Development Updates

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Arioch
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Development Updates

Postby Arioch » Fri Jun 23, 2017 10:05 pm

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Query: Shall we find something to kill to cheer ourselves up?

We have a few bug fixes in today's patch, and I have some information to share about the content of our first DLC, which is in the works. As always, your feedback and suggestions are important to us. Keep them coming!

Patch Notes for 23 June 2017 (ver. 20397)

Fixes
  • Fix for an issue in some of the game's random number generators, which was causing some native races (such as Threshers and Tinkers) to be unusually rare on some map sizes. All native races should now spawn at the intended rates.
  • Unresearchable techs should no longer appear in any of the tech tree panes. (In earlier builds, the presence of such techs could cause various bugs.)
  • Morale reports for planets that have been lost should now be correctly removed from the notification list, rather than causing exceptions.
  • The instant refit feature should now correctly trigger the "Harder Faster Better Stronger" achievement.
(Click here to view the complete development changelogs.)

In the Works: New Playable Faction -- Tinkers

We've started work on our first DLC expansion. We'll talk more about the features and schedule in the coming weeks, but for now I'll introduce you to a new playable faction in the expansion: the Tinkers.

The Tinkers are a race of cyborgs who toil at the command of Dzibix, a megamachine which has spread across the majority of their arid homeworld of the same name. It's not known to outsiders whether Dzibix is some kind of precursor relic, or just a machine god that the Tinkers invented. It's not all that clear whether the Tinkers know the truth themselves, but they take its prime directives very seriously: Augment! Toil! Expand! And to better serve their machine god, they have made themselves into a cybernetic civilization.

The Tinkers are not one of the Elder Races that took part in the Great War, but in their zeal to obey Dzibix's directive to expand, the Tinkers attempted to establish extrasolar colonies long before the restoration of the warp-lanes by attaching engines to asteroids and comets and converting them into slower-than-light colony vessels. Most of these outposts failed, and their remnants can be (rarely) encountered in the current game. The expansion will allow you to take control of the Tinkers homeworld of Dzibix itself.

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Tinkers prefer arid environments that do not interfere with the machinery of their cities which sprawl across the landscape; water is an unwelcome obstacle to them. This intense industrialization ravages the environment of their colonies, but the Tinkers as cyborgs have reduced their need for food and the produce of nature. Having largely abandoned their natural life cycle, Tinkers reproduce slowly unless production is specifically allocated to this purpose. In harmony with their machine bodies and the orderly society it affords them, Tinkers do not know sadness or unrest; only duty.

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As befits a cyborg society, the Tinkers are superb engineers. Although their ordered machine society does not always come up with the most creative new technologies, they excel at advanced production techniques, miniaturization and repair. Their vessels are ruggedly armored and equipped with mobile fabrication systems which allow for rapid repair of damage and replacement of expended ordnance. Accordingly, Tinker ships are typically armed with smart missiles and automated fighters -- which, to the Tinkers, are essentially the same thing.

That's all we have for now. Stay tuned!

Did you hear that, meatbag? I'LL BE BACK!

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Arioch
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Re: Development Updates

Postby Arioch » Tue Jul 25, 2017 5:34 pm

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With infinite complacency, men went to and fro over this globe about their little affairs, serene in their assurance of their empire over matter. No one gave a thought to the older worlds of space as sources of human danger, or thought of them only to dismiss the idea of life upon them as impossible or improbable. Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surely drew their plans against us.

Work continues on our first DLC, which we will have a formal announcement for in a few weeks. In addition to some balance tweaks, today's patch includes a variety of low-level infrastructure changes. In particular, we have made modifications to the graphics engine to improve performance when loading or processing turns, so if you notice some graphical glitches, please let us know. As always, your feedback and suggestions are important to us. Keep them coming!

Patch Notes for 25 July 2017 (ver. 20752)

Changes
  • Revamped the Loading and AI Turns wait animations, and made changes to the graphics library so that star/planet/map animations will continue in the background (instead of freezing) during wait times.
  • Revamped the Load/Save dialog.
  • Increased the base resource yields of most alien native populations.
  • Reduced the cost of Bombers by one-third.
  • Increased the cost of Strike Fighters and added Antimatter as a prerequisite for the Multirole Fighters tech.
  • Increased the cost of Heavy Railguns and halved damage.
  • Deflector screens now absorb 50% of kinetic weapons damage, while Battle shields now absorb 70%.
  • Decreased the damage of Neutron Beams.
  • Ashdar Colonials fighter squadrons now have one additional fighter per Hangar module.
  • Increased the damage of Pulson Launchers from 35 to 50.
  • The technology 'Energy Torpedoes' is now called 'Plasma Projectiles' and requires Plasma Focusing.
  • Increased the research costs of all late game technologies.
  • Adjusted the wording in various resource descriptions to help clarify the distinction between the resource names (Labor, Science, Coin, Metal, Food) and the associated activities (Production, Research, Trading, Mining, Farming).
Fixes
  • Fixed a bug in the tactical weapon selection UI that prevented the first item in a ship's weapon list from being consistently selected when selecting a ship.
  • Fixed a glitch in the planet farming/food description text.
  • Fixed a few description text errors.
  • Added new UI scaling rules for very high resolution monitors, and changes to avoid blurriness on high DPI monitors.
  • Made improvements to GoG Galaxy achievement/stat error handling.
  • Updated the Visual Studio runtime libraries to the 2017 versions.
  • The 'simplified graphics' rendering mode is now enabled by default for all Intel HD 3000 and Radeon HD 7800 Series cards.
(Click here to view the complete development changelogs.)

By the toll of a billion deaths man has bought his birthright of the earth, and it is his against all comers; it would still be his were the Martians ten times as mighty as they are. For neither do men live nor die in vain.

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Arioch
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Re: Development Updates

Postby Arioch » Tue Aug 29, 2017 10:39 pm

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Our first DLC, Legacies, has been formally announced. For more info, check below the patch notes.

Today's patch includes a number of economic balance changes, and adds zoom levels to the tech tree. A full map of the tech tree can be found here (3 MB). As always, your feedback and suggestions are important to us. Keep them coming!

Patch Notes for 29 August 2017 (ver. 20909)

Changes
  • The technology tree view now has two additional zoom levels. Use the new zoom icon at upper right or the mousewheel to change zoom levels.
  • Phidi, Algorians and Pell now have the 'Friendly' racial trait, which eliminates the "Alien Rulers" morale penalty.
  • The shipbuilding cost discount provided by Shipyards no longer stacks (more than one Shipyard at a particular colony will provide no additional discount).
  • Surplus food is now converted to coins at a rate of 1/4 (rounded down).
  • Upkeep costs for all ground units have been halved.
  • Upkeep costs for most ships have been increased.
  • Upkeep costs for planet defenses greater than level 1 have been increased.
  • Mercenary upkeep costs are now visible in the mercenary hire overlay.
  • Ground unit upkeeps now appear as a seperate item in the economic on-hover text.
  • 'Subspace Networking' now reduces shipbuilding Labor costs by 25%, down from 50%.
Fixes
  • Made tweaks to the DLL loading process to attempt to fix the "debug.dll too old" issue.
  • Fix for a bug that was causing Tinkers and Androids to suffer the 'Alien Rulers' morale penalty.
  • Opening and closing the tech pane should no longer reset the currently selected tech.
  • Made tweaks to the GLSL compiler to improve compatibility with Linux/Wine. (Wine compatibility remains officially unsupported/experimental.)
(Click here to view the complete development changelogs.)

Legacies DLC Preview
The Legacies DLC is targeted for release on both Steam and GoG.com in September. It includes a new playable faction (The Tinkers), a new minor faction (The Arda Seed), and a number of new features.

http://store.steampowered.com/app/69828 ... _Legacies/

New Minor Faction: The Arda Seed

Little is known about the details of why the Great War was fought, and who was on which side, but it is clear that even the great technological prowess of the Ashdar and Gremak of the Golden Age was insufficient to prevent the collapse of the warp lanes, which were created by a civilization even more ancient and more advanced than they were. The legends speak of a culture known as the Arda, who dwell in the depths of hyperspace and who were responsible for the creation of the hyperspace network that made warp travel possible. For whatever reason, it seems that the Arda abandoned the combatants of the Great War and either allowed the destruction of the warp lanes, or, perhaps, deliberately caused the destruction of the warp lanes, ending the war and leading to the fall of the civilizations of the Golden Age.

However, three thousand years later, the warp lanes have abruptly and unexpectedly become reactivated. The reborn civilizations of the galaxy do not understand why they are now able to return to the stars, but they are about to find out.

In the depths of hyperspace, there is an ecosystem of autonomous, self-replicating biomechanical entities created by the Arda for the purpose of maintaining the infrastructure of the hyperspace network. Slowly, over the millennia since the Great War, this Seed of the Arda has been reconstituting itself, and repairing and restoring the mechanisms that make the warp lanes functional. To continue this work, they have had to make forays out of hyperspace into the galaxy in order to collect important resources. In the current game, the player has already encountered low-level agents of this ecosystem in the form of the troublesome Star Harpies. As the player learns more about the source of these pests, they will encounter even more dangerous entities who can be formidable foes or helpful (but demanding) allies, depending on how the player chooses to deal with them.

The Star Harpies in the current game are agents of the Arda Seed, collecting resources needed to further their mission to repair and expand the hyperspace network. The Harpies and other, more powerful Seed units operate from hidden Warp Nodes, which are planet-like objects embedded in hyperspace, and which allow the operation of the warp lanes. The units of the Seed are mindless automatons, which will attack anyone who interferes with their activities. In the early game, the Seed units function primarily as space monsters. Learning about the Seed and investigating where they come from can not only eliminate the threat of attacks from these space monsters, but can potentially earn great benefits in science and the practical use of the hyperspace network.

The Arda Seed faction represents the next step in uncovering the story of the causes behind the Great War, which will continue to be expanded upon in upcoming expansions. The Arda Seed will employ a number of new starship and station types, and make special use of several new gameplay features.

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New Arda Seed-related Features
New “Hyperspace Anomaly” locations
A Hyperspace Anomaly is a bubble of real space-time trapped in hyperspace. It acts as a star system in game terms, usually with one “planet” (the Warp Node). Ships can travel to and from the Hyperspace Anomaly as if it were a star system, if the owning faction has the proper sensor technologies; otherwise, they are invisible on the map.

A Warp Node is a construct created by the Arda (and their servants), that is part of the infrastructure of the Hyperspace Network that allows the Warp Lanes to function. It behaves like an uninhabitable planet (like a gas giant), but can support orbital infrastructure.

Technology Boosts and Researchable Artifacts
Codices are tradeable items which provide a tech boost for a specific technology. They can be looted from derelicts, traded from allied factions, or purchased from the Herald.

Artifacts are tradeable items that, when researched, provide benefits such as a tech boost, a unique technology unlock, or other special ability. Like codices, artifacts can be looted from derelicts, traded from allied factions, or purchased from the Herald.

Herald Encounters
Although most of the Arda Seed units are mindless automatons, there is an intelligence of sorts at work behind them. Players will be able to encounter and negotiate with “The Herald,” a virtual entity who speaks on behalf of the Seed and who will trade information for the resources which they need to conduct their activities. The Herald travels throughout the galaxy, and can provide a friendly faction with information about the state of their rivals. Players who gain sufficient influence with the Arda Seed will no longer be automatically attacked by their minions, but beware: the goals of the Arda Seed go far beyond simple repair of the warp lanes, and the Herald will be a demanding ally. On the other hand, the Seed’s warp nodes contain treasure troves of ancient information for those bold enough to plunder them and brave the consequences.

That's all for now. See you again soon.


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