In Terra Invicta, you’ll manage humanity’s response to an alien invasion while juggling seven factions, public opinion, and expanding into the Solar System. Newtonian physics complicates space combat, while real-world diplomacy feels easier compared to uniting the planet’s factions.
Aliens might be the enemy, but people remain your biggest challenge.
Terra Invicta is 35% off until October 10th during the Hooded Horse Publisher Sale!
Explore amazing deals on all Hooded Horse titles during the Steam Publisher Sale.
Terra Invicta is a grand strategy game where you lead your faction through a perilous conflict with alien invaders. Manage your resources, build alliances, and defend Earth.
Check out the latest patch preview: https://store.steampowered.com/news/app/1176470/view/4691151906581496139
Now through October 10, delve into the vastness of space and command your faction in Terra Invicta at a 35% discount.
Explore amazing deals on all Hooded Horse titles during the Steam Publisher Sale.
Terra Invicta is a grand strategy game where you lead your faction through a perilous conflict with alien invaders. Manage your resources, build alliances, and defend Earth. Check out the latest patch preview.
From Today Until October 10th
Enjoy discounts on Terra Invicta and all Hooded Horse games until October 10 — a great opportunity to elevate your Fall gaming experience. We can’t wait to see the worlds you create and the adventures you embark on.
Happy gaming!
Terra Invicta Build 0.4.42 Preview
Greetings Terrans!
We know it’s been a minute since our last update, so we wanted to preview what we’re working on for build 0.4.42. It’s not ready yet, as these are some bigger changes and in some cases involve breaking stuff so we can fix it, so it takes a little longer to get right. We’re still hard at work and throwing out any notional release date on our Beta branches or the main branch wouldn’t be useful or accurate.
But we’re getting there.
First up is the most significant UI overhaul since our launch in EA exactly two years ago. It’s getting a new look, and we’re changing some of the organization to help you find the information and commands you’re after, and working on significant performance improvements in the large tables with lots of data.
UI Overhaul and Quality of Life Enhancements
We’ve also added a sortable ledger of all your faction incomes and costs, a list of accumulated modifiers, and tracking of important nation values over time that will appear in tooltips.
Some of the other changes are more subtle – an extra icon or bit of emphasis somewhere – but we’re putting these visual cues in to make it easier to absorb important information at a glance.
Our job won’t be finished with this UI update; we’ve got a long list of quality-of-life improvements we want to implement once this big overhaul is done.
On gameplay, we have several additions and changes in the offing:
Orbital Fighter Craft for Earth Factions
Earth nations will be able to build and field orbital fighter craft. The executive faction in the nation will be able to spend boost to launch these into Earth interface orbits to take part in combat.
These are small, aerodynamic craft that will be less capable than a gunship built in orbit, but human factions will be able to use them to challenge for orbital dominance.
Refined National Priorities for Greater Control
National priorities have changed quite a bit.
In addition to the new priority allowing the building of orbital fighters, we have broken out the new priorities of Environment, Government, and Oppression, splitting out relevant effects that were previously stacked with the military Welfare, Knowledge, and Military priorities.
This gives you more precise control over your nations’ development and makes things like highly educated autocracies a little easier to build. Sufficient use of the Economy priority can now develop new Core Economic and Resource regions, and the Welfare priority can now remove a region’s colony status.
The Hostile Takeover mission now targets individual orgs, instead of councilors.
The difficulty of the mission will scale with the capability of the org as well as the councilor it is assigned to, so it will be quite a bit easier to peel off one-star commercial orgs and harder to grab that +7 Administration company you covet.
New Alien Threat: Titan and Lancer-Class Hulls
The aliens will now field heavy and deadly Titan and Lancer-class hulls.
We’re also continuing our work on the AI, with a particular focus on getting the human factions to build more ships and challenge each other in space. It’s been our intent that the earliest space war be human versus human, we’re getting closer to making that happen.
Now, through October 10, journey to the stars and take command of your faction in Terra Invicta, which is now 35% off during the Hooded Horse Publisher Sale.
It’s not just Terra Invicta — every title in our Hooded Horse lineup is on sale, with discounts across the board. Whether you’re fighting alien invasions, ruling medieval cities, or surviving apocalyptic storms, there’s a game for every strategist out there.
Hi again everyone! Another medium-to-largish patch that has some fun stuff like new tank models for Earth armies as well as across-the-board AI and balance improvements and bugfixes galore. The AI should handle threats and shortages better. The balance improvements are tricky but the goal of all the changes, buffs and nerfs alike, is to make your various tools worth what you pay to acquire them in the game.
We've got more AI improvements in combat and the strategy layer in the pipeline and hope to get them out on our Beta branches soon.
Thanks for sticking with us as we learn and improve our way through EA and move this game toward one-point-oh.
This build should be compatible with saves from earlier 0.4 builds. Balance changes may sometimes take your campaign in a new direction.
Patch notes for builds 0.4.27 through 0.4.38
Features and Content
- Lots of new tank models for tech levels 2 to 7, with modern/historical tanks generally being tied to the nations that fielded them, and variant future tanks.
- New victory conditions requiring enemy destruction of habs at various locations and fleets of a certain strength, in place of proportional fleet power calculations. Testing out on Humanity First only for feedback, will expand it to other factions if
- Removed the artificial angular acceleration cap for ships. Rotational velocity is now capped by human tolerances for centripetal acceleration. Ships will generally rotate faster now. Ships now require dV to be spent to rotate. Pending: High acceleration turns (and burns) will pause damage control operations, plus a setting to limit accelerations to enable damcon to continue and reduce DV spend on rotation. - Implemented Vector Thrusters ship utility model, bonus thrust for rotation - In Combat when doing high-g turns Damage Control will be disabled.
- Added T1 antimatter hab production module and project that only requires containment but also a plasma confinement tech. - Added Mission to Venus tech, effect. Considerably cheaper than Mission to Mercury for some earlier Solar powered goodness. - Added bridge projects for Tibet-Mandalay, Chennai-Sri Lanka, Scotland-Northern Ireland - Implemented Cyclotron ship utility model, bonus power to particle weapons
Balance
- Increase chance of officers promoting after their first promotion
- Updated AI Withdraw behaviour to increase the likelihood of withdrawing ships surviving. Apparently Ben is British today
- Significant rework with balance, bug fixes, and VFX work on AOE weapons (nukes, shaped charge nukes, antimatter weapons) in combat, including updates to damage to ships, projectiles, and projectiles. AOE weapons will now detonate when shot down by all PD (this represents them detecting the threat and detonating to cause damage before destruction, not the nuke going off in an uncontrolled fashion); AOE for nukes is still small at our scaling so don't expect huge changes in their performance, just a much better handling overall. Modeling damage as a point source rather than an explosion if the beam is narrow (which it always is as current config), and adding a small exotics cost to the styx missile (the best).
- Adjusted Earth research formula. Earth now produces about 25% more research overall at campaign start. - t3 labs have base research reduced to 15 and their projects now have additional prereqs. project costs increased. - research university now require populous space body. projects have additional prereqs. - increased support costs for operations and command centers. command center project has additional prereqs. - increased soc sci lab power cost to 4, soc sci rc to 16, soc sci institute to 48 - civilian module power draw reduced - added new (lower than “populous”) planetary population threshold to build certain hab modules -- T1 social science lab, T1 broadcast outlet, and T2 research campus now require 10,000 local population to build sted 50,000 when away from Earth system. - increased quarters module crew to 50
- Antimatter spiker antimatter cost reduced by factor of 10. - Increased range on human t3 plasma cannon. Increased chipping on all plasma weapons to 80%, leaning into their intended role as armor degrading weapons. - Updates to combat autoresolve mechanics
- Further changes to region defenses. The 'forces from adjacent regions with no fighting' bonus is capped at 10% of miltech, and reduced proportionally by the number of adjacent regions with fighting. - Armies now fight better than they had been when damaged. - capped army damage from a single hit during bombardment based on weapon type - capped chances of knocking out surface to defense laser with orbital bombardment per strike, in lieu of a better fix of hit points and degrading capability that I'll get to in the future - offensive lasers score halved in ship threat calculation to better account for armor reduction effects - increased mass of siege coilers and slightly reduced rate of fire - increased project costs for Mk2 and Mk3 coilgun projects - Some tech tree changes to make administration algorithms more of an info science capstone, feeding into some other late-game techs. Some project changes as a result. - Nuclear-powered missiles now require some of the compact solid core power plants to be developed as a prereq, instead of Solid Core fission - Restored claims from Greater Austronesia on southern Australian regions because I got wore down. I'm sticking to my guns on Switzerland being only in Europe as a part of Great Europa so get off my lawn. Anyway this probably won't change campaigns where the GA project has already been developed. - Changes to Earth victory conditions for several factions to remove proportion of control points controlled to proportion of GDP controlled - Restored difficulty and campaign pace modifiers to based exotics salvage rate - ICF7 and Converter Torch are going to be more expensive in an attempt to make other propulsion systems more relevant.
- reduced impact of land size on occupation time somewhat. Tech superiority will now improve pace of occupation more. - Megafauna can no longer control other megafauna for the SPOILER; a regular SPOILER army is required
AI - Significant work on fleet-management and goal AI. - Work on AI propellant conservation and handling of shortages.
Performance - Fixes to late game AI army path calculations. This was causing significant slowdowns during late game terrestrial warfare with lots of AI armies involved. - removed verbose councilor video logging
UI - army path home operation - mass army path home operation - Added warnings for really low acceleration in ship designer
Modding - added a TIGlobalConfig value, homeCountryISOCodeOverride, to override your system settings so your first councilor is generated from a ingame nation assigned that country code
Bug fixes A (critical bugs) - 4533 - fixed another case of placeholder ui showing during trajectory change when opening other large ui panels that could lead to crash if interacted with - 4533 - fixed crash when closing fleet panel while a spacebody was selected during forced trajectory change - fix for rare nre in AnimationEvent_Fire - Fixed a rare crash coming from radiators going out of scope when extending or retracting - SpaceObjectPositioning bugfix : Ignore null elements. This avoids race condition NRE when elements haven't been cleaned up yet. - adding nullchecks to take a crack at #4538 (rare crash when cancelling fleet repair midway) - AlienHabPlanner.ManageHabGoals() : enforcing one station per space body. Disabling redundant base building code. - Fix issue where councilor aborted mission twice on CheckAndChase fail, causing double refund of mission spend and dual notifications. - fix for crash when allied armies are fighting some armies but not others in an allied region when they are not a party to the invasion of that region #4493 - GetBorderingWaterBodies() bugfix : regions with a defined CoastRegion but are not onTheWater could cause NREs in AI pathing code (this is when trying to reach arctic regions by sea during winter) - Modding / 4485 - fix crash when adding entries at the end of tiglobalconfig.json - fix crash in ai on ai combat related to pursuit and ship destruction (email report), related fix maintain primary AI fleet when they break up for combat and re-merge when primary fleet has a join goal with some other fleet - #4443: Fix crash in AI logic that expects player fleet and player has no fleet and is only defending with station. - fix hab module pd weapon selection filters, causing crash when somehow missiles were selected - 4444 - fix for infinite loop in TextMeshPro.GenerateTextMesh when first displaying a tooltip with a line break - fixed crash due to missing components on new particle collider station module prefab - FactionGoal_AttackWithFleet.OnGoalComplete() bugfix : NRE if followup attack goal is invalid - save repair for when we add new techs, like mission to venus, that can cause problems if a follow-on tech was already completed in the save. The prereqs will be granted automatically. - 4462: fix crash when an army is selected in the middle of an autoresolve and the fleet in the autoresolve has to change course, associated issue with operation bar bug when prompting trajectory change - Fix / workaround bizarre crash when Unity finds the wrong object when setting up the asset image canvas. Should be a performance improvement as well. - changed some AI coroutines to master dummy object so they will be shut down immediately on a new load. This should fix a one-off crash reported when a user tried to load a new game while the AI was in the middle of thinking. - 4227 - fixed memory leak from audio in disabled shipweaponviscontrollers - 4225 - fixed crash with narrative events when target was deleted before event resolved. - fix crash when AIReaction in arrivefleet removes a fleet, and then is checked later for rallies (4385) - Fix crash when a ship that has only component armor takes an internal hit directed to utility modules - 4362 - fixed crash when renaming player owned megafauna army - Fix crash when trying to move army from Turkey when Turkish straits are closed - Attempt fix a non reproducible crash that seems to occur when a fleet recently involved in combat cancels repairs. - Fix for missile null ref crash - 4390 - fixed audio memory leaks from projectile impacts causing issues in longer sessions with multiple combats
B (Serious bug) - fix issue with all armies go home that was stopping some armies prematurely on their trip - fix logic error that was causing nuclear missiles to ignore hab PD defenses - Simplify GetEnemyArmiesInRegion to address 4516 (armies occupying when they oppose enemy armies) - fix 4555, bad propaganda results on critical failure on several missions when having high persuasion - UpdatePowerManagement() bugfix : mines do not power before less important modules when "turn everything on" is selected. Issue #4543 - Addressing percent sign character display issue for Japanese localization. - PredictMaximumMaintainenceCostsPerDay() : take into account queued and under construction ships - AlienHabPlanner.ManageHabGoals() : added limits to how many fuel bases may be built - HumanHabPlanner.ManageFoundGoals() bugfix : space body selection for frontier bases was missing a large number of intended candidates. Selection should be much improved now. - SelectTrajectoryAsync() bugfix : only allow use of reserve dv if mayUseReserveDV is true - HumanHabPlanner.ManageMineNetwork() : call this on load. When loading a save where an AI faction has a large number of mines, they will all be turned on, potentially causing a huge mine network penalty until the AI runs its hab management code. Calling ManageMineNetwork() on load forces them to deal with the penalty immediately. - Bugfix #4492: Prevent fleet teleportation when arriving at highly eccentric ad-hoc orbits. Previously, we used a binary search to find a "close enough" mean anomaly to the fleet's position on arrival. This failed if the eccentricity was too high, and has been replaced with a direct calculation that is more precise and faster. - Partial bugfix #4469: Ship designer now correctly reads minimum DV needed if the sample transfer cannot be completed. It doesn't yet display the minimum acceleration needed if that is too low. - Fixed infiltrated money chain triggering after event chain had been resolved. - Rewrote the Narrative Event Conditions for Ancient Explorers to correctly target only Mars, Europa, and Enceladus - flipped info tech requirements for T2 and T3 admin hab modules to fix top-tier info requirement being for T2 - remove mag confinement techniques from particle collider module (redundant with later advances) - Fix: Singleton viruses to life sciences category - Fix some particle weapon config - fix incorrect weightedbuildmaterials for alien exotic radiator that was causing them to underpay slightly #4527 - Attempt fix AA using boost to found habs - Fix error in autoresolve where an attacking ship's projectiles get shot down by their own PD as opposed to the enemy side's PD. - Attempt fix bugged calculation that was overcharging DV for rotational velocity change by 20x (bug since 0.4.29). Stupid math - OperationCanvasController bugfix : army pathing issues. There were a number of problems when trying to queue army paths after a recent change. This all stemmed from the first step of a journey being handled differently then the subsequent queued steps due to legacy reasons which have now been rectified. - OperationCanvasController bugfix : Incorrect duration and target labels for composite army paths - ArmyPathController bugfix : looping paths weren't rendered properly. - TIArmyState.CanGetTo() bugfix : mixing up onTheWater with isCoastal. This would only impact regions with seasonal ocean access. - fix incorrect Burkina Faso-Kano, Nigeria adjacency with BF-Togo-Benin adjacency - slight rounding of a calculated bombardment value that seemed to be just outside of allowed range and was preventing an Earth bombardment from doing anything - armies on journeys will now display final destination and full journey time in select operation UI - fix issue where canceling a repair operation while an earlier one was in progress would complete the earlier one early #4459 - fix bad math logic in calculating annex region times for high-tech armies versus low-tech regions, tnx redwah - fix logic error in updating nation's sustainability when a region is absorbed - fix misclassification of motherships as "medium" sized ships in certain places - fix research formula and mission resource bonus that used log 10 instead of log 2 as intended in one part of the calculations. New bug in 0.4.29. - Flag bridge utility module is one per ship, as intended - fix 4433, utility modules missing nobles and amat costs. adjusted mass and cost of amat spiker (the source of the problem) but it should be the same. new for 0.4.29 - Bugfix #4366: Fleets would abort instantly after accepting a trajcetory if the destination fleet was about to maneuver such that it couldn't be caught. This would be fine if the aborting fleet knew that the destination fleet was about to maneuver, but the aliens do not post their tactical plans publically. Fixed: fleets accept transfers that they think will be completable, and only abort when an enemy destination fleet launches. I've also added various safeties to ensure that we use the later of a trajectory's assigned or launch times (since trajectories can be inherited by other fleets who were chasing them). - Fixed a bug where projectiles could cause the waypoint overlap UI to appear - multiple fixes related to counting allied armies in a region and whether they are current war allies or just regular old allies. Prevents an issue where allies not at war can prevent a region from being occupied. - Fixed a bug that allowed the radiator explosion object to hang around after combat. - Bugfix #4356: Fleets with incredibly low acceleration (due to engine damage) will fail to transfer because the required microthrust spirals would exceed 2 years. If the acceleration is high enough to avoid microthrusting around the Sun for the entire duration of the transfer, we threw a "code path not implemented" error. We now return an estimate of the minimum needed acceleration to make the trip within the timeframe. - Bugfix #4356-B: There was an inconsistency on whether we knew that a destination fleet had launched a new trajectory or not. Orbit phasing transfers to a destination fleet that is launching immediately will, of course, fail. The error was that other transfers weren't attempted, causing a "code path not implemented" transfer failure instead of finding actual intercepts. That's now fixed. - Laser engines and now cyclotrons apply some bonus power to pure PD weapons. The text previously indicated they supplied a bonus put they in fact did not. - Fixed an issue with events causing national stats such as Cohesion and Inequality increasing when the event intends the values to decrease - If a ship is performing a combat maneuver and runs out of dV the combat maneuver is canceled - Fixed event bugs that pointed to specific map regions that were deprecated in the 0.4 build, and added various new regions appropriate to those events - Fixed a bug with Cops and Robbers event. Event can no longer trigger on a councilor that is currently detained - Fixed a bug with General Strike and other coheasion and population scaling events that would cause the tooltip outcome values to be inconsistant with the results values - Fixed a bug with Ancient Explorers events where event could trigger on invalid space bodies - Fix 4405: Bridge project eco bonuses. - fix 4400 MC usage in the UI not updated immediately when a mine-network management tech is completed - fix 4411 fix racer and swarm missiles salvo fire timing - fix 4402 armies teleporting across the Black Sea when fleeing while the Turkish strait is closed - fix 4398 allied armies not at war will no longer reduce occupations - added safety code to recalculating angular acceleration to avoid div/0 error - fix 4397, cross-regional defense bonus added incorrectly when an enemy army was in the neighboring region with no occupation taking place - Enforced consistent rule that boost and money can only be used for resupply/repair in the Earth system. Will iterate improvements. - Resupply/Rearm operation will use boost correctly now. Only allowed when in the Earth system. (Not working for repairs yet) - Fixed a few issues with the Infiltrated event chain that could cause the chain never to resolve. - fix army AI getting stuck when it's trying to get out of a battle with other armies of the same faction - 4221 - fix for duplicate objective notifications - Combat AI: - Fixed a bug with withdraw code that made AI ships too skiddish in attempting to retreat when their weapons were damaged. Ships will try to hold on longer and allow for Damage Control to work. - 4383 - fixed mouse clicks going through UI panels and selecting habs while interacting with dropdowns - SimulateCombat() bugfix : Only consider remaining combatants for offensive/defensive weapon frequency computation - SimulateCombat() bugfix : missile weapons do not receive additional impact velocity. Thanks to redwah for finding this mistake. - SimulateCombat() bugfix : salvo weapons fire too much. Thanks to redwah for finding this mistake. - SimulateCombat() bugfix : Offensive vs defensive use of weapons was inconsistent (duplicate commit). In particular, a weapon could be used simultaneously for defense AND offense, making it basically twice as good. Or, it could be used for neither, making it useless. This happened randomly. - fix scaling on Katonda Kuiper Belt Object, should be modelScale = 0.5 in TISpaceBodyTemplate.json - 4360 - fixed hab screen ui displaying incorrect hab when resolving notifications for a hab when hab screen was already opened - 4346 - fixed MC usage not updating correctly when refit completes - correct bad logic in thruster chance to kill missile code - armies owned by warring nations but the same faction will now fight each other if there are no other armies to fight in the same region. (4353) This fixes some cases where invasions got stuck. - fix some additional issues with SPOILER-controlled megafauna and AI attempts to fight it. - fix some issues with army UI path proposals and TIOperationTemplate.DeployArmyOperation() allowed destinations getting out of sync
C (Minor bug) - Various tyops - fix UI text for new hull's maximum armor thickness (units issue) - fix 4489, cons bonus icon display - Move creation of occupation markers to startup to hide the 1.8 second initialization of said markers, which were previously occurring the first time a mission targeted a region - Remove duplicate utility module entries for alien cruiser. Not sure if it caused any issues or not. - Minor typo addressed in Alien Flora project - fix a case where notification close button was being removed due to pending prompt (not directly springing from the current notification) - changed Ratnakaran States region centerpoint so zooming in will get triangle on the screen - fix overactive button detection in the precombat canvas - typo in titechtemplate - 4444 - change mission canvas description text overflow mode from scrollrect to overflow - fix typo in flag bridge description - fix issue with Melbourne region illustration_2 that was causing white background - fixed fps widget not rendering text due to unused font - 4422 - fixed text overflow in hab detail screen - 4424 - fixed operation bar updating and opening when player is handling a forced trajectory change - added some fmod isvalid checks before interacting with events - added audio cleanup for spaceobjectcontroller - 4122 - retain displayed class when clearing ship designer - 4320 - fixed small ui overlap in councilor recruit ui panel - fixed bad syntax in TISpaceShipTemplate.json - 3951: Added 10 z to the combat directional light gameobject of the SolModel prefab. This wasn't a bug, really; the shadows were being cast properly from the light source for the combat, but it was always at z = 0 which led to this weird-looking thing on start. Shadows will still be cast but the angle should make it a little less common. - Fix 4406: Loss of cohesion when below 5 from narrative event is highlighted in Green rather than Red in Cohesion tooltip. - fix 4403 (unused code) - fix 4395, faction currentKnownCouncilors excluding known detained councilors - fixed poor text contrast in hab screen when selecting habs - updated read/write setting on type 2 human ship set meshes, fix missing sparks in construction visualization - fix garble in Plasma weapon description - 4335 - fixed some incorrectly capitalized faction names in ui - fixed bad loc tag for TIArmyTemplate.displayNameWithArticle.AlienInvader - 4371 - fixed shipyard filter not updating properly when leaving refit tab - fix bad lat/long value for new Atlanta region that was causing sea transport to sometimes go via New Orleans sted Charleston
Experience the grand strategy and thrilling science fiction of *Terra Invicta*, where you must unite the nations of Earth to face an extraterrestrial threat. Available now at a special discount, it's the perfect time to take command and defend humanity.
Take charge of a coalition of nations, manage resources, and deploy your fleets to counter the alien invasion. Engage in deep strategic planning, forge alliances, and make critical decisions that will determine the fate of the planet.
Features:
Grand Strategy Gameplay: Unite the nations of Earth against an extraterrestrial threat.
Deep Strategic Planning: Manage resources, forge alliances, and deploy fleets.
Scientific Research: Advance human technology to counter the alien invasion.
Tactical Warfare: Command your fleets in epic space battles.
Immersive Storyline: Experience a rich narrative that unfolds as you play.
Don't miss out on this thrilling strategy experience. Act fast and get Terra Invicta at 30% off during the sale!
Experience the grand strategy and thrilling science fiction of *Terra Invicta*, where you must unite the nations of Earth to face an extraterrestrial threat. Available now at a special discount, it's the perfect time to take command and defend humanity.
Take charge of a coalition of nations, manage resources, and deploy your fleets to counter the alien invasion. Engage in deep strategic planning, forge alliances, and make critical decisions that will determine the fate of the planet.
Features:
Grand Strategy Gameplay: Unite the nations of Earth against an extraterrestrial threat.
Deep Strategic Planning: Manage resources, forge alliances, and deploy fleets.
Scientific Research: Advance human technology to counter the alien invasion.
Tactical Warfare: Command your fleets in epic space battles.
Immersive Storyline: Experience a rich narrative that unfolds as you play.
Don't miss out on this thrilling strategy experience. Act fast and get Terra Invicta at 30% off during the sale!
Until July 11th, explore the depths of space and lead your faction in Terra Invicta at a 30% discount. Also, check out the fantastic discounts on all Hooded Horse titles during the Steam Summer Sale.
Terra Invicta is a grand strategy game where you lead your faction through a perilous conflict with alien invaders. Manage your resources, build alliances, and defend Earth. Check out the latest patch!
From Today Until July 11th
The discounts on Terra Invicta and all other Hooded Horse games are available through July 11th — perfect for enhancing your summer gaming experience. We're excited to see the worlds you build and the adventures you undertake.
An extraterrestrial threat looms as an alien force begins its invasion from the Kuiper Belt, prompting Earth's leaders to form covert factions, each with unique ideologies, to respond to this unprecedented crisis. In Terra Invicta, you control one of these factions — from the militaristic Humanity First to the diplomatic Protectorate or the visionary Academy — navigating complex geopolitical and extraterrestrial challenges.
In Terra Invicta, you lead a faction driven by ideology, not territory. This strategy game shifts from classic conquests to intricate geopolitical manipulation. You'll strategically influence global regions, wielding control over their military, economic, and political capabilities. Command a council of politicians, scientists, and operatives worldwide to enhance your faction’s influence, secure vital space launch facilities, and manage public opinion to unite or divide humanity against the impending alien threat. Your choices will shape the future of Earth and the Solar System in this epic strategic challenge.
Terra Invicta challenges you to strategize on an interstellar scale, offering a profound blend of tactical decision-making and grand strategy. Get it on sale now!
Terra Invicta Build 0.4.26
Hello again everyone! This is a medium-sized patch for 0.4 that updates all our translations for the new content, fixes some crashes and other bugs, and addresses some balance issues players have reported. We've got bigger updates in the works, but those will take more time to prepare. Keep an eye on our beta and validation branches if you want to be the first to play (and possibly break) the latest features!
Patch notes:
Localization
- All translations updated to build 0.4.14. This covers almost all of the new text in 0.4 builds.
Gameplay / Content * You may now cancel repair and resupply operations in progress, and a portion of ships will be repaired/resupplied, and the rest of the cost refunded. They are ordered by quickest job to the longest job to fix, which maximizes the number of ships that can get back in action. A few UI adjustments to support this. * Added comet Pons Brooks to Full Solar System, removed Kowal 2, which doesn't really come into the inner system. Added to Medium Solar System, removed Tempel 2, which stays outside Mars.
Balance
* Clamped strength of pop-scaled event effects to 2x the configured effect. This should reduce the hit to very small nations from wave of fear and similar events * Balance pass to tone down t3 alien missiles * The GDP size modifier on various missions no longer uses the economy score but is instead a separate variable that uses the 0.3 builds power (^.33) instead of the new economy scaling (^.35). This power can be modded in TIGlobalConfig. * Officers will now only promote in combats where at least one ship or hab module was destroyed. Anti-farming measure. * Officer promotion chances will be modified by how lopsided a combat is; the more powerful side will have lower chances of promotion while the underdog will get a bonus. #4342 * All antimatter module granting projects, save those that grant the endgame amat drives, will now grant sufficient antimatter stockpiles to build at least one of the developed object (assuming I did the math right). * Remove redundant photonic computing prereq for quantum computing. Add advanced neural networks prereq in its place. * component armor now reduces internal damage by 25% sted 50% and is immune to being damaged or destroyed as a module (because it's spread throughout the ship). * added First Nation claim on Kamchatka * added North Ural region to that claimed by Great Europa * renamed South Peru breakaway Qullana Suyu Marka and gave it some more claims upon trigger. Thanks for suggestion Discord * adjusted down max armor allowed on ships. Added utility module, Armor Struts, that doubles allowed amount. * reduce 40mm cannon ammo to 2000 * increased hybrid armor density a little * small reduction in max targeting range for smaller alien lasers * added backer hab site * Limited occupation gain from one army to 10% per day sted 15 * flattened scaling of region population/size adjustment effect on occupation speed
Performance * CometController.DoNotDisplay optimization : do not display when zoomed into the surface of a space body that isn't a comet itself * performance / added per frame caching of a ship's functional utility modules, fix issues with too many refreshes of operations bar. Was causing significant slowdowns when a large fleet was selected. * Opening options menu during combat autoresolve will pause autoresolve coroutine * HumanHabPlanner.ManageProspectGoals() optimization : just use an arbitrary hab schematic for comparison. Not necessary to compute the perfect had schematic for each site, it makes no real difference for this decision. * 4319 - removed update from savemenucontroller because JL is a real terror about using Update() when it isn't required
UI * A tech that unlocks new space bodies for exploration will show a probe all button in the tech alert UI that works just like the one in the intel space bodies tab. * Lasers will now show armor pen at 200/400/600 km * hab module tooltip in construction UI will always show base resource cost * combat damage values will show an extra decimal place to account for particle weapon damage
AI * AdjustPerceivedEnemyFleetStrengthFactor() adjustment : capped the maximum ratio to 2. Should prevent AI from being scared into utter submission. * took a crack at reducing AI overuse of crackdown and purge in early turns (focus fire AI only) * AI: alien AI will limit how much exotics it uses for armoring ships so it doesn't overspend. Other changes to armoring calculation, including trying to maintain combat acceleration. * adjust AI priority behavior when cohesion = 0 and when cohesion is otherwise very low during wartime * badly damaged army AI trying to go home to heal won't go into region with enemy armies
Combat AI * Ships now take into account how long it will take them to rotate before beginning evasive maneuvers * Adjusted target engagement velocity * Fixed AI being overly avoidant * Fixed AI charging off into the aether
A * Fixed Texture2D memory leak when cursor image was switched in the UI. This could rapidly inflate memory use when using AI control for ships in combat and we believe it is the cause some end-of-combat crashes that have been recently reported. * fix #4336, crash when looking at fleet operations entry in codex * nullcheck UI icon to prevent a nonreproducible crash found in internal testing * fix crash when trying to loading game during combat autoresolve * Bugfix #4327: Preventing crash when fleets attempt a microthrust transfer to something in its own (or very near) orbit, as the needed alignment will never occur. These transfers are better solved with orbit phasing. * Fix a crash when a fleet bombards a landed fleet in the outback (that isn't at a hab) * 0.4.18 save repair for div/0 education error fixed in 0.4.19
B * fix missing helium 3 mine 2d icon * SingleFleetOperation() bugfix : do not run if fleet is in transfer * TISpaceFleetState.CreateAtRunTime() bugfix : set fleetTrajectoryData.initialDeltaV_mps based on origin fleet data. Not doing this can result in split fleet having 0 deltaV. * fix errors in particle weapon damage calculation. They should be stronger now. * fix bugged viceroy influence calculation * Fix missing adjacency between Jeddah and Buraydah regions * Fixed a bug where AI ships were not properly reengaging combat * AI: PackingDecision.GetChoices() bugfix : use ProspectivePower() for all modules. * AI: PowerDecision.Decide() bugfix : use ProspectivePower() for all modules. * fix missing tail armor slot on alien cruisers. * Fix AI logic error on using particle point defenses, other adjustments to PD weapon selection. * fix logic errors in occupation code. * Fixed combat AI Manuevering bugs
C * weapons with fraction-of-a-second cooldowns will show fractional cooldowns * 4320 - fixed councilor recruit ui where loyalty was covered * Caliphate claim on Buraidah region moved to Caliphate instead of Greater Caliphate project * Fixed a bug that allowed enemy officers to appear in combat UI * fix for long text overflow in apply hab template ui popup * Adjusted Radiation Damage Overflow Text Size * Adjusted overflow for combat damage value UI * fix multiple bad string tags in army names * fix some issues in occupation army UI popup
Terra Invicta Build 0.4.19
Hi everyone!
This is largely a bugfixing patch to handle a few crashes and other issues players have reported since we released the first 0.4 build eight days ago. There should be no compatibility issues with 0.4 saves. Players with 0.3 builds should still switch to the 0.3.138 rollback branch.
We have another patch with additional fixes in the works (already on our unstable experimental branch as 0.4.21), including an important fix to particle weapons damage.
Also: All of the translations are still relying on 0.3 text. We're aware this had led the game to giving bad information in some cases. We're awaiting updated translations for 0.4 builds and will get them in as soon as we can. Thanks for your patience.
Here's the full fix list:
0.4.19
Balance/Gameplay - Mission to Mars now requires Skywatch. Mission to the Asteroids now requires Space Mining and Refining (instead of Skywatch). This is to narrow down the early game decision set, especially for the AI when it's picking techs. - add EU claim on Makhachkala region (Chechnya/Dagestan/Stavropol) with Great Europa
AI - ShouldNotBuildHabModuleRightNow() improvement : considering farm costs to support given module. Currently farms don't have support costs, so this is just futureproofing + mod support. - ManageHabs() adjustment : lowered the rate at which habs are renovated, and increased the improvement requirements - ShouldNotBuildHabModuleRightNow() improvement : added logic to consider the support costs for power modules require to support a given module - GetHabModuleSize() refactor : splitting up into GetPowerModuleSize and GetFarmModuleSize().
UI - nearly identical alert notifications will attempt to stack to reduce multiple repeated notifications (like 5 armies arriving in a region at once) - Combat Radiation Damage UI fixed and reenabled. - external log: armies will only notify arrival in a region if it's their final destination
A - 4292 - fixed crash when opening hab screen ui due to processing recently deleted habs - fix crash when pathing to Turkey by sea when at war with Turkey (4304) - fix a crash when a faction completes a ship at a base another faction has parked a fleet at.
B - fix a possible order of operations error in sustainability damage from region damage - fix calculation error for promoting officers when their attached ship system is damaged (it was usually zeroing out promotion chance instead of modifying it) - synced up some calculations of individual GHG contribution to GW and total calculation (bug #4298) - reduced the allowed mission scheduling duration for 3-week turns from 21 to 20 days, because in March on non-leap years some phase 5 missions like purge would occasionally get canceled because they ran into the next turn (no bug number, totally noticed this myself) - fix garbled template data for planetary tilts, added save repair so everything angles the right way (bug from discorder) - prohibited use of the Declare War option in the "move your armies!" prompt if you just moments ago made peace with the nation asking you to move your armies. (bug 4285) - Some adjustments and fix to combat and the effects of cohesion - fix div/0 error in education priority effect when education gets so low you get infinite education. Note: there is save repair related to this in the 0.4.20 build.
C - fix typo in officer ECM ability - fix army icons vanishing until a refresh when you ally with a just liberated nation whose land you now stand upon (bug 4287) - update description of fission frag drive (discorder) - fix floating point math issue that was showing inaccurate miltech in nations screen (4301) - fixed a UI bug in the remove-your-armies prompt that would say they'd have a > 0% chance of allying with you but the option was grayed out. In that case it will now show 0% (because an alliance violates the allying rules). - fix for some broken visual fleet positions in strat layer post combat and when performing operations - fix missing hab site name at a Centaur - fix sea zone for Diyarbakir region - 4269 - fixed incorrect repeating project cost in ui - 4302 - fixed combat tutorial tips pointing to incorrect fleet command buttons
Modding - added nationalDirectInvestmentCapGlobalMultiplier in TIGlobalConfig to nation direct investment cap calculation for modders (default is 1)