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

Interstellar Space: Genesis

Free 1.2 Major Update - Preview

Hello everyone!

We've been working hard to bring you a new free update very soon. This will be version 1.2 and will bring the following:

1.2 Preview



  • New Tactical Auto-Combat feature allows AI to take control of the player's ships. Control can be given and taken back at any time.
  • Faster tactical combat animation options.
  • Improved auto-resolve calculations to better account for ship designs and situations.
  • Random tech trees now allow hiding future technologies until you've unlocked access to them.
  • Tech trees are now easier to manipulate with available reset and reorder options.
  • Notification improvements allow grouping the most frequent and less critical notifications.
  • Graphical improvements to the galaxy map.
  • Numerous quality of life improvements to things such as save/load with double-click, ship rotation enhancements, and unique ability usage verification.
  • Balance changes, bug fixes, and more!

This free update! is almost finished and should be out in the next few weeks.

What's Next After 1.2?



We've been working hard on the new free update, and as we have announced in a previous post the team has also been working hard on the 1st expansion pack for the game! So, expect a major announcement about the expansion very soon.

We truly appreciate our fans. Thank you for buying the game, for playing, and for continuing to provide us with your feedback!

If you have played the game please consider leaving a review on Steam!

The Dev Team
Praxis Games

Update 1.1.4 Released

This is a smaller update to fix two important bugs on version 1.1.3.

One of the bugs involved the colony automation when building Planetary Gravity Generators with the "Balanced" automation focus. This one was less serious. However, the other bug was quite nasty as it caused the homeworlds of players to sometimes spawn too near each other in the bigger maps when the map star distance factor was bigger than 1x.

Saves are 100% compatible.

Let us know if you have any problem with it! And, please keep reporting any issues or bugs you may find by sending a save game and the Player and Player-prev log files to contact@praxis-games.com. The save files and the logs can be found in this folder: C:\\Users\\\\AppData\\LocalLow\\Praxis Games\\ISG\\

Thanks!

BUG FIXES



  • Fixed a bug that was causing the homeworlds of players to sometimes spawn too near each other in the bigger maps (not distributed as well as they should throughout the map) when the star distance factor was bigger than 1x.
  • Fixed a bug in the colony automation algorithm that was causing Planetary Gravity Generators to be put on the colony queue sometimes when the gravity was already ideal on the planet, causing worse gravity conditions after the facility was built.

Small update to 1.1.3 (Hotfix)

A small update and hotfix for version 1.1.3 is now released. The game version was maintained.

Saves are 100% compatible.

Let us know if you have any problem with it! And, please keep reporting any issues or bugs you may find by sending a save game and the Player and Player-prev log files to contact@praxis-games.com. The save files and the logs can be found in this folder: C:\\Users\\ADMIN\\AppData\\LocalLow\\Praxis Games\\ISG\\
Thanks!

Here's the fixes of this update:

  • Fixed a bug when the AI ships equipped the Illusion Materializer special system it could freeze combat during the AI turn.
  • Fixed a bug when destroying an illusion ship (parent ship had the Illusion Materializer special system) for the Nova and Kaek ships. The illusion ships were destroyed but the ships remained in the battlefield and could not be interacted with.

What's Next for Interstellar Space: Genesis

The release of the 1.1.3 update has been a success! We want to thank everyone who's bought the game so far as well as the testers from our community who helped make this a very smooth free update! We really appreciate all the feedback we've received from the community. We're proud to say the game now offers a more solid and engaging experience than ever, and we couldn't have done it without your support.

Since release, we've delivered a large number of free content patches with improvements, bug fixes, balance adjustments, and quality of life enhancements for everyone to enjoy. Enhancing the game is something we are passionate about, and you can expect us to continue to deliver this level of support as we proceed past 1.1.3 and onward towards the future of Interstellar Space: Genesis.

Speaking of the future, it's about time we talked a bit more about it. After all, things aren't stopping here for ISG. In fact, we're just getting warmed up! We've heard your call for more content, and as stated in our development roadmap, we've been actively working on the first expansion pack. We're pleased to now be able to announce a bit more about what this content pack will entail.

The goal behind our first paid content pack is to add more variety and a bit more flavor to the game. This pack will include two new races, each complete with everything you'd expect to see such as new art (characters, civilian buildings and fleets), unique abilities, titan abilities, and affinities. In addition, you'll find more characters to choose from when creating custom races, as well as a few other goodies.

This first expansion to ISG should be available later this year, so stay tuned for more news to come as we get closer to its release!

But wait, there's more...

We've got plans for even more expansions, with a number of significant features already designed and finely tuned for future inclusion. We can't wait to tell you more about the new features and content these will bring to the game, but as a small company, we need to take things one step at a time. If the community is thirsty for more, and we believe you will be, we'd be absolutely delighted to be given the opportunity to continue to deepen and expand the ISG universe even further with some of the revolutionary new features we've got in mind.

If you haven't bought the game yet, now's your chance to get the game for 50% off until July 9th. This is the first time the game is being sold at such a large discount since it released.

By the way, we've recently released the award winning ISG soundtrack on Steam, which was composed by Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth, Mario + Rabbids Kingdom Battle) and Ryan McQuinn (Lotia, Call of Cthulhu Mystery Program, Liberty: Vigilance). So, please go check it out!

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

Update 1.1.3 Released!

Hello everyone!

Version 1.1.3 of Interstellar Space: Genesis is now out!

This is a huge update that takes the game's challenge to a whole new level in the higher difficulties. There's also new customization options available that allow you to choose a specific ship set, race affinity, a particular appearance and specific Titan special ability when creating a custom race!

The update adds many AI enhancements, QoL improvements, UI tweaks, balance changes and bug fixes which should offer the smoothest and more engaging ISG experience to date. We hope you enjoy the result!

Compatibility note: Saves from the previous version are not compatible with this new version. Also, custom races designed with previous versions will not work with this version and may cause game corruption. Please delete all your current custom races (via 'New Game' screen or by deleting them in the folder C:\Users\\AppData\LocalLow\Praxis Games\ISG\Races\). Alternatively, you can 'Edit' and 'Modify/Save' your current custom races and they should be ready to go.

If you want to finish your current game with the previous version (1.1.2) 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


Special thanks to everyone who has helped test this update and provided feedback.

Big thanks to everyone who has bought the game so far. We hope you are enjoying the ride. And be prepared, as there's much more to come!

Soundtrack new available!


The complete soundtrack to Interstellar Space: Genesis composed by Grant Kirkhope and Ryan McQuinn is now available for purchase on Steam! The soundtrack includes 26 tracks. Each track is available in high-quality MP3 format. Part of the proceeds go directly to the composers.

Have fun!
The Development Team
Praxis Games


Version 1.1.3



NEW



  • Now possible to choose a different ship set, race affinity, appearance and titan ability when creating a custom race!

  • The research screen now shows icons next to every tech representing the tech's type (achievement, ship component, ship special system, planetary improvement, empire project, wonder or planetary engineering project).

  • New 'Continue' button added to the main menu to allow resuming the last saved game. You begin at the point when the game was last saved or autosaved.

  • Two new defense technologies added: 'Advanced Evasion Algorithms' and 'Ultimate Evasion Algorithms' provide +50% Ship Defense and +100% SD, respectively. With these achievements, ships will be harder to hit.

  • One new Targeting Algorithms tech added: 'Ultimate Targeting Algorithms', provides +175% Ship Attack, making it easier to hit ships in combat.

  • New icon presented when a fleet is stationed on a system with only civilian ships in it: a 'cog' icon is presented; when there are military ships present it shows a 'shield'.

  • 'Affinity' tooltip added when creating custom races and choosing a specific affinity explaining what personality traits a specific affinity has and what it provides; tooltip also added to the AI empire status panel (when inspecting the AI empire information in the diplomatic status screen).

  • The colony leader's 'Warfare' primary skill now also provides +0.5 Crew experience per skill point per turn to all military ships currently in orbit, along with the existing +10% Ground combat strength per skill point in the colony.

  • The ship leader's 'Command' primary skill now also provides 25% bonus experience to the leader from combat for each additional point when it reaches Command level 10 or more.

  • The ship leader's 'Initiative' primary skill now also provides +1 combat speed for each additional initiative point to the leader's ship in the first combat turn.

  • New 'Freighter fleet' scrap function added.

  • New 'All PD Targets' game settings option added (tells if a ship equipping point defense weapons shall target all missiles passing by or only the ones targeting that ship). The default option is ON.

  • Mining Treaties now offer +200 production distributed between all colonies per active mining treaty.

  • The 'Improved Logistics' technology now offers a free outpost ship.

  • New huge negative diplomatic modifier added when a player backstabbes another player (when a player declares war on an ally). Also new severe negative diplomatic modifier added when a player backstabbes an ally. This modifier is added to all players who are in contact with both and witness the backstabbing.


AI IMPROVEMENTS



  • The AI now favors equipping different special systems in ships depending on the race's affinity/personality.
  • The AI now equips special systems in ships more sensibly.
  • The AI now researches better shields, armor, targeting algorithms and weapon technology even more aggressively, especially in the higher difficulty levels.
  • The AI now tends to play more aggressively in tactical combat.
  • The AI now researches technologies more efficiently. Sometimes the AI had unfinished technologies in the tech queue for too long.
  • The AI now builds ships more sensibly trying to not go overboard with respect to the ship support available.
  • The Draguul AI personality/affinity will now tend to play more offensively in combat.
  • The Draguul AI affinity now likes their demands being accepted more; it also gets more offended when others break treaties than before.
  • The Human AI affinity likes gifts a bit more now; also likes more when others accept their alliance requests and disapproves more when others refuse their diplomatic demands. Also a bit more keen in proposing treaties to others now; will also make more requests of allies than before, and certainly more than other affinities.
  • The Kaek AI affinity likes when their demands and alliance requests are accepted a bit more now. They get more angry when someone razes their settlements and colonies now.
  • The Moltar AI affinity likes warmongers even less now and likes gifts a bit more. Gets more upset when others make demands of them and when they break treaties or raze their settlements.
  • The Nova AI affinity favors treaties even more now. They like when their diplomatic requests are accepted more; like warmongers even less and get more upset when others declare war on their friends even more. Also a bit more upset when others break an alliance and when someone razes their settlements.
  • The Sulak AI affinity likes being given gits a bit more now; get much more upset when others make demands of them, but they forget that more easily than others.
  • AI now equips Point Defense weapons (against missiles, fighters and bombers) more sensibly.
  • AI now equips weapon modifications more sensibly, in general, giving priority to certain weapon modification combos that prove to be very effective in specific circumstances.
  • The AI is now a more aggressive in the strategy layer, especially in the higher difficulty levels.
  • The AI now gets a negative diplomatic modifier when the player makes demands of it when these are rejected. This is actually a fix since the AIs received this negative modifier from demands from other AIs, but not from the human player.


BALANCE



  • The Mothership, the Starhammer and the Punisher ships discovered in ruins are now found a bit later (were being discovered a bit too soon).
  • The miniaturization production cost reduction was revised to 90/80/70/60/50% for level 1 up to miniaturization level 5 (was 75/55/40/30/25% before). This means that ship components don't become as cheap now as they would before this change. Some equipment could become way too cheap with miniaturization.
  • The 'Heavy Mount' weapon modification now costs 4 times more production than normal mounts. Previously, it was 2 times more. The 'Heavy Mount' was too cheap for the big tactical advantages it provides, especially the double range bonus and the decrease of the damage and accuracy penalties with range.
  • The 'Auto-Fire' weapon modification now costs 3 times more production than normal mounts. Previously, it was 1.5 times more. Auto-Fire is a very powerful modification that was a bit too cheap.
  • Auto-Fire weapon modification now requires +75% weapon space to install, was +50% before.
  • Auto-Fire weapon modification now has an aggravated accuracy penalty for each subsequent shot. The first shot has a -20% Ship Attack penalty, the second shot has -40% while the third now has -60% Ship Attack.
  • Beam Accelerators now a weapons level 4 tech, was level 3.
  • Polaris Missile now a level 3 tech, was 4.
  • Antimatter-Catalyzed Bombs tech moved from level 5 to level 6.
  • Quantum Missile now at weapons tech level 5, was 6 before.
  • Nightmare Missile now a level 7 tech, was level 8 before.
  • All missiles now require 30 space where before nuclear missiles required 30, polaris 40, quantum 50 and nightmare 60.
  • 'No Range Dissipation' now costs double the amount of production of a standard weapon. Previously, it only cost +25% more.
  • The 'Continuous' weapon modification space requirement was reduced from +50% space than standard weapons to +25%.
  • Phasors now cost 130 production per weapon installed. Previously, it was 120. Phasors are a very versatile weapon so the added cost is justified.
  • The 'Armor Piercing' weapon modification production cost increased from +75% the standard weapon cost to +100%. Armor Piercing was also a bit on the cheap side.
  • 'Shield Piercing' production cost increased from +75% to 3 times more (+200%). This is a very special and powerful weapon modification, that was too cheap before.
  • Fusion Beams now allow the 'Armor Piercing' modification.
  • The 'Doom Cannon' weapon now does 250 damage (was 80). The cooldown penalty was also removed (can now fire every turn).
  • Spinal Mount weapon modification "No damage lost to range dissipation" effect removed. Was unbalancing the spinal mount modification in favor of beams over kinetics since the latter already enjoy from that effect.
  • Quantum missiles now have 14 base hull points instead of 12. Nightmare missiles now have 20 HP instead of 16.
  • Neutronium Armor Coating now provides a +7.5% bonus to armor per source of Neutronium in the empire. Was +5% per source before.
  • Enhanced Shields now provides a +7.5% bonus to shields per source of Helium-3. Previously, it offered +10% per source.
  • Propulsion -25% research penalty removed from Feudal government.
  • The Serenity unique ability now provides +3 diplomatic modifier, was +4 before.
  • The Emphatic Diplomats culture perk now provides +1 diplomatic modifier, was +2 before.
  • Armor costs now scale the better the armor is. Titanium and Tungsten are a bit cheaper than before while the superior armors now cost more. This doesn't change the armor cost much when going with 'light' hull reinforcement but has a significant impact when going with 'medium' and 'heavy' hull reinforcement since those costs 3 and 6 times more than 'light' hull.
  • The Interstellar Geology culture perk now provides +50% to the strategic resources amount instead of providing +1 source for all non-empty sources.
  • Research treaty maximum potential now capped at 15% the partner with the lowest research output, was 25% before.
  • The ship support' high level penalty threshold (slower to build ships and accuracy and defense penalties) now starts with -25 SSP (was -20 before).
  • The ship support 'Ship Attack' and 'Ship Defense' penalties are now -10% and -20% respectively (were -15% and -25% before).



GAMEPLAY



  • Support ships now have to be explicitly selected in order to be moved to a different system where before clicking on a fleet and sending it elsewhere would bring the support ships with it automatically.
  • All espionage actions now take a minimum amount of 5 turns to set up. Certain spy assignments could take only a couple of turns to set up which would lead to excessive micromanagement.
  • Auto-fire weapon modification moved from Phasor to Plasma Cannon.
  • Spinal Mount weapon modification added to Plasma Cannon.
  • Stun effect moved from Phasors to Neutron Beam, and the stun effect only works with the shields down now. The stun chance increased from 5% for each shot that hits to 7.5%.
  • The 'No Range Dissipation' weapon modification was removed from Phasors; was added to Neutron Beam.
  • Tractor Beam range increased from 25 grid spaces to 30.
  • Ion Cannon now doesn't allow the Heavy Mount weapon modification (Ion Cannon was a bit overpowered with the HV mount).
  • Leaders with the Xenophobic trait now only work for certain empires of specific race affinities. Before they only worked for a certain race type/appearance.
  • Diplomacy music also linked to the race affinity now.


PERFORMANCE



  • The overview panel rendering was optimized making the late game handling of the overview panel, and other panels significantly faster.
  • Now faster to open and close the colony view screen.
  • Late combat performance increased. Firing at the bigger ships could lag a bit in the late game.


UI / GRAPHICS



  • Research screen revamped to show more space between the tech fields. Tech names are now displayed in lower case; tech icon types were added and a filter to highlight techs of one type.
  • Base space and base cost weapon requirements information added to the tech tooltips as for an explanation on how component miniaturization works.
  • The ship tooltip information is now presented in the ships' overview panel also when hovering on the ship name now (previously, only showed the tooltip when hovering on the ship's picture).
  • The attitude tooltip information is now also presented in the Galactic Council when hovering on the two empire leaders running for Galactic Emperor.
  • The race's ideal world background is now presented in the empire status screen.
  • The miniaturization tooltip now describes the levels and the benefits in the ship design screen (on weapons, shields, and special systems).
  • The ship design weapon modification and several other ship design tooltips are now displayed in lower case.
  • The Auto-Fire weapon modification animation now plays a bit faster. Could take a while to fire all those 3 shots in a row.
  • Race affinity/personality information added to the AI empire status screen, since it's now possible to select a different affinity for the custom races, different from the race appearance, the ship set and even the titan ability.
  • Planetary improvements now shown from the cheapest to the more expensive to build in the colony view.
  • The leader level up and crew level up icons now show the up arrows in green, since it's a good thing (was red before).
  • Asteroid exploitations that require freighters now tell when freighters are available and when the freighter fleet requirements are met. Before, an exploitation requiring freighters could still say that freighters were needed for that particular exploitation even if it was already active and enough freighters were available.
  • New sort/filters added to the asteroid belts' overview panel for production, trade, research and volatiles exploitations; allows seeing all exploitations of each type at a glance.
  • New "vacant only" filer added to the strategic resources' overview panel, shows only sites that are not yet settled to help identify potential sites available for exploitation.
  • A new tooltip in the fleets overview panel now shows the fleet composition when hovering the "?" in each fleet entry.
  • Wormhole tooltip now provides full information on how wormholes are revealed including information on their stability, and not only when the system scanning level is basic or advanced.
  • Note added to the difficulty tooltip clarifying that the AI will be more aggressive in the higher difficulty levels, starting on 'Hard'.
  • The information on the ship's equipment load out in the ship selection screen (when hovering a ship design in the ship design screen) could sometimes be presented with some misalignment. The information is now better aligned.
  • The 'Medium' and 'Large' galaxy icons displayed in the New Game screen are no consistent in both shape and sizes; previously, the large galaxy icon arms were too thin and with a small core.
  • Explanation added to the 'Fighter Bays' and 'Bomber Bays' special systems in the ship design special system selection panel and to the technology tooltip on how many hit points fighters and bombers have.
  • Sentence added to the 'Trade Treaty' and 'Research Treaty' tooltips to clarify the initial expenses: "The fees are reduced gradually during the first 10 turns of the deal, after which income (or RP in the case of the research treaty) starts to be generated.".
  • The parenthesis included in the type of star text in the system view were removed.
  • A few tweaks were done to the empire information displayed at the top. The text has a bit more contrast now and the panel with the buttons on the top right was cleaned a bit to make it look more crisp.
  • The colonies' overview panel now shows more colonies at once in the Ultra-Wide resolutions.
  • Small tweak done to the freighters number in the empire info panel, the value could be displayed slightly on top of the freighters' icon.
  • Small tweak done to the population amount value presented in the colonies overview panel, the information could not fit in the designated area sometimes.
  • Sometimes the remote exploration notification could lead one to believe new information was obtained when in fact nothing new was revealed. The sentence of the notification was reworded to clarify this.
  • Note added to the 'Asteroid Mining' technology to clarify that an available freighter fleet is required in order to establish 'Production' or 'Volatiles' exploitations.
  • More context was added to the 'An Offer You Can Refuse' event notification explaining why we got a technology for free from a choice made by an AI player on that event.
  • More space added to the area where the playable races are displayed allowing for one more race to be displayed without needing to use the scroll bar.
  • Space combat "Zoom & Shoot" animation now brings back the combat HUD a bit later, only after the "kill cam" finishes and the view is restored to normal, allowing to see the explosion without it being mostly obscured by the HUD popping up.


BUG FIXES



  • Fixed a bug when using the 'Tractor Beam' special system, it was being allowed on ships that were out of range.
  • Fixed another bug involving the 'Tractor Beam' where it could not be used on other targets in the next turn after the first target was destroyed.
  • Fixed yet another bug involving the 'Tractor Beam' (and 'Nano Swarm' special system) when the ship being targeted was destroyed, the tractor beam and nano swarm specials would remain active but with no rival in range.
  • Fixed a bug when presenting the damage applied by a weapon with the Auto-Fire modification. More damage was being shown as being inflicted than the damage done. The actual damage was ok but the displayed damage was bugged.
  • Fixed a bug when using the 'Clairvoyance' unique ability, the last two sectors to reveal could sometimes lead to a locked state where it would not be possible to proceed to the next turn.
  • Fixed a bug that was allowing AI ships to be controlled by the player after they jumped near the player' ships using the 'Combat Jump Displacement' special system.
  • Fixed a bug that was causing space monsters to freeze and not attack the player until the end of the combat in the rare case the player passed the ship from the front of the monster to its back.
  • Fixed a bug that was causing the 'Ancient Artifacts' planet special to give 'Ultra' techs and not allowing them to be researched again.
  • Fixed a rare bug when the AI attacked a planet defended by an orbital station, the combat would not take place and the AI could assault the planet bypassing the orbital station when fleets from other empires were also present in that system.
  • Fixed an issue that was causing the AI to constantly send scout ships to try and explore ruins in a system that was guarded by a space monster.
  • Fixed a rare bug where a negative production percentage could be presented in the colony view when the production was maxed out on one aspect.
  • Fixed a bug in the 'Graft and Corruption' event where its negative effects could not be cancelled after the colony changed hands.
  • Fixed an issue in the remote exploration screen where the automatic remote exploration toggle and text would overlap the zoom controls in the 21:9 ultra-wide aspect ratio resolutions.
  • Fixed an issue that was allowing the "Number of Missiles" weapon modification to be shown in the tech tooltip for Torpedoes, when Torpedoes have unlimited ammo. Ammo information was also being incorrectly presented for torpedoes in the ship design screen.
  • Fixed an issue in the Ship design left panel showing the ship composition at a glance where the Ship Attack and Ship Defense stats were not aligned. And, the Missile Evasion value is now displayed when the ship has the ECM Jammer installed and shows the correct value now.
  • Fixed a bug where the minimum damage could sometimes be superior to the max damage of a weapon in ship design when the Beam Accelerators bonus was being applied.
  • Fixed an issue where the 'Ship Attack' value could show too many decimal cases in the ship design UI and combat UI for some values.
  • Typo fix: Weapons tooltip (all weapons types), last paragraph "superseeds" now "supersede".
  • Typo fix: Leader notification when returning to duty from leave -- "prolongued" was misspelled (no "u").
  • Typo fix: Under Planetary Deflector Shield last sentence: Meteor shower, shower was spelled with two W's.
  • Typo fix: In the overview panel's strategic resources filters the tooltips titles displayed "Ammount", corrected to "Amount".
  • Fixed an issue where the ship leader Chomm Slues'es nickname was too long to display, renamed to just "Lieutenant."
  • Fixed an issue where the tourism bonus tooltip in accretion disks would mention "resort outpost" in a few passages which could lead to confusion if different outposts were available to build. It says only "outpost" now.
  • Fixed an issue that was allowing a system to be clicked before the turn ended processing completely, which could lead to game corruption.
  • Fixed an issue that was causing a few plants to appear as they were floating in the Terran biome.
  • Fixed a bug that was causing the empire ranking graphs to appear as they were going off-screen. This was happening when loading a save from another game and then displaying the graphs. It only showed once in that turn and then cleared up. It is fixed now.
  • Fixed an issue that was causing the empire ranking graphs to not show for all empires when loading another game.
  • Fixed a glitch that was causing the max damage to only display up to the first 3 digits in the ship design screen.
  • Fixed a bug when generating an automatic design for a ship, choosing a different class from the original one would still generate a design for the previous class.
  • Fixed another bug when generating a design for a ship and leaving the ship design screen without saving would still save the design.
  • Fixed a graphical glitch when displaying the Nova character 'Friendly' animation in diplomacy.
  • Fixed an issue where the ETA for a tech in the research screen would show "1 turns" instead of "1 turn" when only a turn was left for the breakthrough.
  • Fixed an issue that was causing the supply range to not update immediately in the galaxy map after researching a logistics tech using the 'Collective Transcendence' unique ability. Was only updating the supply range in the next turn.
  • Fixed a glitch in the Galactic Council, at around 300 population the numbers would start to break a line.
  • Fixed an issue in the remote exploration screen that was causing the remote exploration panel to be hardly visible on huge maps as the 'scan' icons would be rendered on top of the panel.
  • Fixed an issue that was causing the "Periodic Auto-Gen" state to not persist. The checkbox would revert to OFF when exiting and loading a game.
  • Fixed an issue that was causing the empire effects from 'Neutronic Rejuvenation' to not show the correct effect. Was only reporting the effect for 1 source of the Neutronium strategic resource even when more were available. The morale modifier effects from the Neutronic Rejuvenation were also not being shown correctly.
  • Fixed an issue in space combat when marking a ship as 'Done' it would still display the movement grid as if movement was still allowed.
  • Fixed a bug that was causing damage to be considered at the front of a ship when the shot was made at the back in the rare case a rival ship would move past a player's ship.
  • Fixed an issue where the Warp Interdictor icon was still being displayed beneath the system label for 1 turn after the present colony holding the Warp Interdictor was conquered or razed.
  • Fixed a damage rounding issue in the ship design screen and in the combat tooltips when the 'Beam Accelerators' bonus from Helium-3 was being used.
  • Fixed an issue that was preventing the overall weapons space and cost from displaying in the Ship Design screen with the 2560x1440 resolution.
  • Fixed a rounding error in the ship design screen for the total available space. Was rounding the value up which didn't allow a 30 space component to fit when 30 available space was displayed as required.
  • Fixed an issue in the diplomacy dialog for the Nova empire, where the empire names were switched in a particular dialog instance.
  • Fixed an issue in the 'Heavy Mount' weapon modification tooltip. It said "Large platform mounted versions of a weapon that inflicts three times the normal amount of damage". The correct value is "one and a half times".
  • Fixed an issue where production overflow was being taken into account when producing 'Trade Goods' when displaying the total production going towards trade goods even though the calculations were correct.
  • Fixed an issue in the colonies' overview panel, the eco level could be cut and not be displayed in the 16:10 aspect ratio monitors and other resolutions.
  • Fixed an issue with the events' description scroll bar; it was not resetting its position from one event to the next causing the text to not always show from the top.
  • Fixed an issue when hiring leaders, the opinion bubble wasn't centered exactly as it should be all the time. It fell below the line.
  • Fixed an issue in the Space Amoeba Progenitor and Offspring. An attack from those space monsters could cause a "phasor" stun effect but the weapon was not a phasor. The stun effect was renamed to the weapon name in question. The weapon tooltip describes the stun effect.
  • Fixed a bug where some weapons could still show as operational even with zero internal system points in the ship in specific situations.
  • Fixed an issue when attacking an empire you had not officially met yet, the game would warn war would be declared, which is not the case for empires where contact has not be made yet. Warning reworded appropriately.
  • Fixed a bug in the combat AI that was causing ships attacking a battle station to stop attacking all of a sudden to only resume combat a few turns later. The AI fleet was preparing to board the battle station but did not approach it enough to be able to do so.
  • Fixed a bug in the kinetics overload action where only the first kinetic weapon slot would get an extra shot; fixed also the Auto-Fire kinetics, which were not benefiting from the kinetics overload action. Now, AF kinetics fire 4 shots in a row at a single target, instead of the nominal 3 shots without the overload.
  • Fixed a glitch on the combat ship selection sound, where the music could sometimes cut out when selecting ships consecutively.
  • Fixed a bug when the AI ships equipped the Illusion Materializer special system it could freeze combat during the AI turn.
  • Fixed a bug when destroying an illusion ship (parent ship had the Illusion Materializer special system) for the Nova and Kaek ships. The illusion ships were destroyed but the ships remained in the battlefield and could not be interacted with.

Third update to 1.1.3 unstable released

A new update to 1.1.3 unstable is now available! This is version 1.1.3 unstable 4.

The changes in this 1.1.3 unstable 4 update are:


  • The AI now builds ships more sensibly trying to not go overboard with respect to the ship support available.
  • Further AI optimizations done to improve research effectiveness.
  • The ship support' high level penalty threshold (slower to build ships and accuracy and defense penalties) now starts with -25 SSP (was -20 before).
  • The ship support 'Ship Attack' and 'Ship Defense' penalties are now -10% and -20% respectively (were -15% and -25% before).
  • The Auto-Fire weapon modification animation now plays a bit faster. Could take a while to fire all those 3 shots in a row.
  • Fixed an issue that was preventing the overall weapons space and cost from displaying in the Ship Design screen with the 2560x1440 resolution.
  • Fixed an issue that was causing the AI to constantly send scout ships to try and explore ruins in a system that was guarded by a space monster.
  • Fixed an issue that was causing the supply range to not update immediately in the galaxy map after researching a logistics tech using the 'Collective Transcendence' unique ability. Was only updating the supply range in the next turn.


Compatibility note: Saves from 1.1.3 unstable 3 are fully compatible with this new version.

I remind that the 1.1.3 update is not yet available for everyone. To play the latest '1.1.3 unstable 4' 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 1.1.3 unstable 4.

Please keep sending us your feedback in our official forums, on the Steam forums, on our Discord server or if you prefer just send an email to contact@praxis-games.com 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 your feedback everyone! Please keep it coming.

Adam

One more update to 1.1.3 unstable

Another update to 1.1.3 unstable is now available! This is version 1.1.3 unstable 3.

The changes in this 1.1.3 unstable 3 update are:


  • New huge negative diplomatic modifier added when a player backstabbes another player (when a player declares war on an ally)
  • New severe negative diplomatic modifier added when a player backstabbes an ally. This modifier is added to all players who are in contact with both and witness the backstabbing.
  • AI now researches Targeting Algorithms and Evasion Algorithms even more aggressively, especially in the higher difficulty levels.
  • The Serenity unique ability now provides +3 diplomatic modifier, was +4 before.
  • The Emphatic Diplomats culture perk now provides +1 diplomatic modifier, was +2 before.
  • Armor costs now scale the better the armor is. Titanium and Tungsten are a bit cheaper than before while the superior armors now cost more. This doesn't change the armor cost much when going with 'light' hull reinforcement but has a significant impact when going with 'medium' and 'heavy' hull reinforcement since those costs 3 and 6 times more than 'light' hull.
  • Advanced Evasion Algorithms effect changed from +50% Ship Defense to +25%.
  • Ultimate Evasion Algorithms effect changed from +100% Ship Defense to +50%.
  • The Interstellar Geology culture perk now provides +50% to the strategic resources amount instead of providing +1 source for all non-empty sources.
  • Stun effect moved from Phasors to Neutron Beam, and the stun effect only works with the shields down now. The stun chance increased from 5% for each shot that hits to 7.5%.
  • Research treaty maximum potential now capped at 15% the partner with the lowest research output, was 25% before.
  • Beam Accelerators now a weapons level 4 tech, was level 3.
  • Polaris Missile now a level 3 tech, was 4.
  • Antimatter-Catalyzed Bombs tech moved from level 5 to level 6.
  • Quantum Missile now at weapons tech level 5, was 6 before.
  • Nightmare Missile now a level 7 tech, was level 8 before.
  • All missiles now require 30 space where before nuclear missiles required 30, polaris 40, quantum 50 and nightmare 60.
  • Auto-Fire weapon modification now has an aggravated accuracy penalty for each subsequent shot. The first shot has a -25% Ship Attack penalty, the second shot has -50% while the third now has -75% Ship Attack.
  • Auto-Fire weapon modification now requires +75% weapon space to install, was +50% before.
  • The ship design weapon modification and several other ship design tooltips are now displayed in lower case.
  • Fixed a bug where the minimum damage could sometimes be superior to the max damage of a weapon in ship design when the Beam Accelerators bonus was being applied.
  • Fixed an issue where the 'Ship Attack' value could show too many decimal cases in the ship design UI and combat UI for some values.


Compatibility note: Saves from 1.1.3 unstable 2 are not fully compatible with this new version as most of the changes require new games to be played to take effect, namely the new diplomatic modifiers, the revisions to Serenity and Emphatic Diplomats, the armor costs, the evasion algorithms changes, the Interstellar Geology perk changes and the weapon tech changes. So, it's better to start a new game to properly playtest this new version. Also, all the available custom races will not benefit from the new backstabbing diplomatic modifiers. However, for a quick fix you can 'Edit' and 'Modify/Save' your current custom races and they will be up to speed.

I remind that the 1.1.3 update is not yet available for everyone. To play the latest '1.1.3 unstable 3' 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 1.1.3 unstable 3.

Please keep sending us your feedback in our official forums, on the Steam forums, on our Discord server or if you prefer just send an email to contact@praxis-games.com 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 everyone! Please keep it coming.

Adam

Small update to 1.1.3 unstable

A small update to 1.1.3 unstable is up! This is version 1.1.3 unstable 2.

The changes in this 1.1.3 unstable 2 update are:


  • New 'Continue' button added to the main menu to allow resuming the last saved game. You begin at the point when the game was last saved or autosaved.
  • The AI now more researches shields and armor technology a bit more aggressively, especially in the higher difficulty levels.
  • The AI now researches technologies more efficiently. Sometimes the AI had unfinished technologies in the tech queue for too long.
  • Auto-fire weapon modification moved from Phasor to Plasma Cannon.
  • Spinal Mount weapon modification added to Plasma Cannon.
  • The Research screen font size was increased. Technology names now a bit bigger for better readability.
  • The leader level up and crew level up icons now show the up arrows in green, since it's a good thing (was red before).
  • Small tweak done to the freighters number in the empire info panel, the value could be displayed slightly on top of the freighters' icon.
  • Small tweak done to the population amount value presented in the colonies overview panel, the information could not fit in the designated area sometimes.
  • Fixed a bug that was allowing the Starhammer advanced ship to be found in ruins too early.
  • Fixed an issue in the Ship design left panel showing the ship composition at a glance where the Ship Attack and Ship Defense stats were not aligned. And, the Missile Evasion value is now displayed when the ship has the ECM Jammer installed and shows the correct value now.
  • Fixed an issue in the New Game screen when selecting the galaxy size, the 'Medium' and 'Large' galaxy icons were not being rendered with the same quality level as the rest.


Compatibility note: Saves from 1.1.3 unstable are compatible with this new version. However, a few changes require new games to be played to take effect, namely the weapon modification changes.

I remind that the 1.1.3 update is not yet available for everyone. To play the '1.1.3 unstable 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 1.1.3 unstable 2.

Please send us your feedback in our official forums, on the Steam forums, on our Discord server or if you prefer just send an email to contact@praxis-games.com 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 everyone! Please keep it coming.

Adam

1.1.3 Beta Update available on unstable Steam branch

Hello everyone!

Version 1.1.3 of Interstellar Space: Genesis is now available for public testing on Steam's unstable Beta branch!

Please note that 1.1.3 unstable is an optional beta patch. If you want to help test this update alongside us 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.

Due to popular demand, this update adds the ability to choose different ship sets, race appearance, affinity and the Titan ability when creating a custom race. There are also many other improvements, AI enhancements, QoL improvements, UI tweaks, balance changes and bug fixes.

We will be monitoring your reports for major bugs and fixing them. Please report in our official forums, on the Steam forums, on our Discord server or if you prefer just send an email to contact@praxis-games.com 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 1.1.3 unstable. Also, custom races designed with previous versions will not work with this version and may cause game corruption. Please delete all your current custom races (via the game's New Game screen or by deleting them in the folder C:\Users\\AppData\LocalLow\Praxis Games\ISG\Races\). Modifying them and saving may work, but it's preferable to just delete the current custom races you may have.

Thanks!

The Dev Team
Praxis Games


Version 1.1.3 unstable



------------------------
# NEW
------------------------

  • Now possible to choose a different ship set, race affinity, appearance and titan ability when creating a custom race!

  • The research screen now shows icons next to every tech representing the tech's type (achievement, ship component, ship special system, planetary improvement, empire project, wonder or planetary engineering project).

  • Two new defense technologies added: 'Advanced Evasion Algorithms' and 'Ultimate Evasion Algorithms' provide +50% Ship Defense and +100% SD, respectively. With these achievements, ships will be harder to hit.

  • One new Targeting Algorithms tech added: 'Ultimate Targeting Algorithms', provides +175% Ship Attack, making it easier to hit ships in combat.

  • New icon presented when a fleet is stationed on a system with only civilian ships in it: a 'cog' icon is presented; when there are military ships present it shows a 'shield'.

  • 'Affinity' tooltip added when creating custom races and choosing a specific affinity explaining what personality traits a specific affinity has and what it provides; tooltip also added to the AI empire status panel (when inspecting the AI empire information in the diplomatic status screen).

  • The colony leader's 'Warfare' primary skill now also provides +0.5 Crew experience per skill point per turn to all military ships currently in orbit, along with the existing +10% Ground combat strength per skill point in the colony.

  • The ship leader's 'Command' primary skill now also provides 25% bonus experience to the leader from combat for each additional point when it reaches Command level 10 or more.

  • The ship leader's 'Initiative' primary skill now also provides +1 combat speed for each additional initiative point to the leader's ship in the first combat turn.

  • New 'Freighter fleet' scrap function added.

  • New 'All PD Targets' game settings option added (tells if a ship equipping point defense weapons shall target all missiles passing by or only the ones targeting that ship). The default option is ON.

  • Mining Treaties now offer +200 production distributed between all colonies per active mining treaty.

  • The 'Improved Logistics' technology now offers a free outpost ship.



------------------------
# AI
------------------------

  • The AI now favors equipping different special systems in ships depending on the race's affinity/personality.
  • The AI now equips special systems in ships more sensibly.
  • The AI now researches better shields, armor and weapon technology even more aggressively, especially in the higher difficulty levels.
  • The AI now tends to play more aggressively in tactical combat.
  • The Draguul AI personality/affinity will now tend to play more offensively in combat.
  • The Draguul AI affinity now likes their demands being accepted more; it also gets more offended when others break treaties than before.
  • The Human AI affinity likes gifts a bit more now; also likes more when others accept their alliance requests and disapproves more when others refuse their diplomatic demands. Also a bit more keen in proposing treaties to others now; will also make more requests of allies than before, and certainly more than other affinities.
  • The Kaek AI affinity likes when their demands and alliance requests are accepted a bit more now. They get more angry when someone razes their settlements and colonies now.
  • The Moltar AI affinity likes warmongers even less now and likes gifts a bit more. Gets more upset when others make demands of them and when they break treaties or raze their settlements.
  • The Nova AI affinity favors treaties even more now. They like when their diplomatic requests are accepted more; like warmongers even less and get more upset when others declare war on their friends even more. Also a bit more upset when others break an alliance and when someone razes their settlements.
  • The Sulak AI affinity likes being given gits a bit more now; get much more upset when others make demands of them, but they forget that more easily than others.
  • AI now equips Point Defense weapons (against missiles, fighters and bombers) more sensibly.
  • AI now equips weapon modifications more sensibly, in general, giving priority to certain weapon modification combos that prove to be very effective in specific circumstances.
  • The AI is now a more aggressive in the strategy layer, especially in the higher difficulty levels.
  • The AI now gets a negative diplomatic modifier when the player makes demands of it when these are rejected. This is actually a fix since the AIs received this negative modifier from demands from other AIs, but not from the human player.



------------------------
# BALANCE
------------------------

  • The Mothership, the Starhammer and the Punisher ships discovered in ruins are now found a bit later (were being discovered a bit too soon).
  • The miniaturization production cost reduction was revised to 90/80/70/60/50% for level 1 up to miniaturization level 5 (was 75/55/40/30/25% before). This means that ship components don't become as cheap now as they would before this change. Some equipment could become way too cheap with miniaturization.
  • The 'Heavy Mount' weapon modification now costs 4 times more production than normal mounts. Previously, it was 2 times more. The 'Heavy Mount' was too cheap for the big tactical advantages it provides, especially the double range bonus and the decrease of the damage and accuracy penalties with range.
  • The 'Auto-Fire' weapon modification now costs 3 times more production than normal mounts. Previously, it was 1.5 times more. Auto-Fire is a very powerful modification that was a bit too cheap.
  • Auto-Fire now reduces Ship Attack (accuracy) by 25%, was 20% before.
  • The 'No Range Dissipation' weapon modification was removed from Phasors; was added to Neutron Beam.
  • 'No Range Dissipation' now costs double the amount of production of a standard weapon. Previously, it only cost +25% more.
  • The 'Continuous' weapon modification space requirement was reduced from +50% space than standard weapons to +25%.
  • Phasors now cost 130 production per weapon installed. Previously, it was 120. Phasors are a very versatile weapon so the added cost is justified.
  • The 'Armor Piercing' weapon modification production cost increased from +75% the standard weapon cost to +100%. Armor Piercing was also a bit on the cheap side.
  • 'Shield Piercing' production cost increased from +75% to 3 times more (+200%). This is a very special and powerful weapon modification, that was too cheap before.
  • Fusion Beams now allow the 'Armor Piercing' modification.
  • The 'Doom Cannon' weapon now does 250 damage (was 80). The cooldown penalty was also removed (can now fire every turn).
  • Spinal Mount weapon modification "No damage lost to range dissipation" effect removed. Was unbalancing the spinal mount modification in favor of beams over kinetics since the latter already enjoy from that effect.
  • Quantum missiles now have 14 base hull points instead of 12. Nightmare missiles now have 20 HP instead of 16.
  • Neutronium Armor Coating now provides a +7.5% bonus to armor per source of Neutronium in the empire. Was +5% per source before.
  • Enhanced Shields now provides a +7.5% bonus to shields per source of Helium-3. Previously, it offered +10% per source.
  • Propulsion -25% research penalty removed from Feudal government.



------------------------
# GAMEPLAY
------------------------

  • Support ships now have to be explicitly selected in order to be moved to a different system where before clicking on a fleet and sending it elsewhere would bring the support ships with it automatically.
  • All espionage actions now take a minimum amount of 5 turns to set up. Certain spy assignments could take only a couple of turns to set up which would lead to excessive micromanagement.
  • Tractor Beam range increased from 25 grid spaces to 30.
  • Ion Cannon now doesn't allow the Heavy Mount weapon modification (Ion Cannon was a bit overpowered with the HV mount).
  • Leaders with the Xenophobic trait now only work for certain empires of specific race affinities. Before they only worked for a certain race type/appearance.
  • Diplomacy music also linked to the race affinity now.



--------------------------
# PERFORMANCE
--------------------------

  • The overview panel rendering was optimized making the late game handling of the overview panel, and other panels significantly faster.
  • Now faster to open and close the colony view screen.
  • Late combat performance increased. Firing at the bigger ships could lag a bit in the late game.



------------------------
# UI / GRAPHICS
------------------------

  • Research screen revamped to show more space between the tech fields. Tech names are now displayed in lower case; tech icon types were added and a filter to highlight techs of one type.
  • The ship tooltip information is now presented in the ships' overview panel also when hovering on the ship name now (previously, only showed the tooltip when hovering on the ship's picture).
  • The attitude tooltip information is now also presented in the Galactic Council when hovering on the two empire leaders running for Galactic Emperor.
  • The race's ideal world background is now presented in the empire status screen.
  • The miniaturization tooltip now describes the levels and the benefits in the ship design screen (on weapons, shields, and special systems).
  • Race affinity/personality information added to the AI empire status screen, since it's now possible to select a different affinity for the custom races, different from the race appearance, the ship set and even the titan ability.
  • Planetary improvements now shown from the cheapest to the more expensive to build in the colony view.
  • Asteroid exploitations that require freighters now tell when freighters are available and when the freighter fleet requirements are met. Before, an exploitation requiring freighters could still say that freighters were needed for that particular exploitation even if it was already active and enough freighters were available.
  • New sort/filters added to the asteroid belts' overview panel for production, trade, research and volatiles exploitations; allows seeing all exploitations of each type at a glance.
  • New "vacant only" filer added to the strategic resources' overview panel, shows only sites that are not yet settled to help identify potential sites available for exploitation.
  • A new tooltip in the fleets overview panel now shows the fleet composition when hovering the "?" in each fleet entry.
  • Wormhole tooltip now provides full information on how wormholes are revealed including information on their stability, and not only when the system scanning level is basic or advanced.
  • Note added to the difficulty tooltip clarifying that the AI will be more aggressive in the higher difficulty levels, starting on 'Hard'.
  • The information on the ship's equipment load out in the ship selection screen (when hovering a ship design in the ship design screen) could sometimes be presented with some misalignment. The information is now better aligned.
  • The 'Medium' and 'Large' galaxy icons displayed in the New Game screen are no consistent in both shape and sizes; previously, the large galaxy icon arms were too thin and with a small core.
  • Explanation added to the 'Fighter Bays' and 'Bomber Bays' special systems in the ship design special system selection panel and to the technology tooltip on how many hit points fighters and bombers have.
  • Sentence added to the 'Trade Treaty' and 'Research Treaty' tooltips to clarify the initial expenses: "The fees are reduced gradually during the first 10 turns of the deal, after which income (or RP in the case of the research treaty) starts to be generated.".
  • The parenthesis included in the type of star text in the system view were removed.
  • A few tweaks were done to the empire information displayed at the top. The text has a bit more contrast now and the panel with the buttons on the top right was cleaned a bit to make it look more crisp.
  • The colonies' overview panel now shows more colonies at once in the Ultra-Wide resolutions.
  • Sometimes the remote exploration notification could lead one to believe new information was obtained when in fact nothing new was revealed. The sentence of the notification was reworded to clarify this.
  • Note added to the 'Asteroid Mining' technology to clarify that an available freighter fleet is required in order to establish 'Production' or 'Volatiles' exploitations.
  • More context was added to the 'An Offer You Can Refuse' event notification explaining why we got a technology for free from a choice made by an AI player on that event.
  • More space added to the area where the playable races are displayed allowing for one more race to be displayed without needing to use the scroll bar.
  • Space combat "Zoom & Shoot" animation now brings back the combat HUD a bit later, only after the "kill cam" finishes and the view is restored to normal, allowing to see the explosion without it being mostly obscured by the HUD popping up.



------------------------
# BUGS
------------------------

  • Fixed a bug when using the 'Tractor Beam' special system, it was being allowed on ships that were out of range.
  • Fixed another bug involving the 'Tractor Beam' where it could not be used on other targets in the next turn after the first target was destroyed.
  • Fixed a bug when presenting the damage applied by a weapon with the Auto-Fire modification. More damage was being shown as being inflicted than the damage done. The actual damage was ok but the displayed damage was bugged.
  • Fixed a bug when using the 'Clairvoyance' unique ability, the last two sectors to reveal could sometimes lead to a locked state where it would not be possible to proceed to the next turn.
  • Fixed a bug that was allowing AI ships to be controlled by the player after they jumped near the player' ships using the 'Combat Jump Displacement' special system.
  • Fixed a bug that was causing space monsters to freeze and not attack the player until the end of the combat in the rare case the player passed the ship from the front of the monster to its back.
  • Fixed a bug that was causing the 'Ancient Artifacts' planet special to give 'Ultra' techs and not allowing them to be researched again.
  • Fixed a rare bug when the AI attacked a planet defended by an orbital station, the combat would not take place and the AI could assault the planet bypassing the orbital station when fleets from other empires were also present in that system.
  • Fixed a rare bug where a negative production percentage could be presented in the colony view when the production was maxed out on one aspect.
  • Fixed a bug in the 'Graft and Corruption' event where its negative effects could not be cancelled after the colony changed hands.
  • Fixed an issue in the remote exploration screen where the automatic remote exploration toggle and text would overlap the zoom controls in the 21:9 ultra-wide aspect ratio resolutions.
  • Fixed an issue that was allowing the "Number of Missiles" weapon modification to be shown in the tech tooltip for Torpedoes, when Torpedoes have unlimited ammo. Ammo information was also being incorrectly presented for torpedoes in the ship design screen.
  • Typo fix: Weapons tooltip (all weapons types), last paragraph "superseeds" now "supersede".
  • Typo fix: Leader notification when returning to duty from leave -- "prolongued" was misspelled (no "u").
  • Typo fix: Under Planetary Deflector Shield last sentence: Meteor shower, shower was spelled with two W's.
  • Typo fix: In the overview panel's strategic resources filters the tooltips titles displayed "Ammount", corrected to "Amount".
  • Fixed an issue where the ship leader Chomm Slues'es nickname was too long to display, renamed to just "Lieutenant."
  • Fixed an issue where the tourism bonus tooltip in accretion disks would mention "resort outpost" in a few passages which could lead to confusion if different outposts were available to build. It says only "outpost" now.
  • Fixed an issue that was allowing a system to be clicked before the turn ended processing completely, which could lead to game corruption.
  • Fixed an issue that was causing a few plants to appear as they were floating in the Terran biome.
  • Fixed a bug that was causing the empire ranking graphs to appear as they were going off-screen. This was happening when loading a save from another game and then displaying the graphs. It only showed once in that turn and then cleared up. It is fixed now.
  • Fixed an issue that was causing the empire ranking graphs to not show for all empires when loading another game.
  • Fixed a glitch that was causing the max damage to only display up to the first 3 digits in the ship design screen.
  • Fixed a bug when generating an automatic design for a ship, choosing a different class from the original one would still generate a design for the previous class.
  • Fixed another bug when generating a design for a ship and leaving the ship design screen without saving would still save the design.
  • Fixed a graphical glitch when displaying the Nova character 'Friendly' animation in diplomacy.
  • Fixed an issue where the ETA for a tech in the research screen would show "1 turns" instead of "1 turn" when only a turn was left for the breakthrough.
  • Fixed a glitch in the Galactic Council, at around 300 population the numbers would start to break a line.
  • Fixed an issue in the remote exploration screen that was causing the remote exploration panel to be hardly visible on huge maps as the 'scan' icons would be rendered on top of the panel.
  • Fixed an issue that was causing the "Periodic Auto-Gen" state to not persist. The checkbox would revert to OFF when exiting and loading a game.
  • Fixed an issue that was causing the empire effects from 'Neutronic Rejuvenation' to not show the correct effect. Was only reporting the effect for 1 source of the Neutronium strategic resource even when more were available. The morale modifier effects from the Neutronic Rejuvenation were also not being shown correctly.
  • Fixed an issue in space combat when marking a ship as 'Done' it would still display the movement grid as if movement was still allowed.
  • Fixed a bug that was causing damage to be considered at the front of a ship when the shot was made at the back in the rare case a rival ship would move past a player's ship.
  • Fixed an issue where the Warp Interdictor icon was still being displayed beneath the system label for 1 turn after the present colony holding the Warp Interdictor was conquered or razed.
  • Fixed a damage rounding issue in the ship design screen and in the combat tooltips when the 'Beam Accelerators' bonus from Helium-3 was being used.
  • Fixed an issue in the diplomacy dialog for the Nova empire, where the empire names were switched in a particular dialog instance.
  • Fixed an issue in the 'Heavy Mount' weapon modification tooltip. It said "Large platform mounted versions of a weapon that inflicts three times the normal amount of damage". The correct value is "one and a half times".
  • Fixed an issue where production overflow was being taken into account when producing 'Trade Goods' when displaying the total production going towards trade goods even though the calculations were correct.
  • Fixed an issue in the colonies' overview panel, the eco level could be cut and not be displayed in the 16:10 aspect ratio monitors and other resolutions.
  • Fixed an issue with the events' description scroll bar; it was not resetting its position from one event to the next causing the text to not always show from the top.
  • Fixed an issue when hiring leaders, the opinion bubble wasn't centered exactly as it should be all the time. It fell below the line.
  • Fixed an issue in the Space Amoeba Progenitor and Offspring. An attack from those space monsters could cause a "phasor" stun effect but the weapon was not a phasor. The stun effect was renamed to the weapon name in question. The weapon tooltip describes the stun effect.
  • Fixed a bug where some weapons could still show as operational even with zero internal system points in the ship in specific situations.
  • Fixed an issue when attacking an empire you had not officially met yet, the game would warn war would be declared, which is not the case for empires where contact has not be made yet. Warning reworded appropriately.
  • Fixed a bug in the combat AI that was causing ships attacking a battle station to stop attacking all of a sudden to only resume combat a few turns later. The AI fleet was preparing to board the battle station but did not approach it enough to be able to do so.
  • Fixed a bug in the kinetics overload action where only the first kinetic weapon slot would get an extra shot; fixed also the Auto-Fire kinetics, which were not benefiting from the kinetics overload action. Now, AF kinetics fire 4 shots in a row at a single target, instead of the nominal 3 shots without the overload.
  • Fixed a glitch on the combat ship selection sound, where the music could sometimes cut out when selecting ships consecutively.


UPDATE 1 (June 21st, 2020): Small update to 1.1.3 unstable released. See the changes here: here.

UPDATE 2 (June 23rd, 2020): One more update to 1.1.3 unstable (1.1.3 unstable 3) released. See the changes here: here.

UPDATE 3 (June 24th, 2020): Third update to 1.1.3 unstable released. See the changes here: here.

Small update to 1.1.2 adds more QoL improvements and bug fixes

A small update to version 1.1.2 is now up!

This update fixes some bugs and adds new QoL improvements thanks to the feedback of the community!

Saves should be 100% compatible.

Thanks a lot to everyone who has been providing suggestions and bug reports! Let us know if you have any problem with this update.

Here's the fixes and changes to 1.1.2:

New


  • New Ambience sound volume slider added to the 'Game Settings' allows changing the volume of the terrains ambience sounds (e.g. birds singing in the Terran world, tornado sound in Desert worlds, blizzards in Icy worlds, etc).
  • New symbol below the system label was added to indicate when a 'Warp Interdictor' is present in a system.


Improvements


  • When building a 'Warp Interdictor' in a colony, the tooltip will display a warning if another 'Warp Interdictor' already exists in another colony of that system.
  • The 'Meteor Showers' and 'Extreme Flares' planet special tooltips now mention that the hazardous effects are neutralized with the construction of a 'Planetary Deflector Shield' or 'Planetary Barrier Shield' in the colony.
  • The space and cost tooltips in the weapons panel in the system view now specify that the amount of space and cost is per weapon instance installed.


Fixes


  • Fixed a bug in space combat that could result in a soft lock. This could happen when mind controlling the last enemy ship and then destroying it.
  • Fixed a bug in space combat that was causing the 'Rear' firing arc of weapons to not function.
  • Fixed an issue where some game events or leader desires rewards could grant more population bonuses than a colony could hold, resulting in more population being present than possible for a turn.
  • Fixed an issue in the Terran terrain where sometimes the 'Space Elevator' antenna could be displayed in front of the colony view 'close button', resulting in not being possible to close the colony view without scraping the 'Space Elevator'.
  • Fixed an issue in the Terran terrain where one of the building slots could not be seen, resulting in a building not being shown.
  • Fixed an issue in a couple diplomacy dialog lines where the text [LeaderName] was displayed instead of the real AI leader name.
  • Fixed a glitch in the Nova Vida Titan 'Sacrificer' where the engines installed on the moving ring were not rotating with the ring.
  • Fixed an issue that was causing the 'Bomb fallout' icon to be displayed on top of the 'Colonizable' icon in the system view.
  • Fixed several issues in the Space Culture screen. The culture branches columns and the titles were not centered and some icons were still the old ones and not updated to the final versions ('Planetary Prospectors' and 'Astro-Mining Guild' perks).
  • Fixed a bug in the production modifier by gravity conditions where the production efficiency value was not being correctly taken into account.
  • Fixed a glitch in the borders rendering which could draw incorrectly in rare occasions when a colony had too much morale penalty.
  • Fixed an issue when the AI was playing custom races, they were not using the custom race empire name, leader name and homeworld name but random names instead.
  • Fixed an issue in the empire research tooltip (beaker icon at the top of the screen) where the 'Collective Transcendance' unique ability effect was missing from the list of modifiers to the research. The value was correctly taken into account but the effect was not shown.