🪐Reduced victory point requirements for the number of techs researched (Novice/Adept/Veteran Researcher). This should help with situations where a victory point cannot be achieved because too many techs were scrapped.
🪐Removed the file location popup when taking pictures in photo mode
Changed victory condition requirements for Mega Miner:
No longer spawns as a tier 1 point.
Reduced the requirements by one per level - This will make the tier 5 point possible to achieve on all map types
Fixes
Fixed an issue where selection could stop working after destroying the rival's HQ. If you had encountered this issue in a game, loading that save after updating will allow you to continue
Fixed an issue where employees would not exit a conversion capsule until the floor it was on was viewed if conversion finished while the camera was in the Tech Web or a ship interior
Fixed not being able to prioritize the dismantling of a ship from inside the shipyard
Toned down the smoke VFX on ships when they take damage
Fixed rain not putting fires out on the Hostile terrain map
Patch 1.0.3
Hey there Founders, we've got another small hotfix for you all today featuring some various changes and bug fixes. Read on for more details!
🪐 indicates changes due to community feedback!
Changes and New Features
Added a blink effect to the Tech Web button on the top bar during the linear tutorial. This blink effect will start part way through the tutorial until the player has opened the tech web. If the Tech Web had been opened prior this blink will not occur
Fixes
Fixed an issue where employees could get stuck when dismantling a storage container that held resources being used for construction
This fix will stop this from happening going forward. If you have a save with stuck employees, try pausing/canceling any construction jobs and then resuming them after the patch.
Fixed a few rare crashes that could occur
Patch 1.0.2
Changes and New Features
indicates changes due to community feedback!
Added a blink to the tech web button if the player has not yet visited the tech web part way through the linear tutorial
Fixes
🪐Allowed resources in the spaceport and council storage to be used for construction jobs without needing to be moved to regular storage first
This should solve the issue experienced by some players who would need to wait very long times to get something to get built that needed tier 1 isotopes
Patch 1.0.1
Changes and New Features
🪐 indicates changes due to community feedback!
Balance Changes
🪐▲Reduced many building requirements for T4 and T5 victory points
🪐▲Reduced the unlock cost of the shipyard
Fixes
Fix a crash that could occur when clicking on the build menu while transitioning certain camera views
Fixed another rare crash that could occur
Industries of Titan v1.0 is now available!
After over 2 years in early access, Industries of Titan is finally at 1.0. Some team members have been working on this game for over 5 years! To see this game reach 1.0 is a little surreal, and we can’t thank you enough for being with us on this journey. I know portraying an evil capitalistic overlord might not seem like it, but a lot of love has gone into this game. We sincerely hope you enjoy our game. 🙂
Also, if you'd like to hang out with us, our team will be going live on https://twitch.tv/braceyourselfgames at 11AM PST (one hours from now).
Changes and New Features
🪐 indicates changes due to community feedback!
New Features
Campaign
Added cutscene for campaign victory
Improved campaign victory end screen appearance
Added additional metrics to the campaign victory screen
Locations and Weather
Added two new weather events:
Aurora - Increases outdoor walking speed
High Winds - Increases wind speed
Added two new map locations:
Eerie Expenditure - A map that has a higher number of obsidian ruins and mineral patches, but fewer isotope patches
Arid Acquisition - A map that has a higher number of inert ruins, and regular ruins but fewer isotope and mineral patches
Victory Points and Council Favor
Added 3 new victory points:
Own a monument center
Own transport hubs
Unlock technologies in the tech web
Added new council favor option:
Increase influence gain rate
Added new starting bonus:
Aromatherapy: Pollution increases habitability. Pollution does more damage to citizens
Lore and Voice Over
Added additional Lore Logs for rivals, the Logistics Advisor and a handful of new characters
Added missing VO and explanation about Corporate Goals and adding
Added new VO for tutorial
Added a tooltip to the advisor panel's button
Visual Effects
Added visual flare when discovering inert ruins
Added smoke effects to crevices that are affected by the "Down the Hatch" starting bonus, and highlights as pollution sources when the pollution overlay is enabled
Added smoke VFX to Factories when emitting pollution
Added further improvements to visual difference between biomes
Added visual clarity to sectors on the campaign map so they look more like the biome they represent
Added colour to Purchasable Sectors on the campaign map when they are available to buy
Added VFX displayed on Air Purifiers
Added VFX to Monetization stations when Citizen ad revenue tech is researched
Added blinking notification to the Research tab on the top bar when research is complete
Added improved rebel camp indicators on campaign map sectors. When a sector features higher rebel aggression, the camps on the tile will appear larger
Quality of Life
Improved Rival descriptions in campaign map tooltip
Added a popup notification when starting the game with saves from a previous version (Saves will be archived separately)
Added "Return to Campaign Map" button to the pause menu while in campaign sessions
This will return the player to the campaign map and forfeit the current session
Changes
Changed "Livability" to "Habitability" to better differentiate between tile based Habitability and global City Livability
Changed the default priority of the "Clean Up" job category so that Supply Smokestacks is above Clean Waste
Changed the tech web tooltip to display the current progress of active research
Changed tooltip for Corporate Goals button on the top panel to display the current Victory Points, how many are needed for the next trophy and current trophy level
Changed connection and upgrade tooltips for most buildings
Changed the art for most starting bonuses
Improved VFX displayed on Air Purifiers
Changed some VO to the campaign tutorial
Changed Confirm Favor button to always be visible while scrolling through council favor options
Changed idle player ships so that they attack enemy ships attacking a nearby friendly building
Changedthe Council Communications tab to show applied Council favors even when it is locked
Changed many warning flags that contained words to use icons and tooltips
Balance
▲ Increased chances for artifacts to spawn in ruins
▲ Increased resource drop rate from ruins by 25%
▲ Increased resource drop rates for Large, and Obsidian ruins by 25%
▲ Increased the amount of resources in resource patches
▲ Halved time for input/processing/output of resource processors
▲ Starting bonuses that are not selected in a campaign will have a stacking credit bonus added the next time it is available
▲ Hospital range increased by 1
▲ Doubled benefits of "Max Influence" favor bonus
▲ Reduced the required buildings for tier 4 and 5 victory points
▲ Pollution damage to citizens reduced by 50%
▲ Decreased the amount of citizens required in the city to affect global livability
▲ Reduced tier level of HQ and Command Center range upgrades
▲ Increased Command Center range by 1 and vision by 2
⮂ Adjusted the map generation settings for all biomes
Biomes will now vary greatly in resource patch availability and quantity, as well as resource nodes, crevices, rocks, mountains, lakes and the amount/type of ruins that will spawn
▼ Worker movement speed tech reduced by 5%
▼ Base Global Livability reduced from 50 > 20
▼ Reduced passive dissipation rate of pollution by 50%
▼ Smoke stack pollution increased by 30%
▼ Mines now produce 50% more pollution than smokestacks
▼ Tripled habitability effects from Xethane and Pollution
▼ Pollution emitted from "Down the Hatch" bonus doubled
▼ Increased habitability penalty on roads from -1 > -3 for "Super Highways" starting bonus
▲Increased road habitability range from 1 > 3 to be in line with all other buildings
▼ Device construction time for "Off Brand Devices" increased by 50%
▼ "Off Brand Devices" construction cost adjustment reduced from -80% > -40%
▼ Influence cap added by Monument Research Center reduced from 100 > 50, Influence gain rate reduced by 1
Fixes
🪐Fixed buildings not keeping their original rotation when connecting
When two buildings are connected they will keep the rotation of the first building selected. If the connected building cannot face that direction after connecting then it will face the default direction
Devices in Factory interiors will keep their original orientations after connecting
Some blueprints that were created before this update for connected factories may not be applied correctly and will need to be re-created
Fixed council favor tooltips not updating when points are assigned/unassigned
Fixed habitability values not being scaled the same way in all the UI
The habitability bonus shown on a building will now match the one displayed in the habitability breakdown of nearby buildings
Fixed language button on main menu not updating after changing languages through settings
Fixed blueprints with currently unresearched devices not being usable if you could otherwise afford them
Fixed tooltip for Overlay and Filter at the bottom of the screen overlapping
Fixed turret model brightness dropping after being enabled
Fixed Gatling guns occasionally appearing to visually drift off their main target when attacking a building
Fixed a visual issue that could occur when the camera transitioned while a camera shake was occurring
Fixed ship priority list not updating after devices have been removed
Fixed missing habitability penalty for destroyed L2/L3 buildings
Fixed an issue where the screen could become blank after loading inside a shipyard with a constructed hull
Fixed an issue where Gatling Guns could play their animation indefinitely if combat was broken while they fired
Fixed a crash that could occur when opening the ship management panel after destroying a shipyard with a ship
Fixed connecting hospitals not increasing the hospital's healing range
Fixed ability to rebind Left/Right mouse button
Fixed waste modules displaying a "discard" button that could not be used
Fixed a crash that could occur when loading a save that was made while the "Reset Favor' dialogue box was open
Known Issues
We have one big bug in this build that we'll get a fix in for soon! Sorry!
After destroying a rival's HQ, map tiles can suddenly become un-selectable.
If this occurs, rotating the camera so that it faces south will allow you to continue playing that session
Industries of Titan 1.0 Launches on January 31, 2023!
It's nearly time for the next step towards total corporate domination, Founders. 1.0 is on the horizon!
Patch 0.29.0
Greetings Founder. A new update is here, finally introducing the long-awaited ability for multi-ship combat. This has been one of the most received pieces of feedback, so we're really excited to implement this today. Along with multi-ship combat changes, we have a ton of other new features, changes, balance adjustments, and fixes in this update.
See you on Titan soon.
Changes and New Features
🪐 indicates changes due to community feedback!
Combat Changes
🪐Added Multi-ship Combat Support - ships can now be attacked by more than one ship! Enemies can attack a single player ship with multiple enemy ships too so be careful!
Added lines between ships to show who is attacking who
Added each attacking ship can have it's weapons manually targeted in combat view
Added ships can continue attacking buildings while they are being attacked by another ship (Rebel ships will still change target to the first ship that attacks them)
Added 15 New rival ship layouts
Changed idle ships that are overlapping will slowly repel each other till they are no longer overlapping
Changed idle player ships to automatically engage an enemy ship that is attacking another nearby friendly ship
Campaign Map Changes
Added tooltips to all fields of the details panel for selected sectors in campaign mode and visual improvements to the campaign map to help with readability
Added more visual differences between biomes
Null sectors on the campaign map can now be selected, with an explanation of what they are (cannot start missions on these sectors)
Added purchasable sectors to the campaign map - these sectors can be purchased with favor
Purchased sectors will not have an available mission, but will grant access to any adjacent missions
Added tooltip to "Start New Mission" button in campaign mode when an invalid sector/no sector is selected
Added a confirmation pop-up when going to replay a mission
New Victory Cards and Starting Bonuses
Changed the colours of all victory cards
Added New Victory Cards
Added four new Starting Bonuses
Down The Hatch: Residential buildings will produce less waste when built next to crevices. Crevices next to residential buildings will produce pollution
Eco Friendly Factories: Active factories do not emit pollution. Factories can not be upgraded
Off-brand Devices: Devices cost less resources to build. Devices take longer to build
Cheap Construction Materials: Mineral costs for buildings are significantly reduced. Buildings are more flammable
New Council Favors and Changes
Added a confirm button for allocating favor. Starting a mission with unconfirmed favor allocated will have a confirmation pop-up to confirm favor allocation
Added New Council favor options
Free Starting Tech: Allows you to start a session with one or more random free techs of any level
Cost of Claiming Ruins: Reduce the influence cost of claiming Ruins
Cost of Claiming Empty Tiles: Reduce the influence cost of claiming empty tiles
Cost of Claiming Resource Patches: Reduce the influence cost of claiming Resource Patches
Cost of Claiming Obsidian Ruins: Reduce the influence cost of claiming Obsidian Ruins
Increase HQ Range: Start a session with increased HQ range
New Science Lab Technologies and Tech Web Changes
Added a 3rd category to the science tab that will list all the techs currently visible, but not yet accessible in the tech web
Added 19 New Technologies
Reduced Obelisk Power Requirement: Reduces the power requirements of Council Obelisks
Reduced Office Power Requirement: Reduces the power requirements of Offices
Reduced Turret Power Requirement: Reduces the power requirements of Turrets
Increased Park Range: Increases the effective range of Parks
Increased Park Livability: Increases the livability bonus provided by Parks
Increased HQ Livability: Increases the livability bonus provided by the HQ
Increased Obelisk Livability: Increases the livability bonus provided by Council Obelisks
Increased Hospital Livability: Increases the livability bonus provided by Hospitals
Reduced Smokestack Livability Penalty: Reduces the negative livability effect of Smokestacks
Reduced Shipyard Livability Penalty: Reduces the negative livability effect of Shipyards
Reduced Mine Livability Penalty: Reduces the negative livability effect of Mines
Reduced Turret Livability Penalty: Reduces the negative livability effect of Turrets
Reduced Xethane Loss from Filters: Reduces the amount of xethane that Air Purifiers remove from the air
Increased Filter Rate: Increases the rate that Air Purifiers filter the air
Hospital Employee Reduction: All Hospitals will only require 1 employee
Industrial Fan Employee Reduction: All Industrial Fans will only require 1 employee
Air Filter Employee Reduction: All Air Purifiers will only require 1 employee
Mine Employee Reduction: All Mines will only require 1 employee
Smokestack Employee Reduction: All Smokestacks will only require 1 employee
Factory Pollution Reduction: Reduces the amount of pollution factories emit
Reduced Device Repair Time: Reduces the amount of time it takes ship crew to repair damaged devices
Miscellaneous
Changed factories with employee modules inside will display the "no worker" flag if a module doesn't have a worker assigned
🪐 Changed the HUD layout so that it works better with smaller resolution screens
Changed Hospital overlay to better show which hospital is providing a healing bonus to nearby buildings when there are multiple hospitals near each other
Added the ability to overwrite saves. While saving you can select previous saves to overwrite them. You will have the option to rename the save or keep the same name while overwriting
Balance Changes
🔹🪐 Docking a ship in a shipyard will instantly heal all employees on board
🔹 Adjusted Victory Point generation so that higher tier points will continue from previous points
🔹 Reduced the amount of research time added per tech
🔹 Increased the effectiveness of Research Efficiency techs
🔻 Factories emit low levels of pollution while active
🔻 Starting bonus choices at the start of a session reduced from 4 > 3. You can use council favor to increase this to 4 again
🔹 Starting bonuses are no longer tied to victory cards
🔹 Starting bonuses that are not selected for a session will have a credit bounty on them the next time they are presented
🔹Taking a bonus with a credit bounty will add that bounty to your starting credits for the session and use up the bounty
🔹 A starting bonus will need to be passed over in another session before it will have a bounty again
🔹 Reduced the map size of campaign sessions
🔹 Corporate sectors (sectors needed for victory) will provide a significant amount of favor
Campaign sessions will provide different amounts of favor gain for completion based on the mission parameters
🔹 Longer sessions provide more favor, shorter sessions provide less favor
🔹 Higher rebel aggression will provide more favor
🔻 Lower rebel aggression will provide less
Adjusted City Livability to be affected by population density
🔹 Having a large number of citizens living in high livability housing will be required to raise the total City Livability
🔻 Having a low number of citizens living in high livability housing will only raise the total City Livability by a small amount
Fixes
Fixed "Titan Radio Connoisseur" not unlocking if the whole soundtrack was played in manual mode
Fixed faster employee movement tech VFX not displaying inside buildings
Fixed a crash that could happen when connecting/upgrading mines
Fixed a crash that could happen while dismantling roads in certain scenarios
Fixed Rival ship colours not appearing in combat view
Fixed all selected residential buildings showing "unlivable" after selecting a residential building that was disabled from waste while the game is paused
Fixed a situation where employees could become stuck after pausing and resuming building construction multiple times
Fixed level 2 and 3 parks having the tops poke out while burrowed
Fixed Level 3 mines not appearing lit at the structures base
Fixed disabled parks sometimes being visible when next to other parks
Known Issues
Some localization is missing from the game still
Connected and upgraded parks are missing thumbnails on their selection panels
Employees currently prioritize storing resources in the closest available storage rather than one that is accessible by trucks
If you think your employees should be using trucks when they are not, please make sure there is no valid storage that is not connected to a road for that resource within walking distance of the mine
Sometimes an attacking rebel ship can become untargetable when it should be destroyed, causing the attack wave to persist indefinitely
This can be resolved by saving and loading, which will allow you to finish off the ship and end the attack wave
Energy Plants may not display a “No Fuel” tag if there is a small amount of fuel left in a fuel tank, but not enough to run the Energy Plant
Turning on Single repeat in the music player will not stay toggled on when the music player is closed
Removing workers from a ship with a shield generator can cause the shield to appear to still be on with nobody operating the device
If a building is renamed during construction, canceling that construction will cause the name to be applied to the empty tile.
If a resource in the Spaceport or Council building is required for construction, that resource is not prioritized and construction will take longer than usual
If a building is not constructing, we recommend canceling the construction and placing it again so that different resources are reserved.
This usually occurs with Isotopes 1!
If resources are filtered from a container to be moved to a different one, they can still be used for construction, causing longer than usual wait times
To solve, re-enable the filter on the box they are in to cancel the move resources job so that they can be used for Construction
Resuming a save file will show negative fuel if the game starts paused, unpausing will resolve the issue
Some Tutorial pieces do not have VO currently - they will need to be advanced manually
If your computer turns off in the middle of a game due to power loss or updates, Steam Cloud Sync may corrupt your save files
If the entrances to Citizen devices (Habitat Pods, Monetization Station, and Conversion Capsule) are blocked, Citizens will lie on the ground, in the air, or through other devices
If a building is entered while paused, sometimes all Employees and Citizens will be in T-Pose
Trucks may not travel extremely long distances in a very big city
Windows N users will need to install the Windows Media Feature Pack from the Windows Store - it’s required to play the videos in the game
Linux users have significant trouble getting the game to run via Proton - we are not officially supporting Linux at this time so there is not a lot we can do for you, sorry!
Performance can decline the larger a city gets
It’s possible but rare for the camera to become stuck when exiting a ship in combat
Phoning an Advisor during the step where instructed to view the panel will cause their dialog to be cut off in favor of the final step of the linear tutorial
When two Factories are connected, their interiors (and exterior) will flip around
Patch 0.28.1
Adjusted victory point values
Reduced most tier 4-5 victory point requirements by about 25%
Reduced the requirements for resource gathering points at all tiers
Increased requirements for ship based victory points
Update 25: Campaign Mode
PATCH HIGHLIGHTS:
CAMPAIGN MODE: Wrest control of Titan, one sector at a time. MENTAL, HEALTH: 2 new buildings - parks and hospitals! RIVAL ARRIVAL: 5 new rivals to compete against. JUMP START: A host of new starting bonuses AND MORE!
See the full patch notes below!
Titan Tuesday: Patch 0.28.0
Campaign Mode
Changes and New Features
🪐 indicates changes due to community feedback!
Campaign mode has been added offering a whole new way to play the game! Wrest control of Titan, one sector at a time in this new game mode
Each sector will have a different scenario for you to overcome
Each victory will reveal more of Titan to explore and conquer
Earn Council Favor from victories that you can use to access powerful bonuses
The higher the victory tier, the more Council Favor you will earn
Once a Favor is spent it can only be re-set 3 times per campaign
Conquer two of the special highlighted sectors to claim ultimate victory and earn a seat on the Council
Conquering highlighted sectors will grant a large amount of Favor
Campaign scenarios use "Elimination" rebel activity, meaning destroying all rebel camps on a map will stop rebel attack waves for that session
Please note that the Campaign victory sequence is still being worked on and features some placeholder elements right now
Two new buildings have been added!
Hospitals:
Increases the health regen of citizens living nearby
increases nearby livability
Residences affected by hospitals will display healing VFX
Can be upgraded and connected to improve healing effects
Parks:
Significantly increases livability of nearby residences
Citizens will gather around parks during Leisure time
Can be upgraded and connected to increase livability effects
Five new Rivals have arrived!
New Rivals:
Kennar Ruari - A generalist with an industrial goal set
Tiann Garra - An aggressor with a military goal set
Kota Tendo - A generalist with an economic goal set
Orenna Kierke - A pacifist with a political goal set
Ryn Kierke - An aggressor with a military goal set
Rival's portrait will be displayed in the Rival's section of the Victory Conditions tab
Rival corporations have their own unique logos
Rival ships now have unique colours to help differentiate them from the player's ships
New Victory Cards
Energy Empire - Focuses on victory points relating to Energy
Logistical Leader - Focuses on victory points relating to transportation and logistics
New Starting Bonuses
Experimental Fuel Tanks - Fuel silos automatically fill up when next to crevices. Fuel silos have less health and a bigger explosion when destroyed, Fuel Turbine buildings are less effective
Super Highways - Trucks are much faster on roads. Roads grant negative livability
Cheap Construction Materials - Buildings take less time to build. Buildings have less health
Slumlord - Residential buildings can house more citizens. Citizens generate more waste
Hospital Power Requirement - Decreases power needed to run a Hospital
Air Purifier Power Requirement - Decreases power needed to run an Air Purifier
Science Lab Power Requirement - Decreases power needed to run a Science Lab
Park Power Requirement - Decreases power needed to run a Park
Fan Power Requirement - Decreases power needed to run a fan
Building Construction Time - Decreases the time it takes to construct a building
Building Upgrade Time - Decreases the time it takes to upgrade a building
Building Connection Time - Decreases the time it takes to connect a building
Device Construction Time - Decreases the time it takes to construct a device
Tech web is now always accessible
You will be able to start researching new technology from the very beginning of the game
Building and staffing science labs will still increase your overall research speed
The time it takes to complete the first few techs has been increased slightly to make up for being able to start research immediately
Other Changes
Added VFX to some of the upgrades researched from the tech web
🪐Added employee module to the Full Time Worker management list. This will let you assign and unassign employees to employee modules from anywhere using the employee management panel.
🪐Ship blueprints that contain devices that have not been researched yet can be used. There will be a warning displayed on the blueprint selection that will tell you which devices will not be built
Added a warning when a processor is unable to function due to too much waste on the floor
Added a flag above rebel ships to indicate when they are attacking the rival
Tech Web zoom level will be saved when exiting and re-entering the tech web
In progress research window will now display on the bottom right of the HUD in the Tech Web. This should make it easier to navigate the web while research is ongoing.
🪐Selecting or placing a turret will display all existing turret ranges
Changed the default priority list for ship crews
This should improve the repairs made by crew aboard ships with default priorities and help make employees operate devices more consistently after the ship has taken heavy damage
When ships are not in combat, employees will prioritize repairing damaged devices over operating devices
This change will only affect ships built after this patch is applied
Balance
Reworked Livability and Citizen Job Systems
Citizens can now work at any job no matter how far it is from where they live
The population overlay will now show lines between residences and jobs indicating which citizens are working where
Citizens needing to travel long distances for work will have decreased livability
Citizens that live close to where they work will have high livability
Most buildings will now decrease or increase livability of the residences near them
Added "City Livability" stat that can be seen at the top of the migrant ship tab
Having a high City Livability will increase the amount of migrants on incoming ships, while a low City Livability will decrease the amount of migrants on incoming ships
Rebel Balance
Rebel waves will always try to spawn ships above a rebel shipyard with a standing Rebel HQ. If there are no rebel shipyards, ships will spawn randomly around the edge of the map
An onscreen indicator has been added when rebel attack waves spawn, this will show the general direction the attacking ship(s) will com from
🪐Reduced the amount stored energy contributes to the aggro meter. This should help cities that power defense turrets with batteries to not see large spikes to the aggro meter when the batteries recharge
The rebel aggro meter fill rate is now affected by how many camps are present on a map
The more rebel camps on the map, the faster the aggro meter will fill up
Destroying a camp will still cause an immediate spike in aggro, but will reduce the rate that the meter fills up over time
Other Balance Changes
Starting influence reduced from 50 > 40
Widened the range for minimum and maximum possible health on inert ruins
Adjusted the requirements for many of the victory points
Fixes
Fixed missing turntable images for Auto-shield and Employee module devices
Fixed an issue with manually targeted lasers not keeping their target positions after save/load
Fixed an issue where ships could get stuck in a dismantling state
Fixed an issue with activated tanks appearing empty after save/load
Fixed resource tooltip showing incorrect next resource tier to switch to when Tier 3 was selected
Fixed issue where input modules could appear stuck if they had resources inside when the processor they were attached to got changed for a different level
Resources will now be automatically discarded if a different level of processor is connected
Fixed attacking rebel ships becoming idle if they manage to defeat the Rival's city
Fixed an issue with priority list for ship crews not always being followed correctly by crew
Fixed default "repair at" value for Generator-L requiring 2 tiles of the device to be damaged before crew started repairing
Fixed crew not repairing a device if the first tiles to get damaged on it were inaccessible
Fixed patrolling rival ships so that they will no longer intercept rebel ships that are targeting the player's city
Fixed a crash that could happen if the mouse was hovered over certain elements of the ship management panel when a ship was destroyed
Fixed no tooltip displaying when hovering over the "copy" button when it is not available
Fixed audio log background audio playing indefinitely if it was stopped at certain points
Fixed Header overflowing in the Game Over screen when the player loses from lack of storage
Fixed a number of triggers in the modular tutorial not working correctly. The advisors should now offer better advice depending on your in-game situation
Fixed Gatling Gun codex entry not unlocking after building a Large Gatling Gun
Fixed Tutorial not updating when key bindings were changed for camera movement keys
Fixed livability info not appearing on habitat pods unless a monetization station was built
Fixed Science Labs not showing the Research Efficiency upgrade per employee in their tooltip
Fixed rival's victory cards not being revealed if they were defeated before all tiers were unlocked to view
Fixed an issue where dragging folders in the Ship Employee Management window could sometimes re-distribute folder contents
Fixed "Never Repair" setting in Ship Employee Management window getting reset after losing or gaining a crew member
Fixed Launch button on shipyards appearing available while a ship was being repaired
Fixed "Rotate Device CCW" not having a key-binding option
Fixed processors with multiple outputs displaying a "full" flag if only one output is full
Fixed Grid lines appearing between AI power buildings and player pylons when they were built close to each other
Fixed "End Of Day Balance" in the credits tooltip displaying a negative value instead of 0 when salaries can't be paid
Fixed filters displaying on waste receptacles, even though they can only store waste
Fixed an issue that caused the "Fully Staffed" achievement to not unlock right away
Fixed the "Armed to the Teeth" achievement not unlocking until after a ship with full weapons has re-docked and un-docked again
Fixed "Mineral Monarchy" and "Isotope so!" achievements not tracking resources mined from resource nodes, or resources obtained from obsidian ruins
Fixed "This Moon ain't Big Enough..." achievement unlocking under incorrect circumstances
Fixed "Making Connections" achievement unlocking before the building actually connected
Fixed "Stayin Alive" achievement unlocking under incorrect circumstances
Fixed "Feeling Gassy" achievement unlocking of the fuel turbine didn't have an employee assigned
Fixed "All aboard" achievement unlocking if the ship had max crew pods, but no crew
Fixed "Rebuild, Die, Repeat" achievement sometimes counting buildings that were not fully rebuilt
Fixed "Shields Up" achievement not triggering at all
Fixed "Power Overwhelming" not counting rebel ships that were destroyed from oxygen being drained
Known Issues
Some localization is missing from the game still
Connected and upgraded parks are missing thumbnails on their selection panels
Employees currently prioritize storing resources in the closest available storage rather than one that is accessible by trucks. If you think your employees should be using trucks when they are not, please make sure there is no valid storage that is not connected to a road for that resource within walking distance of the mine
Sometimes an attacking rebel ship can become untargetable when it should be destroyed, causing the attack wave to persist indefinitely. This can be resolved by saving and loading, which will allow you to finish off the ship and end the attack wave
Energy Plants may not display a “No Fuel” tag if there is a small amount of fuel left in a fuel tank, but not enough to run the Energy Plant
Turning on Single repeat in the music player will not stay toggled on when the music player is closed
Removing workers from a ship with a shield generator can cause the shield to appear to still be on with nobody operating the device
If a building is renamed during construction, canceling that construction will cause the name to be applied to the empty tile.
If a resource in the Spaceport or Council building is required for construction, that resource is not prioritized and construction will take longer than usual. If a building is not constructing, we recommend canceling the construction and placing it again so that different resources are reserved. This usually occurs with Isotopes 1!
If resources are filtered from a container to be moved to a different one, they can still be used for construction, causing longer than usual wait times. To solve, re-enable the filter on the box they are in to cancel the move resources job so that they can be used for Construction
Resuming a save file will show negative fuel if the game starts paused, unpausing will resolve the issue
Some Tutorial pieces do not have VO currently - they will need to be advanced manually
If your computer turns off in the middle of a game due to power loss or updates, Steam Cloud Sync may corrupt your save files
If the entrances to Citizen devices (Habitat Pods, Monetization Station, and Conversion Capsule) are blocked, Citizens will lie on the ground, in the air, or through other devices
If a building is entered while paused, sometimes all Employees and Citizens will be in T-Pose
Trucks may not travel extremely long distances in a very big city
Windows N users will need to install the Windows Media Feature Pack from the Windows Store - it’s required to play the videos in the game
Linux users have significant trouble getting the game to run via Proton - we are not officially supporting Linux at this time so there is not a lot we can do for you, sorry!
Performance can decline the larger a city gets
It’s possible but rare for the camera to become stuck when exiting a ship in combat
Phoning an Advisor during the step where instructed to view the panel will cause their dialog to be cut off in favor of the final step of the linear tutorial
When two Factories are connected, their interiors (and exterior) will flip around
Council Report #10: Campaign Mode
Greetings Founder,
It’s been a while since I or one of my fellow Council members have been able to directly update you on the advancements here on Titan, but that is merely because we have been busy getting things in line for your biggest venture yet. The business landscape has changed and more competitors have emerged, so we’re here to equip you with new technology and strategies for you to employ to ensure your enterprise’s success.
COMING SOON
Campaign Mode
Firstly, we’ve developed a system that will allow you to expand your empire even further than was previously feasible, one sector at a time. Once you’ve accomplished your goals in your starting sector, you can then set up your headquarters in an adjacent zone, conquer that one, and so on. However, not every area of Titan will present the same resources and challenges. Sectors will vary in terms of their environment, degree of rebel activity, Rivals you may encounter, and victory conditions, giving you a new scenario to tackle each time.
Therefore, you need to stay on your toes and utilize different tactics in order to overcome various obstacles and thwart the competition. To aid you in this, you will be provided with Council Favor for every sector you wrest control of which will grant you significant advantages going forward. The better your performance, the more Favor you will earn. Once you conquer two of the special sectors that we have highlighted as being particularly vital, you will achieve the ultimate form of victory, thus earning yourself a seat on this very Council–right next to me, if you’re lucky.
Hospitals, Parks, & Livability
Though the well-being of one’s citizens can be an afterthought when building your city-corporation, there are increasingly more places on Titan that migrants may deem more desirable to start their life in. We supposed it was time to encourage the construction of buildings that will increase your city’s placement on the livability index: hospitals, which will also improve the health regeneration of nearby citizens (should you care about that sort of thing), and parks, which will give your citizens a taste of vibrant and very nearly realistic nature to while away their leisure hours in. Other aspects of city-corporation life may positively or negatively impact livability as well, such as a citizen’s proximity to their workplace or the presence of certain other types of buildings near their residence.
Admittedly, the motivations behind the implementation of these buildings are not entirely altruistic. Word spreads fast, and the more livable your current citizens find their environment, the more migrants will be enticed to move in and help you rake in more of that ever-important currency.
New Starting Bonuses & Tech
With all of this change comes the need for technology that can keep up with it, so Dr. Braxton Daw has been hard at work developing a total of 11 brand new techs for you to research in your Science Lab, including upgrades to your hospitals, reductions to the power requirements for various buildings, and faster construction times for buildings or devices. We can also now offer you 4 new Starting Bonuses to choose from when founding your city-corporation (all of which come with their own drawbacks, of course):
Experimental Fuel Tanks - Fuel Silos that are built next to crevices will automatically fill up, but Fuel Silos have less health and create a bigger explosion when destroyed.
Super Highways - Trucks travel much faster, but roads grant negative livability.
Bypass Structural Standards - Buildings take less time to build, but have less health.
Slumlord - Residential buildings can house more citizens, but citizens generate more waste.
New Rivals
As I stated earlier, some new faces have arrived on Titan who may just give you a run for your money–Kennar Ruari, Tiann Garra, Kota Tendo, Orenna Kierke, and Ryn Kierke, to be precise. These potential rivals have a colorful range of personalities, each with their own set of goals and level of aggression that they will use against you to achieve those goals. Don’t fret, however, as the Council will be sure to keep you briefed on each competitor you choose to take on… in whatever way you choose to take them on.
I look forward to seeing your empire flourish, Founder.