Interstellar Space: Genesis cover
Interstellar Space: Genesis screenshot
Genre: Strategy, Turn-based strategy (TBS), Indie

Interstellar Space: Genesis

Interstellar Space: Genesis - Terrains Pack is Available Now!


Interstellar Space: Genesis - Terrains Pack is available now!

Hello everyone!

We're thrilled to present to you today a new piece of content called Interstellar Space: Genesis - Terrains Pack!

One thing we've been hearing in player feedback for a while now is that the game could have more terrains, so colonies would look different when you build a few in the same biome. The Terrains Pack adds more variety in colony backgrounds with a selection of new 3D terrains, for a more immersive and complete experience!

The Terrains Pack includes 2 new hand-crafted terrains for each of the 7 different biomes (Terran, Desert, Lava, Acid, Ice, Swamp, and Barren), for a total of 14 completely new and unique 3D terrains!

The new terrains are the ones you can see in the trailer above, and in the screenshots in the store page.

Get the Terrains Pack today!

ISG Dev Diary 23: Update 1.6.2 and Terrains Pack

Hello everyone!

Hope you're enjoying your time playing ISG with the latest version (1.6) released this past November. In the meantime, we've been working on the next update, the third expansion pack, and a new piece of content that was still unannounced, called Terrains Pack, to be released later today.

Free Update 1.6.2



One thing we've been hearing in player feedback for a while now is that the game could have more terrains, so colonies would look different when you build a few of them in the same biome type. Adding new 3D terrains is not trivial and can be quite time-consuming. However, we thought it was time to add something extra in the next update.

Therefore, included in the 1.6.2 update, there's a new colony terrain for each of the 7 biome types (Terran, Desert, Lava, Acid, Ice, Swamp, and Barren), for a total of 7 completely new and unique 3D terrains available for everyone!

Here's a sample (the alternative new Desert terrain):



On top of the 7 new terrains, version 1.6.2 includes QoL improvements and bug fixes.

You can see the full list of changes below.

VERSION 1.6.2 (changelog)


[expand type="details"]

NEW



  • 7 new colony 3D terrains, one for each of the different planet biomes (Terran, Desert, Lava, Acid, Ice, Swamp, and Barren).

GAMEPLAY



  • Infrastructure development upgrades now provide extra experience to the colony leader, as it was the case already for planetary engineering and construction projects.
  • Now possible to manually rotate orbital stations in combat (a bug was preventing that before).

UI / GRAPHICS



  • The confirmation screen that pops up when building an outpost on an asteroid belt now informs the size of the belt, to help identify the asteroid belt that is about to be mined.
  • Added a note to the 'Score victory' tooltip in the 'Victory Conditions' panel on the 'New Game' screen, to clarify that the game doesn't end after an arbitrary number of turns have passed when the score victory is disabled.

BUG FIXES



  • Fixed a bug that was causing the Aggression modifier (in the 'New Game' screen) to not work properly after saving and reloading. The game would start with the defined aggression modifier, but would revert to 'Normal' aggression after reloading. This bug was present since version 1.6 (Nov 23). Ongoing games will get automatically fixed after this update, so there's no need to re-start to benefit from this fix.
  • Fixed a bug that was causing the 'Zoom & Shoot' ship kill animation, that can sometimes be displayed when finishing off a ship, to not trigger. Remember that you can skip the animation by pressing a mouse button or the 'Space' or 'Esc' keys. You can also disable the 'Zoom & Shoot' animation entirely in the 'Game Settings.
  • Fixed a bug after winning a 'Domination victory' and saving the game, when re-loading that won game, the domination, score and science victory progress weren't displayed anymore.
  • Fixed another bug in the 'Domination victory' that was allowing domination victory to be achieved when a homeworld was not taken but was only in the empire's influence zone. Controlling the homeworld is required for a domination victory.
  • Fixed a bug in the production overflow when constructing ships or buildings that could display an incorrect number of turns necessary for project completion in the situation where there was flat production being obtained for construction projects.
  • Fixed a glitch that was causing the default historical graph setting to be 'Tech' and not 'Overall', as it should, when the graph is presented for the first time in the 'Empire Overview' screen.
  • Fixed a glitch that was causing the Terran terrain waterfall to not flow naturally but presenting the waterfall with a delay (waterfall display lag). Now it flows continuously since opening the Terran colony.
  • Fixed a glitch that could cause orbital stations' shields' graphics to not update correctly on the next combat turn, after the orbital station automatic rotation.
  • Fixed another glitch regarding rotation that was causing the ship direction in the ship panel to not update correctly after manual rotation of ships.
  • Fixed a rare glitch that could cause a fleet with a set destination, but not yet travelling, to not be able to get back to a system immediately. The fleet would display "ETA: 0 turns" and be rendered on top of the system star.
  • Fixed an issue that was causing the supply range borders to not update immediately after offering or receiving system gifts.
Evolving Empires


  • Fixed a bug when picking the 'Master Geologist' wealth culture perk, you'd suddenly become able to spawn a technically infinite supply of space monsters by downgrading and re-raising the eco level to 3. Now, the bonus is only offered once per colony eco-3 upgrading.
  • Fixed a glitch that could cause the monster spawn progress bar to go overboard in the 'Empire Overview' screen.
[/expand]
Compatibility note: Saves from the previous version 1.6.1 should be fully compatible with 1.6.2, so you can proceed with your games normally.

We hope you enjoy the new free 1.6.2 update! Let us know if you find any issues.

Terrains Pack



On top of the free new terrain alternative for each planet biome added by the 1.6.2 update, the new Terrains Pack will offer 2 additional terrains. This new piece of content adds even more variety in colony backgrounds for a more immersive and complete experience.

The Terrains Pack includes 2 additional terrains for each of the 7 different biomes (Terran, Desert, Lava, Acid, Ice, Swamp, and Barren), for a total of 14 completely new and unique 3D terrains!

One of the new terrains of the Terrains Pack (Lava biome):



Therefore, with the new update (1.6.2) and the Terrains Pack, the game will offer 4 different terrains for each of the different planet biomes, for a total of 28 terrains.

The Terrains Pack will be out later today. So, stay tuned for that!

https://store.steampowered.com/app/2783160/Interstellar_Space_Genesis__Terrains_Pack/


In the meantime, if you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, that will have their own Evolution tree with the Evolving Empires expansion, among other features and music tracks. The Evolving Empires expansion adds two major new features: Evolutions and Minor Civilizations. It also includes 7 new leaders and 2 new music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

Cheers!
The Dev Team
Praxis Games

Update 1.6.1 Released

Hello everyone!

It's been about a week since we released the free 1.6 update. We hope you are enjoying this major new update with all its new features and improvements!

In the meantime, we've been listening to your feedback, so here's a patch that fixes some issues.

Saves from version 1.6 are 100% compatible with this new version. So, you can proceed with your games normally. If you're playing a game started with an older version (1.5.3), those saves should be compatible as well, but it's advisable to start new games. If you wish, you can revert to the 1.5.3 version to finish your ongoing game with that version. See here how (look for the "Compatibility and finishing an ongoing game" section).

Thanks a lot to everyone who has bought the game, and the expansions, and has been providing feedback! If you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, that will have their own Evolution tree with the Evolving Empires expansion, among other features and music tracks. The Evolving Empires expansion adds two major new features: Evolutions and Minor Civilizations. It also includes 7 new leaders and 2 new music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

Have fun!
Praxis Games


VERSION 1.6.1 (changelog)



BALANCE



  • The 'Theory of Everything' knowledge culture perk now offers 3 free random techs, and not 2, as before. This perk needed a bit more punch. Change only reflected in games started with 1.6.1.
  • The ‘Deep Space Initiative’ knowledge culture perk now only requires the player to own 10 systems to grant an extra free remote exploration. Previously (introduced in version 1.6), 15 systems were required. Therefore, this perk should now be more enticing than before. Change only reflected in games started with 1.6.1.

UI / GRAPHICS



  • The 'Megacorporations' wealth culture perk now shows in the tooltip how many BCs are expected to be gained if the perk is chosen.
  • The 'Space Socialites' adventure perk now shows in the tooltip how many extra culture points are expected to be gained if the perk is chosen.
  • The conquest, wonder, and science victory conditions' icons were tweaked to be consistent with the other victory conditions' icons, graphics-wise.
  • The 'Change Music' button in the 'Game Settings' screen is now presented only during the game, and not when accessing the game's settings from the main menu, since the music can only be changed while playing.
  • Unlocking the 'Resilient Colonists' unique ability now triggers a "Colonization is possible" notification to be issued if colonies become colonizable after the ability becomes ready to be used.

BUG FIXES



  • Fixed a bug that was causing an ally to became upset when their request for peace didn't go through with a third party, even after the requested empire had accepted to consider the peace deal (not their fault the third party didn't accept). The ally now acknowledges and gets happy with the request being accepted, whatever the decision of the third party.
  • Fixed a rare bug that could generate an erroneous notification about an interrogation report obtained after a successful invasion, when no invasion had occurred but rather a system had been offered.
  • Fixed a bug that could cause the game to not launch properly if there were files present in the custom races folder (C:\Users\\AppData\LocalLow\Praxis Games\ISG\Races) that were not XML.
  • Fixed an issue that caused new scanner technology to not immediately update the empire's supply pool after the technology was acquired through a technology exchange. Now, the supply range borders are expanded immediately after.
  • Fixed an issue in the Colonization summary tooltip (raised when hovering the mouse over a colonizable planet) where one of the notes was not shown when the planet reached full scan.
  • Fixed an issue that could reveal the destinations of rival fleets without the player having the required scanner technology in the 'Overlapping Fleet' panel, which arises when multiple fleets are present in close proximity to each other.
Evolving Empires


  • Fixed a bug in the Human affinity's 'Multi-dimensional war' evolution perk that was causing the morale penalty to still hold even after the enemy with the perk had been totally vanquished. Now, the morale penalty is removed after the player is removed from the game.

Interstellar Space: Genesis - Free 1.6 Update Released!

Hello everyone!

We are excited to announce that the new major and free! 1.6 update for Interstellar Space: Genesis is now available to all players!

This update has been on the unstable branch for beta testing to make sure there were no major unforeseen issues for the smoothest official release possible. We're happy to report that testing went very well, so we believe we're in very good shape. Thanks to everyone who played the unstable build and provided feedback!

1.6 Update - Features and Improvements



New Victory Conditions



This was a highly popular feature request by the community, and something we really wanted to offer at some point, and it finally makes it in for 1.6!

In addition to the existing Election and Alliance victory conditions, and the traditional winner conquers all way to win (now called Conquest Victory), you now have the following new ways to win: Wonder, Domination, Science, and Score victory conditions! Here's a brief breakdown.


To win a Wonder victory, you need to control a certain number of Galactic Wonders, which are super projects you can build in your colonies.

To win via Domination, you must control a defined number of the original homeworlds of the playing races.

To win a Science victory, your empire has to reach a combined ultra tech level, by researching the most advanced technologies in each research field, a certain amount of times.

A Score victory is achieved by whoever has the highest score in the last turn of the game game. This is the overall score reported in the 'Empire Overview' screen.

The new victory conditions can be configured by clicking in the "Advanced Options" button, as can be seen below.




On top of the new victory conditions, you can also configure the new ones but also the pre-existing Election and Conquest victory conditions. You can choose the number of wonders required to build, the percentage of colonized systems that need to be controlled, the frequency in which the Galactic Council will reconvene to try and elect the galactic ruler, and more.

Below, on how to access the new victory conditions screen during the game.



Also, if you wish, you can continue playing after winning or losing due to any victory condition being triggered, and win (or lose) again through other means.

Balance tweaks, and QoL improvements



Along with the new victory conditions, the 1.6 update also offers other new features, many tweaks and improvements, and bug fixes, many in reply to your suggestions.

Included in the new features and improvements is a revamped 'Deep Space Initiative' knowledge culture perk, that now provides free remote exploration on adjacent sectors to the ones just explored. The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus. And, the Hall of Fame can now be reset.

There's also the ability to adjust the wormhole lines' brightness (including disabling them); the ability to move weapon slots up and down in the ship design screen; the possibility of listing leaders by their status (unassigned or assigned first). Also, hovering over torpedoes and missiles will now highlight the ships' they're targeting, just to name a few changes.

You can see the full list of changes below.



Version 1.6 - Full Release Note


[expand type="details"]

NEW



  • 4 New Victory Conditions! Wonder, Domination, Science, and Score victories. Also, revamped Conquest Victory now allows setting the percentage of colonized systems that are required to win. Possible also to configure the new victory conditions and the frequency of Galactic Council sessions for the Election victory.
  • It is now possible to adjust the wormhole lines' brightness in the galaxy map, including disabling them.
  • 'Deep Space Initiative' culture perk revamped, now provides free remote exploration on adjacent sectors to the ones explored. This shall provide for a faster and more balanced remote exploration experience in bigger maps.
  • It is now possible to move weapon components up and down on a ship in the ship design screen.
  • New Hall of Fame reset option added! Resetting the hall of fame reverts it to the default entries.
  • The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus.
  • Added information on what each colony is currently producing to the system tooltip in the galaxy map. Hovering over each system now lists the current colony construction projects in each colony.

AI IMPROVEMENTS



  • The AI now scraps planetary domes and micro gravity generators when they are no longer needed.

BALANCE



  • 'Deep Space Initiative' culture perked moved from the 1st to the 3rd level on the 'Knowledge' culture branch. The 'Theory of Everything' culture perk, that provides two free technologies, now has competition on the 3rd level. And, the 'Astronomy Culture' perk, that provides a second remote exploration target is now a single choice in the 1st level.
  • 'Quantum Singularity' technology now provides +100 flat research points per exploited black hole, instead of previous +200% RP on accretion disk, making it a far more interesting tech now.
  • Exchanging techs with other empires via 'Research Treaty' now a bit harder and not as easy as before.
  • Space requirements for some unique super technologies found in ruins were revised to be a bit smaller and even more attractive to equip. Chaos Chain space reduced from 150 to 125. Positron Torpedo from 150 to 135, and Ion Discharger space reduced from 150 to 140.
  • Leader desires for building galactic wonders in their colonies were reduced significantly, especially for the wonders that would be hard to unlock with the current culture choices.
  • The more powerful ships and unique technologies found in ruins now tend to be found a bit later in the game when going with lower production and research efficiency picked at game start. The less research efficiency/speed of the game, the later these powerful items will tend to be found, so that these do not come into play too early for the current research status of the galaxy.
Evolving Empires


  • Subject empires will now refrain from destroying minor civilizations their overlord has access to.

PERFORMANCE



  • Loading a saved game is now much faster. This is especially noticeable in big late-game saves.

UI / GRAPHICS



  • Espionage assignments screen tweaked to show spy missions by category, resulting in a better presentation of available missions.
  • New notification now informs the player that cloning centers may no longer be needed when a colony reaches maximum population capacity.
  • The leaders management screen now offers the possibility of listing the leaders by their status: unassigned or assigned leaders shown first. Sorting by 'unassigned first' can help speed up finding leaders that may be ready for new spy operations.
  • The 'Fusion Beam' effect has been replaced by the correct effect. It was using the same effect of the 'Laser Beam'.
  • Hovering over torpedoes and missiles in combat will now highlight the ships' they're targeting.
  • The colony invasion notification now takes you directly to the planet instead of the system view.
  • Now possible to center the galaxy map on overview panel's objects by holding the 'ctrl' key and left clicking on that item. This worked for ships and fleets before, and now works for all items: colonies, planets, asteroid belts, gas giants, accretion disks, fleets and ships. This allows the player to find these items better in the overview panel.
  • The 'Disable All' button in the 'New Game Setup' screen now has a tooltip to explain the behavior, what players are disabled, and that only two are left enabled.
  • Tribute requests now show how much money is requested directly in the main diplomacy dialog message, and not only in the diplomatic message tooltip.
  • The 'Threat to Leave' leader notification now blocks the 'Accept' option if the player does not have enough funds to pay the leader's request. The tooltip explains what options are available to the player to obtain enough funds.
  • The 'Natural Wonders' and 'Exceptional Fossils' planet specials now list "+100% from Space Socialites" in the colony BC tooltip, to clarify where the extra credits are coming from.
  • A warning is now raised when trying to assign a colony leader to a spy mission if a leader desire would become unfulfilled by relocating the leader to other duty.
  • The tooltip for the 'Just One More Turn' button in the victory screen now clarifies that, in light of the new victory conditions' changes, you can continue playing after winning or losing due to a particular victory condition, and win (or lose) again through other means.
  • Now possible to scroll the tech tree left and right using the 'A' and 'D' keys. The tech tree horizontal scroll bar was also slightly thickened to improve usability.
  • Now easier to click on fighters and bombers to target them in combat.
  • The Raid UI, the panel shown after raiding a colony with an assault ship, was revamped to be inline with the same theme of the other screens. It was using an older version of the UI.
  • Hovering over a leader desire notification will now highlight the system, or fleet, in the galaxy map where the leader is stationed.
  • The fleets overview panel now shows which fleets have leaders, and the number of them. Also possible to sort the fleets in the overview panel by amount of leaders present in the fleet.
  • A bit more transparency was added to the 'Colony Structures' list panel in the colony screen. Now it looks better, as more buildings and terrain can be seen behind that panel.
  • The 'Planet Construction' tooltip now clarifies that the system must have a colony to support a planet construction project in that system.
  • The 'Master Geologists' wealth culture perk now clarifies that the uplifted worlds that are allowed to be terraformed with that perk are the ones that have ecological level 3, which cannot be terraformed otherwise.

SOUND & MUSIC



  • Added sound when assigning a leader to a spy mission.

BUG FIXES


Base-Game


  • Fixed a major bug that could cause a game freeze when two or more 'Chaos Chain' weapon slots were fired at the same time at a target.
  • Fixed a major bug that could cause significant slowdown and sometimes a crash in the system view when displaying too many Human frigate and destroyer ships. This could also happen with Moltar ships.
  • Fixed a major bug in space combat that could cause a hang when using a unique ship found in ruins with bomber bays in combat without having researched any missile technology.
  • Fixed a bug that was causing early research breakthroughs to only happen at turn ETA 3 to tech breakthrough. The correct behavior is at ETA 3 and 2. The wording on the early breakthrough was revised to clarify it's 3 or 2 turns for breakthrough.
  • Fixed a bug that was allowing the “You can build an Outpost” notification to be displayed when the Outpost ship had already been destroyed.
  • Fixed an issue that was causing the population growth rate displayed on the 'Population Details' panel in the colony screen to not update when changing production allocated to planetary engineering and towards 'Habitat Control'.
  • Fixed a rare bug that was causing o known system to be displayed as 'Unknown destination', when the system was in fact known.
  • Fixed a rare issue that was causing an empire name to be displayed and revealed in the fleet panel, without contact had been made with that empire before, in special circumstances.
  • Fixed a bug that was allowing the 'Collective Transcendence' unique ability to unlock only after one Economics tech had been researched. At least two techs need to be researched in all fields.
  • Fixed a rare bug that could cause a duplicate unique tech found in ruins to be obtained by the enemy even after the player had paid exclusivity access on the 'An offer you can refuse' galactic event.
  • Fixed a bug that could allow leaders to obtain more than 5 secondary skills in special game event combinations.
  • Fixed a bug that was causing a lone frigate to not be able to board a target immediately after casting a tractor beam.
  • Fixed a rare bug that could lead to a combat lockup when a ship was mind-controlled in the same turn it was instructed to flee.
    Fixed an issue that was causing peace treaties to not be displayed in the diplomacy dialog screen.
  • Peace treaties are now displayed and tell the player how many turns remain until the peace treaty remains in effect.
  • Fixed a glitch that was allowing the horizontal scrollbar of the research screen to be set on the last viewed position in a previous game. It now resets the position on a new game.
  • Fixed a glitch in the Human default fleet. The alternate cruiser design had misaligned light effects.
  • Fixed a bug in the empire rankings shown in the diplomacy screen where sometimes the rankings could be different in the first time this screen was opened with respect to following openings. Also, the ranking could sometimes be shown incorrectly in the AI diplomacy status screen. It was taking into account all empires, including the ones the player didn't have contact with yet. It now shows the correct rankings in both instances.
  • Fixed a rare sabotage bug where a notification that a leader and crew were recalled from a sabotage mission would be raised even though the sabotage already happened the turn before. This special case happened when a leader was previously assigned to a ship before being assigned to a sabotage mission.
  • Fixed a glitch in space combat when hovering over a ship's special system and then pressing the tab key (without moving the mouse off the special system) and then selecting another ship without a special system. The pop up info on the special system would remain on the screen and wouldn't go away until another ship was selected with a special system.
  • Fixed a typo on the message when you click on an unexplored white star, "while not has bad" now "while not as bad".
  • Fixed a typo on the 'Balanced' option tooltip under 'Automate Remote Exploration' had a second period after "pattern".
  • Fixed a typo on the 'Battle Graveyard' galactic event, which had a bad paragraph break. The sentence "You will not know the secret." is now part of the same paragraph as "The gift shall not be yours. Stay away, or prepare to suffer."
  • Fixed a typo on the 'Raid' report after raiding a planet such as "...X BC of strange artifacts," had two spaces between "of" and "strange".
  • Fixed a typo on the 'Transporter Room' special system, a space was missing in "...be captured during combat.The Transporter Room has..".
  • Fixed a typo where "Polution" should be "Pollution" in both the planetary engineering tooltip and eco-engineering button tooltip in the colony screen.
  • Fixed a rare bug that could still cause a duplicate spy skill choice (same skill offered in both options) when leveling up a spy leader. This should now be fixed for good.
  • Fixed an issue in the Alliance victory displayed in the 'Galactic Council' screen during voting. It would display "Defeat" to the player when voting for an Ally and accepting the results. Now it displays "You win an alliance victory!" when voting for an ally and the ally wins, when both accepting or refusing the AI ruling.
  • Fixed a bug that was allowing an empire to offer both a peace treaty and a surrender request in the same turn.
  • Fixed an issue when scrapping a project for a galactic wonder, a notification would explain that credits "could be salvaged" from cancelling the project, which could make it unclear if some further action was necessary to obtain the credits. The notification was revised to clarify that the salvaged credits "were added" to your treasury.
  • Fixed an issue that was not allowing the fleet panel to close when hitting the 'Esc' key when the 'Fleet Assign Right Click' option was selected in the 'Game Settings'. It only worked in the default assigning mode. Now it works in both modes.
  • Fixed an issue in the 'Overview' panel which was causing the 'Ships Overview' to not be instantly refreshed when assigning a ship to a system.
  • Fixed an issue that was causing an unknown empire to be revealed by inspecting an outpost or colony built in the system view without formal contact had been made with that empire.
  • Fixed an issue that was causing the supply range to not update immediately after stealing a logistics tech via espionage.
  • Fixed an issue in the 'Overlap panel', shown when multiple fleets are in the same space, where sometimes an AI fleet would be described as travelling to an "unexplored system", when that system was already known by the player, so the name of the system should be shown instead.
  • Fixed an issue that was causing orbital stations to not refresh immediately in the overview panel after obtaining a tech for orbital station construction, via technology exchange. Now, the overview panel refreshes immediately.
Evolving Empires


  • Fixed a rare bug that could create game corruption when revealing a minor civilization that had been already assimilated, using the 'Sacrifical Lambs' evolution perk. This special case could manifest when the minor had been assimilated in the exact turn before it was revealed by another player.
  • Fixed a bug that could lead to "infinite infrastructure upgrades" in a colony after picking the 'Telepathic Command' evolution perk before doing the colony infrastructure upgrade.
  • Fixed a bug in the 'Extreme Transformation' evolution perk which would cancel all ongoing wars upon being selected, when it shouldn't. Only treaties shall be canceled.
  • Fixed another bug in the 'Extreme Transformation' evolution perk in combination with the 'Resilient Settlers' unique ability, where the latter was not consuming its charge when colonizing planets of types for which the colonization tech was not researched. It now also consumes the ability with the Extreme Transformation perk, even if all biomes are ideal.
  • Fixed a bug in the 'Spiritual Awakening' evolution perk, which was allowing bombing to occur even though the perk denies it. This is now corrected.
  • Fixed a typo on the 'Minor Civilizations' tooltip on the Galaxy Setup panel of the 'New Game' setup screen. Changed "of the planet their inhabit" to "of the planet they inhabit".
  • Fixed an issue in the 'Spiritual Awakening' evolution perk where it could be unclear what strategic resource technologies did the perk offered. The perk's tooltip now explains that the technologies offered are the ones associated with research choices, which are unlocked after gaining access to the strategic resource for the first time.
  • Fixed an issue in the minor civilization tooltip which would reveal the name of an unknown empire that had fully surveyed them, without formal contact had been established with that empire.
[/expand]

Compatibility and finishing an ongoing game



Due to the extension of the changes, saves from previous versions may not be compatible with the 1.6 update. For a better experience, it is advisable that you start new games to enjoy the new features and improvements fully, and not have bugs

To everyone who helped beta test this update, please revert to the main branch by choosing 'None' in Steam's Betas tab. You can then resume playing with the official version now.

If you want to finish your current game with the previous version (1.5.3), please go to the Steam client -> Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "old_version" branch.

Thanks



We want to thank everyone who has helped test this update. Big thanks to everyone who has bought the game, and the expansions, so far. Thank you.

We hope you enjoy the new free 1.6 update! If you haven't bought the Natural Law expansion yet, please consider buying as it adds 2 very nice playable races to the game, that will have their own Evolution tree with the Evolving Empires expansion, among other features and music tracks. The Evolving Empires expansion adds two major new features: Evolutions and Minor Civilizations. It also includes 7 new leaders and 2 new music tracks. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

Have fun!
Praxis Games

Small update to 1.6 Beta released

An update to the 1.6 Beta, currently under public testing on the unstable branch, is now up. These are the changes.

Version 1.6 Beta 2



  • Added a sound to the weapon slot re-order feature in the ship design screen.
  • Tribute requests now show how much money is requested directly in the main diplomacy dialog message, and not only in the diplomatic message tooltip.
  • Fixed a bug in the new Galactic Council frequency option, where sometimes the value used was not the correct one. Now, the frequency of the galactic council will always be according to the option defined by the player.
  • Fixed an issue that was causing closed wormhole lines to not change brightness upon player request. Now all wormhole lines change brightness via the new feature introduced by 1.6 Beta.
  • Fixed an issue that was causing an unknown empire to be revealed by inspecting an outpost or colony built in the system view without formal contact had been made with that empire.
  • Fixed an issue that was causing the supply range to not update immediately after stealing a logistics tech via espionage.
  • Fixed an issue in the 'Overlap panel', shown when multiple fleets are in the same space, where sometimes an AI fleet would be described as travelling to an "unexplored system", when that system was already known by the player, so the name of the system should be shown instead.
  • Fixed an issue that was causing peace treaties to not be displayed in the diplomacy dialog screen. Peace treaties are now displayed and tell the player how many turns remain until the peace treaty remains in effect.
  • Fixed an issue that was causing orbital stations to not refresh immediately in the overview panel after obtaining a tech for orbital station construction, via technology exchange. Now, the overview panel refreshes immediately.

Evolving Empires


  • Fixed an issue in the minor civilization tooltip which would reveal the name of an unknown empire that had fully surveyed them, without formal contact had been established with that empire.

I remind that the 1.6 Beta update is not yet available for everyone. To play the '1.6 Beta 2' version you need to opt in for Steam's unstable branch. On the Steam client go to Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "unstable" Beta branch. The game shall start updating to 1.6 Beta 2.

Please keep sending us your feedback to our Steam forums, official forums, on our Discord server, or if you prefer just send an email to contact@praxis-games.com (or contact form here) with a save and the Player and Player-prev log files you can find in this folder: C:\Users\\AppData\LocalLow\Praxis Games\ISG

Thanks a lot for the feedback so far! Please keep it coming.

Have fun!
Praxis Games

ISG Dev Diary #22: Update 1.6 Beta on unstable branch

Hello everyone!

We're thrilled to announce that the new and free! 1.6 major update is now available and ready for public testing on Steam's unstable Beta branch!

Let's explore some of the major changes of 1.6 Beta, and later on you can check out the details of the update and on how you can try it for your self and offer your feedback to the Devs!

New Victory Conditions



This was a highly popular feature request by the community, and something we really wanted to offer at some point, and it finally makes it in for 1.6!

In addition to the existing Election and Alliance victory conditions, and the traditional winner conquers all way to win (now called Conquest Victory), you now have the following new ways to win: Wonder, Domination, Science, and Score victory conditions! Here's a brief breakdown.


To win a Wonder victory, you need to control a certain number of Galactic Wonders, which are super projects you can build in your colonies.

To win via Domination, you must control a defined number of the original homeworlds of the playing races.

To win a Science victory, your empire has to reach a combined ultra tech level, by researching the most advanced technologies in each research field, a certain amount of times.

A Score victory is achieved by whoever has the highest score in the last turn of the game game. This is the overall score reported in the 'Empire Overview' screen.

The new victory conditions can be configured by clicking in the "Advanced Options" button, as can be seen below.




On top of the new victory conditions, you can also configure the new ones but also the pre-existing Election and Conquest victory conditions. You can choose the number of wonders required to build, the percentage of colonized systems that need to be controlled, the frequency in which the Galactic Council will reconvene to try and elect the galactic ruler, and more.

Below, on how to access the new victory conditions screen during the game.



Also, if you wish, you can continue playing after winning or losing due to any victory condition being triggered, and win (or lose) again through other means.

Balance tweaks, and QoL improvements



Along with the new victory conditions, the 1.6 Beta update also offers other new features, many tweaks and improvements, and bug fixes, many in reply to your suggestions.

Included in the new features and improvements is a revamped 'Deep Space Initiative' culture perk, that now also provides free remote exploration on adjacent sectors to the ones just explored. This should provide a more balanced remote exploration experience in bigger maps. The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus.

There's also the ability to adjust the wormhole lines' brightness (including disabling them); the ability to move weapon components up and down in the ship design screen; the possibility of listing leaders by their status (unassigned or assigned first). Also, hovering over torpedoes and missiles will now highlight the ships' they're targeting, just to name a few changes.

You can see the full list of changes below.



I Want To Try It and Provide Feedback!​



Excellent! We're looking forward to it!

As of posting of this dev diary, the 1.6 Beta update should be live on Steam.

Please note that the 1.6 Beta is an optional beta update. You have to manually opt in to access it.

In your Steam library, right click on Interstellar Space: Genesis -> Properties -> Betas tab -> select the "unstable - Unstable Beta Branch for Testing" branch. The game will update and you'll be able to start playing with the new additions and improvements.

Version 1.6 Beta - Full Release Note


[expand type="details"]

NEW



  • 4 New Victory Conditions! Wonder, Domination, Science, and Score victories. Also, revamped Conquest Victory now allows setting the percentage of colonized systems that are required to win. Possible also to configure the new victory conditions and the frequency of Galactic Council sessions for the Election victory.
  • It is now possible to adjust the wormhole lines' brightness in the galaxy map, including disabling them.
  • 'Deep Space Initiative' culture perk revamped, now provides free remote exploration on adjacent sectors to the ones explored. This shall provide for a faster and more balanced remote exploration experience in bigger maps.
  • It is now possible to move weapon components up and down on a ship in the ship design screen.
  • New Hall of Fame reset option added! Resetting the hall of fame reverts it to the default entries.
  • The 'Powerful Creatures' planet special now also provides an empire-wide ground combat bonus.
  • Added information on what each colony is currently producing to the system tooltip in the galaxy map. Hovering over each system now lists the current colony construction projects in each colony.

AI IMPROVEMENTS



  • The AI now scraps planetary domes and micro gravity generators when they are no longer needed.

BALANCE



  • 'Deep Space Initiative' culture perked moved from the 1st to the 3rd level on the 'Knowledge' culture branch. The 'Theory of Everything' culture perk, that provides two free technologies, now has competition on the 3rd level. And, the 'Astronomy Culture' perk, that provides a second remote exploration target is now a single choice in the 1st level.
  • 'Quantum Singularity' technology now provides +100 flat research points per exploited black hole, instead of previous +200% RP on accretion disk, making it a far more interesting tech now.
  • Exchanging techs with other empires via 'Research Treaty' now a bit harder and not as easy as before.
  • Space requirements for some unique super technologies found in ruins were revised to be a bit smaller and even more attractive to equip. Chaos Chain space reduced from 150 to 125. Positron Torpedo from 150 to 135, and Ion Discharger space reduced from 150 to 140.
  • Leader desires for building galactic wonders in their colonies were reduced significantly, especially for the wonders that would be hard to unlock with the current culture choices.
  • The more powerful ships and unique technologies found in ruins now tend to be found a bit later in the game when going with lower production and research efficiency picked at game start. The less research efficiency/speed of the game, the later these powerful items will tend to be found, so that these do not come into play too early for the current research status of the galaxy.
Evolving Empires


  • Subject empires will now refrain from destroying minor civilizations their overlord has access to.

PERFORMANCE



  • Loading a saved game is now much faster. This is especially noticeable in big late-game saves.

UI / GRAPHICS



  • Espionage assignments screen tweaked to show spy missions by category, resulting in a better presentation of available missions.
  • New notification now informs the player that cloning centers may no longer be needed when a colony reaches maximum population capacity.
  • The leaders management screen now offers the possibility of listing the leaders by their status: unassigned or assigned leaders shown first. Sorting by 'unassigned first' can help speed up finding leaders that may be ready for new spy operations.
  • The 'Fusion Beam' effect has been replaced by the correct effect. It was using the same effect of the 'Laser Beam'.
  • Hovering over torpedoes and missiles in combat will now highlight the ships' they're targeting.
  • The colony invasion notification now takes you directly to the planet instead of the system view.
  • Now possible to center the galaxy map on overview panel's objects by holding the 'ctrl' key and left clicking on that item. This worked for ships and fleets before, and now works for all items: colonies, planets, asteroid belts, gas giants, accretion disks, fleets and ships. This allows the player to find these items better in the overview panel.
  • The 'Disable All' button in the 'New Game Setup' screen now has a tooltip to explain the behavior, what players are disabled, and that only two are left enabled.
  • The 'Threat to Leave' leader notification now blocks the 'Accept' option if the player does not have enough funds to pay the leader's request. The tooltip explains what options are available to the player to obtain enough funds.
  • The 'Natural Wonders' and 'Exceptional Fossils' planet specials now list "+100% from Space Socialites" in the colony BC tooltip, to clarify where the extra credits are coming from.
  • A warning is now raised when trying to assign a colony leader to a spy mission if a leader desire would become unfulfilled by relocating the leader to other duty.
  • The tooltip for the 'Just One More Turn' button in the victory screen now clarifies that, in light of the new victory conditions' changes, you can continue playing after winning or losing due to a particular victory condition, and win (or lose) again through other means.
  • Now possible to scroll the tech tree left and right using the 'A' and 'D' keys. The tech tree horizontal scroll bar was also slightly thickened to improve usability.
  • Now easier to click on fighters and bombers to target them in combat.
  • The Raid UI, the panel shown after raiding a colony with an assault ship, was revamped to be inline with the same theme of the other screens. It was using an older version of the UI.
  • Hovering over a leader desire notification will now highlight the system, or fleet, in the galaxy map where the leader is stationed.
  • The fleets overview panel now shows which fleets have leaders, and the number of them. Also possible to sort the fleets in the overview panel by amount of leaders present in the fleet.
  • A bit more transparency was added to the 'Colony Structures' list panel in the colony screen. Now it looks better, as more buildings and terrain can be seen behind that panel.
  • The 'Planet Construction' tooltip now clarifies that the system must have a colony to support a planet construction project in that system.
  • The 'Master Geologists' wealth culture perk now clarifies that the uplifted worlds that are allowed to be terraformed with that perk are the ones that have ecological level 3, which cannot be terraformed otherwise.

SOUND & MUSIC



  • Added sound when assigning a leader to a spy mission.

BUG FIXES


Base-Game


  • Fixed a major bug that could cause a game freeze when two or more 'Chaos Chain' weapon slots were fired at the same time at a target.
  • Fixed a major bug that could cause significant slowdown and sometimes a crash in the system view when displaying too many Human frigate and destroyer ships. This could also happen with Moltar ships.
  • Fixed a major bug in space combat that could cause a hang when using a unique ship found in ruins with bomber bays in combat without having researched any missile technology.
  • Fixed a bug that was causing early research breakthroughs to only happen at turn ETA 3 to tech breakthrough. The correct behavior is at ETA 3 and 2. The wording on the early breakthrough was revised to clarify it's 3 or 2 turns for breakthrough.
  • Fixed a bug that was allowing the “You can build an Outpost” notification to be displayed when the Outpost ship had already been destroyed.
  • Fixed an issue that was causing the population growth rate displayed on the 'Population Details' panel in the colony screen to not update when changing production allocated to planetary engineering and towards 'Habitat Control'.
  • Fixed a rare bug that was causing o known system to be displayed as 'Unknown destination', when the system was in fact known.
  • Fixed a rare issue that was causing an empire name to be displayed and revealed in the fleet panel, without contact had been made with that empire before, in special circumstances.
  • Fixed a bug that was allowing the 'Collective Transcendence' unique ability to unlock only after one Economics tech had been researched. At least two techs need to be researched in all fields.
  • Fixed a rare bug that could cause a duplicate unique tech found in ruins to be obtained by the enemy even after the player had paid exclusivity access on the 'An offer you can refuse' galactic event.
  • Fixed a bug that could allow leaders to obtain more than 5 secondary skills in special game event combinations.
  • Fixed a bug that was causing a lone frigate to not be able to board a target immediately after casting a tractor beam.
  • Fixed a rare bug that could lead to a combat lockup when a ship was mind-controlled in the same turn it was instructed to flee.
  • Fixed a glitch that was allowing the horizontal scrollbar of the research screen to be set on the last viewed position in a previous game. It now resets the position on a new game.
  • Fixed a glitch in the Human default fleet. The alternate cruiser design had misaligned light effects.
  • Fixed a bug in the empire rankings shown in the diplomacy screen where sometimes the rankings could be different in the first time this screen was opened with respect to following openings. Also, the ranking could sometimes be shown incorrectly in the AI diplomacy status screen. It was taking into account all empires, including the ones the player didn't have contact with yet. It now shows the correct rankings in both instances.
  • Fixed a rare sabotage bug where a notification that a leader and crew were recalled from a sabotage mission would be raised even though the sabotage already happened the turn before. This special case happened when a leader was previously assigned to a ship before being assigned to a sabotage mission.
  • Fixed a glitch in space combat when hovering over a ship's special system and then pressing the tab key (without moving the mouse off the special system) and then selecting another ship without a special system. The pop up info on the special system would remain on the screen and wouldn't go away until another ship was selected with a special system.
  • Fixed a typo on the message when you click on an unexplored white star, "while not has bad" now "while not as bad".
  • Fixed a typo on the 'Balanced' option tooltip under 'Automate Remote Exploration' had a second period after "pattern".
  • Fixed a typo on the 'Battle Graveyard' galactic event, which had a bad paragraph break. The sentence "You will not know the secret." is now part of the same paragraph as "The gift shall not be yours. Stay away, or prepare to suffer."
  • Fixed a typo on the 'Raid' report after raiding a planet such as "...X BC of strange artifacts," had two spaces between "of" and "strange".
  • Fixed a typo on the 'Transporter Room' special system, a space was missing in "...be captured during combat.The Transporter Room has..".
  • Fixed a typo where "Polution" should be "Pollution" in both the planetary engineering tooltip and eco-engineering button tooltip in the colony screen.
  • Fixed a rare bug that could still cause a duplicate spy skill choice (same skill offered in both options) when leveling up a spy leader. This should now be fixed for good.
  • Fixed an issue in the Alliance victory displayed in the 'Galactic Council' screen during voting. It would display "Defeat" to the player when voting for an Ally and accepting the results. Now it displays "You win an alliance victory!" when voting for an ally and the ally wins, when both accepting or refusing the AI ruling.
  • Fixed a bug that was allowing an empire to offer both a peace treaty and a surrender request in the same turn.
  • Fixed an issue when scrapping a project for a galactic wonder, a notification would explain that credits "could be salvaged" from cancelling the project, which could make it unclear if some further action was necessary to obtain the credits. The notification was revised to clarify that the salvaged credits "were added" to your treasury.
  • Fixed an issue that was not allowing the fleet panel to close when hitting the 'Esc' key when the 'Fleet Assign Right Click' option was selected in the 'Game Settings'. It only worked in the default assigning mode. Now it works in both modes.
  • Fixed an issue in the 'Overview' panel which was causing the 'Ships Overview' to not be instantly refreshed when assigning a ship to a system.
Evolving Empires


  • Fixed a rare bug that could create game corruption when revealing a minor civilization that had been already assimilated, using the 'Sacrifical Lambs' evolution perk. This special case could manifest when the minor had been assimilated in the exact turn before it was revealed by another player.
  • Fixed a bug that could lead to "infinite infrastructure upgrades" in a colony after picking the 'Telepathic Command' evolution perk before doing the colony infrastructure upgrade.
  • Fixed a bug in the 'Extreme Transformation' evolution perk which would cancel all ongoing wars upon being selected, when it shouldn't. Only treaties shall be canceled.
  • Fixed another bug in the 'Extreme Transformation' evolution perk in combination with the 'Resilient Settlers' unique ability, where the latter was not consuming its charge when colonizing planets of types for which the colonization tech was not researched. It now also consumes the ability with the Extreme Transformation perk, even if all biomes are ideal.
  • Fixed a bug in the 'Spiritual Awakening' evolution perk, which was allowing bombing to occur even though the perk denies it. This is now corrected.
  • Fixed a typo on the 'Minor Civilizations' tooltip on the Galaxy Setup panel of the 'New Game' setup screen. Changed "of the planet their inhabit" to "of the planet they inhabit".
  • Fixed an issue in the 'Spiritual Awakening' evolution perk where it could be unclear what strategic resource technologies did the perk offered. The perk's tooltip now explains that the technologies offered are the ones associated with research choices, which are unlocked after gaining access to the strategic resource for the first time.
[/expand]
Compatibility note: Saves from previous versions may be compatible with 1.6 beta. However, it is advisable to start fresh new games to benefit from this update's changes fully.

We will be monitoring your reports for bugs in the next few days and fixing them. Please report them in our Steam forums, official forums, on our Discord server, or if you prefer just send an email to contact@praxis-games.com (or contact form here) with a save and the Player and Player-prev log files you can find in this folder: C:\Users\\AppData\LocalLow\Praxis Games\ISG

Thanks for reading, and I hope you enjoy the new 1.6 Beta update! Let us know if you find any issues.

The Dev Team
Praxis Games

ISG Dev Diary #21: Towards Expansion 3 and Free Update 1.6

Hello everyone!

It's been a while since we last reached out and we thought it'd be a good time to provide an update on the ongoing activities and on what you can expect next for Interstellar Space: Genesis.

I'm pleased to report that development activities are unfolding as we announced in our previous update.

Expansion 3



Work on our third expansion is underway. We know you're probably curious about what expansion 3 entails. While it's a bit too soon to get into all the details, what we can share is this expansion will present a variety of new content and gameplay features that aim to add more excitement, challenge, and also reveal more of the ISG universe and lore, providing for an experience of epic proportions. It's exciting stuff, and we can't wait to start sharing more info about it with you in the near future. We promise it's going to be worth the wait!

Free Update 1.6



The free major update 1.6 is coming along very nicely, and is slated to be released later this year! For the 1.6 update, and as usual, you can expect free new content with improvements, bug fixes, balance adjustments, and quality of life enhancements for everyone to enjoy!

Soon, you'll know all the details, but we can already advance that alongside the usual bug fixes and many tweaks and improvements, there will be new features, many in reply to your suggestions, including: the ability to adjust the wormhole lines' brightness (including disabling them); the ability to move weapon components up and down in the ship design screen; the possibility of listing leaders by status (unassigned or assigned first); hovering over torpedoes and missiles will now highlight the ships' they're targeting, just to name a few changes. Much, much more is coming!

Ongoing Sale



In the meantime, we hope you're enjoying the game with its current 1.5.3 update. If you haven't already purchased the game or our first and second expansions, Natural Law and Evolving Empires, it's a great time right now to do so at a discount during the sale that is running at the moment.

As you know, we're doing all we can to keep improving the game and to win your support. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

ISG Dev Diary #20: What we’re working on and what's next

Hello everyone!

The release of the free 1.5 major update (now 1.5.3) was a success! This update added new Galaxy Shapes, Steam Cloud Saves, AI improvements, and much more. We want to thank everyone who has bought the game and the expansion packs so far, as well as the testers from our community who helped make this a very smooth free update! We really appreciate all the feedback we've received and we're proud to say the game is now very solid and offers a more fuller and engaging experience, and we couldn't have done it without your support.

Enhancing the game is something we are passionate about, and you can expect us to continue to deliver more content and a high level of support. So, with a few months past since the last major update release, we thought this would be a good time to write a bit about what we're currently working on and what you can expect next.

Work continues at full speed on the next free major update! As usual, you can expect free new content with improvements, bug fixes, balance adjustments, and quality of life enhancements for everyone to enjoy! This next free major update is on track for later this year.

And, get ready for this... On top of the next free major update, I'm thrilled to report that we are already working on the 3rd expansion pack for ISG! It's a bit soon for a release date but we'll keep you updated on the news and on when and what you can expect from this expansion. It will be epic, I can already advance that! You can sign the ISG newsletter to stay on top of all the major news.

We have a really good feeling about the items we are currently working on and can't wait for you to try them out. It can still take a while but we assure you that will be worth the wait!

If you haven't bought the game yet, now's your chance to get the game for 67% off! The Natural Law expansion is also on sale, and the Evolving Empires expansion is with a 34% off discount for the first time.

As you know, we're doing all we can to keep improving the game and to win your support. If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

That's it for now. Thanks everyone for reading and for all the great feedback and support!

Update 1.5.3 Released

Hello everyone!

I'm happy to announce the release of the 1.5.3 update. Please find the changelog below.

This update contains improvements and bug fixes. Thanks to everyone who has provided feedback.

Saves from previous versions 1.5.x should be 100% compatible with this new update. So, you can proceed with your games normally.

We hope you enjoy the new update. Please let us know if you find any issues. Thanks everyone for buying the game and for the support! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

And, don't forget to level up your Galactic Empire with Evolving Empires today!

Have fun!
Praxis Games


VERSION 1.5.3 (changelog)



UI & GRAPHICS



  • It's now possible to skip the 'Zoom and Shoot' space combat animation by pressing the 'spacebar' or 'Escape' keys, or by pressing any mouse button when the animation starts (I remind that this animation can be disabled in the 'Game Settings').
  • Zoom level '0' now shows a bit more of the map. The step from zoom level '1' to '0' was too small.
  • The fleet icon that is displayed in the galaxy map when fleets are travelling is now crisper at the lower zoom levels (when map is seen more from afar).
  • Ships in the ship leaders' assignment panel are now listed by ship class, as before, but then they are sorted by travelling state (stationed or travelling), then by the system name, and finally by ship crew experience. This way, the player can know where all ships of a given class are stationed, or if they are travelling to a certain system (all listed next to each other). And, from those, finally see which have the best crew XP when assigning a ship to a leader.
  • Stationed ships now show the stationed "shield icon" while travelling ships show the "ship travelling icon" in the ship leader assignment panel. Before, ships that were stationed, but had a destination set, showed the stationed "shield icon", which could be confusing.
  • The Space Elevator bonus is now only displayed on buildings and ships where it applies. Before, the bonus would be listed as "+0" for all construction projects, irrespective if the Space Elevator applied to that project or not, which could be misleading.
  • When a leader with the 'Envious' trait requests another leader to be dismissed, the text now clarifies that the leader in question will be immediately dismissed if the envious leader's request is accepted.
Evolving Empires


  • Space monsters are no longer listed in the ship leader's assignment panel when playing with the 'Palacean' evolution affinity (space monsters join the empire with this evolution perk). Leaders couldn't be assigned to monsters anyway, so listing them there was not needed and would unnecessarily clutter that screen.

BUG FIXES



  • Fixed a bug that was causing the Helium-3 amount to not be sorted correctly in the strategic resources overview panel.
  • Fixed a wrap issue in the research value displayed for the Accretion disks bonuses in the strategic resources overview panel.
  • Fixed an issue when offering Antimatter in a trade deal it didn't refresh the overview panel with the updated values (e.g. loss of production due to losing source(s) of antimatter).
  • Fixed a glitch that would cause the "happy peaceful" music tunes to play when a 'Peace Treaty' proposal was made, even when it was rejected. It should only play the "happy" tunes when the treaty is accepted.
  • Fixed an issue that could cause the AI to not use all of its weapons in combat when the ships rotated or were preparing to flee in the next turn.

Update 1.5.2 Released

Hello everyone!

I'm happy to announce the release of the 1.5.2 update. Please find the changelog below.

This update contains improvements and bug fixes, mostly in response to the great feedback we've received since the release of the major 1.5 free update.

Saves from previous versions 1.5.x should be 100% compatible with this new update. So, you can proceed with your games normally.

We hope you enjoy the new update. Please let us know if you find any issues. Thanks everyone for buying the game and for the support! If you have a few minutes to spare, and have been enjoying what we do, please leave us a review on Steam! ❤️

Level up your Galactic Empire with Evolving Empires today!

Have fun!
Praxis Games


VERSION 1.5.2 (changelog)



BALANCE


    Evolving Empires


    • Allies will now consider not destroying Minor Civilizations that belong to their allies (i.e. are inside their allies' territory).

    GAMEPLAY



    • It's now possible to cancel a colony base construction when the project is ready to deploy. A new "Cancel Colony Base" button is now displayed inside the system view when choosing a site for the colony base construction. Salvage is obtained when cancelling the colony base project.

    UI & GRAPHICS



    • It's now possible to use the 'Space' key to end the turn in the galaxy map.

    BUG FIXES



    • Fixed an issue that was causing a construction project at the top of the queue to not finish in the turn it should when another project was rushed right after that one in the queue. The production overflow was being wrongly applied in that case. The calculation was correct, but a wrong ETA was being shown. This is now fixed.
    • Fixed a bug that was causing Spy leaders to start losing opinion immediately after being recalled from spy duty or right after finishing their last assignment. Now, they only start losing opinion when they are left unassigned for more than 5 turns, just like the other leaders.
    • Fixed a rare bug that was allowing the AI to invade settlements that changed hands in the turn the invasion took place. The AI would invade and declare war on the new owner of the settlement in question, different from the one they set out to invade at the time of planning for the invasion.
    • Fixed a rare bug that could cause game corruption after fighting huge battles (more than 50 ships on each side).
    • Fixed a rare bug that was allowing the AI to invade a settlement that no longer existed (the settlement had been razed by someone else that same turn right before the AI decided to invade).
    • Fixed a glitch in the Boarding panel in space combat that would show the status of the last boarding action when the new boarding action started.
    • Fixed a number rounding issue in the boarding strength indicator in the boarding panel.
    • Fixed a glitch that could sometimes cause the default ammo for missiles to be different than 5 when equipping a missile weapon in the ship design screen.
    • Fixed a bug in the 'Fricking Fracking' event in which one of the options was incorrectly informing the player that the planet's biome would change to the same biome it already had, and stating the biome habitability would no longer be ideal but tolerable.
    Evolving Empires


    • Fixed a bug that was allowing a leader to be hired after the Kaek affinity 'Hub & Spoke' evolution perk had been picked, which denies an empire from having leaders. This happened when the leader, or leaders, approached the empire the same turn the evolution perk was picked.