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 as of 0.20.3
🪐 indicates changes due to community feedback!
🪐Tech Web Sub Tiers
Important techs are weighted so they spawn closer to the center
You will need to start a new game for these updates to take effect
New Tech Web Nodes
Conversion waste generation reduction
Citizen waste generation reduction (two tiers)
Burrow cost reduction
Migrant ship travel time reduction (two tiers)
Employee salary reduction (two tiers)
New Victory Points
Total Tiles Claimed
Current Trucks
Total Ruins Surveyed
Current Resource Nodes Mined
Current Minerals (CU)
Current Isotopes (CU)
Current Activated Inert Ruins
Updated Tooltips and Panels
Credits and Citizen Management
🪐Updated the tooltip for credits to more accurately show projected earnings
Updated the Credits section of the Citizen Management panel to reflect changes made to the credits tooltip
Tech Web
Updated research panel so clicking on Discovered Technologies centers the camera on them (only works while in tech web view)
🪐 The Tech Web icon on the top left of the HUD will display “Ready” when there is no research or scrap action taking place
Employees
Updated the Employee and Ship Management panels with a toggle to enable/disable editing of priorities
Advisors
Updated the advisor panel to show what advice they will give when you call them
Miscellaneous Changes
🪐 Save files can now be loaded by double clicking
Added headers to the market cap details on the victory screen
No longer able to build on damaged floor tiles in ships
🪐 Construction and ruin jobs will now show a flag indicating that there are no available employees to complete the task if there are no free employees
🪐 The time increase for each completed research/scrap task has been reduced by 20%
Fixes as of 0.20.3
Fixed an issue with some of Braxton’s tutorial lines not triggering correctly
🪐Fixed an issue with the spaceport storage not have as much storage space as the UI indicated
Fixed Xethane overlay legend not having colours updated to match new Xethane colour
Fixed command area indicator changing shape when it overlaps a multi-tile object while placing a Command Center
Fixed an issue with ship employees getting stuck with a “Repairing Device” task and no longer moving or operating devices
Fixed and issue where a new blueprint could have more characters than a renamed blueprint
Fixed an exploit that could allow you to generate infinite artifacts using conversion capsules
CORPORATE GOALS: New Victory Conditions to win the game! SCRAP TECH: Scrap unwanted tech for half the time. REBEL ATTACKS: Rebel attack waves are no longer endless. NEW VOICE OVER: New VO for Braxton and Aenar. 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.
As a quick note, Brace Yourself Games will be taking a holiday break during this upcoming month. The next Titan Tuesday update will still occur as scheduled on January 4th, but may appear lighter as we are taking the time to address bug backlog, and make less visible changes.
See the full patch notes below!
Titan Tuesday: Patch 0.20.0
Victory Conditions
Changes as of 0.20.0
🪐 indicates changes due to community feedback!
Corporate Goals
Offer new ways to win the game
Each game will have 3 victory cards, one unlocked immediately, the other two will unlock over time, or you can pay to unlock them sooner
Each victory card will have 5 victory points, achieving 3 out of the 5 points on one card will allow you to claim victory
Two types of victory points, Revocable and Irrevocable
You can choose to claim victory as soon as one card is complete, or wait to complete additional victory cards
Tech Web Scrap Action
A new option for the tech web, you can now scrap a tech instead of researching it
Scrapping takes half the time that researching does, and will unlock all tech bridges connected to the scrapped node for free
Scrapping a tech will permanently remove it from the web making it unavailable for the rest of that playthrough! Scrap carefully!
New Voice Over for Braxton Daw and Aenar Pyr
Braxton Daw has found his voice! All lines from this advisor are now fully VO’d!
Aynar Pyr has also had their missing VO lines added in
Improved Employee Management Panel
You can now see all the buildings that can support employees in the employee management panel and assign/unassign employees to each building from there
Rebel Attacks
🪐 Rebel attack waves will now stop when all rebel camps on the map have been destroyed
🪐 Killing all the crew aboard a rebel ship will cause the ship to self destruct
Reduced time between rebel waves by 10%
UI Improvements
Claim and survey buttons were moved and re-ordered to resolve an issue that occurred with some localizations
Building level is now indicated on the thumbnail of the building
🪐The Tech Web icon on the top left of the HUD will display the progress of the current research/scrap taking place
🪐There will be a notification on the right side of the HUD when a research/scrap action completes
Xethane is now represented by purple instead of yellow
The overlay and map legend have been adjusted to match this
Animation Improvements
Improved shipyard repair animations
Improved shield device animations
Balance Changes
Increased Monument Center Isotop cost (36 > 144), energy requirement (24 > 64), Health (90 > 180) and Influence per minute gained (4 > 5)
Players continuing saves from the previous version that have already built the monument center will want to keep an eye on their energy usage when they resume after this patch
Decreased the activation cost of pylon ruins, secondary abilities for all ruins now have a chance to be free
Reduced the amount of Xethane emitted by Sinkholes and Cracks, they are now 50% stronger than Crevices making Xethane emitting ruins the strongest Xethane sources
Fixes as of 0.20.0
Fixed an issue with the achievement “A Minor Setback” not unlocking correctly
Fixed an issue where the achievement “Shields Up” could be unlocked by a rebel ship with a shield deflecting attacks
Fixed an issue with the Council Hall and Spaceport where the available storage space was being incorrectly displayed
Fixed weapon hotkeys getting unbound when swapping weapons in ships
Fixed power plants showing no fuel when no worker is assigned
Fixed operator tile not retaining it’s damaged sprite when exiting and entering combat view
Fixed employees becoming stuck when a connection job was paused mid way through
Fixed Large and Obsidian Ruins having incorrect titles
Fixed ability to enter the tech web while in the tech web
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 as of 0.19.2
🪐 indicates changes due to community feedback!
New Voice Over for Braxton Daw and Aenar Pyr
Braxton Daw has found his voice! All lines from this advisor are now fully VO’d!
Aynar Pyr has also had their missing VO lines added in
Improved VFX for the Tech Web Scrap Action
It will now be more clear which bridges will become unlocked after the scrap is complete
Rebel Waves
Rebel attack waves will now stop when all rebel camps on the map have been destroyed
Victory Point Tooltips
Victory Points now have tooltips when hovered over that provide more information about how to achieve them
Balance Changes
Increased victory point requirements
Reduced time between rebel waves by 10%
Increased Monument Center Isotop cost (36 > 144) and energy requirement (24 > 64) to fit with it becoming a victory condition. Also Increased Health (90 > 180) and Influence per minute gained (4 > 5)
Players continuing saves from the previous version that have already built the monument center will want to keep an eye on their energy usage when they resume after this patch
Decreased the activation cost of pylon ruins, secondary abilities for all ruins now have a chance to be free
Fixes as of 0.19.2
Fixed weapon hotkeys getting unbound when swapping weapons in ships
Fixed power plants showing no fuel when no worker is assigned
Fixed operator tile not retaining it’s damaged sprite when exiting and entering combat view
Fixed employees becoming stuck when a connection job was paused mid way through
Fixed Large and Obsidian Ruins having incorrect titles
Fixed ability to enter the tech web while in the tech web
Fixed a crash caused by building multiple weapons in ships
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 as of 0.19.1
🪐 indicates changes due to community feedback!
Corporate Goals
Offer new ways to win the game
Each game will have 3 victory cards, one unlocked immediately, the other two will unlock over time, or you can pay to unlock them sooner
Each victory card will have 5 victory points, achieving 3 out of the 5 points on one card will allow you to claim victory
Two types of victory points, Revocable and Irrevocable
You can choose to claim victory as soon as one card is complete, or wait to complete additional victory cards
Tech Web Scrap Action
A new option for the tech web, you can now scrap a tech instead of researching it
Scrapping takes half the time that researching does, and will unlock all tech bridges connected to the scrapped node for free
Scrapping a tech will permanently remove it from the web making it unavailable for the rest of that playthrough! Scrap carefully!
Improved Employee Management Panel
You can now see all the buildings that can support employees in the employee management panel and assign/unassign employees to each building from there
Rebel Attacks
🪐 There will no longer be rebel attack waves after winning the game and continuing to play
🪐 Killing all the crew aboard a rebel ship will cause the ship to self destruct
UI Improvements
Claim and survey buttons were moved and re-ordered to resolve an issue that occurred with some localizations
Building level is now indicated on the thumbnail of the building
🪐The Tech Web icon on the top left of the HUD will display the progress of the current research/scrap taking place
🪐There will be a notification on the right side of the HUD when a research/scrap action completes
Animation Improvements
Improved shipyard repair animations
Improved shield device animations
Fixes as of 0.19.1
Fixed an issue with the achievement “A Minor Setback” not unlocking correctly
Fixed an issue where the achievement “Shields Up” could be unlocked by a rebel ship with a shield deflecting attacks
Fixed an issue with the Council Hall and Spaceport where the available storage space was being incorrectly displayed
Council Report #5: Corporate Goals and Tech Scrapping
Greetings Founder,
After focusing our efforts on depleting rebel numbers, the Council finally feels that you have sufficiently met their expectations. The Council, generous as always, is ready to reward you for demonstrating success in other areas of your city-corporation.
Coming Soon
Corporate Goals
A little competition is always good, Founder. The Council has set some Corporate Goals for you and other founders across Titan.
At the beginning of your venture, you will be presented with some goals (i.e. Victory Conditions) for you to accomplish that would please the Council. For now, they will fall into 3 main categories: Economic Expertise, Political Powerhouse, and Military Mastery.
You will be presented with several different options for you to tackle, but to claim victory over your rivals, you will have to complete three goals within a single category.
That said, the Council will also be keeping track of the quality of your victory. Sure, you can claim victory after you’ve completed three goals in a category, but what about claiming victory after completing two, or even all three?
Irrevocable and Revocable Goals
Let’s talk a little more about the kinds of goals the Council has set for you. There are goals, such as being asked to destroy a rebel base, that are irrevocable, meaning that once you accomplish that goal, that’s a permanent achievement.
Most Corporate Goals, however, are revocable, meaning you must do more than just reach your goal - you must maintain it as well. For example, some goals might be to own a certain number of ships, or build a certain number of Council Obelisks. If some of your ships or your Obelisks get destroyed… or perhaps if you destroy those of a rival corporation… that goal will no longer count as being met.
The Council obviously does not condone sabotage, but, well, they are firm believers that competition is healthy among Founders.
New Discoveries
Scrapping Tech
Corporate Goals aren't the only new update we have for you though. Our researchers are continuing to make strides within the Tech Web as well. As you discover new technologies to research, there are bound to be certain nodes that may not be as helpful to your city-corporation’s progression as you may want. Perhaps you don’t want to dedicate the time or the Artifacts towards unlocking it.
Now you can ask your scientists to “scrap” a node. Scrapping a node takes half the amount of time it takes to fully research it, but even more impressive, a scrapped node will unlock all adjacent bridges without having to use precious Artifacts.
Despite our advances, the Tech Web is still rather opaque. We can only discover more by chipping away diligently at it, but I believe this innovation will make things much easier for you.
Until next time, Founder.
- Maddie, Council Representative
Update 16: Combat, Weather and More
[previewyoutube="kQPH819i2CM;full"]
PATCH HIGHLIGHTS:
NEW ADVISOR: Your new Research Director is here to help. GATLING GUN: Take out your enemies with a new weapon. SAND/SNOWSTORMS: Beware some harsher weather rolling in. NEW INERT RUINS: Xethane and Pylon Inert Ruins can be found. 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 update on December 6th, 2021.
See the full patch notes below!
Titan Tuesday: Patch 0.19.0
Combat, Weather, and More
Changes as of 0.19.0
🪐 indicates changes due to community feedback!
New Advisor in Town!
Braxton Daw has arrived on Titan to assist with research and development
Can be called from the advisor menu
Offers tips for getting started with research on the tech web
New Device: Gatling Gun
Three versions, small, medium and large
Unlocked from the tech tree
Deals more damage than a laser of the same level but less accurate
🪐 Refactored Smokestack and Mine Logic
Removed truck slider from UI panel, employees will automatically use trucks when appropriate to pick up and drop off resources at these buildings
Many behind the scenes improvements and optimizations
Extreme Weather!
Sandstorms will reduce vision range of buildings and ships
Snowstorms will also reduce vision ranges of buildings and ships, while also slowing down employee and citizen movement
Two New Inert Ruins
Xethane ruins emit xethane gas
Pylon ruins allow energy to be relayed through them to power buildings in your city
Employee Panel Update
🪐Employee panel has an improved breakdown of what types of jobs employees are assigned to
What’s on the Menu?
🪐Load from pause menu
Removed hover over effect from device menu, now always displays device shape
Balance Changes
🪐 Balance: Building repair cost reduced by 50%, ship repair cost reduced by 40%
Balance: Rebel aggression reduced overall, providing more time between each attack wave
Fixes as of 0.19.0
Resources displayed in blueprints now update in real time
Updated medium generator device’s thumbnail
Resource patches no longer show an additional resource available after being claimed
Camera controls are now visible while viewing the tech web
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 as of 0.18.4
🪐 indicates changes due to community feedback!
Balance Changes
Weather
Weather has been balanced to have each intensity be more distinct
Map locations now have more distinct weather patterns
Reduced snow/sand storm frequency on maps where they appear
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 as of 0.18.3
🪐 indicates changes due to community feedback!
New Advisor in Town!
Braxton Daw has arrived on Titan to assist with research and development
Can be called from the advisor menu
Offers tips for getting started with research on the tech web
New Device: Gatling Gun
Three versions, small, medium and large
Unlocked from the tech tree
Deals more damage than a laser of the same level but less accurate
🪐 Refactored Smokestack and Mine Logic
Removed truck slider from UI panel, employees will automatically use trucks when appropriate to pick up and drop off resources at these buildings
Many behind the scenes improvements and optimizations
Extreme Weather!
Sandstorms will reduce vision range of buildings and ships
Snowstorms will also reduce vision ranges of buildings and ships, while also slowing down employee and citizen movement
Two New Inert Ruins
Xethane ruins emit xethane gas
Pylon ruins allow energy to be relayed through them to power buildings in your city
Employee Panel Update
🪐Employee panel has an improved breakdown of what types of jobs employees are assigned to
What’s on the Menu?
🪐Load from pause menu
Removed hover over effect from device menu, now always displays device shape
Balance Changes
🪐 Balance: Building repair cost reduced by 50%, ship repair cost reduced by 40%
Balance: Rebel aggression reduced overall, providing more time between each attack wave
Fixes as of 0.18.3
Resources displayed in blueprints now update in real time
Updated medium generator device’s thumbnail
Resource patches no longer show an additional resource available after being claimed
Camera controls are now visible while viewing the tech web