Public Beta 1.3.7.2 Now Available

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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Xmudder
Posts: 315
Joined: Sun Feb 14, 2010 10:13 pm

Re: Public Beta 1.3.7.0 Now Available

Post by Xmudder »

Buio wrote: Sat Aug 22, 2026 11:11 am Got probably the best start ever with the new 1.3.7.0 beta. Too good in fact, probably a spawn bug or something. Just ouside my starting planed, I got a debris field with 6 ships; 1 light carrier, 1 advanced destroyer, 3 advanced frigattes and 1 troop transport. Around 2756 I had an 4k fleet, when the carrier was repaired some years later I had an 8k fleet. And got a bunch of fully researched tech up to T3 by only repairing. The carrier had a long range scanner. And the fleet had 860k jumpspeed. So I started zipping around and shot down everything I could see (which was a lot due to the movable long range scanner).

Image
Didn't get anything that good, but I did get some debris fields (up to 3 escorts / frigates / destroyer) in my home system on a few restarts. The restarts were due to rarely getting a research bonus on my homeworld, which really slows down the early game.
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MaximKI
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Re: Public Beta 1.3.7.0 Now Available

Post by MaximKI »

The debris fields spawning around homeworld are an issue and should be resolved in next update.
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MaximKI
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Re: Public Beta 1.3.6.8 Now Available

Post by MaximKI »

Neurobed wrote: Sat Aug 22, 2026 3:00 pm
MaximKI wrote: Wed Aug 19, 2026 1:49 pm ... [snipp]
Crash logs should be in the form of text files.
Sorry for my mistake, but in the ..\data\Logs directory the last crash log was for the 1.3.6.3, now obsolete.

I started a new game with beta 1.3.7.0; everything worked perfectly for 45 years. Boskara declared war on me, and after a few months, the first crash occurred. It happened when I tried to interact with the game menu. After a few seconds of gameplay, saving, loading, or changing settings caused the game to crash. No crash logs were written to ..\data\Logs. I tried switching the video drivers from DX11 to Vulkan and checking the file status with Steam: nothing changed. If I loaded a save from a slightly older game, the crash didn't occur.
Now I'm trying to continue with the last "good" save; I'll see if the problem recurs.

Edit: I restarted from a previous save, waited a bit—20 days—and tried saving: all was well. After another 35 days, I tried saving to a new file: click Save > crash; the game crashes with the usual Windows message: DistantWorlds2.Windows not responding... No crash logs was written. Last good save in attachemet.

Edit 2: The event that appears to trigger the crash is the 5th Fleet's assault on the Quilla 1 Mining Station (Boskara Hive) on 2798.11.23. When making consecutive saves at the slowest speed (x1/8), the game appears to be unable to save after 2798.12.08 (repeating this action multiple times, the crash appears to coincide with the first damage suffered by the station).
Unable to reproduce this on my side with your save.

What platform are you on? Have you tried verifying files and/or doing a clean reinstall to rule out change of installation issues?

If you don't see crashdumps in the Logs folder, please look into Windows Event Viewer -> click on Applications in the left column under the Windows Logs tab -> see if there are any entries for .NETRuntime around the same time as your crashes -> paste or attach what you find here as a reply.
Xmudder
Posts: 315
Joined: Sun Feb 14, 2010 10:13 pm

Re: Public Beta 1.3.7.0 Now Available

Post by Xmudder »

MaximKI wrote: Sun Aug 23, 2026 2:07 pm The debris fields spawning around homeworld are an issue and should be resolved in next update.
Are there supposed to be 5 Boskara minors and 4 Dhayuts? I'm used to 2 of each.

Starting with a carrier with long range sensors was a total cheat.
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MaximKI
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Re: Public Beta 1.3.7.0 Now Available

Post by MaximKI »

Xmudder wrote: Mon Aug 24, 2026 4:52 am Are there supposed to be 5 Boskara minors and 4 Dhayuts? I'm used to 2 of each.
Not sure what you mean. Are you referring to indie colonies or empires?

What did you set your indie colony settings to when starting your game?

Unless these are story-related indie colonies, basic indie colonies would typically be randomly distributed and based on RNG. Without having a save to take a look at, we couldn't be sure if there's something weird going on here, or just pure luck as to how the galaxy generated.
Buio
Posts: 390
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Re: Public Beta 1.3.7.0 Now Available

Post by Buio »

MaximKI wrote: Sun Aug 23, 2026 2:07 pm The debris fields spawning around homeworld are an issue and should be resolved in next update.
The code give, and the code take away. My poor Mortalen who got a good start for once. :D
Xmudder
Posts: 315
Joined: Sun Feb 14, 2010 10:13 pm

Re: Public Beta 1.3.7.0 Now Available

Post by Xmudder »

MaximKI wrote: Mon Aug 24, 2026 2:00 pm
Xmudder wrote: Mon Aug 24, 2026 4:52 am Are there supposed to be 5 Boskara minors and 4 Dhayuts? I'm used to 2 of each.
Not sure what you mean. Are you referring to indie colonies or empires?

What did you set your indie colony settings to when starting your game?

Unless these are story-related indie colonies, basic indie colonies would typically be randomly distributed and based on RNG. Without having a save to take a look at, we couldn't be sure if there's something weird going on here, or just pure luck as to how the galaxy generated.
Yes, minors who have not ascended or been assimilated. There were 2 of the others, usually close to each other. Usually there are 2 of each at normal settings in most games I have played. One of the Dhayuts did become the web of destiny though. I can upload an early save, before I noticed this.

Edit: At this time there are 3 Gizurean majors, 2 Boskara, and 2 Dhayut, and one each of the others. There are 4 more unassimilated Dhayut minors, 3 Boskara, and 1 Gizurean. 2 each of the others, many of which have been assiliated. So I wonder why the galaxy is filled with so many insectoids.
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MaximKI
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Re: Public Beta 1.3.7.0 Now Available

Post by MaximKI »

Sounds luck of the galaxy generator + placement conditions affecting who gets spawned. Also some of the indie colonies may be story-related, which might skew one way or the other.
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SlizInez
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Re: Public Beta 1.3.7.2 Now Available

Post by SlizInez »

There is a new public beta available on Steam, please update and have a look
Buio
Posts: 390
Joined: Wed Nov 21, 2012 7:40 pm

Re: Public Beta 1.3.7.2 Now Available

Post by Buio »

Still getting freezes/crashes. I would even say that every game I've played in the current beta has crashed at some time. Does not happen with the previous stable release.


Event Viewer, Application

Code: Select all

Source: Application Error
Event ID: 1000

Faulting application name: DistantWorlds2.exe, version: 1.3.7.2, time stamp: 0x65410000
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x00007fff7a60c1c8
Faulting process id: 0x195C
Faulting application start time: 0x1DD37FBFC3B5DAE
Faulting application path: \Steam\steamapps\common\Distant Worlds 2\DistantWorlds2.exe
Faulting module path: unknown
Report Id: x
Faulting package full name: 
Faulting package-relative application ID: 



Source: .NET Runtime
Event ID: 1026

Application: DistantWorlds2.exe
CoreCLR Version: 8.0.23.53103
.NET Version: 8.0.0
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException: Object reference not set to an instance of an object.
   at Stride.Rendering.MeshRenderFeature.Draw(RenderDrawContext context, RenderView renderView, RenderViewStage renderViewStage, Int32 startIndex, Int32 endIndex)
   at Stride.Rendering.RenderSystem.Draw(RenderDrawContext renderDrawContext, RenderView renderView, RenderStage renderStage)
   at Stride.Rendering.Compositing.ForwardRenderer.DrawView(RenderContext context, RenderDrawContext drawContext, Int32 eyeIndex, Int32 eyeCount)
   at Stride.Rendering.Compositing.ForwardRenderer.DrawCore(RenderContext context, RenderDrawContext drawContext)
   at Stride.Rendering.Compositing.SceneRendererBase.Draw(RenderDrawContext context)
   at Stride.Rendering.Compositing.SceneRendererCollection.DrawCore(RenderContext context, RenderDrawContext drawContext)
   at Stride.Rendering.Compositing.SceneCameraRenderer.DrawCore(RenderContext context, RenderDrawContext drawContext)
   at Stride.Rendering.Compositing.GraphicsCompositor.DrawCore(RenderDrawContext context)
   at Stride.Engine.SceneSystem.Draw(GameTime gameTime)
   at Stride.Games.GameSystemCollection.Draw(GameTime gameTime)
   at DistantWorlds2.DWGame.Draw(GameTime gameTime)
   at Stride.Games.GameBase.RawTick(TimeSpan elapsedTimePerUpdate, Int32 updateCount, Single drawInterpolationFactor, Boolean drawFrame)
   at Stride.Games.GameBase.RawTickProducer()
   at DistantWorlds2.DWGame.RawTickProducer()
   at Stride.Games.GameBase.Tick()
   at Stride.Games.GamePlatform.OnRunCallback()
   at Stride.Games.WindowsMessageLoop.Run(Control form, RenderCallback renderCallback, Boolean useApplicationDoEvents)
   at Stride.Games.GameWindowWinforms.Run()
   at Stride.Games.GamePlatform.Run(GameContext gameContext)
   at Stride.Games.GameBase.Run(GameContext gameContext)
   at DistantWorlds2.Windows.DistantWorlds2App.StartUp(DWCommandLineArgs args, IEnumerable`1 errors)
   at DistantWorlds2.Windows.DistantWorlds2App.StartUp(DWCommandLineArgs args)
   at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action)
   at DistantWorlds2.Windows.DistantWorlds2App.Main(String[] args)
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