Happy Titan Tuesday, Founders! Today's update is an Experimental patch because, as we near the finish line, we don't plan on releasing any more major updates to the main branch until our 1.0 launch. So that means that if you'd like to try out the new features we have coming down the pike before our full release (like today's game-changing Campaign Mode) then Experimental is the place to be! If you'd like to learn more about our experimental process or how to access the experimental build, please see this post. So without further adieu, let's take a look at what today's patch has in store.
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 at time in this exciting 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
Conquer two of the special highlighted sectors to claim ultimate victory and earn a seat on the Council
Please note that the Campaign victory sequence is still being worked on and features some placeholder elements right now
<*> Four new Rivals have arrived!
Kennar Ruari - A generalist with an industrial goal set
Tiann Garra - An aggressor with a military goal set
Orenna Kierke - A Pacifist with a political goal set (Currently only available in Scenario mode)
Ryn Kierke - An aggressor with a military goal set (Currently only available in Scenario mode)
<*> Rival corporations will no longer use the same logo as the player
Rival corporation logos are currently placeholder and will change in the future
<*> Unique Rival Ship Colours
Rival ships now have unique colours to help differentiate them from the player's ships
<*> 🪐Added employee module to the Full Time Worker management list
You will now be able to assign and unassign employees to employee modules from anywhere using the employee management panel.
Balance
<*>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
<*> 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
<*> 🪐Selecting or placing a turret will display all existing turret ranges
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 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
Fixed Header overflowing in the Game Over screen when the player loses from lack of storage
We’re back with this month’s update preview blog to give you a peek behind the curtain at all the new content we’ve been working on! We don’t have a new patch for you just yet this time around, but we hope that those of you who play on the experimental branch have been enjoying battling your competition in our latest iteration of the Rivals system. The introduction of these changes to how players can interact with their Rivals was a precursor to one of the biggest updates Industries of Titan has seen yet: Campaign Mode, which is what we’re here to talk about today. Let’s dive in!
Campaign Mode
Titan currently offers players many different ways to play through its various environments, goals, and potential strategies, but we’ve found that most players still tend to default to one routine playstyle. With Campaign Mode, however, players will have further incentive to play through multiple sessions and utilize unique playstyles each time.
When starting a campaign, players will first be greeted with the Campaign Map, as seen above, with each sector representing a different session. At first only the center sector will be available to play, and will always be a standard, default location with no Rivals. This first session will act as the game’s tutorial and can be skipped when starting a new Campaign by selecting “Skip Tutorial.” All other sectors will be obscured through Fog of War. Upon victory of a session, the corresponding sector will be conquered and the areas immediately surrounding it will be revealed. The player can then choose which sector to expand to next, each of which will vary by the following:
Environmental properties
The degree of rebel activity
Which Rivals you will encounter
Session length
Victory conditions
The map will also be populated with several Victory Tiles. Once a player has conquered two Victory Tiles, the Campaign has been completed.
Due to these fundamental changes to Titan’s “intended way to play,” Standard Mode will now be called Scenario Mode, and will allow players to customize a single session to their liking. Additionally, as our metrics show that less than 2% of players ever engage with it, the Timed Contract mode will be removed.
Council Favor
A new currency called Council Favor will also be introduced, which is intended to add benefits to future playthroughs in Campaign Mode. When a player wins a session, they will be awarded a Bronze, Silver, or Gold victory based on the victory points they earned, which will then allot them a respective amount of Council Favor. Council Favor can then be spent for the next session, granting the player specific advantages in the following categories:
Starting Conditions
Research Speed
Examples of Rival ships with their designated colors.
Rivals 2.0 Continued
Our last update gave players a look into our revamped Rivals system, which allows players to engage in combat with and take over Rival corporations. As mentioned previously, this iteration of Rivals was in preparation for Campaign Mode, where players will be able to face off against different Rivals over the course of their campaign. This means that you will soon be introduced to a multitude of new Rivals, each with their own unique personalities, backstories, and goals.
A new Rival you may encounter, Kennar Ruari.
That’s all we have to share with you today, but rest assured that the content outlined here will be playable soon! We’ll be back with another developer blog soon, where we’ll be previewing even more content we plan on adding to Titan, including some new buildings: Hospitals and Parks!
See you soon, Founder.
- Demi, Council Representative
Patch 0.27.4
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Fixes
Fixed an issue with processors discarding input resources if the output and processor were full
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes and New Features
🪐 indicates changes due to community feedback!
Rivals 2.0
Your Rival will now start building shipyards and ships to help defend their city
You can freely attack your rival's city now with your own ships
Your rival's defense ships will intercept ships that attack their buildings
Destroying the Rival's HQ will allow you to spend influence to acquiring their buildings and tiles that are within your command area
Buildings you acquire from a defeated rival will become part of your city
Any resources, citizens or employees inside an acquired building (or on an acquired tile) will also belong to your corporation
Victory points will no longer repeat in the same row
Tooltip for game length in the main menu will now display without opening the dropdown
Made the header text in the science panel more distinct
Advisor button will now display a chat icon if there are pending chats
The mining tube that goes between a mine and a node will now move slower as the node quality decreases
Adjusted the Victory and Game Over menus to fit better with the new Victory Contracts
Moved the "subtract from queue" button on the transport hub to the left side of the selection panel
Moved the "Confirm" button when selecting a destination in a new game to be in line with the rest of confirmation buttons
Added a tooltip to Research Efficiency in the science tab that explains the effects of research efficiency
Balance
The Rival AI starts the game with a defense ship
Reduced passive influence gain by 10%
Increased the vision range of tier 1 ships by one, decreased the vision range of tier 3 ships by one
Increased the unlock cost of the Shipyard from 1000 > 5000 credits
Fixes
Fixed some rebel hulls not having thumbnails set
Fixed Industrial Fan VFX not always displaying when fully zoomed out
Fixed fuel fabricator devices still displaying some VFX when disabled
Fixed attack and fire warning banners being hidden while in combat view
Fixed plus and minus signs not always displaying for the energy and fuel displays
Fixed "No Free Employees" flag displaying when building a device if every employee is dedicated to the "construct device" job
Fixed power shield VFX still displaying if all crew pods were removed from a ship
Fixed employees attempting to operate disabled employee modules if they were disabled while the game was paused in some situations
Fixed rename button not saving the changed name if the cursor was not moved before clicking it again
Fixed an issue where a building could temporarily end up in the wrong category in the full time jobs list
Fixed dust trails on ruins not matching wind direction for a while after canceling or completing a survey action on them
As you may remember us mentioning in our most recent update, our team is focusing on implementing some big features before our 1.0 launch this Winter, and in order to get them done as efficiently as possible, Industries of Titan will be moving away from the monthly update schedule that we've stuck to throughout Early Access to a more irregular update cadence.
This means that while we might not have a new content-packed patch for players every month, we'll still continue to keep you updated on all of the development progress we're making behind the scenes–and that's exactly what we're here to do today. Read on to get a sneak peek of what our next major update has in store!
Rivals 2.0
In May we introduced Rival AI, a major change to how players achieve victory on Titan in the form of some good old-fashioned, friendly competition. Soon, however, Rebels will not be the only military threat posed to a player and their Rival, as corporations will be able to engage in some not-so-friendly competition with each other. The core elements of this feature are:
Players can use their ships to freely attack their Rival's city
Rivals will build defenses in turn, intercepting players' ships with ships of their own
Destroying the Rival's HQ will put them out of business and allow players to acquire any abandoned tiles of land within their command range by spending Influence
Players will also acquire any buildings, resources, citizens, and employees that are on a tile they’ve acquired
Also, we’re currently working on adding support for playing against up to 3 Rivals at once, each with their own unique personalities, backstories, and goals. This is in preparation for one of our biggest game-changing features, Campaign Mode, which we will be sharing more information about with you all next month!
QOL Changes & Balance
We have lots of quality-of-life UI changes coming as well, such as adding new tooltips and improving the clarity of various features. One big change we’re making is allowing players to access and conduct research in the Tech Tree from the beginning of the game. Science Labs will still require credits to unlock but will now simply improve research efficiency, which speeds up the rate of research.
And with new features comes new dimensions to existing, interlocking gameplay systems, so we’re introducing some balance changes to ships and influence to help level the playing field between players and Rivals.
Thank you for all of your feedback and support as we continue to grow Industries of Titan and prepare for its full launch. We hope this small sample of all the new content we’ve got brewing has you as eager for the upcoming features as we are! Later today we’ll be releasing an experimental patch for those of you who are looking to get your hands on some of the features covered here right away. And if you haven’t yet, be sure to join our Discord for all the latest Titan-related announcements and discussions.
Good luck out there, Founder.
Demi & the Brace Yourself Games team
Update 24: Victory Contracts
PATCH HIGHLIGHTS:
PRESSED FOR SUCCESS: Victory Conditions have been reworked into Victory Contracts! A LEG UP: You can now start new games with Starting Bonuses! LIKE THE WIND: A new environmental effect is here: wind! AND MORE!
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback.
See the full patch notes below!
Titan Tuesday: Patch 0.27.0
Victory Contracts
Changes and New Features
🪐 indicates changes due to community feedback!
New Environmental Effect: Wind
Each map will have a wind direction set at the start of the game
Pollution will be moved by the wind
Wind strength will vary over time
New Gameplay Feature: Starting Bonuses
Starting bonuses will offer powerful boosts that can change how you approach each game
Each bonus will also have a related drawback, so choose carefully!
At the start of a new game you can pick 1 (or none) of 4 bonuses
Victory Conditions 2.0
Victory conditions have been re-worked to Victory Contracts!
Victory points are now arranged in a tier list by victory card
In order to unlock a victory point in a higher tier, you must first complete a victory point in the tier below
Unlocking and completing higher tier points will grant more score towards victory
If a point is lost in a lower tier, all higher tier points it granted access to will stop counting towards your score until the lower tier point is achieved again
Victory will now be graded in Bronze, Silver or Gold. Each level will award 1, 2 and 3 trophies respectively.
Progression is being updated, Trophies will now be tracked across playthroughs for unlocking additional victory cards and Starting Bonuses
New Game Option: Choose Game Length
Game length can be set at the start of a new game
Can choose to start a short, normal, or long game
Short games require fewer points to claim victory, long games will require more points
Miscellaneous
Updated VFX for research efficiency upgrades
Added exhaust VFX to trucks
🪐 Damaged flag will appear on devices that get destroyed in combat
This will make it much easier to know when a device on a ship is not working because it needs to be fully repaired
🪐 Tutorials will now prompt players before immediately delivering tutorial instructions
The first few tutorial steps will still automatically play, after those players will be prompted to accept the next objective when they are ready
A building's health bar will now always display when the fire intensity bar displays
Added Braxton's audio logs
Updated the priorities icon in the worker management panel
Simplified tooltips for some of the buttons in the top bar when the function is not unlocked yet
Balance
🪐 Roads are always non-flammable
🪐 All buildings are now unlocked with credits
Reduced the time increase from each researched node by 20%
Increased turret health by 10/15/20 for levels 1/2/3
Reduced the health of tier 1 and 2 Rebel ships by -20 and -10 respectively
Increased the health of all buildings by 10-15%
Increased starting influence from 20 > 50
Increased passive influence gain rate by 25%
Devices construct 3x faster
Reduced build, upgrade and connection times for all buildings
Ruin actions are 20% faster
Fixes
Fixed space bar exiting the building after renaming it while inside
Fixed connecting two storage facilities initially displaying a full progress bar until the job starts
Fixed building selection SFX playing louder after exiting an interior view
Fixed Power Shield M VFX only displaying when powering off
Fixed an issue where the "Under attack" and "Building on Fire" banners could still be clicked after they went away
Fixed a number of issues that could occur when pausing and resuming device construction/dismantle jobs
Fixed audio log background SFX continuing to play if a log finished playing in the codex
Fixed an issue with advisor's being louder when talking to you while inside a ship
Fixed tooltip for No Free Employees not displaying numbers if there are no employees
Fixed fire warning sound effect playing each time a building was extinguished if other buildings were on fire
Fixed an issue with dismantled devices appearing incorrectly when saving/loading in the middle of the process
Fixed an issue with health and fire intensity bars not immediately appearing on buildings when loading into a paused game
Fixed an issue where resource patches had a brief period where they could be set for dismantle while having 0 resources
While the Council is, in general, pleased with your performance on Titan as of late, there are many ways of measuring success, and many paths to it at that. Worry not, however, as we are implementing more robust ways of guiding you on your path to corporate supremacy.
COMING SOON
Victory Conditions 2.0
Everyone defines success differently, but the Council believes that it can still be quantified and graded. To that end, we’ve drawn up some Victory Contracts outlining specific goals for you to focus on as well as the order in which they should be completed. In summary:
Victory points are now arranged in a tier list by victory card, with higher tiers granting more towards your victory score
In order to unlock a victory point in a higher tier, you must first obtain a victory point in the tier below
Upon victory, your performance will be graded in Bronze, Silver, or Gold, awarding you 1, 2, or 3 trophies respectively
There will be no participation trophies handed out to those who fail to complete their contract, so we hope this extra incentive motivates you to be even more productive.
Starting Bonuses
Even with all of this additional, obligatory guidance, there are still those who may want an extra leg up on the competition. Therefore, upon the creation of a new city-corporation, Founders will be able to select from one of four starting bonuses if they so choose, with more options to come in the future. These bonuses will provide unique and powerful advantages towards certain goals, but, as with everything in life, they will not come without their own respective drawbacks.
Wind
Our very own Dr. Braxton Daw’s weather reports indicate that you may experience a rather permanent increase in the presence of wind here on Titan, though its strength will vary over time. Because of this, you will find that any pollution in the air will be pushed in the direction that the wind blows.
I should mention that there is no evidence to indicate that our industrial activity on Titan has had a hand in creating this… newfound environmental condition. That’s just the way the wind blows, as they say.
So long for now, Founder.
- Demi, Council Representative
Patch 0.26.2
Changes and New Features
🪐 indicates changes due to community feedback!
Higher tier Victory points can now be accessed as long as one point in the tier below is achieved, no longer needs to be adjacent
Simplified tooltips for some of the buttons in the top bar when the function is not unlocked yet
Added localization of new features
Updated icons for most of the victory points
Balance:
Xethane is no longer moved by wind
All building health increased by 10-15%
Increased starting influence from 20 > 50
Increased passive influence gain rate by 25%
Decreased amount of extra waste added from "Human Resources" Starting Bonus from 300% > 200%
Devices construct 3x faster
Reduced build, upgrade and connection times for all buildings
Ruin actions are 20% faster
Fixes
Fixed game over screen in Survival/Zen mode
Fixed tooltip for No Free Employees not displaying numbers if there are no employees
Fixed fire warning sound effect playing each time a building was extinguished if other buildings were on fire
Fixed an issue with dismantled devices appearing incorrectly when saving/loading in the middle of the process
Fixed an issue with health and fire intensity bars not immediately appearing on buildings when loading into a paused game
Fixed an issue where resource patches had a brief period where they could be set for dismantle while having 0 resources
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes and New Features
🪐 indicates changes due to community feedback!
New Gameplay Feature: Starting Bonuses
Starting bonuses will offer powerful boosts that can change how you approach each game
Each bonus will also have a related drawback, so choose carefully!
At the start of a new game you can pick 1 (or none) of 4 bonuses
Victory Conditions 2.0
Victory conditions have been re-worked to Victory Contracts!
Victory points are now arranged in a tier list by victory card
In order to unlock a victory point in a higher tier, you must first complete an adjacent victory point in the tier below
Unlocking higher tier points will grant more score towards victory
If a point is lost in a lower tier, all higher tier points it granted access to will stop counting towards your score until the lower tier point is achieved again
Victory will now be graded in Bronze, Silver or Gold. Each level will award 1, 2 and 3 trophies respectively.
Progression is being updated, Trophies will now be tracked across playthroughs for unlocking additional victory cards and Starting Bonuses
New Environmental Effect: Wind
Each map will have a wind direction set at the start of the game
Xethane and Pollution will be moved by wind, Xethane will be pushed at a lesser rate than pollution
Wind strength will vary over time
New Game Option: Choose Game Length
Game length can be set at the start of a new game
Can choose to start a short, normal, or long game
Short games require fewer points to claim victory, long games will require more points
Miscellaneous
Updated VFX for research efficiency upgrades
Added exhaust VFX to trucks
🪐Damaged flag will appear on devices that get destroyed in combat
This will make it much easier to know when a device on a ship is not working because it needs to be fully repaired
🪐Tutorials will now prompt players before immediately delivering tutorial instructions
The first few tutorial steps will still automatically play, after those players will be prompted to accept the next objective when they are ready
A building's health bar will now always display when the fire intensity bar displays
Added Braxton's audio logs
Updated the priorities icon in the worker management panel
Balance
🪐Roads are always non-flammable
🪐All buildings are now unlocked with credits
Reduced the time increase from each researched node by 20%
Increased turret health by 10/15/20 for levels 1/2/3
Reduced the health of tier 1 and 2 Rebel ships by -20 and -10 respectively
Fixes
Fixed space bar exiting the building after renaming it while inside
Fixed connecting two storage facilities initially displaying a full progress bar until the job starts
Fixed building selection SFX playing louder after exiting an interior view
Fixed Power Shield M VFX only displaying when powering off
Fixed an issue where the "Under attack" and "Building on Fire" banners could still be clicked after they went away
Fixed a number of issues that could occur when pausing and resuming device construction/dismantle jobs
Fixed audio log background SFX continuing to play if a log finished playing in the codex
Fixed an issue with advisor's being louder when talking to you while inside a ship
PEAK PERFORMANCE: Lots of quality-of-life improvements and optimizations! AS ALL THINGS SHOULD BE: Balance changes to combat, buildings, and more!
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday on July 5th.
See the full patch notes below!
Titan Tuesday: Patch 0.26.0
QOL and Optimizations
Changes
🪐 indicates changes due to community feedback!
Optimization
🪐Significant performance improvements have been made to many of the game's systems. This should create a much smoother gameplay experience for players with less powerful computers or very large cities
Disabled error logging by default
As the game has become more stable we no longer need to constantly log any background errors. This should result in a slight performance increase for players
If there are consistent issues in a save file error logging can be enabled from the settings menu before submitting bug reports
Quality of Life Changes
🪐Added Truck Queue
Truck production can now be queued, as long as you have the credits you can start queueing trucks in your transport hub once it's online
Updated science tab tooltip to display the current research task and it's progress bar
Moved the legend in the tech web to the bottom of the screen
Holding down the increase or decrease dedicated workers button on the employee management panel will now continuously add or remove dedicated workers
Added tooltip to the button for increasing storage space in the spaceport and council hall when the player cannot afford the upgrade
🪐 Added text to the full-time jobs list when it is empty to make it easier to tell when the list is open or collapsed
🪐 Existing processor modules will not display plug icons when placing a new module
All existing module plug icons will still be displayed when placing a processor
Updated the rival selection button
More Fire Quality of Life Updates
Added a progress bar to buildings that are on fire
This bar will display the current fire intensity on the building and should make it easier to see which buildings need to be extinguished first
Added a warning notification when any building catches fire
This notification appears similar to the building under attack notification
Clicking the notification will center the camera on the first building to catch fire, or return to city view when inside a building
The notification will tell you how many buildings are on fire, and the current fire intensity of the first building to catch fire
VFX
Added VFX to trucks when they get upgraded in the science lab
Added VFX to operational air purifiers
Added new VFX to researching nodes when research efficiency techs are unlocked
Balance Changes
Rebel ships have -20/-30/-40 HP for Tier 1/2/3 respectively
Rebel ships with Gatling guns are weighted as more difficult and should not show up in earlier waves as often
Player ships have -20/-40/-60 HP for Tier 1/2/3 respectively
Building construction time is 30% faster for all buildings
Increased the time it takes for an extinguished building to reignite
🪐Added Faster building repairs tech to tech web
Fixes
Fixed an issue with codex entries that didn't have a set image displaying the image of the last codex entry selected
Fixed an issue that caused the brightness to decrease in city view after leaving combat view
Fixed damaged buildings losing damage texture if an upgrade is canceled
Fixed livability stat on residential buildings not displaying "Unlivable" when completely full of waste
Fixed an issue with the "Discovered Technologies" section of the Tech Web panel not being populated till at least 1 scientist was assigned
Fixed new game panel not disappearing after selecting the load option in the main menu
Fixed Quill Baas' name not being localized in the new game menu
Fixed advisor call button not always being available in certain situations
Fixed incorrect mining rates being shown on isotope nodes targeted by mines after loading the game
Fixed saving and loading in shipyards not saving the camera orientation
Fixed a rare issue that could cause citizens to become "stuck" on the corner of the spaceport while call to arms was active
Fixed Rival AI being able to complete some tutorial steps for the player
Fixed an issue that caused the Rival AI's power grid to be visible in the fog of war when the power overlay was on
Fixed an issue that could allow ships to instantly dock in shipyards from anywhere on the map
Fixed an issue that would cause Sciaro's third tutorial step to not complete if the ruin selected was an un-activated inert ruin
Fixed an issue where the Rival AI could unlock achievements for the player
Fixed the newsletter signup not accepting capital letters in email addresses
Fixed inability to unlock Quill Baas' codex entry
Fixed an issue that could cause some employees to get stuck after using "Dismantle All" on a ship
Fixed an issue where buildings that were being upgraded were still visible and selectable through the fog of war when command range was lost
Fixed the checkmark icon on the science tab not being scaled correctly
Fixed ship's information panel not displaying the correct amount of fuel generated
Fixed a pathfinding issue in ships that could occur when a device was canceled before it finished building
Fixed priority flags for buildings under construction/upgrading disappearing after saving and loading
Fixed an issue where FPS could drop when keeping a resource patch selected while an employee extracts it
Fixed an issue where the power overlay legend would get toggled when turning a pylon on/off
🪐Fixed a typo on the Mega Miner corporate goal
Fixed the "close" button on the roadmap panel not being aligned over the top right corner
Fixed the "No connected output module" flag being cleared if a waste module was attached to a processor without an output module
Fixed Xethane ruins that have not been activated showing different emission levels during Xethane emission weather events
Fixed a rare crash that could occur when a ship tries to attack a building that is already destroyed