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

Interstellar Space: Genesis

Interstellar Space: Genesis Dev Diary 11 - The Free 1.1 Graphics Update!

Interstellar Space: Genesis released on July 25th, 2019. The game has been well received overall, and we're happy to know that many consider it to be a worthy spiritual successor to Master of Orion II: Battle at Antares, which was one of the objectives we'd laid out for the game.

As the first title from a studio of two people, we chose to focus on gameplay first and foremost throughout development. We believe it is essential that the gameplay speaks for itself and forms a solid foundation worth expanding upon. And while we continue to polish that with each and every patch and update, we also knew in the back of our minds that we wanted to do something truly special.

We gathered all the feedback we could, from fans and critics alike, and found that one particular area that showed clear room for improvement was the game's art and aesthetics. We agreed, and thanks to the fans who made the game's launch a success, the decision was made to invest both in them and the game's future. A completely free, substantial overhaul of a released game's graphics is a somewhat unprecedented move, but we feel it is the right one.

To be clear, this process involved many decisions, and almost nothing was off the table. We had to make some hard decisions about what was best for the future of the game and our fans.

In some cases, the decision was clear. When it came to the ships, we already had a thematic identity in mind for each race, but it wasn't translated into the game as well as we'd like. Working with our amazing 3D artists, we provided them the inspiration based on our vision, and they brought it to life on their canvas. It was a fantastic process to take part in, and we look forward to continuing it when new races are added in future expansions.

In other cases, the decisions were much harder. One decision we have to announce is the elimination of procedurally generated colony terrain. We hated to see it go, but we also knew it was a key factor in late game performance issues and long save loading times. It has also been a limiting factor in our ability to expand the galaxy size any further. Thus the idea of hand crafted biomes was born.

In addition to performance increases, the change to hand crafted biomes has allowed us to create a colony view that is beautiful, thematic, and more alive than ever before. From sandstorms to blustery arctic winds, there is a lot to behold that just wasn't possible before. We've also implemented a building placement system that will allow your buildings to spread out across the biome, allowing us to take more advantage of the 3D nature of our colonies, and eliminating the building clustering that is prevalent in the current system.

We truly appreciate our fans. Without you, none of this would be possible. So please allow us to thank you for believing in us, playing the game, and for continuing to provide us with your feedback. We hope you also know this is just the beginning. We have plans to do so much more and the future for Interstellar Space: Genesis has never been brighter. Thanks again for your support!

All of these graphical improvements will be provided for free! to all current and future owners of the game when the 1.1 Graphics Update is released in early Spring 2020.

  • Completely new ship 3D models for all races
  • A UI revamp with a new more artistically pleasing style
  • Revamped colony 3D views for all biomes
  • Improvements to the galaxy map
  • A diplomacy screen revamp which aims to make the diplomatic experience more immersive.
  • Improvements to the system view
  • Improvements to the space combat, including a new isometric view
  • And more!

Okay if you haven't skipped ahead, you've certainly waited long enough! Here's some screenshots showing off what you can expect from the free update!

Also please be sure to check out eXplorminate's coverage for a look at some additional exclusive never before seen screenshots!

In eXplorminate's article you will find the new 'Dragon' destroyer and the 'Vindicator' Titan of the Draguul, the playable faction that sees the Swamp biome as their ideal world.

Now meet the Nova Vida playable faction's 'Talisman' destroyer variant, their Titan class ship 'Sacrificer' and the Desert biome colony view, the Nova's ideal habitat.











For more information on the upcoming 1.1 update please check out:
Thanks!
The Dev Team
Praxis Games

Updated to 1.0.8 - Better early game pacing, balance changes, bug fixes

Hello everyone!

We've just released the 1.0.8 update. This update addresses early game pacing, which was a common complaint of some of our customers. We think it's much better now. Remember that if you want to play a faster or slower game you can always tweak the production and research speeds for yourself and your opponents in the New Game screen.

The update also adds new balance changes, UI text and tooltip revisions, AI improvements, bug fixes and more.

Compatibility note: The saves from 1.0.7 may be compatible with this new version to some degree, but we strongly recommend that you start new games to benefit from the update improvements and fixes fully. If you find any issues please let us know. You can check the bug reporting guidelines here.

If you want to finish your current game with the previous version (1.0.7) you can opt for the Beta branch on Steam and unlock the "unstable" version with password "interstellarsg".

What's Next After 1.0.8?


As we have previously announced, we've been working on new content for the game and also doing a major overhaul of the graphics. If nothing major comes up, the big free graphics update will be next! For more details on what's in store for the graphics update check this update from early December.

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

Thanks!
The Dev Team
Praxis Games


-------------------------------
----- VERSION 1.0.8 --------
-------------------------------

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

  • AI now equips better point defense weapons. Previously, the AI was too keen on using only lasers, now it uses the most efficient weapon available for point defense.
  • AI now equips the ECM Jammer special system more, especially if it knows their rivals have missiles, especially with the MIRV modification.
  • AI now gives more priority to researching the point defense Flak Cannon weapon when it can and perceives it's needed.



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

  • Battleships obtained from searching ancient ruins now appear a bit later in the game (e.g. The Punisher battleship).
  • The Punisher battleship obtained from ruins now has Class VI Shields instead of class VIII.
  • Combat auto-resolve now produces less salvage. Was producing a bit too much.
  • Missiles cost to produce increased by 25% (missiles are more powerful now after the missiles fix - see in the bug fixes section below), so this serves to re-balance missiles.
  • Missiles' MIRV modification now adds +200% cost instead of previous +100%. This also reflects the missiles re-balancing after the fix.
  • Flak Cannon buffed. It now provides +75% accuracy against missiles (was +50% before). It's a level 5 weapons tech by default now (was level 6 before) and does 12 damage (was 10 previously).
  • Missiles damage reduced a little for all types of missiles to accommodate with the missiles bug fix where only 1 instance of a missile was being accounted for. Nuclear Missiles now do 6 damage, was 8. Polaris now 12 was 14; Quantum was 20 now it's 18 and Nightmare Missiles damage didn't change. Stayed at 30 damage.
  • Planetary Defense Shields and Planetary Deflector Shields bomb deflection chance increased from 20 to 30% and 35 to 40%, respectively.
  • Colony Command Center now provides +30 flat production instead of previous 20 (to make the very early game a bit faster).
  • Added +10 flat production on the Capital World (also to make the very early game a bit faster).
  • Infrastructure costs for level 2 to 4 infrastructure increased slightly to accommodate for the Command Center production increase and new flat production bonus on the Capital World.
  • Positive POP pressure (when there's fewer POPs than half the planet's population capacity) values changed when there's 1 POP, 2 or 3 in a colony. In result, population growth is now faster in colonies with 1, 2 or 3 POPs.



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

  • Space Amoeba and Crystal Entity space monsters now have 'Slime Blocker' and 'Ice Shards' point defense (PD) weapons against missiles.
  • Space Dragon monster now has a 'Fire Bolt' point defense type weapon.
  • Point Defense weapons and ECM Jammer special system added to some of the ships found in ruins.
  • Missile defense against point defense weapons changed to reflect the missile engine speed. Before both the engine speed and the missile's mothership defense were being used for the missile defense calculations. This will make missiles slightly easier to target with PD weapons (this was also done to accommodate the missiles damage fix).
  • Missile overload in combat now doubles the damage that reaches the ship's structure. Before, it doubled the damage in a general sense. Now only the structure damage is doubled.
  • Bombers now move a bit faster.



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

  • AI performance increased in the late game. The ship refit AI processing was taking too long. That is now optimized.



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

  • Added references to the new automated options to the tutorial (colony automation, automated remote exploration and automatic ship design features).
  • Added references to the production and research speed configuration to the New Game screen tutorial message.
  • The Alliance tooltip in the diplomacy and empire overview screens now informs that allies can colonize worlds inside each other's territory.
  • Production and research speed tooltips now say "Adjust production speed of this empire" and "Adjust research speed of this empire", so it's clear that only that player's research and production speeds are altered.
  • When hiring leaders, the "Reject" button was renamed to "Maybe later..." and it now shows a tooltip explaining the leader will be available for hiring in the leaders panel for the next 20 turns.
  • Changed rotate message colors in space combat. 'Can't rotate' is displayed in red; 1 action rotation is displayed in green and 2 actions rotation in yellow.
  • Added tooltip to the declaration of war option in the diplomacy dialog explaining why declaring war is not possible at the moment (due to a Peace Treaty currently ongoing, or because the state of war already exists for the empires in question).
  • Ion Cannon beam weapon description revised to explain that it can damage shields while they're up, and that when shields are down it can damage and even turn shields, engines, weapons and special systems inoperable.
  • Automated Repair Bots special system also got its description revised to detail how much structure points, armor and internal systems points are actually restored per turn.
  • EMP Defenses special system tooltip revised from "+50% Defense against ion weapon attacks" to "+50% Ship Defense against ion weapon attacks". This clarifies that the 50 value is added to the current Ship Defense value of the ship for accuracy calculation purposes.



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

  • Fixed a major bug that was causing missiles in a slot to only inflict damage as if only 1 missile was available, irrespective of how many would actually be installed in a weapon slot.
  • Fixed a glitch in the space combat screen where sometimes the "Ship Attack" value was not being displayed in the enemy panel.
  • Fixed an issue in space combat where the missiles HP and Chance to Hit information was missing in the multiple objects sub-panel when choosing which missile to target.
  • Fixed an issue in the ship design where the cost values of components were being rounded down, when in fact they needed to be rounded up.
  • Fixed a bug in the total space and cost calculations in the ship design screen. Now the totals for all weapons are displayed where before only 1 weapon for each slot was being considered for the calculations.
  • Fixed a bug that sometimes was allowing a ship design to be generated for the player (using automatic designs generation) with slightly negative space value left.
  • Fixed a bug where sometimes duplicated special systems could be installed in battle stations and star fortresses.
  • Fixed a bug that was causing ships with no shields to lose crew experience every time they fought a battle and didn't flee.
  • Fixed an issue where the Tractor beam would only appear in the round you used it (the graphical effect would disappear in the next turn).
  • Fixed a bug where the Nano Swarm activation could sometimes lose the connection with the origin ship and the combat could become locked because the player wasn't allowed to cancel the activation (this was also fixed for the Kaek Titan's Mind Control ability and the Tractor Beam).
  • Fixed a bug in the Tractor Beam when a target under tractor beam fled, the next tractor beam effect applied on a different target would appear in a different place than expected (not in the new target).
  • Fixed an issue that was not allowing the Tractor Beam effect on combat speed to update the target speed immediately on the enemy panel.
  • Fixed an issue where a Tractor Beam was not being switched off when a target was captured.
  • Fixed a bug in the Tractor Beam speed reduction applied to the target ship. Combat speed was actually increasing in the target ship instead of decreasing, as expected.
  • Fixed an issue that was allowing ruins to be searched during the combat encounter dialog leading the game corruption state afterwards.
  • Fixed a bug that was allowing all planets to be colonized just by clicking on them after building a colony base.
  • Fixed a bug in the colony automation that was causing turn-processing corruption when putting colonies to 'Balanced' focus and there were terraforming projects that could be made but no terraforming technologies were available.
  • Fixed a glitch that was causing a thick blue line to appear in the galaxy map when going with a 2x distance factor in a large map.
  • Fixed an issue with the Runaway Greenhouse planet special test. An "ends" word was missing.
  • Fixed an issue with bad text wrapping in the weapons tooltips in space combat.
  • Fixed an issue in the number of missiles tooltip in the ship design. The tooltip now stays open when changing the number of missiles.
  • Fixed a typo in the galactic council when we get the diplomatic victory. "responsability" is now "responsibility".
  • Fixed an issue that was causing multiple sound effects to be heard when selecting or deselecting all weapons in the weapons console in space combat.
  • Fixed a typo in the Legion of Shadows event. 'Emire' now reads 'Empire'.
  • Fixed an issue that was causing an empty tooltip to display for 'Normal range' in the area where the 'Long Range' or 'PD range" are displayed.
  • Fixed an issue in the race appearance/affinity tooltip. It now informs that the Titan unique ability is also inherited from the selected race affinity when creating a new custom race.

Updated to 1.0.7 - New automation options, colony base, AI improvements



Hello everyone!

The 1.0.7 major update is here! And with it comes a host of new features, improvements, balance changes and several bug fixes.

This is a huge one. The highlights are the new automation options: - automated remote exploration, colony automation and automatic ship designs features. There's also new galaxy configuration settings (including a star distance option), improved empire borders, AI improvements, the much requested Colony Base feature!, new leader skills, balance changes and much, much more.

Compatibility note: The saves from 1.0.6 are not compatible with this new version, so you must start new games to experience the new update. As usual, if you find any issues please let us know. Check here for the bug reporting guidelines.

If you want to finish your current game with the previous version (1.0.6) you can opt for the Beta branch on Steam and unlock the "unstable" version with password "interstellarsg".

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

Have fun!
The Dev Team
Praxis Games

\Edit: Small hotfix released for this update. You can read the details here.

-------------------------------
------ VERSION 1.0.7 --------
-------------------------------

------------------------
# NEW
------------------------
  • Added automated remote exploration feature (including an exploration pattern: balanced sector exploration, shallow or deep)!

  • New automated ship designs feature! Allows generating new ship designs for all the design slots on the fly. Can also generate designs for selected design slots and set the designs to automatically regenerate on a periodic basis.

  • New galaxy configuration settings including system distance, system spread (even or varied distribution), number of planets, resource abundance, planet specials amount and number of space monsters.

  • Added AI colony governors (automated colony management with many different types of focus options available).

  • Added Colony Bases! You can now colonize worlds in the same systems you have colonies. Just build a Colony Base in one of those colonies and it will be much cheaper than building a Colony Ship.

  • Added new colony leader skill: Trailblazer. Gives a morale boost to colonies with less than 4 POPs in the system the leader is assigned to. Also provides a big boost to the construction of colony bases in the system the leader is assigned. Sierra Thol’os gained the Trailblazer skill. Kxuta Edirir and Sarla-Skak as well.

  • Empire borders improved to be more clearly defined.

  • Added "end-level" techs in each research branch (techs that can be researched again and again for further benefits in that field).

  • 5 new ship leader secondary skills that offer bonuses to the ship the leader is assigned to: - Helmsman (more Ship Defense); Sharpshooter (more Ship Attack - accuracy); Tactician (more combat speed); Weaponry (more weapon damage); Ordnance (more missile weapon ammo).

  • 3 new Planet specials: - Ancient Shipyard (provides extra SSP and colony built in that planet starts with expert Ship Craftsmen and Enhanced Ship Support infrastructure); Time Dilation (increases production efficiency and the generation of credits, culture and research in a colony build in a planet with that anomaly); and Ancient Artifacts (gives 2 free techs to first who colonizes the planet and research bonuses at both colony and empire levels.

  • Instructor leader skill upgraded to also give extra XP to the ship's crew where the leader is assigned.

  • Engineer skill upgraded to also reduce the amount of Ship Support Points required to maintain the ship where the leader is assigned (-3/6/9 SSP from assigned ship).


------------------------
# AI
------------------------
  • The AI is now slightly more aggressive in the Hard difficulty setting (AIs set at "Powerful").
  • AI now gives a bit more priority to engines research (too little priority was being given before). This should help make the AI a bit more engaging and challenging in both defensive and offensive operations.
  • AI now flees more sensibly when it has very few numbers in the battlefield (previously, the AI could keep fighting against too strong opposition when only 1 AI ship was left).
  • AI was too keen in killing Ozkar, the pirate leader in the Scourge of the Stars event. Now they consider hiring him a bit more.


------------------------
# BALANCE
------------------------
  • Tech trading deals now more balanced. Previously, we could see the AI offer a 4000RP worth tech for a 250RP one. Now the deals are more reasonable.
  • Special systems rebalanced with new miniaturization and space requirement values. Previously, most of the special systems took too few space, especially in the bigger ship classes.
  • Colony events triggering now a bit less frequent the more colonies the player establishes (was creating too many colony events late game when many colonies were founded).
  • Interstellar Geology space culture perk now only increases the strategic resources sources on sites which already had a source to begin with (no more free source on sites which had no sources before).
  • Credits (BC) per POP race modifier values in race customization revised. -0.5 BC per POP from Tax now takes -2 picks instead of previous -3. +0.5 BC per POP modifier is now +1 BC per POP and previous +1 BC per POP from Tax now provides +2 BC for the same 6 picks.
  • Late game techs now cost slightly less than before (level 7 techs and above). Still, they cost more than in version 1.0.5 but a bit less than in 1.0.6. With the introduction of the end-level techs, we could now relax the late game tech costs.
  • Strategic resources sources abundance was tweaked. Game was generating too many dark matter sources, a bit too much Helium-3 as well. Note: The strategic resource abundance can now be configured at game setup time.
  • Leader desire to build a specific building now grants a bonus of +2 production per pop in that colony as long as the leader is assigned to it (the bonus was +1 before). This was updated to reflect the leader production bonus nerfing that was done in the past.
  • Planet specials were too few, and too many Powerful Creatures specials were being generated. There's a bit more planet specials now and more diversified.
  • Sometimes there could be too many space monsters nearby homeworlds. That was tweaked to not allow too many.
  • The Imperial Space Academy now grants +4 XP per turn to all ships instead of previous +2.
  • The chance of obtaining loot from killing Space Monsters was reduced. Also, the chance of obtaining a tech from space monsters that is too powerful for the given game phase was also reduced.
  • The Militia event SSP bonus increased a bit from +3 SSP to 4.


------------------------
# GAMEPLAY
------------------------
  • Some leaders gained new skills: - Lord Matjosh gained Helmsman skill; Gaelan Ruiz now has the Tactician skill; Seth has Sharpshooter; Archibald Pike gained the Ordnance skill; Simone Blackwood gained Sharpshooter; Veruca Shrike now has Weaponry, Tactician and Helsman (lost Weapons Specialist); Ozkarr Threlbad gained Ordnance and Weaponry; and Rak-kax now has the Weaponry and Tactician skills.
  • Shields Class I was recharging too much each turn. The shields recharge rate is now rounded down, so Class I shields now recharges 1 shield point per turn instead of previous 2 (was making it hard to hit early frigates with class I shields).
  • Special systems Bomb Rack, Fighter Bays and Bomber Bays don't see their space reduced with more advanced weapons research (don't miniaturize).
  • Nano Swarm special system effects now scale with the ship class (e.g. a Titan now leeches 10 times more structure points, armor and shield points from targets than a Frigate with a Nano Swarm).
  • The Instructor leader secondary skill now applies only to Ship Leaders (applied to both Ship and Colony leaders before). The effects didn't make much sense for colony leaders.
  • Borders were too small. Spheres of influence reach increased a bit as it was a bit too hard to make contact and borders were also less meaningful now.


--------------------------
# PERFORMANCE
--------------------------
  • Max frames-per-second (Max FPS in Game Settings) new default is 60 FPS, was 120 before (can be increased in Game Settings).


------------------------
# UI / GRAPHICS
------------------------
  • Remote exploration sector grid now keeps memory of the last position and zoom levels where the remote exploration was left the last time it was used.
  • Changed the "not-colonizable" icon to not be so easily confused with the "colonizable" icon for color blinded (green/red) reasons.
  • The entire weapon selection area is now clickable in the ship design weapon selection screen (only the name of the weapon was selectable before)
  • New Colony sorting by colony automation status in colony overview panel, allows listing colonies with active automation first in the overview panel.
  • Tweaked the diplomacy message when exchanging technologies so the text could fit better in the designated area.
  • Added scroll bars to the "Steal Tech" screen tech lists.
  • Changed the ship names in the fleet panel to not be all caps (now preserves the design name case) and this helps fit the name better in the fleet panel.


------------------------
# BUGS
------------------------
  • Fixed a bug where an enemy attack on a system only defended by a Star Fortress would not trigger a combat alert dialog when the AI that attacked was not at war with the player.
  • Fixed an issue where the Energy Overload tooltip was not formatted correctly.
  • Fixed an issue where the accuracy tooltip for missiles in the Ship Design screen still listed a +100% Ship Attack bonus when the current value is +75%.
  • Fixed a bug with the ECM Jammer where the missile countering was not being applied correctly.. Also, the countering of torpedoes was too high.
  • Fixed a bug that was preventing the Electronic Counter-Counter Measure missile weapon modification from working as intended. It is now working as specified.
  • Fixed an issue that was causing the full descriptions of some special systems to not be seen entirely (e.g. Nano Swarm).
  • Fixed an issue where the Nano Swarm special system was requiring the ship to be damaged before it could be used on that ship. Now the Nano Swarm can be used on a target at any time.
  • Fixed an issue that was showing the wrong miniaturization level. Max level of 4 was being displayed, but the true maximum miniaturization level is 5.
  • Fixed an issue where sometimes leader desires ended with a sentence from the leader saying "Do you accept?" when no immediate effect desires were being proposed. Now the leader says something in the lines of "I trust you will help me in achieving this goal.". This is applicable to the "Build Construction", "Colonize Planet", "Command Ship" and "Request Defense Fleet" desires.
  • Fixed a bug when rushing a construction when the Obsessed Builders unique ability was active. The tooltip was showing switched values for production and cost to rush. This was corrected.
  • Fixed a rare bug in the game generation process that could lead to an error when processing the first couple of turns.
  • Fixed a rare bug where an error would be obtained in turn processing after razing an outpost from a rival when this was to become active in the next turn.
  • Fixed a bug that was allowing construction rush to be performed even when that should not be possible (cooldown was not being respected although the icon was not "active").
  • Fixed a bug that was not allowing the Demolisher unique ship found in ruins to launch its Bombers.
  • Fixed an issue that was allowing the Golden Riddle event to fire more than once in each game session.
  • Fixed a bug that was assigning incorrect production values to a colony when the maximum infrastructure capacity had been reached.
  • Fixed a bug that was allowing the difficulty dropdown value to change for the selected player race when one clicked again in that race in the new game screen (the player race was selected, then if we clicked it again, the difficulty settings would reset).
  • Fixed a bug that could cause Fighters, Bombers and the Combat Jump Displacement special system usage to become stuck and combat could not proceed in certain situations. Example: When selecting the Fighter Bays special for usage but then clicking somewhere else could reset the special's state and then the Fighters would not launch and the combat could become stuck.
  • Fixed a bug that was not allowing acquired ships from rivals (from gift, capture) to update their drives to the best in their new empire, causing all the other ships in the same fleet to downgrade their drives in particular cases.
  • Fixed an issue that was allowing the last tech to be discovered/acquired to remain purple in the tech tree in the next turn.
  • Fixed a bug in the "An offer you can refuse" galactic event that was allowing the event to fire when it shouldn't do so.
  • Fixed an issue in the tech exchange algorithm that was causing incorrect tech costs to be shown in the tech exchange dialog in the Diplomacy screen.
  • Fixed an issue that was preventing new drives obtained from getting new engine tech with the Collective Transcendence to be installed immediately in all stationed fleets.
  • [HOTFIX] Fixed a bug that was allowing leaders with the Trailblazer skill to provide production bonuses to all building types being constructed and not just to colony bases

1.0.7 Update Preview and Beyond

Hello everyone!

We've been working hard to bring you a new free update very soon. This will be version 1.0.7 and will bring the following:

1.0.7 Preview


  • Automated remote exploration
  • AI colony governors (automated colony management)
  • New galaxy configuration settings including system distance, system spread (even or varied distribution), number of planets, and resource abundance
  • Empire borders improved to be more clearly defined
  • Special systems rebalanced with new miniaturization and space requirement values
  • End-level techs in each research branch (techs that can be researched again and again for further benefits in that field)
  • Several balance changes
  • Bug fixes
  • And more!


The update is almost finished and should be out in the next few weeks.

What's Next After 1.0.7?


As we have announced in a previous post, the team has been working on new content for the game. We are also working hard and decided to invest in doing a major overhaul of the game's graphics. So, expect a major graphical update in the near future.

The Graphics Update will include:

  • Completely new ship 3D models for all races (which are gorgeous by the way!)
  • A UI revamp
  • Revamped colony 3D view
  • Improvements to the galaxy map
  • Diplomacy screen revamp
  • Improvements to the system view and space combat
  • New leaders
  • New events
  • And more!


All of these graphical improvements and new content updates will be provided for free! to all current and future owners of the game when they are released in early 2020.

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

The Dev Team
Praxis Games

Updated to 1.0.6 - Stronger orbital bases, more costly late techs, bug fixes

Hello everyone.

Today we released a smaller update (1.0.6) that fixed several bugs and added a few balanced changes, namely stronger orbital stations and late game technologies are now more costly, among other tweaks.

Compatibility note: The saves from 1.0.5 are fully compatible with this new version, so you can keep playing as usual and you will benefit from all the bug fixes and changes. Note that one of the changes requires new games to be created to take effect, as described in the release note below.

That's it for now! :)

Cheers
The Dev Team
Praxis Games

\Edit: Hotfix for this update released to fix a bug that was allowing colony events that had already triggered in the past to trigger again when loading a save game (events only fire once each in each game session).

\Edit2: Hotfix2 for this update released to fix a bug in space combat when a Star Fortress was involved which would cause combat to freeze.


-------------------------------
---- VERSION 1.0.6 ----
-------------------------------

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

  • The higher level technologies are now more costly. The late game techs were too cheap causing research to end sooner than it should (requires new game to take effect).
  • Orbital stations are now much tougher (they now equip maximum hull reinforcement, tripling their hit points in battle).
  • Loot obtained from space monsters salvage was too strong. Now, super powerful technology drops are less likely when salvaging debris from space monsters.



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

  • The Ambassadors of empires who have just declared war will be unavailable for a few turns for any diplomatic request (when declared war it's not possible to request peace in the same turn or the few next ones).



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

  • Fixed a bug that was causing leader desires for certain buildings to be built to not trigger after loading a save game.
  • Fixed an issue that was causing the wrong damage values to be shown for beam weapons when the player had the Beam Accelerators technology with available Helium-3 strategic resource.
  • Fixed a bug that was causing wrong values to appear in the space battle report when some ships fled and others stayed behind. Hitting autoresolve from within space combat caused wrong captured / killed / fled numbers in the report.
  • Fixed an issue that was causing offered or captured Titans from rivals to use the wrong Titan special abilities (the offered/captured Titans would use the player's Titan abilities instead of the original Titan's ability of the race who made them).
  • Fixed an issue that was allowing ships with broken engines to flee when using the autoresolve from within space combat.
  • Fixed a bug that was causing the wrong values for "POP Assimilation turns" to be shown in the empire overview screen's tooltip when the Xeno Tolerance space culture perk was picked (the value was being applied correctly but the wrong value was being shown in the tooltip).
  • Fixed a bug with the Illusion Materializer special system which was causing the original (non-illusion) ship to not hit its target, when only its illusion ship is supposed to not inflict damage.
  • [HOTFIX] Fixed a bug that was allowing colony events that had already triggered in the past to trigger again when loading a save game (events only fire once in each game session).
  • [HOTFIX2] Fixed a bug in space combat when a Star Fortress was involved which would cause combat to freeze.

1.0.5 Patch Released



Hello everyone,

we've just released the 1.0.5 patch! This is a big one and we're very pleased with how the game is at the moment. The highlights are the new production and research efficiency sliders, that give bonuses to the AI or the Human player, the substantial AI improvements, and the graphical improvements for the galaxy map lines (fleet lines, wormholes and exploitation lines), along significant balance changes, gameplay changes and some bug fixes.

The game is now much more challenging in the higher difficulty levels. Expect some serious opposition by the AI now! Average and the easier difficulty levels should have maintained more or less the same difficulty. With the new efficiency sliders, the game setup options are now much more flexible, and you'll be able to play a game as easy or as difficult as you wish. You can even choose different research and production speeds to different AI players, including yourself.

We've been playtesting this version internally and we can report that the game is now more balanced, more stable and much more challenging if you wish to play with the higher difficulty settings. Due to all of this, the game is also much more fun now. I know I had the most fun playing myself with this new version, so please enjoy the new update and let us know what you think!

Compatibility note: The saves from 1.0.4 are not compatible with this new version, so you must start new games to experience all the additions, changes and fixes of this new update. There were also changes made to the playable races, so please delete all your custom races, you can then create new ones with no problem. As usual, if you find any issues please let us know. Check here for the bug reporting guidelines.

If you want to finish your current game with the previous version (1.0.4) you can opt for the Beta branch on Steam and unlock the "unstable" version with password "interstellarsg".

Thanks a lot to everyone who has bought the game, and a special thank you to everyone who has been providing feedback and suggestions. We're always listening, so please keep those suggestions coming!

Have fun!
The Dev Team
Praxis Games

\Edit: Hotfix released for this update. You can read the details here.

-------------------------------
---- VERSION 1.0.5 ----
-------------------------------

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

  • Added research and production efficiency sliders to allow adjusting a faster or slower production and/or research per player.

  • New animated map paths / lines graphics in the galaxy map for the fleet lines, wormholes and exploitations, with different colors including distinction between incoming and not incoming fleets, with ETA for incoming ones.

  • New option to enable/disable seeing fleet lines of not-incoming fleets.

  • Accuracy (Ship Attack bonus) information now provided in the Ship Design screen and Space Combat UI per weapon slot. This means it's now possible to see how accurate each weapon slot is by checking the value and the tooltip.

  • New turn processing visual feedback provided when pressing the "Next Turn" button, lets you see the stage of turn processing.

  • Added armor information to the player ship panel and enemy ship panel.

  • Added shields information to the player ship panel (was already displayed in the enemy panel).

  • Added crew experience information to the enemy ship panel in space combat.


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

  • AI now equips their ships with varied ammo settings for missiles (before it was always equipping 5 shots for missiles), the bigger the ship the more ammo it tends to have.
  • AI now researches better defenses, weapons, special systems and targeting algorithms technology earlier in the game (only for the higher difficulty levels).
  • AI now gives more priority to researching scanners technology.
  • AI now equips their ships much more sensibly, with a full and balanced composition of point defense weapons, long range weapons, missiles (when available), and goes with reinforced hull whenever is found opportune.
  • AI now equips the following weapon modifications (was not equipping these before): ECCM, FAST and MIRV modifications for missiles and Shield Piercing, Armor Piercing and "No Range Dissipation" modifications for direct fire weapons (both kinetics and beams), especially in the higher difficulty settings.
  • AI now updates their designs and refits their ships more often and more sensibly, leading to better equipped ships at all times, especially in the higher difficulty levels.
  • AI now manages their colony building queues better, only adding new projects to the top of the queue when the current ones are not almost finishing.
  • The odds presented in the auto-resolve algorithm are now a bit more accurate due to improvements on the AI combat strength assessment algorithms.
  • The AI now gives more priority to building warships in times of war. Before, the AI could focus a bit too much on expanding (building colony ships and outpost ships) when it would be preferable to invest in building more warships.
  • The AI now brings more ships when invading settlements and the fleet composition is now more varied, composed of bigger ships escorted by smaller vessels.
  • AI no longer sends lone ships to systems controlled by a rival player. The AI could be seen sending lone ships one by one towards the player (that is now fixed).
  • AI now always sends assault ships when conducting invasions.
  • AI now reinforces and defends their homeworlds better.
  • Fixed a bug where the AI would sometimes concentrate too many forces in a single invasion fleet. The AI now splits their forces more sensibly and in different invasions fleets when found opportune.
  • Fixed an issue on the AI where many times ships could not be spared for invasions or raids even when they could be spared. This lead to the AI having more ships available for their invasion attempts now.
  • AI now spreads and focuses fire more rationally in tactical space combat.


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

  • Battle Pods special system now grants +25% base space, was +10/20/30/40/50 flat space previously for Frigate, Destroyer.... Titan, which adds considerable more space now for extra equipment.
  • Homeworld now grants further +2BC per turn for a total of +4BC (was +2BC before).
  • Space Fervor space culture perk now provides +150 flat production to building colony ships in the homeworld, instead of previous +100 (a big boost!).
  • Infrastructure development now sightly more expensive to develop in the first levels.
  • Infrastructure Civil Developers (buildings construction speed) and Ship Craftsmen (ships construction speed) bonuses changed from +20/40/60% to +20/30/40% for level 1 to 3.
  • Orbital stations (star bases, battle stations and star fortresses) now have +25% more space to equip more military hardware.
  • Ship Support Points (SSP) penalty thresholds were too low. Now, the "Low" penalty happens with -10 SSP or higher while, while "High" penalty now kicks in at -20 SSP (was -15 before).
  • Ship Attack (accuracy bonus) and Ship Defense (dodge bonus) Ship Support penalties reduced from -25/-50% to -15/-25% when below -10 and -20 SSP respectively.
  • Research per population unity bonus from infrastructure perks in colony was too much. It now provides +1/1.5/2 research points per pop per level instead of previous +1/2/3 RP per pop.
  • Trade Treaties were giving too much money when they reached their full potential. The maximum is now 3.75% of the least developed empire's total production potential converted to BC (was 6.25% before). This doesn't affect the early game or when the trade treaties are established, but only when they reach their maximum potential.
  • Tolerant race special ability now also eliminates any negative racial pop growth modifier for races living in ideal biome and gravity conditions. For example, the Moltar have a default -50% population growth modifier. However, when in ideal biome and gravity conditions, their Tolerant trait eliminates the pop growth penalty.
  • Galactic Industrial Conglomerate wonder now provides +1.5 production per pop unit in the colony it is built (was +2) and +0.75 prod per pop unit in the rest of the empire (was +1).
  • Large Homeworld special ability for custom races now costs 3 picks (it cost 4 before).
  • Leaders Attack and Defense primary skills now provide +5% Ship Attack and Ship defense, respectively, per level (was providing +10% per level before, which was too much). To compensate for this in the early game now all basic ship leaders start with the double amount of Attack and Defense skill points.
  • Space Mirror Array now offers +1.5 production per population unit (was +2 before). It's also a bit more costly to build now.
  • [HOTFIX] Adamantium Armor points reduced by 30%. Was too high and when found early could unbalance the game too much (only fully reflected in new games).
  • [HOTFIX] Leader Pirate secondary skill now provides +4/6/8% for Basic / Advanced / Expert skill of all income other empires obtain from trade treaties (in contact). Was +5/10/15% before (only reflected in new games).
  • [HOTFIX] Diamond Crust planet special now provides 40 flat BC in colony (was 25 before). The trade treaties bonus is now +5% per controlled special instead of previous +25% (only reflected in new games).


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

  • When fleeing from battle the player could instruct the fleet to get back and stay in the same system where the fleet had just fled from. Now it's not possible to get back (player can still choose the destination though, just not getting back from where they left).
  • Draguul race initial infrastructure development in the homeworld now starts with Advanced Ship support and Expert Ship Craftsmen by default.
  • Warlord races' starting frigates now start with regular crew experience instead of green.
  • Draguul race starts the game with the Tungsten Gun kinetic weapon instead of Lasers.
  • Orbital stations now tend to have more ammo for missiles where before only "5 shot" missiles were being equipped.
  • Reduced prevalence of Ion cannons in orbital stations, especially for the Heavy Mount choice.
  • The Railgun kinetic weapon is now a level 4 technology (was level 5 before) making it easier to research.
  • Antimatter-catalyzed bombs now level 5 tech, was level 4 before.
  • Crew experience added for orbital stations (was missing, leading to too inaccurate orbital stations fire): Experienced crew for Star bases, Veteran for Battle stations and Elite for Star fortresses.
  • Targeting Algorithms "Improved, Enhanced and Advanced" techs moved from level 3, 5 and 7 to 2, 4, 6 in the tech tree (when playing with fixed tech trees).
  • Warp Interdictor technology now level 5 Propulsion (was level 6)
  • Wormhole Stabilizer tech now level 7 Propulsion (was level 5).


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

  • AI run-time performance optimizations.
  • Turn processing now faster and committing decisions/pressing buttons also faster now, especially in the late game.
  • Save game files now a bit smaller (autosaves increase turn processing speed as by default the game creates an autosave every turn - the autosave frequency can be configured in the Game Settings menu).


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

  • Information on the different weapon ranges now provided in the Ship Design screen via tooltips for the different weapon types (point defense weapons range is 10 square spaces where normal mounts have 25 and heavy mounts 50).
  • Information on how accurate each weapon type and what their best purpose is now shown in a tooltip in the ship design screen for the different weapon types (kinetics, beams and missiles).
  • Ship refit button improved to be easier to find in the colony screen and to provide a better sense if ship refit is possible or not, and if not the tooltip explains why.
  • Point defense weapon tooltip in the Ship Design screen now makes clear that PD weapons can target missiles, fighters and bombers but not torpedoes.
  • Information on leaders, ship support maintenance and new crew XP now shown in the orbital station tooltip.
  • The new game setup screen now shows up to 7 playable races, where before only 6 could be seen at once.
  • Tooltip title for the Ship Attack and Ship Defense tooltips now provided in upper case and not bold (the text was a big blurry before).
  • Weapon modifications descriptions now lower case in the ship design screen.
  • Construction slots value in the colony screen is now sharper (was a bit blurry).
  • Weapon modifications status awareness was improved (now easier to understand if a weapon modification is unavailable, available or picked).
  • [HOTFIX] Weapon damage when the Antimatter Warheads modifier is active is now displayed in light blue in the ship design screen (was dark blue before, which caused poor contrast).
  • [HOTFIX] Tutorial message at game start now clarifies that to move fleets around the player must click on the "shield" looking icons, which represent fleets stationed on systems.
  • [HOTFIX] Weapon range "Long Range" and "Point Defense Range" now displayed in the ship design screen for weapons when these have the Heavy Mount or Point Defense modifications, respectively.


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

  • Fixed a bug that was causing the Early Breakthrough icon (the purple chemistry goblet) to not show up when an early-breakthrough was made (the information that it was an early breakthrough was also not being presented).
  • Fixed a bug where getting the Theory of Everything space culture perk was resetting all current tech progress.
  • Fixed a rare late game freeze caused by a rebellion of a player that was already out of the game.
  • Fixed a bug where the entire research tree was researched but the UI still demanded a new tech to be picked in a few rare occasions.
  • Fixed a freeze in space combat where empires with the same name was causing internal corruption of the combat system leading to the freeze.
  • Fixed an issue that was not allowing for the accuracy (Ship Attack bonus) information to refresh in the ship console in space combat when switching weapons ON/OFF. Now refreshes the accuracy value inline with the weapons that are currently selected.
  • Fixed a bug in space combat where infinite rotating actions were being allowed after moving and spending 1 operation, for example after moving.
  • Fixed a precision issue in the ship design screen where sometimes the space available showed "0" but the ship design could not be saved.
  • Fixed a bug in the Planetary Bombardment screen where mass destruction bombing could sometimes be infinite, allowing destroying a colony to oblivion, causing game corruption leading to other errors.
  • Fixed a bug where "The Bet" event would not be displayed correctly due to the game phase where it launched leading to the game stopping and not letting the player make a decision.
  • Fixed a bug where the Mothership ship found in ruins would not launch its fighters sometimes.
  • Fixed a bug where sometimes Fighters and Bombers would not return to the origin ship when they were passing "through" an enemy ship (they would vanish).
  • Fixed a glitch in the "All PDs selected" button in the space combat screen. Some areas of that button and text were not clickable.
  • Fixed a bug where in rare occasions the next Galactic Council ETA could show a very large number instead of the actual turns left for the Galactic Council to convene.
  • Fixed an issue where the wording of the "United Federation" space culture perk 2nd effect for non-allies assimilation. Was "Assimilation time for non-allies", now is "Time to assimilate our race POPs by non-allies"
  • Fixed an issue where the Planet Construction description could be misleading. Now it clarifies that you can construct a planet on a barren world, a gas giant or an asteroid belt if no rival settlement is present. You can construct a planet on barren world, gas giant or asteroid belt with a settlement of yours though.
  • Fixed a bug where loading a game from a previous version and then creating a new game with the current version right after would cause corruption on the new technology provided by the 1.0.4 patch (Advanced Colonization), causing the tooltip to not show for that tech and the game to stop functioning when the tech was researched.
  • Fixed a bug that was not allowing the zoom function to work in the remote exploration grid when the galaxy map current zoom level was higher than the default when the remote exploration grid opens.
  • Fixed a glitch where systems from empires not yet known could occasionally appear in the galaxy map and then disappear.
  • Fixed a typo on the United Federation space culture perk, where it read "Time to assimiliate" it now reads "Time to assimilate".
  • Fixed a bug that would show negative primary skill values on leaders with skill penalties (base value reduced by opinion and traits).
  • Fixed an issue where the Habitat Control ecoengineering was not re-enabled after finishing a terraforming project.
  • Fixed an issue that was causing ecoengineering to be left enabled in a colony when Habit Control was no longer available (since the colony had already reached the maximum population). Now, ecoengineering is switched-off and the player can then choose to re-enable it again if needed.
  • [HOTFIX] Fixed a major bug in space combat with large battles where firing at a ship could be sluggish and sometimes it could even lead to a freeze.
  • [HOTFIX] Fixed a bug that was allowing torpedoes to be fired during the cooldown period by activating the weapon overload action.
  • [HOTFIX] Fixed an issue that was causing the Ship Refit panel to open on top of the list of finished buildings in a colony.
  • [HOTFIX] Fixed a bug that was showing the ammo value of "5" for torpedoes, when "unlimited" is the correct description, since torpedo ammo is unlimited.
  • [HOTFIX] Fixed a glitch that was not allowing the weapon fire arc angle modification to be clicked in the entire area of the icon. Also the tooltip now always shows when clicking so that the information can be seen when changing the modification.
  • [HOTFIX] Fixed a rare bug that could cause the game to be stuck on "Combat Execution" in the turn panel due to fleets movement not ending.


\Edit (October 28th, 2019): Hotfix released for this update. The changes were incorporated in the release note above with the prefix [HOTFIX]. You can read the details here.

Quick Update #6 - Working on the 1.0.5 Patch



Hello everyone,

just a quick update to let you know what we're currently working on and when you can expect the next update to be released.

Quick preview on what you can expect from the 1.0.5 patch:

  • New production and research speed options (can be set individually for all players)
  • Improved map paths/lines (new visual animations and option to show only important fleet destinations)
  • Significant AI improvements in the higher difficulty levels (AI is expected to research better military technology, especially in times of war, refit their ships more often, build more and better equipped ships, send bigger and better balanced fleets for raids and invasions and their tactics will be improved in combat)
  • Battle Pods special system will offer more space to ship designs
  • Several balance changes
  • Performance improvements
  • Bug fixes
  • And more!

If all goes well we should be looking into releasing 1.0.5 in the next few weeks, so somewhere between early and mid October.

What's Next After 1.0.5?

The team is working hard on new content for the game. While it's still a bit too early to share any specifics, there is one announcement we're just too excited not to share with our fans...

Work has begun to perform a significant overhaul of the game's graphics. You can look forward to improvements like: completely new ship 3D models for all races, a UI revamp, a revamped colony 3D view, and improvements to the galaxy map, diplomacy, system view, and space combat. All of these graphical updates will be provided for free as part of a future content update.

Thanks for buying the game, for playing and please keep the feedback going!

The Dev Team
Praxis Games

1.0.4 Patch Released



Hello everyone,

we've just released the 1.0.4 patch! This a huge update that touches in all aspects of the game, especially on balance and AI improvements. There's also new features, some ship 3D models were improved, UI tweaks and many bug fixes.

The changes have a significant impact on how the game plays. The early game shall be perceived as "less slow" now, as some players have reported an issue there. The AI was much improved in several aspects. It's more aggressive, equips its ships better and brings bigger invasion fleets now. There was a host of balance changes and we think the game is more fun now, with a more stretched out mid-game and a late game that appears a bit later.

The next updates shall continue to improve the game, with balance changes, new features, fixes, and a special focus on graphics!

Compatibility note: The saves from 1.0.3 are not compatible with 1.0.4, so you must start new games to benefit from all the changes and fixes of this new update. There were also changes made to the playable races, so please delete all your custom races, then you can create new ones with no problem. As usual, if you find any issues please let us know. Check here for the bug reporting guidelines.

If you want to finish your current game with the previous version (1.0.3) you can opt for the Beta branch on Steam and unlock the "unstable" version with password "interstellarsg".

Thanks a lot to everyone who has bought the game, and a special thank you to everyone who has been providing feedback and suggestions. We're always listening, so please keep those suggestions coming.

Have fun!
Adam Solo & Hugo Rosado
Praxis Games


-------------------------------
---- VERSION 1.0.4 ----
-------------------------------

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

  • Added counter for the next Galactic Council assembly in the Empire Overview screen.
  • Now possible to construct planets on asteroid belts, gas giants and barren planets even when the player has an outpost present.
  • New number of colonies maintenance concept: (n
  • n-1) BC with n being the total number of colonies. Example: 20 colonies incurs 20x19 = 380BC.
  • Each maneuverability level now also provides +5% Ship Attack (accuracy) bonus. Before it only provided Ship Defense (dodge) bonus; more rotation speed and combat speed.


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

  • Planet construction projects now 50% more expensive to build.
  • Lynx ancient frigate ship found in ruins now has Class VII shields instead of Class X.
  • Scourge of the Stars event now fires later in a game (was firing early, and offering a too powerful ship too early in the game).
  • Adamantium Armor and Positron Torpedo now found a bit later in the game when playing with the Viceroy or Emperor player difficulty level (previously, they could be found in ruins a bit too early causing too much of an imbalance in the game).
  • Research now costs 10% more across the board.
  • Homeworld now provides +2 BC.
  • Ancient Artifacts bonuses to research now +20% each, was +25% before; and artifacts slightly less likely to be found in ruins than before.
  • The Hasty Vagabond event now provides +15% research boost to propulsion instead of previous +20%.
  • The Battle Graveyard event now provides +10% weapons and defenses research instead of previous +15% to both. Also, the event now requires 150 BC instead of previous 100.
  • Powerful and Tasty event weapons and planetary engineering bonus changed from +25% to +15%.
  • Planetary Conscious space culture perk nerfed from +100% eco level bonus to +50%.
  • Support Ships now cost 4 SSP instead of previous 3.
  • Support Ships now provide +50 FLAT production + 2 production per infrastructure level in the empire (instead of previous +5).
  • Support Ships now have a 100 production cap per support ship instead of previous 150.
  • Support Ships now have a 200 planetary engineering cap per support instead of no limit.
  • Support Ships now cost 4125 production instead of previous 3750.
  • Offworld Support technology (that unlocks support ships) now a level 3 tech instead of previous 2 when playing with fixed tech trees.
  • Planetary Engineering infrastructure perks now provide +5/15/35 planetary engineering to support ships instead of previous +10/25/50.
  • Unlocking all planetary engineering infrastructure perks now grants +15% planetary engineering bonus instead of previous 25%.
  • Slight revision of infrastructure development level up costs. Slightly more costly now.
  • Research bonuses from leader skills (e.g. Weapons Specialist) per research tech in field now grant +4/8/12 RP (was +5/10/15 before).
  • Space Fervor "Colonies start with 2 POP" bonus removed.
  • Space Fervor now provides +100 production when building colony ships on the Homeworld.
  • New level 3 planetary engineering tech "Advanced Colonization" now provides 2 POP in colonies at colonization time (moved from Space Fervor)
  • Command Centers (all colonies have one) now provide 20 production instead of previous 5.
  • Economic Capital now 25% cheaper to build.
  • Star base slightly more expensive to build now.
  • Leader Operations Skill now provides +2 SSP per skill point instead of previous +1.
  • Orbital stations now provide +3/4/5 SSP for star base, battle station and star fortress instead of previous +2/4/6.
  • Titans now cost 12 SSP, was 7 before.
  • Titans now have +50% more armor and health points and cost +25% more to build.
  • Battleships now cost 7 SSP, previously was 5.
  • Cruisers now cost 4 SSP, was 3 before.
  • Assault ships now cost 1SSP instead of previous 2.
  • Frigates now offer 55 space to install equipment. Previously they offered 50.
  • Galactic Amusement Park now costs 15 BC to maintain (was 0 before).
  • Galactic Navigation Archive costs 15 BC to maintain (was 0 before).
  • Galactic Space Port costs 20 BC to maintain (was 0 before).
  • Galactic Industrial Conglomerate costs 25 BC maintenance (was 0).
  • Galactic Knowledge Exchange now costs 12 BC (before cost no maintenance)
  • Galactic Relic Collection now costs 15 to maintain (was 0 before).
  • Galactic Surveillance Network now costs 15 BC to maitain (was 0 before).
  • Deep Core Mine now costs 8 BC to maintain, was 10.
  • Robotic Factory now costs 4 BC to maintain, was 5.
  • Planetary Gravity Generator and Planetary Anti-Gravity Generator now 7 maintenance each, was 2 BC before.
  • Cultural Exchange Complex now costs 3 BC to maintain, was 5 before.
  • Warp Interdictor maintenance costs now 10 was 9.
  • Civil Engineering and Aerospace Engineering Infrastructure full unlock bonus (all 6 perks picked) now provides 750 production distributed between all colonies (e.g. 10 colonies receive +75 production each). Before was +100 production per full unlock for all colonies (didn't scale well with game size).
  • Events "Normal" frequency reduced slightly.
  • Misty (Aethenna Demu) leader found in ruins now found a bit later in the game. However, and although unlikely, it's still possible for her to appear early.
  • Construction rush now causes a -10% morale penalty for 5 turns instead of previous -15%.
  • Titans now suffer from a -30% base Ship Defense penalty due to their big hull instead of previous -20% (making them a bit easier to hit than before).
  • Phasor beam weapon space requirement increased from 30 to 35.
  • Phasor beam weapon cost requirement increased from 80 to 120.
  • Armor Piercing weapon modification now requires two miniaturization levels instead of only 1.
  • Graviton Flux beam weapon space requirement increased from 25 to 30.
  • Graviton Flux cost increased from 60 to 80 per weapon instance.
  • Plasma Cannon max damage now 75, was 50.
  • Death Ray max damage now 500, was 100 (it's not a typo).
  • Gauss-Coil Gun kinetic weapon space requirement decreased from 90 to 80 and max damage increased from 50 to 60.
  • Disruptor beams now do 70 maximum damage per weapon instance, was 60 before.
  • Armor Piercing and Shield Piercing weapon modifications space and cost requirements increased from +50% to +75%.
  • Miniaturization space value results rounded up to nearest integer (were being rounded down before).


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

  • AI now more challenging and a bit more aggressive when playing in the Average difficulty level.
  • AI now much more challenging and aggressive in the higher difficulty levels, especially when playing with the "Impossible" difficulty level for the AI, and especially when going with the player "Emperor" difficulty.
  • AI now equips its ships much better with higher level tech weapons, armor and shields. It was not focusing enough on weapons and defenses.
  • AI ship refit improvements. The AI now refits their ships more aggressively.
  • AI now sends much bigger fleets when invading colonies and taking outposts. Before we could see the AI sending a lone destroyer or cruiser to invade a colony. Now it should send a much bigger and better prepared invasion fleet.
  • AI now declares war more sensibly (doesn't start too many wars, especially in the higher difficulty levels).
  • Fixed an issue that was causing the AI to concentrate all of its ships in a single fleet, leading to a "cat" and "mouse" chase through the galaxy with the human player.
  • AI now conducts more simultaneous invasion attempts and raids when it has superior forces than the enemy, especially in the late game.


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

  • Updated game to a new more recent Unity version, which should solve some crashes and problems when launching the game for players with particular ATI cards and others.


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

  • Ships graphical improvements and small changes in some models to increase distinctiveness between classes.
  • Feedback now provided in combat when ships' armor are impervious or see damage reduced from beam damage due to having Neutronium Armor Coating with sources of Neutronium.
  • Now possible to sort ships and fleets in the Overview Panel by "Stationed or "Travelling" status.
  • Empire information such as treasury amount, research spending, etc now seen in all the screens involving managing leaders (hire leader, level up, desires, traits, etc).
  • Made more clear that the "Engage" button, when pressed, allows the fleet present in the system to engage any rival forces present during the turn processing (i.e. after pressing Next Turn).
  • Feedback provided on the ruins icon when searching ancient ruins (ruins icon now glows).
  • The Research Exchange screen in the Diplomacy options now provides information on each technology costs, so the player can understand the real value of the techs being offered at a glance.
  • Formatting corrections in the Ship Design screen for weapon modifications.
  • Maneuverability tooltip in the Ship Design screen now displays also in the "+" and "-" buttons.


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

  • Frigates and destroyers can't equip Fighter Bays and Bomber Bays now (only Cruisers and above can).


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

  • Fixed a bug that was causing combats to freeze when fighters were involved and an enemy ship would flee.
  • Fixed a bug in the space combat where sometimes the combat would freeze and the player would get control over the AI ships due to game corruption.
  • Fixed an issue that was allowing the player to switch off the AI weapons when clicking on them after scanning the AI ships.
  • Fixed a bug that was causing the Draguul and Moltar AIs to equip more than 1 weapon instance in their Spinal Mount equipped Titans (only 1 weapon instance with spinal mount is allowed).
  • Fixed a bug in the "Copy Design" function that was causing the original design to install the most advanced shields causing negative space and allowing the design to be built.
  • Fixed a bug in the "Eliminate Design" function in the Ship Design screen where sometimes the design would not be eliminated and after copying a design the previously deleted design would return.
  • Fixed a bug in the space combat when using the Combat Jump Displacement special system which was allowing the special to be used 3 times in a row in a single activation.
  • Fixed a bug that was being caused by captured space monsters. Capturing space monsters shouldn't be allowed (and is/was not supported by the code). The bug was fixed. Still, players are warned that there may be issues when capturing space monsters in other parts of the code.
  • Fixed a bug in the "More than a Diplomat" event that would cause the event to not allow any option to be selected, not allowing the game to continue.
  • Fixed a bug when 2 space culture level ups were possible in the same turn, one from the normal course of events and the other offered by an event, it was not allowing the game to proceed if the 2nd level up was obtained from the event before resolving the first.
  • Fixed an issue that was not allowing the game to proceed when all the possible space culture perks were picked. Although unlikely, this could happen in an extremely high turn amount game.
  • Fixed an issue that was causing more Ultra Rich worlds to be generated near the player homeworld when playing with the "Emperor" player difficulty level than it should.
  • Fixed a bug when using the Prestige unique ability which could attribute secondary skills to leaders that their type (colony or ship leader) would not allow.
  • Fixed a bug that was causing the strategic resources research decisions to not trigger when constructing the Galactic Space Port (that provides 1 source of each). Strategic resource decisions were also not being unlocked when obtaining resources from trade.
  • Fixed an issue where technologies obtained from the Galactic Knowledge Exchange wonder were causing two research action notifications sometimes, preventing the game to proceed unless one would put two techs in the research queue and deselect both.
  • Fixed a bug when a leader was gaining a trait it was cancelling another leader's desire due to an issue in the "Ok" button in the trait gain screen.
  • Fixed a bug that was causing the Epocholon leader (only found in a an event) to level up every turn.
  • Fixed an issue that was sometimes causing the wrong event images to be shown for follow-up events.
  • Fixed a bug in the "Renowned Explorer" and "Smuggler's Den" events, where the option was given for a particular leader to appear, but the leaders didn't show up.
  • Fixed an issue that was allowing rushed construction projects to be removed from the building queue while consuming 1 construction slot each time this was repeated. Now a rushed construction cannot be removed from the queue.
  • Fixed an issue in the Overview Screen to not refresh when this screen was switched OFF and then turned ON again, it would not refresh the information presented.
  • Fixed an issue that was causing the incorrect space and cost requirements when using the "No range dissipation" weapon modification. The correct values are +25% space and +25% cost but was actually applying +50% to both.
  • Fixed a typo on the Ship Design screen, the shield blocking points tooltip, had "olong" instead of "long" in the text.
  • Fixed a bombing presentation glitch where the last bomb drop was always reported as mass destruction in the UI and the log even when it was not.
  • Fixed an issue that was causing the "Steal Tech" screen to not show up when the steal tech order was given from inside the leaders management screen.
  • Fixed a typo where the Cruiser ship construction option tooltip would say "A star base is required to build the cruiser", the correct wording is "An orbital station...". A star base is just one type of orbital station.
  • Fixed a bug that was allowing a race with no population left to vote in the galactic council, resulting in "negative" votes.
  • Fixed a bug that was causing an "invisible" last colony from a rival to be reported when the rival actually didn't have any, preventing the game from finishing.
  • Fixed a bug where the wrong image was being shown for unassimilated Nova POPs.
  • Fixed a bug where assimilated POPs were benefiting from both their original Government morale modifier and the one of their new overlords.

Quick Update #5 - Working on the next update

Hello everyone,

just a quick word to let you know what we're currently working on and when you can expect a new update to be released.

The 1.0.4 patch will be a big one. We will provide many bug fixes, especially the ones on space combat stability issues that have been reported by several players. There will also be significant balance changes and AI improvements, as for several UI tweaks.

The game's overall reception has been very good and we're happy with the feedback we've obtained so far. We collected lots of great suggestions for improvement from the community, which will be offered through future updates.

The game's launch and sales were successful enough to guarantee that we will be able to support the game as previously envisaged! So, expect at least 2 DLC, 2 expansion packs as for continuing improvement through free updates for everybody!

If all goes according the plan, the idea is to release the 1.0.4 patch next week (Aug 19-23). The fixes and changes are substantial, so this will require some major testing before we can release this new patch.

As for what you can expect, here's a quick preview:

- A bit faster early game (e.g. faster to build colony ships, more benefit from support ships early)
- Research will be slower, especially in the mid and late game
- Support Ships more useful early on but not as strong in the mid/late game
- AI more challenging/aggressive now, especially on higher difficulties
- AI invades with superior forces now
- AI will equip much better ships with better weapons earlier in the game
- Allow constructing planets on outposts that belong to the player
- Many balance changes
- Many bug fixes (especially in the combat, but in other areas as well)
- Several UI tweaks
- And more!

Stay tuned!

Thanks!
Adam Solo & Hugo Rosado
Praxis Games

1.0.3 Patch Released

Hello everyone!

We've just released the 1.0.3 patch! This update fixed an issue that was preventing the build queue reordering from functioning correctly in resolutions higher than 1080p. The patch also fixed several combat bugs, improved the system view and galaxy map labels sharpness in resolutions higher than 1080p and corrected several typos, among other things as you can see below.

Compatibility note: The saves from 1.0.2 should be compatible with 1.0.3, so you should be allowed to continue your games normally with this new version. As usual, if you find any issues please let us know. Check [URL="https://steamcommunity.com/app/984680/discussions/0/3158630999985169605/"]here[/URL] for the bug reporting guidelines.

By the way, it is very important to have reviews on the game, especially at the start when there are few. If you bought the game on Steam, and if you have the time, please consider leaving us a review. You can write the reviews in your language.

Thanks!

Adam Solo & Hugo Rosado
Praxis Games


-------------------------------
---- VERSION 1.0.3 ----
-------------------------------

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# NEW
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- Added option to skip the intro cinematic (new Game Settings option).

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# UI / GRAPHICS
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- The galaxy map labels and system view text is now crisp in resolutions higher than 1080p (it was a bit blurry before)

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# BUGS
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- Fixed an issue that was preventing the build queue drag reordering from functioning correctly in resolutions higher than 1080p
- Fixed a bug in space combat that was causing the player to gain AI control for one turn, and then everything was getting back to normal
- Fixed a bug in space combat that was causing a lock up
- Fixed an issue in the space combat that was causing the 'Multiple objects panel' to appear outside the screen
- Fixed a bug that was allowing Bomber Bays to be installed in starships even when no missiles or torpedoes were available
- Fixed a bug where sometimes the combat would hang, to then resume. It paused for several seconds (related with titans being present)
- Fixed a bug that was creating a turn processing lockup when the AI was trying to construct two planets in the same turn
- Fixed an issue that was causing the "Exploitation Panel" to be partially cut in the 1920x1200 (16:10) resolution
- Fixed an issue where the orbital stations would stop firing sometimes even when they should because they had the required firing arc angle.
- Fixed an issue where a blank pic was being displayed for space monsters in the combat alert panel after loading a save
- Fixed an issue that was not allowing the Spy Assignment Screen to close using the "triangle to close" icon in the top right.
- Fixed an issue that was causing only 6 special systems to be displayed in space combat
- Fixed a glitch that was causing "shaky salary" (the leaders salaries in the Leaders Management Screen) in some leaders in particular situations
- Fixed an issue that was causing production values above 4 digits to not display correctly in the production allocation values in the colony view.
- Fixed a glitch that was causing some buildings names to not display correctly (they could wrap to 3 different lines)
- Fixed typo "GREEDY" now displays "Greedy", same case as the other leader traits
- Fixed a typo on the 'Expert Logistics' tech. Now "to your ships" was "to you ships"
- Fixed a typo in the Survey Ship description, under EFFECTS, worthwhile was spelled incorrectly
- Fixed a typo, Galactic Amusement Park said 'Cultural Exchange Center' but the correct description is 'Cultural Exchange Complex'
- Fixed a typo "intelect" on the 'Peace and Prosperity' event now 'intellect', and "to a next level" now "to the next level"
- Fixed a typo where the 'Galactic Surveillance' tech said EMIRE instead of EMPIRE
- Fixed a typo in the Game Settings' combat options where it could be read "toggled of/off" instead of the correct "toggled on/off"