We've just released our biggest ever update to Pax Nova - the Planetary Update. đ
In this new update, you have much more control over the start of the game. For example, you can freely decide on galaxy and planet sizes, how many computer players/AIâs you want to begin with, and which factions and biomes you want to play on each planet.
The planets on which you can build and fight are also much more exciting. There are new types of terrain, new trees and natural wonders. Also, 4 biomes no longer look the same because of randomly generated lighting and new textures. In addition to this, the research tree has been greatly improved, and there are also some changes to the races and diplomacy which can be seen in the video below.
To enable these changes, we had to make one major concession; save games. Unfortunately saves that are made on the current or earlier builds (0.6.05 and earlier) will not be compatible with future updates. Please read this post with all you need to know and how to still play your old save games!
youtube.com/watch?v=yG0OAQQEa8M We hope you like it!
- The Pax Nova team.
Changelog
Planet Generation 2.0
Improved visuals: Improved SSAO effect and terrain rim lighting effects
Planet Generation has been revamped, and now each planet has its own set of specific props and tree types and even if two planets share the same biome they can still have completely different lighting, planet traits, props, tree types, etc.
Added new terrain prop types
Added Natural Wonders (which can generate bonus Harmony or Prosperity)
Added several new terrain textures
Added Tundra terrain type
Added Infested Land terrain type
Added Toxic Land terrain typ
Added Wonderful planet trait: Planet has 50% more Natural Wonders
Added Cold planet trait: Planet has 50% more Tundra terrain tiles
Added Infested planet trait: Planet has 50% more Infested terrain tiles
Faster and less cpu intensive loading/game generation process
Increased base LOD levels, making tree models transform into billboards farther way
Base forests spawn rate is now equal in all biome types, with it being now affected only by planet traits
Various tweaks to several image effects, textures and materials to make overall image crisper, less clustered and have each element stand out more
Added several new tree models
The overall lighting and color image mixing is now randomly generated
Added new mountain textures
Rivers are now much easier to see
Added Wet/Dry planet traits, adding or removing sea tiles levels
Cities are now larger and shaders have been readjusted to look better and stand out a bit more
Some Hill height maps have been tweaked to be taller and more noticeable
Replaced Pirate ships and starbase models with improved ones
Added Advanced Settings, players can now fully customize or randomize both their and the AI starting conditions, as well as choosing their faction, how many factions the game starts with, and what planet they start on
Starting biome drop-down in the game creation screen has been removed as it's now obsolete due to the new advanced settings
Tech Tree improvements
Added new lore/context quotes to each technology
Tweaked the name and descriptions of a few technologies and improvements
Implemented Infinite technologies
Transcendence now requires 4000 Research Production
New graphics for Transcendence tech and Unlock Next Era, making them stand out from other techs in the Science menu
Added 10 new race exclusive technologies and 4 new weapons
Added race icon and faction flag to race exclusive and faction exclusive technologies respectively
Added item in technology tooltips indicating what race it is exclusive to, if applicable
Added weapon abilities in the technology tooltip
Added new icons for 60+ technology, districts and improvements
Improved Finished Research window to accommodate more text and the new Technology quotes and make the icons and title bigger
Added Applied Bionics technology and Bionic Legs special module
Added Create Central Bank Edict and Central Banking Systems technology
Got rid of Ode to Prosperity technology and added its effect to Political Masterclass tech
Added Reinforced Technomancer unit armor
Added FTL boosters technology and module
Some tech effects have been changed, balanced or added to make certain technologies more interesting gameplay-wise
Balances and other improvements
Space is now completely open, doesnât require FTL travel but building a Spaceport and space ships now requires the Space Explorers technology
Warp points are now generated more rarely and connect systems that arenât necessarily next to each other, so they can be used to go across the galaxy much faster
The Rift is now visible from the start of the game and the player can now move the camera there to see it from the Galaxy view
Each newly created Galaxy now has randomly generated lighting and image balance
Added Overseer space enemy
Added Cera Manta space monster
Added Pirate Dreadnaught pirate unit
Greatly improved AI processing turn times and fixed several AI bottlenecks
Improved performance, specially when units are shooting or particles are being triggered
Game now checks if a moving visible unit is within the camera's sight, and if not makes it movement instantaneous, greatly speeding up turns
Greatly improved unit movement animations and made them faster and smoother
Added Share Maps and Liberate Vassals diplomacy proposal types, with the AI being able to use both
Some units can now have more than 2 movepoints
Armored vehicle unit class and all ship types now have 3 total movepoints
Added Light unit trait in Unit Design window, explaining units with that trait have +1 Movepoints
Added support for several other aspect ratio resolutions, including 21:9
Improved UI scaling when using resolutions with a 16:10 aspect ratio
It's now possible to buy production using Aether
Added new trait icons
Added 8 new Path milestones
Food consumption is now doubled while Citizens prosperity upkeep is now no more. Newly founded cities now generate +1 Food
Improved Terrified status visual effects
Some Artifacts can now increase Research Production
Great City Planners trait now adds one extra city per planet instead of making districts cheaper
Improved the name of a few traits and technologies
City and district build queue buy production prices now don't take current progress into account
City Defence systems now increase city counter-attack as well
Movement sounds effects are now more subtle
Whenever a unit is in combat, the camera now moves instantly instead of gradually
Added Pyrite Fueled Engines, for sale in Institutes
Institutes now sell only 1 product per Tier
Institute technologies now require a certain Era before they can be bought, tooltip has been updated to mention this
Added weapon powers: Titanium rounds and Anti Tank rounds
Some weapons now enable units equipped with them to use the Titanium
Bullets and Anti-Tank bullets powers
Improved the weapon tooltips in Unit Design screen to include those weapons' special abilities
Rock Worms are now called Titan Worms
Added new illustrations to Titan Worm, The Comedian, The Archeologists, Crazy Scientist, Hacker and Sick Child and excessive Pollution events
Added 3 new random events
Improved several diplomacy lines
Added selectable icons to searchable items, Warp points, Mineable resources, Natural Wonders and Aether Sources, distinguishing which elements are selectable and which aren't
The right mouse button shortcut to quit menu on diplomacy interactions is now disabled as it could be pressed by mistake and its effect isnât clear as it could be the equivalent to pressing any diplomatic option
Conservatory of the Mind price increased, now costs 500 Cr
Unemployment now costs 2 Prosperity for each unemployed citizen
Units set to Auto Explore now finish their moves at the end of the turn instead of the beginning
Settlers are now much more expensive
Edited Human, Drosk and Corvus trait tooltips to indicate each race has exclusive technologies
Improved clicking sound effects
UI fading effect is now smoother
Misc other UI tweaks
Rebalanced Rift Fragments to give only 10 Aether, while dissolving only gives 6
Fixes
Fixed UI occasionally disappearing, forcing the game to be restarted
Fixed game getting stuck on End Turn
Fixed a specific bottleneck that caused the AI to take a very long time to end their turn
Fixed player being stuck on main menu Early Access text intro if he used a monitor with an incompatible aspect ratio
Fixed path prediction lines showing despite selected unit being unable to move
Fixed Archeology event option not working, effectively freezing the game
Fixed AI almost always proposing Aether in their proposals
Fixed units occasionally showing both their ship and individual units when on a water tile at the same time
Fixed Harmony tooltip breakdown showing wrong info
Fixed Unit icons being updated while units are in movement
Fixed Flamethrowers emitting the wrong sound effects
Fixed units occasionally not auto exploring despite being ordered to
Fixed Cera Manta moving backwards
Fixed units path not being reset after the player ordered a move its current position
Fixed occasional game getting stuck when being created with the single system setting
Fixed Terrified status not working
Fixed Field Loudspeakers module not working
Fixed shooting impact effects not showing
Fixed camera being in the wrong place and possibly causing other issues when pressing the Next Idle unit or Next City buttons when out of turn
Fixed rare instances where two units would move at the same time
Fixed units moving simultaneously at the end of a turn, sometimes causing pathfinding issues and units ending in the same tile
Fixed AI bug that caused it to freeze temporarily and not build anything in their cities
Fixed city Harmony tooltip indicating the wrong values when exploiting a Natural Wonder
Fixed AI building several Starbases next to each other
Fixed units having the wrong rotation after moving out of sight, while being invisible or when moving in a different view than the one the player is in
Fixed AI occasionally having ships stuck with available move points in space for no specific reason
Fixed Planet title and Info showing when the Minor Factions menu is open
Fixed monsters being generated in the same tile
Fixed Natural Wonders being generated on top of Forests
Fixed very rare case when a game would fail to be generated and player would get stuck in the loading screen
Fixed Rivers not being rendered in every planet except the first one generated
Fixed some weapons having a 0 Pyrite requirement
Fixed colored background visible when zooming out
Fixed space monsters being generated on top of asteroid clusters and others impassable terrain
Fixed AI attacking units when they are on top of Warp points or planets
Fixed AI occasionally ending their turns before they finished all their planned moves, making them waste most of the turn
Fixed units sometimes disappearing when more than one unit is in the same tile with only their icon showing
Fixed issue where the AI would occasionally freeze when it was supposed to attack another unit, instead skipping the turn
Fixed AI being able to move units on top of other units
Fixed unit icons being shown in the wrong order or leaving an empty space when more than one unit occupies the same hex
Fixed occasional instances where a unit couldn't be targeted/attacked
Fixed AI building units on top of Ice borders
Fixed player being able to start a game with only 2 players in the case of a Seal victory or a Diplomatic victory
Fixed some occasional terrain graphical artifacts
Fixed Artifacts awarding Aether not giving the proper effect
Fixed technology tooltip showing wrong Research Production requirement
Fixed already researched technologies bars occasionally not showing the right opacity
Fixed âChoose Researchâ button not showing up even if the player still has unresearched technologies, accidentally causing nothing to be researched for x turns
Next Update Coming Soon, Save-game Compatability Notice
Big changes are afoot!
Hi everyone,
The second Content Update is incoming with some big changes, fixes and a substantial visual overhaul to the planets and biomes. We're aiming to release it in a few weeks and we're very excited about it! :)
Save game compatability
To enable the changes to be made, we've had to make one major concession; save games. Unfortunately saves that are made on the current or earlier builds (0.6.05 and earlier) will not be compatible with future updates.
How to play your old saves
We totally understand that you might want to finish up with your ongoing games before switching over to something new. That's why we set up a branch for you that you can access so you can revert back to 0.6.05 whenever you want. Here's what you need to do to access the old build:
In your games library, right-click Pax Nova and select properties.
In the properties, switch over to the Betas tab.
In the Betas tab, click the drop-down menu and select 'save-compatability-build'.
If you've followed the steps correctly, this is what your BETAS-tab in the properties of Pax Nova will look like: https://imgur.com/a/19gqphW
Your game will now not automatically update to the latest version.
How to resume automatic updates
If you want to update Pax Nova to its latest version, simply follow the same steps, but this time, choose to opt-out of beta programs. The game will now automatically update to the latest version.
Thank you, and we hope you're as excited for what's next for Pax Nova as we are! :)
Peace,
Kevin
Pax Nova Community Appreciation Update
Hello everyone,
We are happy to release our first update from the roadmap today! As stated in the roadmap we published last month, the 'Community Appreciation Update' includes: more planetary colonization options, enhanced planetary differentiation, improvements to diplomacy and space + a new tech era.
Another much requested improvement weâve added is City UI tooltips. These show the different factors affecting Prosperity, Income Balance, Pollution and Harmony.
Read the full changelog below for every little detail, and let us know what you think! Your feedback is valuable, and we try our best to read all of your suggestions.
Have a great day, and weâll see you in August for the second update!
Changelog
Implemented Artifacts mechanics
Implemented Planet Traits
Implemented Space Mining and space deposits
Implemented Homeworld mechanic: When the player loses all control of its homeplanet he gets the Mourning trait, which decreases Prosperity for 15 turns
All colonizable planets settings now generate 80% more colonizable planets and
Added the Very Rare colonizable planets option, which is equivalent to what Rare was previously
Rebalanced tech tree and required Knowledge to advance certain eras
Added 22 new technologies and a new technological Era
Only a certain of specific Strategic Resources are now generated in each planet
AI now use Influence, Strategic Resources and Aether in their deals
Added Yridium and Usselium strategic resources
Added Total War mode: Players start at war and canât sign peace deals
Added Lore Related relation factors, can be disabled when starting a game
Added Kingdom of Alnon faction illustration
Increased distance between starting factions
Added 4 new quests
Added 5 new random events, one with the player being able to find a random artifact
Rock Worms are now hidden at the start of the game and only start being aggressive by mid to late game, when the actual event pops up
Rock Worms are now stronger, with more Health and Damage
Added Dragon Scarab land creature
Seal Victory now requires 70% of all seals
Score Victory now requires 90000 points
Transcendence tech now requires 5000 Research Production
City UI Prosperity, Income Balance, pollution and Harmony tooltips now show the different factors affecting it
Added tooltips to City Growth and Citizen Growth further breaking down what variables need to be met before the city grows or gains another citizen
Planets that canât be colonized can now be mined with a Space mining module
Planet UI now show whether planets can be colonized, are colonized or can be mined with the Space Mining module
Selected Planet panel now shows Planet traits and Strategic Resources
Redesigned Planet Info panel, now also includes Strategic Resources
Citadels now sell Artifacts
Research menu is now named the Science menu to accommodate for Artifacts
Added sound effect when selecting an artifact and using, selling or dissolving it.
The systems UI in the Galaxy view now indicate whether or not we have found a planet we can colonize but havenât yet, even if we have a presence there
AI now uses Strategic Resources, Aether and Influence when negotiating their diplomacy proposals
Improved AIâs management of economy, military and city defences
Updated all Space Stations, with the Corvus and Drosk now having their own ones
Added new artwork for some special modules
Strategic Resources now show in the UI immediately if the player is exploiting it
Planet wide pollution is now calculated on average per each city and takes forests into account
Added total pollution generated, Planet traits and Strategic Resources to Planet Info
Planet Info button is now in text and displaying Planet Traits, Total pollution and Strategic Resources
Total planet pollution showing averages instead of being cumulative
When a planet reaches 45 total pollution it gains the Heavily Polluted Air trait, triggers and event and the Criticize Pollution Diplomatic option becomes available if the player controls a city in that planet
The planet info panel now shows the limit (45.0) of Pollution in a planet until the Heavily Polluted Air trait is added
Improved clicking sound effects
Improved Food Production tooltip to be more clear and indicate how much Food each Citizen consumes
Improved some special abilities description to include how much Aether activating them costs
Fixed units getting causing status effects wrongly during combat when they donât have any status causing abilities
Fixed Minor Faction names wrongly showing âInstituteâ instead of their actual name after loading a game
Fixed planet info panel being rendered behind some panels
Fixed Science tech tree not being researchable when playing with a custom faction with the Technocratic trait
Fixed some Special Abilities tooltips not opening
Fixed Ships not landing after load bug because of terraforming
Fixed all units being unselectable after load bug because of terraforming
Fixed instance where the UI would become unusable after trading with the AI
Fixed rare issue that caused some districts being unselectable
Fixed ability counters not displaying correctly after loading a game
Fixed Titanium Plates being wrongly updated on templates that shouldnât need it
Fixed âShip belonging to an unknown factionâ notification showing to the player even if that ship belongs to the player
Fixed AI buying production in a district or city more than once in the same turn
Fixed Chapter IV - The Scientist quest being bugged out and not allowing players to get the Inquire Citadel option if the Citadel already has 3 products in the Tier 2
Fixed City factors tooltips (Harmony, Balance, Prosperity)
Pax Nova EA 0.5.3 is now live! This patch includes some important bug fixes as well as some significant balancing changes in some critical areas, such as pacing, AI, the tech tree and the Science and Score victory conditions. It also comes with some more additions such as new artwork and some UI improvements so hopefully this patch can serve as a nice appetizer for the first major update coming up in July.
We would also like to thank everyone who took time to post feedback, suggestions and bug reports so far. They've been a huge help for us so we hope you keep them coming as we are always listening to what you have to say.
Having said that, have a great week and enjoy!
Changelog
[ADDED] Itâs now possible to zoom in and out by using the Page Down and Page Up keys
[ADDED] Added and updated new artwork for some side quests
[ADDED] Codex shortcut in main menu, making it now possible to read the Codex from outside the faction selection screen
[BALANCING] Score required to get a Score victory is now 80 000 instead of 50 000
[BALANCING] AI has been readjusted so they wonât declare war shortly after signing a peace deal
[BALANCING] Various AI tweaks making AI factions more challenging than before
[BALANCING] Science Victory is now tougher to achieve as the Transcendence tech now requires 40% more Research Production
[BALANCING] Rebalanced Era III technologies to require more Research Production and thus take longer to get through (also affecting the time it takes to achieve a Science Victory)
[BALANCING] Adjusted camera zoom speed to be slightly faster
[BALANCING] Increased the rate at which credits are earned with capital cities now generating 25 Credits/Turn while each Citizen now generate 6 Credits/Turn
[VISUALS] Tweaked SSAO to make certain details more noticeable
[VISUALS] Updated game icon
[UI] Buttons for the Credits section and Codex in the main menu have been changed and a tooltip has been added
[UI] Misc tweaks
[FIX] Save issue preventing the loading of some save files, specially by mid to late game
[FIX] Player being able to acquire the Technocracy tech with the Ra Dynasty despite the player starting with it
[FIX] Rare instance where the player could have negative Aether
[FIX] Autosave function still being activated despite the player cancelling it in the overwrite message prompt
[FIX] Strategic Resources not taken into consideration when upgrading a unit and not being taken when applicable
[FIX] Tentative fix for occasional instances where the game gets stuck on end turn
[FIX] Game redirecting the player to the wrong codex entry when selecting a factionâs codex entry in the faction selection screen
[FIX] Misc typos and grammar errors
Pax Nova Early Access Roadmap
Hello Pax Novians!
Thank you so much for all of your support and feedback so far â your ideas and suggestions are the reason we wanted to go into Early Access, and today weâre happy to finally announce our Early Access roadmap!
Every update will include bug fixes and balance tweaks â alongside some significant content changes and additions
Community Appreciation Update - July 2019
⢠More planetary colonization options
⢠Enhanced planetary differentiation
⢠Diplomacy and Space Improvements
⢠New tech era
Planetary Update - August 2019
⢠Planet generation 2.0
⢠New game start customisation options
⢠Race and diplomacy differentiations improvements
⢠Complete main questline
⢠Localisation support (final languages TBD)
⢠Steam Achievements
Letâs dive into the first update in more detail!
Community Appreciation Update
Colonisation options and planetary differentiation
Planetary colonisation will be more customisable when the update launches and planets will differ more from each other. Some strategic resources can now only be found on certain planets and planets now have specific traits that affect factors such as the numbers of forests, food production yields, mountains, etcetera. These can be added and removed throughout the game depending on factors such as your total pollution.
Diplomacy additions
Up next are the diplomacy additions. AI will be able to use different proposal items to negotiate deals, such as Aether and Strategic resources. New diplomatic actions based on new events, such as being able to condemn other factions if they commit a massacre or cause a natural disaster or other negative consequences caused by high pollution levels. Finally, it will add the option to have relationship bonuses and penalties between factions you make friends or enemies of, based on their lore.
SPAAAAAACE!!!
The best of jokes that have been run into the ground. The improvements this update adds to space gameplays are no joke, however. Space resources and space mining get added with this update: players will be able to control highly valuable strategic resources that can only be found in space using space ships with a mining module. Colonisable planets can now be mined for Strategic Resources using certain technologies.
Even more stuff
We should also mention the addition of a new Tech Era! Itâll have 20 new technologies to research, so grab your thinking caps. The final addition will be enhanced tooltips, which will feature extra contextually relevant information after the update rolls out.
Future content updates
Weâll continue to patch Pax Nova in between these larger content releases and will have more to share about future updates when they draw nearer. So stay tuned, thank you for playing and if you have more feedback for us, weâre still very keen on hearing from you.
Thank you!
- The Pax Nova team
Pax Nova Early Access 0.5.22
Hello Pax Novians,
First of all, we would like to thank you for your overwhelming enthusiasm the past couple of days, which led to a very successful EA launch for Pax Nova. We are thrilled to embark on this journey with you and we are confident that with your constructive feedback on the Steam forum, Pax Nova will reach (and exceed) its potential.
We have listened to your feedback and we would hereby like to introduce you to the fixes of the first patch. The patch is out now and includes:
Changelog
Rebalanced rate at which new citizens are generated and city growth to be significantly faster, speeding up the overall pace of the game (Important note: Only applies to newly created games with this patch and upcoming versions)
Rebalanced some creatures to have weaker attack ratings
When units are on orbit or on top of a warp they gain the In Orbit and On Warp statuses respectively and can now be traversed through, preventing units from blocking warp points and colonizable planets
Rebalanced AI to buyout production in more accurate situations, improving their handling of defence
Rebalanced Transcendence/Science victory to require much more Research production
Refactored parts of the saving/loading algorithm to make these processes safe and for future proofing purposes
Factions can now be defeated even if they still have units with an attack rating (only applies in newly created games using this version and above)
Added VSync option in the graphic settings
Added Controls & Shortcuts page to Codex
Improved a few tooltips
Fixed districts and improvements strategic resources costs not applying
Fixed Blur and locked controls after load issue
Fixed a few instances were save files wouldnât load correctly
Fixed wrong effect showing when a unit has the Radiated status
Fixed Credits section back button having the wrong sounds
Fixed some rare cases where the game would exit upon startup
Fixed Peace quest using factions that were defeated already
Fixed some diplomacy lines
Fixed camera controls being disabled under certain circumstances
Fixed lower framerate/high GPU usage in main menu
Fixed Study Drosk communication not working
Fixed misc typos and grammar errors
Fixed Research products of Institutes showing Research Production when it doesn't apply
Drop your comments and suggestions below and let us know what you would like to see in the future.
Have a great week and enjoy Pax Nova!
Pax Nova is available now in Steam Early Access!
Pax Nova is available now in Steam Early Access!
Pax Nova is a sci-fi turn-based 4X strategy game where you control the fate of one of several factions divided between three races. Explore new worlds and new star systems filled with exciting secrets as well as new dangers. Build new cities, expand your influence and fight great battles on land and in space.
Since Pax Nova is an ambitious achievement, we really want to ensure that we get as much feedback as possible from the community in order to keep developing the game to its complete potential ahead of the full launch!
To get a head start in the game, watch the beginnerâs guide below and find out some good-to-know information before playing Pax Nova.
https://youtu.be/VjCJNnGad24
Pax Nova Features
Factions: Choose from a variety of races or customize your own.
Cities: Build your city thoughtfully. Pick different terrains that will help you expand your districts. Manage the balance of different attributes.
Research and diplomacy options: Plan your strategy. Exploit multiple resources and possibilities.
Combat: Customize your units to maximize extermination.
Geography: Explore the massive universe of Pax Nova and discover other planets and colonies.
Check out the new Q&A video by Iceberg Interactive that covers the most frequent questions asked about Pax Nova! You might even find out when you get to play this brand-new 4X strategy title yourself...
Pax Nova is a sci-fi turn-based 4X strategy game where you lead the fate of one of several factions divided between three races. Explore new worlds and new star systems filled with exciting secrets as well as new dangers. Build new cities, expand your influence and fight great battles on land and in space.
https://youtu.be/VnOuSD26sQM
To get a glimpse of the intergalactic journey that awaits you, check out the latest gameplay video that highlights the factions, cities, research and diplomacy options, combat abilities and the geography of the Pax Nova universe.
We're very excited to present the first look into our new 4x strategy game: Pax Nova. The video displays the core tenants of Pax Nova - starting from small beginnings as a single settlement, all the way up to your galactic colonisation campaign.
Pax Nova 2019 Release: Modding And A Variety of Races Included
2019 is here, and this means the Pax Nova release is âthis yearâ and not ânext yearâ anymore.
The release version will feature modding, multiple races to choose from in your mission of exploring and conquering new planets as an Earth alternative, as well as a convenient (we hope so!) UI.
Weâre particularly excited about the mods and player-made content that will hopefully pour in once the game is out. And the simplicity of integrating this content into the game from the technical perspective has been among our fave discoveries in development.
However, the #1 challenge in development weâve managed to overcome was being able to create all the different art assets for all the variety of races, at a level of quality that meets our high standards. This is still not complete, but we're proud of what the team has done so far.
Make sure to be among the first to check out the new features and keep up to date by connecting to us on social media: