Lead every battle with one of six commanders, each with a lasting perk and an ability you use with R or their button on the top bar
The Conqueror marches faster and hits harder, and War Cry makes your army hit 35% harder for 8 seconds
The Warden toughens your base and your units, and Hold the Line makes your army take 35% less damage for 8 seconds
The Engineer's turrets cost less, reach further and hit harder, with an extra turret slot, and Field Repairs patches up your base and your army
The Prospector's mines yield more, cost less and cave in less, and Bonanza makes every mine yield 70% more for 12 seconds
The Tactician gets specials and champions back sooner, and Second Strike recharges your special at once
The Saboteur's tunnellers are cheaper and quicker, defences cost less and kills pay more, and Cut the Lines stops the enemy's training for 10 seconds
Pick your commander in the War Room or in a versus lobby, where both players choose from all six
The daily challenge gives everyone the same commander each day, so the board stays fair
The campaign now tells a story: the Ageless has captured all six commanders and makes them lead its armies against you
Win the stage where a commander is held to free them, and they lead your battles from then on: River Ford, Iron Pass, The Breach, Pressure Line, The Mother Lode and The Last Age
Every stage has a briefing and, once won, an aftermath, and The story so far collects them all, with an epilogue once the last stage falls
Your saved progress carries over: every commander whose stage you have already won is free
Every champion has an ability you can use while it is on the field (key 5): War Stomp, War Horn, Holy Light, Volley!, Overdrive, Dive, Main Gun and Flares
A callout names each ability as it is used, yours and the enemy's
Send a tunneller under the lane from the enemy's workings to sabotage one of their shafts or rob their gold
Defend each shaft with a hidden trap or a guard in plain sight; you hear the digging a few seconds before it breaks in, and T sets a trap there
Catching a tunneller pays you half its price
A new War Room tab lists every unit, turret, special, upgrade, commander and raid piece by age, with what each beats and what beats it
Entries fill in as you meet them in battle, and new ones are marked until you look at them
The Tempest Gunship is the Neon Age's new champion: an attack helicopter on four ducted fans that fires rockets, and only shooters, turrets and specials can hit it
The Drone is a new Neon Age unit on its own button (key 6): a small flier that shoots at air and ground and hits other fliers harder
Melee units walk on beneath fliers, so bring shooters or turrets to meet them
No opponent yet? Seat a bot in your lobby at Easy, Medium or Hard and play it right away
The Options can reset your progress and start you over from the first battle; your settings, keys and online scores are kept
The Iron Age's turrets are three different machines now: the Crossbow Tower (a crossbowman who rises over the wall to shoot and ducks down to reload), the Ballista (a torsion engine whose arms slam forward) and the Bolt Wheel (four crossbows on a turning wheel)
Versus bots defend their base: a lone attacker at the gate is met within seconds, on every difficulty
The Rifleman fires a little slower with slower bullets for the same damage a second, and each shot now leaves with its muzzle flash
Health bars ease down and show what a hit took, new units fade in, and notifications fold away instead of vanishing
Rest the mouse on a unit to see what it is strong and weak against
The War Room remembers the tab you were on
Six-figure prices on unit and turret buttons are shortened (183k) so they fit every screen
Portraits and icons are drawn while you are in the menus, so screens open more smoothly
The campaign was rebalanced around the commanders, with a captured commander leading the enemy on six stages
Both versus players need this update to battle each other
The tutorial no longer freezes the battlefield as it opens, which could leave the view all blue
The global chat's message box no longer slips out of its panel on shorter screens
Campaign stage cards no longer wrap three to a row at some screen sizes
The Neon Vanguard has retired: the Tempest Gunship is the Neon Age's champion now
The first time you open the commander picker in a session it can take a moment to appear