Open Beta Patch v1.27a (18 june 2025)
Moderator: Vic
Re: Open Beta Patch v1.21k (11th of aug 2023)
First, Thank you for the updates, really enjoying the gameplay, and loving the changes.
Question regarding patch notes (v1.2k):
Most of the notes in the Patch Notes for 1.2k end with an asterisk '*' symbol, and I'm not finding in the notes, a note, as to what this '*' means. I vaguely recall in earlier patches that the '*' was meant to indicate a game restart was required for that particular note to be effective. Looking through prior Patch Notes most do not mention the definition of the '*' either, however there are few that indicate that '*' means a restart required. So my question what does the '*' mean for this Patch Note?
Suggestion: if the '*' means a restart required, and is common thru all the patch notes, please consider placing this statement definition at, or near the top of the page. It will keep you from typing the same thing over and over again, and be a convenient place for folks to look up.
Thank you
Question regarding patch notes (v1.2k):
Most of the notes in the Patch Notes for 1.2k end with an asterisk '*' symbol, and I'm not finding in the notes, a note, as to what this '*' means. I vaguely recall in earlier patches that the '*' was meant to indicate a game restart was required for that particular note to be effective. Looking through prior Patch Notes most do not mention the definition of the '*' either, however there are few that indicate that '*' means a restart required. So my question what does the '*' mean for this Patch Note?
Suggestion: if the '*' means a restart required, and is common thru all the patch notes, please consider placing this statement definition at, or near the top of the page. It will keep you from typing the same thing over and over again, and be a convenient place for folks to look up.
Thank you
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Re: Open Beta Patch v1.21k (11th of aug 2023)
Yes, the * has always meant that the change is only effective on newly generated planets.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Re: Open Beta Patch v1.21k (11th of aug 2023)
It is not there consistently, but
*=Requires new game start to show up
Re: Open Beta Patch v1.21k2 (13th of aug 2023)
bump! tiny hotfix fixing 2 crashes.
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Re: Open Beta Patch v1.21k2 (13th of aug 2023)
Something wrong happens with the last update on Steam. The game request an "username" and a "password" (???).
Re: Open Beta Patch v1.21k2 (13th of aug 2023)
I second that, game won't start without user credentials, which I don't have.
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Re: Open Beta Patch v1.21k2 (13th of aug 2023)
me too, and multiple people reporting in our discord too
Re: Open Beta Patch v1.21k2 (13th of aug 2023)
1.21k2
Fixed users being able to play the game

(Love all of the updates Vic! Unfortunate this one is preventing access..)
Fixed users being able to play the game

(Love all of the updates Vic! Unfortunate this one is preventing access..)
Re: Open Beta Patch v1.21k2 (13th of aug 2023)
my bad. apologies. no more calling patches hotfixes i guess.
updating the build now.
updating the build now.
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Re: Open Beta Patch v1.21k2 (13th of aug 2023)
thanks for fixing that so quick, Vic! We thought you went on vacation already and feared a 2 week pause in our games!Vic wrote: Sun Aug 13, 2023 4:15 pm my bad. apologies. no more calling patches hotfixes i guess.
updating the build now.
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Re: Open Beta Patch v1.21k (11th of aug 2023)
Tres cool; a pet fave this^. I so want to see super-artillery perform in thin air. Enjoy the seaside, Cap'n.Vic wrote: Fri Aug 11, 2023 3:38 pm ... improving projectile based weapons on low Air Pressure Planets
Re: Open Beta Patch v1.21k3 (14th of aug 2023)
Bump. Fixed 2 more quite serious bugs, recently introduced.
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Re: Open Beta Patch v1.21k2 (13th of aug 2023)
your welcomeDisturbance20 wrote: Sun Aug 13, 2023 4:46 pmthanks for fixing that so quick, Vic! We thought you went on vacation already and feared a 2 week pause in our games!Vic wrote: Sun Aug 13, 2023 4:15 pm my bad. apologies. no more calling patches hotfixes i guess.
updating the build now.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Re: Open Beta Patch v1.21k3 (14th of aug 2023)
Thanks a lot for the quick fixes!
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Re: Open Beta Patch v1.21k3 (14th of aug 2023)
You the man, Vic. 

Re: Open Beta Patch v1.21k3 (14th of aug 2023)
Thanks Vic, loving your game and got the physical copy too.
Hope you use my suggestion idea! Lol!
Hope you use my suggestion idea! Lol!
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Re: Open Beta Patch v1.21k3 (14th of aug 2023)
On my first time using the organic furnace:
The notes say level 2 can use forests 2 hexes out, I had a savanna left and a forest on a mountain left within one tile. There are forests two tiles out.
On the very turn the furnace would have completed the upgrade, the savanna was used up and the furnace deleted itself.
1) I had already paid all the costs for the upgrade and now it just disappeared, costing me all those resources for nothing.
2) Why isn't it using the mountain forest.
3) If the furnace can be upgraded to use forests farther out, it should not get auto deleted without the option to upgrade.
The notes say level 2 can use forests 2 hexes out, I had a savanna left and a forest on a mountain left within one tile. There are forests two tiles out.
On the very turn the furnace would have completed the upgrade, the savanna was used up and the furnace deleted itself.
1) I had already paid all the costs for the upgrade and now it just disappeared, costing me all those resources for nothing.
2) Why isn't it using the mountain forest.
3) If the furnace can be upgraded to use forests farther out, it should not get auto deleted without the option to upgrade.
Re: Open Beta Patch v1.21m (16th of aug 2023)
Bump! Further finetuning upon the previous few patches. And a crash fix too.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Re: Open Beta Patch v1.21k3 (14th of aug 2023)
This is more of a general note, but the way depletable assets vanish when they run out encourages a certain amount of micromanaging if the asset has been upgraded a few times. If there's been a substantial investment, the amount of resources you can get out of downgrading a resource has lead me more than once to reduce production levels to a minimum to get as close to 0 w/o depleting as possible, then shutting down and downgrading the asset out of existence (or at least to lvl 1) rather than letting it fully deplete. In the interest of avoiding micromanaging, making assets either not vanish or stop at 1 point left would be nice, especially since we now have "dig deeper" stratagems.Disturbance20 wrote: Wed Aug 16, 2023 1:43 pm On my first time using the organic furnace:
The notes say level 2 can use forests 2 hexes out, I had a savanna left and a forest on a mountain left within one tile. There are forests two tiles out.
On the very turn the furnace would have completed the upgrade, the savanna was used up and the furnace deleted itself.
1) I had already paid all the costs for the upgrade and now it just disappeared, costing me all those resources for nothing.
2) Why isn't it using the mountain forest.
3) If the furnace can be upgraded to use forests farther out, it should not get auto deleted without the option to upgrade.
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Hi, Vic. Hope this message finds you well.
I've been enjoying the latest beta versions of Shadow Empire. The AI has gotten a nice glow up, even if it's not quite on the same level as humans, and I've enjoyed the challenge of the additional logistical strain. I also like the push to make soil demetalization less essential.
So there are two unit types I think it's worth talking about.
The first is the Quad Machine Gun (QMG).The infantry variant, not the mechanized kind.
It's also worth noting that the exact role of the QMG seems to have been somewhat confused over the lifetime of Shadow Empire. It is my understanding that QMGs used to be the most cost effective pre-SAM anti-air defense you could get on top of everything else (at least against low flying aircraft). Then that was nerfed.
I have two proposed solutions.
The second unit I want to talk about is the Ornithopter, and its relationship with other aircraft in the game, particularly helicopters. I'll come back and write more later.
I've been enjoying the latest beta versions of Shadow Empire. The AI has gotten a nice glow up, even if it's not quite on the same level as humans, and I've enjoyed the challenge of the additional logistical strain. I also like the push to make soil demetalization less essential.
So there are two unit types I think it's worth talking about.
The first is the Quad Machine Gun (QMG).The infantry variant, not the mechanized kind.
- It doesn't make much sense, flavour wise. The image of the QMG is of a big, static gun emplacement, similar to a WW2 anti-air gun. But somehow, someway, soldiers can carry them like they're just another rifle?
- They are too powerful. They fill the same basic role as normal MGs, except for being Just Better at the same job. This compounds with the issue where...
- ...they are extremely inconvenient to use, in an unfun, gamey way, by virtue of being impossible to upgrade like other infantry models.
It's also worth noting that the exact role of the QMG seems to have been somewhat confused over the lifetime of Shadow Empire. It is my understanding that QMGs used to be the most cost effective pre-SAM anti-air defense you could get on top of everything else (at least against low flying aircraft). Then that was nerfed.
I have two proposed solutions.
- Just remove QMGs from the game entirely.
- Rework the QMG as a static emplacement - a powerful but immobile defense. Essentially a manned precursor to the Automated Turret units.
The second unit I want to talk about is the Ornithopter, and its relationship with other aircraft in the game, particularly helicopters. I'll come back and write more later.