Open Beta Patch v1.30 (25 feb 2026)

Stop here if you are eager to try in advance new patches! Please note that these patches are not compatible with the Steam version of the game.

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Akrakorn
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Akrakorn »

Hey Vic, we were wondering if these penetration values are correct:
Image

If they are, given that the new firepower values are:
Image

It still seems like laser weaponry is superior to gauss, as gauss and laser compete with each other and charged gauss comes later than laser. The fact that you don't need to use logistics to send energy (as it is distributed for free) means gauss weaponry also doesn't quite have the logistical advantage over lasers.
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Clux
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Clux »

The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)
Amateurs talk about strategy. Professionals talk about logistics!
redrum68
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by redrum68 »

Yeah, I fear the metal soil filtration change is going to make starts where you have no metal mine and few ruins really really difficult.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

Its an iterative process guys. It will be a number of beta's before everybody (or mostly everybody) is happy.

best wishes,
Vic
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BlueTemplar
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by BlueTemplar »

-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)
Weren't Rare Earths already adjusted too ?
I see for Demetalization 1 : 1 Rad 62 Rare 125 Metal / round on a 126% Heavy Elements planet (in my game started in 1.07.06).
DeltaV112
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by DeltaV112 »

ORIGINAL: Clux

The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)
I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.
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Clux
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Clux »

ORIGINAL: DeltaV112

I'd note that reducing rare metal production implicitly makes everything that uses rares more expensive. Lasers now have a cost of effectively 2.6-3 rares depending on source.

The rare metals nerf was actually a nerf to polymer armor, not laser rifles, as you won't ever empty your stockpile fielding Infantry with laser rifles (as long as you have soil metalization plants) which is not true for vehicles with polymer armor, as they are pretty expensive (when using over 50mm polymer)
Amateurs talk about strategy. Professionals talk about logistics!
Elver
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RE: Open Beta Patch v1.08.03 (last update 5 march!)

Post by Elver »

ORIGINAL: Vic

Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)

Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?
zgrssd
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RE: Open Beta Patch v1.08.03 (last update 5 march!)

Post by zgrssd »

ORIGINAL: Elver

ORIGINAL: Vic

Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)

Am I missing something or does this look backwards? Shouldn't >100 heavy element planets mean there are more deposits of rare and radioactives in the crust?
Yes, the higher value means more deposits.

But the deposit number grew too quickly with higher values.
So he lowered the conversion ratio.
It is still more deposits > 100, but not as many as there used to be at >100.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: Clux

The newest changes are really appreciated, but since the small arms weren't changed in the tech tree (gas powered, gauss and charged gauss should go 1 tech up) and laser didn't get nerfed (it should cost more rare metals, or 1 machinery part) they're still the king of small arms.

Also the change to metal soil filtration was really welcome as it is the META strategy right now, but we wouldn't mind if we could have a little bit more of metal mines who are really hard to exploit (think like 1-2 mining level) so the odds of not having any metal mine in the early game are lower but it doesn't ruin the game balance (as these kind of mines would be more useful once you have mining optimization or mining robotization)

Completely agree.
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

Bump! posted subversion .04

With a surprise new feature. Not a big one, but not small either.

Will turn back to some bug fixing next week.

Best wishes,
Vic
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BlueTemplar
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by BlueTemplar »

-Added customization of Formation Types task to the Staff Council (!)*
Amazing !
*=requires new game start
Image

P.S.: You do know that you're really confident/bold/foolish to post new versions on a Friday, do you ? [;)]
Akrakorn
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Akrakorn »

Simply incredible, Vic. Keep up your work and thank you!
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: BlueTemplar
P.S.: You do know that you're really confident/bold/foolish to post new versions on a Friday, do you ? [;)]

that is so true!
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

Fixed the earlier .04 beta!
Thanks for the quick bug reports guys.

If there is more issues, it will be monday though for the fix.
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zuekamo
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by zuekamo »

I want to see the new OOB customs, but the turn resolution now seems extremely slow. even with "quickest" option
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

ORIGINAL: zuekamo

I want to see the new OOB customs, but the turn resolution now seems extremely slow. even with "quickest" option

Will check the AI speed for the next open beta version!
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Vic
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RE: Open Beta Patch v1.02-beta1 (last update 9 june!)

Post by Vic »

bump!

subversion .05 repairs a number of bugs and glitches and brings more fine tunings.

Think I am going to switch soon to finally attacking the promised S&S editor.

Best wishes,
Vic
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zgrssd
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RE: Open Beta Patch v1.08.05 (last update 24 march! again!)

Post by zgrssd »

-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
I am pretty sure it is only called a Nerf if you made it worse.

If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff.
You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.

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Clux
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RE: Open Beta Patch v1.08.05 (last update 24 march! again!)

Post by Clux »

Thanks for the hard work Vic! these new changes (specially the nerf to foot artillery) are really welcome and will play a big role from now forward, mostly in the early game :)
Amateurs talk about strategy. Professionals talk about logistics!
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