Terra Invicta cover
Terra Invicta screenshot
Genre: Simulator, Strategy, Tactical, Indie

Terra Invicta

Terra Invicta is On Sale for 30% Off!

Terra Invicta is 30% off today as a Daily Deal on the Steam front page, with the discount lasting until April 28th. Command a faction amidst Earth's clandestine war against a looming alien threat. Will you resist, collaborate, or capitalize on the chaos? Your strategies will determine humanity's fate in this grand strategy simulation.

This is a fantastic time to get into Terra Invicta, as we are releasing our biggest update yet. Here are some key features you can look forward to.

  • Geoscape Enhancements: The Geoscape has been extensively revised, with over 80 new regions added and multiple nations redefined to better mirror current geopolitical boundaries.
  • Greenhouse Gas System Overhaul: A new "sustainability" rating has been introduced for each nation, bringing a detailed and realistic approach to managing environmental impacts.
  • Weapon Technology Streamlining: Weapon tech has been consolidated, merging multiple sub-technologies into fewer, broader categories to streamline progression and simplify decision-making.
  • Habitat Functionality Improvements: Key changes have been made to habitat operations to improve their interaction with the game’s strategy elements.
  • Celestial Updates: Comets have been added to the solar system, enhancing visual appeal and strategic resources. Neptune’s appearance has been updated for greater realism.
  • New Invader Ship Models: The introduction of several new invader ship models adds complexity and variety to space combat scenarios, challenging players with fresh tactical dilemmas.
Read more about update 0.4.18 in the latest dev log.
https://store.steampowered.com/news/app/1176470/view/7571188824222972839?l=english
https://store.steampowered.com/app/1176470/Terra_Invicta/

Major Patch 13: Earth regions, comets, ship officers, climate change, and more

Hi everyone! Terra Invicta version 0.4.18, our biggest update in some time, is now available for all players on Steam.

VERY IMPORTANT: The 0.4 builds break 0.3 saves. This was unavoidable in development so we could bring you these new features. But not to worry! You are free to continue playing 0.3 saves by rolling back to version 0.3.138, which you can find in the PROPERTIES -> Betas menu inside Steam. It will be available indefinitely.

Thanks to all our players who spent time trying out the build and helping us hunt down bugs and giving us feedback -- with an extra shout-out to the researchers, veterans, and generally well-read folk, as well as a particular nuclear engineer, for lending us their expertise and keeping many aspects of the game in the realm of plausibility. We’re ultimately a small team making a big game, and the support of our players during EA makes this a better game for everyone. We encourage everyone to join our Discord to take part in the feedback process.

And there’s more to do. No doubt there will be bugs to fix and things to balance in future 0.4 patches. We’re also working hard on new gameplay features and also the UI and AI improvements we know the game needs before we can take it out of EA. (We do shout ‘git gud’ at the AI every single day, but we think it’s ignoring us.)

Here’s some of the new features you’ll be able to explore:
• More than 80 regions added to the Earth map, with changes to meganations and new breakaways. Switzerland, the Netherlands, Serbia, Moldova, Latvia, Lithuania, Estonia, North Macedonia, Albania, Lebanon, the Republic of the Congo, Ghana, Malawi, Cabo Verde, Uganda, Djibouti, the United Arab Emirates, Sierra Leone, Liberia, Papua New Guinea, Palestine and Somaliland are now in the game as separate nations. Many larger nations also gained multiple regions.

• Large comets now roam the Solar System, growing tails as they dive toward the sun. They may serve as good sources of water and volatiles in the relatively arid inner Solar System if you can colonize them. We also added new moons astronomers announced around Uranus and Neptune (and gave them more imaginative names than their current catalog numbers), and updated the Kuiper Belt with the latest information about that distant region.

• Your ships will now gain named officers as a form of experience. You can promote 15 officer classes, including admirals, captains, and weapon officers, who all grant different bonuses as your fleets take on the alien (and human) threat. Most officers will spawn and improve during battle.

• Significant rework of climate change mechanics so they better reflect how economies and greenhouse gases relate. Nations now all have a “sustainability” rating that marks how much more or less GHGs the nation generates than one would expect for its population and economy. The Welfare priority improves this rating until it hits a maximum (which will require numerous technological developments and a great deal of effort), at which point it will begin to remove GHGs from the atmosphere. Refined natural uptake mechanics for various GHGs. It gets harder and harder to improve the rating as you get close to zero emissions.

• Overhauls of the fusion propulsion tree with more clear lines of progression, along with condensing weapon and electrical propulsion development. Dropped a few drives in favor of more interesting fusion systems.

• Complete rework of particle weapons. In rough order of progression, there are now e-beamers, ion cannon, neutral particle cannon, antimatter cannon, and the deadly neutron cannon. Some of these can do a measure of normal thermal damage, but they all also can penetrate normal armor to do radiation damage to "soft" systems -- computers and crew. While particle beams are unlikely to kill a ship, but can disable critical systems. And eliminate those poor officers.

• You’ll see three new alien ship classes – their versions of the escort, monitor and cruiser.

• Updated targeting mechanics in combat. ECM modules now have a chance to add a forced cooldown on any weapon newly targeting the ship with the ECM. (ECM still has a chance to disable missiles immediately before they strike a target, although this functionality no longer affects nuclear and antimatter missiles; they just explode.) Added targeting computer module for ships to overcome enemy ECM. The duration of the cooldown depends on the internal success-failure roll.

• Rework of internal ship damage mechanics so damage can exit a ship under certain circumstances and not be applied internally. This is typically for kinetic/penetrator/beam weapons with a small point of contact; explosive warheads, nukes, and antimatter weapons are immune to this. This should make ships somewhat more survivable and give explodey weapons a larger niche.

• Rebalancing of terrestrial warfare mechanics to better simulate long grindy wars of attrition alongside rapid invasions against a significantly weaker foe. Invasions of near-peer nations will be more difficult and take longer. Occupations of large and highly populated regions will take longer.

• Rework of priority mechanics so many priority benefits that affect national stats now scale with the population of the country, so working on GDP or inequality in China will go slower than working on it in Botswana. This gives meganations more trade-offs as you form them and smaller nations more agility in improving conditions there. The Advise councilor mission has been significantly buffed in how it improves a nation’s economy while active, so pointing your high admin councilor at your meganation capitals will help offset the new challenges big empires are facing.

• A host of new weapons and modules for your ships, including the 40mm autocannon, siege coilguns, the flag bridge, the salvage bay, and several new high-performance missile systems. The aliens also got some dangerous new toys to play with in the late game.

• Adjusted the relationship between the mission control resource and mining. Small hab cores cost more MC and huge habs cost less. Mine modules cost none, but the cap on how many mines you can have without paying mission control has changed from a per-planet to a per-mine basis. That cap now increases with technological advances. Mars also increased to 25 hab sites.

There are plenty more adjustments to various mechanics and tools, but this is already really long so we’ll let you discover the rest, or you can review our running patch notes here: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29923&p=58150#p58150

If you have any crashes or other bugs to report, please post on our Discord (https://discord.gg/XBVqMZU) or send us an email at support@pavonisinteractive.com with your save, the files Player.log and Player-prev.log from the directory %HOMEPATH%\AppData\LocalLow\Pavonis Interactive\TerraInvicta, and a list of steps to cause the crash.

A few known issues we’re still working on:
• You may hit a prompt that notes the AI has screwed itself up and asking you to send us a save. This may happen at the campaign’s start. There’s a couple of rare bugs in there we’re trying to run down and fix.
• We’re still getting the UI that reports damage from ionizing radiation to enemy ships in combat up and running.

Hooded Horse Spring Sale

Hello! From now until March 21st, you can save 30% on Terra Invicta, and get great deals on all other games published by Hooded Horse during the Steam Spring Sale. Come check the game out!



Terra Invicta Build 0.3.134

This is another bug fixing patch as we prepare our 0.4 builds for our beta branches.

Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.

We continue to investigate crashes for a subset of players related to the animated councilor portraits. If you are getting frequent crashes when selecting a councilor or opening the councilor screen, please toggle the Settings-Graphics "Use Councilor and Leader Videos" to off.

A
- Fix For a notification leader video playing when video setting is turned off; this was causing a crash on Proton/Steam Deck
- Attempt at missile target crash fix #1387
- 4119 - fix crash when resolving some fleet notifications
- Another attempt fix for rare crash in combat coming from OnArmorHit
- 4118 - fix crash when viewing fleet screen due to unusual trajectory data
- fix for crash when last station is destroyed while construction ui is opened and trying to build a ship
- 4106 - fixed crash when assaulting and capturing an enemy hab with ships under construction while viewing the hab.
- 4102 - fix for ship duplication issue & fix for crash when a fleet is deleted before resolving notification which merges deleted fleet
- 4103: Prevented NREs when a trajectory lacks a destination, which happens if the trajectory ends with lithobreaking or goes interstellar.
- 4104 - Fix a crash when an invalid fleet is assigned as pending to an AI goal and not previously cleaned up properly.
- put in some nullchecks in UI for orbitStates when looking at fleets with complex trajectories to fix a reported crash
- null check to deal with a race condition when a hab dies and ship's targeting it try to clear their targeting data
- null checks and warnings for ship vector thrusters
- 4041- fix visual bug when refitting an entire fleet that you are viewing. It is possible this is associated with a crash that was reported that we couldn't reproduce.

B
- fixed an issue where setting formation focus Left or Right would be reversed when on the defending side
- Event fixes -- jeez Ben, I guess it's back to cruddy patch notes from you
- fixed visual bug where captured enemy hab still shows models under construction until rezooming on hab again
- fixed bug when trying to cancel ship construction after re-entering construction screen
- fix armies firing while at sea at armies in region they just departed
- Event Fixes for Revolt
- Nation must be extant to be a valid target for Breakdown in Civil Order
- Fixed a bug where trajectories that require too much DV could report "Code Path Not Implemented" instead of telling you to use larger propellant tanks.
- fix one-sided rivalries with breakaway parent occurring when allying with a breakaway, now properly two sided
- address 4061, mark update of alien hate meter when contact initiated with any faction aliens are willing to trade with (instead of veryProAlien), update it again if any trade processed with changes. Also fix it when capturing an alien hab.
- claims-granting projects with requiredNation setting will now have a chance to trigger when that nation is created (meaning you'll roll monthly chances for it to be available to research). If this had been the last requirement for a project to trigger, it was only triggering on save repair code during a load.
- Autoresolve combat does not result in TISpaceShipState.PostCombat() being called, preventing some repair functions from triggering. Issue #4066
- fix broken dataNames for two events
- fix missing publicity settings on wet bulb event
- FactionGoal_Fleet.LookingForFleet : Deleted or empty assignedFleet now counts as not existing for the purposes of this property.
- InvasionCombatValue() : Formula did not account for number of armies per module. This resulted in the system requesting too many assault carriers.
- FactionGoal_InvadeEarth : use scaled default desired combat value. Previously, it was using its own formula that was overestimating the amount of force needed. This should tone down invasion aggression to intended levels.
- AssignIdleFleetsToGoals() : Don't add a new invasion goal if you can join an existing one.
- AssignIdleFleetsToGoals() : Creating too many SurveilEarth goals bugfix.
- 4089 - adjusted incorrect refit costs when changing only drive or power plant
- Bugfix #3994: Fixed inconsistencies in whether we knew that an enemy fleet was going to transfer. These were causing Code_Path_Not_Found errors in the Master Transfer Planner.
- 4097 - fixed ship construction having incorrect times due to cached resource value
- fix some wonky calculations in climate change math. again ... this climate change will be the death of me. It was leading to NAN errors in extreme cases, usually with a certain mega nation.
- loosened requirements for using torch trajectory math in outer solar system, it was defaulting to impulse trajectories incorrectly on lower-thrust ships and giving the AI fits about travel time.
- Quite a bit more AI work to get the AI sending assault carriers to Earth consistently. Fix issues with escorts and loosen some rules about how these fleets are built.
- make sure AI puts enough thrust on army carriers and a few other noncombatants.
- #4034: When intercepting another fleet, we need to be able to pay the DV costs of the rest of its transfer, as we'll be following it by default. But, we don't always know if a destination fleet has a transfer. Namely, enemy fleets aren't kind enough to tell us that they'll be launching in the future. The code to determine if we know if a target fleet has a transfer was inconsistent when the target fleet is launching at the same instant as we are calculating an intercept. This could cause us to think we have a valid transfer, and then have it fail due to lack of DV momentarily later. That's now been corrected.
- Further fix for #3982: On abort, if we're past the arrival date of the trajectory, and the trajectory has a destination orbit, we arrive at said orbit instead of generating a new orbit from first principles (which is appropriate for adhoc orbits).
- 4035, 3863 - fix for projects completing twice in rare situations, leading to doubled benefits
- 4012 - fixed bug allowing ships to be split from an ongoing repair&resupply operation
- 4039 - councilor video setting toggle now applies to leader videos
- Fix error that was halving the reported pursuit distance in precombat chases. This affects balance and high-DV ships will have a sqrt(2) easier time escaping.
- 3933 - refits no longer charge refuel cost for propellant tanks being removed in the refit
- fix typo in pherocyte resistance effect, will fix three projects that weren't providing defenses when they should have been (one Initiative-only)
- fix for good vs sneaky councilors being swapped

C
- fix a few typos, clarify one of the solar kits best use text
- fixed a bunch of prematurely cut lines for voice English-Arabic-1
- Loc Fixes for Infiltrated
- fix bad eccentricity value of 325 Heidelberga. Props to the player who actually noticed it was wrong.
- fix for visible skybox seams
- fix for construction sparks not being correctly positioned to ship
- fix for finder opening over large UIs when the selected asset is unselected
- fixed typo in event_infiltrated_Influence_1
- codex will note defend interests partially works on Enthrall Elites when EE is available in the codex, and not later
- required power plant info will use "molten" consistently instead of mixing the terms molten and liquid interchangeably

Modding
- adding empty dummy function to use as a safe entry point for UMM DoorstopProxy

Content
- new event illustrations

AI
- Change default mothership role to short-range.

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Terra Invicta Build 0.3.125

This is a primarily a bug fixing patch as we continue developing new features for our 0.4 builds.

Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.

Feature
- You may now autoresolve a battle from any point during combat.

UI
- Rework of campaign start screen to make accelerated campaign a default start option to help people find it

Balance && AI
- adjust extended pursuit costs when enveloping and enveloping faction has more acceleration than fleeing faction -- it costs zero for everybody in this case. (Defender sees it is enveloped and just engages one of the enveloping groups)
- FactionGoal_AttackWithFleet.IsDuplicate() : Do not allow multiple attack goals for the same target in any circumstance. Previously, multiple attack goals for the same target were allowed if the target was a fleet. This was leading the AI to spread out its resources too much.
- AI will focus more on building offensive fleets and high-importance goals

Content
- New event illustrations
- New backer org, Goddard Space Flight Center

Critical Bugfixes
- 4032: fix a crash introduced in 0.3.123 in fleet/councilor transport AI
- 4030: fix for crash when setting homeport on default target when docked at an enemy hab
- fix nre when viewing construction screen with ships being refit
- fix a UI crash when clicking on a fleet going to a lagrange point, 4018
- attempt fix a ship visualization controller crash by nullchecking its fleet (Discord report)
- fix a crash when an invasion fleet escort considers taking over the secufre earth space goal (new in .122)
- Fix two misconfigured GDP effects that would cause a crash in some cases if an event target was in space, or otherwise direct GDP damage to the wrong nation
- Bugfix #4014: When fleets maneuver, they alert any fleets that were targeting them, or targeting another fleet near them. This avoids abuses where a player (or AI) splits a fleet and moves the majority away to avoid a confrontation. It could also cause a targeting loop (where fleet A and fleet B are transferring to each other, or A->B->C->A, etc.), which leads to stack overflows and other unfortunateness. This is now fixed: if you take a large fleet escorting a smaller one and use to to intercept an attacking fleet that's targeting the smaller fleet, that attacking fleet will not change targets to the large fleet that's inbound against it.
- TISpaceFleetState.PostCombat() : Do not add change trajectory prompt after battle if !canStartNewTransfer. This avoids crash where the trajectory panel cannot find any valid transfer targets.
- 3955 - fix for combat listener persisting and causing crash in strategy layer
- also attempted fix for nre when trying to play weapon destruction vfx with no shipviscontroller
- fix startup crash when a fleet that should have arrived at its destination has not arrived and the game aborts the trajectory. This doesn't fix the underlying bug (3982) but does prevent the crash.
- fixed some awful logging bloat from alien bombardment of player assets that may have caused a crash
- NRE fix in shipweaponviscontroller listener
- 3992 - fixed crash when clicking on newsfeed notifications through loading screen
- fix crash caused by merging fleet via notification after combat started
- fix crash when an AI fleet attempts a pursuit in a deep-space engagement when it lacks the DV to bid on the pursuit
- Attempt fix a crash when a dead or dismissed councilor is the target of detain/kill event effects
- fix #3926, crash when clicking on a detained councilor in the enemy faction intel panel
- fix for 3929, crash on race condition post bombardment
- fix crash when a Servants fleet has its destination transferred to an alien fleet (whilst chasing a third fleet) and a logic error sets up a combat between the Servants and the aliens.
- Added verbose logging for reported crashes related to councilor animations;
- Added null ref checks and debugs for hab coroutine crash
- 2622 - fixed crash when turning off compressed saves in main menu and using continue button when Exitsave does not exist
- save repair for bad ship in fleet. Don't know original cause

Serious Bug Fixes
- PostCombat() : choose new trajectory prompt not triggered despite fleet capable of transfer bugfix. New bug for 0.3.123.
- fix AI shipbuilding difficulty setting not working; should make cinematic easier and veteran/brutal more challenging
- AIWillJoinOffensiveAllysWar() : added condition to allow joining an ally's war even if nation is already in a war. Condition being that the allied offensive strength significantly exceeds the defender's strength.
- PlanMissions() : Prefer joining a war rather than starting a new one. Issue #3971. Given the option between joining a war with a given nation, or declaring a new separate war with the same target, if both options have the same score, or joining is scored higher, the AI will now always join rather than start a new war.
- ScorePolicyOption() : apply nationPayoff to joining a war, not just starting one. Issue #3971. Previously, when starting a war with a nation, the decision received a scoring bonus relative to the nationPayoff table entry for the target, however the same bonus was not applied when joining a war, resulting in the join war option having almost zero value relative to starting a separate war with the same defender. As a result, AIs were very unlikely to use a set policy mission to join a war. I've added the same scoring bonus for joining a war.
- AlwaysEndConflict() : check if a war exists before checking alliance war armies. Issue #3971. AlwaysEndConflict() contains a condition that checks the war alliance's army counts to see if either side is capable of fighting. This has the unintended side effect that if there is no war (which occurs during prospective war logic), AlwaysEndConflict() always returns true.
- GetBestOperation() : Do not transfer to hostile hab/fleet to pick up a councilor.
- TIHabModuleState.CanPower() : remove PowerFirst restriction. Previously, there was a rule that you could not power a module if any unpowered PowerFirst module existed. This can result in a situation where the player has power available but can't use it because of a PowerFirst module that can't be turned on anyways.
- UpdatePowerManagement() : constructing PowerFirst modules causes existing modules to lose power bugfix
- Invalidate AI attack goals against fleets that are crashing into something or leaving the solar system
- More work to control invasion carriers flitting off and not invading
- PowerDecision : include hab automation in cache key; This fixes a bug where automated habs were causing the cache to believe there was no power modules available for non-automated habs.
- AIEvaluators.SystemFleetStrengths : Associate intercepting fleets with their origin system. This prevents interceptions causing the system to temporarily appear undefended.
- AliensCheckGoals() : Only order a maximum of three attacks per system applied now to aliens defending beyond Jupiter
- orbital core build time to 60 days for consistency with other core modules
- Probable bugfix #3940. We track whether a fleet's been launched in two places: operations onCompleteDate, and the trajectory's launch time. This bugifx prevents them from getting out of synch. That said, the worst desynchs that I was seeing was only a dozen milliseconds -- not the hours or days that were causing visible bugs. This should fix those larger desynchs if and if and when they occur.
- OnForceTrajectorySelectionUI() : changeTrajectoryConfirmButton interactable when it should not be bugfix.
- 3983: fix starting space program IPs for several nations which were intended to have fractional progress toward a space program (Canada, Congo, Argentina, Algeria, others)
- made some other bombardment related performance improvements involving inactive visuals getting pinged to update
- AICouncilorMissionPlanner : Orbit-deorbit loop due to Seize Space Asset bugfix. Issue #3973
- additional fix to climate change GDP damage math
- Steal hab achievements should now trigger properly
- Fix exploit where you could repair ship for free by doing a cheap refit; refitting now includes a repair
- Updates to power management to get more modules on automatically
- AIWillJoinOffensiveAllysWar() : checking faction interest of wrong nation bugfix. Issue #3971
- Fix a logic bug in code intended to prevent AI councilors from doubling up on certain missions (like multiple defend interests in the same place)
- Add AI logic to prevent aliens from making peace when they just started invading
- Add AI fleet logic to sit tight and wait if you have a goal targeting a fleet heading your way but you can't reach it. Previously this executed "give up on goal because you can't reach it" code.
- Fix AI behaviors when sending a fleet to invade Earth and some army carriers are running late; previously they are ending up on other goals, which is weird. The code also tries to get these carriers escorts from the original invasion fleet.
- fix enemy probe alert spam for reals this time
- Performance: release fmod resources allocated by projectiles, weapons, explosions, and councilor vo lines when finished
- add notinirradiated to orbital hospitals and space resorts consistent with the rest of those module lines
- Fix a serious AI error that was causing it to discard invade earth goals when an escort for the carrier was built before the carrier. This was causing slow or absent launches of assault carriers to Earth.
- Bugfix: If a fleet is in an involuntary transfer to a higher barycenter, and is being ordered to transfer to its current barycenter, the transfer planner didn't look far enough into the future for potential transfers and erroniously treated it as a single-barycenter transfer (which is only accurate in the short term). The specific bug involved a low acceleration fleet on a hyperbolic trajectory leaving Mercury's sphere of influence. It was trying to return to Mercury orbit, and couldn't, as we weren't checking transfers that start after it achieved solar orbit.
- fix issue with notification settings preventing alerts when newsfeed is turned off (#3947). This also fixes spam of enemy probes arriving at space bodies.
- will enforce the 1000 person minimum for a region in a second location (#3950)
- fix / remove responsibility to nation/faction being assigned in nuclear weapons events, which are explicitly covert or by a third party. This was causing unintended atrocities to be assigned.
- fix some AI logic bugs in founding bases on the moon and near the Sun.
- fix .119 bug allowing envelopment with full fleet when you have superior acceleration. Now envelopment requires a minimum of 3 ships and has a minimal DV cost again for all ships on both sides.
- fix failure to re-cache naval freedom status when a new navy is built. This was preventing some legal war declarations without a restart.
- Corrections to GoodvsSneaky event. Referenced councilor (and their respective outcome benefits/penalties) were switched around to have things make sense when the event appears in-game
- fix logic error allowing servants to target nonextant alien facilities and UFOs via dropdown
- GetBestOperation() : do not undock if its unsafe. Prevents another dock-undock loop
- Added some additional safeties to prevent fleets from having no trajectory while having a transfer plan component.
- 2839 - attempted fix for bug causing game resolution to sometimes change to Windows resolution when loading games
- Autoresolve() : ships must use at least one weapon for offense. This prevents battles being skipped in some cases due to no weapons. Also prevents blowouts where one side has no offensive weapons.
- fix bug in intel screen showing one fewer enemy faction councilor than present
- fix UI buttons on region status icons and control points weren't triggering reverse-councilor-targeting process in mission phase

Less Serious bug fixes
- fix #4008, inconsistent description of hydra language
- enemy probe arrives log default set to no alert, just newsfeed
- 4000 - fix for tooltips sometimes displaying in a smaller font than necessary
- 1542 - fix for finder not saving hab filter correctly in saves
- ArmyPathController : incorrect path shown for certain deployments bugfix. Issue #3989. When the AI chooses an army deployment, it does not activate the DeployArmyOperation's pathing capability. This may result in the visualization showing a different path than actually used.
- Space objects orbiting the Sun should now disappear more quickly as you zoom out in the Solar System. This should reduce some of the sunward clutter when you're looking at the outer planets. More work needed
- fixed a couple more voice line cutoffs
- 3962 - fixed text wrapping issues
- removed "Morning Glory" from list of flower-based potential generic org names because I forgot to check urban dictionary
- Change to use the display name with article for advising missions
- Minor grammar change to denote the usage of either Earth resources or space resources for founding a hab
- When a faction gains a hab sector resources will be dirtied so UI updates #3995
- 4001- fix UI bug after renaming ship in individual ship UI
- fix a bunch of bad grammar in event text
- fix some Russian breakaway names
- antimatter harvesters will now appear under antimatter heading in module selection UI
- fix 3937 / pips overlap with "can sabotage" icon in faction intel tech UI
- 3909 - fixed incorrect icon path for narrative event resolution

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In 2023, Terra Invicta released six updates. You can revisit each update note here:


Hotfix (Build 0.3.118)

Terra Invicta 0.3.118

UI
- intel projects UI will highlight projects you can sabotage
- Combat: update command panel when maneuver completes

AI
- AI will work harder to build armies when at war

Content
- new illustrations

Performance
- Performance improvements for waypoints in combat

Fixes
A
- Fix crash when negative weights are passed to SelectRandomWeightedItem. Responding to reported crash in AI tech selection.
- Fix a .107 crash when a destroyed hab is checked by AI goals to see if it's an appropriate building location. It's possible this was prevented somewhere between .108 and .115 and this is an additional safety check.

B
- fixed how math works in yearly-to-monthly calculation for economy hit from global warming
- SingleFleetOperation() : do not undock bombardment fleets from station unless fleet is actually at target location. This change prevents fleets from undocking (necessary for bombarding if you are already in an interface orbit) from their station simply because they have an bombardment goal - they must also be at the target space body, be in an interface orbit, and be ready to bombard.
- AI fix one army lying to another that it's going to join it on an invasion when it's actually gonna sit tight defending the capital
- work on AI code for duplicating missions, especially mult stabilizes for low-unrest nations, applies also to automated councilors
- fix some pursuit DV costs not being charged
- AI fix some conflicting logic in determining whether to bombard
- fix ally of breakway able to end rivalry, added UI text to explain
- The event Infiltrated Exposure now only exposes a single agent instead of the entire faction
- fix for full deck achievement not unlocking when recruiting 6th councilor after acquiring 2 turned councilors
- Removed part of the structure test node check that could have been turning off the AI if a ship was sufficientially damaged. This meant it could never withdraw.
- FactionGoal_Fleet.SavingForTarget() : do not select obsolete ship designs. Had one instance of this issue preventing aliens from building assault carriers.
- fix region damage not causing atrocities

C
- Minor adjustments to Pretenders narrative event
- fix secede terminal command
- adjust caliphate flag so it has a slight gradient and doesn't look like a hole in the UI
- fix for resolution dropdown always having first option selected instead of the current resolution
- fix cost report on repeatables when research scaling is in effect
- antimatter drives will no longer be considered "nuclear" drives for the purposes of spiker compatibility
- fix statement in escape objective
- fix bad textures on alien drives in skirmish when they are added to a human faction fleet
- fix some untrue "we'll only alert you once" messages in notifications
- update text about how to trigger near-peer rivalry cohesion gain
- fix for goto button on notification after merging ship into another docked fleet
- QOL change for match velocity targeting
- ToCommaSeparatedString() : commas not appearing sometimes bugfix
- fix Iberian Male 2 voice being too loud

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