Today we've released a hotfix patch to addres some issues that were discovered since version 45.3 released on June 24th.
- Fixed bug that prevented Diplomatic Tone from being updated after gifting something to the AI
- Fixed Open Borders and Offensive Pact checking the incorrect side of deal for Accept Embassy
- Halved AI evaluation of Accept Embassy if the AI already has an embassy
- Fixed Alkari Emperor tie animation in Galactic Council
Master of Orion Version 45.3 Patch Notes
Welcome to Early Access 5!
We have an update from the game director coming later today, so we'll keep this short and let you get right into the patch notes.
Please note: While save files from previous versions should work with this build, we recommend starting fresh to fully experience the changes in this update. This is especially important when it comes to colony and empire management feedback, as there are some substantial balance changes--particularly in the early parts of the game.
Master of Orion - Patch Notes v45.3
General
Fixed combat chances so it is not affected by Civilian Ships
Changed retreat position to use the fleet's last Node filtered by canTravelTo
Added Stop camera re-focus during AI turn as an option
Added Timeline option to game setup to control how frequently the game is saved, including the ability to disable the Timeline
Pirates can now build Cruiser-class ships (Ravager)
Space Monsters will now roam within their star system and attack settled colonies
Added Victory Scenes placeholders
Pirate colonies now spawn near every major race, not only player controlled ones
19 achievements were implemented
It is now possible to choose a random race and set your opponents to random in game setup
Easy and Extreme difficulties have been added
Excellence has been renamed Score to better convey the type of victory condition it is
Many additional technologies now require a decision
Custom race creation has been updated with new traits, and the point costs have been adjusted to coincide with 10 starting points, rather than the previous system's 100
Artificial Intelligence
Colony ships will move and colonize in the same turn now
Additional improvements have been made to colony management AI
Personality now factors into colony needs
AIs now use heuristics when deciding in which colony to build System Unique Research Buildings
Refresh Strategic Analysis before evaluating a deal, to avoid strange behaviours
Updated General Strategy: if a civilization is still marked as Bad Relations or Opportunity, then continue war
Economy Manager now handles different reserves. Each AI transaction is validated against the specific reserve
Exposed Threshold for Cold War Disposition
Added Assist, useful for escorting civilian ships (Colony Ships and Transports)
Added Fleet: Destination pair matching algorithm with ETA Cache
Improved report on AutoPlay AI
Considers racial tech biases when trading techs
Improved evaluation of Offensive Pact, will now consider warInclination trait if ally
Allies will be twice as likely to accept an Offensive Pact
AI now builds Scientific Victory buildings and buyout buildings more smartly
Improvements for research evaluation algorithm, will consider blackboard requests with more importance
Updated Investment Strategy to try to stop others from winning
Ship building now considers war status.
Invasion will now consider hostiles in their path to destination, it will request assistance and assemble a convoy in order to complete its mission
AI will pick the one it's angriest at and is weakest, when picking bad Relations
Balance
We have overhauled many race traits in the game and have introduced new traits for a number of races, including the iconic Creative and Uncreative
Trade Goods project is now available at the start of the game
Population growth has been adjusted
Maintenance cost removed from Colony Base
Colony Base no longer provides a bonus to Research, Food or Production
Deep Sea Cooling can no longer be built on the Swamp biome
Technology Victory formula modified. Now Research Score factor is 0.25 instead of 1
Made global balance factor RESEARCH_SCORE_FACTOR apply only to accumulated research points
Fixed gameplay rule, bombarding a colony will leave at least 1 population as the last possible target
Planet biomes have been overhauled to increase the disparity between biomes, particularly when it comes to available food
Reduced Silicoid growth rate further to bring it more inline with food-based growth rates
Updated Silicoid personality traits (primarily used by AI to determine how they interact with other races)
Added a global value for initial colony food supply, to avoid citizens dying in the first turn on unsustainable colonies
Restored Full Claiming of controlled systems, whether I have a colony in there or not to support the new Alliance system
Removed Food flat bonuses from colony base
Rebalanced Offensive Pact and Defensive Pact evaluation, considering strategic importance
Changed PEACE Diplomatic Status to NEUTRAL
Added NEUTRAL Diplomatic Status need for Non-Aggression Pact
Changed the way Combat Chances are shown to make them more predictable for the player
Changed research treaty cost
Production cost for Toxic Processor increased from 80PP to 160PP
Production cost for Gravity Generators increased from 100PP to 160 PP
Production cost for Planetary Radiation Shield increased from 145PP to 185 PP
Changed Economic victory so the condition takes into account the size of the galaxy and changes accordingly
Tactical
Amoeba and Squid now approach within melee distance and try to stay at that distance
Behaviour: Orion's guardian tries to fight and Blink away to recharge his shields
Added special targeting options for the special modules
Power Boost Special for Military Outpost
Added Hold action
Basic intro transitions to avoid starting directly in abstract view
Fix for Weapon Ranges
Several UI updates to buttons and controls
Anti Cloaking device added
Added different deploy position for defenses/outpost structures and fixed opening move when the structure is an outpost
Rate Of Fire battle pacing revamp + AutoFire feedback improved
New Bomb Weapons for Space Monsters
Height projection lines not drawn if ship is concealed
Added Artemis System network, Phasing Cloak and Cloaking Device
Diplomacy
When you end an audience, you are now sent back to the diplomacy screen rather than the galaxy screen
Reduced the rate at which the AI will offer gifts
Removed Colony Cessions from Deal Feedback in Trade Table, when not negotiating Cease Fire
Fear value now exists only if enemy is actually afraid
Afraid status is now set if race feels threatened
Unfair deals require a difference of at least 1000 credits before being evaluated as demands
User Interface
When clicking on a victory condition in the Path to Victory, it now flips to a new pane that displays information on what is contributing to your score for that victory type
Espionage risk assestment is now indicated before a mission
Improvements for race skills icons
Workers can now be moved in bulk
Added armor count to bombing estimation
Added YELLOW color for "balanced" compare bar for combat chances
Hide Disposition and Info if Race is defeated
Added subtitles to GNN
Fixed tooltip context on uncolonized planets
Added Weapon Types to weapons descriptions
Added Resource tooltips
Added feedback for bombing and fighting in Starmap
Breakthroughs are now Tech based and can show multiple techs when stolen / found in anomalies / traded
New EULA design
Localization
New Terran Emperor Spanish LA
SFX
Ambient sounds for all races added to audiences
Fixes on Play/Stop Ambience Music in Audience
Art
New shaders and new materials for holograms.
New Monsters modules added (Squid, Dragon, Eel, and Amoeba)
Bug Fixes
Fix for LOC-264 System tags are empty in Korean localization
Fixed Czech not being selectable (title was overlapping the dropdown row blocking the mouse)
Fixed total Colonies in Score
Alliance Diplomatic Status being shown as Peace.
Fixed Very Hard difficulty not appearing in Match Setup
[Linux] Fixed materials for for Klackon & Alkari mentats
Fix for The "Ultraplanar Dimorphic Prospector is complete" has an error on it's key
Fixed several Blur issues
Fix for Clear unique buildings when a revolted colony returns to its civilization control
Fix for Mrrshan empress Council win fix
Fix for Klackon emperor council fix
Fixed Timeline issues
Fix for Long names overlap Multiplayer players amount
Fix for Race card changes to none on match setup
Fix for missing automerge action when user selects disengage in a node
Fix for Star Bases have no Weapons:
Reduced Hull Class on all Planetary Defenses (4/5/6 -> 4)
Increased Hull Size (300/450/800 -> 450/600/800)
Removed several Special Systems from Planetary Defense BPs
Estimated Effective Space for each Structure: 70/180/290 (After Drive, Shields, Specials and PDs)
Fix for severe fps drop in Ship Design screen
Fix for Retreat now analyzes its chances using ALSO the Shield Integrity, not just Hull Integrity
Fix for Capital tooltip text overlaps a button on Build at planet screen in Russian localization
Fix Candidates Controllers of Mrrshan, bulrathi, Darlok, Human and Terran Emperors. Tie animations on the left side weren´t working
Fix for Validation of share charts to read relationship in the right direction
Fix for Bad citizen allocation when dragging to blocked tiles
Fix for 4K display issues, Strategy Controls and Tactical Controls buttons scale wrong
Fix for Hull Capacity points do not refresh when removing weapon. Points are calculated using the previous values taking into consideration the weapon that was removed
fix for After using Active Specials you will retreat
Fix for Multiple combats on same turn by same races caused a SoftLock
Fix for Player is able to exploit 'Vote for' while trading with AI
Fixed EULAS
Fix to allow civilian ships to guard over nodes
Fix for incompatible perks.
Fix for Planetary stock exchange
Timeline/Path to victory bug fix
Custom Race - Lithovore trait cost
Fixed a crash in multiplayer after player leaves the game and is replaced by AI.
Fix for All passive specials except Wide Area Jammer have Cooldown and Range in these special modules tooltips.
Fix for Troop Transport Description Update (English and Spanish LA)
Fix for colonial taxes no longer depend on the presence of a building, feature was disabled.
Fix for After Pirate Base destruction, Pirate Raider loses control and stays at the same place and do not perform any actions.
If no DLC defined, dlcs are available by default
Fix for Admiral Victory Chances evaluation for Retreat now uses REAL hull Integrity instead of Strategy's HP.
Fixed AI issue when ETA is 0 when calculating Building Score
Fixed AI issue with System Unique buildings not being properly considered when scoring them
Fixes for intro cinematics when colonizing
Fix for softlock when abandoning a battle
Fix for open Borders & Alliance will not allow colonization in systems where I already am
Fix for hide action buttons while fleet movement
Fix for Empire TopBar not becoming visible after Tutorial Match
Fix for Scientific victory building progression. Buildings of 2nd and 3rd stages now upgrades the previous one
Fixed Stealthy perk having the wrong value
Fixed Automated Repair Unit interceptors beams 'fire' at the center of tactical battlefront after passing the half of the battlefront
Fixed The ships models disappear after using the Timeline
Fixed It is possible to spin the ship model on the Blueprint Slot Editor screen
Fixed Disengage button still active after fleet movement
Get Chances Against now doesn't throw an error if provided with only civilian ships. Just returns a "0% winning chance"
Prevented Retreat to same node
Fix options issues for 4k displays
Fix for Colony Ship, Space Factory, Scout, Interplanetary Security transmitter and Global DNA scanner holograms
Update on Feedback-Driven Changes: EA 5 and Beyond
Greetings Explorers,
The next phase of Early Access draws near, so it’s time for our latest update on changes coming to the game based on your feedback. With most of the game systems now implemented the development team can focus on the bigger changes you’ve been asking for.
Early Access 5
Up next is phase 5 of Early Access, and it’s going to deliver the most changes of any phase so far. Some of them are very big, so we’re looking forward to hearing your thoughts on them as we continue to improve the game.
Here’s what we’re planning for phase 5:
Races
We’re implementing our first pass of a significant rework of race traits, including the way they’re presented to you and some of the traits available (e.g. Psilon now get Creative, which unlocks all “choice” techs rather than making you choose)
Colony Management
It’s now possible to move multiple population between resource cells at a time
Tooltips have been added for specials and we’ve modified the way security is displayed to be more clear
Autobuild now uses the improved AI colony management logic and prioritizes infrastructure (food, production and research) before things like security and defense
The build window should no longer randomly reorder the icons each time you open it
Tech Tree
We’ve added even more choices, not only to support the racial trait additions but also to add more meaningful decisions (e.g. Deep Sea Cooling and Soil Enrichment Facility are now choices in the same tech)
Victory Conditions
Excellence has been renamed Score to be more clear in how you achieve that victory
We’ve added functionality to the panels in the Path to Victory screen that provides context to the actions / elements of gameplay that are generating progress for that victory condition (e.g. ship / structure contribution to Conquest score)
Espionage
We’ve replaced “Reduced Duration” with “Reduced Risk” as a bonus that you can unlock in the tech tree (many of them are choice techs) to make Espionage missions easier to complete
Mission success chance will now display, giving you an idea of how difficult it’s going to be to complete the mission at a given colony
Diplomacy
When exiting out of an audience that you’ve started, you’re now taken to the diplomacy screen rather than the galaxy screen
Custom Races
We’ve completed a balance pass on trait costs during custom race creation
Game Setup
It’s now possible to set your opponents to random
A Timeline setting has been added to specify how frequently the game should be saved, including the option to disable the Timeline feature completely
When choosing Pre-Warp, pirates will no longer spawn until a player has unlocked space travel
Ship Design
When editing a blueprint, the changes to stats (e.g. Attack Rating) will update in realtime as you add/remove components
Tactical
A “Hold” order has been added
Empire Management
Columns for Pollution and Morale have been added
More to Come
Early Access 5 is just the next phase of development. Here are some of the items on the development team’s to-do list to be added after the next phase:
Gameplay
It will be possible to view race traits within a match
Ship Design
A “Clear All” button will be added to blueprint editing
AI
Further refinements to colony management AI to reduce the usage of pop for research in early stages of colony growth
Refinement to AI expansion so that they do a better job of expanding to new star systems with each colony early on instead of colonizing multiple planets in the same systems
More focus on pollution structures for the AI instead of wasting valuable turns on the pollution cleanup project
Espionage
Counterespionage will start automatically upon an agent’s arrival at one of your colonies
Diplomacy
A confirmation popup will be added for war declarations
Colony Management
More clarity on pollution, what causes it and how to manage it
Newly built colony ships will no longer be merged into a combat fleet that is guarding the planet
Game Setup
More difficulty levels are coming
The Balanced Starting Conditions setting will be made more clear as to what it does
Multiplayer
Custom Races!
The turn timer will have an audio cue added when it’s about to run out
The turn timer will be updated to display while you’re viewing other screens than the galaxy screen (e.g. ship design)
An indicator will be added to the chat window when it’s minimized to let you know there’s new messages
Tactical
We will allow you to define a timer that auto-pauses combat at the desired intervals
That’s not everything on the development backlog, but they are all changes coming to the game based on your feedback, and we’re intending to make even more changes before Master of Orion is finished. Early Access 5 will begin very soon, so be on the lookout for the update when it hits Steam!
As always, thank you for playing and please keep your feedback coming. Early Access 5 would not be the same without it, and we can't wait to hear your thoughts on the update.
Version 44.4.1 Patch Notes
Greetings Explorers,
Today we've released a small hotfix patch for Master of Orion while the development team continues work on the next major update.
Version 44.4.1 Patch Notes
Fixed issues with Automated Repair Unit that prevented it from working
Fixed issues with Meklar audio
Fixed output_log logging messages incorrectly
Stay tuned later this month for more details on the next major update. In the meantime, please continue posting feedback on this phase of Early Access. The development team is currently reviewing the first round we've submitted to them, but more feedback is always helpful!
Early Access Phase 4: Development Progress
Greetings Explorers,
One of the great things about Early Access is the opportunity to interact with the development and publishing teams, as well as for the development team to provide progress updates that hone in on changes they are making based on your feedback. To coincide with the release of Early Access phase 4 (version 44.4), we have a progress update from Andrés Chilkowski, CEO of NGD Studios and Game Director on Master of Orion.
I now turn the keyboard over to Andrés for the remainder of this article...
As most of you know by now, Early Access is a looking glass into the development of a game. Making games is a complex process and what you witnessed with EA3 was a good example.
EA3 was us trying to reach feature complete at all costs. Because of that, some features came into it very hot and lacked the necessary polish while other features (like, ahem, Minor Civs...) were not good enough.
Now that the game is -almost- feature complete we can finally focus on making it better. Things like a smarter and more challenging artificial intelligence, a more streamlined UI and improved pacing and rhythm thanks to a more balanced game will start to catalyze from now on.
Welcome to EA4!
AI
Although the balance and the mechanics still need more tweaking and improvements, we have now reached a point where we can really start to focus on AI.
Our vision and objectives for the AI are the following:
The AI should play fair and use the same information as the human player
The AI should provide good feedback and a coherent narrative to the users through their actions and diplomatic interactions
The AI should be challenging
The AI should play according to their racial traits and characteristics
Our development efforts towards the AI went into these 3 categories for EA4: Global Strategy, Management and Diplomacy.
Strategic AI
This is still a work in progress but we have improved the way the AI is placing its fleets and assessing the overall status of war.
Improved analysis to evaluate the war effort
Improved analysis to pursue different victory conditions
Improved overall threat awareness
Improved Offensive strategies
improved Defensive strategies
Improved specific tactics for invasion and bombing
Improved handling of space pirates
Management AI
The AI is more efficient at deciding what structures to build and when according to the type of planet and the stage of progress of each colony
The AI is now much better at handling its finances allowing races to shoot for a bigger empire and armadas
Colonization rules are more aggressive if interesting planets are available
Now the AI can Terraform their planets and use the space factory to build new ones
Diplomatic AI
The game provides context and narrative, and good insight into the AI, through diplomatic interactions. Our efforts into the diplomatic AI are focused on making our characters more believable and pushing the player into making interesting decisions.
The most important change is the AI taking into account Threat Awareness for potential enemies and allies. Now it will be much easier to understand the AI's intentions as they will sweeten a deal that they really want to make and they will react in a more reasonable way if they are afraid.
Espionage
Espionage was a highly anticipated feature and feedback seems to be positive in terms of the overall vision but the implementation in EA3 had several UX problems and required a great deal of micromanagement.
With that in mind, we made the following improvements to Espionage for EA4:
Mission tree now allows to add missions to a queue
We improved the feedback for Spy selection
We removed the camera automatic focus upon selection to improve Target Colony selection
Acquire Data mission now reveals enemy colonies offering more colony targets
Decreased spawn rate for spies to improve the game’s rhythm and make the Espionage Training Facility more relevant
New mission added: Steal Charts
Revolt duration capped at 20 turns
Rebalanced duration for certain missions
Other minor UX improvements
Tactical Battles
We continue to improve balance for tactical battles according to your feedback. Some of the improvements that went into EA4 are:
We increased the size of the map to add strategic depth and open up more chances to perform maneuvers
We rebalanced weapons and shields to increase the survivability of ships
We added range dissipation, shield piercing and armor penetration
We improved overall performance to support even larger battles
Ship design
In EA3 we tried a different approach for Ship Design that wasn't well-received. So, we went back to the design board and combined the best elements of the old interface and the new one. We also fixed a lot of the annoying bugs that you reported.
One of the most important improvements is that we finally were able to unify the flow of auto-upgrade with the ship design flow. This means that auto-upgrade will now happen inside the ship design screen, providing better feedback and allowing for more opportunities for you to edit your designs in case you don't like what auto-upgrade has in mind.
Removal of Minor Civilizations (temporary)
As they were implemented so far, they ended up as more of a hassle than an interesting strategic decision, requiring a great deal of attention for little reward.
We decided that Minor Civs had to be taken back to the design board as this feature is not up to the standards of quality and design that we want for the game. Once we have a new design we will open it up to you to gather your feedback.
That's all we have for now, you can see a detailed list of changes in the patch notes:
We hope that you enjoy this version. We are anxious to get your feedback and continue to work to make this a great Master of Orion game.
Best,
- Chilko & the NGD Studios team
- WG Labs
Master of Orion - Version 44.4 Patch Notes
Greetings Explorers,
Today marks the release of version 44.4, known as Early Access phase 4. The focus of this build was polish and improvements based on your feedback, so read on for the patch notes! We also have a progress update from the dev team, which you can read here:
Starting Age option added to match setup (Options: Pre-warp, Post-Warp and Advanced)
Production speed and Population growth speed options added to Advanced section of match setup
Savegames are now ordered by date
Added new galaxy model to reduce brightness of the core
Removed mouse drag in match setup
Added new text to the GNN news ticker
Added Host Migration timeout (15 seconds) to multiplayer and an error message to allow players to continue the game in single player mode
Optimized batch rendering; Reduced vert counts drastically improving performance in lower end systems
Fixed issue where Quick match AI players were not being properly loaded, resulting in only AI present regardless of Galaxy size
UI tweaks for both tactical and ship design tooltips
Added graphical indicator for non-assimilated pop in colony management
Minor Civilizations have been removed from the game temporarily
Linux
Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode.
Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution).
Gameplay & Balance
Colony ship, Troop Transport, Civilian Transport and Space Factory blueprints are now auto-upgraded.
Moved one of the Technological Victory buildings from Moleculartronics to Multi-Dimensional Physics technode
Re-balanced planet composition (improved algorithm for diminishing returns)
Silicoid Population growth speed reduced
Uber-planets have been adjusted to play more like the Gaia biome
Races with Uber-planet perk now start the game in a planet with the Biome they can Uber-terraform
Additional wormholes added to Circular Large and Circular Huge galaxies
Troop Transports no longer remove marines from the colony
Increased minimum number of shares desired by races for better balance of the GMF
Diplomacy
Diplomacy balance update to improve strategic decision-making of AI
Made it less likely that the AI will reject reasonable deal proposals
Tech trades: Made it less likely that the AI will also offer credits as part of trade
Improved analysis for Candidate Ally selection (both Defensive & Offensive)
Tech trades will only be offered by races with which you have a good disposition
Espionage
Acquire Data mission now reveals all current colonies of target
New mission: Steal Charts
New functionally allows queuing future missions
Added queue info to spy mission description
Overall missions duration adjusted
Revolt mission effect now last 20 turns
The camera no longer automatically changes zoom level or centers on a spy when selecting them
A "spy location" button has been added to the Espionage window allowing you to quickly switch the camera to the colony the spy is located at
Artificial Intelligence
Improved efficiency for Production
Improved offensive and defensive strategies
Improved planetary ratings and potential colonization awareness
Improved Engage command to allow for multiple actions in the same turn (i.e. Engage and Bombard)
Defensive fleets now take into account immediate hostiles and empire under threat scenarios
Uses radars to determine settlement orbital defenses if possible
Added Blockade and EngageToBlockade targets
Changed engage distance for bombarding pirate settlements from Distant to Neighbors
User Interface
New multiplayer top bar added
Improved Match Setup screen
Improved Ship Design Screen
Race information panel added to Audience screen
Improved Espionage screen
Improved Invest pop-up
Fixed Build pop-up alignment and added minor improvements
Establish Embassy deal renamed to Accept Embassy
Tactical
Range Dissipation and Armor Penetration now affect Weapon Damage
Increased the size of battlefields
Fixed multiple bugs and Improved Overall performance
Fixed several modifier bugs and reworked the Continuous Fire mod
Added a simple Tactical Tutorial
Implemented AI Groundwork for Opening Moves and added new Targeting Profiles
Fixes and tweaks on tactical intro
Ships no longer attempt flanking maneuver against structures
Reduced size of Pirate Ship collision box by 50%
Fix for collision check parameters for asteroids and added a safeguard condition to choose which behavior to use
Added a base accuracy for energy weapons
Re-balanced DPS and Ship Survivability
Ship Design
Tooltip upgrade showing HULL SPACE USED.
Fix for creating new ships, now the screen handles the info properly
Fix for attack rating scale factor
Fixed typos and made improvements in weapon and module descriptions
Localization
Several fixes on dialogues and descriptions
Sounds Effects
Meklar Emperor SFX added
Emperors' audience SFX added
Audio notifications for Spies added
More audience sounds added and updated for all races
Notable Bug Fixes
Fixed exception caused by selecting Build on a Worker Ship when is about to merge with another ship.
Fixed softlock when ordering a Spy to Hold.
Fixed a softlock in the tutorial after switching planets with the keyboard arrows.
Fixed the Buy button not always working properly.
Fixed freeze when trying to use the "Stasis Field" special (special not yet implemented)
Fixed the battle with the Orion Guardian lasting forever when simulating certain scenarios.
Fixed the emperor's voice not stopping when skipping the Council
Fixed bug in Tech tree that caused some Tech Nodes to appear as locked when they were in fact available
Fix for tactical weapon tooltips and combat speed tooltips from enemy ships
Optimization fixes to Navigation Caches and AI_CanTravelTo/Fleet's FindPath
Fix for items missing when upgrading blueprints
Fixed incorrect Pollution perks descriptions
Fix for a blueprint sometimes becoming overweight after autoupgrading
Fixed two AI asking for Share Charts at the same time
Fix for diplomatic deals spamming when the first one is invalid
Fixed update for blueprints not showing when discovering a new computer
Crash on early game when reaching unknown civilizations
Fixed biological bombs so they don't affect Attack Rating
Early Access SitRep: You Spoke, We're Listening
Greetings Explorers,
Feedback is the most important aspect of our design philosophy for Master of Orion. And with the last Early Access you spoke loud and clear. You filled the forums with your feedback and while it was painful to hear about the things you were unhappy with, it also stoked a fire within us to make sure we were addressing all of it.
The good news is that our Early Access sessions will continue, offering up not only the chance for us to work and improve the game, but also for you to keep sending us your feedback about what you like, don’t like, or think needs to be fixed.
We announced some of the first steps to that already in our feedback-related changes update and the removal of Minor Civilizations. The next step in this process is to deliver another major update to you later this month for additional feedback. This build will include bug fixes, balance adjustments and improvements to core features like Espionage, Ship Design and Tactical Battles.
We’ll have more details on the build as it gets closer to release, including a status update on artificial intelligence and other changes direct from the development team.
Thank you again for your support and your feedback!
Removal of Minor Civilizations
In the next major update we will be removing Minor Civilizations from Master of Orion. This is based on your feedback, as well as our own play experiences with it since the feature was added.
While this is an Early Access game, ensuring the core gameplay works well is critical to players being able to properly assess and give feedback on features. We believe that Minor Civilizations in its current implementation is working against that core gameplay.
It’s important to stress that this feature is not being removed permanently at this time. Instead the priority of the feature has been lowered while we work to address other more important issues. We will spend additional time working out the bugs associated with it and also providing a little more polish before adding it back to the game. We’ll have more details on that at a later date.
Thank you again for playing and please keep the feedback coming.
Update on Feedback Changes
Six weeks ago we published a development update touching on changes we were planning to make to Master of Orion based on your feedback. Some of those changes started making their way into the game with Early Access 2, while others followed in Early Access 3.
We’ve seen requests for a status update on these changes, so we’ve put that together below. This is not every change we’re planning, but instead a recap of what we’ve done so far and what we have planned for the next major update. You can expect these status updates to come more frequently in the future.
Completed as of Early Access 3:
The following changes were completed in either the second or third phase of Early Access. We’re still following feedback on this list, so please don’t take “complete” as a sign that we won’t make additional changes if necessary.
Balance/AI - We adjusted research pacing to smooth it out and make unlocking technologies feel more meaningful
- We made adjustments to races with perks that were weaker in multiplayer
- Miniaturization was introduced, allowing older weapon systems to get smaller over time and become cheaper to produce
- Diplomacy AI was improved to allow more positive interaction with races
- BC income was adjusted so that late-game was not trivialized by easily rushing production every turn
Tactical Battles - Tactical battles now start paused by default, allowing you to get a feel for the battlefield before the action begins
- Formation bonuses were introduced
- Civilian ships were added to the battlefield
- A retreat option was introduced
- Additional special systems were added to provide more variety in ship design options
Ship Design - The ship design interface was updated
- Ship designs and ships already built are no longer linked, meaning when you delete a design it no longer scraps the ships
- Default AI behaviors have been added for range, aggression, focus, etc.
Diplomacy - AI was improved to propose more intelligent exchanges, such as tech for tech
- Disposition impact was adjusted for many diplomatic actions to reduce the overall negative effects most actions had on longterm relations
- Emperor personalities were improved and default disposition was implemented so that some races already have disposition levels with others from the beginning of the game
Colony Screen - A scrollable structure list was introduced in addition to the planet view
Build Screen
- Command Point and Upkeep costs now update to reflect the number of ships being produced
- Civilian transports were made cheaper
Research Screen - Weapon tooltips have been improved to provide more clarity on effectiveness
- Weapon Mods were added to the tech tree
- Jump Gates were moved to an earlier location in the tech tree
Game Settings / Setup - The galaxy seed is now randomized by default each time you start setting up a new game, rather than starting at 0
- It is now possible to disable GNN while still getting important updates
- It is now possible to mute advisors while still retaining other VO
Miscellaneous - A turn timer has been implemented for multiplayer
- The UI lock once you’ve ended your turn in multiplayer has been removed
In progress as of Early Access 3:
The following are either ongoing or partially implemented as of the start of Early Access 3. Most of this list will be considered complete in the next major game update.
Balance/AI - Late-game pacing is still a work in progress, but we’ve made changes to food structure progression
- Our first pass of pirates is complete; we’ve improved their AI and adjusted their strength early on
- We will continue to assess racial perks and make changes where necessary to improve distinction between the races
- Biome and other planet adjustments started with the increased population caps; we will continue to iterate on this
Usability/Interface - We continue to add and improve tooltips throughout the game
Planned for the next major update:
Below are the items we haven’t implemented in an Early Access build yet but expect to be implemented in the next major update. We will also iterate on the items above that are listed as in progress.
Ship Design - The character limit for ship names will be increased
Diplomacy - We will make more diplomacy info available while holding an audience with a leader
Build Screen - Detailed combat stats will be displayed for ships on this screen
Empire Screen - A heading for Morale and a Pollution column will be added
- Production buyout buttons will be added for each colony
- The flag feature will be expanded
Galaxy Screen - More than two wormholes will be possible during galaxy generation
- Additional icons will be added to make it more clear when planets are working on certain projects (i.e. pollution / trade goods)
- Population display will be changed to show current and maximum
Game Settings / Setup - Additional “game speed” options will be added, similar to the Research speed option introduced in Early Access 3
Miscellaneous - When the Galactic Council is formed, an explanation of what it is will display
- Special resources will be better explained
As you can see, there is still more work to be done, but we have quite a few changes planned for the next major update, and anticipate additional changes in the future.
Master of Orion Version 43.6 Patch Notes
Greetings Explorers,
Today we've released a patch for Master of Orion that addresses many of the issues you've reported since Early Access 3 began on April 22nd. Please keep the feedback coming, and let us know if you're still experiencing issues with the game after today's patch.
General
- Increased the size of Circular Huge galaxies (95 stars to 125)
- Fixed soft lock when invading a colony with only transports
- Increased perceived value of Shared Charts and Trade tech
- Beams were behaving erratically after optimization
- Fixed a bug that lowered Minor Civilizations disposition when colonizing anywhere
- Mac: Fixed a Fatal Error when clicking the Invest button in the Empire Management Screen
- Fixed the local security bonuses formula
- Removed pirates around AIs until anti Pirate tactics are implemented (Temporary Fix)
AI
- Fixed several bugs that prevented AI from building the most appropriate class of ships as required
- Diplomatic AI will accept deals that have a net 0 effect
- Diplomatic AI will use same primitive to estimate how many stars as the Audience module to determine if it's available or not for Shared Charts treaty
- Improved afraid status evaluation during negotiations
Visual Improvements
- Gas clouds and Asteroids FX revamp
- Replaced colony ships during intro cutscene
- Replaced Silicoid home planet for intro cutscene
- Fixed Silicoid Crystal shader blur
- Fixed Silicoid lighting in Diplomacy Screen
Diplomacy
- The AI now correctly judges deals that it proposed with the "What will make this deal work" option
- The AI now will accept fair deals with 0 net effect
- Fixed null WarInfo and LogError messages
- Fixed afraid enemies accepting all trades for only 1 BC
Espionage
- Fixed stealing technologies message showing to all races and not just the thief
- Fixed tech stealing showing techs from the player instead of the enemy
- Updated espionage targeting reticle
- Different input schemes for selecting agents and giving orders
Tactical Mode
- Several performance optimizations
- Increased overall pirate weapons DPS (it was yielding 0 Att Rating)
- Slightly buffed Pirate Frigate HP
- Fixed the Missile Camera endless looping sound
Ship Design
- Fixed issue where excluding modifiers where selectable
- Fixed Ship Designs list not docking correctly leaving the last designs out of the screen
- Module list scrollbar was not positioned correctly and was overlapping the modules info
Multiplayer
- Fixed unachievable economic victory in two player skirmishes
- Fixed empty tooltip for allies when war is declared to a member of an alliance
- Fixed game loading issues
User Interface
- Added full GMF Shares Exchange functionality to Audience screen.
- Added new targeting reticule for selecting planets.
- Fixed top bar not showing in the Research Screen.
- Fixed soft lock when using Right and Left Keys to cycle in the Planet Screen.
- Fixed Shares graphic not showing the right info on Invest pop-up.
Localization
- Fixed several GNN dialogs in Russian.