1.1.6.5 Public Beta Update Available
Moderator: MOD_DW2
1.1.6.5 Public Beta Update Available
Hi everyone,
Please try this new beta and let us know if it helps your game. We encourage you to start a new game as there may be changes that only take effect upon starting a new game.
To facilitate frequent beta iterations as needed, this beta is only available for now on Steam and GOG. All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.
On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking the latest Beta from the Beta channels drop-down list and allowing GOG to update.
As of the official 1.0.6.4 update, the Core game engine has been upgraded to use the latest version of Stride. (4.1.0.1 and a newer version of .NET. As of the recent 1.1.0.9 Aurora Update, we now include .NET 7 in the game executable, so no additional external .NET redistributables are required.
IMPORTANT NOTE: If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option willl likely resolve many issues caused by driver bugs or incompatibilities.
If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add --use-dx11 as a command-line argument to DistantWorlds2.exe)
Changes in 1.1.6.5 (August 16th, 2023)
CRASH FIXES
- further crash fixes for Stride rendering
DISPLAY AND HDR
- improved display mode selection to prevent issues when using DXVK/Vulkan with multiple monitors
- improved HDR setup for some systems
PLANETARY FACILITIES
- colonies will now upgrade planetary facilities when higher facility in same family is available, and when planetary facility construction is automated and can afford
- ensure Terraforming Facilities are built on colonies even when have no damage (when planetary facility construction is automated)
- improved management of automated facility funding level so that more likely to have spare maintenance funding to build and upgrade facilities
FUEL AND RESOURCES
- improved mining station construction so that do not overbuild when already met required rate for specific resource. This will reduce the overall number of AI-built mining stations and freighters, thus also lowering overall fuel usage
- lowered required rate for construction resources to more accurately reflect actual usage
- now indicate excessive oversupply for resources in New Mining Locations list, thus helping player avoid overbuilding mining stations for resources where supply already meets demand
ECONOMIC BALANCE
- AI empires can now detect and attempt to recover from excess maintenance costs that turn cashflow negative (also applies to player empire with appropriate automation settings)
- this can often happen when an important colony is lost through conquest in a war, thus suddenly removing a large portion of empire income
- faction in this situation will attempt to retire or scrap excess military ships, fleets or troops until cashflow recovers
RESEARCH, SHIP DESIGN AND SHIP BUILDING
- ensure Repeatable Techs also add Weapon Damage Falloff when modifying range
- improved weapon component selection by preferred weapon families for research and design (more focussed on these)
- rebalanced automated military ship building amounts to more closely consider current threats, i.e. do not build too many military ships until face threats from other factions
PATHFINDING
- fixed rare nebula pathing issues when assigning fleet missions to destinations inside nebulae
HIVE THREAT
- fixed rare situation where Hive threat could wake up earlier than intended
- Hive fleet now selects attack targets slightly closer to player
Changes in 1.1.6.4 (August 11th, 2023)
CRASH FIXES, MEMORY AND PERFORMANCE
- fixed a number of crashes
- fixed further Stride rendering crashes
- added some performance and memory improvements
HIVE THREAT
- fixed Hive ships waking prematurely
- fixed player not receiving initial Hive message
- tweaked Hive ship hulls so that have enough general component bays for all essential components
- slowed jump speed of Hive hyperdrive component
PIRATES
- changed Pirate Ambush event so that no longer switches abandoned ship to pirate faction with whom the discovering empire already has a treaty (which would then be broken)
- initial pirate first contact incident now decays higher to target value (i.e. reduces upwards towards zero) over time, while still ultimately remaining negative. But makes it easier to get Protection Agreements with pirate factions when have very negative initial encounter
ENEMY TARGETS LIST AND ATTACK QUEUING
- fixed Queue Attack button for Hive ships - now properly queues/unqueues attacks against each hive ship
- fixed Cancelling Queued Attacks against fleets in Enemy Targets list so that always works properly
- now include major threats in Enemy Targets list when visible (Hive, Planet Destroyer, etc)
- Enemy Targets list now properly always shows known strength for targets
SHIP DESIGN AND SHIP-RELATED BONUSES
- now force immediate update of all empire bonuses when switch government, including ship-specific bonuses like Maintenance Savings
- Ship Design screen now shows comprehensive information on Bonuses from Hull and Empire that are relevant to the current design. These bonuses are also included in all values, thus showing current and accurate values for Weapon Range, Weapon Damage, Hyperjump Speed, Shield Recharge Rate, Mining Rate, Maintenance Savings, etc
- when view Ship status by clicking on Design name in Selection Panel, the Ship Design detail screen now properly shows ship values with current bonuses applied (from empire and ship), thus with accurate weapon range, maintenance cost, etc
- added some missing info to Energy and Defense sections of Ship Design Detail screen
- added support for alternate preferred component families per category. Can thus specify fallback preferred families for each weapon category in empire policy
GALAXY SETUP
- tweaked Caslon abundance levels when generating a new galaxy so that generally higher
- added multiple options for toggling default events in Start New Game screen. Can enable/disable various items: PreWarp Home system events, abandoned ships and bases, debris fields, gravitic locations and major threats (e.g. Hive)
RESEARCH AND REPEATABLE TECHS
- fixed weapon values being cleared when use repeatable techs (weapons not firing)
- boosted research priority for projects with Ancient Knowledge bonus, especially when part of faction victory conditions (e.g. Quameno)
SHIP CONSTRUCTION
- fixed rendering for Construction Yard List: sometimes was not showing all ships under construction in list items
GAME EVENTS
- anchored Mortakosh battleship to starting location so that does not roam around the galaxy once awoken
CHARACTERS
- Inspiring Presence and Demoralizing character traits now properly apply to all characters at a location, even other characters with Inspiring Presence or Demoralizing trait when there are more than one character with the trait at the location
MODDING SUPPORT
- added support for static Characters defined in the file CharacterDefinitions.xml
-- define name, race and role
-- include full set of skills and traits for the character
-- includes support for character images either from bundles or file paths, or can use full Spine character animations
-- can specify appearance order so that a defined set of characters show up in expected order
-- can specify AppearOnlyInFirstEmpireOfRace to ensure that player always gets this character (not other factions of the same race)
Changes in 1.1.6.1 (August 4th, 2023)
CRASH FIXES
- fixed a number of Stride rendering crashes
- improved memory usage, collecting large memory pools more frequently
WAR AND DIPLOMACY
- improved evaluation of enemy targets so that much less likely to attack targets not at war with unless manually queued for attack
HIVE THREAT
- slightly lowered base tech level of Hive ships
- sleeping hive ships now wake up when attacked, boarded or attempt to repair
- uninvestigated abandoned ships and bases no longer prompt advisor message to repair (e.g. Hive ships)
- ensure initial Hive message from pirates is triggered when pirate nearby player are attacked
- Pirate factions allied with you against the Hive now only join you when you destroy a Hive carrier, not smaller Hive ships
- positive reputation incident when destroy hive ships now scales according to size of destroyed threat
- slightly improved performance of processing for Hive threat
- updated Hive Carrier ship model
PIRATES
- increased defensive strength of all pirate bases
- when pirate strength is normal or stronger in game start settings, initial negative pirate relationship value is more random (likely lower than usual). Thus some pirates may not make an initial offer of protection agreement, but will require some convincing.
NOTIFICATIONS
- reduced chance of multiple first contact messages for same faction
RESEARCH
- fixed repeatable tech improvements not applying on game reload
TROOPS AND COLONY GARRISONS
- ensure troops are not auto-garrisoned when empire-wide Troop Recruitment is manually controlled
WAR AND CONQUEST
- fixed empires sometimes not being properly eliminated when their last colony is conquered
- ensure free tech from colony conquest is not too advanced (e.g. hidden diplomacy techs, etc)
GALAXY SETUP
- Allow Any Government game start setting now applies both to initial game setup and also in-game government selection
- fixed discoverability level for critical resources sometimes being too high in PreWarp home system (too hard to find)
Changes in 1.1.6.0 (July 28th, 2023):
CRASH FIXES
- fixed crash when updating research with repeatable techs
- fixed crash when retrieving current build order
- fixed rare crash when starting new game
HIVE THREAT
- reworked Hive threat to create a more interesting and gradually increasing threat
-- added smaller hive ships in addition to large carriers: there are now Hive frigates and destroyers
-- Hive ships when first discovered are dormant. They will begin to wake up starting with the smallest ships. This is influenced by the discovering player's tech level.
-- once the first Hive ship has awoken then all other ships progressively wake up over a period of several years
-- newly woken Hive ships will now band together in fleet to attack targets
-- they will start by attacking pirates, then later faction bases, then finally raiding inhabited worlds
-- they will be placed nearer to empire starting locations
-- the player will now receive periodic sighting messages in Galactic News as various factions spot the Hive fleet
SHIP DESIGN
- fixed ship and base designs not selecting higher levels of Armor (was always using Standard Armor)
COLONIZATION AND SUITABILITY
- fixed home colony quality sometimes too high when using Harsh homeworld game settings
Changes in 1.1.5.8 (July 21st, 2023):
Important Note: We are aware a number of users having issues launching the game due two main reasons: 1) a hang issue relating to the Slitherine launcher, 2) 32-core CPU bug. With version 1.1.5.8 we have introduced a new launcher and CPU bug fix that we hope resolve the launch issues users have been having. We highly recommend any users experiencing launch issues try out this latest build to see if it resolves your game launch issues and please make sure to enable the launcher in the launch options.
CRASH FIXES
- fixed crash when finding mining target within range
- fixed crash when updating research
- fixed crash when fleet ship assigns escort mission
- fixed crash when rendering colony in Selection Panel that gets removed
COMPATIBILITY ISSUES
- fixed game sometimes not starting on some systems with 32 or more CPU cores
PIRATES
- implemented brand new pirate cruisers: appearance is dependent on pirate strength in game start settings as outlined below:
-- when Very Strong then some pirate factions may start with a cruiser
-- when Normal or higher: when a non-pirate faction first attacks a pirate base then the pirates will auto-spawn a mostly completed cruiser under construction at their base, which will soon exit the hangar and respond to the attackers
-- when Normal or higher: when have sufficient money, pirate faction may build new cruisers (after initial attack on their base by non-pirates above)
- decreased ship costs for pirates to encourage ship construction as they gain money from raids
FLEETS AND FLEET BEHAVIOR
- improved automated fleet formation and fleet ship topup so that more willing to add appropriate ships to fleets while still attempting to maintain fleet cohesion by preferring nearby ships
SHIP BEHAVIOR
- fixed ships sometimes getting stuck at edge of galaxy
TROOP GARRISONS
- improved colony troop garrison logic so that more willing to garrison troops when have high unrest (e.g. soon after colony conquest)
INDEPENDENT COLONIES
- all independent colonies now automatically set appropriate suitability (quality) for populated race, even when they are story-generated locations
POPULATION POLICIES
- greatly reduced rate of extermination population policy so that takes longer
RESEARCH
- ensure research progress acquired through game events or conquest no longer selects research projects that are not currently visible
SPACE COMBAT
- fixed bug where Shields with high resistance could sometimes increase in value when struck by weapons with low damage values (i.e. below resistance level)
SHIP DESIGN AND RETROFIT
- fixed recent bug where auto-generated ship and base design names were not progressing (SSP-1, RS-1, etc)
DIPLOMACY AND REPUTATION
- fixed bug where very low empire reputation could sometimes result in other factions concern over your reputation not being intense enough
- diplomacy advisors will no longer suggest gifts to independent colonies while they are being invaded (by any faction), even when your diplomatic strategy for them is set to 'Diplomacy leading to peaceful integration'
UI IMPROVEMENTS
- Colony Event tooltips now also show end date for event (from Selection Panel and Main View Header)
- separated Empire Bonuses into their own list under Empire section in Control Center (next to Government section)
- fixed some empire bonuses sometimes falling off the end of list in Bonuses screen when have race-specific bonuses, e.g. Gizurean population growth rate modifier
- added new filtering and sorting options for Available Components list in Ship Design screen that include new component families
- added new filters to the Colonies list to show colonies that require terraforming (quality not at maximum) or have reached maximum terraforming level and should have facility removed
- disallowed research projects for a race no longer show disallowed race images in tech tree unless they apply to the player race (less visual clutter)
- ensure New Mining Locations list falls back to make proper use of colonies for build resources if spaceports are missing resources (thus Queue Build buttons are made active)
- ensure Mining Bonanza home system colony event has proper image
- fixed some factions having mismatched colors from their selected flag (e.g. Gizurean)
HDR AND COLOR BALANCE
- added additional game settings for color adjustment which may help with HDR mode brightness (gamma, brightness, contrast, saturation)
NEBULAE AND STORMS
- some nebula effects no longer apply to ships or creatures while hyperjumping: all damage types, shield drain, energy drain, sub-light speed modifier
OTHER
- fixed recent data bug where player empire sometimes had surrounding systems pre-explored
Changes in 1.1.5.6 (July 14th, 2023):
CRASH FIXES
- fixed crash when assigning exploration mission to ship
- fixed crash when repeatable research project contains improved component values for missing component
- fixed some rare crashes in the Stride engine
- fixed rare crash when generating ship design name
GRAPHICS IMPROVEMENTS
- fixed very dark HDR rendering mode on some systems
- improved ambient lighting in Ship Design screen
UI IMPROVEMENTS
- now display fleet targeting level in Selection Panel when have fleet selected
- improved button text layout in various UI areas
- added any active colony events in your empire to the header in the main view. Hover for details of each, click to select colony with event
RESEARCH FAMILIES AND AI GUIDANCE
- added weapon component families to allow better ship design upgrades and more focused automated research and design. Can specify preferred weapon families for each weapon category in empire policy in the Construction policy sub-section
- setting your preferred component family for each weapon type will guide ship design automation as well as automated research choices
- altered some weapon component categories to better optimize AI research pathing
- rebalanced some of the AI research pathing algorithms
- added more variation to faction research and design choices via policy files
REPEATABLE TECHS
- added minimum floor for repeatable tech values: cannot fall below 1% of original value (for improvements that have reductive values, e.g. weapon fire rate, energy used)
- repeatable techs now have repeat count inside top-level icon when already researched once or more
- project detail for repeatable techs now shows repeat count remaining when approaching limit, when at limit now also properly show 'Final Values' instead of 'Improved Values' (i.e. no next repeat)
- default size multiplier for repeatable techs is now one, i.e. they do not increase in size/cost with each repeat. Size multiplier value is configurable in ResearchProjectDefinitions.xml
- fixed component values sometimes not immediately updating when use repeatable techs
- fixed display values for Static Energy Used in repeatable research projects
- fixed repeatable research projects to work properly when targets of Steal Tech espionage missions
REFUELLING AND FUEL TANKERS
- improved selection of refuelling and repair locations for ships: refuel or repair bases must have docking bays, i.e. bases under construction do not qualify until sufficiently built
- improved how fuel tankers refuel non-fleet ships: more careful to only refuel ships that are beyond range of nearest refuelling point. So will not refuel ships that could otherwise reach refuelling point on their own
- fixed duplicate fleet names when rendering Fuel Tanker list
THREAT EVALUATION
- improved strength evaluation and avoidance of dangerous locations with dormant pirate bases
CHARACTERS
- ensure remove irrelevant character traits when an existing character becomes the new empire leader
- improved application of character appearance chance bonuses, so that even more likely to get characters of desired roles
COLONY POPULATION POLICIES
- colonies that are wiped out due to exterminate population policy (all population eliminated) now automatically transfer any characters or troops of your empire to nearest colony
- altered diplomatic and reputation impact from Extermination population policy: values are now more immediate and predictable instead of being applied over time, similar to how Slavery policy works
COLONY SHIPS
- prevent colony ships from fleeing enemy ships when under construction
- ensure automated colony ships that need repair or construction completion assign repair mission
PLANETARY FACILITIES
- significantly reduced costs for all planetary defense facilities
COLONIZATION AND TERRAFORMING
- reduced natural planet quality damage repair rate for uninhabited planets
MINING AND CONSTRUCTION
- improved evaluation of new mining locations so that accurately indicate when target is beyond construction ship fuel range: targets that mine fuel now use extended fuel range (can refuel at new mining station, thus can use full fuel range). Thus do not disable 'Queue Mining Station' button when new target still within fuel range
GENERAL STORY EVENTS
- changed salvage bonus for Shakturi Debris Field from Firestorm Torpedo tech to system exploration
- reduced radius of story nebula and storm clouds to minimize chance of overlap with home system locations
IKKURO AND DHAYUT DLC
- model bundle and data fixes for Ikkuro and Dhayut
Changes in 1.1.5.3 (June 29th, 2023):
CRASH FIXES
- fixed crash when determining whether an empire is a vassal
- fixed crash when adding items to a location
- fixed crash when rendering system badges
REPEATABLE TECHS
- now show improved values (not current) for components/facilities/hulls in repeatable tech project detail
- fixed incorrect bonus values for Repeatable Ship Hull Techs
- made all bonuses additive on Repeatable Techs (ShipHullValues.Bonuses, PlanetaryFacilityValues.ItemBonuses, PlanetaryFacilityValues.EmpireBonuses)
- fixed some display errors when showing project detail for some Repeatable Techs
- added icon at top-right of research project to indicate that it is a Repeatable Tech
- ensure that Repeatable Techs that are researched at game startup properly have their research count set to 1
RESOURCES AND FUEL
- fixed bug where fuel tankers sometimes did not load fuel from a refuelling point
- ensure freighters and other ships properly preserve salvaged resources and offload them when visit colony or spaceport
- ensure bases not at colonies get their (manually set) resource stock levels fulfilled by cargo deliveries (e.g. fuel) even when they are not mining stations
- ensure ships do not attempt to auto-refuel if they have no fuel capacity (damaged), instead first assign repair mission
OTHER
- fixed ship/base build costs showing differently in Designs List vs Ship Design screen
- fixed Explore System ship mission sometimes ending before entire system explored
- fixed rare bug when loading a savegame
- rebalanced energy usage for Quantum reactors (less fuel consumption)
- Cancel construction action button no longer destroys ship waiting in construction queue if retrofitting, repairing or retiring (only destroys ships when constructing anew)
Changes in 1.1.5.2 (June 22nd, 2023):
Important note: This build includes an update to the game engine, which should further improve performance, as well as address a number of rare crashes. We recommend you start a new game with this build and see if it improves your game.
GAME ENGINE
- upgraded Stride engine to version 4.2.0.1, which means a slight rendering performance improvement and likely fixes some rare crashes
CRASH AND BUG FIXES
- fixed The Hive faction showing up in places it should not (e.g. spy mission targets)
GAME EVENT FEATURES
- added new Game Event condition types: EmpireIsNotPlayer, EmpireIsPirate, EmpireIsNotPirate
- optionally allow some game event actions to suppress any messages (ResearchProgress, ResearchBreakthrough, ResearchProjectEnable)
REPEATABLE TECHS
- implemented Repeatable Techs in Research Screen: level 8 research projects that can be repeatedly researched to improve various aspects of components, facilities and ship hulls
- currently only have some sample research projects to test with: intercept range improvements to Guardian Defense Grid, troop attack and defense bonuses from Titan Manufacturing Center facility
SHIPS AND FLEETS
- improved construction ships repairing disabled ships
- disabled ships that cannot travel for repairs now properly avoid assigning missions they cannot complete
- ensure fleets properly retrofit (use correct fleet template), even when formed using Create New Fleet button
OTHER
- fixed some values not updating in the Game Editor (e.g. Ship fuel levels)
- improved selection of race-specific fleet templates and army templates (now properly prefer race-specific templates over generic templates)
- fixed exploration map pings sometimes not clearing when location is visited by ship
Changes in 1.1.4.9 (June 7th, 2023):
CRASH FIXES
- fixed crash when generating galaxy
- fixed crash when updating research for independents
SHIP AND BASE CONSTRUCTION
- now properly cancel construction ship mission when base being built is attacked and destroyed (e.g. by pirates or space creatures), thus avoiding repeated cycle of rebuilds and consequent drain on private economy
- fixed faulty construction yard wait time when processing many retiring ships
COLONIZATION AND CONQUEST
- ensure that when empire is destroyed (last colony conquered) by last colony becoming independent (rebellion) that only freighters become independent ships, other ship and base types removed
- now clear any generic colony events when conquer a colony (e.g. race-specific events)
- now automatically clear queued colonization when another empire colonizes the target planet
OTHER
- lowered energy output rate for all reactor components to previous values (reduces fuel usage)
- honoring defense treaties no longer incurs reputation penalty from breaking any existing Non Aggression or Defense treaties with war empire
- ensure research breakthroughs always handle all aspects of project (e.g. diplomacy benefits), even when acquired through non-standard means, e.g. salvaging debris, acquiring artifact
- ensure pirate base designs use hull large enough to fit critical components, e.g. mining engine for fuel extraction
- ensure Shakturi race does not accidentally show up for independent colonies, etc
- fixed high-end hyperdrives sometimes jumping too often, even for short range travel (low jump accuracy values)
- ensure some government types do not incorrectly raise quality of home colony when build planetary facility
Changes in 1.1.4.8 (June 2nd, 2023):
CRASH FIXES
- fixed crash in Music System when some audio components are missing
- fixed crash when loading images
- fixed crash when determining items in current view
- fixed Stride bug relating to missing materials when rendering under heavy threading contention
- fixed rare startup bug relating to dxgi.dll
- fixed rare startup bug relating to missing CPU core affinity groups
- fixed rare crash when using Build Order system badges
- fixed rare crash when loading game
- fixed rare crash when adding weapon effects to scene
DANGEROUS LOCATIONS
- fixed problem where dangerous locations were often not being removed after fleets investigated and cleared threats
FLEET AND SHIP BEHAVIOR
- automated fleets now more willing to auto-remove damaged ships from fleet when the ship is too far from repair yard to reach in a timely manner (when Fleet Ship Management is automated)
- fixed bulk transport freighter missions sometimes failing to load adequate cargo
- ensure independent freighters do not travel too far when fulfilling resource orders
OTHER
- fixed some government types altering home colony quality (too high) with PreWarp game start (when build startup facility)
- fixed Show Me button sometimes not working on advisor messages
- fixed Show Me button on messages often not working when related ship is in hyperjump
- adjusted ship model scaling to also include vertical size, not just horizontal dimensions
- fixed repeated construction messages
- fixed startup problems due to incorrect GameStartSettings file
Please try this new beta and let us know if it helps your game. We encourage you to start a new game as there may be changes that only take effect upon starting a new game.
To facilitate frequent beta iterations as needed, this beta is only available for now on Steam and GOG. All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.
On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking the latest Beta from the Beta channels drop-down list and allowing GOG to update.
As of the official 1.0.6.4 update, the Core game engine has been upgraded to use the latest version of Stride. (4.1.0.1 and a newer version of .NET. As of the recent 1.1.0.9 Aurora Update, we now include .NET 7 in the game executable, so no additional external .NET redistributables are required.
IMPORTANT NOTE: If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option willl likely resolve many issues caused by driver bugs or incompatibilities.
If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add --use-dx11 as a command-line argument to DistantWorlds2.exe)
Changes in 1.1.6.5 (August 16th, 2023)
CRASH FIXES
- further crash fixes for Stride rendering
DISPLAY AND HDR
- improved display mode selection to prevent issues when using DXVK/Vulkan with multiple monitors
- improved HDR setup for some systems
PLANETARY FACILITIES
- colonies will now upgrade planetary facilities when higher facility in same family is available, and when planetary facility construction is automated and can afford
- ensure Terraforming Facilities are built on colonies even when have no damage (when planetary facility construction is automated)
- improved management of automated facility funding level so that more likely to have spare maintenance funding to build and upgrade facilities
FUEL AND RESOURCES
- improved mining station construction so that do not overbuild when already met required rate for specific resource. This will reduce the overall number of AI-built mining stations and freighters, thus also lowering overall fuel usage
- lowered required rate for construction resources to more accurately reflect actual usage
- now indicate excessive oversupply for resources in New Mining Locations list, thus helping player avoid overbuilding mining stations for resources where supply already meets demand
ECONOMIC BALANCE
- AI empires can now detect and attempt to recover from excess maintenance costs that turn cashflow negative (also applies to player empire with appropriate automation settings)
- this can often happen when an important colony is lost through conquest in a war, thus suddenly removing a large portion of empire income
- faction in this situation will attempt to retire or scrap excess military ships, fleets or troops until cashflow recovers
RESEARCH, SHIP DESIGN AND SHIP BUILDING
- ensure Repeatable Techs also add Weapon Damage Falloff when modifying range
- improved weapon component selection by preferred weapon families for research and design (more focussed on these)
- rebalanced automated military ship building amounts to more closely consider current threats, i.e. do not build too many military ships until face threats from other factions
PATHFINDING
- fixed rare nebula pathing issues when assigning fleet missions to destinations inside nebulae
HIVE THREAT
- fixed rare situation where Hive threat could wake up earlier than intended
- Hive fleet now selects attack targets slightly closer to player
Changes in 1.1.6.4 (August 11th, 2023)
CRASH FIXES, MEMORY AND PERFORMANCE
- fixed a number of crashes
- fixed further Stride rendering crashes
- added some performance and memory improvements
HIVE THREAT
- fixed Hive ships waking prematurely
- fixed player not receiving initial Hive message
- tweaked Hive ship hulls so that have enough general component bays for all essential components
- slowed jump speed of Hive hyperdrive component
PIRATES
- changed Pirate Ambush event so that no longer switches abandoned ship to pirate faction with whom the discovering empire already has a treaty (which would then be broken)
- initial pirate first contact incident now decays higher to target value (i.e. reduces upwards towards zero) over time, while still ultimately remaining negative. But makes it easier to get Protection Agreements with pirate factions when have very negative initial encounter
ENEMY TARGETS LIST AND ATTACK QUEUING
- fixed Queue Attack button for Hive ships - now properly queues/unqueues attacks against each hive ship
- fixed Cancelling Queued Attacks against fleets in Enemy Targets list so that always works properly
- now include major threats in Enemy Targets list when visible (Hive, Planet Destroyer, etc)
- Enemy Targets list now properly always shows known strength for targets
SHIP DESIGN AND SHIP-RELATED BONUSES
- now force immediate update of all empire bonuses when switch government, including ship-specific bonuses like Maintenance Savings
- Ship Design screen now shows comprehensive information on Bonuses from Hull and Empire that are relevant to the current design. These bonuses are also included in all values, thus showing current and accurate values for Weapon Range, Weapon Damage, Hyperjump Speed, Shield Recharge Rate, Mining Rate, Maintenance Savings, etc
- when view Ship status by clicking on Design name in Selection Panel, the Ship Design detail screen now properly shows ship values with current bonuses applied (from empire and ship), thus with accurate weapon range, maintenance cost, etc
- added some missing info to Energy and Defense sections of Ship Design Detail screen
- added support for alternate preferred component families per category. Can thus specify fallback preferred families for each weapon category in empire policy
GALAXY SETUP
- tweaked Caslon abundance levels when generating a new galaxy so that generally higher
- added multiple options for toggling default events in Start New Game screen. Can enable/disable various items: PreWarp Home system events, abandoned ships and bases, debris fields, gravitic locations and major threats (e.g. Hive)
RESEARCH AND REPEATABLE TECHS
- fixed weapon values being cleared when use repeatable techs (weapons not firing)
- boosted research priority for projects with Ancient Knowledge bonus, especially when part of faction victory conditions (e.g. Quameno)
SHIP CONSTRUCTION
- fixed rendering for Construction Yard List: sometimes was not showing all ships under construction in list items
GAME EVENTS
- anchored Mortakosh battleship to starting location so that does not roam around the galaxy once awoken
CHARACTERS
- Inspiring Presence and Demoralizing character traits now properly apply to all characters at a location, even other characters with Inspiring Presence or Demoralizing trait when there are more than one character with the trait at the location
MODDING SUPPORT
- added support for static Characters defined in the file CharacterDefinitions.xml
-- define name, race and role
-- include full set of skills and traits for the character
-- includes support for character images either from bundles or file paths, or can use full Spine character animations
-- can specify appearance order so that a defined set of characters show up in expected order
-- can specify AppearOnlyInFirstEmpireOfRace to ensure that player always gets this character (not other factions of the same race)
Changes in 1.1.6.1 (August 4th, 2023)
CRASH FIXES
- fixed a number of Stride rendering crashes
- improved memory usage, collecting large memory pools more frequently
WAR AND DIPLOMACY
- improved evaluation of enemy targets so that much less likely to attack targets not at war with unless manually queued for attack
HIVE THREAT
- slightly lowered base tech level of Hive ships
- sleeping hive ships now wake up when attacked, boarded or attempt to repair
- uninvestigated abandoned ships and bases no longer prompt advisor message to repair (e.g. Hive ships)
- ensure initial Hive message from pirates is triggered when pirate nearby player are attacked
- Pirate factions allied with you against the Hive now only join you when you destroy a Hive carrier, not smaller Hive ships
- positive reputation incident when destroy hive ships now scales according to size of destroyed threat
- slightly improved performance of processing for Hive threat
- updated Hive Carrier ship model
PIRATES
- increased defensive strength of all pirate bases
- when pirate strength is normal or stronger in game start settings, initial negative pirate relationship value is more random (likely lower than usual). Thus some pirates may not make an initial offer of protection agreement, but will require some convincing.
NOTIFICATIONS
- reduced chance of multiple first contact messages for same faction
RESEARCH
- fixed repeatable tech improvements not applying on game reload
TROOPS AND COLONY GARRISONS
- ensure troops are not auto-garrisoned when empire-wide Troop Recruitment is manually controlled
WAR AND CONQUEST
- fixed empires sometimes not being properly eliminated when their last colony is conquered
- ensure free tech from colony conquest is not too advanced (e.g. hidden diplomacy techs, etc)
GALAXY SETUP
- Allow Any Government game start setting now applies both to initial game setup and also in-game government selection
- fixed discoverability level for critical resources sometimes being too high in PreWarp home system (too hard to find)
Changes in 1.1.6.0 (July 28th, 2023):
CRASH FIXES
- fixed crash when updating research with repeatable techs
- fixed crash when retrieving current build order
- fixed rare crash when starting new game
HIVE THREAT
- reworked Hive threat to create a more interesting and gradually increasing threat
-- added smaller hive ships in addition to large carriers: there are now Hive frigates and destroyers
-- Hive ships when first discovered are dormant. They will begin to wake up starting with the smallest ships. This is influenced by the discovering player's tech level.
-- once the first Hive ship has awoken then all other ships progressively wake up over a period of several years
-- newly woken Hive ships will now band together in fleet to attack targets
-- they will start by attacking pirates, then later faction bases, then finally raiding inhabited worlds
-- they will be placed nearer to empire starting locations
-- the player will now receive periodic sighting messages in Galactic News as various factions spot the Hive fleet
SHIP DESIGN
- fixed ship and base designs not selecting higher levels of Armor (was always using Standard Armor)
COLONIZATION AND SUITABILITY
- fixed home colony quality sometimes too high when using Harsh homeworld game settings
Changes in 1.1.5.8 (July 21st, 2023):
Important Note: We are aware a number of users having issues launching the game due two main reasons: 1) a hang issue relating to the Slitherine launcher, 2) 32-core CPU bug. With version 1.1.5.8 we have introduced a new launcher and CPU bug fix that we hope resolve the launch issues users have been having. We highly recommend any users experiencing launch issues try out this latest build to see if it resolves your game launch issues and please make sure to enable the launcher in the launch options.
CRASH FIXES
- fixed crash when finding mining target within range
- fixed crash when updating research
- fixed crash when fleet ship assigns escort mission
- fixed crash when rendering colony in Selection Panel that gets removed
COMPATIBILITY ISSUES
- fixed game sometimes not starting on some systems with 32 or more CPU cores
PIRATES
- implemented brand new pirate cruisers: appearance is dependent on pirate strength in game start settings as outlined below:
-- when Very Strong then some pirate factions may start with a cruiser
-- when Normal or higher: when a non-pirate faction first attacks a pirate base then the pirates will auto-spawn a mostly completed cruiser under construction at their base, which will soon exit the hangar and respond to the attackers
-- when Normal or higher: when have sufficient money, pirate faction may build new cruisers (after initial attack on their base by non-pirates above)
- decreased ship costs for pirates to encourage ship construction as they gain money from raids
FLEETS AND FLEET BEHAVIOR
- improved automated fleet formation and fleet ship topup so that more willing to add appropriate ships to fleets while still attempting to maintain fleet cohesion by preferring nearby ships
SHIP BEHAVIOR
- fixed ships sometimes getting stuck at edge of galaxy
TROOP GARRISONS
- improved colony troop garrison logic so that more willing to garrison troops when have high unrest (e.g. soon after colony conquest)
INDEPENDENT COLONIES
- all independent colonies now automatically set appropriate suitability (quality) for populated race, even when they are story-generated locations
POPULATION POLICIES
- greatly reduced rate of extermination population policy so that takes longer
RESEARCH
- ensure research progress acquired through game events or conquest no longer selects research projects that are not currently visible
SPACE COMBAT
- fixed bug where Shields with high resistance could sometimes increase in value when struck by weapons with low damage values (i.e. below resistance level)
SHIP DESIGN AND RETROFIT
- fixed recent bug where auto-generated ship and base design names were not progressing (SSP-1, RS-1, etc)
DIPLOMACY AND REPUTATION
- fixed bug where very low empire reputation could sometimes result in other factions concern over your reputation not being intense enough
- diplomacy advisors will no longer suggest gifts to independent colonies while they are being invaded (by any faction), even when your diplomatic strategy for them is set to 'Diplomacy leading to peaceful integration'
UI IMPROVEMENTS
- Colony Event tooltips now also show end date for event (from Selection Panel and Main View Header)
- separated Empire Bonuses into their own list under Empire section in Control Center (next to Government section)
- fixed some empire bonuses sometimes falling off the end of list in Bonuses screen when have race-specific bonuses, e.g. Gizurean population growth rate modifier
- added new filtering and sorting options for Available Components list in Ship Design screen that include new component families
- added new filters to the Colonies list to show colonies that require terraforming (quality not at maximum) or have reached maximum terraforming level and should have facility removed
- disallowed research projects for a race no longer show disallowed race images in tech tree unless they apply to the player race (less visual clutter)
- ensure New Mining Locations list falls back to make proper use of colonies for build resources if spaceports are missing resources (thus Queue Build buttons are made active)
- ensure Mining Bonanza home system colony event has proper image
- fixed some factions having mismatched colors from their selected flag (e.g. Gizurean)
HDR AND COLOR BALANCE
- added additional game settings for color adjustment which may help with HDR mode brightness (gamma, brightness, contrast, saturation)
NEBULAE AND STORMS
- some nebula effects no longer apply to ships or creatures while hyperjumping: all damage types, shield drain, energy drain, sub-light speed modifier
OTHER
- fixed recent data bug where player empire sometimes had surrounding systems pre-explored
Changes in 1.1.5.6 (July 14th, 2023):
CRASH FIXES
- fixed crash when assigning exploration mission to ship
- fixed crash when repeatable research project contains improved component values for missing component
- fixed some rare crashes in the Stride engine
- fixed rare crash when generating ship design name
GRAPHICS IMPROVEMENTS
- fixed very dark HDR rendering mode on some systems
- improved ambient lighting in Ship Design screen
UI IMPROVEMENTS
- now display fleet targeting level in Selection Panel when have fleet selected
- improved button text layout in various UI areas
- added any active colony events in your empire to the header in the main view. Hover for details of each, click to select colony with event
RESEARCH FAMILIES AND AI GUIDANCE
- added weapon component families to allow better ship design upgrades and more focused automated research and design. Can specify preferred weapon families for each weapon category in empire policy in the Construction policy sub-section
- setting your preferred component family for each weapon type will guide ship design automation as well as automated research choices
- altered some weapon component categories to better optimize AI research pathing
- rebalanced some of the AI research pathing algorithms
- added more variation to faction research and design choices via policy files
REPEATABLE TECHS
- added minimum floor for repeatable tech values: cannot fall below 1% of original value (for improvements that have reductive values, e.g. weapon fire rate, energy used)
- repeatable techs now have repeat count inside top-level icon when already researched once or more
- project detail for repeatable techs now shows repeat count remaining when approaching limit, when at limit now also properly show 'Final Values' instead of 'Improved Values' (i.e. no next repeat)
- default size multiplier for repeatable techs is now one, i.e. they do not increase in size/cost with each repeat. Size multiplier value is configurable in ResearchProjectDefinitions.xml
- fixed component values sometimes not immediately updating when use repeatable techs
- fixed display values for Static Energy Used in repeatable research projects
- fixed repeatable research projects to work properly when targets of Steal Tech espionage missions
REFUELLING AND FUEL TANKERS
- improved selection of refuelling and repair locations for ships: refuel or repair bases must have docking bays, i.e. bases under construction do not qualify until sufficiently built
- improved how fuel tankers refuel non-fleet ships: more careful to only refuel ships that are beyond range of nearest refuelling point. So will not refuel ships that could otherwise reach refuelling point on their own
- fixed duplicate fleet names when rendering Fuel Tanker list
THREAT EVALUATION
- improved strength evaluation and avoidance of dangerous locations with dormant pirate bases
CHARACTERS
- ensure remove irrelevant character traits when an existing character becomes the new empire leader
- improved application of character appearance chance bonuses, so that even more likely to get characters of desired roles
COLONY POPULATION POLICIES
- colonies that are wiped out due to exterminate population policy (all population eliminated) now automatically transfer any characters or troops of your empire to nearest colony
- altered diplomatic and reputation impact from Extermination population policy: values are now more immediate and predictable instead of being applied over time, similar to how Slavery policy works
COLONY SHIPS
- prevent colony ships from fleeing enemy ships when under construction
- ensure automated colony ships that need repair or construction completion assign repair mission
PLANETARY FACILITIES
- significantly reduced costs for all planetary defense facilities
COLONIZATION AND TERRAFORMING
- reduced natural planet quality damage repair rate for uninhabited planets
MINING AND CONSTRUCTION
- improved evaluation of new mining locations so that accurately indicate when target is beyond construction ship fuel range: targets that mine fuel now use extended fuel range (can refuel at new mining station, thus can use full fuel range). Thus do not disable 'Queue Mining Station' button when new target still within fuel range
GENERAL STORY EVENTS
- changed salvage bonus for Shakturi Debris Field from Firestorm Torpedo tech to system exploration
- reduced radius of story nebula and storm clouds to minimize chance of overlap with home system locations
IKKURO AND DHAYUT DLC
- model bundle and data fixes for Ikkuro and Dhayut
Changes in 1.1.5.3 (June 29th, 2023):
CRASH FIXES
- fixed crash when determining whether an empire is a vassal
- fixed crash when adding items to a location
- fixed crash when rendering system badges
REPEATABLE TECHS
- now show improved values (not current) for components/facilities/hulls in repeatable tech project detail
- fixed incorrect bonus values for Repeatable Ship Hull Techs
- made all bonuses additive on Repeatable Techs (ShipHullValues.Bonuses, PlanetaryFacilityValues.ItemBonuses, PlanetaryFacilityValues.EmpireBonuses)
- fixed some display errors when showing project detail for some Repeatable Techs
- added icon at top-right of research project to indicate that it is a Repeatable Tech
- ensure that Repeatable Techs that are researched at game startup properly have their research count set to 1
RESOURCES AND FUEL
- fixed bug where fuel tankers sometimes did not load fuel from a refuelling point
- ensure freighters and other ships properly preserve salvaged resources and offload them when visit colony or spaceport
- ensure bases not at colonies get their (manually set) resource stock levels fulfilled by cargo deliveries (e.g. fuel) even when they are not mining stations
- ensure ships do not attempt to auto-refuel if they have no fuel capacity (damaged), instead first assign repair mission
OTHER
- fixed ship/base build costs showing differently in Designs List vs Ship Design screen
- fixed Explore System ship mission sometimes ending before entire system explored
- fixed rare bug when loading a savegame
- rebalanced energy usage for Quantum reactors (less fuel consumption)
- Cancel construction action button no longer destroys ship waiting in construction queue if retrofitting, repairing or retiring (only destroys ships when constructing anew)
Changes in 1.1.5.2 (June 22nd, 2023):
Important note: This build includes an update to the game engine, which should further improve performance, as well as address a number of rare crashes. We recommend you start a new game with this build and see if it improves your game.
GAME ENGINE
- upgraded Stride engine to version 4.2.0.1, which means a slight rendering performance improvement and likely fixes some rare crashes
CRASH AND BUG FIXES
- fixed The Hive faction showing up in places it should not (e.g. spy mission targets)
GAME EVENT FEATURES
- added new Game Event condition types: EmpireIsNotPlayer, EmpireIsPirate, EmpireIsNotPirate
- optionally allow some game event actions to suppress any messages (ResearchProgress, ResearchBreakthrough, ResearchProjectEnable)
REPEATABLE TECHS
- implemented Repeatable Techs in Research Screen: level 8 research projects that can be repeatedly researched to improve various aspects of components, facilities and ship hulls
- currently only have some sample research projects to test with: intercept range improvements to Guardian Defense Grid, troop attack and defense bonuses from Titan Manufacturing Center facility
SHIPS AND FLEETS
- improved construction ships repairing disabled ships
- disabled ships that cannot travel for repairs now properly avoid assigning missions they cannot complete
- ensure fleets properly retrofit (use correct fleet template), even when formed using Create New Fleet button
OTHER
- fixed some values not updating in the Game Editor (e.g. Ship fuel levels)
- improved selection of race-specific fleet templates and army templates (now properly prefer race-specific templates over generic templates)
- fixed exploration map pings sometimes not clearing when location is visited by ship
Changes in 1.1.4.9 (June 7th, 2023):
CRASH FIXES
- fixed crash when generating galaxy
- fixed crash when updating research for independents
SHIP AND BASE CONSTRUCTION
- now properly cancel construction ship mission when base being built is attacked and destroyed (e.g. by pirates or space creatures), thus avoiding repeated cycle of rebuilds and consequent drain on private economy
- fixed faulty construction yard wait time when processing many retiring ships
COLONIZATION AND CONQUEST
- ensure that when empire is destroyed (last colony conquered) by last colony becoming independent (rebellion) that only freighters become independent ships, other ship and base types removed
- now clear any generic colony events when conquer a colony (e.g. race-specific events)
- now automatically clear queued colonization when another empire colonizes the target planet
OTHER
- lowered energy output rate for all reactor components to previous values (reduces fuel usage)
- honoring defense treaties no longer incurs reputation penalty from breaking any existing Non Aggression or Defense treaties with war empire
- ensure research breakthroughs always handle all aspects of project (e.g. diplomacy benefits), even when acquired through non-standard means, e.g. salvaging debris, acquiring artifact
- ensure pirate base designs use hull large enough to fit critical components, e.g. mining engine for fuel extraction
- ensure Shakturi race does not accidentally show up for independent colonies, etc
- fixed high-end hyperdrives sometimes jumping too often, even for short range travel (low jump accuracy values)
- ensure some government types do not incorrectly raise quality of home colony when build planetary facility
Changes in 1.1.4.8 (June 2nd, 2023):
CRASH FIXES
- fixed crash in Music System when some audio components are missing
- fixed crash when loading images
- fixed crash when determining items in current view
- fixed Stride bug relating to missing materials when rendering under heavy threading contention
- fixed rare startup bug relating to dxgi.dll
- fixed rare startup bug relating to missing CPU core affinity groups
- fixed rare crash when using Build Order system badges
- fixed rare crash when loading game
- fixed rare crash when adding weapon effects to scene
DANGEROUS LOCATIONS
- fixed problem where dangerous locations were often not being removed after fleets investigated and cleared threats
FLEET AND SHIP BEHAVIOR
- automated fleets now more willing to auto-remove damaged ships from fleet when the ship is too far from repair yard to reach in a timely manner (when Fleet Ship Management is automated)
- fixed bulk transport freighter missions sometimes failing to load adequate cargo
- ensure independent freighters do not travel too far when fulfilling resource orders
OTHER
- fixed some government types altering home colony quality (too high) with PreWarp game start (when build startup facility)
- fixed Show Me button sometimes not working on advisor messages
- fixed Show Me button on messages often not working when related ship is in hyperjump
- adjusted ship model scaling to also include vertical size, not just horizontal dimensions
- fixed repeated construction messages
- fixed startup problems due to incorrect GameStartSettings file
Re: 1.1.4.8 Public Beta Update Available
"DANGEROUS LOCATIONS
- fixed problem where dangerous locations were often not being removed after fleets investigated and cleared threats"
Thank you! A most annoying problem fixed
- fixed problem where dangerous locations were often not being removed after fleets investigated and cleared threats"
Thank you! A most annoying problem fixed

Re: 1.1.4.8 Public Beta Update Available
Thank you! No more Ackdarian Republics dominating the galaxy because they got an unfair start!MaximKI wrote: Fri Jun 02, 2023 3:21 pm - fixed some government types altering home colony quality (too high) with PreWarp game start (when build startup facility)

Re: 1.1.4.8 Public Beta Update Available
Actually, this still seems to be happening with the 1.1.4.8 beta update.Cauldyth wrote: Sat Jun 03, 2023 10:09 amThank you! No more Ackdarian Republics dominating the galaxy because they got an unfair start!MaximKI wrote: Fri Jun 02, 2023 3:21 pm - fixed some government types altering home colony quality (too high) with PreWarp game start (when build startup facility)![]()

Re: 1.1.4.8 Public Beta Update Available
Do you have a save and steps to reproduce that shows the issue?Cauldyth wrote: Sat Jun 03, 2023 2:13 pmActually, this still seems to be happening with the 1.1.4.8 beta update.Cauldyth wrote: Sat Jun 03, 2023 10:09 amThank you! No more Ackdarian Republics dominating the galaxy because they got an unfair start!MaximKI wrote: Fri Jun 02, 2023 3:21 pm - fixed some government types altering home colony quality (too high) with PreWarp game start (when build startup facility)![]()
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Re: 1.1.4.8 Public Beta Update Available
Sure, in the attached file, select the planet then unpause the game. When the "Republic" pop-up appears, the planet quality jumps from 57% to something in the 70-75% range (there seems to be some randomness into just how much it jumps).MaximKI wrote: Mon Jun 05, 2023 12:49 pm Do you have a save and steps to reproduce that shows the issue?
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Re: 1.1.4.8 Public Beta Update Available
New game prewarp (1.1.4.8) no passenger ship do the migration missions. I setup a few colonies to resettle. I'am at war at the moment. Savegame attached.
Edit: After war it worked. Maybe also in war. It was a long war and I forget to ckeck the migration missions.
Edit: After war it worked. Maybe also in war. It was a long war and I forget to ckeck the migration missions.
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Re: 1.1.4.8 Public Beta Update Available
1.1.4.9 available on steam but no patch notes?
Re: 1.1.4.9 Public Beta Update Available
Hey everyone, a new beta is available! See OP for details.
Re: 1.1.4.9 Public Beta Update Available
Fixed for real this time, thank you!MaximKI wrote: Fri Jun 02, 2023 3:21 pm - ensure some government types do not incorrectly raise quality of home colony when build planetary facility

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Re: 1.1.4.9 Public Beta Update Available
Capturing Hive ships should also give reputation like destroying them. For captured Hive ships it should be also possible to mine caslon.
At retrofit this design to are the greater hulls missing. small -> medium - large spaceport
Multiple the same investigate popups about the same abandonded ship.
At retrofit this design to are the greater hulls missing. small -> medium - large spaceport
Multiple the same investigate popups about the same abandonded ship.
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Re: 1.1.4.9 Public Beta Update Available
Colony ships not work, test this savegame. (load unload colonist but never colonize)
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Re: 1.1.4.9 Public Beta Update Available
All targets all fleets strentgh sorting is not working, you can test it also by the savegame above. The game is amazing! And unique!
At desgins at role there is also the size like small medium and large pls delete this size at role because of sorting roles. It's the same at new design select ship hull for example at freighters.
I think the bombard infos at weapon tooltips should be better on the bottom of the tooltips. For better compare weapons.
Star marine barracks maintance savings 10% not count on ships (base not tested yet). But why maintance savings for this component? Delete the info in the tooltip.
Edit: Bought DLC on steam. Hope on new beta update.
At desgins at role there is also the size like small medium and large pls delete this size at role because of sorting roles. It's the same at new design select ship hull for example at freighters.
I think the bombard infos at weapon tooltips should be better on the bottom of the tooltips. For better compare weapons.
Star marine barracks maintance savings 10% not count on ships (base not tested yet). But why maintance savings for this component? Delete the info in the tooltip.
Edit: Bought DLC on steam. Hope on new beta update.
Last edited by fruitgnome on Thu Jun 22, 2023 10:45 pm, edited 1 time in total.
Re: 1.1.5.2 Public Beta Update Available
A new public beta is now live! See OP for details.
Re: 1.1.5.2 Public Beta Update Available
Thank you for the good work, the game takes shape - it runs smooth and the graphic is good.
Now we can start playing and enjoy this game and play just as we always dreamed of.
I personally love still the babylon 5 saga - and with the dhayut (and dlc?') I am sure a huge step towards this is made.
I love this game!
the shadows/babylon 5
Now we can start playing and enjoy this game and play just as we always dreamed of.
I personally love still the babylon 5 saga - and with the dhayut (and dlc?') I am sure a huge step towards this is made.
I love this game!
the shadows/babylon 5
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Re: 1.1.5.2 Public Beta Update Available
Twice the same notification about the same gravilex in one moment instant (1x game speed).
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Re: 1.1.5.2 Public Beta Update Available
End of war but my fleets are still attacking the bases I selected in war. At end of war all targets must be deleted/unselected.
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Re: 1.1.5.2 Public Beta Update Available
Captured pirate bases should not be auto updated. It deletes the origin design and look.
Re: 1.1.5.3 Public Beta Update Available
A new public beta is now live! See OP for details.
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Re: 1.1.5.3 Public Beta Update Available
Thx 4 update.
I noticed a problem today. Empire funding levels excess colony growth and research is only dependent on cash flow and not bonus income. I have at the moment 200k on cash but a negative cash flow of -20k but bonus income of 140k. I have the money to push colony growth and research but it get not noticed. I can't better explain it.
I noticed a problem today. Empire funding levels excess colony growth and research is only dependent on cash flow and not bonus income. I have at the moment 200k on cash but a negative cash flow of -20k but bonus income of 140k. I have the money to push colony growth and research but it get not noticed. I can't better explain it.
Last edited by fruitgnome on Thu Jan 25, 2024 7:49 pm, edited 1 time in total.