Fest Demo 2024 and an even older demo map uploaded as an example to the Workshop!
New neutral units: Luminovores, self-destructing F1-Crackers and Slugtors and Malarions as a vanguard of the Tumori Tribes faction.
BETA version of the Map Generator that can create simple maps for up to 4 players (you can find it under Custom Scenarios -> Generate Map)
Random commander selection for scenarios and skirmish
Statistics for the victory screen with army strength graph
Eyeball tower building with exploration statistics
New commander list UI
Added error messages to main menu in case of errors after map load
Neutral armies from other factions will sometimes offer to join the commander
Tooltip for datascrolls shows the details of the skill you can learn from them
Added custom tooltip text for friendly buildings that can't be taken over, fixed friendly bases showing the eye cursor
Commander action selector now shows usable consumables first
Limited-range (run-and-gun) units now also show a specific icon above their portraits in the unit order panel in battles
Added a 'dismiss units' button also to dialog panel with armies used for outposts and defended mines
UNSS balancing pass (lowered trooper AoE damage, lowered chain lightning damage for consecutive hits, shield is more expensive)
Bloodlust skill can now only be used once per round and 1-3 times per battle
Engineer skill replenishes more EP (+10 +20 +30 instead of +5 +10 +15)
Scout skill replenishes +10 +20 +30 MP according to skill level instead of always +30
Fixed cancelling special attacks of units didn't play a smooth transition back to idle
Fixed only one of the not-selected skills in level up dialog could be shown again during the next level up
Fixed hero 'can move' property and movement bar in right panel not refreshed after activation from events
Disabled handling of submit events from gamepads as they might have caused random errors at bases
Fix AI cannot go through building zone if it can't afford to build anything
Fix day/night cycle doesn't affect units in garrisons and bases
Fix Casting exploration ability near map border causes error
Fix field promoted units switch to not-dead basic version when killed
Fixed war machine hire custom panel was showing animated unit even when its building wasn't built yet
Fixed Schließen in German localization not shown correctly as SCHLIESSEN when rendered in uppercase
Fixed camera not following moving AI commanders to their map layer
Added black cover behind neutral army join panel so the player can't open hero card behind it and break the armies and UI
Fixed slots of the neutral army in neutral army join dialog could get a activated for unit placement by splitting one of your stacks or dropping a unit by right clicking twice to one of your army slots
Fixed difficulty of previous campaign level applied to next campaign level before selecting difficulty in the UI, causing wrong neutral unit numbers; the UI now automatically selects difficulty from previous map
Fixed dismissing units from their info panel opened from hero card wasn't updating armies in hero list
Fixed Plant Mammas could spawn multiple babies on the same hex at start of the battle
We hope you will enjoy this new version and as always, let us know if you come across any issues or have any feedback to share. Also, we'll be looking forward to see all the different ideas you will come up with in your own maps!
And, last but not least, here's an updated roadmap for the road to full release:
Hi everybody, we managed to get the editor to a ready-to-be-tested state relatively early, so we're happy to share it a bit in advance compared to the release of the next update.
So, what is included? Well, this is really all about the map (and event) editor! You can now access it directly from the main menu. Other than that, you should be able to continue your saved games and play normally. Other content from the upcoming update is mostly WIP, so you shouldn't encounter it (apart from markers on the planets in Skirmish mode which show where new maps will be). One exception is that large maps now have a 6-phase cycle, so feel free to give these a try too!
So, how to participate?
Just switch to this branch on Steam (Properties -> BETAS): editor-beta-test-2025 Version: 39e0494f
There's also a written guide available here on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=3493125391
We will appreciate any feedback, especially about what parts of the workflow need more explaining, what parts of the UI you found confusing etc. Also, should we add anything to the guide? Fell free to share any thoughts in the discussions or on the Discord: https://discord.gg/DAeGEtqHNS
Also, while we haven't enabled Steam Workshop yet in case we need to change something in the map format, feel free to share your maps on the Discord too! In either case, have fun building!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Heroes of Science and Fiction, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Heroes of Science and Fiction statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.