Pax Nova cover
Pax Nova screenshot
Genre: Strategy, Indie

Pax Nova

Update 1.1.0: Localization, a ton of tweaks, and more!

Hello everyone!

We're back with another Pax Nova update. It took a tad longer than expected, but it's here! This update brings a bunch of balance changes and tweaks, as well as bug fixes galore.

The balance changes especially should change your games up quite a bit. As an example, we made several important tweaks to combat, like Artillery being less effective. There are also changes to the economy and politics, like Ultra Capitalism being far less overpowered (from a 100% to a 10% bonus, comrade!)

We've given these changes a lot of test runs, and we believe that it's now more balanced than ever before! Give them a whirl and let us know what you think.



But without further ado, the full changelog:

Additions and major changes



  • Added French localization
  • Added Russian and Chinese localization in BETA (expect typos and other issues, please let us know when you encounter them!)
  • Improved memory handling of units and AI, meaning the game will consume slightly less memory specially during late game when more units are scattered around the game


Tweaks and rebalances



  • Corruption threshold now starts at 3000
  • Artillery is now 20% effective against cities and defence districts instead of 25%, making them less overpowered
  • Class C armor now costs 250Cr instead of 300Cr
  • Class B armor now costs 160Cr instead of 180Cr
  • Burning status now causes 20 damage per turn instead of 10
  • Radiated status now causes 10 damage per turn instead of 5
  • Solar Rockets now inflict less damage (70 instead of 85)
  • Technomancer Armor now costs 20 Cr more (70Cr total) and Reinforced Tech Armor now costs 50Cr more (350Cr total)
  • Rebalanced Ultra Capitalism to be far less overpowered and only provide a bonus of 10% income per 2 industry district instead of 100%
  • Rebalanced some Edicts duration to be more useful than before
  • Farming, Food and Research districts now require slightly less labor and are thus faster build, speeding up early game in the process
  • Rebalanced the research cost of later technologies to slow down late game slightly as well as science victory
  • Tweaked the colors of some factions' city border markers to be easier to differentiate from other factions and become easier to see when placed in certain terrain types and colors
  • Increased the requirement of the score victory so it isn't as easy as it was to achieve
  • Tweaked several UI elements to better work with all versions of the game
  • Tweaked the speed of units movement slightly to be faster
  • Many changes under the hood have been made to accommodate what's coming up next
  • Tweaked some dialog lines to better characterize some leaders
  • Misc AI adjustments, overall AI factions should feel slightly more aggressive by late game and slightly less so by early game, and the rate at which they send proposals by mid and late game is now lower
  • Language options are now greyed out mid game to prevent a specific issue that will be fixed in an upcoming patch
  • Optimized loading times slightly, partially also thanks to other memory improvements



Bug Fixes



  • Fixed occasional issue causing the game to get stuck on end turn, more common during mid to late game
  • Fixed multiple bugs, typos and untranslated lines related to the german translation
  • Fixed AI bug breaking under certain circumstances, usually by mid and late game causing it to simply stop working beyond managing their cities and replying to other factions input
  • Fixed Usselium and Yridium showing wrong resources models
  • Fixed Edicts duration counter not being reset after reaching 0
  • Fixed some projects displaying their name with #0# under specific circumstances
  • Fixed some typos
  • Fixed graphical issue where a unit's movement destination marker would remain visible despite the destination line being reset until another unit was selected
  • Fixed unit movement not being cancelled after the player ordered it to be set to be destroyed the next turn
  • Tentatively fixed issue that caused a crash/freeze that occured in the main menu if the game was played on Linux using Steam Proton
  • Fixed issue where the Archive in the main quest line wouldn't be generated, thus making it impossible to progress the main quest line
  • Fixed units occasionally feeling like they are shaking while moving, usually noticeable when the framerate is low (<20 FPS)
  • Fixed mining ship effects occasionally either showing distorted or not showing at all despite being active
  • Fixed a rare issue that caused the UI to break and behave erratically until a new game was loaded or created or the game was restarted
  • Fixed instance when the game would momentary freeze (usually lasting less than 2 seconds) unrelated to performance
  • Fixed multiple save loading related issues, including a frequent one where the player would lose all Harmony bonuses including from residential districts
  • Fixed Laisser Faire leadership style applying bonuses wrongly
  • Fixed a crash/freeze caused by some localization code implemented in 1.0.2 (applies to english version as well)
  • Fixed instance where the Edicts menu would sometimes freeze for up to 20 seconds
  • Fixed a '"' symbol being wrongly rendered before the "milestone reached at X" text in the Path menu
  • Fixed instance where a vassal city's AI would stop working after loading a save
  • Fixed AI getting stuck on a loop and spamming messages and proposals
  • Fixed Authority requirement text not showing in the Leadership and wrongly saying Pragmatism instead
  • Fixed occasional visual glitch in which special effects would render outside the game's playing field (visible when the player has the camera near the limits)
  • Fixed some UI localization codes being left in a few different places
  • Fixed Mass Conscription bonus adding only 3 labor instead of 6
  • Fixed Defence District having code text in the description
  • Fixed issue that would cause some UI lists to go out of bounds and thus not show all their content
  • Fixed Edicts and Local Improvements having wrong descriptions after loading a game


That's it for today's update! We haven't been busy with just this update, however. We've got more stuff in store ready to be announced Soon™.

Let us know what you think of the changes on the forums, and on the Discord!

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August Update 1.0.2 released!

Hi everyone!

It is time for a new update. This time bringing in the German language along with some UI adjustments, tons of bug fixes, and more balancing changes and other improvements and adjustments throughout. Some of the fixes are quite important including the tutorials.

Once again we'd like to thank you for your continued support, and for helping us with a lot of super useful feedback and bug reports. Stay tuned because there's more exciting stuff on the horizon we'll be talking about soon.

You can find the changelog here.

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Pax Nova -- Update 1.0.1

Hi everyone!

Things have been improving health-wise, and so it's time for a new Pax Nova update! Some big things in this one include rebalancing of artillery weapons and anti armor weapons, as well as requested QoL changes to the proposal value bar and the border color of that dastardly Dynasty of Suns.

Thank you for your continued feedback, and special thanks to Vaaish for their incredibly detailed threads!


Additions, rebalances, and tweaks




  • Added full English proofread text
  • AI improvements and adjustments:
    - Declaration of war threshold
    - Rate at which they build space units
    - Balanced district building priorities
    - Increase likelihood to accept open borders pact
  • Rebalanced Artillery type weapons to be significantly more expensive
  • Anti Armor weapons are now 35% more effective against Armor units rather than 25%, making anti armor units in general more useful
  • Tweaked proposal value bar to be grey rather than colored, making it less confusing for the player to tell which side of the bar is positive and negative
  • Land portals are now generated much less often, making traveling through space more important
  • Titanium Plates now offer 100 HP rather than 90 HP, better making up for their strategic resource cost
  • Starting Corruption threshold is now set at 4000 rather than 5000
  • Cities now start with 130 HP rather than 100 HP making them slightly harder to take over
  • Adjusted several UI text boxes and dropdowns
  • Tweaked Dynasty of Suns faction color to make their borders easier to spot behind some tile types
  • Searchable items like ruins and shipwrecks are now less likely to yield the aggressive Iclus and Slust events when searched


Fixes



  • Fixed Terran Republic always being selected in Advanced game creations settings
  • Fixed Quest Victory toggle not being selectable in new game creations settings, also making the Domination type victory condition impossible to activate
  • Fixed sometimes Citadel not being generated in the starting planet, preventing Quest 3 from being completed
  • Fixed some UI internal text codes showing up instead of their correct colored text and/or icons
  • Fixed units occasionally moving too much to the left or right when their path has a curve, often causing its individual units to move over mountain and sea tiles
  • Fixed "Populated" showing 2 $CITIZENS# instead of the Citizens icon
  • Fixed Ultra Capitalism leadership style not being displayed correctly and causing multiple other related issues
  • Fixed strategic resources tooltips in the top menu not showing tooltip if there's more than 6 resources
  • Fixed city panel not loading stats correctly when it’s possible for the player to build more than 10 embassy districts
  • Fixed minor graphical issue with the Drosk technomancer armor model texture
  • Fixed Visum Sniper Rifles showing wrong weapon name in Institute screen
  • Fixed Industrial Fertilizer tech requiring Residential district instead of Industrial district
  • Fixed Usselium and Yridium strategic resources icons being mixed up in several places
  • Fixed misplaced diplomacy lines
  • Fixed artifacts caused by some unit power and status effects not getting cleared properly
  • Tank Driver Seminaries has been renamed to Tank Driver Academy
  • Fixed Tank Driver Academy improvement wrongly mentioning it’s bonus applies to Ship type units rather than Armor type units
  • Fixed Pyrite Furnaces requiring the Yridium strategic resource instead of Pyrite
  • Fixed misc typos


June 17th minor update (1.0.11)



  • Updated Anti Armor weapon type to reflect it causes 35% more damage against Armor
    (Previous balance change was properly implemented and respective line in combat preview screen was in, but tooltip wasn't updated)
  • Changed Tank Driver Seminaries technology name changes to Tank Driver Academies
    (Name of the respective improvement was properly changed in previous build but the technology that unlocks it with a similar name wasn't)
  • Fixed 7th strategic resource tooltip in main UI not working


Give it a whirl, let us know what you think, and we'll be back with more!

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Pax Nova update 1.0.01: Minor changes... for now!

Hello everyone.

The post launch updates in Pax Nova haven't been coming as quickly as many of you (and us) would have liked. We hit a couple of ill-timed personal roadblocks, but those have been resolved now. We apologize for not communicating that clearly, and will work on that in the future. That said, we have a small update today, but more will definitely follow!


Minor changes



  • Made land creatures slightly less aggressive
  • Added +15 Health to the light armored vehicle class
  • Farming and Industry Districts now require less Labor Production. Residential slightly more.
  • Capital city Labor Production bonus is increased by 2, speeding up early game


Fixes



  • Fixed diplomacy offer values showing wrong text and codes
  • Fixed Road to Era V requiring 80 Knowledge, causing the game to get stuck under some circumstances (applies to new games only)


Again, more (and bigger) updates will follow in the future!

Pax Nova is now available!

Facing eradication, humanity left Earth behind and set off into the cosmos, believing in the promise of a better life in Eos. A peaceful reconstruction of our lives, however, proved difficult.

This transmission goes out to all (soon to be) intergalactic settlers out there -- Pax Nova has spent enough turns in Early Access and is now fully released! We’ve also got a new trailer to celebrate. Take a look and spot some new stuff, like the big ol’ mech Behemoth.


[previewyoutube="7EqV9yk4y5U;full"]

And for our new cosmic visitors (hello), here’s a quick rundown of some of the things you can expect in Pax Nova:


  • Explore the secrets of Eos, both on land and in space
  • Expand your reach across multiple different planets and systems
  • Exploit the finite strategic resources of each planet you come across
  • Exterminate your enemies using customizable units and spacecraft
  • Set an Example (running out of 'Ex' jokes here) to other factions by creating your own custom civilization from scratch


Does that tickle your fancy? Does the thought of intergalactic conquest excite you? Then we would urge you to give Pax Nova a go! The game will be on sale during the launch week, and will have a post-Early Access price increase after that week to $29,99 USD, € 24,99 EUR, and £23.79 GBP

https://store.steampowered.com/app/804850/Pax_Nova/

What's new in 1.0?



We briefly went over some 1.0 changes before, but here's a summary again. The full changelog is too big to share here, but we'll post it underneath this announcement (in the Steam discussion). Also note that, while this update is technically compatible with previous versions of the game, we do recommend starting a new save file, as new content will not appear in your old games.

Additions



  • Added full Main Quest line
  • Added one new exclusive technology per faction
  • Added Divine difficulty mode
  • Added Mech unit class
  • Added Visus Sniper rifle and Kaiser shells weapons
  • Added new Main Quests artwork
  • Added Quest Victory Victory condition
  • Added Steam achievements
  • Added new Path milestone items
  • Added new Minor Faction items
  • Added new Artifacts
  • Added Iron Giants technology and Behemoth predefined unit template


AI improvements



  • AI now values its capital city much more and cities in general
  • AI now takes Trust into consideration when selling technology
  • AI doesn’t value technology as much, making it harder for the player to get a lot of credits by selling technology to other factions
  • AI now better evaluates whether or not to use diplomatic options like praise, denounce, etc and now won't use them when they barely met a player
  • AI now makes buying and selling seals much harder, and now also takes how powerful both factions are into consideration when valueing these
  • And way, way more.


Other changes




  • Selected units now show the diplomatic status of the faction that controls it relative to the player
  • Made Land Portals less likely to be generated
  • Added option in city panel to show tile yields outside borders, useful when building residential districts and planning ahead to the tiles the city could grow to
  • Only Artillery type weapons can fire long range across mountains, with sniper rifles for example being unable to do so.Updated tooltip to reflect this.
  • Added Factions presence info when a planet is selected
  • Made several Districts faster to build
  • Decreased cost of university and Military Academy local projects
  • Players can now block all non critical communications from the AI such as proposals by using the respective option in the diplomacy menu
  • And way, way more.



Again, you can find the full changelog (including bug fixes) in the comments. Click here to see the eXpanded list.

What's next?



This is an important milestone for Pax Nova, but the work doesn't stop here. We're committed to push out new updates in the future, and would love to keep hearing your feedback on the Steam forums!

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Pax Nova fully releases on April 28th!

We thank you for your continued support and patience as we've made our way through Early Access. It's been a wild ride, and it's not ending yet as we're gearing up for the full release of Pax Nova!

That's right, Pax Nova is fully releasing on April 28th -- only five (count 'em, FIVE) days from now.




Here's a couple of things you can expect to see in the release update:


Quest Victory


Uncover the secrets of Eos through the now complete quest line, which also comes with its own victory type. Unlike the existing victory types in Pax Nova, the Quest Victory has you completing a string of increasingly specific and difficult quests in order to... well we won't spoil the specifics, but you'll need to complete a final quest to win!

New content


You’ll be able to play around with the new Mech unit class, a new exclusive technology for every faction, minor faction content, and even a new difficulty mode (Divine difficulty -- should prove quite the challenge), among other things.

Quality of Life improvements


You've shared your feedback, and we've listened. Expect to see more QoL improvements, like editing proposals and seeing their values change in real time, or seeing the relationship status of the faction a unit belongs to.

Balance changes


Quite a few balancing changes in the full release which should lead to more strategic combat and resource management, for example. These changes include but are not limited to artillery units now being able to fire through mountain tiles, an overhaul of trading with other factions and how proposal types are valued, as well as changes to the costs of upgrading existing units.

Improved AI and space layer


The space layer should prove to be better than ever, with ships no longer being able to dip down and land when they are under fire. The AI has also become a tougher (and smarter) nut to crack, as they will make much better use of the space layer. They're also much smarter when it comes to economy and city management, as well as warfare.

Achievements


Who wants to conquer their intergalactic foes without proper recognition? Nobody, that's who. Upon release, Pax Nova will have an array of achievements, from building outposts to assimilating vassals.

We hope to see you there once we fully release!

https://store.steampowered.com/app/804850/Pax_Nova/

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Getting ready for release with various AI tweaks, bug fixes, and more!

Pax Nova Early Access 0.10.06



It was a good day for Iseret, lead scientist of the Ra Dynasty. Today, she would head home as a hero. Victorious. Her scientists have worked tirelessly for years to research the technology of Transcendence. If their calculations were correct, the Dynasty's enemies would surrender their claims to the galaxy soon.

Another turn passed, and... nothing happened?

That's because Science Victories are now more difficult to achieve! And that's just one teeny weeny part of this update. Minor faction buyouts a lot more lucrative than before. AI improvements, new path milestones, oh boy! Check out the full patch notes below.



    New stuff
  • Added Natural Purifier Residential District improvement
  • Added Local Entertainment systems Residential district improvement
  • Added new illustration for the Hyrokkin Federation
  • Added Transcendence Pod district and Power Up district improvement
  • Science Victory is now achieved by building the Transcendence Pod district and Power Up improvement instead of just finishing the Transcendence technology
  • Transcendence and Science Victory now requires 4500 Research Points
  • Added no city limit option when starting a new game
  • Buy out minor faction option has been fixed/reimplemented
  • Minor faction buy out option now gives a 25% discount on all products and +100 Credits per turn
  • Finished paths and added several new path milestones, including final path milestones of which only one can be chosen and is now also shown in the Awakening section

    AI changes and improvements
  • AI now builds more attack ships than previously
  • AI now more inclined to accept and propose Alliances, especially if they've had good relations for an extended amount of time
  • AI now slightly less aggressive when it comes to declaring war and will try to propose peace deals when in less than favorable conditions more often and with more agreeable terms
  • AI now reconsider attacking the same enemy twice differently, taking more time and more precautions
  • Fixed AI ship units occasionally moving through space border tiles
  • Decreased slightly how frequently the AI proposes selling or buying technology from other players
  • Tweaked how the AI prioritizes which districts and improvements to build
  • AI now values technologies differently, with more valuable technologies being worth significantly more
  • Improved the AI’s handling of their economy, taking their economic balance more into consideration when building improvements, units and districts they don’t need as much when their balance isn’t great
  • Improved AI’s focus on getting a good score when the Score Victory condition is active

    Balancing and other changes
  • Outposts and Starbases now start with 200 Defense
  • Rebalanced the Enlightened trait to last 20 turns rather than 30
  • Buying production through funds or Aether is now impossible if certain districts and improvements require 200+ Labor production
  • The products of some minor factions prices have been tweaked slightly to be less expensive, specially later tier products
  • Rebalanced the research production requirements of some technologies from the tech tree
  • Rebalanced the labor production and funds costs of some later game districts and improvements
  • Rebalanced some bonuses to increase the rate at which credits are earned, specially by early game
  • Improved the tooltip of the Heal action to clarify its effect
  • Improved tooltip of the Archeological Find event, making it’s main effect clearer

    Visuals, UI and misc
  • Tweaked some buildings materials and textures to look more realistic and less plastic-y
  • Tweaked and improved some props, trees and units materials to make them stand out a bit more from the background
  • Artifacts button now shows the number of artifacts the player currently owns
  • Go To Orbit tooltip now indicates the player needs at least 1 Mov
  • Minor UI tweaks
  • Improved the description of some quests and their respective objectives
  • Last milestone in Paths UI menu has been revamped and is now displayed differently from other milestones, both the window itself and its icon
  • Changed the names of some Path milestones
  • Improved and updated some tooltip text to be in line with what the tutorials says
  • Slightly improved performance under certain circumstances (planets with lots of vegetation and/or props and lots of units on the screen for instance)

    Bug Fixes
  • Fixed technologies not being deleted from the tech queue and wrongly causing the player to be prompted for a new research
  • Fixed some issues with the save system to make it more robust by adding some extra checks
  • Fixed AI declaring war shortly after signing a peace deal
  • Fixed AI occasionally building on top of important map landmarks, destroying them forever
  • Fixed individual characters in a unit occasionally skipping their combat animation
  • Fixed some path milestones being repeated
  • Fixed Environment units having 3 movepoints instead of 2, making them have extra view range as well and making them unavoidable for most types of units
  • Fixed AI bug causing it to occasionally refuse to move units when it could, skipping the turn
  • Fixed technology buttons in the tech occasionally not being highlighted when they should
  • Fixed some occasional momentary freezes when the player would zoom out and zoom in very quickly
  • Fixed ship unit under attack notification indicating random system name instead of just mentioning space
  • Fixed Harmony Growth city tooltip occasionally showing wrong base faction Harmony Growth count
  • Added new quest illustrations
  • Fixed various typos
  • Fixed main quests not being triggered because conditions to start a certain quests weren’t available
  • Fixed visual minor artifacts caused by the move path prediction line
  • Fixed some HP bonuses to armor units not being applied to units using the Armored Vehicle unit class
  • Fixed player being returned to main game when using the right mouse button while combining artifacts instead of just cancelling the action
  • Fixed a minor visual artifact in the terrain caused by some particle effects being placed higher than they should
  • Fixed some tooltips occasionally remaining open despite the cursor not being on top of the object the player wanted to see more information on
  • Fixed some sound effects occasionally not being triggered when they should (UI, multiple sound effects being triggered at the same time, stopping one or more of them)
  • Fixed possible instance that could cause the AI not to skip its turn and thus freeze the game on end turn
  • Fixed Indestructible Path milestone not working correctly
  • Fixed graphical artifacts caused by the fog of war
  • Fixed occasionally save files not being loaded properly and wrongly causing the "save file is corrupt" error message
  • Fixed AI issue causing it to crash for a turn, skipping the turn automatically
  • Fixed Space mining effect occasionally not showing up
  • Fixed “attacked in space” notification causing a black screen
  • Fixed player being unable to rush production of a build queue item despite having the necessary Aether and/or Funds
  • Fixed Land Portals occasionally being generated on top of minor factions




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Last Update of 2019: Stability & A Whole Lot of Fixes

Pax Nova has come a long way since its release into Early Access in the first half of 2019. Our work is not done yet, but we're happy to announce this update full of both big and small improvements.

We've been closely watching the community play the game and collected all the feedback, thank you for that! This resulted in a decent changelog where we have tried to answer a lot of your questions about the game. Please keep sharing your experiences with us so we can continue building Pax Nova! When this update proves to be stable enough, it will be pushed to the default Early Access branch in January.

Instructions
To enable the Public Beta, right-click on Pax Nova in your Steam library. Go to properties and navigate to the betas tab. Select the public-beta branch from the dropdown menu. The game should automatically update. If it doesn’t, quickly restart Steam.


This update has now been pushed to everyone, thanks!

We wish you all happy holidays and an (inter)stellar new year! See you in 2020. 🥂🍾



Changelog



  • Fixed Cities list showing the same city twice
  • Fixed technologies still being shown as locked after they've been bought off/offered by another faction
  • Tentative fix for melee units causing an infinite end turn loop when attacking ship units
  • Improved the tooltips for some city statuses
  • Fixed some tutorial text overflowing the window
  • Fixed loading screen when playing with a custom faction showing wrong background image and empty text
  • Fixed loading autosaves causing units to have 0 move points
  • Fixed occasional instances where using the go to button in the city list would cause the selected to be displayed momentarily wrong
  • Tentative fix for a very rare instance where loading a save file would wrongly give an error indicating that the file is corrupted
  • Artifacts number is now indicated in the Artifacts tab button in the research menu
  • Fixed multiple typos
  • Updated City Siege, Combat, Research, Unit Design and City Management tutorials and respective Codex entries
  • Added Artifacts, and Space Mining tutorials and Codex Entries
  • Rebalanced how frequently the AI builds ships by mid to late game
  • Improved AI’s handling of their defences and units when losing the war against another faction
  • Improved the text of all Items of Interest related events
  • Fixed occasionally city generating roads leading to no districts
  • Fixed AI occasionally trying to build a district on top of minor factions causing management on that city to skip. That turn
  • Fixed deforested tiles being regenerated when the game is reloaded (only applies to new games)
  • Citizen growth has been rebalanced to be slightly faster
  • Fixed City counter incorrectly counting one city too much and preventing the player from being able to assimilate or create a new city if close to the limit in that planet
  • Fixed City counter not updating immediately when assimilating a vassal
  • Rebalanced Moralized trait to last only 30 Turns
  • Fixed path milestone Moralized indicating wrong trait stats
  • Fixed Moralized trait not applying if player is defending
  • Removed minimum cost of 20 Credits when retrofitting a unit
  • Fixed damaged unit event when visiting ruins occasionally causing the game to freeze
  • Fixed Migrants Citadel product and Populated path milestone causing cities to generate new Citizens every turn
  • Tentative fix for Endless turns bug
  • Improved how the AI values Space Deposits and target them
  • Fixed combinable Artifacts not being correctly highlighted and selectable, making combinations impossible
  • Adjusted Early Access text
  • Fixed players being able to build districts on top of Land Portals, destroying them
  • Added race illustration for the Muuhi Industries
  • Fixed ground units occasionally moving faster than their default animation speed
  • Tentative fix for Items of Interest search being delayed by several turns 
  • Fixed forest planted using the Aetherial Fertilizer being lost after loading a game (only applies with new games started after 0.9.0)
  • Added race illustration for the Arbin Domain
  • Combat factors now show the Damage icon instead of text, preventing text from overflowing and becoming partly invisible
  • Fixed Corvus Infantry models occasionally being wrongly scaled 100 times the size it should be
  • Scouting Kits and other Vision enhancing modules now can’t increase visibility beyond 3, except for ships which have a maximum of 4
  • Tentative fix for Artillery units moving instead of attacking when the target is 2 hexes apart
  • Tweaked some visual effects to prevent excessively bright colors in Desert type planets and excessively dark colors in Rock and Oceanic type planets
  • Fixed Declare Friendship diplomatic option not adding the Path of Bliss value indicated in the tooltip
  • Change Leadership button is now made darker and more obvious to find
  • Updated buy item tooltip to make it clearer that it only takes one turn to finish its production
  • Tentative fix for player being unable to select 2 of the options in the New Species Discovered event 
  • Tweaked Build Settler button to be clearer to see
  • Fixed player being able to scroll up and down when the mouse is over the Notification History UI
  • Added text describing penalty of +5 labor production if a district is built on top of a forest in the tile tooltip
  • Various minor UI tweaks
  • Fixed certain instance where player being unable to retrofit a unit (ie because it’s design has been overwritten more than once)
  • Fixed Roof Plates icon not triggering tooltip
  • Player now can’t destroy districts if under attack, preventing players from building defence districts and then cancelling them to distract the AI
  • Weapons with Range +1 now have that bonus indicated in its respective tooltip
  • Fixed Field Loudspeakers having the wrong credit cost indicated in the tooltip
  • Fixed the descriptions for Ancient Device and Ancient Statue artifact to make their effects clearer
  • Exclusive Technologies tooltip now indicates what Era the technology requires
  • Fixed Defence Districts panel showing wrong attack values when no citizen is assigned to it
  • Changed combat preview text to say “Deals approximately X Damage” instead of “Approximate Damage Inflicted: X”
  • Occupation text now made clear
  • Fixed Levitating Stones effect not being reflected in the Pollution tooltip
  • Fixed rare instance where a Unit wouldn’t replenish movepoints after being attacked while resting
  • Fixed Space Generators Local Project not reducing pollution of districts built after it’s been built
  • Fixed Ra Dynasty typo when accepting a proposal
  • Defence Districts now indicate the district’s health and damage
  • Now clicking the “Ship belonging to X faction” notification now moves the camera to the position it landed, rather than the ship itself
  • Fixed Autosave message popping up twice
  • Fixed description of City Defenders trait
  • Planetary Governors technology now add +2 to the city limit instead of +1
  • Accurate Predictive technology Planning now adds +2 to the city limit instead of +1

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Pax Nova - Mod Support Update and Full Release Plans

Hi everyone,

We are happy to tell you that we’re releasing the final major update to Pax Nova from the Early Access roadmap today! This Mod Support Update lets you take part in the game like you never have before. For instance, Steam workshop has now been integrated; letting you generate and share your own content! It is now possible to mod various features including factions, events, diplomacy lines, districts, technologies and quests. Go crazy with it. ;-)

After updating the game you will find a quick guide to creating mods and a template when navigating to:
C:/Program Files (x86)/Steam\steamapps/common/Pax Nova/Modding
Players will automatically find uploaded mods when going to the Mods section in the main menu.

Along with the Steam workshop integration, the update introduces a dedicated list for units and notifications, and you can now queue constructions in cities and districts, as well as technologies in the research menu. There have also been some serious changes to the victory/defeat screen, and it is now possible to view your progress chart with statistics on victory goals, while you are playing! We find this really useful and hope you do too!

As if all of this wasn't enough, there are some new unit types, new weapons and modules and a new district that replaces city counter-attack. Units now occupy all enemy districts once in their territory, making all production come to a halt. On top of that, there are land portals and, of course, a long list of bug fixes and other improvements that you will find down below.



Speaking about the update, we would like to take the opportunity to update you on the overall progress of the game and our plans for the full release. Earlier this year in June, we announced our Early Access roadmap for Pax Nova, and we are pleased that we’ve been able to deliver the updates we promised within the expected time frame. Now that this latest update is out there, we are focusing on the full release of Pax Nova. The game was originally planned to come out in 2019 but we have come to the decision to postpone the launch until early 2020.

The reason for this delay is simple – we want Pax Nova to be bigger and better than we initially planned, so we've decided to delay the game a few more months and give ourselves time to work on making it as grand as possible! We are planning to put the game into QA for an additional time, which is necessary due to the massive scope of the project. It is also an opportunity for us to continue implementing more of your feedback and make Pax Nova a worthwhile experience for 4X strategy fans!

We know some of you will be disappointed but we hope you guys agree that it is better to invest more time now, so that the full release will be more polished and fun to play.

Thank you for your patience and understanding. We value your feedback and opinions a lot, and hope that you enjoy this new update while awaiting the full release!

All the best,
- The Pax Nova team



Changelog


New Content

Pax Nova Early Access 0.7.2

Dear Pax Novians,

While adding new content with bigger updates, we never stop vigorously squashing bugs to improve the overall quality of Pax Nova. That is why we've just rolled out EA 0.7.2! Check out the complete changelog below to see the full content of this update.

Keep your feedback coming, and have a great Wednesday!

- The Pax Nova team.



Changelog


  • Fixed rare crash during combat
  • Fixed AI interaction showing wrong resource name when sending proposal
  • Further significantly improved turn times
  • Fixed one specific instance where the game would still get stuck on end turn
  • Fixed a specific performance bottleneck, improving performance
  • Fixed Applied Bionics techs being on top of some exclusive techs in the tech tree
  • Fixed Cities per planet limit not being respected
  • Improved performance/hang when switching between views (planets and space)
  • Fixed Space miner unit template not getting the space mining module
  • Fixed Nebulae increase visibility instead of decreasing it
  • Fixed Unit losing movepoints if the player ordered a movement while the selected unit is moving
  • AI now scraps scout units if they aren’t being used
  • Fixed next and previous City buttons sometimes not working correctly
  • The AI now sends diplomacy proposals less frequently
  • Titan Worms are now significantly more powerful
  • Creatures now have a different icon
  • Fixed beam effects not disappearing from the game when they should
  • Fixed AI occasionally amassing ships on the orbit of a planet
  • The AI now builds less Starbases
  • AI now tries to avoid building Starbases too close to other Starbases
  • Saves prior to 0.7.1 are now shown as incompatible in game load menu
  • Edited Food tooltip to reflect the change that cities consume 2 food production instead of 1 food production per citizen
  • Food surplus can’t now surpass a bonus of 3 Prosperity and Food shortage never gets lower than -3
  • Improved Flamethrowers, Heavy Guns and Snipers sound effects
  • Fixed several diplomacy lines
  • Fixed various small camera issues
  • Crypto Coinage district improvement is now a Local Project
  • Fixed hyperspace travelling not working correctly, and greatly improved and how its activated
  • Fixed generated scout shop template not using High Range Radars
  • Fixed DimTravel module allowing infantry units to travel to space by selecting a starbase as destination
  • Fixed excessive number of players/factions being in the game


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