Game Feedback / Bug Reports

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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BrainfartBuck
Posts: 2
Joined: Tue Feb 25, 2025 11:25 am

Game Feedback / Bug Reports

Post by BrainfartBuck »

Here I am going to list some Feedback/QoL/Requests not everything that I list here will come form me (probably) Though i will only add a community comment if i have also personally experienced a suggested issue. i did a similar list to this last year and some of the things in that have been implemented while that could of been coincidence I thought it was time for a new one anyway. Note I am currently playing in the open beta branch and am generally very happy with how the game has progressed in terms of development so please don't look at this as a massive rant its simply things i (and others) have noticed while we play.

QOL/Features:

·Would be awesome if when u hit "upgrade" on a design it showed a little pulsing marker next to a component that upgraded and when hovering over it it would say what it was before. having that instant feedback would feel sooo nice and would assist new and old players in understanding what changed when they pressed the "Upgrade" button.

·A complete overhaul of the Design screen this could be made much easier to read and understand, i can understand it back in DW:U but using the virtually the same design screen here too? i know the old saying if it aint broke don't fix it but.... its kind of broke and new players brains melt looking at it. :p

·When double clicking to go to a target don't Default to zoomed right up close, just centre player camera at whatever zoom level they are at on desired target. Especially an issue late game when the game zooms you into a large fleet battle and u have to sit in a huge lag spike only to want to zoom out again anyway.

·Allow us to retire a whole fleet at once, i was massively over budget with ships once and i had had to go through my fleets 1 ship at a time to retire them, was quite surprised I couldn't retire a whole fleet with one click. (yes I know u can go to military tabs and sort them by fleets there and mass retire individuals but then if u don't remember to disband the fleets too the AI will top them up again).

·Individual flag and colours, Better Colouring Options (Sometimes Hard to distinguish between similar colour factions), The new outline around the borders of the empire has helped but more customisation for players? Yes please. :)

·Automation/Policy Settings Templates That can be loaded across new games/swapped in and out during gameplay, for example i could have a template for Early/Mid/Late game or maybe i want to walk away for abit and leave the game running on "rule in absence" then come back and reapply my previous settings with just a couple of clicks.

·Add an additional tab to the characters screen "captured", and enable us to directly engage into diplomacy from that screen with the faction holding our spy, this would be MUCH more intuitive for new players. It took me AGES to figure out that u had to change the filter from "non-Spies" to "All" just see who had your captured spies, before that i went though each faction on the diplomacy screen to check who had them. ( i know it tells u on the pop up when it happens but lets be honest 90% of the time they go unnoticed)

·"Army Templates" Can't we just choose how many troops we want them to build instead of a Percentage? Just like the Fleet templates. Perhaps integrate that in to a automation setting. E.g New colonies build 5 infantry. Garrison Yes/No. (This one just came to me you can probably tell a good solution hasn't come to me yet but i have never once felt like the Army template is helpful, Maybe just a me problem *Shrug*.)

·Change "Top up fleet" so we can choose where the additional ships will be built, currently it works well in early game but once into mid/late game having ships coming from across the galaxy to top up your fleet is not exactly ideal :p.

·Auto Design's that actually use boarding pods not sure why but anytime a ship design is changed to auto it removes all boarding ability. i seem to remember Erik mentioning something about improving the automation in that area so maybe this is already being fixed?

·In the "New colonies & Outposts" Tab please add a "Show In Range" filter. E.g "show in Range" & "+ 20 Suitability". ( I know of the "distance from Selected Item or Capital" but that still gives u a huge list of unreachable targets, would be nice to see Only reachable no matter where your selected). And by Range and unreachable i mean within the colonizable range set in pregame settings.

·When discovering a new tech from a wreck or a ruin have a button to take the player directly to the tech tree and specifically to the new tech. The names arnt always obvious as to where to find some tech, also good for new players.

·Perhaps consider adding in Hyperlinks to game functions (i think that's what they are called) you know like crusader kings and maybe stellaris (cant remember if Stellaris have them), Probably a HUGE job to implement this, perhaps implement it to your new features going forward then slowly add it to old systems through out the update process?





Bugs/WIP

·Ships Still having some pathing issues especially around nebula (will continue to report and provide saves on Discord)

·queued actions seem to have too much downtime between orders.

·When a player fleet engages a targeted fleet and said target then moves the engaging fleet cancels its mission even though i can see where the target fleet is. (Tested with a Manually controlled fleet) i actually don't know if this is intended or not or if its linked to ship tracking but it feels bad). player fleet should should at least track a target within own empire or within a certain range.

·Invading ships often arrive 1 by 1 when invading a planet (Even when using the "prepare" function) really needs to be a check somewhere that the whole fleet is ready to drop there troops pods at the same time, especially when it can take hours to muster up a strong enough force sometimes. (More of a Early game issue)

·Recreation Tech and medical centre does not mention that it also provides a happiness bonus to colonies. i haven't thoroughly gone through all the Tech's but I'm going to go out on a limb here and say that ALOT of the techs don't display there full functionality. it does however give you a full breakdown in the Galactopedia, Still not ideal how would the player know to check there for missing info on tech tree.

·Numerous Overlapping UI elements / info tabs going beyond screen limits making them impossible to read sometimes.

·(V1.2.9.2) I'm not usually one to complain about crashes but, yeah they still happen, iv tried all 3 of the rendering types, and now its stopped even sending crash reports or giving ma a log to look at.

My system that i experience these on is:

Win 11
CPU : I9 9900KS @4.00GHz 8 Core, 16 Threads.
GPU : Geforce RTX Gigabyte 4080
RAM : 32GB

I know this is a lot to read and its subjective but i don't think many people could say that none of this needs looking at over all, I don't expect these things to be done overnight or at all in fact, The Devs have there own vision for the game but here is MY vision :).
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MaximKI
Posts: 1852
Joined: Thu Oct 20, 2022 12:29 pm

Re: Game Feedback / Bug Reports

Post by MaximKI »

Thanks for the report and summarizing the QOL features. A lot of these we've heard from the community and we'll consider these for future updates.

For the bugs and issues you're seeing, especially crashes, we'd like saves and crashdumps. For saves, ideally from before and after you noticed the issue.
Colwolf77
Posts: 53
Joined: Fri Apr 24, 2015 12:01 pm

Re: Game Feedback / Bug Reports

Post by Colwolf77 »

Ah I'm really glad you highlighted the issue with the 'show me' function zooming you to blank space. Its been driving me nuts lol
cwaadd
Posts: 27
Joined: Sun Oct 31, 2021 7:00 pm

Re: Game Feedback / Bug Reports

Post by cwaadd »

I also can't use the army templates. It does not maintain a sufficient garrison on the border colonies. Could be a budget problem, in war time I use the money as soon as it appears.
I also would prefer to specify the number of troops. Would be simpler.
Also maybe add a priority to be able to reinforce the border colonies first.
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