News Liste Terra Invicta
At long last we're releasing our massive bugfixing patch. We know it took a while and we just needed the time to knock out fixes to a number of longstanding bugs and UI and AI deficiencies. Thanks for everyone's patience.
This will be a large download as we updated both our Unity version and some large graphics files.
It should not break saves. (We will increment the second build number, currently the ".3," when that happens.) It may break mods and modded saves.
The full patch notes for builds 0.3.108 through .115 are too long for Steam, so please refer to them here:
https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29914
This patch is really a host of medium-sized and small fixes and adjustments all over. Here are some highlights:
Features / Balance / Gameplay
- Lots of improvements to formations. New formations and improved old formations; Reinforcements will now arrive into the battle in formation; Match Velocity Command now allows you to select your own ships enabling players to form up their ships in the middle of battle.
- New Face Velocity Vector Maneuver allows ships to rotate themselves to face along their velocity vector. Great for getting formations oriented in the same direction after targeting different ships.
- Two new music tracks! Lots of new event illustrations
- Many adjustments to combat autoresolve to promote plausible outcomes
- Scads of AI tweaks on hab construction and management, ship design and fleet management, army management
- Updates to translations to build 0.3.107
Settings / Modding
- Added option for SMAA antialiasing. It's generally not as nice as existing AA, but Radeon cards will default to this as we're trying to fix the "screen of static" bug in combat.
- Added option to turn off animated councilor portraits and use static portraits instead. Using this may help stability on low-end machines.
- added globalconfig field "savepath" for manually designating a save directory for someone who lacked server permissions to save to MyDocuments folder
- First pass at support for audio modding
UI
- change to auto camera focus behavior with setting
- Naval status tooltip will now list which wars are causing naval blockade, other small text clarification how a blockade happens
- Shipyard list will sort shipyards around space bodies before shipyards around lagrange points
- right clicking techs will now focus on the clicked tech when the new tree is built.
- Ship designer : made table/icon option global. Now, when you select table or icon view, it applies to all tabs, not just the current tab.
- councilor auto-cycling during mission phase will now skip detained councilors
- added "cycleNextCouncilorWhenAssigningMissions" boolean to TIGlobalConfig. Default is true. If set to false councilors will not cycle when one is assigned a mission. This will eventually be incorporated into the options UI but Caruso is on vacation and I don't want to deal with it
- apply short delay to unpausing when notifications that pause appear to prevent accidental unpausing with simultaneous keypress
- a planet's fleets list will include fleets around other space bodies in the system at bottom of the list
- added UI making clear you can't build a base in alien primary base planetary system
- added UI to space object detail showing solar insolation rating and orbital period
- Added some info to planet tooltip
- clicking on your fleet in fleet detail will now take you to faction-filtered fleets screen. clicking on enemy fleet will now filter factions as well.
- The little resource chevrons now have a king for a best-of-the-best flag
- # narrative events now ranges from 0 to 10 in startup options sted 3 to 7. 0 will disable all non-required events
- Add some more visible numbers to ship/fleet lists
- ship class list now shows assault value, combat acceleration and number built and under construction
- right-click army movement now requires the shift key to activate. Added tooltip to point to this.
- split fleet list will show each ship's assault combat value, also fixed tooltip
- Ship designer now supports setting initial fire modes for ship designs
- Reversed the order of the module tabs to correspond to the ship cross-section
- tech tree changes, cost sorting
- added zoom-out to tech tree UI (shortcut ctrl + mousewheel)
- added option to hide fleet and hab orbit trails on fast game speeds.
- added option to leave UI panels open when focusing councilor during start of mission phase
- kevin also thought it was super-important to mention that we fixed a bug in which hyphens would cause slight text resizing in some UIs, which was really annoying JL in the research screen. Terra Invicta nation salutes you, Kevin.
That's far from everything. We also have a few more fixes in the pipeline that didn't get sufficiently tested to make it into this patch. We'll be putting them on our validation/beta branches soon and hope to update this main build quickly once they are stable.
We're also getting underway adding a number of new features to the game for our 0.4 builds. First up is a number of additional regions and nation on the world map to provide a richer simulation of geopolitics during the alien arrival. We've got some other fun things we'll show off on our Discord as we get them working in our internal builds.
Thanks as always for everyone's support.
Release:26.09.2022
Genre:
Strategie
Entwickler:
Pavonis Interactive
Vertrieb:
Hooded Horse
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop