Hello everyone!
We have just released probably the biggest patch we have released so far since the beginning of Early Access. It comes with very significant performance improvements, the brand new Shipyard concept, improved fleet management and auto use abilities, auto manage options, and other UI improvement as well AI improvements and numerous bug fixes.
These fixes and changes were made possible thanks to all the feedback we got from you. The game would not be even close to where it is now if it wasn't for you guys and for that we thank you!
We are approaching the final release of the game, but that won't mean that we will stop pushing out updates, so please keep your feedback coming.
Have fun!
Important note: Saves will be reset for this build.
Added/Changed
- Added Shipyard concept: Now players must build a Shipyard before building any units in a planet, slowing down military development and making new colonies less useful. There's also now icons to indicate colonies you control that have shipyards, both in the colonies and systems
- Major performance boost
- Added Autopause when combat starts combat option
- Added Total War mode: Diplomacy is disabled and every faction is at war with each other from the start
- Added new events during colonization and invasion
- Added Fleets tab in Ships & Designs menu
- Improved Governors AI and AI factions colony management
- It's now possible to order colonies to enable the governor AI to take over Infrastructure development, and set the AI's priorities
- Added Auto Survey, Auto Mine and Auto Colonize options for units
- It's now possible to rename your colonies
- Added visual indicator in galaxy view to indicate where a battle is occuring, a unit is attacking, under attack or a colony is under siege
- Replaced old"move up and down" system in research queue for a Drag&Drop system
- Added tooltips to resources colonies are selling and ships are trading
- Added in some optimizations
- Added Reinforced Stations technology
- Revamped "Controlled" tab in Planets&Colonies menu, to have more info at a glance, including progress on each infrastructure type, and is quicker and not as CPU taxing to navigate as before
- It's now possible to change the order of the ships being built in the planet menu
- Rebalanced colony production and manpower, making newly colonized planets much slower to develop while newer ones develop much faster
- It's now no longer possible to colonize Gas planets unless it's your faction ideal planet type or you research the Air Recycling technology
- Rebalanced levels of each infrastructure type, so latter levels take much longer to develop
- AI has been tweaked to be slightly more aggressive
- Added "Stopped" text when building a ship and colony is under siege
- Trading now gives much bigger relations bonuses
- Tweaked AI to be slightly less inclined to like other factions if they signed a non aggression pact with factions they like
- Resources we are only buying but not producing now can't be sold
- Adjust AI to value promises more and offer more in exchange for them, specially peace and war
- A colony with a different planet type from it's owner race's ideal will now also affect growth rate, lowering by 20%
- Reduced the chance of a random event popping up
- Industry Infrastructure now increases Productivity by 0.3
- Added shadows to certain UI elements
- AI now offers more money and influence when selling artifacts and technologies
- Added Air Recycling technology
- Pirates now start with a fleet and are more aggressive militarily
- Newly created factions now won't generate a station in the newly occupied planet
- Military Infrastructure now provides a bonus of 400 to stations HP
- Added text in Proposal screen to indicate a player doesn't own colonies, artifacts or has technologies to share
- Improved performance in screens in which race models are displayed
- Rebalanced stations to have a possible maximum of 3, but being able to reinforce their HP with a newly introduced technology
- Offer gift and offer tech to minor races is now much cheaper
- Population grows slower now
- Xenophobes trait now makes AI controlled factions dislike other races
- Infrastructure development levels now show their maximum level in the alert
- Drekko Order now have the Xenophobic trait instead of Lonely Nature trait
- Tweaked AI to be more likely to try to get together with other players using promises to destroy a common enemy
- Balanced Traits points when creating or editing a custom race to have +2 points at startup instead of just +1
- Updated tutorials
- Shipyard menu renamed Ships & Designs to avoid confusion with the Shipyard colony improvement
- Changed order of game creations menu, max players in a game is now set by how the galaxy size. Games in Huge galaxies now support up to 15 players and big galaxies support 13
- Scholar trait now brings a bonus of +1 to max research instead of +2
- Added Right Mouse button and Escape key shortcuts to Custom Races and Game Creation menus
- Pirate offers are now less frequent
- AI now uses tech and artifacts to negotiate certain deals
Fixed
- Fixed Research Production being stuck when player owned resources and other bonuses that improved max research
- Fixed ships getting stuck at the end of waypoints after loading a game
- Fixed potential memory leak
- Fix ships list and build list in planet menu breaking
- Fixed victory condition lines in Emperor log still showing stats even if they have been finished
- Fixed total wars counter not working correctly leading to consequences like loss of Prosperity
- Fixed Minor Races button not being hidden when units or stars are selected
- Fixed quitting to windows taking a lot of time and sometimes even freezing or crashing
- Fixed units going off lanes when chasing enemies who are moving to another system
- Fixed invading a planet and it still showing as being owned by previous owner
- Fixed galaxy graphics flickering and cuts
- Fixed bug in which a space monster would be generated in a non-existent system, generating errors that would be cause heavy CPU and memory use
- Fixed bug in which a space monster would be generated in a non-existent system, generating errors that would be cause heavy CPU and memory use
- Fixed instance in which all UI buttons would stop working due to a script breaking
- Fixed notifications and and main UI panels being positioned over a menu when it's open when a notification expired
- Fixed submission tribute showing as negative in some cases in Finances menu
- Fixed starting homeplanet starting with negative planet traits
- Fixed Pirate homeworlds starting with very little population, making them weaker
- Fixed rebellions popping up in pirate controlled planets
- Fixed AI letting colony ships in the same place if moved to a system they want to colonize but discover someone else is colonizing
- Fixed AI trade ships buying more than one resource at a time
- Fixed AI not ordering their Expedition ships to colonize
- Fixed AI destroying their expedition ships right after loading a game, thus being defeated right at the start
- Fixed AI destroying their expedition ships right after loading a game, thus being defeated right at the start