DW2 Beta Update 1.0.6.4 - How to Access and Change List
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DW2 Beta Update 1.0.6.4 - How to Access and Change List
Hi everyone,
Please try this new beta and let us know if it helps your 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 "beta - v.1.0.6.4" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.6.4 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 "Beta - v1.0.6.4" from the Beta channels drop-down list and allowing GOG to update.
As a reminder, DW2 version 1.0.5.0 and later requires .Net 6.0. It should automatically be installed by both GOG Galaxy and Steam clients. However, If it fails or the game doesn't run. You can download and install IT from here: https://dotnet.microsoft.com/en-us/down ... -installer
IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 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. This will 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.
Changes in 1.0.6.4 (August 12th, 2022):
CRASH AND BUG FIXES
- fixed rare crash when resolving ship mission commands
- fixed rare crash when calculating ship collision avoidance factors
- fixed bug where location effects could sometimes linger for ships, disrupting subsequent movement
COLONIZATION
- ensure some story planets have proper quality levels to eventually become colonized by specified race
- fixed automated colonization sometimes colonizing targets slightly below suitability threshold in empire policy
OTHER
- ensure correct infantry image always used in research screen for troop research projects
- fixed scuttle button sometimes not working for single ships or bases
Changes in 1.0.6.3 (August 10th, 2022):
CRASH FIXES
- fixed crash when determining threat level for enemy ship
- fixed crash when checking whether research project prerequisites have been researched
- fixed rare crash when escorting target
- fixed rare crash when calculating ship strength including fighters
- fixed rare crash when drawing diplomatic relation details
- fixed crash when click on non-item area of Resource Flow selection list
FLEET AND SHIP BEHAVIOR
- fixed ships sometimes incorrectly reassigning mission when get too close to planets
- reduced collision avoidance contention when ships are docking at base, thus improving throughput
- further extended logic for ships to avoid exiting hyperjump when mission changes: will now remain in hyperjump when change - mission to move to coordinates (at same location), even though do not have specific target
- more careful auto-loading and unloading of troops for automated troop transports that are not part of a fleet. Avoid getting in endless loop of loading/unloading troops
TROOPS
- fixed some non-playable race troop sizes (were zero, thus very fast recruitment, etc)
- ensure troop recruitment costs always paid, even when manually recruited
- troops named with proper numeric prefix that relates to number of troop units in empire
- Infantry defense strengths increased
MANUAL PLAY IMPROVEMENTS
- added action buttons for multi-selected ships: scrap and retire selected ships
- added new right-click mission for multi-selected ships: capture (when ships have capability)
OTHER
- fixed story events sometimes being generated in the wrong location (e.g. ancient debris fields at homeworld)
- fixed minor text formatting issues
- further improved planet quality for independent colonies (always suitable for native population)
- added extra tooltip descriptions for character traits Corrupt (Scientist) and Double Agent
Changes in 1.0.6.2 Beta (August 5th, 2022):
CRASH FIXES
- fixed rare crash when executing some game events
- fixed crash when signalling docking completion for a ship
- fixed rare crash when use planet destroyer
- fixed crash when ship evaluates nearby threats
- fixed issue where some older savegames could not be loaded
- improved locking to reduce contention and fix crashes
RENDERING AND GAME SETTINGS
- added Vulkan/DXVK rendering option in game settings
- integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe
- persisted some previously unsaved game settings (Control Center List item size, rendering option toggles)
UI IMPROVEMENTS
- added text formatting to various messages
- fixed some minor display issues with text layout
PERFORMANCE IMPROVEMENTS
- minor performance improvements in some areas
OTHER
- ensure creatures move away from stars if too close
- improved error reporting
- improved profiling to enable frame capture using RenderDoc
- added extra checks with multi-file loading for mods, giving better feedback on data errors
Changes in 1.0.6.0 Beta (July 28th, 2022):
CRASH FIXES
- fixed crash when checking ships within range at a location
- fixed crash when finding shortest docking wait queue at a location
- fixed rare crash when calculating jump path between systems
FLEET, SHIP AND FIGHTER BEHAVIOR
- fixed fleet ships sometimes getting stuck in deep space unable to jump
- fixed damaged fleet ships that cannot jump to repair location causing repeated fleet repair missions
- improved fleet target selection so that do not upgrade attack against enemy ship to attack against entire fleet unless lead ship of enemy fleet is visible, thus better assessing whether need to refuel or gather before attack
- now ensure ships always get properly refueled by fuel tanker, even when very close to planet
- fighters now better at continuing to escort carriers when supporting ongoing Raid, Capture or Bombard missions (fighters no longer stop idle in space)
COLONIZATION
- improved loading colonists for new colony targets so that load most suitable race even when is not dominant race at load colony
CHARACTERS
- better handling of imprisoned characters when reconquer colony (ensure properly removed from prisoners of previous empire)
- properly exclude imprisoned characters when determining defensive bonuses at colony (as shown in Troop Report screen)
PERFORMANCE IMPROVEMENTS
- avoid precaching some models and textures when have low video memory
- added some extra game settings to allow disabling some rendering effects
AI IMPROVEMENTS
- now properly handle situation when empire was planning to build expensive planetary facility at a colony, but lost colony while saving up construction funds
UI IMPROVEMENTS
- added further tooltips to Design List screen explaining Retrofit and Status columns
- ensure that accepting a request to help another empire battle the Hive threat also ends any war between you
- fixed sorting in Defensive Bases list for Name and Distance From Spaceport
- added more detailed inline text formatting for markup language
- extended text formatting to messages
OTHER
- improved error reporting in some situations
- further reduced simultaneous sound effects that can sometimes create loud bursts of sound
- implemented better approach for resetting static base data (loaded from XML files) when start a new game in same session (no longer reload from files), thus better supporting modding
Changes in 1.0.5.8 Beta (July 21st, 2022):
CRASH FIXES
- fixed crash when reviewing system visibility after ship exits hyperjump
- fixed crash when drawing location badges
- fixed rare crash when creating new colony
- fixed crash when ship reviews its fleet escort
- fixed crash when recording ship revert mission
- fixed crash when checking for abandoned ships at location
- fixed crash when fleet considers whether to retreat
- fixed crash when updating system summary data
- fixed rare crash when loading ship designs
GENERAL BUG FIXES
- now properly exclude ShipHulls_Art.xml file when not in art mode
- fixed occasional error messages relating to regional settings on non-English PCs
- fixed incorrect URL for .Net 6.0 installation
TROOPS AND TROOP TRANSPORTS
- fixed automated non-fleet troop transports sometimes getting into endless loop of load/unload troops at a colony
- troops at colonies now more likely to be ungarrisoned when not needed to meet defensive requirements or rebellion supression (e.g. shortly after conquest), thus freeing them up for reloading on troop transports
UI IMPROVEMENTS
- updated Design List screen to more clearly indicate toggling for some items (underlines for Role Design, Auto Retrofit, Is Active columns)
FLEET AND SHIP BEHAVIOR
- fixed bug where fleets were sometimes calculating fuel range incorrectly and thus taking on missions that were too distant
- fighters now never allow collision avoidance to prevent them from boarding their carrier, thus avoiding holding up the carrier's jump, etc
MODDING IMPROVEMENTS
- added new Game Event features for story team
- now allow loading multiple XML data files per type to better support modding
SOUNDS
- added Assault Pod sound effect
Changes in 1.0.5.6 Beta (July 14th, 2022):
CRASH FIXES
- fixed crash when calculating construction yard wait times
- fixed crash when calculating stock levels
- fixed crash when removing list items
- fixed crash when merging temporary locations
- fixed crash when resolving character location description
- fixed crash when generating message log user interface
- fixed crash when ship evaluates nearby threats
SHIP BEHAVIOR
- ships now remain in hyperjump when assign new mission if target is at same location as previous mission, e.g. thus have all fleet ships continue their jump to threat investigation location after first ship exits jump and upgrades mission to attack threat (no need to exit jump and then restart new jump)
- added new ship mission type: Explore Location - explores all items at a location, useful for manually exploring asteroid fields. Select exploration ship and right-click on an item for popup menu with this mission
COLONIZATION AND SUITABILITY
- tweaked independent colony suitability for some races so that always have suitability of at least +20 (economically viable)
UI IMPROVEMENTS
- added extra filter in New Mining Locations list: 'All Resources - No Asteroids'
- improved selectability of fleets and other items at galaxy level
- added popup selection when click multiple items at same point
- selection popup list is ordered by type, with fleets, stars and spaceports first
- ensure player empire territory marked green (friendly) in Diplomacy map overlay
- now include Autosaves for Continue Game button, i.e. if an autosave is the most recent savegame then that game will be resumed
- better selection of default user interface size based on screen resolution (i.e. larger default size for larger screens)
- fixed bug where ships sometimes could not be selected at system level
BUG FIXES
- fixed Mining Locations list sometimes showing wrong items when filtering by a specific resource
- properly filter out unknown resources in Colonies list
- ensure Upgrade Design button properly accounts for components that have matching category but not the necessary capabilities, e.g. Star Marine Barracks that are crew quarters category but are used differently
SOUND EFFECTS
- limit number of simultaneous sound effects of same type to avoid very high effect volume, especially when first zooming into a location
OTHER
- provided better download link when prompting to install .Net 6.0
- properly clear room background when speak with independent colony for non-playable race
- capped maximum number of user-defined starting empires in Start New Game screen to 20
- remove HighDPI aware registry flag for current user (no need for this as DW2 now handles this itself)
- fixed a typo regarding the Technocracy government
- Military Academy facilities are now 1 per Empire as originally intended
Changes in 1.0.5,3 Beta - July 7th, 2022
CRASH FIXES
- fixed rare crash when showing research screen
- fixed rare crash while ship is determining system jump path
- fixed a number of multi-threading-related crashes
PERFORMANCE AND MEMORY
- extended multi-threading to better utilize CPU cores and provide better performance
- improved texture memory management to improve performance and further minimize crashes
- enabled early exit from many multi-threaded tasks to provide more responsiveness in very large games when exiting to main menu or initiating load or save
- improved performance when calculating construction yard wait times for incoming ships, thus improving responsiveness in very large games
DIPLOMACY
- empires now properly decide whether to honor Defense Treaties, will consider whether to declare war on aggressors against their allies. Declining to honor treaty negatively impacts relations and reputation, whereas honoring the treaty (declaring war on aggressor) improves relations and reputation. When war diplomacy is not automated, player will be prompted with modal message window where they must choose whether to honor treaty or not
- value of offer to end war with 3rd party in diplomacy trade deal screen now valued much lower. Other empire also has to be interested in an end to your war with 3rd party, i.e. they are friends with 3rd party and concerned about the war
- Non Aggression treaties no longer offered when diplomatic strategy for a faction is set to Conquer
- altered acceptance levels for diplomatic trade deals with other empires: angry empires require much higher value offered, friendly empires no longer offer very favourable deals
- increased negative diplomatic incident amount from invading colonies, whether the colony is independent or owned by another faction. Negative incident amount now also scales with colony size, i.e. larger colonies generate stronger incident. However when at war with faction then incident is much lower, as is negative reputation impact
- increased negative diplomatic incident amount from colony bombardment. Note that this is not just a constant value, but rather is tied to actual amount of population loss
- fixed bug where special locations could be traded repeatedly in Diplomacy trade screen
- fixed bug where could not refuel ships at pirate bases when have Military Refuelling agreement
FLEETS AND SHIPS
- fleets no longer incorrectly refuel when assign prepare and attack mission against target outside a star system
- default designs for medium and large freighters now have more fuel tanks to give greater range than small freighters
- fixed bug where some ship/base retrofits were not completing properly, i.e. some new components were not being added
- improved willingness of construction ships without hyperdrives to build new bases at own location
COLONIZATION
- colony ships now less likely to retrofit and more likely to colonize any targets within range before refuelling (i.e. do not refuel if already have colonization target within range)
- improved willingness of automated Colony Ships to colonize queued colonization targets that are independent colonies but are unsuitable for empire races (does not matter because bulk of population is pre-existing well-suited native race)
MODDING SUPPORT
- enabled IsPlayable flag in Races.xml file to better support modding. Note that races list in Start New Game screen does not scroll horizontally, so can currently only add 3-4 more races before disappear off right side of screen, but will add scroll support in future
- added better support for custom mod-loading through command-line arguments
OTHER
- refresh 'Continue Game' button tooltip with latest savegame when exit to main menu
- properly refresh empire territory path lines after load game
- fixed shift key sometimes not working when editing text
- reduced volume for construction sound effects
- fixed empires using independent flags
Changes in 1.0.5.1 Beta - June 23rd, 2022
CRASH FIXES AND DIAGNOSTICS
- fixed rare crash when processing ship movement and energy consumption
- fixed crash when ship identifies nearby threats
- improved context-locking for rendering to further reduce DXGI_ERROR_DEVICE_REMOVED errors
- enabled capture of DirectX Debug information when switched on
- improved error reporting with more detail
SOUND EFFECTS
- added shield strike and construction sound effects
- fixed weapon firing sound effects not playing unless weapon also had accompanying particle effect
COLONIZATION
- fixed bug where too many colony ships were sometimes being built
- fixed bug where colony ships could sometimes load the wrong race of colonists for queued colonization targets
- when Colonization Automation is manual, automated colony ships no longer load colonists except for queued colonization targets
FLEET AND SHIP BEHAVIOUR
- carriers no longer launch fighters when exit jumps at transit locations on way to final attack target, thus speeding up transit jumps (only launch fighters when real threats or arrive at final attack target location)
- creating new fleet from multiple selected ships now also properly updates action buttons under Selection Panel to match new fleet
OTHER
- added Continue Game button to main menu (load most recent savegame)
- fixed reputation increase from destroying pirate ships and bases
- fixed minor typo in game start text when have single additional colony
- corrected Kiadian typo in diplomatic research projects
- ensured proper game icon is shown in taskbar
Changes in 1.0.5.0 Beta – June 13th, 2022
GENERAL UPGRADES AND CRASH FIXES
• Migrated DW2 to the latest version of Stride game engine
• Fixed various crashes relating to Stride rendering
• Fixed rare crash when a ship refuels
• Added extra error reporting for some rendering-related crashes
• Auto-detect and warn when PC is missing a vendor-specific display driver (i.e. when only Available adapter is 'Microsoft Basic Render Driver')
RENDERING PERFORMANCE
• Improved rendering performance by implementing shader instancing when drawing galaxy map highlights (list items) and empire territory circles/lines.
• These improvements are especially evident in large games when zoomed out to the galaxy level
improved performance when opening very large lists in Control Center (e.g. civilian ships)
MAP OVERLAYS
• Adjusted some galaxy map overlays so that properly fade out as zoom in (long range scanners, diplomacy, exploration)
• Adjusted general opacity for some map overlays (long range scanners, diplomacy, exploration)
OTHER
• Ending a War or signing a Non Aggression treaty now clears any dangerous locations for other empire, thus preventing automated fleets from unnecessarily investigating locations that are no longer a threat
Please try this new beta and let us know if it helps your 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 "beta - v.1.0.6.4" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.6.4 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 "Beta - v1.0.6.4" from the Beta channels drop-down list and allowing GOG to update.
As a reminder, DW2 version 1.0.5.0 and later requires .Net 6.0. It should automatically be installed by both GOG Galaxy and Steam clients. However, If it fails or the game doesn't run. You can download and install IT from here: https://dotnet.microsoft.com/en-us/down ... -installer
IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 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. This will 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.
Changes in 1.0.6.4 (August 12th, 2022):
CRASH AND BUG FIXES
- fixed rare crash when resolving ship mission commands
- fixed rare crash when calculating ship collision avoidance factors
- fixed bug where location effects could sometimes linger for ships, disrupting subsequent movement
COLONIZATION
- ensure some story planets have proper quality levels to eventually become colonized by specified race
- fixed automated colonization sometimes colonizing targets slightly below suitability threshold in empire policy
OTHER
- ensure correct infantry image always used in research screen for troop research projects
- fixed scuttle button sometimes not working for single ships or bases
Changes in 1.0.6.3 (August 10th, 2022):
CRASH FIXES
- fixed crash when determining threat level for enemy ship
- fixed crash when checking whether research project prerequisites have been researched
- fixed rare crash when escorting target
- fixed rare crash when calculating ship strength including fighters
- fixed rare crash when drawing diplomatic relation details
- fixed crash when click on non-item area of Resource Flow selection list
FLEET AND SHIP BEHAVIOR
- fixed ships sometimes incorrectly reassigning mission when get too close to planets
- reduced collision avoidance contention when ships are docking at base, thus improving throughput
- further extended logic for ships to avoid exiting hyperjump when mission changes: will now remain in hyperjump when change - mission to move to coordinates (at same location), even though do not have specific target
- more careful auto-loading and unloading of troops for automated troop transports that are not part of a fleet. Avoid getting in endless loop of loading/unloading troops
TROOPS
- fixed some non-playable race troop sizes (were zero, thus very fast recruitment, etc)
- ensure troop recruitment costs always paid, even when manually recruited
- troops named with proper numeric prefix that relates to number of troop units in empire
- Infantry defense strengths increased
MANUAL PLAY IMPROVEMENTS
- added action buttons for multi-selected ships: scrap and retire selected ships
- added new right-click mission for multi-selected ships: capture (when ships have capability)
OTHER
- fixed story events sometimes being generated in the wrong location (e.g. ancient debris fields at homeworld)
- fixed minor text formatting issues
- further improved planet quality for independent colonies (always suitable for native population)
- added extra tooltip descriptions for character traits Corrupt (Scientist) and Double Agent
Changes in 1.0.6.2 Beta (August 5th, 2022):
CRASH FIXES
- fixed rare crash when executing some game events
- fixed crash when signalling docking completion for a ship
- fixed rare crash when use planet destroyer
- fixed crash when ship evaluates nearby threats
- fixed issue where some older savegames could not be loaded
- improved locking to reduce contention and fix crashes
RENDERING AND GAME SETTINGS
- added Vulkan/DXVK rendering option in game settings
- integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe
- persisted some previously unsaved game settings (Control Center List item size, rendering option toggles)
UI IMPROVEMENTS
- added text formatting to various messages
- fixed some minor display issues with text layout
PERFORMANCE IMPROVEMENTS
- minor performance improvements in some areas
OTHER
- ensure creatures move away from stars if too close
- improved error reporting
- improved profiling to enable frame capture using RenderDoc
- added extra checks with multi-file loading for mods, giving better feedback on data errors
Changes in 1.0.6.0 Beta (July 28th, 2022):
CRASH FIXES
- fixed crash when checking ships within range at a location
- fixed crash when finding shortest docking wait queue at a location
- fixed rare crash when calculating jump path between systems
FLEET, SHIP AND FIGHTER BEHAVIOR
- fixed fleet ships sometimes getting stuck in deep space unable to jump
- fixed damaged fleet ships that cannot jump to repair location causing repeated fleet repair missions
- improved fleet target selection so that do not upgrade attack against enemy ship to attack against entire fleet unless lead ship of enemy fleet is visible, thus better assessing whether need to refuel or gather before attack
- now ensure ships always get properly refueled by fuel tanker, even when very close to planet
- fighters now better at continuing to escort carriers when supporting ongoing Raid, Capture or Bombard missions (fighters no longer stop idle in space)
COLONIZATION
- improved loading colonists for new colony targets so that load most suitable race even when is not dominant race at load colony
CHARACTERS
- better handling of imprisoned characters when reconquer colony (ensure properly removed from prisoners of previous empire)
- properly exclude imprisoned characters when determining defensive bonuses at colony (as shown in Troop Report screen)
PERFORMANCE IMPROVEMENTS
- avoid precaching some models and textures when have low video memory
- added some extra game settings to allow disabling some rendering effects
AI IMPROVEMENTS
- now properly handle situation when empire was planning to build expensive planetary facility at a colony, but lost colony while saving up construction funds
UI IMPROVEMENTS
- added further tooltips to Design List screen explaining Retrofit and Status columns
- ensure that accepting a request to help another empire battle the Hive threat also ends any war between you
- fixed sorting in Defensive Bases list for Name and Distance From Spaceport
- added more detailed inline text formatting for markup language
- extended text formatting to messages
OTHER
- improved error reporting in some situations
- further reduced simultaneous sound effects that can sometimes create loud bursts of sound
- implemented better approach for resetting static base data (loaded from XML files) when start a new game in same session (no longer reload from files), thus better supporting modding
Changes in 1.0.5.8 Beta (July 21st, 2022):
CRASH FIXES
- fixed crash when reviewing system visibility after ship exits hyperjump
- fixed crash when drawing location badges
- fixed rare crash when creating new colony
- fixed crash when ship reviews its fleet escort
- fixed crash when recording ship revert mission
- fixed crash when checking for abandoned ships at location
- fixed crash when fleet considers whether to retreat
- fixed crash when updating system summary data
- fixed rare crash when loading ship designs
GENERAL BUG FIXES
- now properly exclude ShipHulls_Art.xml file when not in art mode
- fixed occasional error messages relating to regional settings on non-English PCs
- fixed incorrect URL for .Net 6.0 installation
TROOPS AND TROOP TRANSPORTS
- fixed automated non-fleet troop transports sometimes getting into endless loop of load/unload troops at a colony
- troops at colonies now more likely to be ungarrisoned when not needed to meet defensive requirements or rebellion supression (e.g. shortly after conquest), thus freeing them up for reloading on troop transports
UI IMPROVEMENTS
- updated Design List screen to more clearly indicate toggling for some items (underlines for Role Design, Auto Retrofit, Is Active columns)
FLEET AND SHIP BEHAVIOR
- fixed bug where fleets were sometimes calculating fuel range incorrectly and thus taking on missions that were too distant
- fighters now never allow collision avoidance to prevent them from boarding their carrier, thus avoiding holding up the carrier's jump, etc
MODDING IMPROVEMENTS
- added new Game Event features for story team
- now allow loading multiple XML data files per type to better support modding
SOUNDS
- added Assault Pod sound effect
Changes in 1.0.5.6 Beta (July 14th, 2022):
CRASH FIXES
- fixed crash when calculating construction yard wait times
- fixed crash when calculating stock levels
- fixed crash when removing list items
- fixed crash when merging temporary locations
- fixed crash when resolving character location description
- fixed crash when generating message log user interface
- fixed crash when ship evaluates nearby threats
SHIP BEHAVIOR
- ships now remain in hyperjump when assign new mission if target is at same location as previous mission, e.g. thus have all fleet ships continue their jump to threat investigation location after first ship exits jump and upgrades mission to attack threat (no need to exit jump and then restart new jump)
- added new ship mission type: Explore Location - explores all items at a location, useful for manually exploring asteroid fields. Select exploration ship and right-click on an item for popup menu with this mission
COLONIZATION AND SUITABILITY
- tweaked independent colony suitability for some races so that always have suitability of at least +20 (economically viable)
UI IMPROVEMENTS
- added extra filter in New Mining Locations list: 'All Resources - No Asteroids'
- improved selectability of fleets and other items at galaxy level
- added popup selection when click multiple items at same point
- selection popup list is ordered by type, with fleets, stars and spaceports first
- ensure player empire territory marked green (friendly) in Diplomacy map overlay
- now include Autosaves for Continue Game button, i.e. if an autosave is the most recent savegame then that game will be resumed
- better selection of default user interface size based on screen resolution (i.e. larger default size for larger screens)
- fixed bug where ships sometimes could not be selected at system level
BUG FIXES
- fixed Mining Locations list sometimes showing wrong items when filtering by a specific resource
- properly filter out unknown resources in Colonies list
- ensure Upgrade Design button properly accounts for components that have matching category but not the necessary capabilities, e.g. Star Marine Barracks that are crew quarters category but are used differently
SOUND EFFECTS
- limit number of simultaneous sound effects of same type to avoid very high effect volume, especially when first zooming into a location
OTHER
- provided better download link when prompting to install .Net 6.0
- properly clear room background when speak with independent colony for non-playable race
- capped maximum number of user-defined starting empires in Start New Game screen to 20
- remove HighDPI aware registry flag for current user (no need for this as DW2 now handles this itself)
- fixed a typo regarding the Technocracy government
- Military Academy facilities are now 1 per Empire as originally intended
Changes in 1.0.5,3 Beta - July 7th, 2022
CRASH FIXES
- fixed rare crash when showing research screen
- fixed rare crash while ship is determining system jump path
- fixed a number of multi-threading-related crashes
PERFORMANCE AND MEMORY
- extended multi-threading to better utilize CPU cores and provide better performance
- improved texture memory management to improve performance and further minimize crashes
- enabled early exit from many multi-threaded tasks to provide more responsiveness in very large games when exiting to main menu or initiating load or save
- improved performance when calculating construction yard wait times for incoming ships, thus improving responsiveness in very large games
DIPLOMACY
- empires now properly decide whether to honor Defense Treaties, will consider whether to declare war on aggressors against their allies. Declining to honor treaty negatively impacts relations and reputation, whereas honoring the treaty (declaring war on aggressor) improves relations and reputation. When war diplomacy is not automated, player will be prompted with modal message window where they must choose whether to honor treaty or not
- value of offer to end war with 3rd party in diplomacy trade deal screen now valued much lower. Other empire also has to be interested in an end to your war with 3rd party, i.e. they are friends with 3rd party and concerned about the war
- Non Aggression treaties no longer offered when diplomatic strategy for a faction is set to Conquer
- altered acceptance levels for diplomatic trade deals with other empires: angry empires require much higher value offered, friendly empires no longer offer very favourable deals
- increased negative diplomatic incident amount from invading colonies, whether the colony is independent or owned by another faction. Negative incident amount now also scales with colony size, i.e. larger colonies generate stronger incident. However when at war with faction then incident is much lower, as is negative reputation impact
- increased negative diplomatic incident amount from colony bombardment. Note that this is not just a constant value, but rather is tied to actual amount of population loss
- fixed bug where special locations could be traded repeatedly in Diplomacy trade screen
- fixed bug where could not refuel ships at pirate bases when have Military Refuelling agreement
FLEETS AND SHIPS
- fleets no longer incorrectly refuel when assign prepare and attack mission against target outside a star system
- default designs for medium and large freighters now have more fuel tanks to give greater range than small freighters
- fixed bug where some ship/base retrofits were not completing properly, i.e. some new components were not being added
- improved willingness of construction ships without hyperdrives to build new bases at own location
COLONIZATION
- colony ships now less likely to retrofit and more likely to colonize any targets within range before refuelling (i.e. do not refuel if already have colonization target within range)
- improved willingness of automated Colony Ships to colonize queued colonization targets that are independent colonies but are unsuitable for empire races (does not matter because bulk of population is pre-existing well-suited native race)
MODDING SUPPORT
- enabled IsPlayable flag in Races.xml file to better support modding. Note that races list in Start New Game screen does not scroll horizontally, so can currently only add 3-4 more races before disappear off right side of screen, but will add scroll support in future
- added better support for custom mod-loading through command-line arguments
OTHER
- refresh 'Continue Game' button tooltip with latest savegame when exit to main menu
- properly refresh empire territory path lines after load game
- fixed shift key sometimes not working when editing text
- reduced volume for construction sound effects
- fixed empires using independent flags
Changes in 1.0.5.1 Beta - June 23rd, 2022
CRASH FIXES AND DIAGNOSTICS
- fixed rare crash when processing ship movement and energy consumption
- fixed crash when ship identifies nearby threats
- improved context-locking for rendering to further reduce DXGI_ERROR_DEVICE_REMOVED errors
- enabled capture of DirectX Debug information when switched on
- improved error reporting with more detail
SOUND EFFECTS
- added shield strike and construction sound effects
- fixed weapon firing sound effects not playing unless weapon also had accompanying particle effect
COLONIZATION
- fixed bug where too many colony ships were sometimes being built
- fixed bug where colony ships could sometimes load the wrong race of colonists for queued colonization targets
- when Colonization Automation is manual, automated colony ships no longer load colonists except for queued colonization targets
FLEET AND SHIP BEHAVIOUR
- carriers no longer launch fighters when exit jumps at transit locations on way to final attack target, thus speeding up transit jumps (only launch fighters when real threats or arrive at final attack target location)
- creating new fleet from multiple selected ships now also properly updates action buttons under Selection Panel to match new fleet
OTHER
- added Continue Game button to main menu (load most recent savegame)
- fixed reputation increase from destroying pirate ships and bases
- fixed minor typo in game start text when have single additional colony
- corrected Kiadian typo in diplomatic research projects
- ensured proper game icon is shown in taskbar
Changes in 1.0.5.0 Beta – June 13th, 2022
GENERAL UPGRADES AND CRASH FIXES
• Migrated DW2 to the latest version of Stride game engine
• Fixed various crashes relating to Stride rendering
• Fixed rare crash when a ship refuels
• Added extra error reporting for some rendering-related crashes
• Auto-detect and warn when PC is missing a vendor-specific display driver (i.e. when only Available adapter is 'Microsoft Basic Render Driver')
RENDERING PERFORMANCE
• Improved rendering performance by implementing shader instancing when drawing galaxy map highlights (list items) and empire territory circles/lines.
• These improvements are especially evident in large games when zoomed out to the galaxy level
improved performance when opening very large lists in Control Center (e.g. civilian ships)
MAP OVERLAYS
• Adjusted some galaxy map overlays so that properly fade out as zoom in (long range scanners, diplomacy, exploration)
• Adjusted general opacity for some map overlays (long range scanners, diplomacy, exploration)
OTHER
• Ending a War or signing a Non Aggression treaty now clears any dangerous locations for other empire, thus preventing automated fleets from unnecessarily investigating locations that are no longer a threat
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
For anyone having any technical issues (black screens, crashes, slow performance, etc.) we strongly recommend trying the new 1.0.5.3 beta and letting us know if it helps you.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Thank you, I love you.Erik Rutins wrote: Thu Jul 07, 2022 3:37 pm - fixed shift key sometimes not working when editing text
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Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Nice!! I look forward to trying the new update. 
Also to add; thank you.

Also to add; thank you.
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Again, thankscyrusol wrote: Thu Jul 07, 2022 4:34 pmThank you, I love you.Erik Rutins wrote: Thu Jul 07, 2022 3:37 pm - fixed shift key sometimes not working when editing text

This has buggered me a lot.
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Just FYI -
- reduced volume for construction sound effects
Failed.
I'd never had an issue with the construction sound effects - they were clear - but not over the top - but your "fix" that didn't need to happen at all has made them LOUD AS ALL FRACK!
Please undo the fix?
I mean you turned it down to 1 MILLION.
- reduced volume for construction sound effects
Failed.
I'd never had an issue with the construction sound effects - they were clear - but not over the top - but your "fix" that didn't need to happen at all has made them LOUD AS ALL FRACK!
Please undo the fix?
I mean you turned it down to 1 MILLION.
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Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Ditto. Nice to see it's been resolved.KarayaMan wrote: Thu Jul 07, 2022 8:36 pmAgain, thankscyrusol wrote: Thu Jul 07, 2022 4:34 pmThank you, I love you.Erik Rutins wrote: Thu Jul 07, 2022 3:37 pm - fixed shift key sometimes not working when editing text![]()
This has buggered me a lot.
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Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Are betas savegame compatible?
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Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
I think so. Anyone want to confirm this?
- Erik Rutins
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- Contact:
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Some additional details on the command-line arguments:
Some details on this:
For helping modders get their code to run, we have provided a generic foot-in-the-door for community projects such as the Chinese Localization mod and Mod Loader projects.
There's a new command-line parameter for the game that uses a standardized pattern to refer to a component to load or execute at the game's start up.
Mod projects can then provide a batch file or launchers to run the game with their low-level mod.
Examples of using the new parameter (--low-level-inject) on the command-line are provided below.
Basic example of loading and running a module initializer.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll
Examples of loading and running the static initializer of a class.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass
Examples of invoking a simple parameterless static method.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass.SomeStaticMethod
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass.SomeStaticMethod
The parameter can be provided with multiple arguments and they will be loaded in the order specified from left-to-right.
Example of multiple arguments.
DistantWorlds2.exe --low-level-inject ManagedAssembly1.dll ManagedAssembly2.dll
Some details on this:
For helping modders get their code to run, we have provided a generic foot-in-the-door for community projects such as the Chinese Localization mod and Mod Loader projects.
There's a new command-line parameter for the game that uses a standardized pattern to refer to a component to load or execute at the game's start up.
Mod projects can then provide a batch file or launchers to run the game with their low-level mod.
Examples of using the new parameter (--low-level-inject) on the command-line are provided below.
Basic example of loading and running a module initializer.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll
Examples of loading and running the static initializer of a class.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass
Examples of invoking a simple parameterless static method.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass.SomeStaticMethod
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass.SomeStaticMethod
The parameter can be provided with multiple arguments and they will be loaded in the order specified from left-to-right.
Example of multiple arguments.
DistantWorlds2.exe --low-level-inject ManagedAssembly1.dll ManagedAssembly2.dll
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
1.0.5.3 is save game compatible.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
-
- Posts: 204
- Joined: Thu Oct 30, 2003 4:13 pm
Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Too bad. I was looking for an excuse to ditch my campaign. Things are not going well for the humans

Re: DW2 Beta Update 1.0.5.3 - How to Access and Change List
Could you please explain where to get information about changing those dlls?Erik Rutins wrote: Sat Jul 09, 2022 12:28 am Some additional details on the command-line arguments:
Some details on this:
For helping modders get their code to run, we have provided a generic foot-in-the-door for community projects such as the Chinese Localization mod and Mod Loader projects.
There's a new command-line parameter for the game that uses a standardized pattern to refer to a component to load or execute at the game's start up.
Mod projects can then provide a batch file or launchers to run the game with their low-level mod.
Examples of using the new parameter (--low-level-inject) on the command-line are provided below.
Basic example of loading and running a module initializer.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll
Examples of loading and running the static initializer of a class.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass
Examples of invoking a simple parameterless static method.
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeClass.SomeStaticMethod
DistantWorlds2.exe --low-level-inject ManagedAssembly.dll!SomeNamespace.SomeClass.SomeStaticMethod
The parameter can be provided with multiple arguments and they will be loaded in the order specified from left-to-right.
Example of multiple arguments.
DistantWorlds2.exe --low-level-inject ManagedAssembly1.dll ManagedAssembly2.dll
It would be very interesting to read something about how to do it and where to start.
Thanks in advance!
- Erik Rutins
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- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
Updated the first post to reflect the new 1.0.5.6 public beta update, available today.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
- added extra filter in New Mining Locations list: 'All Resources - No Asteroids'
Really wanted this, thanks!
Really wanted this, thanks!
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Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
I think something is wrong with the new mining locations. I had all resources and initially it was working, but then I ordered a mining station build on an asteroid and it started hiding all asteroids except the one with a mining station being built.
Initial After construction assigned Also, for the one being shown, it showed 62% abundance for Mebnar, but when I selected the asteroid, it showed 2%.
Initial After construction assigned Also, for the one being shown, it showed 62% abundance for Mebnar, but when I selected the asteroid, it showed 2%.
- Erik Rutins
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Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
That's because the others were likely in range of that first asteroid. A mining station will mine all asteroids in range and will combine their resource abundance into a total value for the asteroids within range. Once you place a mining station, other asteroids within its range (which it will already be mining) will be removed from the list.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
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Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
The cool things you learn:) Went back to a save and watched and that is exactly what is happening. Thanks!Erik Rutins wrote: Fri Jul 15, 2022 12:52 am That's because the others were likely in range of that first asteroid. A mining station will mine all asteroids in range and will combine their resource abundance into a total value for the asteroids within range. Once you place a mining station, other asteroids within its range (which it will already be mining) will be removed from the list.
Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
Hi Erik, any idea when this will go as an official update?Erik Rutins wrote: Thu Jul 14, 2022 4:39 pm Updated the first post to reflect the new 1.0.5.6 public beta update, available today.
- Erik Rutins
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Re: DW2 Beta Update 1.0.5.6 - How to Access and Change List
The timing of this going official will depend on the feedback we get. If 1.0.5.6 proves to be stable, it could potentially become official as early as next week, otherwise we'll iterate with another beta update to get closer to a build that is worthy of becoming a new official update. There are a lot of major improvements in the 1.0.5.x series with the engine upgrade and a lot of low level fixes, so we're eager to get it out there as official as soon as we are sure that it's ready.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.