An update to the 1.4 Beta is now up! These are the changes.
Version 1.4 Beta 2
Slight bias for human-like leaders appearing early in the game when playing with a Human race now provides for a bit more leader variety.
Trait icons now slightly smaller in the leaders' management screen (were made bigger but the size was reverted).
Significantly faster turn execution speeds now, especially noticeable at the start and the early game.
Player fleets now travel a bit faster in the early game (with nuclear engines). Fleets traveled a bit too slowly in the beginning.
Added two new ship explosion effects for a total of three for added variety. There was only one explosion effect before.
The Garrison buildings' techs now highlight they unlock Assault Ship construction more evidently. Also, the manual was updated to reinforce that Garrison facilities are unlocked by Garrison techs in the 'Defenses' research field.
The Outpost Ship tooltip was revised to reinforce that Outpost Ships can be used to generate tourism. An entry on 'Tourism' was also added to the manual, and a text hint now also appears in the loading game screen to help clarify the game's 'Tourism' concept.
Fixed a bug that was causing the Raid log to show the wrong boarding bonuses.
Fixed a bug that was still allowing the AI to take multiple settlements in a given system in the same turn in a very specific instance.
Fixed a bug that could cause turn-processing corruption, leading to no colonies or fleets being shown.
Fixed an issue that would cause the research description when the Bombers tech was just discovered to state "[Strike_Craft_Num]" instead of the real number of bombers to be equipped.
I remind that the 1.4 Beta update is not yet available for everyone. To play the '1.4 Beta 2' version you need to opt in for Steam's Beta 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 1.4 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
If the game doesn't launch or you find any issue please delete your custom races that are stored in this folder: C:\Users\\AppData\LocalLow\Praxis Games\ISG\Races\
Thanks a lot for the feedback so far! Please keep it coming.
Have fun! Praxis Games
1.4 Beta Update available on unstable Steam branch
Hello everyone!
We're very excited to announce that the next major free update! for ISG is now available for public testing on Steam's unstable Beta branch!
Please note that 1.4 unstable is an optional beta update. 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.
1.4 highlights include 3 new leader skills (Surveillance, Metalworker and Curator), revamped strike craft 3D models (fighters and bombers), leader level information now presented in the various leader screens. There's also AI improvements, a ton of QoL improvements and tweaks, bug fixes, and much more.
We will be monitoring your reports for major 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
If the game doesn't launch or you find any issue please delete your custom races that are stored in this folder: C:\Users\\AppData\LocalLow\Praxis Games\ISG\Races\
Compatibility note: Saves from previous versions are not compatible with 1.4 beta.
That's it for now. Hope you enjoy the new update. Let us know if you find any issues. Thanks everyone for reading and for the support!
The Dev Team Praxis Games
Version 1.4 Beta
NEW
Added new strike craft 3D models for fighters and bombers.
Added new Surveillance, Metalworker and Curator leader skills.
Added new option to the New Game setup screen to allow randomizing the AI players' colors at game start.
The Deep Cover espionage leader skill now reveals rival's space culture choices.
Added leader level information and tooltip to the various leader screens. Shows the leader level, current experience and required experience to reach the next level (leader opinion information now presented below the desires icon).
AI IMPROVEMENTS
The AI now doesn't order exploration fleets, sometimes with lone frigates and survey ships, to attack rival systems in suicidal runs.
The AI ships now fire their weapons in combat before they flee.
The AI now tends to equip more Spinal Mount on the Draguul and Moltar titans of their prefered weapon type (kinetic weapons for the Draguul, beams for the Moltar).
Fixed a bug that could sometimes allow an AI ship with broken engines to move after the AI overloaded its broken engines.
GAMEPLAY
The 'Galaxy View' is now available to be displayed on every battle encounter and not only when the AI attacks the player.
Revised Space Dragon, Space Amoeba and Crystal Entity's adults and offspring designs.
Manual updated with more details on how formal contact is established.
The leader secondary skill level up will now always try to upgrade an existing skill (the left one) when the leader has 3 or more skills.
Alliance victory now triggered when one empire is allied with all other empires. Before everyone needed to be allied with everyone else.
Slight bias now for the first couple leader proposals to be Human-like leaders when playing with a Human appearance race.
Added 30 new star system names
BALANCE
Gigantic maps now have a little bit more Helium-3 resources with the 'average' strategic resources option. There were too few before.
PERFORMANCE
Optimizations made to the amount of space required for installing the game. The game now requires around 1GB less available storage space (many old and obsolete assets were deleted).
UI / GRAPHICS
Data core artifacts the empire possesses now displayed in the research screen.
Tooltip of Wars in Diplomatic Summary in the Empire Overview screen now lists the number of turns the empires are at war.
The Neutron Beam stun ability feedback text reworded to be more concise.
Scrolling with the mouse wheel now works when dragging projects in the colony development queue. This allows moving an item in the queue at the very bottom to the top in one go.
Detailed production tooltip now also shown in colonies overview panel.
Flat production title in the production tooltip now displayed in orange to highlight flat production better.
Overcrowding penalty in colonies reworded to "High bureaucracy" to clarify the penalty's context.
The tooltip of orbital station module techs now clarifies modules are automatically added upon tech research.
Uplift concept clarified in the ecological technologies' tooltip and the manual.
The fleet icon tooltip in the galaxy map now shows the ETA of the fleet to its destination
The strike craft animations now a bit slower in combat.
The damage number animations displayed near ships when they take damage now move a bit slower.
Added percentage to the Tech field Tool-tip for Government Modifiers.
BUG FIXES
Fixed a glitch that would change the empire research percentage values when the 'Enter' key was pressed to proceed to the next turn. This happened when adjusting the research percentage and then hitting the 'Enter' key immediately after.
Fixed an issue which could sometimes cause the wrong zoom level to be applied after a war declaration pop up was displayed from a system view random encounter.
Fixed a bug where sometimes the AI would send multiple fleets to a system and take multiple system objects on the same turn.
Fixed a bug where sometimes captured ships would appear as killed in the battle report.
Fixed a bug that was not allowing leaders to level up their spy skills from buildings (e.g. Intelligence Headquarters) when all leaders in the empire already had the maximum number of 5 skills.
Fixed a rare hang in the colony view with the Swamp Biome with the 'High' graphics settings in 4K resolutions.
Fixed a glitch in space combat where sometimes tractor beam effects could be left hanging in the battlefield when the target was destroyed or fled.
Fixed a bug where Ion Cannons could sometimes re-activate the shields on a target with broken shields.
Fixed a bug that could cause strike craft to sometimes keep resupplying and working, or just be left hanging in the battlefield, after their mothership fled.
Fixed a glitch that caused ships in colony view to not show the correct lighting (were too dark) at game start. The issues would correct itself when desiging a ship or loading a game.
Fixed an issue in the 'Divide by Zero' event that could cause the RP penalty number to change on each time the event was closed without making a decision and re-openning it again.
Fixed an overflow glitch when showing culture values with 4 digits in the colony view.
Fixed a bug that was causing the wrong amount of neutronium to be used for the 'Neutronium Shells' bonus calculations. It was using the rival's supply of neutronium instead of the player's own supply.
Fixed a bug that was causing shield piercing weapons to not bypass shields when those were overloaded.
Fixed a bug that was causing the damage bonuses from 'Neutronium Shells', 'Beam Accelerators' and 'Antimatter Warheads' to not being taken into account for the purposes of Crew XP level damage bonus calculations.
Fixed a rare bug that could cause a battle to hang and leave the UI unresponsive when all the player's ships would flee except a single one, which was disabled and with its engines broken.
Fixed a glitch when showing the 'Galaxy View' (to show where the battle took place) upon a battle encounter occurs when the 'Very Sparse' nebula density option was set.
Fixed a bug that could prevent a monster from attacking the player when multiple fleets arrive at same time. Now always attacks.
Fixed an issue in the Ship Attack from Crew XP Bonus that could show many decimal places. Now shows at most 1 decimal place.
Fixed a bug that was causing an increased chance to kill a leader in combat and adding more crew XP than it should when the killer blow was using a weapon with the autofire modification.
Fixed a rare bug that could create a hang and not allow the game to proceed when a colony was razed exactly before that colony got an infrastructure upgrade. This was caused by razing the colony when invasion fleets had already been sent to take that colony.
Fixed a bug that was allowing boarding to be enabled for any ship in the battleship with no distance limit when at least one ship was in boarding range (no cursor feedback was shown but all ships were boardable).
Fixed a typo in the More than a Diplomat Event. "Your people is" now "Your people are".
Fixed a typo in the Milia system name, it had an extra space in the system object.
Fixed a typo on the More than a Diplomat event, "cohesistance" is now "coexistence".
Fixed a bug that could cause a Titan with slow combat speed to remain immobile in the battlefield, or move in an odd pattern, in auto-combat or when played by the AI.
Fixed a bug that could sometimes cause an orbital station to keep issuing shields overload even when the station's shields were in perfect health, causing the station to explode from heat.
Fixed a typo in the ship refit notifications that could sometimes cause the text to wrap and present a poorly formatted tooltip.
Fixed an issue in the Temple of the Peacemaker event. The ruins were removed from the system and colony views but would remain on galaxy map until next turn.
Fixed a glitch that could sometimes show ships in the colony screen with a more bright or different color.
Fixed a bug that could cause a subject of a new subject to establish a surrender pact with its new overlord but without formal contact being established between the two.
Fixed a rare hang when an AI had an orbital station but no orbital station techs. This happened when a colony with an orbital station rebelled.
Fixed a bug that could sometimes cause AI ships to increase the heat level on their ships more than they should.
Fixed a bug that could sometimes frame an empire for a job on another empire who they didn't know yet.
Fixed a typo in the Trusting trait where it read "leader threatens to leave" now reads "leader threaten to leave".
Fixed a bug where in rare occasions ships could be left hanging in the battlefield and could be selected/rolled-over although they had effectively been destroyed already.
Fixed a bug that was causing salvage obtained from battle not being retrieved when auto-resolve was used without entering manual combat.
Fixed a bug that could cause salvaged techs to not be correctly added to the player list of techs researched when those were already in the tech queue.
Fixed an issue that was preventing players from having full visibility on all of their allies' systems and colonies.
Fixed a glitch that could cause systems to become misaligned on galaxy map after system gift given.
Fixed an issue that could cause a line break before the ":" mark in the Tolerable Gravity type in the Empire Status Screen in ultra-wide resolutions.
Fixed an issue in the Impossible difficulty tooltip which wrongly stated the human player could have unfavorable starts In Impossible, when it's the AIs that tend to have favorable starts instead.
Fixed a bug that was allowing torpedoes installed in bombers to not obey their cooldowns.
Fixed an issue that was causing the wrong infrastructure level to be displayed in planets with the 'Ancient Shipyard' planet special.
Fixed a typo "accept the rulling" is now "accept the ruling".
Fixed a typo in the rebellion notification, where it said "Our people has fought fiercely now reads "Our people have fought fiercely".
Fixed a typo in one event where one read "and hero’s welcome" now "and a hero’s welcome".
Fixed a typo in Cyrus Olken biography, said "for the a museum" now is "for a museum”.
Fixed a typo in the Imperial Archive empire project, the effects description had text repetition.
Fixed a typo in the Cloning Facility, where was "remarkable fast rate" now "remarkably fast rate.
Fixed a typo where "Election vitory" is now "Election victory".
Fixed a bug that was allowing spy actions to be conducted in the turn the targetted empire was vanquished.
Fixed a bug that caused the galaxy map to be displayed incorrectly after establishing a diplomatic deal.
Fixed a glitch that would allow the effects of some Kinetic weapons to disappear too soon when hitting their target.
ISG Dev Diary #15 : Evolving Empires - Evolutions
Greetings everyone! By now, you’ve surely heard about our latest expansion, Evolving Empires, but if not, please go check out the trailer and store page. I’m Keith, one of the designers behind this expansion, and as a huge fan of asymmetric gameplay, I’m incredibly excited to have the opportunity to talk to you today about one of its key new features, Evolutions!
Just what are Evolutions, anyway?
While every race in the game has always had its own racial traits, unique abilities, biome preferences, government types, and titan abilities, we knew there was still more we could do to truly bring the thematic flavor of each race to life. In our minds, each race deserved the opportunity to continue their journey towards becoming the ultimate version of themselves as a species, culture, and society.
At the same time, we also had a desire to bring more asymmetry into the game and provide even more diverse play experiences designed to suit all types of players. Furthermore, we knew that if we were going to introduce asymmetry, it was just as important that we also introduce some variety. This would ensure we left plenty of room for diverse playstyles even within a given evolution tree.
When considering how we could achieve these objectives, we realized early on that the divergent paths and difficult decisions posed by the game’s space culture system could offer us the perfect solution. In addition, by making use of the culture system, we could introduce even more decisions regarding how to spend your hard earned culture points.
Thus, the idea for the evolution culture tree was born. A unique tree for every race, one thematically and mechanically linked to their way of life which introduces intriguing new playstyles to explore. A system which offers a degree of predictability, as well as a dash of randomness (if desired), which impacts not only how you play the game, but how you choose to interact with your rivals.
Cultural Cousins
Before we talk about the differences between the evolution tree and the existing adventure, wealth, and knowledge space culture trees, it’s important that we first address how they are the same and why they share the same screen.
The key reason is that just like existing space culture perks, each evolution is unlocked as part of a space culture level-up. This means you’ll be forced to make tough decisions about whether to use your hard earned level-up to select your favorite traditional culture perk, potentially unlocking an early game bonus or the chance to build a wonder, or your next evolution perk.
In addition to competing for culture unlocks, the evolution tree also shares the concept of mutually exclusive perks. This means picking one evolution perk means you won’t ever be able to unlock the other which opposes it. Evolutions take this even a step further though…
More than just another Culture tree
With that out of the way, let’s discuss some ways that evolutions differ. First and foremost, while they unlock via space culture level-ups, it’s not possible to simply race up the evolution track and unlock all your powerful perks from the get-go. While the first evolution perk can be unlocked fairly quickly, subsequent perks require several level-ups to occur before they can be unlocked.
A second way that evolutions differ is in how their divergent paths work. While the traditional space culture trees feature mutually exclusive perks, evolutions have mutually exclusive paths. While the first evolution perk is locked in place and sets the tone for that racial affinity’s playstyle, the decision on which path to follow after that is up to you.
Finally, and perhaps most importantly, evolutions tend to bring about significant game-altering changes that go beyond what traditional space culture perks have to offer. While these are always highly beneficial, each evolution tree also contains perks which introduce unique challenges you will have to overcome.
Thematic ties
As noted above, each race’s evolution tree is completely unique and thematically tied to their racial affinity. While we’ll cover some of these key perks in more detail in a future dev diary, let’s first dive into a brief summary of the inspiration behind each of the base game’s evolution trees.
The Human Affinity embraces the fundamental idea of what humanity can bring to the galactic stage. Starting with their Artificial Directive, which gives them access to a large supply of loyal android leaders, those with the Human Affinity can either seek to lead the galaxy into the future united as one, or it can seek to put its strategic might to use with ruthless efficiency against all who oppose it.
The Draguul Affinity is one of honor, conquest, and military expertise. For they believe that might makes right, and if others can’t defend their territory against them, than they clearly don’t deserve to keep it. They are hunters, warlords, and warriors who'd rather die than back down. Unparalleled in a fair right against any opponent, one of their only weaknesses is that not every opponent is willing to fight fair.
The Moltar Affinity derives its unique flavor from its intelligence, curiosity and adaptability. As natural inventors and innovators, they are capable of advanced technological feats other races can’t even conceive of. Their curiosity and adaptability can also lead to them exploding out across the galaxy, transforming themselves and gobbling up planets in the process.
The Sulak Affinity is brash, boisterous, and a bit wild. Between their hive mind culture, and their rapid reproduction, they embrace a swarm mentality where the life of any one individual is fairly inconsequential. As tricksters, they love meddling in the affairs of others, and as adrenaline junkies, their need for speed makes them dangerous combatants and occasionally leads to their end in a terrifying blaze of glory.
The Kaek Affinity is tied to the core concept of a centralized nest controlled by an insect hive mind. While they will interact with other empires, their society is largely closed off to outsiders, industrious and highly defensive, and prefers a slow and steady approach to galactic domination. They are inconspicuous in their approach, and just like the tortoise, a true threat to watch out for it left to their own devices too long.
The Nova Affinity is driven almost entirely by its possession of a powerful ancient relic from their past. While this relic once destroyed their beloved homeworld, there are many who feel it’s time that its power be tapped once more. With unique effects that can give them ultimate knowledge of the galaxy, their decision to pursue a path of peace or destruction will determine the role they ultimately play.
Rumors abound that there may even be unique evolution trees for a certain race of furry mech pilots and nature attuned crustaceans, but as those are part of our first DLC, Natural Law, we’ll look to cover those in a future diary dedicated to them.
A New Dawn
Now that you know more about what Evolutions are, how they came to be, and a bit about the various evolution trees, you’re probably interested in learning more about the perks themselves, but that’s a story for another time.
Stay tuned for our next dev diary where we’ll take a deeper dive into the trees and perks themselves.
We're thrilled to introduce to you today our second expansion pack, Interstellar Space: Genesis - Evolving Empires!
In Evolving Empires, we're taking your galactic empire to a whole new level through the introduction of exciting new gameplay features. This expansion's focus is to provide you with new playstyles to pursue, a host of new strategies to execute, and near endless replayability. In addition, it brings in more to explore, with the addition of emerging societies that serve as hidden treasures waiting to be discovered, studied, and potentially incorporated into your empire.
Play with all the races in meaningful new ways and evolve your strategies through the introduction of highly thematic, unique and asymmetric abilities that are specific to each race.
Hire android leaders, swap your unique abilities at will, crash your ships into your rivals for massive damage, mutate your populace to live in any environment without a care, instantly assimilate your rivals, and create a formidable capital defense force capable of defending your holdings. These are but a few of the many possibilities and divergent paths waiting to be explored and used in your pursuit of galactic prosperity or domination!
Each evolution ability tree is usable by its own race as well as all custom races assigned to use its affinity. And yes when we say all races, we really do mean all races, as any expansion race you own will also receive their own unique evolution tree!
Discover emerging societies - New Minor Civilizations feature
Discover a wide variety of unique minor civilizations and reap their powerful benefits. Study these emerging socities and unlock their full potential, taking your relationships to a whole new level.
But don't delay, as you'll need to race against your rivals as they seek out these minor civilizations and look to gain the benefits for themselves. While you can choose to share their benefits, you may instead desire to form an exclusive relationship and keep them all to yourself... and if you can't do that, you may even decide to destroy them and deny their benefits to others. The choice is yours.
With 7 different categories of minor civilizations, and a total of 21 minor civilizations, there's always mysteries to uncover as you’ll never know for sure which civilizations exist in your galaxy!
7 New Leaders
You can hire 7 new exclusive leaders, a representative from each minor civilization category. These new leaders await the opportunity to put their skills to work for a mighty empire like your own. That is, of course, if you prove yourself worthy of their trust first.
2 New Music Tracks
You will get 2 additional galaxy map tracks inspired by the new Evolutions and Minor Civilizations features.
We hope you're excited with what we've got lined up for this second expansion. If you do, please wishlist Evolving Empires so you'll be kept up to date on its release!
Thanks and please stay tuned for more coverage on Interstellar Space: Genesis - Evolving Empires. If you wish to get important news from our game and company please consider subscribing to our newsletter.
The Dev Team Praxis Games
Interstellar Space: Genesis Dev Diary #14: Towards Expansion 2
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 to you regarding what we've been working on and what you can expect next for Interstellar Space: Genesis.
You may have noticed we've been a bit quieter than usual since the release of the free 1.3 update back in June. The 1.3 update was very well-received, and feeling the game was in a very good state at that point, our team took the opportunity to enjoy a little vacation time and recharge. We've been back working at full speed for a little while now, so going forward you can expect to start hearing from us a bit more often as we work our way towards the release of our second paid expansion.
On that note, we are pleased to report that development activities are unfolding as we announced in our previous update. Work on our second expansion is well underway, and while we can't provide a firm release date just yet, we feel there's a good chance it will be releasing alongside a free update to the base game later this year (*). As of now, we estimate we're about halfway through the expansion's implementation, and we're pleased to say that new content and features are being added every week.
We know you're probably curious about what expansion 2 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 which aim to promote new playstyles as well as improve replayability. 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!
In the meantime, we hope you're enjoying the game with its current 1.3 update. If you haven't already purchased the game or our first expansion, Natural Law, it's a great time right now to do so at a discount during our week-long sale.
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! ❤️
(*) EXPANSION 2 UPDATE #1 (November 22nd, 2021): In order to meet the quality and content level we wish to offer, the development of our second expansion is taking a bit longer than anticipated, so the tentative end of the year release will not be possible at this point. We know this will be disappointing news to many of our fans, but unfortunately we must announce that our second expansion's anticipated release date is now in early 2022. We will be sharing more news and info related to the expansion prior to its release, so please keep a look out for additional information early next year!
(*) EXPANSION 2 UPDATE #2 (December 17th, 2021): Just in time for the holidays, here's an early teaser image for those of you excited about our upcoming second expansion... more to come in early 2022!
"Come one, come all, step right up and see something unlike this galaxy has ever seen before!"
(*) EXPANSION 2 UPDATE #3 (February 3rd, 2022): Here's a second teaser image for those of you excited about our upcoming second expansion. More to come soon!
Here's another small update to address a few issues.
Saves are 100% compatible with the previous 1.3.x versions.
As always, thanks to all who bought the game and the Natural Law expansion so far. 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
UPDATE (July 8th, 2021): Hotfix released for 1.3.4. Changes of this hotfix are marked with [Hotfix] below.
VERSION 1.3.4 (changelog)
BUG FIXES
Fixed an issue with the 'Space Elevator' facility where it could still prevent the colony view screen from closing when clicking on the 'close button' and instead would ask if the space elevator should be scrapped. This still happened in windowed-mode with certain custom resolutions.
Fixed an issue in the 'Uncreative' leader skill where the wording "No secondary skill choice on level up" could be misleading. It now reads: "Only one secondary skill option on level up".
Fixed a glitch in the Admiral Diaz' angry animation, where her arms could fold incorrectly. The arm is now correctly layered on top of the body [Natural Law expansion].
Fixed an issue when 'Trade Goods' was in the construction queue, it would not refresh the empire credits when adding another project to the top of the queue. It would still report credits as if Trade Goods were on top (a refresh was required).
Fixed a text error in the Point Defense tooltip vs torpedoes. "Can't fire torpedos" now reads: "Can't fire at torpedoes". And, another instance of "torpedos" in the PD tooltips was also fixed to "torpedoes".
Fixed a bug in the 'Tech brokering' option which was producing the opposite effect of what was expected. When disabling this option, players now can only trade technologies they researched themselves, as was intended for this feature. [Hotfix]
Update 1.3.3 Released
One more small update to address a few issues and to add some important improvements, which should be particularly helpful for colorblind players.
Saves are 100% compatible with the previous 1.3.x versions.
As always, thanks to all who bought the game and the Natural Law expansion so far. 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
UPDATE (June 30 - July 2): Hotfix released for 1.3.3. Changes of this hotfix are marked with [Hotfix] below.
VERSION 1.3.3 (changelog)
NEW
New 'Background Nebula Density' option in the game settings allows setting less or more density to the star map's background nebula.
UI / GRAPHICS
The empire yellow color was tweaked to be slightly less bright to not be so similar with the light green color, to help colorblind folks.
The small icon balls representing Gas Giants in the system labels are now displayed with a slightly different icon to help differentiate from the colonizable planet green color. This was also done to improve the experience of colorblind players.
Also to help the colorblind experience, the non-ideal biome and gravity habitability icons are now displayed with an exclamation point next to them in the colony view, system view and planet overview panel, whenever they are displayed alone with no additional information.
The 'Homeworld Name' field is now called 'Home System Name' in the New Game screen since that was not really the name of the home planet but of the homeworld's system.
BUG FIXES
Fixed a bug that was causing attack opportunities to be denied on systems with rival settlements on the special cases where another fleet was present which belonged to an empire that was either a subject or which the player had a peace treaty with.
Fixed a bug in the 'Euphoria' achievement that was not allowing it to fire.
Fixed an issue in the extra 'Maneuverability' option in the ship design screen. When the level changed, the weapons' accuracy did not update. Now they update accordingly.
Fixed a bug in the enemy weapons panel in space combat that was allowing the player's weapon ranges to update when hovering the mouse on the enemy ship's weapons.
Text reworded in some weapon tooltips where it said "2 turns cooldown." Now says "2 turn cooldown".
Text reworded on the Ship Support Points tooltip, "From Colonies Infrastructure" is now "From Colony Infrastructure".
The text label on all finished buildings in a colony now reads "Colony Structures"; was "Finished Constructions" before.
Fixed an issue in the weapons tooltip in space combat where it could show the damage number right next to where it read "From Ship Design" in some resolutions. It was lacking a space between the number and the text.
Fixed an issue in the Spinal Mount weapon tooltip. The "No range damage dissipation" effect was still listed although the effect was removed a long time ago. The tooltip was reworded accordingly.
Fixed a bug in the 'Armor' empire effects tooltip where it would show a bonus when there were sources of Neutronium available in the empire even though the 'Neutronium Armor Coating' tech was not researched yet. The effects were not being applied, it was only a display bug.
Fixed an issue that was causing orbital stations to not update immediately after having found a unique technology when searching ruins (e.g. Adamantium armor). They would only update when a subsequent weapons or defenses technology was researched. [Hotfix]
Fixed an issue that was causing a 4-digit BC number to wrap in the colony view. [Hotfix]
Fixed a bug in the 'Transporter Room' which was causing the special system to not be functional. [Hotfix]
Fixed a bug that was allowing a leader with the 'Greedy' trait to still be allowed to eventually gain the 'Philanthropic' trait when both are incompatible (i.e. can't have them at the same time). [Hotfix]
Fixed a bug in the 'Robotic Factory' that was allowing the bonus it provides from asteroid exploitations to be obtained when the colony was under a blockade. [Hotfix]
Update 1.3.2 Released
This is a smaller update to address some minor but still important issues found in the previous version.
Saves are 100% compatible with the previous 1.3.x versions.
UPDATE (June 24/25th 2021): Hotfix released for 1.3.2. Changes of this hotfix are marked with [Hotfix] below.
VERSION 1.3.2 (changelog)
UI / GRAPHICS
The alternative rulers' handle for owners of the Natural Law expansion is now displayed a bit brighter to reinforce the idea that you can click in that handle to choose another portrait for your ruler.
BUG FIXES
Fixed an issue that was causing the plasma torpedo effect to not be displayed in battle.
Removed the 'Auto-fire' weapon modification from the Flak Cannon in the 'Scourge of the Stars' unique ship.
Fixed an issue that was causing the 'Galactic Council' ETA to display a very large number when the council had been dissolved either because the player had won an election victory and decided to continue playing, or refused to accept the AI as the new ruler of the galaxy. Now it displays the Galactic Council is dissolved with the reason why it was so in those cases.
Fixed an issue in the 'Research Efficiency' from the 'Time Dilation' planet special modifier in the research tooltip in the colony view. It displayed "from BC generation", but the correct wording is "from RP generation".
Fixed an issue that was causing ship design models to only display costs up to 5 digits in the ship design overview screen, where all the ship models are presented.
Fixed a bug in two events ('Delicate Delicacies' colony event and 'Divide by Zero - Hello World!' galactic event follow up) that were not triggering as much as they should because one of their conditions was too constraining. [Hotfix]
Fixed a glitch that was causing some ruler animations to not render properly in the diplomacy screen when the galaxy map was fully zoomed out. [Hotfix]
Fixed a glitch that was causing missing particle effects in the Cerixx ruler Marshall Tyraak in one of the hovercraft engines in the New Game screen. [Hotfix]
Fixed an issue that was still allowing the 'Auto-Fire' weapon modification to be installed with 'Point Defense' in the AI ship designs and when generating automatic designs. [Hotfix]
Fixed a glitch that was causing the Overview panel to not respond to the 'SHIFT + O' shortcut to show/hide that panel. [Hotfix]
Fixed an issue that was causing a confirmation window pop up to be raised when generating all ship designs automatically. [Hotfix]
Fixed an issue in the Cerixx alien containment ability description to clarify that the unique ability can be applied in any system the Cerixx have explored and that is within supply range. [Hotfix]
Update 1.3.1 Released
Hello everyone!
It's been a week since we released the free 1.3 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 improvements.
Saves from version 1.3.0 should be 100% compatible with this new version.
Thanks a lot to everyone who has bought the game 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, among other features 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
UPDATE (June 18th 2021): Hotfix released for 1.3.1. Changes of this hotfix are marked with [Hotfix] below.
VERSION 1.3.1 (change log)
AI IMPROVEMENTS
The AI now handles its civilian ships much more carefully and will avoid leaving them unprotected or in danger at all costs. This includes Assault ships.
The AI now refrains from entering into too many wars, especially in the early game and when they already have one war going.
The outposts and colonies lost by an AI to a conqueror will count a bit less for the AI's surrender purposes if those settlements did not belong to that AI originally (i.e. they were created and belonged to someone else and the AI had conquered them as part of its expansion).
The AI now tends to use a bit more ships when defending against invaders [Hotfix]
GAMEPLAY
The Auto-Fire weapon modification can no longer be equipped with the Point Defense modification. It was not functional in space combat already and its support was now also removed from the ship design screen. As a consequence, the Flak Cannon kinetic weapon doesn't allow auto-fire anymore, since it's a Point Defense weapon, and it was non-functional anyway.
PERFORMANCE
Turn-processing now much faster in the very late game, especially for very long and extreme sessions with the biggest maps and the highest amount of planets. [Hotfix]
UI / GRAPHICS
The 'UI Scale' option's tooltip was revised to clarify what exactly gets increased, namely the icons and labels text of the galaxy map and system view.
The number of players displayed from which custom races are required to play 10 player sessions was updated to show 8 and not 6 if the player owns the Natural Law expansion, which brings 2 new playable races to the game.
Neutronium Shells' tooltip reworded to clarify that they boost kinetic damage but do not kill marines in the process (perhaps something to add in a next opportunity). [Hotfix]
BUG FIXES
Fixed a bug that was causing the ruins search process to hang when a ship was found in the ruins and the fleet had a leader without the explorer skill.
Fixed a performance issue when visiting many colonies in a row from inside the colony view, by making use of the 'Next Colony' option. This would result in a big frame rate drop when getting back to the galaxy map, which could last for several seconds, the more time the more colonies were visited. Also slightly faster leaving from the colony screen to the galaxy map now.
Fixed a glitch that sometimes could cause missiles to be left hanging in the battlefield that were not destroyed but also didn't move in very special circumstances involving PD weapons.
Fixed a bug that was causing a colony to suddenly vanish after eliminating a player from the game if that player had once established an outpost on the planet before that colony was established in it.
Fixed a glitch that was causing an incomplete display of a colony in the special and rare case where a colony had a lot of buildings built, and where several of those had been upgraded or scrapped and replaced by others. [Hotfix]
Fixed a glitch that could cause rulers to be displayed with missing pieces in the 'New Game' screen when going to the main menu from a galaxy map fully zoomed out. [HotFix]
Fixed a glitch that was causing the fleet icons of traveling ships to disappear when the game was fully zoomed out. [Hotfix]
Fixed an issue that was causing some fleet icons to be displayed behind system labels in the galaxy map. [Hotfix]
We are thrilled to announce that the new major and free! 1.3 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!
Free 1.3 Update - Features and Improvements
Surrender Pact
The 1.3 highlights include the brand new Surrender Pact feature! With this new diplomacy treaty, you can now subjugate a rival into a surrender pact, and obtain benefits from it, instead of having to completely wipe it out of the game. Subjects vote for their overlord and contribute to all victory types. 56 new lines of dialog were added to accommodate the surrender pact diplomacy interactions. Check the release note below for all the details!
Alliance Victory
Also in 1.3 we now have the new Alliance Victory condition, where allies win together. When an empire wins, all its allies share victory. It can be enabled or disabled in the new game set up screen.
Steam Achievements
Steam Achievements were also added to the game! There are 57 achievements, which include 3 hidden ones and 7 for the first expansion pack, Natural Law. The achievements are also displayed in-game in a dedicated 'Achievements' screen.
AI Aggressiveness Level
The new 'AI Aggressiveness' option in the 'New Game' screen allows tweaking the desired aggression level for the AI. With higher aggressiveness, the AI will tend to be more hostile, attack more and declare war more often. It will also be more reluctant to sign diplomatic deals. The opposite effect for lower aggression than normal.
New Diplomacy Screen
The diplomacy UI was revamped! The diplomacy dialog screen is now displayed in full screen and the ambassador character is presented much larger, allowing for much more of the character to be seen and the different animations depending on their mood.
And, much more!
There's also a ton of major AI improvements, performance improvements, a new UI-scale slider option, QoL improvements and bug fixes, many of which in response to player feedback, and much more!
You can find the full change log for this update at the end of this post.
Compatibility and finishing an ongoing game
Saves from previous versions are not compatible with version 1.3. 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 (1.2.4), please go to the Steam client -> Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "old_version" branch.
Important note: Custom races designed with previous versions will not work with the old version if you run the game once with the new version (after running 1.3 once, the custom races are updated to work with the new version). So, if you wish to finish a game with the previous version, please delete all your current custom races first, by deleting them in the folder C:\\Users\\\\AppData\\LocalLow\\Praxis Games\\ISG\\Races, otherwise the game will not launch properly. This is only required if you wish to finish a game with the previous version.
Thanks
We want to thank everyone who has helped test this update. Big thanks to everyone who has bought the game so far. A big thank you also to our artist Camilo Abelayras for creating such beautiful icons for the Steam Achievements. Thank you.
We hope you like the free 1.3 update! 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! ❤️
Have fun! Praxis Games
Version 1.3.0 (free update change list)
NEW
New 'Surrender Pact' diplomacy option! Empires facing inevitable defeat can now offer or agree to sign a surrender pact thus removing the need to completely eliminate them from the game. As subject empires, they provide their overlord a hefty percentage of their surplus credits, research points, culture, ship support and strategic resources each turn. Subjects vote for their overlord and contribute to all victory types. An overlord and their subject can make diplomatic coordination requests as if they were allied, but a subject's options are limited. 56 new lines of dialog were added to accommodate the surrender pact diplomacy interactions.
New 'Alliance Victory' condition - When an empire wins, all its allies share victory. It can be enabled or disabled in the new game set up screen.
Steam achievements feature added! 57 achievements, which include 3 hidden ones and 7 for the first expansion pack, Natural Law. The achievements are also displayed in-game in a dedicated 'Achievements' screen.
New 'AI Aggressiveness Modifier' option in the 'New Game' screen allows tweaking the desired aggression level by the AI. With higher aggressiveness, the AI will tend to be more hostile, attack more and declare war more often. It will also be more reluctant to sign deals. The opposite effect for lower aggression than normal.
Maximum number of players is now 10 (was 8 before).
One more zoom-out level available in the bigger map games.
Now possible to set production and research speeds for each player as low as 1% and high as 300%, with a granularity of 1% steps (the 25% steps option is kept along this new high granularity option).
New Government biases provide for additional flavor and early tensions between empires with different and opposing government types. The effect wears off with time, faster in the easier difficulty levels.
Diplomacy UI revamped! The diplomacy dialog screen is now displayed in full screen and the ambassador character is presented much larger, allowing for much more of the character to be seen and the different animations depending on their mood.
New 'Balanced (no ships)' colony AI governor filter allows for balanced colony automation but without ships being constructed by the AI.
New UI-scale slider option in the 'Game Settings' allows enlarging the galaxy map icons and labels, and also the information presented in the system view, which may be especially useful when playing the game in very big monitors and TVs.
AI IMPROVEMENTS
Significant improvements made to the AI in how it invades outposts. It now takes outposts more diligently and at all times it finds it's opportune, especially in the higher difficulty levels.
The AI now plans better on what ships are best suited to be used as escorts given the current circumstances (e.g. to escort civilian ships on their colonization, exploitation or exploration missions). Before, the AI could use ships as escorts that were best suited for other roles (e.g. invasions, defense) leaving systems unprotected or taking too long to launch an invasion.
The AI now goes after Space Monsters more, especially when they guard particularly important systems, not only for their colonization rating but also for their exploitation potential.
The AI now considers building more capital ships and bringing more ships to battle and is also a bit more aggressive in the late game in the higher difficulty levels.
The AI will not send suicidal runs against orbital stations addressed (e.g. 1 frigate against a starbase).
The AI will not be as reluctant to go to war as before (more likely to go to wars in the higher difficulty levels than before, especially early for the warmonger race affinities).
The AI now handles gifts more sensibly. Previously, it could be too easy to spam the AI with small gifts for big diplomatic benefit.
The AI will now make it less obvious where it is amassing its ships when preparing for an invasion.
The AI now considers razing enemy colonies and outposts (it didn't before for design reasons).
The AI now considers asking for a peace treaty more if they happen to be in a very bad situation even if they are furious towards their rival.
The AI algorithm to consider establishing outposts was improved which resulted in a more diligent and aggressive approach to establish (and re-capture) mining and tourism sites on accretion disks, especially when these have strategic resources.
The AI now prioritizes scanners and drive technology a bit more, which boosts their operational effectiveness further.
The AI now fires all its weapons in combat when it cans where before it could miss the opportunity to fire some weapons due to not having enough angle aperture to fire at their primary target. Now, AI ships consider other targets if they cannot fire at their primary one.
The AI ships now focus and spread their fire in combat more sensibly, resulting in more aggressive, concentrated and effective attacks.
The AI now also more effective at finishing off their targets more when they are in bad condition where before the AI ships could change their targets in the middle of the fight and not finish off AI ships when it would be better if they did.
AI combat enhancements made to make sure ships spend all their actions in the best way possible, prioritizing firing actions and making sure ships can and will fire all of their weapons as much as possible.
The AI ship design algorithm now considers equipping weapons with different fire arcs more when they think it can result in more effective designs.
The AI now refrains from using tractor beams on its own mind controlled ships.
AI now considers using tractor ships before other AI ships fire at targets.
AI combat improvements on which ships the AI chooses to use first in battle and in which order.
Mind control Titan ability now being considered by the auto-resolve algorithm.
BALANCE
Ship construction cost reduced from +50% to +25% in the 'Low' Ship Support penalty level (less than 10 negative SSP).
Ship Attack and Ship Defense penalties reduced from -20% to -15% in the 'High' Ship Support penalty level (less than 25 negative SSP).
New 'Very High' Ship Support penalty level causes -20% Ship Attack / Ship Defense, +100% ship construction costs and 50BC maintenance per point below the -150 SSP mark.
New 'Extreme' Ship Support penalty level causes a 25% reduction to all ships' Ship Attack (accuracy) and Ship Defense (evasion rating), +300% ship construction costs and 250BC maintenance per negative SSP point when SSP goes below the -350 mark.
Auto-resolve improvements: Point Defense weapons were too much of a factor in countering missiles; also, fleet size had too much weight in the combat auto-resolve algorithm.
Interstellar Geology culture perk now provides a flat +2 strategic resources' bonus instead of a +50% bonus, as that was causing too much production and other excessive effects.
The Neutronium armor coating tech now provides immunity to beam damage when 8 sources of neutronium are available, where before 5 sources were enough to confer immunity making the effect a too powerful one. Each source now provides +12.5% beam damage reduction per available source, where before it offered +20% per source.
Gifts not as powerful of an effect on the Sulak, Cerixx and Human race affinities in diplomacy deals.
Gifts' positive effect wears off faster on the Draguul, Sulak, Human, Palacean, Kaek and Nova race affinities.
Space mirror array now costs 15 BC to maintain, was 10 BC before.
Utopia government now has a -25% research penalty on defense technologies.
GAMEPLAY
Warrior Code unique ability now grants +15% morale per ongoing war (Draguul affinity, also available to custom races).
Tribute deals are now automatically cancelled when war is declared.
Bomber bays and fighter bays now factored in the auto-resolve calculations.
When the odds are overwhelming in favor of the invader, during a planetary assault, the collateral damage applied when it loses were halved.
Tamara Adams had incorrect leader skills that resulted from a development testing mistake. She now has the scientist, astronautics and activist skills, as designed for this leader. She had espionage skills before.
An Alliance pact now provides information on all colonies and fleets the allies have to their allies, like the espionage intel-gathering expert skills does. This was designed but not working as intended. Now it is in the game.
PERFORMANCE
Turn-time performance improvements, especially noticeable in the late game.
Loading games much faster now.
Significant combat performance improvements. Combat could start to lag after several combat sessions. This was fixed.
Major performance improvements for 4K resolutions. The game could be a bit laggy in some places in 4K monitors. That is now fixed.
SOUND & MUSIC
Diplomacy "angry" tunes now play when an opponent's ambassador leaves when treaties are broken and demands are made that are accepted by the ambassador.
UI / GRAPHICS
The unique technologies found in ancient ruins are now displayed in the tech tree in a specific panel dedicated to these.
All the game and galaxy map options information is now presented in the in-game menu screen (e.g. number of space monsters, number of planets, resources, which victory conditions are enabled, etc).
The empire widgets displayed in the diplomacy status screen now show the biome art behind the ambassador's portrait. Biome art now also displayed behind the rulers running in the galactic council's election.
War declaration notifications on the human player are now clickable, showing a much larger rival ambassador's character in the new diplomacy screen, including the war declaration statement, for increased immersion.
The successful and failed invasion notifications for the Human player are now shown in purple.
The diplomacy screen is now automatically displayed when an AI player declares war and attacks the Human player for a more dramatic notice.
Clicking on ships or fleets in the overview panel on the left now centers the map on that fleet or ship.
Notice added to the tech tree's galactic wonders tooltips indicating if a wonder was already built, and if so by who and where it is located.
Several icons received some touch ups to make them more crisp and clean (e.g. capital icon, ruins icon and several notification icons).
The leader, orbital station, and colony automation icons in the colony overview panel entries were also retouched for better contrast.
The ships' crew experience is now displayed in the ships' overview panel on the left for each ship.
Auto-fire weapon modification animation speed increased a little.
The 'Weapon range' and 'enemy ship targetable area' overlays in space combat are now also displayed selectively by hovering over each weapon.
Combat HUD now hidden during Auto-Combat for a more cinematic experience.
Floating damage notices now a bit faster in super-fast autocombat. It could lag quite a bit when there were many floating notices.
The fleets' ETA is now displayed in the fleets' overview panel on the left.
The leader icon in the ships' overview panel now has a more comprehensive tooltip. And clicking on the leader icon takes you to the leaders screen.
New keyboard shortcut 'SHIFT + O' can be used to show/hide the Overview panel.
The 'Larger Text in Tooltips' option in the Game Settings now provides for even bigger text in tooltips (font size was increased).
Galactic council tooltip text revised to clarify that the terms of refusing the new galactic ruler is bound to human player decision only.
The 'Offer Ships' diplomacy option now has a tooltip to clarify that ships can be gifted only if they can reach the capital system of the player receiving the ship gifts.
The 'Ice Age' term used in the corresponding planet special where a planet is cooling down rapidly at a global scale was replaced with the more appropriate "Global Cooling' term.
New game loading hint provided for the different ways on how leaders can gain experience.
Applied a bit of transparency to the 'Constructions built' panel in the colony view.
Tooltips added to treaties in the diplomacy screen treaties list.
Tribute requests now have a tooltip in the diplomacy screen with information on how much credits are expected to be obtained from the deal.
BUG FIXES
Fixed a bug that was causing too few Space Monster offspring to be spawned.
Fixed a glitch in the gravity tooltip in the colony view (the one at the top of the colony screen). The color presented was correct but the information presented in the tooltip was not.
Fixed a bug that prevented a game to end, and show the corresponding celebrations cinematic, when that game was started right after ending a previous one without quitting to desktop first after ending the first game while choosing the "Just one more turn" option.
Fixed a rare bug that would cause the game to hang when a gifted ship could not travel to the giftee's territory or to anywhere else and would remain in the origin system without exploring it. If a combat encounter would happen there the game would hang.
Fixed an issue that could cause bigger save files than usual when starting a new game right after exiting a previous one without quitting to desktop first.
Fixed a bug that was causing the wrong empires to be considered and sometimes notified when making an alliance coordination request when only AI empires were involved.
Fixed a bug that was allowing the human player to control their AI allies' production allocation, construction options and even scrapping buildings in their colonies.
Fixed a bug that was allowing ships with stunned crews caused by neutron beams to flee from combat.
Fixed an issue that could be causing a bit too many treaties to be broken by the AI at times.
Fixed an issue in the spy detection chance tooltip. The value was being applied correctly but it could show an incorrect value in the "Pick an espionage mission" tooltip screen when hovering over the Detection Chance for the race that has this bonus.
Fixed an issue that was not allowing the star distance measuring tool to be activated with 'shift' key.
Fixed a glitch that was causing the 'Remote exploration' tooltip/panel to sometimes open up on top of 'Overview' text when the overview panel was closed.
Fixed an issue that was causing panning the map to be too slow with the arrow and WASD keys (mouse dragging was fine though).
Fixed a bug that was allowing fleeing fleets to sometimes go back to the system they once were and fled from.
Fixed a glitch that could sometimes present the minimum damage to be slightly superior to the maximum damage in the ship design screen in some particular circumstances.
Fixed an issue that was causing the tourism strategic value to show only 1 decimal place in the corresponding accretion disk tooltip.
Fixed a bug that was allowing a 'Psy-Ops' leader influence action to be requested from the player when none could be performed in some scenarios where no rival leader could be influenced or the rival simply run out of leaders to be influenced.
Fixed a bug that was not allowing a colony leader with the 'colonize a planet' desire to fulfill their desire after the planet where the colonization request was made had suffered a planet construction action (e.g. a Barren planet). Now, the barren world can be (re-)constructed and after colonization the leader will see their leader fulfilled.
Fixed a glitch that was causing the race modifiers' text to not be displayed in the 'Race customization' screen in a few specific monitor resolutions when using the window mode.
Fixed an issue that was causing the construction ETA to be incorrect in very specific cases where production overflow was involved. The ETA calculations were correct but the displayed value was not.
Fixed a bug that was allowing some AI ships to flee under a containment field (Cerixx unique ability) in rare occasions.
Fixed an issue where sometimes the AI would refuse large gifts but would then gladly accept small ones in the same discussion.
Fixed the 'Maneuverability Bonus' Titan ship special ability to clarify the Titan ship does not gain its own bonus but only the surrounding ships. Also, the Ship Attack (accuracy) bonus was missing and the Ship Defense (evasion rating) bonus was not being displayed correctly in the tooltip, although the value was being correctly applied in the calculations.
Fixed tractor beams sometimes left on the battlefield or left hanging with no identified source or target during auto-combat.
Fixed an issue that was not allowing access to strategic resources tech options when conquering a colony that had the Galactic Space Port. The tech options were unlocked when building the Galactic Space Port but not when acquiring it.
Fixed an issue that was causing hangs when searching ruins in very specific cirscunstances.
Fixed a glitch that was causing the fleet set for Humans to reset in the New Game screen to one belonging to a previously selected player. This issue was only visual and would clear up after using the humans alternative fleet set switch for the first time.
Fixed an issue that was causing the wrong difficulty symbols to be presented for the 'Hard', 'Severe' and 'Impossible' difficulties. It now shows the rook for the 'Hard' difficulty, queen for 'Severe' and the king piece for 'Impossible'.
Fixed an issue in the 'Galactic Council' with the ultrawide resolutions where you could see bars for the two candidates extend beyond the bounds of the election window. Also, the empire info panel above was shown and could be interacted with.
Fixed a bug that was causing an incorrect notification to be displayed when constructing a colony base