It's been a few days since we released the free 1.5 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 1.5 are 100% compatible with this new version. So, you can proceed with your games normally.
Thanks a lot to everyone who has bought the game, and the expansions, and has been providing feedback! If you haven't bought the Evolving Empires expansion yet, please consider buying as it adds 2 great new gameplay features, more leaders and 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 1.5.1 (changelog)
BUG FIXES
Fixed an issue on the 'Ship Idle Alerts' feature which would show an idle notification when civilian ships were fleeing from a lost battle. An idle alert isn't applicable in those cases.
Fixed an issue in the 'Continue' game feature which would resume the latest saved game on that machine and not the very latest saved game which was produced on another machine when using the Steam Cloud Saving feature. This is now resolved and the latest save is always loaded when continuing a game from the Main Menu, no matter which machine is used to play.
Fixed a bug that could sometimes cause a defending orbital station to not participate in battle when a Space Monster offspring attacked a colony and there was a defending fleet orbiting the system.
Fixed an issue that could cause space monster offspring ships to be too small in the galaxy map. They are now slightly bigger.
Fixed a bug when displaying the Ship Attack (accuracy) and Ship Defense (evasion capacity) for the leaders' component in the enemy ship panel. The values were being used correctly for the combat calculations, but the leaders' bonuses to SA and SD were incorrectly displayed as double they were supposed to be.
Evolving Empires
Fixed a bug that could cause game corruption when a player with the 'Sacrificial Lamb' evolution perk would assimilate a minor civilization that had not yet been discovered. This happened when a minor civ would spawn inside the initial sector of the homeworld system. This is now fixed.
Fixed an issue where the diplomatic modifier bonus provided by espionage-type minor civilizations was missing from the 'Empire Overview' screen. The diplomatic bonus is now displayed on that screen.
We are excited to announce that the new major and free! 1.5 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!
1.5 Update - Features and Improvements
New Galaxy Shapes
This was a highly popular request by the community and is one of the major new features of the 1.5 update. On top of the squarish shape the game offered, we now also have Elliptical, Ring and Spiral-shaped galaxies!
The maps certainly look much better with the new galaxy shapes! However, no less important are the new gameplay dynamics that should emerge from the much more interesting terrain from these new galaxy shapes, which can now form clusters of stars and whole sectors that will be much further apart from each other. This is usually the case with Ring galaxies (big hole in the middle) or Spiral galaxies (loose arms and further distances between stars).
Steam Cloud Saves
Another popular request, Steam Cloud Saves is now in the game and it allows you to save your game on one of your devices and continue on a different one later. Enjoy switching from PCs and continue your epic adventure through the stars!
Automated (Auto-assigned) Infrastructure
This one comes to the rescue of some of that heavy micro that could happen on late-game, especially on very large game sessions, where it was not uncommon to have to choose from half a dozen or more colony infrastructure specializations on a given turn.
With this new feature, you'll be able to auto-assign infrastructure specializations for your colonies in one go and forget about it. This will be particularly useful in late-game for newly founded colonies, or ones acquired through invasion, especially in the larger galaxies.
The way it works is that you'll be able to set an automatic upgrade profile for each colony (e.g. develop planetary engineering first and then ship building, etc). This way, every time the colony upgrades its infrastructure it will level it up according to the profile you've set.
Ship Idle Alerts
We have received many requests for implementing some sort of "ship idle" notification system that could warn the player of ships sitting around without orders, which could be left hanging somewhere and remain "idle" for many turns, especially civilian ships.
An example, a survey ship arrives on a system and is not immediately sent on a new mission; it could be forgotten in that system for some turns. An outpost ship or a colony ship arrive at their destination and no settlements could be established at that time. The same for support ships and even assault ships.
To help keep track of this, a new "ship idle" notification will now be presented every time a civilian ship arrives at a system and there is no obvious action possible or set for it. The idle alerts will only be displayed once per ship and per turn they arrive at a system and become idle.
Improved AI
Last of the major new improvements, but not the least, it's always a good thing to have to increase engagement and excitement: improved AI, particularly on the way the AI designs their ships and uses them in combat. And, more efficient leader management by the AI.
The AI now designs their ships with three distinct roles in mind: close-range attacker, long-range attacker, and a general defender or multi-purpose warship. Each role will tend to equip different and specialized equipment, from weapons, and respective weapon modifications, special systems which will lead to new tactics.
These new roles result in (we hope) much improved performance in combat. Examples: Ships with missiles or strike craft may stay behind for a while, while close-attacker heavy armor ships may go for the kill with their armor and shield piercing weapons. Certain AI race affinities will prefer some roles to others.
The AI will also make smarter choices with respect to improved maneuverability opportunities (resulting in more speed, accuracy and evasion capabilities), and will be more sensible regarding the miniaturization level of the weapons it equips (e.g. a state-of-the-art weapon may not be the best choice, a highly miniaturized weapon may be better).
Also, the AI does a better handling of their leaders now. It will bring them more for key battles (especially invasions in the higher difficulties), while trying to improve their survival rate.
All of this should help make for more immersive and exciting combat. It does seem to be the case, but let us know what you think.
And, more!
There's also balance changes, many UI and assorted QoL improvements, many of which are in response to player feedback. There's also bug fixes, and more!
You can find the full change log for this update below.
Version 1.5 - Full Release Note
[expand type="details"]
NEW
New Galaxy Shapes to be configured at game start: Elliptical, Ring and Spiral-shaped galaxies!
Steam Cloud Saves: Save your game on one PC and continue on a different one later.
Automated Infrastructure: Auto-assign infrastructure specializations for your colonies in one go and forget about it. Particularly useful with micromanagement in late-game for very big maps.
New ship idle alerts: A new "ship idle" notification will be presented every time a civilian ship arrives at a system, and there's no obvious action set for it yet; the ship is "idle" (e.g. a survey ship arrived on a system and awaits new orders, or a colony ship arrived, a colony can't be built and the ship is now idle. The same ideia for the other civilian ships).
AI IMPROVEMENTS
The AI now designs their ships with three distinct roles in mind: close-range attacker, long-range attacker, and a general defender or multi-purpose warship, all of which will behave differently in combat. Each role will tend to equip different and specialized equipment, from weapons, weapon modifications, hull reinforcement, maneuverability and special systems which will lead to new tactics.
The AI will also make smarter choices with respect to improved maneuverability opportunities, and will be more sensible regarding the miniaturization level of the weapons it equips (e.g. A state-of-the-art weapon may not be the best choice).
The AI does a better job at handling their leaders now. It will bring them more for key battles (especially invasions in the higher difficulties), while trying to improve their survival rate.
BALANCE
The accuracy "to-hit" formula for ships was revised to set a limit of 5% to hit minimum, irrespective of the range and the accuracy and evasion values. This was done to avoid having 0% or very low chance hit shots.
Free espionage level ups for leaders are now assigned more sensibly, to avoid wasting skill slots with spy skills on leaders who would probably not be a good candidate to be a spy in the first place. Colony leaders may see their existing spy skills improve but do not usually gain new ones on these free level-ups. There's also a bias to favor adding spy skills to ship leaders, but it will depend on what skills leaders already possess.
Credits obtained from scrapping a ship have changed from a factor of 8 production cost to a return of 1 BC to 12 production cost to 1 BC. Scrapping was too good, and on par with Trade Goods. Now, it should be more balanced.
Battle odds of 0% chance of winning are not presented now. It is rounded to a minimum of 1%. Battle odds are presented when the player has the Ultrawave Scanner.
The initial frigate and destroyer ship designs were unoptimized at game start. The frigate design now has two lasers instead of one and more maneuverability; the initial destroyer design now starts with maneuverability level 1. It had no maneuverability before. This also affects the 2 initial frigates that are available at game start.
UI / GRAPHICS
Holding the 'CTRL' key while left-clicking with the mouse on most notifications will center the map on the object in question (e.g. ship, system). The manual will be updated accordingly with this new hotkey in the official version of the update.
The AI will now build ships with alternative designs. Before, they always built their ships with the default model for a given ship class type.
The game now shows at a glance where a leader's ship is stationed, if it is travelling, or under refit, in the leaders' management panel, and also when levelling up leaders for better grasping of where leaders are currently stationed.
The background starfield (the small "dot" stars in the background) are now slightly colored.
The missile number icon in the ship design screen now has better contrast. It was a bit hard to grasp the ammo number before.
The Wormhole tooltip now clarifies that both ends of a wormhole are considered inside supply range, so long one of them is. When this is the case, a fleet can travel to any end of the wormhole.
The warning message that you're about to declare war on an empire is now displayed in yellow, for more impact and alertness on this important action.
When a tech is researched, or obtained through other means, the 'Research' screen now displays the research field as "...in the field of Propulsion", for example, and not "in the Propulsion field!".
The 'Direct Hit' achievement description was revised to clarify that a one-shot kill is not a requirement for unlocking the achievement, and that you need to get through shields, armor, or both.
The ship construction notification now displays a small icon representing the type of ship that has been constructed. This makes it easier to grasp what type of ships have been built on a given turn, especially when there's a lot of ships built.
The population assimilation ratios per turn are now displayed in the POP tooltip in the colony view (when inspecting the little POPs) when POPs are yet to be assimilated (either 'Pacified' or 'Revolting'). Also, a note was added to that tooltip to describe what actions may be necessary when the POPs are revolting.
Added social links to the main menu: official website icon links to the game's official website; the newsletter icon allows you to register the game's newsletter; and a survey icon allows you to answer the survey 'Interstellar Space: Genesis - What's Next'.
The supply range borders now expand immediately after a 'Logistics' technology is obtained from a tech exchange deal.
SOUND & MUSIC
The opponent's neutral/affinity diplomacy tunes are now played right after a peace treaty is established. Before, the 'angry' tunes could keep playing if the opponent was very upset. This was done to reflect this important change in the diplomatic state.
BUG FIXES
Base-Game
Fixed a bug when an ongoing sector remote exploration got revealed by ruins search, the current remote exploration would get corrupted in that sector. This is now fixed.
Fixed a rare bug where the UI would bring up the player's own ships and buildings for sabotage, and not the AI's. You don't want to sabotage your own ships and buildings! :) This occurred when both the AI and the player had colonies in the same system and the AI had a saboteur assigned to the player's colony in that same system. The player's saboteur would then pick up the wrong colony to sabotage.
Fixed a bug that could cause the 'Galaxy Map' screen (the one showing the map upon a battle encounter) to malfunction and not allow that screen to be closed if the player clicked on a fleet by accident while that window was open. This is now resolved.
Fixed a bug in space combat when fighting against large numbers of AI ships (more than 50), could cause some enemy ships to not be targetable and lead to further glitches where sometimes shots could be seen originating from enemy ships not participating in the combat. This is now fixed.
Fixed a bug that would cause the "You've won" message to be displayed over and over every turn after the player achieved a Conquest Victory and decided to hit "Just one more turn..." and continue playing.
Fixed a rare bug that could lead to less building slots to be available than should be allowed by the colony's infrastructure. This happened when an AI had a finished building or ship just before it was invaded. This is now resolved.
Fixed a rounding glitch in the empire early-breakthrough value on the Empire Overview screen. It could show a negative 0.00001 when it should just list 0%.
Fixed a glitch that would cause the Wormhole tooltip to not work / be presented on systems with Basic scan level.
Fixed a bug that could award the 'Direct Hit' achievement when a player's own ship or battle station would blow up from critical hit while it had full shields or armor.
Fixed a glitch in the exhausts of all but the two largest engines on the alternate Nova cruiser, which were detached from the engines and offset to one side.
Fixed a rare bug where a saboteur could be wrongly recalled from a sabotage job at a colony before it had a chance to complete the sabotage assignment.
Fixed a glitch that could sometimes allow a ship to keep rotating freely in combat after the rotation command had been given using the 'arrow icons' on the 'rotate' button, which could be confusing for the player. Now, the rotation operation should be much clearer and easier to use.
Fixed a glitch in the 'Legion of Shadows' event which could cause the last line of text to be cut off, and you couldn't scroll down far enough to read it.
Fixed a glitch that allowed the supply range borders from the previous logistics' tech to remain visible after researching Expert Logistics, which allows for unlimited supply range. No supply range borders should be visible at that point.
Fixed a glitch that would cause not all ships to be displayed in the fleet panel when very large numbers of ships were involved (>100).
Fixed a sound glitch that could produce two sound clicks in rapid succession when clicking on a system object for planetary assault (either colonies or outposts invasion).
Fixed an issue that would cause the production numbers in the colony overview panel to not update immediately when strategic resources were obtained from diplomatic trade deals.
Evolving Empires
Fixed a bug that was allowing Android Leaders to be bribed/stolen when androids are not supposed to be influenceable by Psy-Ops missions.
Fixed a bug in the 'Capital Defense Force' (CDF) of the Kaek evolution affinity Hub and Spoke, which could cause strange behavior when one of the CDF ships was captured, which would cause other ships of the same ship class type to become untargetable when captured or simply vanish after the battle.
[/expand]
Compatibility and finishing an ongoing game
Due to the extension of the changes, saves from previous versions are not compatible with the 1.5 update. You will need to start new games to enjoy the new features and improvements.
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 (1.4.4), 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.
If you have some time, we'd love it if you could take our survey "Interstellar Space: Genesis - What's Next!". You can also take it later as a link to the survey is also available from the game's main menu.
We hope you enjoy the new free 1.5 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
Another small update to 1.5 Beta released
Another small update to the 1.5 Beta is now on the unstable branch. Saves from previous 1.5 Beta versions are fully compatible.
These were the changes:
Version 1.5 Beta 3
The ship construction notification now displays a small icon representing the type of ship that has been constructed. This makes it easier to grasp what type of ships have been built on a given turn, especially when there's a lot of ships built.
Added social links to the main menu: official website icon links to the game's official website; the newsletter icon allows you to register the game's newsletter; and a survey icon allows you to answer the survey 'Interstellar Space: Genesis - What's Next'.
Fixed a glitch that allowed the supply range borders from the previous logistics' tech to remain visible after researching Expert Logistics, which allows for unlimited supply range. No supply range borders should be visible at that point.
I remind that the 1.5 Beta update is not yet available for everyone. To play the '1.5 Beta 3' 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 1.5 Beta 3.
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 to everyone how has been playing and providing feedback! Please keep it coming.
Have fun! Praxis Games
Small update to 1.5 Beta released
An update to the 1.5 Beta on the unstable branch is now up. These are the changes.
Version 1.5 Beta 2
Fixed a bug on the 'Infrastructure auto-assign' feature that would be placing automated infrastructure improvements into the leftmost column given a non-dash priority. This is now resolved.
Fixed a glitch that would cause not all ships to be listed in the fleet panel when very large numbers of ships were involved (>100).
Fixed a sound glitch that could produce two sound clicks in rapid succession when clicking on a system object for planetary assault (either colonies or outposts).
The population assimilation ratios per turn are now displayed in the POP tooltip in the colony view (when inspecting the little POPs) when POPs are yet to be assimilated (either 'Pacified' or 'Revolting'). Also, a note was added to that tooltip to describe what actions may be necessary when the POPs are revolting.
The colony overview panel now refreshes when new strategic resources are obtained from diplomatic trade deals, displaying the correctly updated numbers (e.g. updated production in colonies).
The opponent's neutral/affinity diplomacy tunes are now played right after a peace treaty is established. Before, the 'angry' tunes could keep playing if the opponent was very upset. This was done to reflect this important change in the diplomatic state.
The supply range borders now expand immediately after a 'Logistics' technology is obtained from a tech exchange deal.
I remind that the 1.5 Beta update is not yet available for everyone. To play the '1.5 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 1.5 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 #19: Update 1.5 Beta on unstable branch
Hello everyone!
We may have been a bit silent for the past few months, but rest assured, it was for good reason :) This dev diary's topic is about the new and free! 1.5 major update; the improvements and what it brings new to the table.
Let's explore some of the major changes of 1.5 Beta, and later on you can check out the details of the update and try it for yourself and offer your feedback to the Devs!
New Galaxy Shapes
This was a highly popular feature request by the community, and it finally makes it in for 1.5. On top of the squarish shape the game offered, we now also have Elliptical, Ring and Spiral-shaped galaxies!
It's nice and pleasing to the eye to see different galaxy shapes, but even more interesting are the new gameplay dynamics that should emerge from the different galaxy map configurations. More interesting terrain with clusters and whole sectors will now be formed, much further apart from each other. This is usually the case with Ring galaxies (big hole in the middle) or Spiral galaxies (loose arms and further distances between stars).
Steam Cloud Saves
Yep, it's now possible to save your game on one of your devices and continue on a different one. Long overdue feature, that was also a popular request. Well, it's in now. Enjoy switching from PCs and continue your epic adventure through the stars!
Automated (Auto-assigned) Infrastructure
This one comes to the rescue of some of that heavy micro that could happen on late-game, especially on very large game sessions, where it was not uncommon to have to choose from half a dozen or more colony infrastructure specializations on a given turn.
With this new feature, you'll be able to auto-assign infrastructure specializations for your colonies in one go and forget about it. This will be particularly useful in late-game for newly founded colonies, or ones acquired through invasion, especially in the larger galaxies.
The way it works is that you'll be able to set an automatic upgrade profile for each colony (e.g. develop planetary engineering first and then ship building, etc). This way, every time the colony upgrades its infrastructure it will level it up according to the profile you've set.
Ship Idle Alerts
We have received many requests for implementing some sort of "ship idle" notification system that could warn the player of ships sitting around without orders, which could be left hanging somewhere and remain "idle" for many turns, especially civilian ships.
An example, a survey ship arrives on a system and is not immediately sent on a new mission; it could be forgotten in that system for some turns. An outpost ship or a colony ship arrive at their destination and no settlements could be established at that time. The same for support ships and even assault ships.
To help keep track of this, a new "ship idle" notification will now be presented every time a civilian ship arrives at a system and there is no obvious action possible or set for it. The idle alerts will only be displayed once per ship and per turn they arrive at a system and become idle.
Improved AI
Last of the major new improvements, but not the least, it's always a good thing to have to increase engagement and excitement: improved AI, particularly on the way the AI designs their ships and uses them in combat. And, more efficient leader management by the AI.
The AI now designs their ships with three distinct roles in mind: close-range attacker, long-range attacker, and a general defender or multi-purpose warship. Each role will tend to equip different and specialized equipment, from weapons, and respective weapon modifications, special systems which will lead to new tactics.
These new roles result in (we hope) much improved performance in combat. Examples: Ships with missiles or strike craft may stay behind for a while, while close-attacker heavy armor ships may go for the kill with their armor and shield piercing weapons. Certain AI race affinities will prefer some roles to others.
The AI will also make smarter choices with respect to improved maneuverability opportunities (resulting in more speed, accuracy and evasion capabilities), and will be more sensible regarding the miniaturization level of the weapons it equips (e.g. a state-of-the-art weapon may not be the best choice, a highly miniaturized weapon may be better).
Also, the AI does a better handling of their leaders now. It will bring them more for key battles (especially invasions in the higher difficulties), while trying to improve their survival rate.
All of this should help make for more immersive and exciting combat. It does seem to be the case, but let us know what you think.
I Want To Try It and Provide Feedback!
Excellent! We're looking forward to it!
As of posting of this dev diary, the 1.5 Beta update should be live on Steam.
Please note that the 1.5 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 1.5 Beta - Full Release Note
[expand type="details"]
NEW
New Galaxy Shapes to be configured at game start: Elliptical, Ring and Spiral-shaped galaxies!
Steam Cloud Saves: Save your game on one PC and continue on a different one later.
Automated Infrastructure: Auto-assign infrastructure specializations for your colonies in one go and forget about it. Particularly useful with micromanagement in late-game for very big maps.
New ship idle alerts: A new "ship idle" notification will be presented every time a civilian ship arrives at a system, and there's no obvious action set for it yet; the ship is "idle" (e.g. a survey ship arrived on a system and awaits new orders, or a colony ship arrived, a colony can't be built and the ship is now idle. The same ideia for the other civilian ships).
AI IMPROVEMENTS
The AI now designs their ships with three distinct roles in mind: close-range attacker, long-range attacker, and a general defender or multi-purpose warship, all of which will behave differently in combat. Each role will tend to equip different and specialized equipment, from weapons, weapon modifications, hull reinforcement, maneuverability and special systems which will lead to new tactics.
The AI will also make smarter choices with respect to improved maneuverability opportunities, and will be more sensible regarding the miniaturization level of the weapons it equips (e.g. A state-of-the-art weapon may not be the best choice).
The AI does a better job at handling their leaders now. It will bring them more for key battles (especially invasions in the higher difficulties), while trying to improve their survival rate.
BALANCE
The accuracy "to-hit" formula for ships was revised to set a limit of 5% to hit minimum, irrespective of the range and the accuracy and evasion values. This was done to avoid having 0% or very low chance hit shots.
Free espionage level ups for leaders are now assigned more sensibly, to avoid wasting skill slots with spy skills on leaders who would probably not be a good candidate to be a spy in the first place. Colony leaders may see their existing spy skills improve but do not usually gain new ones on these free level-ups. There's also a bias to favor adding spy skills to ship leaders, but it will depend on what skills leaders already possess.
Credits obtained from scrapping a ship have changed from a factor of 8 production cost to a return of 1 BC to 12 production cost to 1 BC. Scrapping was too good, and on par with Trade Goods. Now, it should be more balanced.
Battle odds of 0% chance of winning are not presented now. It is rounded to a minimum of 1%. Battle odds are presented when the player has the Ultrawave Scanner.
UI / GRAPHICS
Holding the 'CTRL' key while left-clicking with the mouse on most notifications will center the map on the object in question (e.g. ship, system). The manual will be updated accordingly with this new hotkey in the official version of the update.
The AI will now build ships with alternative designs. Before, they always built their ships with the default model for a given ship class type.
The game now shows at a glance where a leader's ship is stationed, if it is travelling, or under refit, in the leaders' management panel, and also when levelling up leaders for better grasping of where leaders are currently stationed.
The background starfield (the small "dot" stars in the background) are now slightly colored.
The missile number icon in the ship design screen now has better contrast. It was a bit hard to grasp the ammo number before.
The Wormhole tooltip now clarifies that both ends of a wormhole are considered inside supply range, so long one of them is. When this is the case, a fleet can travel to any end of the wormhole.
The warning message that you're about to declare war on an empire is now displayed in yellow, for more impact and alertness on this important action.
When a tech is researched, or obtained through other means, the 'Research' screen now displays the research field as "...in the field of Propulsion", for example, and not "in the Propulsion field!".
The 'Direct Hit' achievement description was revised to clarify that a one-shot kill is not a requirement for unlocking the achievement, and that you need to get through shields, armor, or both.
BUG FIXES
Base-Game
Fixed a bug when an ongoing sector remote exploration got revealed by ruins search, the current remote exploration would get corrupted in that sector. This is now fixed.
Fixed a rare bug where the UI would bring up the player's own ships and buildings for sabotage, and not the AI's. You don't want to sabotage your own ships and buildings! :) This occurred when both the AI and the player had colonies in the same system and the AI had a saboteur assigned to the player's colony in that same system. The player's saboteur would then pick up the wrong colony to sabotage.
Fixed a bug that could cause the 'Galaxy Map' screen (the one showing the map upon a battle encounter) to malfunction and not allow that screen to be closed if the player clicked on a fleet by accident while that window was open. This is now resolved.
Fixed a bug in space combat when fighting against large numbers of AI ships (more than 50), could cause some enemy ships to not be targetable and lead to further glitches where sometimes shots could be seen originating from enemy ships not participating in the combat. This is now fixed.
Fixed a bug that would cause the "You've won" message to be displayed over and over every turn after the player achieved a Conquest Victory and decided to hit "Just one more turn..." and continue playing.
Fixed a rare bug that could lead to less building slots to be available than should be allowed by the colony's infrastructure. This happened when an AI had a finished building or ship just before it was invaded. This is now resolved.
Fixed a rounding glitch in the empire early-breakthrough value on the Empire Overview screen. It could show a negative 0.00001 when it should just list 0%.
Fixed a glitch that would cause the Wormhole tooltip to not work / be presented on systems with Basic scan level.
Fixed a bug that could award the 'Direct Hit' achievement when a player's own ship or battle station would blow up from critical hit while it had full shields or armor.
Fixed a glitch in the exhausts of all but the two largest engines on the alternate Nova cruiser, which were detached from the engines and offset to one side.
Fixed a rare bug where a saboteur could be wrongly recalled from a sabotage job at a colony before it had a chance to complete the sabotage assignment.
Fixed a glitch that could sometimes allow a ship to keep rotating freely in combat after the rotation command had been given using the 'arrow icons' on the 'rotate' button, which could be confusing for the player. Now, the rotation operation should be much clearer and easier to use.
Evolving Empires
Fixed a bug that was allowing Android Leaders to be bribed/stolen when androids are not supposed to be influenceable by Psy-Ops missions.
Fixed a bug in the 'Capital Defense Force' (CDF) of the Kaek evolution affinity Hub and Spoke, which could cause strange behavior when one of the CDF ships was captured, which would cause other ships of the same ship class type to become untargetable when captured or simply vanish after the battle.
[/expand] Compatibility note: Saves from previous versions are not compatible with 1.5 beta.
We will be monitoring your reports for bugs in the next few weeks 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 1.5 Beta update! Let us know if you find any issues.
The Dev Team Praxis Games
1.4.4 'Space Monsters Revamped' Update Released
Hello everyone!
It's ISG's 3rd anniversary since it first released officially! ːsteamhappyː Wow, how time flies, isn't it?
To celebrate the occasion, we're running a sale, and we thought of doing something special, so we have a nice surprise and gift for all of you who have supported us and bought the game. We're offering revamped versions for all the game's Space Monsters (Space Dragon, Crystal Entity, and Space Amoeba) and their respective offspring versions in this new free 1.4.4 update. Big shout out to our artists Igor Puškarić and Dario Dominguez for the great 3D modeling work!
Please meet the adult versions (the offspring versions are based on these but still significantly different):
In addition to the completely fleshed out Space Monsters, 1.4.4 also offers new QoL improvements, tweaks and bug fixes. Please find the release note below.
We hope you enjoy the new update, and 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! ❤️
New revamped space monsters! All three space monsters (Space Dragon, Crystal Entity, and Space Amoeba) now have completely new 3D models, which are much nicer, bringing the monster models up to par with the empire fleets in terms of graphical quality. The monsters' respective offspring now have their own 3D model, different from their progenitor's and all monsters now have new sound effects too.
SOUND & MUSIC
Missile explosion sound volume reduced a bit.
UI / GRAPHICS
Leader secondary skills now presented in the combat and colony view tooltips. Previously, only the primary skills were displayed.
The valid movement positions layer is now displayed with a bit more vivid colors, making it easier to grasp how further a ship can move in the first and second movement actions.
Ships are now sorted by ship class size and then by crew experience when using the "Ship Class Size" sort in the ships' overview panel.
The Crew Experience tooltip, shown in space combat, now displays the provided bonuses with a better-structured, and easier-to-read presentation.
'Interstellar Geology' culture perk tooltip was revised to clarify that the bonus applies only to mined/extracted sources, it excludes imported strategic resources, or sources obtained from the Galactic Space Port Wonder.
The population tooltip in the colony view now displays the ETA for the next POP in green to make population growth progress more evident.
Note added to the wormhole tooltip to clarify that both ends of a wormhole are considered inside supply range, so long one of them is.
BUG FIXES
Base-Game
Fixed an issue that could sometimes allow empires to accept a tribute request even when they had way more fleet strength than the requester.
Fixed a glitch that could cause the 200% value in the production and research sliders in the 'New Game' screen to be cut off and show 20% in certain monitor resolutions.
Fixed a glitch that could still sometimes cause some kinetic weapon effects to end before they'd reach their targets.
Fixed a bug that was causing the research modifier of the 'Collective Transcendance' unique ability to not apply on the last turn of the effect.
Fixed an issue in the hint shown on game start and when loading a game about how leaders gain experience. The whole sentence couldn't be read. That's fixed now.
Fixed an issue that would cause one instance of Alliance request text made by the Palacean race to reference itself as the empire to ask an alliance from. Now it references the correct empire they wish to ask an alliance from.
Fixed a glitch that could cause targeted ships to be destroyed without the shot fire being seen. The shot was made, and the damage calculations were happening, but the weapon effect could sometimes not be displayed. This is fixed now.
Fixed a glitch that would cause a ship to rotate up when clicking on the original ship's position as the destination position for the movement action, i.e. clicking on the same grid space where the ship was.
Fixed a bug that would cause Space monster offspring to not become visible when they arrived at systems where the player didn't have 'Advanced' scan level, required to spot space monsters, but had sensor range and the player could see the monsters moving there.
Fixed a rare bug which could cause a leader to receive two level ups in the same turn. By design, a leader shouldn't be able to level up twice in the same turn. This could happen with very inexperienced leaders at game start. Now, it's working as intended.
Fixed a glitch in the combat screen when using the hotkeys 'X', 'Tab' or 'Space' to cycle through all ships which was causing the mouse cursor to change to 'invalid' target icon instead of the 'targeting' icon, even though you could still fire weapons at the target after you moved to a next ship while keeping the mouse hovering the target.
Fixed an issue that could sometimes cause the 'X' hotkey to declare a ship as done to not work correctly. Pressing 'X' could still sometimes keep cycling through ships that were set as done in that turn.
Evolving Empires
Fixed a bug that could cause game state corruption when playing with the Draguul affinity with the Sacrificial Lambs evolution perk upon assimilating minor civilizations. This happened when there were more than one minor civ assimilated in the same turn.
Fixed a bug that could cause colony corruption when obtaining the "free buildings" Zynkeesi minor civ bonus.
Fixed a bug that would allow a leader to be obtained through raiding a colony with the Kaek affinity's 'Hub and Spoke' evolution perk, which denies access to leaders.
[/expand] Compatibility note: Saves from the previous version 1.4.3 should be compatible with 1.4.4, but it's advisable to start new games to benefit from all the improvements fully.
1.4.3 Update Released
Hello everyone!
We're happy to announce the release of the 1.4.3 update. Please find the release note below.
We hope you enjoy the new update, and 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! ❤️
Compatibility note: Saves from the previous version 1.4.2 should be fully compatible with 1.4.3, except for the Smuggler secondary skill fix, that one will require new games.
UI / GRAPHICS
One more UI scaling option available: 135%. Therefore, the maximum UI scaling option has increased from the previous 125% to 135% now. Higher UI scale options increase the size of the text labels and icons in the galaxy map (system labels) and system view.
The 'Infrastructure' button in the colony view, which allows checking a colony's infrastructure specialization, was tweaked and is now more evident it's a clickable button.
Gas Giants with zero sources of Helium-3 are now displayed last when the overview panel's filter is set to list Gas Giants, and they are displayed in a slightly darker color to make them more distinct. It's still useful to list those as they are prime targets to construct planets on.
Added max POP to upper right of the Population tooltip in the colony view. Only the actual number of POPs were displayed before, now also the population capacity is displayed in the tooltip.
Marines count now displayed directly on the Player's ship panel in the space combat UI right next to the ship's crew experience level, with relevant tooltip.
Yellow stars hue slight shift from green to a bit more yellow/orange.
BUG FIXES
Base-Game
Fixed a bug that was allowing the destruction of minor civilizations by building Colony Bases on their planets with the 'Galactic Security Initiative' evolution perk of the Cerixx affinity. This perk prohibits killing minor civs. Colony Base construction is not possible now with 'Galactic Security Initiative'. Also, when players don't have the GSI perk, the Colony Base tooltip alerts minors will be destroyed if a new colony base is built in that system.
Fixed a bug that was not allowing colony leaders to level up their Smuggler secondary skill beyond 'Basic' level (e.g. Zarla Zel).
Fixed an issue that was giving 'Culture' and 'Tech' too much dominance in the overall graph score, in detriment to the contributions of the amount of population, fleet strength and production capacity.
Fixed a bug that was allowing an Alliance victory to trigger in a situation where only 3 empires were left and one overlord empire A was allied with a subject of an overlord empire B, but A was not allied with B. At least one non-subject empire must be allied with all other non-subject empires left in the game for the Alliance victory to trigger (i.e. subjects don't count for that). In this scenario, A had to be allied with B for the Alliance victory to trigger.
Fixed a bug that was allowing the 'Galactic Knowledge Exchange Wonder' to provide technologies unlocked by strategic resource choices (e.g. Medical Isotypes).
Fixed a glitch that was causing missiles to not be destroyed visually in the UI when a ship had the 'PD All Targets' flag set. The missiles were being destroyed in data but would not be destroyed visually, which would cause them to remain in the battlefield until the end of combat.
Fixed a glitch when displaying the armor name in the 'Ship Design' screen. 'Adamantium Armor' could be displayed only partially (could omit the initial 'A' which was beneath another UI element).
Fixed an issue that was causing the Colony Overview panel to not swap the tooltip when the sort method changed. It always showed the production tooltip, even when the colonies were sorted by credits, morale, culture. The correct and respective tooltips are now displayed.
Fixed an issue that could sometimes cause a superior amount of POPs to be present in a colony than the allowed capacity. This would correct itself in the next turn. Now these situations should not occur in the first place.
Fixed a bug in the amount of SCPs obtained from surrender pacts, which could be display as negative SCP being obtained by the overlord empire when it should be positive instead.
Evolving Empires
Fixed a bug in the Palacean's 'Nourishment' evolution perk that was not negating the effects of the technologies associates with strategic resource choices. Now, the effects from these techs do not apply with this perk, as it was intended to be.
Fixed a bug in the 'Network Assembly' evolution perk where multiple ship refit projects would cause multiple production overflow to be created, one extra production overflow from each simultaneous ship refit.
Fixed a bug that was allowing the 'Biological Materials' special system, unlocked by the 'Battle-scarred' evolution perk, to be installed in ships discovered in ruins. These ships have unique designs and are not upgradeable to equip this special system.
Fixed a bug that was allowing for automatic declarations of war to be issued by the player's empire to an AI empire who happened to have destroyed a minor civilization that was inside the player's territory (player had exclusive rights over the minor civ). This is standard behavior when only AI players are involved. For human players, it's their decision on if they wish to declare war on the offender AI or not.
Fixed an issue in the minor civilizations' status change notification tooltip when a minor civ switched hands from a player's ally to a non ally, the tooltip would incorrectly state the new owner as a former ally, when that was not the case.
Fixed an issue that would list biomes without a slide bar when checking the "more information"AI Empire Overview panel, causing an overlap with nearby elements when empires had all hostile biomes (Palacean's Natural Allies evolution perk).
Fixed a typo where it said 'Unserveyed' for unsurveyed minor civilizations in the 'Empire Overview' screen now reads 'Unsurveyed'.
In the meantime, we've been listening to your feedback, and we released the 1.4.2 Beta update a few days ago for beta testing. Now, we're releasing the official new update for everyone! Version 1.4.2 makes significant changes to the new 'Minor Civilizations' feature of the Evolving Empires expansion. It also fixes some issues found since the release. Most changes are for the Evolving Empires expansion, some are for Natural Law and there also changes to the base-game.
We received a lot of great feedback on the new expansion, and more concretely on the new 'Minor Civilizations' feature, which helped us understand that some tweaks and balance changes were in order to unlock its full potential. We became aware some people reported not finding enough minor civs, or when they did these sometimes appeared a bit too late in the game. We also became aware the unintentional destruction of minor civs with blind colonization (not having full scan over a system) was an issue for some people. We acknowledged the situation was not ideal, so 1.4.2 addresses that.
Thanks to everyone who helped beta test this update. To everyone who helped, don't forget to revert from the unstable to the default Steam branch, so you can get the 1.4.2 official update.
Please enjoy the new update, and let us know if you find any issues. Thanks everyone for reading 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! ❤️
Compatibility note: Saves from previous versions are not compatible with 1.4.2 when playing the Evolving Empires expansion. For the base-game and Natural Law they are compatible. So, if you're playing Evolving Empires you will need to start new games to enjoy this new update. If you want to finish your current game with the previous version (1.4.1) please go to the Steam client -> Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "old_version" branch.
GAMEPLAY
Evolving Empires
New 'Detected' state for 'Minor Civilizations' allows minors to be revealed with 'Basic' scan level (e.g. normal ship visit or basic remote exploration level), where before 'Full' scan was required to reveal the minor. This new state doesn't reveal the minors' type nor allows access to its relationship bonuses. For that, 'Full' scan is still required. In the 'Detect' state, you only know a minor is there (intelligent life signals detected) but you do not know who they are nor what bonuses they may provide. This resolves the unintentional destruction of minor civs with blind colonization issue, and will allow for more minors to be revealed early, although with no detailed information yet.
BALANCE
Evolving Empires
The game offers a bit more minor civilizations at the start now. The minor civs slider tooltip now states that 5 to 12% of star systems will contain a minor, depending on the minors abundance set (none, few, average, many).
Minor civilizations are now distributed more evenly throughout the galaxy map. Before, minor civs could appear in clusters too near each other, and not enough could be found near homeworlds. That is now fixed.
The Cerixx affinity's evolution perk 'Technophiles', which allows buying techs with cash, now only requires 0.75 BC for each remaining RP a tech requires to be researched, where before the conversion was 1 BC to 1 RP. This balance change was also done to make them more competitive and to ease the buying of techs with money, which is a lot of fun by the way.
Natural Law
The Cerixx race now has the '+1 BC per POP' racial modifier bonus. This race needed this money bonus to be more inline with its strengths as a race and to stay competitive.
The Cerixx race now has the 'Easily Seen' special ability. They are small, but they ride big mechs after all :) This compensates the added money of the item above and it makes sense for them to be more spied on, due to their love for shiny new tech and somewhat careless behavior. They do have the 'Investigation' unique ability though, which catches spies currently undertaking espionage, so it's a gamble for who decides to spy on them.
AI
Evolving Empires
The AI now surveys minor civilizations quicker and more efficiently. Before, the AI could interrupt surveying minors and lose progress too often, and would start surveying minors a bit too late. So, expect more competition from the AI on the minor civs department now!
UI / GRAPHICS
Natural Law
Cerixx ships' Frigate A and Cruiser A now have a bigger engine trail effect to make these ships easier to tell which part is the front and the back.
Base-game
The images of buildings, planet specials and ships displayed on tooltips were increased a bit.
BUG FIXES
Evolving Empires
Fixed a bug that would cause duplicate leaders to appear and accept working for different empires, which could lead to additional issues when influencing those leaders when a "copy" of the leader already present in the influencing empire. This was caused when all leaders were dismissed when the Kaek empire chose their 'Hub and Spoke' evolution perk, which was accounting for all leaders the Kaek knew about, and not just the ones that were actually working for them at that time.
Fixed an issue that was not allowing for new scanner technology to take effect immediately when bought with money using the Cerixx affinity 'Technophiles' evolution.
Fixed an issue that was not allowing the access state of known 'Minor Civilizations' to update upon picking the 'Empire Patrols' evolution perk of the Cerixx affinity evolution. Now minors' access state (e.g. exclusive access), updates immediate and not just in the next turn. [Evolving Empires expansion] Fixed a bug that would cause a blocking issue with remote exploration when playing with the Palacean affinity when a monster offspring would join the empire on a system (Natural Allies' evolution perk) without a fleet being present.
Fixed a typo on the Android leaders' description. 'Creatores' is now 'Creators'.
Fixed an issue in the Peacekeeper Bays' special system description, which was missing. The description read '[PEACEKEEPER_DESCR]' after loading a save. This is fixed now.
Natural Law
Fixed a bug that would cause the Cerixx's 'Containment' unique ability to become permanently in effect, and blocking fleets in a system forever, after the Cerixx were vanquished, as the containment field would never be lifted after that point. Now it is lifted when the Cerixx empire is eliminated from the game.
Base-game
Fixed a bug that was allowing all empires to receive the benefit of the 'Neutronium Armor Coating' tech (bonus to armor) with available sources of the 'Neutronium' strategic resource, even without having researched the tech.
Fixed a bug that was causing upgradeable buildings (e.g. Airspace Support Facility, Marine Garrison) to not automatically upgrade upon conquering a colony. Now these upgrade to the newest available technology.
Fixed a bug that would cause the 'Delicate Delicacies' event action notification to disappear upon resetting or reordering the tech queue.
Fixed an issue that was causing some lag in the planetary view for 4K resolutions, especially noticeable on the Terran terrain, but also others.
Fixed a bug that was allowing for the function keys (e.g. F1) to be pressable on the main menu and new game screens.
Fixed an issue in the ships' overview panel with the stationed status filter for ships. Some ships could be listed as being stationed when in fact they were traveling.
1.4.2 Beta Update available on unstable Steam branch
In the meantime, we've been listening to your feedback, so here's a patch that fixes some issues found since the release and also makes some changes to the new 'Minor Civilizations' feature of the Evolving Empires expansion.
We received a lot of great feedback on the new expansion, and more concretely on the new 'Minor Civilizations' feature, which helped us understand that some tweaks and balance changes were in order to improve it to its full potential. We became aware some people reported not finding enough minor civs, or when they did these sometimes appeared a bit too late in the game. We also became aware the unintentional destruction of minor civs with blind colonization (not having full scan over a system) was an issue for some people. We acknowledged the situation was not ideal, so 1.4.2 Beta addresses that.
Please note that 1.4.2 Beta is an optional update, and only available on Steam's unstable branch for the time being. If you want to help test it alongside us you have to manually opt in to get access. 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.
We will be monitoring your reports for bugs and generalized feedback in the next few days. 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
Compatibility note: Saves from previous versions are not compatible with 1.4.2 Beta. So, you will need to start new games to enjoy this new update.
That's it for now. Hope you enjoy the new beta update. Let us know if you find any issues. Thanks everyone for reading and for the support!
The Dev Team Praxis Games
\UPDATE (June 2, 2022): Fixed a bug that would cause a blocking issue with remote exploration when playing with the Palacean affinity when a monster offspring would join the empire on a system (Natural Allies evolution perk) without a fleet being present. This was only an issue to Evolving Empires owners.
Version 1.4.2 Beta
GAMEPLAY
New 'Detected' state for 'Minor Civilizations' allows minors to be revealed with 'Basic' scan level (e.g. normal ship visit or basic remote exploration level), where before 'Full' scan was required to reveal the minor. This new state doesn't reveal the minors' type nor allows access to its relationship bonuses. For that, 'Full' scan is still required. In the 'Detect' state, you only know a minor is there (intelligent life signals detected) but you do not know who they are nor what bonuses they may provide. This resolves the unintentional destruction of minor civs with blind colonization issue, and will allow for more minors to be revealed early, although with no detailed information yet. [Evolving Empires expansion]
BALANCE
The game offers a bit more minor civilizations at the start now. The minor civs slider tooltip now states that 5 to 12% of star systems will contain a minor, depending on the minors abundance set (none, few, average, many). [Evolving Empires expansion]
The Cerixx race now has the '+1 BC per POP' racial modifier bonus. This race needed this money bonus to be more inline with its strengths as a race and to stay competitive. [Natural Law expansion]
The Cerixx race now has the 'Easily Seen' special ability. They are small, but they ride big mechs after all :) This compensates the added money of the item above and it makes sense for them to be more spied on, due to their love for shiny new tech and somewhat careless behavior. They do have the 'Investigation' unique ability though, which catches spies currently undertaking espionage, so it's a gamble for who decides to spy on them. [Natural Law expansion]
The Cerixx affinity's evolution perk 'Technophiles', which allows buying techs with cash, now only requires 0.75 BC for each remaining RP a tech requires to be researched, where before the conversion was 1 BC to 1 RP. This balance change was also done to make them more competitive and to ease the buying of techs with money, which is a lot of fun by the way. [Evolving Empires expansion]
UI / GRAPHICS
Cerixx ships' Frigate A and Cruiser A now have a bigger engine trail effect to make these ships easier to tell which part is the front and the back. [Natural Law expansion]
BUG FIXES
Fixed a bug that would cause duplicate leaders to appear and accept working for different empires, which could lead to additional issues when influencing those leaders when a "copy" of the leader already present in the influencing empire. This was caused when all leaders were dismissed when the Kaek empire chose their 'Hub and Spoke' evolution perk, which was accounting for all leaders the Kaek knew about, and not just the ones that were actually working for them at that time. [Evolving Empires expansion]
Fixed a bug that was causing upgradeable buildings (e.g. Airspace Support Facility, Marine Garrison) to not automatically upgrade upon conquering a colony. Now these upgrade to the newest available technology.
Fixed a bug that would cause the Cerixx's 'Containment' unique ability to become permanently in effect, and blocking fleets in a system forever, after the Cerixx were vanquished, as the containment field would never be lifted after that point. Now it is lifted when the Cerixx empire is eliminated from the game. [Natural Law expansion]
Fixed a bug that was allowing all empires to receive the benefit of the 'Neutronium Armor Coating' tech (bonus to armor) with available sources of the 'Neutronium' strategic resource, even without having researched the tech.
Fixed a bug that would cause the 'Delicate Delicacies' event action notification to disappear upon resetting or reordering the tech queue.
Fixed an issue that was not allowing for new scanner technology to take effect immediately when bought with money using the Cerixx affinity 'Technophiles' evolution. [Evolving Empires expansion]
Fixed an issue that was not allowing the access state of known 'Minor Civilizations' to update upon picking the 'Empire Patrols' evolution perk of the Cerixx affinity evolution. Now minors' access state (e.g. exclusive access), updates immediate and not just in the next turn. [Evolving Empires expansion] Fixed a bug that would cause a blocking issue with remote exploration when playing with the Palacean affinity when a monster offspring would join the empire on a system (Natural Allies evolution perk) without a fleet being present. (Evolving Empires expansion) [Hotfix]
Update 1.4.1 Released
Hello everyone!
It's been a couple of days we released the free 1.4 update. We hope you are enjoying this new major 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 and adds a few important balance changes.
Saves from version 1.4 should be 100% compatible with this new version. The balance changes need new games to take effect.
Thanks a lot to everyone who has bought the game, and the expansions, and has been providing feedback! If you haven't bought the Evolving Empires expansion yet, please consider buying as it adds 2 great new gameplay features, more leaders and 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 1.4.1 (change log)
BALANCE
The game now gerates a bit more minor civilizations. [Evolutions expansion]
The AI now unlocks evolution perks a bit more now, especially the first perk. [Evolutions expansion]
BUG FIXES
Fixed a rare blocking bug that would not allow the turn to proceed because the Infrastructure, Research or other action notification wouldn't unblock in a specific scenario. This was an issue when playing with the Palacean affinity evolution and obtaining space monster offspring. It is fixed now.
Fixed a bug related with the bug above that would cause the notifications on new monster offspring spawning notifications to not be displayed.
Fixed a glitch that was causing the colonization tooltip to show slightly disaligned values when using the 2560x1440 resolution.
Fixed an issue that could sometimes cause a target ship to blow up before it was hit during the 'Zoom & Shoot' animation, and the fire shot animation would not be seen in those cases.
Fixed a glitch that was causing the 'Evolutions' and 'Minor Civilizations' features to be disabled by default on the New Game setup screen, when the game launched with the 1.4 update without the Evolving Empires expansion. This was not an issue to new users who bought the game and the expansion. [Evolutions expansion]
Fixed a minor grammar/typo "A/An" issue on the Remote Exploration Report. "A has been found..." notification now reads "Special: has been found".
Fixed an issue in the Saboteur skill description text. Where it read "Can destroy an up to level..." now reads "Can destroy up to a level..."