1.0.8.3 Public Beta Update Available
Moderator: MOD_DW2
- Erik Rutins
- Posts: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
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1.0.8.3 Public Beta Update Available
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.1.0.8.3" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.8.3 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 - v1.0.8.3" 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 below to switch back to DirectX 11. 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
Changes in 1.0.8.3 (October 27th, 2022):
CRASH FIXES
- fixed rare crash when determining jump path time to destination star system
- fixed rare crash when determining docking bay parking spot
- fixed rare crash when calculating docking position offset
SOUND DESIGN
- Thanks to generous work by Jeff Dodson of rainfall.tv, we have added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc.
DIPLOMACY AND REPUTATION
- fixed invading independent colonies increasing reputation (should decrease reputation)
- fixed decay rate for some reputation factors: destroying creatures, peacefully integrating independent colony (were decaying too slowly)
- adjusted soft cap to impact of reputation in diplomacy
- increased reputation decay rates for some incidents (exterminate population policy, destroy colony)
- diplomacy trend values update faster than previously. Reputation trend values update much faster than previously
- lowered soft cap for some diplomacy factors: relationship and beneficial treaties with friends and enemies
- reduced long term Galaxy Map sharing treaty incident value
- reduced reputation benefit from signing treaties
- adjusted soft cap for some diplomatic factors: relationship with friends, relationship with enemies
- honoring defense treaty by declaring war on aggressor no longer incurs war justification penalty or war grace period penalty ('too soon since last war')
COLONIZATION
- added further improvements when selecting construction locations for automated colony ships, especially when handling multiple simultaneous manually-queued colonization targets
FLEETS AND SHIPS
- ships added to fleets via topup now check whether have enough fuel to reach fleet, if not then first refuel at nearby location before proceeding to form-up with fleet
- when a ship changes fleets it now auto-cancels any escort missions for old fleet (escorting fleet capital ships)
- ensure ships that get stuck inside stars/planets/etc can always properly extricate themselves without other factors overriding that behavior
UI IMPROVEMENTS
- indicate when characters drawn in list items are transferring to new location (transparent image with tooltip explanation)
- immediately update system view summary (bottom-middle of screen) when double-click item to change view
- now show fleet jump range for selected fleet in galaxy view as dashed orange circle (in addition to fuel range)
- enabled shift-click to multi-select range of designs in Designs List screen
- added explanation in tooltip of action button when cannot build mining station or other base at location due to missing active design
RESEARCH
- fixed ships not always being upgraded when research new tech
- set default maximum concurrent research projects to 1 in empire policy
CONSTRUCTION AND SHIP DESIGN
- fixed Build Order screen sometimes building wrong design for role
- ensure Energy To Fuel converter component works properly
ART
- added new empire flags for playable races
GAME EVENTS
- ensure plagues and disasters do not strike same colony too often (no simultaneous plagues, minimum interval between)
Changes in 1.0.8.1 (October 21st, 2022):
CRASH FIXES
- fixed rare crash when inserting ship into docking wait queue
PERFORMANCE
- slightly improved improved general performance, especially in large games
EMPIRE REPUTATION
- fixed bug when modifying empire reputation near minimum or maximum limits
- no negative reputation impact from espionage against pirates
- you can now gain positive reputation from additional actions such as releasing prisoners, signing new treaties, researching diplomacy techs, destroying hive ships and planet destroyers
DIPLOMACY
- updated values for long-term diplomacy effects for some treaty types
- ensure Intelligence Sharing treaty now properly shares results of espionage missions with partners
- ensure Research treaty properly gives bonuses to each factions research speed
- some high-level treaty types now require an ambassador to be assigned to the foreign capital before they will be accepted
- ambassadors now properly apply diplomacy bonus to modify evaluation of your empire by assigned faction (when at faction capital)
- colony population assimilation rates for specific races now improved by researching diplomacy factors in tech tree at rate of 10% per diplomacy factor point
UI IMPROVEMENTS
- ambassador contributions to diplomacy are now properly called out in the diplomacy tab
- added new button to Population Policy screen: apply policy to all colonies of this type (e.g. Marshy Swamp, Volcanic, Sandy Desert, etc)
MIGRATION, COLONIZATION AND COLONY POPULATION POLICY
- ensure migrating populations honor colonization minimum suitability level from empire policy, i.e. race does not migrate to a colony unless suitability is +20 or better (default level)
- automated colony ship construction now considers preferred colonization race (suitability) and location of colonization target when determining where to build new colony ship (first choice is closest colony to target with preferred colonization race)
IN-GAME EDITOR
- changing a star name in game editor now also changes the corresponding system name on the galaxy map
OTHER
- fixed bug where offers to end war sometimes cannot be accepted
- fixed some text problems with fullscreen messages
- fixed time to transfer character to new location sometimes being excessively long
Changes in 1.0.8.0 (October 14th, 2022):
CRASH FIXES
- fixed crash that sometimes occurred when declaring war
DIPLOMACY AND REPUTATION
- rebalanced all reputation impacts from various events
- capped maximum and minimum reputation levels
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)
START NEW GAME SCREEN
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)
- in Start New Game screen now use tooltips to indicate when large galaxies may cause performance issues on less capable systems
UI IMPROVEMENTS
- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey
EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover
OTHER
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player
Changes in 1.0.7.9 (October 7th, 2022):
PERFORMANCE AND MEMORY
- improved general memory management
- improved memory management when rendering character animations
GENERAL DIPLOMACY
- now force immediate update of each faction's diplomatic strategy whenever conclude trade, change treaty, etc in diplomatic conversation screen
DIPLOMATIC REPUTATION
- reduced overall impact of very good or very poor reputation on colony happiness
- once empire reputation goes over +10 or below -10 then has diminished impact on colony happiness
- slightly increased reputation decay rates (previously dramatically reduced these, so have moderated this a bit)
WARS
- lowered threshold from war losses where an empire will consider ending a war (more likely to end war when losing badly)
- empires now more willing to offer incentives to end unwanted wars
- unhappiness from war weariness now applied to colonies with race and govt mitigation factors, so that aggressive factions now have less unhappiness from war weariness and thus less negative impact from wars
- empires now more likely to honor minimum interval between wars with same faction
- vassal empires now include minimum interval between wars with same faction when considering whether to rebel against parent empire
- fixed bug where diplomatic incidents were being applied to wrong empire when declare war while still have Defense or Non-Aggression treaty
PRIVATE ECONOMY
- ensure colonies always have proper resource stock levels for building bases and ships
MODDING SUPPORT
- now support overriding loaded data items by Id value for all XML file types (Races, Research Project Definitions, Ship Hulls, Troop Definitions, etc) based on additional data files that start with the same name (as a prefix). IDs should still be unique across all files.
DATA
- various data file fixes, balance tweaks and updates
Changes in 1.0.7.3 (September 23rd, 2022):
CRASH FIXES
- fixed crash when drawing ship weapon summary
- fixed crash when ship assigns exploration mission
- fixed crash when rendering background room for character
- fixed rare crash when drawing ship health summary
- fixed rare crash when unloading troops at colony
DIPLOMACY
- high-level diplomatic strategy now pays more attention to overall situation for faction, not just one-on-one relations. Thus more likely to seek out allies against threatening neighbors, even when would not normally otherwise ally with faction
- diplomacy trade panel adds new functionality to move view to trade items that are visible to your faction. Click 'eye' icon at right side of trade item
- tooltips on Peace and Subjugation trade items in diplomacy trade screen now include indication of value of extra incentive required when other faction wants additional inducement to end war
- high reputation now reduces envy factor from other empires ('We are envious of your huge strength and power')
- added new diplomatic incident type: declaring war too soon after previous war ended. Also has large negative reputation impact
- ensure vassal tribute income properly shown in Projected column of Annual Income section in Economy screen
- bases available for trade in diplomacy trade screen now show as 'Unknown Base' when not visible to player
- reputation factors now decay much more slowly
- fixed buggy display of diplomatic relation incident trend values when transition from positive to negative or vice versa
RESEARCH
- fixed bug where research projects with fallback paths were sometimes not appearing on tech tree when should have
- now exclude race-specific tech from non-playable races when stealing or trading tech, or acquiring through other means (e.g. colony conquest)
- tweaked which research projects an empire can acquire through colony conquest
- tweaked which research projects are available for trade and stealing (spy missions): spies can now perform repeated steal tech missions for same project even when visible to their empire
REBELLIONS
- reduced colonies constantly rebelling when using enslave or exterminate policy. However note that using these policies will increase unrest of affected races at your colonies, likely eventually leading to rebellion
- fixed issue where constantly rebelling colony with population set to exterminate would push population above 30 million, thus never completing extermination
- ensure colony is removed when all of it's population is exterminated (population policy)
SHIP BEHAVIOR
- automated construction ships now more willing to repair abandoned ships and bases when no other bases to build
OTHER
- ensure message filter empire flag images are properly loaded
Changes in 1.0.7.1 (September 16th, 2022):
DIPLOMACY
- added Subjugated Vassal diplomatic relation type (see Galactopedia for details: Game Concepts > Diplomacy - Treaty Types)
- fixed bug where wars would start with pirate factions when they raid your colonies
- fixed some diplomacy faulty trend values (positive relation with enemies)
- capped display of diplomacy trend values so that do not show misleadingly high or low values even when have fast-moving trend (trend magnitude never larger than target value)
- ensure clear some positive diplomacy values with other faction when they bombard, invade or destroy one of your colonies
- ensure cancel treaties with other faction when they bombard, invade or destroy one of your colonies
- empires that are losing war now much more likely to be willing to end the war, and even to become your subjugated vassal when losing badly
- clarified description of treaty trade item for Subjugated Vassal in Diplomacy Trade screen ('Offer to become Subjugated Vassal')
- preserve existing diplomatic treaty when matches current strategy for faction, even when evaluation drops below typical level for the treaty (e.g. advisor suggestions)
RESEARCH
- fixed some research projects remaining invisible after steal tech spy mission or acquire through other non-standard means
- fixed bug where minimum path count for some research project prerequisites were defaulting to one, which was incorrectly reducing the number of prerequisites that needs to first be researched
- now allow AI to initiate research projects even when uses reserved spending (colony ships, wonders) when there are no projects in the queue and the project initiation cost is relatively low
SHIP BEHAVIOR
- Capture ship missions now assigned and retained even when no assault pods currently available (cool down timer)
- now indicate unavailable assault pod status in Selection Panel and Weapons Report window when ship is assigned a Capture mission
- when a colony is invaded and conquered by another faction then non-military ships from the previous empire clear any missions at the colony (when two empires are still at war)
PIRATES
- ensure capturing pirate base eliminates pirate faction (not just when destroy pirate base)
OTHER
- rebalanced some government modifiers to make certain government types less corrupt and unhappy to ease economic challenges
Changes in 1.0.6.9 (September 8th, 2022):
CRASH FIXES
- fixed a new crash when generating new game with research settings of 'All Projects Visible' and 'Fixed Research Paths'
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations
RESEARCH
- fixed a new missing project paths issue on tech tree when generated using settings 'Only Next Projects Visible' (level 2+ was missing)
- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- reduced scaling of research project bonus requirement amounts based on galaxy size (now scales less than in the previous beta)
Changes in 1.0.6.8 (September 2nd, 2022):
CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens
RESEARCH
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.
- fixed some research projects not generating with all required prerequisite paths
- slightly reduced research priority for diplomacy techs
- slightly reduced research priority for some planetary facilities, especially research facilities
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them
MILITARY BALANCE
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels
FLEETS
- further tweaked default fleet templates: larger Attack and Invade fleets
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet
COLONY INVASIONS
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)
PLANETARY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth
EXPLORATION
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech
UI IMPROVEMENTS
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel
OTHER
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games
Changes in 1.0.6.6 (August 26th, 2022):
PERFORMANCE
- significant performance improvements, especially for large late-game galaxies
- galaxy-level star drawing and some other rendering now uses instancing, improving rendering performance
- further improved rendering performance in Control Center lists, especially in large late-games
FLEETS, FLEET TACTICS AND FIGHTERS
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
- ensure fleets that are manually assigned to attack enemy fleets at same location always carry out mission, even when not at war
- reduced default ratio of military ships not in fleets (empire policy)
- slightly reduced number of raid fleets for empire
- increased number of ships in default Attack fleet template
- changed default engagement range for Invasion Fleets from 50% Fuel Range to Nearby
COLONIZATION
- fixed bug where colony ships could sometimes continually load and unload colonists but never colonize a target, especially when have many queued colonization targets and many colony ships
SHIP BEHAVIOR
- mining ships now more careful to select mining targets within fuel range, including whether inside nebulae clouds
GAME EVENTS
- extended Game Events so that can have multiple filters for TriggerRaceIds and NonTriggerRaceIds
- moved AllConditionsMustBeMet flag on Game Event and Actions (no longer part of Conditions list)
- fixed minor text issue with some Hive threat messages
- fixed minor text layout issues for some ruin discovery messages
UI IMPROVEMENTS
- ensure empires have different colors and flags even when multiple empires of same race
- fixed non-clipped rendering artifacts in Start New Game screen
- made galaxy nebula clouds more visible
SHIP DESIGN
- ensured default design templates for defensive bases include Ion Defense components
OTHER
- ensure SavedGames folder exists before using Continue Game button
- enabled Sentry error reporting
- included all files in win-x64 folder that may fix freetype.dll error issues some have launching 1.0.6.4
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.1.0.8.3" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.8.3 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 - v1.0.8.3" 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 below to switch back to DirectX 11. 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
Changes in 1.0.8.3 (October 27th, 2022):
CRASH FIXES
- fixed rare crash when determining jump path time to destination star system
- fixed rare crash when determining docking bay parking spot
- fixed rare crash when calculating docking position offset
SOUND DESIGN
- Thanks to generous work by Jeff Dodson of rainfall.tv, we have added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc.
DIPLOMACY AND REPUTATION
- fixed invading independent colonies increasing reputation (should decrease reputation)
- fixed decay rate for some reputation factors: destroying creatures, peacefully integrating independent colony (were decaying too slowly)
- adjusted soft cap to impact of reputation in diplomacy
- increased reputation decay rates for some incidents (exterminate population policy, destroy colony)
- diplomacy trend values update faster than previously. Reputation trend values update much faster than previously
- lowered soft cap for some diplomacy factors: relationship and beneficial treaties with friends and enemies
- reduced long term Galaxy Map sharing treaty incident value
- reduced reputation benefit from signing treaties
- adjusted soft cap for some diplomatic factors: relationship with friends, relationship with enemies
- honoring defense treaty by declaring war on aggressor no longer incurs war justification penalty or war grace period penalty ('too soon since last war')
COLONIZATION
- added further improvements when selecting construction locations for automated colony ships, especially when handling multiple simultaneous manually-queued colonization targets
FLEETS AND SHIPS
- ships added to fleets via topup now check whether have enough fuel to reach fleet, if not then first refuel at nearby location before proceeding to form-up with fleet
- when a ship changes fleets it now auto-cancels any escort missions for old fleet (escorting fleet capital ships)
- ensure ships that get stuck inside stars/planets/etc can always properly extricate themselves without other factors overriding that behavior
UI IMPROVEMENTS
- indicate when characters drawn in list items are transferring to new location (transparent image with tooltip explanation)
- immediately update system view summary (bottom-middle of screen) when double-click item to change view
- now show fleet jump range for selected fleet in galaxy view as dashed orange circle (in addition to fuel range)
- enabled shift-click to multi-select range of designs in Designs List screen
- added explanation in tooltip of action button when cannot build mining station or other base at location due to missing active design
RESEARCH
- fixed ships not always being upgraded when research new tech
- set default maximum concurrent research projects to 1 in empire policy
CONSTRUCTION AND SHIP DESIGN
- fixed Build Order screen sometimes building wrong design for role
- ensure Energy To Fuel converter component works properly
ART
- added new empire flags for playable races
GAME EVENTS
- ensure plagues and disasters do not strike same colony too often (no simultaneous plagues, minimum interval between)
Changes in 1.0.8.1 (October 21st, 2022):
CRASH FIXES
- fixed rare crash when inserting ship into docking wait queue
PERFORMANCE
- slightly improved improved general performance, especially in large games
EMPIRE REPUTATION
- fixed bug when modifying empire reputation near minimum or maximum limits
- no negative reputation impact from espionage against pirates
- you can now gain positive reputation from additional actions such as releasing prisoners, signing new treaties, researching diplomacy techs, destroying hive ships and planet destroyers
DIPLOMACY
- updated values for long-term diplomacy effects for some treaty types
- ensure Intelligence Sharing treaty now properly shares results of espionage missions with partners
- ensure Research treaty properly gives bonuses to each factions research speed
- some high-level treaty types now require an ambassador to be assigned to the foreign capital before they will be accepted
- ambassadors now properly apply diplomacy bonus to modify evaluation of your empire by assigned faction (when at faction capital)
- colony population assimilation rates for specific races now improved by researching diplomacy factors in tech tree at rate of 10% per diplomacy factor point
UI IMPROVEMENTS
- ambassador contributions to diplomacy are now properly called out in the diplomacy tab
- added new button to Population Policy screen: apply policy to all colonies of this type (e.g. Marshy Swamp, Volcanic, Sandy Desert, etc)
MIGRATION, COLONIZATION AND COLONY POPULATION POLICY
- ensure migrating populations honor colonization minimum suitability level from empire policy, i.e. race does not migrate to a colony unless suitability is +20 or better (default level)
- automated colony ship construction now considers preferred colonization race (suitability) and location of colonization target when determining where to build new colony ship (first choice is closest colony to target with preferred colonization race)
IN-GAME EDITOR
- changing a star name in game editor now also changes the corresponding system name on the galaxy map
OTHER
- fixed bug where offers to end war sometimes cannot be accepted
- fixed some text problems with fullscreen messages
- fixed time to transfer character to new location sometimes being excessively long
Changes in 1.0.8.0 (October 14th, 2022):
CRASH FIXES
- fixed crash that sometimes occurred when declaring war
DIPLOMACY AND REPUTATION
- rebalanced all reputation impacts from various events
- capped maximum and minimum reputation levels
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)
START NEW GAME SCREEN
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)
- in Start New Game screen now use tooltips to indicate when large galaxies may cause performance issues on less capable systems
UI IMPROVEMENTS
- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey
EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover
OTHER
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player
Changes in 1.0.7.9 (October 7th, 2022):
PERFORMANCE AND MEMORY
- improved general memory management
- improved memory management when rendering character animations
GENERAL DIPLOMACY
- now force immediate update of each faction's diplomatic strategy whenever conclude trade, change treaty, etc in diplomatic conversation screen
DIPLOMATIC REPUTATION
- reduced overall impact of very good or very poor reputation on colony happiness
- once empire reputation goes over +10 or below -10 then has diminished impact on colony happiness
- slightly increased reputation decay rates (previously dramatically reduced these, so have moderated this a bit)
WARS
- lowered threshold from war losses where an empire will consider ending a war (more likely to end war when losing badly)
- empires now more willing to offer incentives to end unwanted wars
- unhappiness from war weariness now applied to colonies with race and govt mitigation factors, so that aggressive factions now have less unhappiness from war weariness and thus less negative impact from wars
- empires now more likely to honor minimum interval between wars with same faction
- vassal empires now include minimum interval between wars with same faction when considering whether to rebel against parent empire
- fixed bug where diplomatic incidents were being applied to wrong empire when declare war while still have Defense or Non-Aggression treaty
PRIVATE ECONOMY
- ensure colonies always have proper resource stock levels for building bases and ships
MODDING SUPPORT
- now support overriding loaded data items by Id value for all XML file types (Races, Research Project Definitions, Ship Hulls, Troop Definitions, etc) based on additional data files that start with the same name (as a prefix). IDs should still be unique across all files.
DATA
- various data file fixes, balance tweaks and updates
Changes in 1.0.7.3 (September 23rd, 2022):
CRASH FIXES
- fixed crash when drawing ship weapon summary
- fixed crash when ship assigns exploration mission
- fixed crash when rendering background room for character
- fixed rare crash when drawing ship health summary
- fixed rare crash when unloading troops at colony
DIPLOMACY
- high-level diplomatic strategy now pays more attention to overall situation for faction, not just one-on-one relations. Thus more likely to seek out allies against threatening neighbors, even when would not normally otherwise ally with faction
- diplomacy trade panel adds new functionality to move view to trade items that are visible to your faction. Click 'eye' icon at right side of trade item
- tooltips on Peace and Subjugation trade items in diplomacy trade screen now include indication of value of extra incentive required when other faction wants additional inducement to end war
- high reputation now reduces envy factor from other empires ('We are envious of your huge strength and power')
- added new diplomatic incident type: declaring war too soon after previous war ended. Also has large negative reputation impact
- ensure vassal tribute income properly shown in Projected column of Annual Income section in Economy screen
- bases available for trade in diplomacy trade screen now show as 'Unknown Base' when not visible to player
- reputation factors now decay much more slowly
- fixed buggy display of diplomatic relation incident trend values when transition from positive to negative or vice versa
RESEARCH
- fixed bug where research projects with fallback paths were sometimes not appearing on tech tree when should have
- now exclude race-specific tech from non-playable races when stealing or trading tech, or acquiring through other means (e.g. colony conquest)
- tweaked which research projects an empire can acquire through colony conquest
- tweaked which research projects are available for trade and stealing (spy missions): spies can now perform repeated steal tech missions for same project even when visible to their empire
REBELLIONS
- reduced colonies constantly rebelling when using enslave or exterminate policy. However note that using these policies will increase unrest of affected races at your colonies, likely eventually leading to rebellion
- fixed issue where constantly rebelling colony with population set to exterminate would push population above 30 million, thus never completing extermination
- ensure colony is removed when all of it's population is exterminated (population policy)
SHIP BEHAVIOR
- automated construction ships now more willing to repair abandoned ships and bases when no other bases to build
OTHER
- ensure message filter empire flag images are properly loaded
Changes in 1.0.7.1 (September 16th, 2022):
DIPLOMACY
- added Subjugated Vassal diplomatic relation type (see Galactopedia for details: Game Concepts > Diplomacy - Treaty Types)
- fixed bug where wars would start with pirate factions when they raid your colonies
- fixed some diplomacy faulty trend values (positive relation with enemies)
- capped display of diplomacy trend values so that do not show misleadingly high or low values even when have fast-moving trend (trend magnitude never larger than target value)
- ensure clear some positive diplomacy values with other faction when they bombard, invade or destroy one of your colonies
- ensure cancel treaties with other faction when they bombard, invade or destroy one of your colonies
- empires that are losing war now much more likely to be willing to end the war, and even to become your subjugated vassal when losing badly
- clarified description of treaty trade item for Subjugated Vassal in Diplomacy Trade screen ('Offer to become Subjugated Vassal')
- preserve existing diplomatic treaty when matches current strategy for faction, even when evaluation drops below typical level for the treaty (e.g. advisor suggestions)
RESEARCH
- fixed some research projects remaining invisible after steal tech spy mission or acquire through other non-standard means
- fixed bug where minimum path count for some research project prerequisites were defaulting to one, which was incorrectly reducing the number of prerequisites that needs to first be researched
- now allow AI to initiate research projects even when uses reserved spending (colony ships, wonders) when there are no projects in the queue and the project initiation cost is relatively low
SHIP BEHAVIOR
- Capture ship missions now assigned and retained even when no assault pods currently available (cool down timer)
- now indicate unavailable assault pod status in Selection Panel and Weapons Report window when ship is assigned a Capture mission
- when a colony is invaded and conquered by another faction then non-military ships from the previous empire clear any missions at the colony (when two empires are still at war)
PIRATES
- ensure capturing pirate base eliminates pirate faction (not just when destroy pirate base)
OTHER
- rebalanced some government modifiers to make certain government types less corrupt and unhappy to ease economic challenges
Changes in 1.0.6.9 (September 8th, 2022):
CRASH FIXES
- fixed a new crash when generating new game with research settings of 'All Projects Visible' and 'Fixed Research Paths'
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations
RESEARCH
- fixed a new missing project paths issue on tech tree when generated using settings 'Only Next Projects Visible' (level 2+ was missing)
- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- reduced scaling of research project bonus requirement amounts based on galaxy size (now scales less than in the previous beta)
Changes in 1.0.6.8 (September 2nd, 2022):
CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens
RESEARCH
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.
- fixed some research projects not generating with all required prerequisite paths
- slightly reduced research priority for diplomacy techs
- slightly reduced research priority for some planetary facilities, especially research facilities
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them
MILITARY BALANCE
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels
FLEETS
- further tweaked default fleet templates: larger Attack and Invade fleets
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet
COLONY INVASIONS
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)
PLANETARY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth
EXPLORATION
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech
UI IMPROVEMENTS
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel
OTHER
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games
Changes in 1.0.6.6 (August 26th, 2022):
PERFORMANCE
- significant performance improvements, especially for large late-game galaxies
- galaxy-level star drawing and some other rendering now uses instancing, improving rendering performance
- further improved rendering performance in Control Center lists, especially in large late-games
FLEETS, FLEET TACTICS AND FIGHTERS
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
- ensure fleets that are manually assigned to attack enemy fleets at same location always carry out mission, even when not at war
- reduced default ratio of military ships not in fleets (empire policy)
- slightly reduced number of raid fleets for empire
- increased number of ships in default Attack fleet template
- changed default engagement range for Invasion Fleets from 50% Fuel Range to Nearby
COLONIZATION
- fixed bug where colony ships could sometimes continually load and unload colonists but never colonize a target, especially when have many queued colonization targets and many colony ships
SHIP BEHAVIOR
- mining ships now more careful to select mining targets within fuel range, including whether inside nebulae clouds
GAME EVENTS
- extended Game Events so that can have multiple filters for TriggerRaceIds and NonTriggerRaceIds
- moved AllConditionsMustBeMet flag on Game Event and Actions (no longer part of Conditions list)
- fixed minor text issue with some Hive threat messages
- fixed minor text layout issues for some ruin discovery messages
UI IMPROVEMENTS
- ensure empires have different colors and flags even when multiple empires of same race
- fixed non-clipped rendering artifacts in Start New Game screen
- made galaxy nebula clouds more visible
SHIP DESIGN
- ensured default design templates for defensive bases include Ion Defense components
OTHER
- ensure SavedGames folder exists before using Continue Game button
- enabled Sentry error reporting
- included all files in win-x64 folder that may fix freetype.dll error issues some have launching 1.0.6.4
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: 1.0.6.6 Public Beta Update Available
Are you sure?Erik Rutins wrote: Fri Aug 26, 2022 3:00 pm [...]
UI IMPROVEMENTS
[...]
- made galaxy nebula clouds more visible
[...]
Line 144 was commented out and 145 inserted instead. But there is another BaseNebulaCloudAmount in 207, was there before, too.data\GraphicsSettings_Galaxy.xml wrote:Code: Select all
144: <!--BaseNebulaCloudAmount>3000</BaseNebulaCloudAmount--> 145: <BaseNebulaCloudAmount>5500</BaseNebulaCloudAmount> <!-- --> 207: <BaseNebulaCloudAmount>3000</BaseNebulaCloudAmount>
3 Game Starts using different GraphicsSettings_Galaxy.xml:
Re: 1.0.6.6 Public Beta Update Available
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
still not fully working. Zenox ancient Homeworld (middle in a Storm like all ancient homeworlds).
Zenox Spaceport has 3 Medium Starfighterbays
Bevore Patch: All Fighters permanently blowed up all the time
After Patch: 7 Interceptors rdy but 17 other all time Building/Blow up like bevore
still not fully working. Zenox ancient Homeworld (middle in a Storm like all ancient homeworlds).
Zenox Spaceport has 3 Medium Starfighterbays
Bevore Patch: All Fighters permanently blowed up all the time
After Patch: 7 Interceptors rdy but 17 other all time Building/Blow up like bevore
Re: 1.0.6.6 Public Beta Update Available
Good changes, looking forward to test new beta after I'm done with current game.
-
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Re: 1.0.6.6 Public Beta Update Available
Loaded the savegame, same situation, same problem:
fruitgnome wrote: ↑Sat Aug 06, 2022 9:28 am
Mail sent with wetransfer, thx 4 support.
fruitgnome wrote: ↑Fri Aug 05, 2022 5:52 pm
Yes, the 11th Fleet has fighters. I tested now a savegame 1111 in detail. (Where I can upload it? It is 86 MB big.
If I not zoom in to 11th Fleet it takes 6 month till the fleet start attack gravilex. Then reload savegame and zoom in to the 11th fleet and they fly instantly to attack the gravilex.
---
Startted new game: instant ctd after Map generation and auto zoom to homeworld.
fruitgnome wrote: ↑Sat Aug 06, 2022 9:28 am
Mail sent with wetransfer, thx 4 support.
fruitgnome wrote: ↑Fri Aug 05, 2022 5:52 pm
Yes, the 11th Fleet has fighters. I tested now a savegame 1111 in detail. (Where I can upload it? It is 86 MB big.
If I not zoom in to 11th Fleet it takes 6 month till the fleet start attack gravilex. Then reload savegame and zoom in to the 11th fleet and they fly instantly to attack the gravilex.
---
Startted new game: instant ctd after Map generation and auto zoom to homeworld.
Re: 1.0.6.6 Public Beta Update Available
I am waiting with playing until the Ship Designer has grown a few dozen more component categories, so "Upgrade" stops messing up my designs.
Re: 1.0.6.6 Public Beta Update Available
I'm having a blast with 1.0.6.6 - but agree that after this first game I'll probably shelve it again until the design, upgrade and retrofit issues are resolved. In particular:zgrssd wrote: Mon Aug 29, 2022 8:08 pm I am waiting with playing until the Ship Designer has grown a few dozen more component categories, so "Upgrade" stops messing up my designs.
- different designs using different hull types, within the same role, retrofitting across each other
- upgrades occasionally switching out one weapon type for another in a totally different type/research horizontal, when instead I'd prefer the upgrade button to do only strictly linear upgrades along research paths based on my initial load out.
- cblattmann
- Posts: 138
- Joined: Thu Jun 13, 2019 2:20 pm
Re: 1.0.6.6 Public Beta Update Available
Installed the beta, and it stops running after the splash screen (I am running Parallels and it has been running fine for a few versions now).
I.06.4 runs. 1.06.6 does not work.
Also, when it runs my ships do the hyperjump and it says they more at 10,000 speed. But the ships never get to the destination, don't move and are stuck in the same place.
I.06.4 runs. 1.06.6 does not work.
Also, when it runs my ships do the hyperjump and it says they more at 10,000 speed. But the ships never get to the destination, don't move and are stuck in the same place.
- Attachments
-
- SessionLog 1.06.6.txt
- (7.58 KiB) Downloaded 88 times
-
- SessionLog 1.06.4.txt
- (7.94 KiB) Downloaded 81 times
WITE2 Image Library: https://www.matrixgames.com/forums/tm.asp?m=5069192
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Re: 1.0.6.6 Public Beta Update Available
Please try to zoom in to these ships. Do they start to jump?
- Erik Rutins
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Re: 1.0.6.6 Public Beta Update Available
Do you have a save showing those stuck ships which you could share with us?cblattmann wrote: Thu Sep 01, 2022 10:19 pm Installed the beta, and it stops running after the splash screen (I am running Parallels and it has been running fine for a few versions now).
I.06.4 runs. 1.06.6 does not work.
Also, when it runs my ships do the hyperjump and it says they more at 10,000 speed. But the ships never get to the destination, don't move and are stuck in the same place.
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: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Re: 1.0.6.8 Public Beta Update Available
Updated the original post with the change list for the new 1.0.6.8 public beta, available today. This one is more focused on gameplay issues, especially with research (hopefully this update resolves the random research issues), but includes many other improvements and fixes.
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.
- cblattmann
- Posts: 138
- Joined: Thu Jun 13, 2019 2:20 pm
Re: 1.0.6.8 Public Beta Update Available
It dies after the splash screen (last working version for me was 1.06.4)
Attached Session log 1.06.8
Attached Session log 1.06.8
- Attachments
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- SessionLog 1.06.8.txt
- (7.58 KiB) Downloaded 112 times
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- Erik Rutins
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- Location: Vermont, USA
- Contact:
Re: 1.0.6.8 Public Beta Update Available
There appears to be a bug in 1.0.6.8 beta which can cause a crash during galaxy generation if the research settings are set to fixed paths/all visible. To play with 1.0.6.8 beta, we recommend using random paths/all visible until this is fixed.
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: 1.0.6.8 Public Beta Update Available
Thank you for this nice Friday Patch. I just loaded a savegame from 1.0.6.4 and it just runs.
Also it feels much better. Fleets are fighting and is is nice to see the fighters start and dock again (I do not care that they do not hit the gates).
There are many things to finetune still, and sure it really nags you that some have a crash regarding research.
But please keep the little things coming, that make playing the game a blast!
So.. I never said this before, but please bear with me:
If you click on a badge from a different race, the screen etc. comes up. This also happens for other views.
I really would love to have here the same behavior (that I do not like when I have selected a ship) that when i click in the galaxy view, that all opened windows are closed.
In case of the diplomatic window I have to hit twice ESC.
If I have selected a ship and drag the screen, I would love to have it still selected. Here hitting ESC would be nice, but ok.. they all are deselected.
So on this Top 2:
1.: First, it would be nice, that every screen from the left (if not opened with an icon to the top left) closes instantly when clicking in the galaxy view. No ESC needed to exit those screens.
2.: Objects that are selected are NOT deselected instanly. With ESC you deselect them.
Is this possible?
I have to fight so many times clicking at the top left icons or hiotting ESC, I feel like working with Autocad!
Thank you.
Games is taking shape, it makes really fun.
Have a nice weekend.
P.S.: Maybe you can work on a quick patch that patches th eresearch bug.
I was thinking three times about it before installing the 1.0.6.8.
So maybe you are not getting that much feedback if the next week 1.0.6.8 has known problems that could be fixed quick.
Otherwise we all maybe have the next week lost, concerning bug finding for 1.0.6.8
P.P.S.: The lines that were gone from the overview at the bottom to the objects in space, that was broken in 1.0.6.6 is working again.
See here:
https://www.matrixgames.com/forums/view ... 6&t=387789
and here:
https://www.matrixgames.com/forums/view ... 6&t=387774
Also it feels much better. Fleets are fighting and is is nice to see the fighters start and dock again (I do not care that they do not hit the gates).
There are many things to finetune still, and sure it really nags you that some have a crash regarding research.
But please keep the little things coming, that make playing the game a blast!
So.. I never said this before, but please bear with me:
If you click on a badge from a different race, the screen etc. comes up. This also happens for other views.
I really would love to have here the same behavior (that I do not like when I have selected a ship) that when i click in the galaxy view, that all opened windows are closed.
In case of the diplomatic window I have to hit twice ESC.
If I have selected a ship and drag the screen, I would love to have it still selected. Here hitting ESC would be nice, but ok.. they all are deselected.
So on this Top 2:
1.: First, it would be nice, that every screen from the left (if not opened with an icon to the top left) closes instantly when clicking in the galaxy view. No ESC needed to exit those screens.
2.: Objects that are selected are NOT deselected instanly. With ESC you deselect them.
Is this possible?
I have to fight so many times clicking at the top left icons or hiotting ESC, I feel like working with Autocad!
Thank you.
Games is taking shape, it makes really fun.
Have a nice weekend.
P.S.: Maybe you can work on a quick patch that patches th eresearch bug.
I was thinking three times about it before installing the 1.0.6.8.
So maybe you are not getting that much feedback if the next week 1.0.6.8 has known problems that could be fixed quick.
Otherwise we all maybe have the next week lost, concerning bug finding for 1.0.6.8
P.P.S.: The lines that were gone from the overview at the bottom to the objects in space, that was broken in 1.0.6.6 is working again.
See here:
https://www.matrixgames.com/forums/view ... 6&t=387789
and here:
https://www.matrixgames.com/forums/view ... 6&t=387774
- Erik Rutins
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- Location: Vermont, USA
- Contact:
Re: 1.0.6.9 Public Beta Update Available
Just updated the original post with the change list for the 1.0.6.9 beta update, just released today, mainly focused on resolving the remaining Research issues, including those created by 1.0.6.8.
There will be additional data changes to the research tree in the future as we have also heard the feedback that customers would prefer fewer missing techs or truncated trees when set to Random research. We plan to add more fallback paths so that Random research mainly involves different research paths with only a few missing techs that have to be gained through other means (such as espionage, trade, exploration or salvage).
There will be additional data changes to the research tree in the future as we have also heard the feedback that customers would prefer fewer missing techs or truncated trees when set to Random research. We plan to add more fallback paths so that Random research mainly involves different research paths with only a few missing techs that have to be gained through other means (such as espionage, trade, exploration or salvage).
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: 1.0.6.9 Public Beta Update Available
I reported a issue a while back and hope you will get around to it:Erik Rutins wrote: Thu Sep 08, 2022 1:55 pm Just updated the original post with the change list for the 1.0.6.9 beta update, just released today, mainly focused on resolving the remaining Research issues, including those created by 1.0.6.8.
There will be additional data changes to the research tree in the future as we have also heard the feedback that customers would prefer fewer missing techs or truncated trees when set to Random research. We plan to add more fallback paths so that Random research mainly involves different research paths with only a few missing techs that have to be gained through other means (such as espionage, trade, exploration or salvage).
If you start a game with higher starting Tech and receive technology from a Ruin, the additional start techs are not accounted for and you get something you already have (like basic FTL progress when I am at Warp 1). Like the code looking for "tech to give progress in" just ignores the stuff I got from game start.
Saving and loading the game fixes it.
- Erik Rutins
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Re: 1.0.7.1 Public Beta Update Available
Updated the first post in this thread with the change list for the new 1.0.7.1 beta, which is avialable today. This beta update is mainly focused on diplomacy, research and some additional fixes. The big new thing is the addition of vassalization/subjugation, which we somehow missed in the initial release. Please give it a try and see how it works for 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: 1.0.7.1 Public Beta Update Available
I'm curious, what am I doing wrong? First I had to update 1.0.7.1 manually, but that could be Steam. Next step start new game to test [1.0.6.9] Random Tech Tree: Invisible stolen Tech. No pirates. I even deleted \data\GameSettings, and only the Human Ghost Fleet shows up in Game Editor. Just to be clear,
so there have to be pirates... last test added Airless Wanderers to the fold...
Re: 1.0.7.1 Public Beta Update Available
Fresh installation, compared folders, and the only difference is that there are various leftover folders in \data\db\ while a few more contain changed files. And game start works again, adding pirates as usual.
Maybe you should check the \data\db\ whenever a revision is rolled out. I've seen these changes with every new beta/vanilla, but they never had such an impact. While I don't know what's in these files, is it possible that several bug and strange behaviour reports are cause by these leftovers?
Maybe you should check the \data\db\ whenever a revision is rolled out. I've seen these changes with every new beta/vanilla, but they never had such an impact. While I don't know what's in these files, is it possible that several bug and strange behaviour reports are cause by these leftovers?
- Erik Rutins
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Re: 1.0.7.3 Public Beta Update Available
Updated the first post with the change list for the new 1.0.7.3 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.