Early Access Build 731 Now Live on Fasttrack - AI has arrived!
Our latest game update includes a number of significant milestones for the game, most notably the AI will explore and expand within their system. It is still capable of exploiting and exterminating if it sees the opportunity, the understanding of planet level is inherited from existing game engine features. But wait, there's more!
The capabilities of the AI can be used by your units. If you allow space unit initiative, some "survey" hotspots can automate some of the exploration tasks.
The galaxy level is now "shrouded". You can only see system on the map that you can reach based on your FTL range. This makes exploring the galaxy have more of a progression than before. Because of this change, the minimap at that level defaults to hidden, and may go away completely depending on player feedback, we're not sure how necessary it really is.
Pirate factions have gotten an upgrade. They have a bit more variety of ships and unique models for pirate factions.
Multiple galaxy types are now available when starting a new game. Some of these may give you some strange results, we're still balancing/adjusting how they work. Cluster and Spiral are the most reliable for a good experience. More work to come.
And that's just the changes we're most excited about. See the full changelog below;
AI for explore and expand added. Works for AI factions and player's governors/unit initiative
AI Request responses at space implemented
AI Rulers now turn on space units auto build properly (hopefully)
Externalization of AIParams (moddability of AI responses)
Galaxy shroud added
--- minimap now defaults off
--- FTL path lines now start from explored systems only
Added options for Galaxy Type at game start
Pirate ship inventory updated (orbats)
--- Equipment entries updated, expanded to 3 ship types
--- Pirates now have their own unique ship models
Galaxy generation optimizations for start of game, fixes to Battlezones
Galaxy generation refactored for better design of galaxies. Some types still glitchy
Visuals and labels for planet sizes implemented
Function of double clicking a unit in the Command list is now a game option for Center on unit / Technical Readout / Both. Pulldown in game options.
Added technology requirements to unlock shields and other techs
Shield particle effect, only exists when target is alive, moves with target
beam-only space units will now fire properly
Space units with no energy/ammo will no longer try to fire
Adjustments to when shields "go down" energy level calculations
Beam weapons won't fire with energy/fuel < 10%
Atmosphere fixes, colonize limitation fixes
Fixed incorrect system name in system theatre controls menu
Fixed Survey order sometimes doesn't clear when completed
Realigned military and diplomatic priorities in theatres menu
Merchant marine equipment IDs now set per faction in .CVP, overrides WMData values
Various UI fixes