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)
- 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.
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.
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.
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!