DAWN OF ANDROMEDA HEADS FOR FULL RELEASE ON STEAM THIS MAY 4
Developer GreyWolf Entertainment and publisher Iceberg Interactive are excited to announce that their pausable, real-time space 4x title, Dawn of Andromeda, will be fully launching on May 4, 2017 for the Steam platform. Currently available on Steam’s Early Access program, the GreyWolf and Iceberg teams have been continuously working on implementing vast improvements to the game based on community feedback.
https://www.youtube.com/watch?v=3AncF1aX5sk
Mike Domingues, lead developer at GreyWolf Entertainment says, “After much time spent gathering player feedback and suggestions from the Early Access phase, we are extremely excited to put the final touches on Dawn of Andromeda. We are truly confident that fans from all over the world will be able to fully immerse themselves into this galactic world we’ve worked so hard to create.”
Dawn of Andromeda is a real-time 4x space game, allowing players to take the reins of one of many civilizations and guide it through the myriad of dangers hiding in the galaxy. They will be able to build out their empire, colonize new planets, interact with other factions and characters, research new technologies and build fleets so powerful their enemies will tremble at its mere sight.
With endless galaxies to choose from, there are brand-new expansive features to look out for at launch:
<*>Eras – Unique scenarios, each with a pre-designed galaxy and background stories which you can play as one of the existing factions, each with their own victory conditions, traits, challenges and ongoing conflicts and relationships
<*>New animated cut scenes for each major race
<*>New Victory/End screens
<*>Improved Council mechanics
<*>New (random) events
<*>More balanced gameplay mechanics
<*>Many bug fixes
The Officer Update is now Live!
Hello everyone!
We have just released the Officer Update, previously known as the March Update.
This update brings several improvements in several different areas of the game, and comes with some major new features and content.
The first of which, and the one that inspired the codename of this update is the Unit ranking and experience system, but there's also new victory conditions and changes on how these work and new RTS controls. That's not all however. There's also significant improvements to Artifacts, AI, Minor Races, UI and the resources and trading system was streamlined to be now much more focused, easier to understand and more effective to use.
As in previous updates, there's also new content, this time in the form of several new artifact types and new effects, as well as new random events.
Important note: Just like the previous major updates, saves will be reset.
Added/Changed
Implemented Unit ranks, experience and respective bonuses
Streamlined the resources/trade system: Now strategic resources aren't cumulative/generate surplus,having one source of each is enough for all uses. Previously, having +2,+3, etc of a specific strategic resource and the concept of surplus only made the system more confusing, as well as more frustrating as it was very rare for a player to be able to buy a strategic resource as they were very frequently out of stock
Added two new victory conditions: Economic Victory and Rebuild the Sceptre of Kri
Victory conditions can now be accumulated and game is won when all are met (subject to change)
Added aggressive and passive unit stances options
Added go to fleet when double tapping fleet hotkeys
Victory conditions are now displayed differently in the Emperor Log
Abilities like Trade, Mining, etc are now shown in the abilities bar and can be activated that way
Improved AI: They now better take into consideration when the military and technology strength of the player when considering war
Minor Races now have a name, and when and if they become a major faction they retain it
Minor Races menu and planets&colonies menu now shows the name of minor races
It's now possible to interact with minor races from the planets&colonies menu
When creating a new game user can customize AI style for AI controlled factions
Changed how abilities are displayed in the main unit panel
Added description of each ability in abilities tooltips in the main panel
Added Order to Stop command
Abilities&Buffs section now only shows Buffs
Added new random events
Added several new artifact types, which retrieve new bonuses and even new ship parts
AI now builds and uses survey and mining ships
AI is now more likely to declare friendship
AI now dislikes factions who get along well with factions they are at war with more than before. Previously being at war or just having bad relations would give the same penalties.
When creating or editing a Custom Race, there's now Trait points the player must use to attribute his faction's traits. This prevents unbalanced races from being created as well as making these choices much more strategic.
It's now possible to enable/disable Story Events before starting a new game.
Color picker in Custom Race choice now automatically desaturates chosen colors to fit game style
Changed how governors are displayed, and now traits and experience are displayed
Harium strategic resource now provides +5 extra max research instead of +3
Attacking in neutral systems now provides a bigger penalty to relations
I
mproved colonization speed of starting colony ship if starting with expedition ship
Resources prices are now generated randomly at startup
Planet menu now indicates when a certain resource is being exported
Added tooltips for different planet types
Trade&Resources planet tab has been renamed to just Trade
Survival victory condition is now set to 10 years
Fixed
Fixed Survival Log item not showing right time
Fixed camera shaking when following/looking at a Mining Station
Fixed Scout ships on auto explore stopping and not exploring anymore in some instances. Also affected AI, which hindered it's empire development.
Fixed information on AI building order to being applied correctly after loading a game
Fixed misaligned Funds tooltip
Fixed crash in Planet Menu
Fixed Character names showing up as lowercase in place where they should show up as uppercase
Fixed explosion effects while invading being rendered despite systems not being visible
Fixed monster being generated in a system the player owns at startup
Fixed late game events not being triggered
Fixed council, governors and characters not having proper races when creating a custom race (if applicable)
Fixed buttons in Trade route creation screen being stuck
Fixed some resources icons not being centered correctly
Fixed certain lists not showing correctly when in resolution in format 21:9
Fixed Harium strategic resource not providing bonus
Fixed Artifacts instant researching not working when studying an artifact and freezing research window
Fixed mismatch in several places in the game between merchants items, and those the player actually received or were offered
Fixed Council members complaining about wars against a certain character
The Phoenium Update is Now Available!
Hello everyone!
We have just released the Phoenium update, previously known as the February Update.
We have dedicated most of our time the last few weeks on balancing key aspects of the game and changing how certain things work. Many of these changes were suggested by the community so we want to thank everybody for the continued support and feedback.
Some of these include major changes on how colonization works, with new colonies being even weaker than previously and colonization isn't instant anymore. Also key changes were made to the AI, with it being far less aggressive and eager to declare war. There's also some major new additions, including story events, new resources and new mineable asteroids, black holes now serving as portals to previously inaccessible portals, and the addition of the Mining module, mining ships and mining stations.
Important! Because this update changes certain aspects of the game, this update could not be made save game compatible. Thanks for understanding.
Please see the log below for a list of all changes and don't forget to tell us what you think on the forums.
Changelog:
New content
Added Obsidian resource
Added Obsidian Deposit
Blackholes now function as portals to previously inaccessible systems
Added lots of new technologies
Added Story events
Added Mining module
Empire management changes
Mining is now done exclusively through Mining ships or a ship equipped with a mining module. Once mining starts, the mining ships gives place to a mining station, which can't be moved but can be destroyed
Players now have maximum funds, but this limit can be increased through technology
Prosperity is now increased by +1 if player has approval above 50%
Taxes now generate 50% more income
Rebalanced tourism to provide more income by default, but Famous governor trait now provides only 3 times more and the Beautiful Landscapes now provides 3 times more.
Colonization
Colonization is not instant anymore, and colony ships can be destroyed preventing them from colonizing
Default build and infrastructure speeds are slower by default, making new colonies less useful at first
Starting homeplanet has Level 1 Industry Infrastructure
AI Improvements
Decreased overall aggressiveness when it comes to Declaring war
Having the same political system now counts towards good relations
Military and Technological power now doesn't count towards relations
When a AI faction is looking to build a good relationship, relations improves and it's indicated in the tooltip
Decreased frequency at which they send trade deals to the player
Decreased focus on expansion and build a more sustainable economy
Balanced AI when it comes to choosing their research queue more efficiently instead of focusing so much on technologies with lower research time
Other changes
Titan ships must now be researched before they can be used
Titan ships can now have 1 extra weapon slot, 1 extra defence slot, base HP of 2000, base max weight of 130 and base cost of 320
After researching respective technology, stations can now use 6 weapons and 6 defence modules
Taxes for the Rich policy now generates +10% tax income instead of +5%
Capital ships now have 900 base HP
Mineable resources now show the icon of resource it generates as well as what bonuses each one gives
Got rid of the Deceitful and Deceiving traits and replaced them with the Xenophobes trait
Got rid of "destroy monster X" events whenever you find them and replaced with other similar events
Auto explore button now turns grey when autoexplore is not activated
Fixed
Player receiving alerts from factions he hasn't met yet
Infrrastructure Development getting stuck after being maxed out
Monster bullets not being correctly removed
Invasion explosions not being correctly removed
Visible city lights in some oceanic planets
"Decreasing Approval" text in tooltip being in wrong colors
Black ball artifact in blackholes
Planets changing type after loading a game
Selection marker still showing even at a big distances
White ball hanging around ships
Government menu crashing when player has more than 8 strategic resources
Issue in galaxy generation time in which certain systems were completely disconnected from all the others, making them always inaccessible
Late game events not being triggered after loading a game
Characters would spawn at startup in the same system and in the same position
AI player praising and executing other diplomatic actions and the human player receiving the respective notifications even if he doesn't know them.
Bug in which surveying an anomaly or planet would be done instantly
The Titan Update is here!
Finally, and after a small delay, here’s the Titan Update!
This is arguably the biggest update so far, and includes a lot of new content, as well as some much requested features. This includes the option to edit designs and retrofitting, new and unique faction modifiers, an an entirely new ship class and much more.
Important! Because this update changes so many aspects of the game, this update could not be made save game compatible. Thank you for your understanding.
As always, we want to thank the community for the all the feedback, suggestions and bug reports. This has helped us shape the game to what it is today and we hope we can count on your help and support in the future.
Please see the log below for a list of all changes and don't forget to tell us what you think on the forums.
Changelog:
A lot new content
New Titan ship class
2 new backgrounds
Dead Star system type
2 new space monster types
5 new random events
Harium deposits
24 new technologies total
new Harium Resource
16 new character traits
Added Exclusive Technologies for each race
Added Late game Events
Colonization and Colony Management changes
Colonizable planets algorithm has been changed, you can now always find colonizable planets near your starting colony every game
Starting colonies of each race now can't start within a certain distance of each other
Now every planet has a planet trait
Colony Productivity now has a full tooltip, indicating what factors are affecting it and how much
Colony population now affects Productivity
Productivity now shows decimal numbers instead of percentage
The size of planets now affect the maximum population the colony starts with and how much it increases per Housing Infrastructure level
Newly founded colonies now start with less max population
Each race now has a preferred planet type (gas, oceanic, etc)
Ship Design and Combat changes
It's now possible to edit designs and refit ships
Got rid of Mark as Obsolete options and Obsolete designs view as it's now redundant
Capital ships now have a -7 speed penalty instead of -8
Evasion and Accuracy are now taken into account and shots can miss
AI Improvements
The AI now refits its ship designs, just like any human player can
AI now won't colonize as aggressively, and will instead prefer to make sure their colonies are well defended before colonizing more
AI now builds larger fleets
AI is now less aggressive, taking slightly less importance to Military power
UI Improvements
Added drag and mouse wheel scroll to all lists
Optimized ships list and colonies list
When Infrastructure levels have been maxed out in a certain infrastructure type, the respective Infrastructure Development points revert to 0 automatically
Revamped race selection screen
Ship Design Creation menu UI has been tweaked
When infrastructure levels up, clicking the View icon now redirects the player to the Infrastructure tab of the Planet Menu
When a governor or council member levels up clicking the View icon now redirects the player to the Planet Menu and Government menu respectively
Alert view buttons now have specific icons depending on the action type
Changed the icon for the starting Scout ship design
Unit maintenance costs are now their base cost divided by 100
UI now indicates how much each unit costs per week in both Planet Menu tooltips and Ship Design Creation menu
Added more info to Population Growth tooltip
New Invasion effects
Added explosion effects when a planet is under siege
When invading, ships now send landing pods to the target planet instead of using an abstract red beam
Siege Attack Damage and Delay now have fixed values of 3 and 3s/attack respectively (can still be improved with specific modules)
And more
Social Infrastructure now generates +3 Cr/week in Tourism instead of just +1 Cr/week
Taxes now generate slightly more income
Tweaked main menu background
Added vignette effect to main menu
Travelers, Outlaws, Merchants and Mercenaries now use different ships
Added SFX when the player buys something from a merchant, hires a mercenery or traveler
Changed Alert sound
Colony module and starting colony ships now costs +100 Cr and takes twice the time to build
Improved framerate in the main menu
Race models now look crisper
Starting colonies now have maxed out population
Fixed
Industry infrastructure levels affected infrastructure development speed in excess
Reinforced platting missing from ship parts list after loading
Epidemic colony trait and food shortage affecting population growth two times as much as it should
Famine and Epidemic penalties showing wrong percentages in the
Population growth tooltip
Crash in shipyard menu
Various typos in tutorials
Bug in which AI and randomly generated ship designs would have excessive weight
White ball hanging around ships
Wrong station model being shown if playing with a custom race that uses the pirate models
Bug with Government tooltip when players owns no ships
Galaxy generation connections not being set up correctly or creating connections that would go through other connections instead of neighboring cells
Bug in which the player would win but no victory screen would show
AI has been tweaked to be less aggressive and take military power slightly less into account
Military and Housing Infrastructure taking more time to level up than the other types by default
The Titan Update
Hello everyone!
We have a couple of announcements to make today. First, the not-so-good-news. We had to delay what was previously known as the January update and we are now due to release it the 6th February. This update will be the biggest update for Dawn of Andromeda so far and now not only we have one extra week to make sure it's rock solid, but to make up for the delay we are also adding some more content we didn't originally plan on including until the next update.
The other good news is that we originally planned on having one more major update due in February, but we are now going to add at least one more, due in March and we'll be updating the roadmap and revealing what it will include in the coming days. Additionally, while we plan on continuing on releasing major updates each month, these will now have specific codenames, starting with the Titan Update.
So, what will the Titan Update include you ask? Here's some of the highlights:
The much requested option to edit existing designs and retrofit ships is one of the highlights, but far from the only one.
Along with it, comes a brand new ship class, the Titans. These huge ships are able to take on a lot more damage and carry more modules than any other, however they are also more expensive, slower and have a lower evasion rate.
Evasion rate and accuracy is one of the new combat improvements we have lined up as well. Now ships have a chance to miss their targets, with lighter ships having the highest evasion rate while the biggest ones having the least. Some weapon types such as Beams have a high accuracy rating, while blasters have less but more damage per second.
The Titan Update also comes with lots of new content. You will find new space creature types, Dead Stars, new backgrounds, new traits, new events and new technologies.
There’s been some major balancing changes as well. We have added more depth to colonization and colony management, with population counting towards Productivity, making newly found colonies less useful, and approval having a much bigger impact on your growth rate.
The size of the planets now count towards the maximum population you can have, and now each race has an ideal planet type, which means colonies closer to your original homeplanet in type (gas, oceanic, etc) will have a higher approval rate. Additionally, now every planet has a special trait.
Another major improvement is how playing with each race feels. Other than now having their own prefered planet type, their traits have been rebalanced and each one now has exclusive technologies.
Invasion also received a visual overaul. Previously you would see invading ships emitting a red beam, however this didn’t make much sense other than giving some visual feedback. Now you can see ships sending landing pods to the target colony, as well as explosions in the surface.
Another major addition are late game events. These events can completely change a game around, and include for example another faction being taken over by an AI program, becoming much more powerful and declaring war on everyone. Because these can have a big impact on gameplay, they can be disabled if the player so wishes.
This isn’t everything however. We’ll let you discover the brand new Titan Update the 6th of February, along with the full changelog.
See you around!
Version 8.11 Now Available!
Hello everyone,
We have just released a new patch that includes several bug fixes, as well as stability, performance and some AI improvements. We've also done some balancing work in some areas, and laid some groundwork for the upcoming January content update!
We want to thank everyone who took the time to report issues and send logs and save files to us. As always, it's greatly appreciated and helps us fix and reproduce issues much faster.
Without further ado, here's the full changelog for patch 8.11.
Changed/Added
AI units won't switch targets to the nearest unit, they now go after their previous target until it's too far. This means now that the cheap tactic of taking away a ship from a fleet under attack to recharge shields and then sending it back once they are full is no longer applicable.
It's now much harder to convince the AI to promise to declare war on someone, and relations and casus belli are taken into account
Population grows 60% slower in general and approval affects growth affects growth more by 75%
Added 2 more starting characters
Infrastructure development is 20% slower
Ship building is now 15% slower
When choosing your starting council, counter now starts as 0/5 instead of 1/5
In the proposal screen, when proposing the AI to give Influence or funds the slider in the offer sub menu now has a maximum of 100 and 5000 respectively instead of what the player really owns. Added note to further clarify this
Added alert when the player successfully invades a colony that doesn't have good enough living conditions to settle
New games on Common(default) and Very Common settings now generate 15% less colonizable planets
Wheel scroll on research screen is now much faster
Traits that meant bonuses and penalties to overall ship HP having uneven numbers like 1159 now have the correct number, ie 1200 in this case.
Optimized unit pathfinding
Fixed
Looping error caused by the strategic map that caused heavy slowdown, RAM usage and eventual crash
Game stuck after going for "denouncing him" option in a foreign hacker event
Ynan decreasing happiness by 7% each time the player reloaded
Looping error caused by research queue issue causing slowdown and heavy RAM usage
Ships not being listed in the Shipyard Menu
Crash in ship design creation menu
Last tier weapons not being saved correctly after being researched
AI spamming players with proposals that included promises
Ultimatums emperor log still being active after declaring war or imposing embargo
AI not taking into account whether or not player has already promised not to colonize or not when sending a proposal
Free Education policy reducing prosperity instead of adding to it
Players getting infinite investment points when they got one extra point through policies or technologies
AI not following through colonizing promise and nothing happening if he doesn't follow through
Strategic map issue in which a territory cell inside a bigger territory belonging to another faction wouldn't be rendered correctly or at all
In the Unrest event, updated the text to mention Productivity instead of ship production and
infrastructure development speeds
Wrong diplomatic messages and other bugs caused when invading a colony belonging to a minor race
Planets not being listed in Planets&Colonies Menu
Game being stuck after accepting a proposal from a character
Level 5 infrastructure of certain types not showing
Trade routes submenu being stuck after loading a game
Game not starting after creating a custom game in very specific instances
Notifications causing errors due to a wrong player ID when received a proposal or diplomatic message
Instances where AI ships would move inside a star and in some cases get stuck
Alerts array going out of bounds and causing errors
Promises being kept in the Emperor Log despite being fulfilled
Human controlled units moving back to their previous position after going after an enemy unit
Great Doom Missiles technology being researched and activating Doom Missiles as well
Specific instances in which units would go through stars and planets
Factions not being listed in Diplomacy Menu
The December Update is Here!
A huge update has just been made available for Dawn of Andromeda. This December update brings many improvements to Diplomacy, UI and AI as well as a ton of other changes and additions!
Important! Because this update changes so many aspects of the game, this update could not be made save game compatible!
Some of you expressed the wish for an easier way to navigate and manage all colonies. We listened to your wishes and we are happy to say that managing your colonies requires less clicks than ever before.
We would also like to take this opportunity to thank all of you who left comments and feedback on the forums and in various other places. This has been extremely valuable and we hope you keep sending it our way.
The new Colony screen
You can manage infrastructure investments from here
Full Changelog
Diplomacy improvements:
Added the Truce option: this is a temporary peace deal, it can be very useful in specific situations where for example the player is fighting more than one war at once and wants to destroy another player without having to find a casus belli and declare war twice
Added the Promises proposal type: Once accepted, an entry is added to the Emperor Log giving a deadline for the player to execute what he promised. If he doesn’t, the faction gains the Dishonest trait, which causes heavy penalties to relations with other factions, as well as make new promises very unlikely to be accepted.
Promises add a new layer to diplomacy, as it’s now possible for players to negotiate between themselves joint wars against a specific target, or try and force someone at war with an ally to sign a peace deal for instance. It’s also possible to promise to another faction not to colonize in systems they control.
UI improvements:
The Infrastructure tab in the Colonies screen has been revamped: All the information is now visible at a glance, including bonuses for each level and current and maximum level of each type, and the Investment points can be adjusted by simply holding or clicking with the left mouse button over the quantity the player wants
The research queue to the Research screen is now visible and you can delete individual technologies, projects and artifacts from there, and/or move them up or down in the queue
You can now jump straight to interacting with a race by double clicking on one of their colonies
Added sorting to the Shipyard and Planets&Colonies screens, it’s now possible to sort by status, name, system, etc
The units list in the Shipyard screen now shows what each one is doing at the moment: idle, moving, attacking, etc
In the Planets&Colonies screen, you can now view what each colony is building at the moment (if applicable)
Added tooltip indicating the current progress of the infrastructure development type over the cursor
It’s now possible to see and adjust your colonies Infrastructure Development points, as well as the maximum level in the “Controlled” tab in the Planets&Colonies screen
It’s now possible to switch from planet to planet from the main view, as well as from the Colony screen
Added a more visible button to allow players to change governor in the Colony screen
Added percentage numbers to indicate the current progress of the first unit in the build queue, as well as the progress to the next level of each infrastructure development type
The proposal screen now has new buttons to accommodate the new proposal types, the current proposals text has been changed to be smaller and the respective window is now bigger
Added a gradient effect to the technology icons in the Tech Tree
Added a fade in and fade out to black when entering the Colony screen
The Codex:
In this screen you will be able to learn or relearn how certain game mechanics work and read about the lore of the universe and each race.
This will be further fleshed out over time, there’s going to be more lore and more and improved texts explaining how certain game mechanics work and gameplay, as well as many more lore entries.
AI improvements
When preparing to declare war or in other cases when already at war, the AI now tries to bring other players along by negotiating with other players to declare war to their enemies, paying them to promise to declare war
Players try to negotiate with others who are at war with their friends and allies, in some cases giving ultimatums to force them to try striking a peace deal
Players now use Truce to negotiate a peace deal
The AI is now slightly less likely to issue an embargo
Implemented the Productivity concept:
Instead of simply having infrastructure and ship building speed bonuses or penalties, this will be shown as Productivity and will affect both. However it’s still possible to pile up ship building speed bonuses to Productivity
Added support for resolutions using the 21:9 aspect ratio
It’s now possible to change the number of connections systems have when generating a new galaxy, including taking away chokepoints completely if the player so desires
Default races now start with the correct planet type
Added 3 new types of exploitable items: Cobalt, Aromium and Hubernite deposits
New icons for stations and space monsters
Added a new planet trait: Vast Forests. Adds a +20% bonus to base
Productivity
Added the Level 6 weapons for each type: Blaster, Missile and Beam
Military Infrastructure now gives a bonus to the max hitpoints of every station orbiting the planet and +500 to max Defence points
Industry Infrastructure now gives a +15% to Productivity
Factions now start with 8 Max Research
Tweaked image color balance
Faster and Improved anti aliasing for Terrains and Diplomacy screens
Legalize slavery now adds 1 investment point and takes 10% approval
New candidates for Council member and Governors are now more likely to pop up
A few technologies have been changed to add another investment point or provide a bonus to Productivity instead of providing a bonus to infrastructure development speed and changed icons
Space monsters and stations icons are now shown from the galaxy view, with stations being seperate from regular units
When avoiding obstacles, the destination line of the selected unit(s) now takes the correct trajectory into account and shows it
Bug Fixes
Memory leak that caused very heavy memory usage and crashes
Stuck prosperity and tooltip not indicating the correct time until the next change
Rare instance where the player would have a black screen after loading a game in which he owned over a 100 colonies
Several crashes have been fixed, including one after accessing the
Shipyard and Planets&Colonies menu
Empty Characters tab in the Diplomacy screen
Instance where a transparent big white bar would block the screen after loading a new game
AI going straight to invade an enemy colony, ignoring enemies and even stations
Some animated 3D models showing very odd animations and deformed parts
Issue where design and system names would render the credits color and icon instead of the correct name
Planets not trading anything
Application freezing after exiting to Windows
UI lists such as Shipyard, Diplomacy and Planets&Colonies screens scroll not being reset after switching tabs or opening the menu, sometimes resulting in empty lists
Space monsters being stuck, not attacking anyone
Replace member button not working
Fixed several tooltips texts and typos
Wrong icon texture for one specific Ice texture
Patch 7.45 [December 5th] Changelog
Hello everyone! We have just released a new patch that aims to fix most of the issues reported to us since the release to Early Access. We want to thank everyone who took the time to report these issues and send save files so we could reproduce them, as well as some very helpful suggestions that made it to this patch. Other than the bug fixes, there's also a couple of small additions and improvements.
One big note however: due to the fact that we had to fix bugs within the save system, it was impossible to maintain compatibility for saves from the previous version, so these are reset once you start the game for the first time after.
Without further ado, here's the changelog:
Added/Changed
Pressing the space shortcut now reverts to your latest speed instead of normal speed
You can now add and remove units individually from your currently selected fleet by pressing down Shift and clicking on the unit
You can unselect units from your fleet panel by pressing Shift and clicking on its icon
Fleets now have their own icons in the main panel
Adjusted AI to stop offering ludicrous amounts of credits for a technology
When creating a new ship design, the design icon will be set to hull's default icon
You can now skip the intro videos by pressing Enter,Escape or clicking with the left or right mouse button
Irreligious trait is now called Faithless
The Kalzur now have the the Religious trait instead of Faithless
Fixed
Black screen after loading a game
Food and other resources being reset after loading a game
Ships using wrong design and/or malfunctioning and disappearing after loading a game
Taxes being reset after loading a game
Prosperity being reset after loading a game
Fleets assigned to 0-9 being reset after loading a game
Export button and Colony menu malfunctioning if the player controls a big amount of strategic resources
Crash and/or heavy RAM use if the player has many ships and enters the
Shipyard menu
Crash that while rare, could happen by mid to late game
Credits not being added to the player's treasury after he surveys space debris worth a certain amount of Credits
Planet destroyed being reset to its normal state after loading a game
Use of the space key in the Ship Design pausing/resetting the time speed
Double clicking on a ship or planet centering the view or entering the colony menu for the wrong unit/planet
Buttons in the game creation menu being too high and leaving a transparent line between them and the bottom border
Dawn of Andromeda enters Early Access !
Pausable, real time 4x space strategy game Dawn of Andromeda is now available in Steam Early Access.
Developer Greywolf Entertainment and publisher Iceberg Interactive invite fans of the 4x space RTS genre to lend a helping hand with their views and feedback in the coming months leading up to launch.
During Early Access the development team will work on implementing new features, including the Eras feature, with unique scenarios and background stories. Moreover, the game will be tuned and improved with a strong focus on game configuration options, combat diplomacy and racial improvements.
We are delighted to finally have arrived at a point where we feel we are ready to show Dawn of Andromeda to the world. The journey isn’t over yet, and we are eagerly waiting for feedback from a wider audience to make sure we release the best game possible.
Come up with a Dawn of Andromeda solar system name to win two amazing prizes on the Early Access release!
Can you come up with a cool name for a solar system? Share it with us by submitting it in this thread: http://steamcommunity.com/app/427570/discussions/0/154641879449960490/
The prizes? By participating, you will not only get a chance to win a key for the game but also the implementation of YOUR solar system name in Dawn of Andromeda.
Three solar system names will be announced as the winners on the Early Access release next Thursday, December 1st.