we are proud to announce that you can now have a first look at the version 1.0 of Exogate Initiative on the “Preview” beta branch.
You’ll find the changelog below, our longest since the early access release! Including lots of additions and changes directly from the community inputs that we are sure you’ll love.
Among the new things you’ll now compete against (or collaborate with!) up to 3 other factions, define your own victory conditions, use new equipment from a new dedicated tech branch that offers mini exogates to mine directly on other worlds or open portals into stars for infinite energy!
The autominer opens a portal directly in a mine on the other side of the galaxy!
Feel free to test it and give us your feedback through your favorite channel, on Steam forum, Discord or using the in-game report tool. It’s very important for us to hear from you and tweak the game accordingly in this final straight.
Please note that your existing saves will unfortunately not work with this version of the game, but it’s the last time we have to break the save retro-compatibility.
On our side we will continue to hammer remaining issues, and try to include new things before the official release on January 28th.
See you soon through the Exogate!
Safe travels,
Maxime MILLET
Creative Director, Xeno Bits
Changelog v1.0.0 preview
[CF] = From community feedback
New
New game settings:
-Toggle and setup the different victory conditions
-Define the number of factions present on the map
-Setup the game difficulty between 3 levels: Peaceful, Challenging, Extreme
New factions:
Three new factions to compete with
-Borderless Conscience: Charity of a tortoise-like race, expanding their territory in the guise of offering aid
-Felis Reapers: Predatory, cat-like religious zealots, who expand to eliminate the competition
-Zodiac Cohort: The commercial military-industrial complex of a worm-like race, who sells products to an ever-expanding market to make big profits
Trading: you can trade materials and influence with other factions
Treaties:
-Non aggression treaties: Sign a treaty to prevent any hostile action with another faction for a fixed period of time
-Alliance: Form an alliance with one or more faction to prevent hostile action, share your enemies, improve trading conditions
Diplomatic gift:
Retrieve a special artifact from each faction during diplomatic missions on their homeworld, each with bonuses randomly generated at game start.
New campaign objectives to explore factions’ territory and meet factions’ leader
You can now build and upgrade stronghold outposts on claimed worlds to provide automated defenses.
New victory conditions:
-Knowledge victory: Win by being the first faction to study the target number of native alien cultures
-Scientific victory: Win by being the first faction to research and build an ultimate generator, unlocking unlimited power!
-Material victory: Win by being the first faction to collect and store the target quantity of the target material
-Influence victory: Win by being the first faction to generate the target amount of influence per day
New panel to track victory conditions progress
[CF] Starmap filters: filters starmap by exploration status or destination rewards
[CF] You can now choose to let the team handle sector defense and invasion by themselves.
New tech: Micro gate, Miniaturized exogate technology, which unlocks advanced applications
New equipment: Ultimate generator : Provides infinite energy to power room objects and connect more destinations to the star map, by opening a wormhole inside a distant star
New equipment: Auto miner : Retrieves raw ore from an assigned mining destination, via a micro-exogate (requires an engineer to operate, and prevents mining missions being sent to that destination)
[CF] New indicator in gaters list to know if a gater is ready to go on mission or not
[CF] New panel to view gater and team mission status when you click on a team event in the top left list.
[CF] Behavior modes:
You can now force gaters to specific behaviors if needed:
-Well-being: Gaters will focus on improving their well-being by resting, having fun or socializing with others, ignoring work or training activities
-Working: Gaters will focus on their work, ignoring training and recreational activities
-Training: Gaters will focus on their training, ignoring work and recreational activities
[CF] New tutorials:
-Training
-Loneliness
-Affinities between gaters
-Period budget summary
-Leveling
-Base defenses
-Faction leader contact
Achievements: 44 Steam achievements to unlock
[CF] You can now rename planets
[CF] You can search planets on starmap
[CF] Room efficiency:
Rooms not surrounded by walls or doors will be less efficient and gaters fatigue will increase faster while they are in those rooms.
New unlockable med bay upgrades:
-Faster ambulance bots
-Physical and psychological treatment improvements
-Improved ICU
-Faster diagnostic pods
New training upgrades:
Each training equipment can be upgraded 2 times to greatly improve the experience earned
Gaters class specific tasks management:
You can finetune a gater job by toggling some class related tasks in their details panel.
[CF] Doors will now auto rotate on placement
[CF] New 2 and 4 people tables in mess hall
[CF] New advanced food distributor that improve mental health
[CF] You can now see the queue of tech to be researched in tech tree
Changes
Increased Xp gained by training equipments
Increased mental health healed by recreation equipments
New notifications for factions related events
New notification when diplomatic level with a faction change
[CF] Invaders and factions are now part of the standard settings when starting a new free play game
[CF] Improve player comprehension when artifact destination can't be explored by a specific team.
Max influence was reduced from 5000 to 1000
Social attribute impact mental health gained during social interactions.
Gaters body and mind strength attributes will make gaters sleep less often.
[CF] Improved messages when a gater is not able to drop something.
[CF] Room equipment selection panel was reworked to be more readable, include sell option and the room efficiency level.
[CF] Refund ratio is now displayed on tooltips when selling something
[CF] Improved gaters attributes descriptions
[CF] New notification when an assignment was completed (e.g. science runs out on a planet)
[CF] Improved faction leader contact button visibility on factions list screen
[CF] Canopy bed access was changed on set on the same size, moreover it increase mental health, price was increased
[CF] Nap pod impact on mental health was removed, price was increased
You must now confirm when declaring war to a faction
New notification when full artifact bonus is unlocked
[CF] Improved gater equipment tooltips to help understand their usage.
New logs when gaters meet or their affinity level change
[CF] The medic treating a gater in med bed is now displayed on the gater status.
Faction badge and color will not be visible on starmap until faction is met
[CF] Improved messages displayed when a gater is not able to go on mission to help player understand the reason
[CF] Added steps to reach next influence point generated by territory size
Trending and flopping patent topics have bigger impact (+ and -50% revenues instead of 30%)
Improved initial bedrock placement
Reworked campaign objectives order
Increased diplomats salary
Chance for gater to have bad relationships were increased
Clicking on button to view a gater will now close the gater list
Liberation missions balancing.
Fixes
Need status were not properly displayed on load
[CF] Capped the maximum amount of money that can be owned to avoid a bug
[CF] Power label was white instead of gray when power was back on
[CF] During mission dialogs, gater's mind and body stat number were flipped
Female soldiers in light armor were not properly placed during missions dialogs
[CF] Missions stats are now properly updated on starmap when modifying a team.
[CF] It was possible to create a culture study mission without the tech unlocked.
Fixed a bug where collecting alien corpse objective was not always validated in time
[CF] Fixed an issue where gaters would sometimes stop to do anything because they were unable to collect an item somewhere.
[CF] Fixed issues with multi ambulance bots and cremation units behaviors.
[CF] Fixed issue where it would no longer be possible to place room equipment after being interrupted by a team.
[CF] Fixed a bug where gater would be in the wrong animation on game load.
The button to display gater with needs on the top of the screen was not properly setup by default.
Player were not always notified when there was no available storage for materials.