Distant Worlds 2 - State of the Game and Update Roadmap

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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zgrssd
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by zgrssd »

Have I missread it that there would be a beta patch today?
Or am I just to impatient?
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by jaweknee530 »

zgrssd wrote: Thu Mar 31, 2022 1:19 pm Have I missread it that there would be a beta patch today?
Or am I just to impatient?
I'm hoping for the same. There's a few things that are keeping me from enjoying the game. With the potential the game has though I'm desperate for some updates to fix those few key things.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by sanch »

zgrssd wrote: Thu Mar 31, 2022 1:19 pm Have I missread it that there would be a beta patch today?
Or am I just to impatient?
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zgrssd
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by zgrssd »

sanch wrote: Thu Mar 31, 2022 3:32 pm
zgrssd wrote: Thu Mar 31, 2022 1:19 pm Have I missread it that there would be a beta patch today?
Or am I just to impatient?
Not for those who don't use steam - GROWL
I am using Steam and I do not get a Beta either.
So it is save to say that thus far nobody has a beta.
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Erik Rutins
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by Erik Rutins »

The beta update is available on Steam and GOG today. You may need to exit and restart Steam to see it. More info here:

https://www.matrixgames.com/forums/view ... 1&t=382205
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by Erik Rutins »

The beta update is available on Steam and GOG today. You may need to exit and restart Steam to see it. More info here:

https://www.matrixgames.com/forums/view ... 1&t=382205
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Scotias
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by Scotias »

Thanks for the update and insight to the goings on behind the curtain. Big fan from DWU so I'm fine to wait patiently on fixes and updates etc, we waited a long time for this game already ;)

It is a shame for newcomers though, experiencing such issues. I hope not too many are put off
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by indrkl »

I would also like to provide some constructive feedback regarding gameplay, especially for parts which were not covered in the initial post. I have quite enjoyed my time playing the game, though it seems to be a bit rough around the edges. But I do hope you keep it up, as this game is definitely something that should exist in the space of strategy games, so I really hope this will get better with patches and in the future with DLCs / Expansions

It is possible that some of the things listed below are because I have yet to realize some part of the game. I have played it for 39 h. and currently decided to come back to it in a few months when there are more updates. Anyways, feel free to let me know, if some of the pains can already be adressed somehow in current state of the game.

What I really like about the game is the ability to automate away lot of micromanagement, which I personally quite hate to do, especially if it becomes repetitive and therefore tedious.

1. Lack of control with regards to migration. It is not possible, as far as I know to push private sectors to have more passanger ships, or prioritize on migration instead of tourism, or to even prioritize populating certain worlds. I understand that this is a private economy thing, but I think there should be possibility to do something about that by spending some resource, I guess state money or smth (would be cool, if then that goes back to private economy).

2. Lack of control with regards to exploration. I often notice that planets remain unexplored in even very close sectors. While all explorations are already away in some distant lands. Also, it might be more valuable to have faster exploration of nearby sectors, since it is logistically easier to extract resources from them, but there is no way as far as I know to incentivise that.
Suggestions,
* control the automation with regards to: how many exploration ships are allowed to explore a system at a time.
* Separate asteroids exploration, and you can control how many exploration ships you dedicate to asteroid exploration?
* Similarly to mining, you can mark systems that you want to prioritize exploration to, and can differentiate between full exploration, and everything but asteroids and hostiles, so that you can control which direction you explore to. Maybe early on you don't want to spend any resources to exploring already other empire controlled territory etc.
* Also control if explore ships will just do the initial scan, or will attempt to go further if there might be something to discover as they do currently.

3. I don't think the races are very balanced. The suitability seems to play a major role in the growth rate of populations and can play a mayor role in getting the economy up and going. For example, for me it seems that the Boskara are OP in that regards as they enjoy an insane growth in the early game compared to for example Humans, Ackdarian, Haakonish or Zenox which I also tried out, and therefore I currently hold the position that Hivemind Boskara are just OP. Because if you are able to run all science with 100 % uptime for the boost then whatever research penalties you have, don't really matter.

5. Research. Unless I seriously misunderstand something, then research stations seem to be the main way for acquaring sciense. And that seems to be the only way to reliably grow your research output (asides for also having positive balance), making first of all... luck super important, as that determines how many research station spots you find, and also just spamming explorers and exploring the only viable strategy when it comes to research growth and that kind of takes away from the identity from the research race Ackdarian and the technocracy government type.
OrnluWolfjarl
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by OrnluWolfjarl »

indrkl wrote: Sun Apr 03, 2022 3:53 pm 5. Research. Unless I seriously misunderstand something, then research stations seem to be the main way for acquaring sciense. And that seems to be the only way to reliably grow your research output (asides for also having positive balance), making first of all... luck super important, as that determines how many research station spots you find, and also just spamming explorers and exploring the only viable strategy when it comes to research growth and that kind of takes away from the identity from the research race Ackdarian and the technocracy government type.
Just wanted to add that limiting research stations to only certain locations adds a level of strategic depth to the game, that I find fun.

The problem is that the AI doesn't really understand that it needs to prioritize building research stations, even if it explores a lot. It grabs the Research Location of its system, and maybe 1-2 more in neighboring systems to the homeworld, but that's it.

Another problem, is that the AI prioritizes troop research and building troops way too much, which is causing their economies to stagnate.

As such, the player will often be WAY ahead in tech, compared to the AI. That means it's hard to actually assess whether research locations are a good mechanic or not, because whatever race the player picks, it will always be OP compared to the AI.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by zgrssd »

indrkl wrote: Sun Apr 03, 2022 3:53 pm
5. Research. Unless I seriously misunderstand something, then research stations seem to be the main way for acquaring sciense. And that seems to be the only way to reliably grow your research output (asides for also having positive balance), making first of all... luck super important, as that determines how many research station spots you find, and also just spamming explorers and exploring the only viable strategy when it comes to research growth and that kind of takes away from the identity from the research race Ackdarian and the technocracy government type.
A few corrections:
1. Colonies grant research.

2- Science stations only give research potential. Which decides how much money you can actually add to reserach.
The same potential is gained from spaceports.

3. You also seem completely oblivious to the fact you need higher bonuses to unlock thecnology. And that the general bonuses do count here. Which are what those "research focussed races" excell in.

4. You also seem to think it is impossible to capture science stations? Which makes no real sense.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by mordachai »

indrkl wrote: Sun Apr 03, 2022 3:53 pm 1. Lack of control with regards to migration.
Yes Please!
indrkl wrote: Sun Apr 03, 2022 3:53 pm 2. Lack of control with regards to exploration.
Breadth vs. depth first would be nice (in this context, depth = fully explore a system before moving on, vs. quick scan and immediately go to next system leaving the prior just skimmed)
indrkl wrote: Sun Apr 03, 2022 3:53 pm 3. I don't think the races are very balanced. ... I currently hold the position that Hivemind Boskara are just OP. Because if you are able to run all science with 100 % uptime for the boost then whatever research penalties you have, don't really matter.
FWIW, this is also my experience as a player. They were like mega-expansion super-econ for me. But I've only played one game, and on one map arrangement - the could be much harder in other circumstances? but yeah, they were stupid-easy for my one experience so far.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by ncc1701e »

Wow - me coming here to find out how the game was compared to DW:U. :shock:
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by Emperor0Akim »

mordachai wrote: Mon Apr 04, 2022 7:08 pm
indrkl wrote: Sun Apr 03, 2022 3:53 pm 2. Lack of control with regards to exploration.
Breadth vs. depth first would be nice (in this context, depth = fully explore a system before moving on, vs. quick scan and immediately go to next system leaving the prior just skimmed)
Thats Survey Modules and Ressource Scanners.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by mordachai »

Emperor0Akim wrote: Mon Apr 04, 2022 8:35 pm Thats Survey Modules and Ressource Scanners.
Yeah, exactly! So, now if we had two separate types / classes of exploration ships - not sure what to call them - but ones with Survey Modules and others with Scanners, then that might be a way to control that?

All of this can be manually micro-managed, of course - but in a game of this size, it would be nicer to have an automation setting for favoring one or the other or a balance, something like that!

I mean, it could be as simple as a ratio edit for Prospectors vs. Surveyors (yeah, names could be better)... :)
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by btd64 »

mordachai wrote: Tue Apr 05, 2022 11:09 am
Emperor0Akim wrote: Mon Apr 04, 2022 8:35 pm Thats Survey Modules and Ressource Scanners.
Yeah, exactly! So, now if we had two separate types / classes of exploration ships - not sure what to call them - but ones with Survey Modules and others with Scanners, then that might be a way to control that?

All of this can be manually micro-managed, of course - but in a game of this size, it would be nicer to have an automation setting for favoring one or the other or a balance, something like that!

I mean, it could be as simple as a ratio edit for Prospectors vs. Surveyors (yeah, names could be better)... :)
A survey ship and a resource scout ship....GP
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zgrssd
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by zgrssd »

ncc1701e wrote: Mon Apr 04, 2022 7:53 pm Wow - me coming here to find out how the game was compared to DW:U. :shock:
I would say it is DW:U with better engine and everything.

The downside is that some parts of the game - several races, playable Pirates - had to be cut due to time constraints. But they are going to come back.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by R_TEAM »

It would be a "better" engine ....
if it would be stable .... performant .... smart .... it is none of this ...
And as one recension on Steam right on the point say ...
Is is DW:U Light around top down 3D view with horrible engine and many game design flaws ...
So yea .... in an esotheric aspect it is better as DW:U ...
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Erik Rutins
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by Erik Rutins »

R_TEAM wrote: Tue Apr 05, 2022 4:13 pm It would be a "better" engine ....
if it would be stable .... performant .... smart .... it is none of this ...
And as one recension on Steam right on the point say ...
Is is DW:U Light around top down 3D view with horrible engine and many game design flaws ...
So yea .... in an esotheric aspect it is better as DW:U ...
Please try the latest 1.0.3.1 update and let us know if it helps on your system.
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mordachai
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by mordachai »

Hey - just wanted to say

WOW!

Great job quelling most of the crashes! I've had hours & hours & hours of play with exactly one crash since 1033 came out.
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Re: Distant Worlds 2 - State of the Game and Update Roadmap

Post by EsoEs »

I notice on the roadmap there is no mention of improving the AI, do the devs have any thoughts on this? The AI is really quite weak, and may even be bugged in the sense that AI empires seem to cripple their own economy over-building troops.
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