Fixed bug where AI would be stuck if there were multiple culture study desks with assigned culture ready at the same time.
Fixed a bug where a critical power warning was displayed on load if an ultimate generator was built.
Improved visuals when team regroup in front of gate room
Fixed a bug where large teams would not be able to regroup if something was built in the 4 blocks in front of the gate room
Some additional fixes for stability improvements
1.0.1 update hotfix 1
Fixed a bug where game duration of a new game could not always be set properly.
Patch 1.0.1
New
New countries added for gaters recruit: Italy, Spain, Russia, Netherlands, Finland, Poland
Changes
Lowered xp gains with chat, sample and specimen study
Increased xp required for each levels
Generators’ durability was increased a bit to reduce builders overload on large bases.
Autominers are 30% faster to retrieve ore
Replace game duration slider on new game setup with an input box
Fixes
Fixed a bug where the team would cancel going on a mission if the team leader took too much time to regroup.
Improved builders AI to lower performance impact when some actions are not possible for them.
Improved ambulance bots AI to lower performance impact when some actions are not possible for them.
Improved gaters AI to lower performance impact when some actions are not possible for them.
Fixed a bug where ambulance bots would not handle dead bodies.
Improve ambulance bot behavior, they will now bring bodies in front of the cremation unit instead of going back to base waiting for the cremation to complete. And switch to another unit if available.
Improved pathfinding around surgery and diagnostic pods
Fixed a bug where it was possible to resume a paused hostile mission after making peace, alliance or non aggression pact with a faction.
Fixed a bug where gaters would behave weirdly while waiting for someone to play a game.
Fixed potential issues triggered when war is declared in very specific conditions.
Soldiers will stay at their guard post if remaining invaders have not exited the gate room yet.
Fixed a bug where soldiers would have weird behavior during an invasion because they were
invited to play a game.
1.0.0 update hotfix 6
Influence victory is now triggered even if there is no factions
Clicking on the end mission notification will now open starmap on the mission destination
Improved pathfinding in the armory.
Fixed a bug where a team could be stuck on a destination after a faction released the target planet while doing a liberation mission on a nearby planet.
Fixed a bug where a team could be stuck on a destination due to the mission ID being corrupted.
Influence gains were not rounded the same way between the Aliens and Artifacts panel and Influence tooltip.
Fixed a bug where sometimes an artifact could not be looted on destination.
Fixed a bug where exo suits could not be assigned anymore after editing a team assigned to recurring missions.
Made lost exo suits reappear.
Fixed teams count for humans in Aliens and Artifacts screen
Improved builders behavior when trying to store armor and some locker are not reachable
Fixed display of damages over base invaders.
Fixed wrong details values and portrait displayed on final scores panel.
Fixed a bug where gaters could remain in safe zones if sqarbs were defeated while an invasion was about to happen.
1.0.0 update hotfix 5
Improved edge cases where builders could not fix some equipment.
Fixed a bug where gater would not be automatically assigned a medical bed after being irradiated by a Nuclid.
Fixed a bug where the defeat event of an enemy faction would not trigger properly if a first final blow mission was cancelled.
Fixed a bug where a team was considered in mission if they were about to start their mission before being interrupted by an invasion.
Friendly factions influence bonus was not included in the displayed influence total gain by day (but it was gained)
1.0.0 update hotfix 4
Gaters in underwear with a nap pod assigned will now complain they can’t change
Reduced builders max speed to lower risks of pathfinding issues
Reduced speed boots max speed to lower risks of pathfinding issues
Fixed a bug where armors were not properly stored and still could be assigned to gaters, leading to some team never going in mission.
Engineers will now not always pick the same autominer to operate.
1.0.0 update hotfix 3
Fixed a bug where you can sell an object not build yet and get money back before spending it.
Fixed a bug where your game settings could be overwritten.
Fixed a bug where diplomats were not able to use the spying console.
Rework builders maintenance AI to avoid erratic behavior on large base
Fixed builder that sometimes will not go to maintain Air Hockey tables
Exotic crew achievement will trigger with any team size
Exonium generator will now consume 5 times less Exonium
Fixed a bug where the ultimate generator would make the foundry stop working on load.
Fixed a bug where factions would not form teams when unlimited gaters option was on.
Builders stuck will now teleport to the base entrance
1.0.0 update hotfix 2
Supporter pack Exogate skin can now be properly disabled
Speed boots now work as expected
Reworked gaters AI for multiplayer games, both players will now directly go to the game.
1.0.0 update hotfix 1
You can now map mouse buttons in control settings
Fixed a bug where some gaters would sometime stay in bed forever
Fix to solve some teams stuck in a mission on load. We are still investigating why it happens in the first place.
Fixed a bug where it was not possible to add more team members after unlocking bigger teams.
Fixed wrong icons on Tech tree
Removed twitch integration due to third party tool conflict
Full release now available!
Greetings Gaters!
This is it, the full release version of the game is finally here!
The biggest update yet
For those who missed the preview here’s a short list of what you can expect:
3 new factions which whom you can now fight, trade or form alliances
4 new victory conditions
New difficulty settings
5 new equipments
Lots of QOL improvements and balancing
Steam achievements
We were also able to add one more thing at the last minute, and it was the most requested feature by the players: You’ll now have access to a new tech that allows more gaters to cross the gate at any time. Meaning you can form teams of 4 or 5 gaters!
The more the merrier
Please note that saves from the current public version (0.9.1) or earlier will not be compatible with the v1.0. You can switch to a “Beta branch” for the version you were using from Steam game settings if you want to continue your current save.
A look back at early access
Now if we look back at what we announced at the beginning of the early access, it took us a little bit longer than expected, but we managed to add everything we planned to in this full release version of Exogate Initiative!
Our initial roadmap (you can check the corresponding news here)
Mission events editor
Environmental mission events
More rooms, equipment and upgrades
Recruitable alien gaters
New invaders and improved defense gameplay
Alien factions and 4X gameplay
Diplomat gater class
Improved gaters, teams and missions management
We are extremely proud of what was accomplished by such a small team. It started as a solo project a long time ago, and in the end 24 talented people contributed one way or another to make this game, but on average only 2 were working on it full time!
We’d like to address a special thanks to the community that helped us shape the game all along the early access, your feedback was always precious and led to some major changes that ultimately made the game far better.
New supporter pack
If you think we did a good job, and want to show your support, there is now a Supporter Pack DLC available, it will grant you some special visual skins for the gate room and the builder bots.
Who does not want fancy banners in the gate room?
But one of the best ways to help us right now is to share the word if you enjoyed the game, and leave a review!
We will obviously continue to support and address any issue that we may have missed, so do not hesitate to give us feedback.
We truly hope that you will have a blast with the game!
Maxime MILLET Creative Director, Xeno Bits
Changelog 1.0.0
[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.
[CF] You can now unlock new techs that will allow more gaters to cross the exogate at the same time, up to 5 by missions!
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 gates:
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
New visual variations for bookshelves
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. Reworked room equipment assignment picker to allow to pick gaters already assigned to a similar room equipment You can now click on dropped item on the floor to see what they are Improve aliens AI during invasion and defense team fights, they may now decide not to target a shielded gater. Soldiers will now display their needs when they have no weapon available during invasion. There will be no notification for new patent theory if you already have many theories available. Increased initial money from 200 000 to 500 000 Campaign rewards were reduced Slightly increased patents revenues Slightly increase asteril price
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. [CF] Nuclids will now interrupt their tasks when they need to regenerate [CF] Bliques can now properly be healed during events on mission [CF] Fixed issues where teams were locked offworld after a sector was invaded