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Genre: Strategy

Master of Orion

Master of Orion - v48.3.1 Patch Notes

Greetings explorers,

To coincide with the release of Master of Orion, we've published an update to the game. In addition to delivering the remaining content for Collector's Edition owners -- the digital art book, orchestral sound track and musical scores for three tracks -- we've also made further improvements to AI, the user interface, pirates and managed to get a highly requested feature implemented for release: custom races in multiplayer!

Read on for the full patch notes, and please be sure to post your feedback in the Feedback & Suggestions section. As we said earlier this month, today is just the beginning -- there's plenty more to come, and your feedback will heavily influence what we do next.

Master of Orion - v48.3.1 Patch Notes



General



  • [Optimization] Several Turn Processing time optimizations
  • [Camera] Increased zoom distance before abstract view in strategy mode
  • [Score] New score system: details available in Path to Victory scorecard

AI



  • The AI can now engage neutral fleets inside its empire
  • Improved how the AI prepares its defenses
  • Improved AI voting when faced with targets for improved relationships
  • General improvements in AI performance
  • Improved pathfinding
  • Improved population management
  • Improved threat analysis
  • Improved Production manager
  • Added alternative retreat locations for civilians and military fleets
  • If high priority targets are unreachable, fleets will fallback to retreat order to avoid idle in offensive mode
  • [Pirates] Improved pirate AI
  • AIs now don't pursuit Diplomatic & Economic Victories before their initial conditions are met
  • [Espionage] Improved defensive spy allocation for aggressive races
  • Improved Victory Condition Analysis
  • Now AI considers spy missions when deciding when to build things
  • [Galactic Council] AIs can now speculate about the election's result and vote accordingly
  • AI now takes into account more factor for colonization
  • AI is now smarter when rush buying if under threat or in a war
  • AI now takes into account Gravity Generators when building
  • AIs will now defend outside of their empire, and will fight for systems that they find interesting, for colonization or for strategic purposes
  • Reduced scouts preponderance

Balance



  • [AI] Rebalanced Long term payment considerations
  • [Pirates] Improved pirate ships spawning
  • [Strategy] Repair feature tweaks & rebalance
  • [Pirates] Updated modifiers to take into account the match's Research speed, Production speed, and Difficulty settings
  • [Tactical] Special opening now requires a minimum of 8 ships to avoid unwanted results

Cinematics



  • Added game intro video
  • Updated tactical intros: added planetary defenses

Espionage



  • Added feedback report for successful espionage missions against the player
  • Security roll now guarantees different results for every mission, even on the same colony and turn

Multiplayer



  • Added Custom Race option to multiplayer matches

SFX



  • [Tactical] Added engine sounds to the intros for both sides
  • [Tactical] Increased volume to pre-combat music
  • [Tactical] Updated Cam Missile effects
  • [Music] Added situational music. War music added during war
  • Plasma sound added

UX



  • [Tactical] Added tooltip to Enable AI checkbox
  • Improved Victory Conditions scorecards information in Path to Victory screen
  • Small tweak to ShipButton in FLEET CONTROLS, changing gradient to a solid background for better readability and consistency
  • Added blackhole icons
  • Added traits to match setup screen
  • Added RESET TO DEFAULT in Options
  • Added custom race icon
  • Added Accept/Decline titles in Diplomatic exchanges

Bugfixes



  • Fix for The AI opens an empty negotiation box as an offer
  • Fix for The game keeps processing after finishing the turn
  • Fix for user names containing invalid symbols breaking custom race matches and GUI elements
  • [Achievements] Fix for achievements dependant on race being unlocked with custom races
  • [AI] Fixed Open Borders evaluation
  • [AI] Fix for 1 turn lag in actions after war declaration
  • [Controls] Fix for when the user changes gamepad configs and restarts the game. Clicking in-game objects with the mouse afterwards stopped working
  • [Gamepad] Spy orders, fleet scrap now respond to confirm button. Added confirm button on keyboard as enter
  • [Localization] Several localization updates (LA)
  • [Localization] Fix for Accept Embassy (LA)
  • [Localization] Fix for Mauler Device: Spanish translation (LA)
  • [Localization] Fix for Tank and Armor Barracks text confusion
  • [Localization] Fix for Inconsistencies in tutorial hints (LA)
  • [Localization] Removed star as possible destination in Exploration Advice
  • [Localization] Fix for Gravity Generators description update
  • [Localization] Fix for Subtitles selection not being saved
  • [OSX] Fixed resolution problems in OSX
  • [SFX] Audio manager fix for sources auto-stopping unexpectedly
  • [Tactical] Fix for the tactical ship visual target highlight
  • [Tactical] Fix for the pop-up for the first battle sometimes showing when it should not
  • [Tactical] Combat simulations between AI now run at slower to avoid incongruent results
  • [Tactical] Fix for health bar glitches during the first camera transition
  • [Tactical] Achilles Targeting System now only works for missiles (as intended)
  • [Tobii] Handle error when eye tracking is not connected
  • [Tutorial] Fix for Disabled options button in GuidedTutorial (Path to victory step)
  • [Tutorial] Fix for Stuck tooltip on Tactical tutorial
  • [Tutorial]Fix for Disabled hotkeys in tactical during guided tutorial
  • [Tutorial] Fix for Disabled camera zoom in guided tutorial
  • [Victory Condition] Fixed Tech Building value in Scientific Victory Condition Score
  • [UX] Fix for auto-turn label appearing untranslated for a few seconds in new matches
  • [UX] Placeholder icon added for Advanced Damage Control achievement
  • [UX] Deleted lines with % in the votes counting bar
  • [WG.net] Forced visible Cursor when the Login Screen shows loading state or the EULA
  • [Pirates] Improved Pirates initial spawn to avoid pirates wipping out races before they reach warp
  • Fix for Star Names not being colorized when colonizing
  • Fix for Options translation missing (SP)
  • Revised intro subtitles timing
  • [UX] Fix for Tooltip doesn't show for Big Bang Seed
  • Fix for Integrate infantry and armor upgrade unit icons
  • [WG.net] Fix for If trying to change region during registration, a player will be switched to Log in screen
  • Fix for Fix for planet tags not dissapearing
  • [Gamepad] Fix for Joystick events assigned for camera block settings does not work on Tech Tree window
  • [UX] Fix for Double Click not always working
  • [Espionage] Fix for Maintain espionage widgets updated when spy status changes
  • Fix for Switching from a Colony Manage Structure screen to a Navigation tool screen works wrong.
  • [WG.Net] Fix for CapsLock on/off detection
  • [Localization] Fix for Accept Embassy text
  • Fix for If the user discover a tech in the same turn that finds one in an anomaly, in the discovery screen will only appear the ones from the anomaly
  • Fix for If player disables his own race filter in Timeline Graph, in the next Graph visiting there will be no graph though race filter is visually enabled
  • Fix for Buyout button will disappear from Empire screen if there will be a project that cannot be bought out last in the production queue.
  • Fix for Sum of all GGP is less than 100%
  • Fix for Terran Emperor scenario
  • [Localization] Fix for Colonia de Humano in Latin American Spanish (SPA)
  • [UX] Fixed alpha for several items in diplomatic audience
  • Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
  • Fix for zoom showing very small colony widgets on Small Galaxy
  • Fix for Empire Rings showing in StarSystem view for the new zoom distance
  • Fix for There are 2 terraforming project in production selection screen
  • [UX] Fix for Stellar Converter is not available for use on Battle Screen after Planet bombardment. It is available after Battle Screen reopening
  • [UX] Fix for Sabotage notification does not fit
  • [Cinematics] Mrrshan economic victory fix
  • Fix for Close icon is overlapped by build button in Production queue
  • Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
  • [WG.Net Login] Fix position in Error message helpers
  • [WG.net] Fix for Certain texts become barely visible on smaller resolutions
  • [AI] Fixed move and hold, declare war and attack in the same turn
  • Fix for Ship Model doesn't change
  • Fix for The total space used value doesn't refresh when the user clicks on the Battle Pods
  • [AI] Stop sending "Do not make deals with my enemies" warning if the player is trying to improve the relationship with this race
  • [AI] The AI's autobuild now considers lithovores when building food buildings
  • Fix for Missing key in a pollution notification
  • VerifyPath was returning passable paths that were actually blocked.
  • Fix for Formation in Tactical Battle not working correctly
  • [AI] Fix for colonization considering pirates in a galaxy without pirates
  • [UI] Fix for Mousing over some custom race perks does not trigger tooltip appearance
  • Fix for New icon added for Asteroid Mine
  • Fix for "Abstain" term breaks grammar rules in some languages
  • Fix for Accept Embassy could use the RACE NAME to avoid confusion
  • Fix for Incorrect label for Disengage functionality in fleet commands (EN)
  • Fix for key added "DEAL_ITEM_ACCEPT_RACE_EMBASSY
  • Fix for Ship list will go up if player scrolls the list which contain lots of units in Tactical
  • Fix for Missing keys in the Missions Pop-up
  • [Localization] Fix for Confusing tooltip for targeting (firing) range slider
  • [Localization] Fix for Illogical message in tech node popup (EN)
  • [Tactical] Fix for cloaking visual fx (hover, abstract view, etc)
  • [UX] Fix for Missing localization keys for ship weapons icons tooltip when mousing over frigate x5 and destroyer x5 weapon on Build screen
  • [Tooltips] Add treaty name in treaty tooltips
  • Fix for Upon clicking Show only flagged the list won't show flagged enemy planets
  • [WG.net] Fix for Text in some buttons is misalgned
  • [UX] Fix for Missing icon for Armor Barracks on the 'Colony assault at' screen. Also, small UI tweaks
  • [Galaxy Generation] Fix for Force orion's two moons
  • [UX] Fix for Races icons do not fit the hexagon in currently selected fleet window
  • [UX] Fix for Reuse of risk level keys in Spy Missions window causes grammar mistake
  • Fix for High-Energy Focus doesn't increase combat stats
  • [Tactical] Fix phasing cloak
  • Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
  • [Crashfix] Fix for When loading specific savegame
  • Fix for Steam cloud save cannot be loaded if there is no a local savegame
  • Fix for GNN for detected space monsters appears only for the very first one
  • Fix for Auto-Explore button becomes inactive between 7th and 8th turns
  • Fix for Tech tooltip should be shown when exchanging techs
  • [UX] Fix for Some modules stat icons are missing in Ship Design
  • Fix for Capitol tooltip image goes beyond the screen upon selecting it on Manage Structure interface on Colony Management screen.
  • [Tactical] Fix for pause overlay during intro
  • Fix for Multi-Phased Shields description is wrong
  • Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
  • Fix for There will be no weapon mini-images in blueprint information on Build screen when the blueprint is equipped only with weapon with modifiers
  • Fix for Visual displaying of monster weapon area of effect doesn't match to its facing settings
  • Fix for When Doom Star equipped with Stellar Converter and Troop Transport and min.24 Marines on board, textures overlap each other
  • [UX] Fix for Battle ships tags on galaxy map and in the Fleet window are slightly different
  • [UX] Fix for There is overflowing text on 'Don't colonize close to us' audience screen
  • Fix for Unpausing the game via increasing speed button does not remove 'Game Paused' insription
  • Fix for Inconsistency in the Pollution Icon and its tooltip
  • [UX] Fix for 'Upgrate All' button goes beyond 'Upgrade Multiple Blueprints' window for certain languages
  • Fix for Player is able to continue multiplayer game after technological victory achieving, if the last_multiplayer.save is loaded
  • [UX] Fix for There is incorrect text tip in Space Factory Build screen
  • [UX] Fix for Space cannot be pressed after the word in multiplayer game name
  • Fix for Disable autobuild when a colony changes owner
  • Fix for Space monster detected without being displayed.
  • [UX] Fix for The third digit in amount of ships is cut off on the top panel in Tactical Battle.
  • Fix for Display "-" sign when assimilation won't progress
  • [AI] Fix for defend sort that would not consider primary target at equal Defense quota
  • [UX] Fix for Fleets Management screen information is not updated in realtime
  • [UX] Fix for Empire Management screen overlaps Galactic Stock Market screen
  • [UX] Fix for The ship's name can overstep its boundaries
  • [Tooltips] Fix for Remove + sign in total security value if security rating goes negative
  • [UX] Fix for Cannot deploy more than 15 marine battalions
  • Fix for Players are able to construct buildings for Technological victory even if it is not present in default settings though it displays in Path to Victory. Victory cannot be achived though players can gather its points.
  • Fix for If a player loads a save that was made on 300+ turns it will become impossible to start a new game
  • Fix for an % appearing in the wrong place in some deals description at the trade table
  • [Controls] Fix for Multiplayer Chat doesn't lock input anymore, new approach implemented
  • [Cutscenes] Optimized intro video for faster playback
  • [Cutscenes] Fix for Escape key spamming causing issues during intro video
  • [Localization] Fix for localized keybinds not being shown
  • [Localization] Fix for "On" and "Off" appearing instead of "Prendido" and "Apagado" in some options
  • [Localization] Fix for Mrrshan Welcome Advisor typo
  • Fix for Scrap tooltip not appearing in the system view
  • [Tactical][Art] Fix for ships highlight
  • [Tactical] Fix for the pause overlay appearing during intros
  • [Tactical] Fix for the pause overlay appearing during intro
  • [Tactical] Fix for Combat chances against Space Dragon now correctly calculated
  • [UX] Fix for Audience screen becomes blurred

Early Access Infographic

Greetings Explorers,

We wanted to share some insights of the Early Access phase, as a way to say thank you for all your support, and for all the precious feedback that we've received (and continue receiving).

We wouldn't be where we are without you.

Enjoy!

Master of Orion - v47.0.1 Hotfix

Greetings Explorers,

This is a small hotfix, but an important one.

- Fixed an issue that could prevent the game from loading based on the system language

For the full patch notes from today's version 47.0 update, click the link below!

http://steamcommunity.com/games/298050/announcements/detail/959650850589327501

Master of Orion - v47.0 Patch Notes

Greetings Explorers,

Today we’ve released an update for Master of Orion. This brings the official game version to 47.0. Due to character limits in Steam news articles, we were unable to include the bugfixes in this post.

Click here to read through the list of Bugfixes.

Master of Orion - Patch Notes v47.0



General

  • Updated algorithm to calculate victory chances before a battle
  • Added Random start conditions for the game if balanced starting conditions is unchecked
  • Added QuickSave shortcut (Ctrl+S)
  • Autosaved game is now available for loading from the save game list
  • Rotate planet on planet full view
  • Added navigation buttons handlers per screen, quick shortcuts, and mouse inertia on stop
  • Updated how jump gates work: now it is possible to use an ally jump gate to travel across. The condition is that both source and destination points should have a jump gate from the same owner
  • Now Random Breakthrough events unlock the whole node if it is a branched node
  • Updated auto turn logic to interrupt it if the player has fleets that need orders
  • Pausing now does not change the default camera
  • Homeworld Size added as an available trait in Custom Race

AI

  • The AI is now better at managing the population of new colonies
  • The AI is now better at using Civil Transports
  • The AI is now better at dealing with races they have a grudge with
  • The AI is now better at choosing targets of opportunity
  • The AI is now better at judging when relationships are going sour
  • Distance to a planet is now a factor for a planet's rating consideration for the AI
  • The AI now considers War priorities on all its decisions
  • Revamped Local War logic, the AI is now much better at it
  • The AI considers Defensive War as a type of War for production considerations
  • Improved engagement algorithm for the AI
  • Expansionism trait is now taken into account to select which colonies should build a Colony Ship
  • Streamlined & Refactored Invasion Logic
  • Added Invasion Target heuristics
  • The AI production Manager now buys according to project priority

Balance

  • Changed default Game Pace to Quick
  • Rebalanced Sakkra traits (+50% population growth, repulsive trait added)
  • Extended Pirate spawning rate
  • Re-balanced the point cost of all traits in custom race creation
  • Diplomat trait morale reduced from 10% to 5%
  • Reduced Terran morale trait from 20% to 15%
  • Removed Militaristic trait from Alkari
  • Restored Improved Negotiation trait to Mrrshan as intended
  • Increased Robominers maintenance cost from 3 to 5
  • Increased Deep Core Mine maintenance cost from 5 to 10
  • Increased Star Fortress maintenance cost from 3 to 8
  • Increased Orbital Shipyard maintenance cost from 2 to 4
  • Increased Space Academy maintenance cost from 4 to 5
  • Increased Global DNA Scanner maintenance cost from 2 to 4
  • Increased Interplanetary Security Transmitter maintenance cost from 5 to 7
  • Increased Alien Management Center maintenance cost from 1 to 4
  • Increased Astro university maintenance cost from 4 to 5
  • Increased Holo Simulator maintenance cost from 2 to 4
  • Increased Pleasure Dome maintenance cost from 3 to 6
  • Increased Planetary Radiation Shield maintenance cost from 1 to 3
  • Increased Planetary Flux Shield maintenance cost from 3 to 6
  • Increased Planetary Barrier Shield maintenance cost from 5 to 10
  • Increased Space Academy production cost from 220 to 300
  • Increased Planetary Stock Exchange production cost from 220 to 300
  • Increased Holo Simulator production cost from 140 to 160
  • Increased Pleasure Dome production cost from 380 to 400
  • Reduced Planetary Radiation Shield production cost from 185 to 160
  • Reduced Robominers production cost from 185 to 180
  • Reduced Artemis System Network production cost from 700 to 500
  • Pleasure Dome now upgrades Holo Simulator
  • Space Port no longer gives +1 Credits per population
  • Government support facility morale value reduced to 10%
  • Klackon homeworld biome changed to Arid
  • Uber transformation modified: Cavernous project now can be applied on Desert and Arid biomes
  • Adjustments to Defense Rating formula to better reflect its usefulness
  • Reinforced Hull rebalance (Multiplier changed from x1.25 to x1.5, it now gives 50% of Base Hull as Bonus HP)
  • Rebalanced Eel to make it less overpowered
  • Rebalanced the Squid to make it less of a weakling
  • Rebalanced the Guardian of Orion so it can be taken on during mid-game:

      ORION TECHS

      • Xentronium HPx 4 -> 2.25
      • Xentronium baseCost 11 -> 5
      • Death Ray CD 8 -> 5
      • Death Ray Damage 46 -> 20
      • Death Ray Steps 8 -> 3
      • Death Ray ArP 35 -> 20
      • Death Ray Cost 25 -> 20
      • Death Ray Size 30 -> 20
      • DR: 12 DPS, 0.6 DPS/PP, 0.6 DPS/Size
      • Plasma Beam Cost 15 -> 22
      • Plasma Beam Steps 4 -> 5
      • PB: 16.67 DPS, 0.76 DPS/PP, 0.67 DPS/Size

    • ORION GUARDIAN

      • Shield Class VII -> V
      • Armor Adamantium -> Xentronium
      • Base Hull 2000 -> 1500
      • Space 2500 -> 2000
      • Blueprint Tweak (PD 30->15, Adjusted Size Prio)



Cinematics

  • Added Turbine glow FX to colonization ships

Localization

  • General localization updates
  • Improved cinematics subtitles synchronization

Optimization

  • Fleet animations are skipped when they happen out of camera for faster turns
  • General texture optimization for faster loading times

SFX

  • Updated UI sounds
  • Updated sounds for Tactical mode
  • Updated sounds for Strategy mode
  • Updated volume levels

Tobii

  • Added zoom@gaze functionality to tactical battles

Tutorial

  • Added new tutorial steps including Tactical mode and pirates
  • Added a special advisor when the first colony ship visits a bad planet

UX

  • Added style of play selection pop-up before the first Tactical Battle
  • General improvements: checkbox colliders now occupy all the text zones also, for easier, more intuitive clicking
  • TechApps icons are bigger now and rollover state has changed so they don't grow anymore (feedback is a light highlight now)
  • [Tactical] Improved Tactical mode selection for better feedback
  • [Tactical] Clearer feedback for the Move action
  • [Tactical] Camera can now be moved with keyboard arrows, and rotated with camera modifier key
  • [Tactical] Added cursors for camera pan and rotate
  • [Strategy] Added cursors for camera pan and rotate
  • [UX}[Advisor] Added checkbox on advisor popup to disable all advisors. Can be re-enabled from options.

UI

  • Revised Uppercase/Lowercase use in titles
  • Abstain button moved below the other "vote for" buttons to avoid accidental click when trying to skip
  • Updated custom race selectors with the latest style
  • Made techapps descriptions larger
  • Tweaked ETA label positions in strategy view
  • [Pirates] Updated Pirate destroyed reward popup, added a header image
  • Updated ship buttons to be consistent with the new style.
  • Renamed "DONE" button to "SAVE" since it is an action button and "DONE" is not an action
  • Updated filters buttons graphics
  • Updated and added pop-up headers
  • Improved buttons and titles
  • Added autosave text to default Save
  • Custom Race UI improvements
  • Added new headers for monster pop-ups
  • Removed the horrible orange background of the current build in the colony row
  • New icons for Weapons Mods
  • Unified loading screens style
  • Dialogue box improvements in audiences
  • Added race traits to Diplomacy screen
  • New cleaner layout for battle results
  • Improved gravity feedback on planet tooltip
  • [Tooltips] Added tooltip to fleet tab showing fleet details, ship types and amount
  • [Tooltips] Command points cost for Ship Blueprints are now calculated to reflect bonuses from structures in Build Pop-Up and tooltips
  • [Tooltips] Updated Technology Node tooltip changing content order. Unlocks info is moved before Cost
  • [Tooltips] Balanced Starting Game tooltip update
  • [Tooltips] Added Match Setup Tooltips

Release Date and Post-Release Plans

Greetings Explorers,

Over the past six months Master of Orion has been in Early Access on Steam and it has been an incredibly valuable experience. In this crucial time we've received an unbelievable amount of feedback on the game. Player passion for Master of Orion is exactly why we incorporated the Early Access route into the development process. It's been a long road with challenges along the way, but our mission from the start was to include your voice in any decisions we made during this phase and you have helped shape this game.

https://www.youtube.com/watch?v=hzQqXv-9kHo

Release Date


We are excited to announce that on August 25th, 2016 Master of Orion will be officially launched. At that time the Standard Edition will become available for purchase at $29.99 USD (regional pricing varies).

About the Standard Edition


The Master of Orion Standard Edition has all of the core gameplay experience, including:

  • 10 races
  • Custom races
  • Tactical combat
  • Ship design
  • Espionage
  • Multiplayer
  • Diplomacy
  • All victory conditions

The in-game content not available to players as part of the Standard Edition will be the Terran Khanate race and the Retro Fleets alternate ship models feature. However, if you enjoy the Standard Edition and would like to upgrade to the Collector's Edition later, we will be offering an upgrade option so there is no need to repurchase entire game.

Post-Release Development Plans


It is incredibly important for us to stress that Master of Orion leaving Early Access does not mean we will cease improving the game. There is still more work to be done, and we have a pretty large list of changes we're still planning to implement.

We will release an update for August 25th with some of those changes, as well as balance adjustments and fixes for issues found in Early Access 6.

Additionally, we have several post-release patches mapped out, which will be free updates to the game. The timelines on the release of each patch is still to be determined, but expect them very soon after August 25th. We'll have more details on the post-release patches as we get closer to release.

But for now we want to be upfront with you about three of the bigger features included in post-release updates, just so we don’t leave you wondering about them.

Multiplayer Custom Races



This feature is currently in development and if not available by release, it will be part of a free update post-release. It’s just as big a priority to us as it is to you. Implementing this is not as simple as just enabling custom races for multiplayer; there are balance considerations in player-versus-player that you don't have to worry as much about in a single player experience.

Minor Civilizations



This feature is currently going through a redesign. The last thing we want to do is add a major feature into the game without proper testing. That’s sometimes okay for Early Access, but it’s not acceptable after.

Mod Support



Modding is more popular and prolific than ever, and the value it adds to 4X longevity cannot be overstated. It can take you from playing a game for 40 hours before moving on to playing for over 1,000 hours and never stopping. Supporting mods is, simply put, a no-brainer.

In one of the first post-release patches we will enable modding support for YAML files. These are the files that include most of the gameplay data in Master of Orion. Some examples of things moddable will be:

  • Races
  • Ships / Units
  • Planets
  • Technologies
  • Structures

In the future we plan to expand that in ways that allow you to create mods that add new features, or even alter existing features. We don’t want to get too detailed about it just yet, as we need to ensure the framework can support each potential type of mod, but you can expect more details on modding functionality when we’re closer to it being enabled.

Those three features don’t even begin to scratch the surface of what we have planned for post-release patches. The backlog as it stands right now has at least 180 items that we plan to address and implement in updates, and more items are added constantly based on your feedback.

Some are simple in nature--things like UI polish, minor tweaks to functionality, and new settings. Others are as extensive as a feature redesign, or adding brand new functionality to a feature that wasn’t planned before Early Access.

Steam announcements have a limited character count, so we can’t get into heavy details on that list here, but as mentioned above you can expect more details on the initial post-release updates when we're closer to release.

In closing, thank you for your support, honesty and passion during Early Access. You kept us honest and on track and we knew you were doing it because you care deeply about Master of Orion.

Please keep sharing your feedback; the release might be approaching, but this journey is just getting started.

RELEASE DATE ANNOUNCED!

SAVE THE DATE – MASTER OF ORION IS COMING OUT OF EARLY ACCESS AND IS HITTING THE GALAXY HARD ON AUGUST 25TH!



https://youtu.be/hzQqXv-9kHo
That's right, Master of Orion will be released on August 25th, so don't forget to mark your calendars. After additional phases of Early Access, now only a fortnight lies between you and the full release! At this point, we'd like to thank all of you for your participation in the Early Access and for giving us feedback which has helped us improve the game!

However, our hard work doesn't end there: if you have any feedback to give after the release, please feel free to send it to us – after all, we want to make this game the best we can!

Also, we're pleased to announce that the Standard Edition will be available for $29.99 / €27.99 on the day of release!

And finally, some of you who are eagle-eyed may have noticed that there is an option to link your WG account in the Master of Orion options menu. Some of you have even taken to the forums pondering why do this.

Well, you'll be happy to hear that when you link your WG account in Master of Orion, you will get a special bonus. Everyone who links their account will receive 1997's iconic RTS, Total Annihilation designed and produced by video game legends Chris Taylor and Ron Gilbert absolutely free! You can't say fairer than that!



All you have to do is go from the Main Menu to Options and then Wargaming.net Account. Enter your details and link your account and you will receive your free key!

We're excited to finally be releasing the game – we hope you are too!

Master of Orion - Patch Notes v46.4.1

Greetings Explorers,

Today we released a hotfix patch to address some of the issues you've reported since version 46.4 went live last week. Below you can find the patch notes.

- Fixed a soft-lock that could be caused by the AI declaring war under certain conditions
- Fixed a soft-lock that could be caused by hitting the ESC key in the Galactic Council
- Fixed a bug preventing Tactical orders from being issued while the mouse cursor was moving
- Fixed a bug that caused the player to lose control of their fleet in Tactical when ships were equipped with the Automated Repair Unit
- Fixed a bug that caused the AI to stall when two different fleets bombard and invade the same colony
- Fixed issues with colony management tooltips that caused them to display racial trait bonuses/maluses incorrectly

Message from the DEVs: EA6 is released!

Greetings Explorers,

As with previous updates, Master of Orion's Game Director, Andrés "Chilko" Chilkowski is back with the latest status update from the development team. Andrés covers some of the big changes that arrived with Early Access phase 6, as well as details on specific AI improvements.

Visit the link below to read more and join in the discussion!

http://steamcommunity.com/app/298050/discussions/0/359543951714677182/

Master of Orion - Patch Notes v46.4

Welcome to Early Access 6! I have to keep this short because we're near the character limit, so read on for the patch notes! For the bugfixes, please visit this forum thread.

Master of Orion - Patch Notes v46.4



General

  • Added gamepad support

    • Added options for Start button, new navigation bindings, tactical camera modifier
      L1 + right stick rotates tactical camera

  • Added Tobii eye-tracking support
  • Added profile for Logitech keyboards
  • Added Steam Cloud support for saved games
  • Race-specific civilian transports can now be built to expand assimilation gameplay
  • Added auto-turn option
  • Added 100 achievements
  • New and improved tutorial
  • Updated cluster galaxy visuals
  • Small improvement to planet rating regarding max pop. size
  • Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure
  • Updated logic for learning techs via perks
  • Blueprint limit is now increased when discovering a new blueprint
  • Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions

Game Setup

  • Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options
  • Added perks validation when creating a custom race
  • Additional options added for Research, Production and Population Growth speed

AI

  • Improved planet evaluation for colonization
  • Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't
  • Improved strategic analysis
  • Heat maps are now connected to memory system
  • Improved Share Charts evaluation to account for revealed colony information
  • Improved Alliance evaluation to consider alliances imply a vote in the Galactic Council
  • AI will now offer Share Charts in a smarter way
  • Improved Invasion by building closer to targets
  • Improved Bombard by considering invasion targets
  • Improved heat map by considering only dynamic FP (making the AI more aggressive)
  • Workers optimization for military outpost construction according to heat map. Now also considers war when settling colonies.
  • Fix for colonization and unreachable planets
  • The AI now focuses on colony expansion in their early stages before starting research
  • Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts
  • Production Focus will be set when building ships and at war, or terraforming
  • New colonization & civil transports heuristics and AI flow: Avoids low food production planets,
  • Optimized Needs for security and economy, better handling of pirates by AI races
  • Removed duplicated targets for blocking fleets
  • Rebalanced Alkari so that they build heavier ships

Balance

  • Revamped combat victory chance heuristics
  • Shield & Armor Rescaling

    • Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11)
    • Increased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient)

  • Battle Pod changes

    • Added a Size Cost to Battle Pods (Base Size 0 -> 20, size Factor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls)

  • Guardian of Orion changes

    • Hull Space Reduced (3000 -> 2500)
    • Hull Points Reduced (3000 -> 2000)

  • Terraforming incremental cost factor reduced from 2 to 1.5
  • Fixed Gravity Tolerance costs
  • Balanced food requirements per planet size
  • Pirate spawn rates are now connected to game difficulty
  • Food requirement curve adapts to changing population limit instead of using final planet capacity
  • Rebalanced Share Charts so that it's not so exploitable
  • Rebalanced Accept Embassy option to make symmetric deals easier
  • Balance Tweaks:

    • CO Mod Cost & Size (0.5 -> 0.25)
    • Lightning Field Base Size (4 -> 2)
    • Augmented Engines Size (5/2.5 -> 4/2.2)

  • Fixed conservative rule about hostile systems that blocked the movement of scouts with auto explore on the presence of pirates
  • Nebula missile avoidance bonus changed from 100% to 50%

Tactical

  • Changed strafing to look more natural
  • New abstract representation in zoomed-out view
  • Added specific Blueprints for each Race when played by AI
  • Ship health bars now display with mouseover
  • Pixel ships FX & Prefabs fixes
  • Battle results: Beam accuracy and PD accuracy changed
  • Trails are now solid lines instead of dotted
  • Added Battle Pods to Player Destroyer as an Improvement
  • Transition intro is now mirrored depending on which side the player is placed

Diplomacy

  • Added confirmation before declaring war
  • Disposition changes are now highlighted in the UI

Multiplayer

  • AI in multiplayer from load will now automatically connect

UI

  • Colonies with a star base now have an icon in the galaxy view
  • New design for most buttons in game
  • Victory chance and power are now shown for colonies on mouseover
  • Diplomatic information toggle is now saved
  • Improved cell modifiers feedback in colony management
  • Improved planet degradation Feedback
  • [Ship Design] Added Upgrade All button
  • Added filter to selection of colony where to request invasion ships
  • Added Auto turn beside the TURN counter
  • Added colonize icon to colonize button
  • Improvements in audience screen
  • Flipping combat assets horizontally so they match the civilians assets facing left
  • New in-progress animation for planet and build popup
  • Now Population circle in Colony widget becomes red when starving
  • Renamed SHIP DESIGN button to BLUEPRINTS for consistency
  • Workers now show a "+" icon when the number is bigger than the one displayed
  • Added icon space factory in references of tech-tree
  • Fix for Equipped core system modules icons can overlap module scrap hint
  • Added notification for loading a game from main menu when a current game is in progress
  • Add new icons tooltip for tactical
  • Added confirmation dialogs for new game, load and exit if unsaved changes will be lost
  • Added notification for loading a game from main menu when a current game is in progress
  • Art pass for tutorial widgets and positions
  • New icon Anti-Gravity Harness for tech apps
  • Added diplomacy icon for empire top bar
  • Added icon for electronic computer in tech apps
  • Added bg to each button in the Empire top bar
  • Added URGENCY PULSING ANIMATION to Food widget when starvation occurs

UX

  • [Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons

Audio

  • Added sounds: Wormhole, Jump Gate, Ship Specials, Repair Beam and Pulsar Fire
  • Added Star Map click on planet
  • Added audio for Scientific and Conquest victory cutscenes
  • Added Audience Sounds for Bulrathi Emperor

Visual

  • Updated background for cluster galaxies

Localization

  • Subtitles language is now independent from UI and Voices
  • Subtitles added to research screen
  • Added demonyms keys
  • Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit)
  • Updated localizations
  • [RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version
    Victory subtitles synchronization (ENG/SPA)

Master of Orion Version 45.6 Patch Notes

Greetings Explorers,

After reading your feedback and careful consideration we are making additional adjustments to population growth.

Here is a high level overview of the changes in today's update:

  • We've slightly increased food requirements for population growth in general and we doubled them when the colony is about to become full (to compensate for all the food/pop. growth structures on a mature colony)
  • We've balanced the production cost for the tier one structures to make the choice between them more balanced and meaningful
  • We added the Colony Base (+1 Food only) as a tech application on the second tier (Deep Space Exploration)
  • We slightly improved food output for Class A and Class B planets

Please take a look at the patch notes below for full details.

Master of Orion - Patch Notes 45.6



Balance

  • +1 Food added to Colony Base
  • Colony Base is now a 2nd tier tech
  • Colony Ship now carries 2 Food units by default (Starting Food Supply set to 2)
  • Fungal Farms moved to Biotechnology
  • Population Growth min and max values re-balanced
  • Automated Factory, Hydroponic Farm, Research Lab and Biospheres production cost modified
  • Food multiplier factor increased for Ocean, Terran, Gaia and Uber biomes
  • Implemented asymmetric colony growth formula
  • Tweak for population growth values
  • Terran racial biases modified (AI-related change)

Bugfixes

  • Refresh food output calculation on new colonies after their starting structures have been deployed
  • [CombatScreen] Victory Chance now uses the same (new) formula for both Defending and Attacking (before it was using the old formula if you were the defender)