At long last we're releasing our massive bugfixing patch. We know it took a while and we just needed the time to knock out fixes to a number of longstanding bugs and UI and AI deficiencies. Thanks for everyone's patience.
This will be a large download as we updated both our Unity version and some large graphics files.
It should not break saves. (We will increment the second build number, currently the ".3," when that happens.) It may break mods and modded saves.
The full patch notes for builds 0.3.108 through .115 are too long for Steam, so please refer to them here: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29914
This patch is really a host of medium-sized and small fixes and adjustments all over. Here are some highlights:
Features / Balance / Gameplay - Lots of improvements to formations. New formations and improved old formations; Reinforcements will now arrive into the battle in formation; Match Velocity Command now allows you to select your own ships enabling players to form up their ships in the middle of battle. - New Face Velocity Vector Maneuver allows ships to rotate themselves to face along their velocity vector. Great for getting formations oriented in the same direction after targeting different ships. - Two new music tracks! Lots of new event illustrations - Many adjustments to combat autoresolve to promote plausible outcomes - Scads of AI tweaks on hab construction and management, ship design and fleet management, army management - Updates to translations to build 0.3.107
Settings / Modding - Added option for SMAA antialiasing. It's generally not as nice as existing AA, but Radeon cards will default to this as we're trying to fix the "screen of static" bug in combat. - Added option to turn off animated councilor portraits and use static portraits instead. Using this may help stability on low-end machines. - added globalconfig field "savepath" for manually designating a save directory for someone who lacked server permissions to save to MyDocuments folder - First pass at support for audio modding
UI - change to auto camera focus behavior with setting - Naval status tooltip will now list which wars are causing naval blockade, other small text clarification how a blockade happens - Shipyard list will sort shipyards around space bodies before shipyards around lagrange points - right clicking techs will now focus on the clicked tech when the new tree is built. - Ship designer : made table/icon option global. Now, when you select table or icon view, it applies to all tabs, not just the current tab. - councilor auto-cycling during mission phase will now skip detained councilors - added "cycleNextCouncilorWhenAssigningMissions" boolean to TIGlobalConfig. Default is true. If set to false councilors will not cycle when one is assigned a mission. This will eventually be incorporated into the options UI but Caruso is on vacation and I don't want to deal with it - apply short delay to unpausing when notifications that pause appear to prevent accidental unpausing with simultaneous keypress - a planet's fleets list will include fleets around other space bodies in the system at bottom of the list - added UI making clear you can't build a base in alien primary base planetary system - added UI to space object detail showing solar insolation rating and orbital period - Added some info to planet tooltip - clicking on your fleet in fleet detail will now take you to faction-filtered fleets screen. clicking on enemy fleet will now filter factions as well. - The little resource chevrons now have a king for a best-of-the-best flag - # narrative events now ranges from 0 to 10 in startup options sted 3 to 7. 0 will disable all non-required events - Add some more visible numbers to ship/fleet lists - ship class list now shows assault value, combat acceleration and number built and under construction - right-click army movement now requires the shift key to activate. Added tooltip to point to this. - split fleet list will show each ship's assault combat value, also fixed tooltip - Ship designer now supports setting initial fire modes for ship designs - Reversed the order of the module tabs to correspond to the ship cross-section - tech tree changes, cost sorting - added zoom-out to tech tree UI (shortcut ctrl + mousewheel) - added option to hide fleet and hab orbit trails on fast game speeds. - added option to leave UI panels open when focusing councilor during start of mission phase - kevin also thought it was super-important to mention that we fixed a bug in which hyphens would cause slight text resizing in some UIs, which was really annoying JL in the research screen. Terra Invicta nation salutes you, Kevin.
That's far from everything. We also have a few more fixes in the pipeline that didn't get sufficiently tested to make it into this patch. We'll be putting them on our validation/beta branches soon and hope to update this main build quickly once they are stable.
We're also getting underway adding a number of new features to the game for our 0.4 builds. First up is a number of additional regions and nation on the world map to provide a richer simulation of geopolitics during the alien arrival. We've got some other fun things we'll show off on our Discord as we get them working in our internal builds.
Thanks as always for everyone's support.
Nominate Terra Invicta for the Steam Awards
With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Terra Invicta for the Labor of Love Award.
Terra Invicta has been out since September 26, 2022, and since then we’ve continued to improve the game with a number of updates. In all, we’ve added the following:
Hundred of bug fixes, balance improvements, and refinements to the game
Campaign customization options
UI upgrades across the game
Dozens of new narrative events
Brazilian Portuguese and Polish language support
And much more!
We wouldn’t be here if it weren’t for you, the community, supporting our game throughout development and with each update we’ve brought to Terra Invicta. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button that’s part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.
Thank you,
The Pavonis Interactive Team
Nominate Terra Invicta for the Steam Awards
With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Terra Invicta for the Labor of Love Award.
Terra Invicta has been out since September 26, 2022, and since then we’ve continued to improve the game with a number of updates. In all, we’ve added the following:
Hundred of bug fixes, balance improvements, and refinements to the game
Campaign customization options
UI upgrades across the game
Dozens of new narrative events
Brazilian Portuguese and Polish language support
And much more!
We wouldn’t be here if it weren’t for you, the community, supporting our game throughout development and with each update we’ve brought to Terra Invicta. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button that’s part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.
Thank you,
The Pavonis Interactive Team
Hooded Horse Strategy Publisher Sale
Hi everyone! Terra Invicta and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!
Fixes localization error in the top-bar resource report that omitted stockpile value of several resources in German, French, and Traditional Chinese versions. It will now correctly show stockpile + income as intended.
30% Off Midweek Deal
From now until September 4th, you can get Terra Invicta at 30% off as a Midweek deal! We also just released a major update allowing for customization of campaign speed: https://store.steampowered.com/news/app/1176470/view/3641776412157466425?l=english
Patch 11 (Campaign customization and translations)
Hi everyone!
Today's update adds a new feature set we've been looking forward to getting out to players -- campaign start options. These will allow you to customize both the pacing and the difficulty of the campaign to your liking. Specific options include control over:
* Global research speed * Space mining productivity * Alien progression speed * National investment rate * Frequency of narrative events
In addition, you'll be able to customize your starting councilor professions and which enemy factions will be in the game in addition to the aliens and their human supporters. You’ll also be able to grant the AI certain bonuses for an added challenge.
While these features have been on the to do list for a while, we have taken note of player feedback about the length of the campaign and overall pacing, and it is our hope that these options will allow you to tailor your Terra Invicta experience to one that fits your expectations and available time.
In addition, we’re delighted to announce the inclusion of two new translations in this patch: Brazilian Portuguese and Polish! These and the existing translations have been updated to version 0.3.99 (the last patch in July). We have seen interest in other translations of Terra Invicta, and while we don’t have anything to announce, please know that we’re reviewing and discussing other languages to determine if they are feasible for us to include.
The patch adds a host of other bugfixes, balance adjustments, and visual improvements. The research AI has been overhauled. A number of Solar System moons received gorgeous 4k textures. You can now build heavy fission reactor modules on your habs, which serve as an upgrade to existing fission modules before you develop fusion. In combat, there’s a new missile salvo fire mode that lets you fire a portion of your missiles without having to manually turn off or detarget the weapon system.
We’re already at work on the next patch. As always, we invite everyone to leave feedback on our Discord or the Pavonis forums. We also monitor the Terra Invicta Reddit and Steam forums. We learn so much from players reporting their experiences and sharing tips and strategies, and it does have a major impact on how we move forward with improving the game.
ADDENDUM: A couple more notes -- The full patch details are here.
Also, this patch isn't the final word on campaign options and overall pacing. We still plan to look at the late game challenge and mission phase frequency, among many, many other things.
Hotfix (build 0.3.99)
0.3.99
A - fix crash when AI tries to design ships before it has developed any hull-granting projects. This appears to be the cause of the random-seeming crashing people reported since .98 went live. - 3528 - fixed crash caused by combat fleetcontrollers not removing destroyed ships from activeshipcontrollers
B - Fix Earth STO lasers not initializing with correct technology, fix bug that was allowing UV lasers being installed on Titan's surface - Fix player reinforcements not responding to AI control
C - fix for visible surface habsites in combat - fix for priority dropdown list not setting the drop down check mark to "custom" when using a custom proiority configuration