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 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!
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.
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!
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)