1. Shadow Empire
  2. News

Shadow Empire News

Shadow Empire - Oceania is coming soon

After 2 years since the release, we are glad to announce the new DLC for Shadow Empire.

During Home of Wargamers Vic, VR Design founder, announced that Oceania, the new DLC for Shadow Empire, is coming soon. It will bring new and great features to the game.



If you want to watch again the interview click here

[previewyoutube]here[/previewyoutube]
Description:

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game.

On top of this: the existing land-based Traders have gotten a more organised cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments.

Features:
  • With Oceania the Procedural Planet Generation can now generate much more diverse Planets
  • Gaia Planet Class now available
  • Thalassa Planet Class now available
  • Proteus Planet Class now available
  • Fontus Planet Class now available
  • Maritime Trade House (MTH) mechanics
  • MTH Stock-trading, Policy Meetings, Dividends & Auctions
  • MTH Transport, Explore and Makeshift Port Contracts
  • MTH Naval warfare for sea supremacy
  • Naval logistical points allow amphibious invasions and transfers

Shadow Empire v1.11.00 - Patch is available now!

Hi Everyone,

The latest patch of Shadow Empire is avaialble now!

Steam will/should auto update to the latest version. You may need to restart either client if it doesn't!

Changelist for 1.11.00
-If AI has been collecting lower quality models after making replacements. This has been addressed and now its SHQ is going to directly deploy the unneeded ones (for repl.troops) in new units.
-AI is now only replacing troops now with newer models if XP is at least 40 as the whole idea in the first place was to retain the XP at the front (and sending the new troops to the older version equipment)
-Some minor AI algorithms concerning replacing troops revised.
-In some cases there will will now be less requests to hire a faction candidate.
-Fixed a crash during “flak front processing” message (starfry)
-Fixed occasions of faulty nato counters in history screen
-Reduced Flak production for AI some further.
-Fixed eternal loop in human-human PBEM game (mroll)
-Fixed small glitch with Battlegroup formation from SHQ
-Fixed issue with Strategic Movement caused in earlier v1.10.X open beta
-GPU accelerated in-game DPI scaling added which should speed up a lot playing the game with DPI scaling enabled.
-The DPI scaling done by the GPU is sharper than the previous DPI scaling done by the CPU.
-Sped up the scrolling speed by using shifting direct memory copies within the same map bitmap
-Sped up the scrolling and map clicking speed by not recalculating or redrawing the windows that are overlaid over the map and separating the underlying map drawing and the overdraw (making cache-ing possible).
-Fixed bug with Advice window after end turn (Voker57 / thomas)
-Fixed bug with receiving a new leader with a regime profile above 100
-Finetuning Militia equipment improvement in games that last hundreds of rounds (hyveltush)
-AI work done on quality of tactical level movements.
-AI work done on reducing the tendency of giving ground in general.
-AI work done of making super aggressive regimes less likely to completely overextend
-AI work done on making the AI more likely to invest more in its current military than in its future military (by economic expansion) if threatened a lot.
-AI work done on making the AI wait a bit longer before constructing bigger units instead of more units.
-AI work done on reducing buying of Flak gun units/replacements at some points. And in general stop buying (much) replacements of troops we have less need of.
-AI stops playing some (often) stupid Stratagems on its OHQs
-AI improved OOB raising order (less chance to stay stuck in infantry formations only)
-AI improvements to moving to correct part of a frontArea
-AI improvements with entrenchment
-AI improvements with encircled troops
-Fixed an issue with Free Folk increasing way too much in some circumstances
-Fixed an issue with a savefile getting to large due to extremely large high node logistical network (game will prune some data now if its logs get too big)
-Fixed issue with Zone assignment upon rebel unit placement during turn (decision result)
-Fixed crash at start of turn calculations with trade (volker)
-Fixed an anomaly with the sliders on some systems
-Fixed an anomaly in the trade reports
-Fixed category of forced sales from private to public in the reporting
-Fixed an anomaly with scientific cooperation (not getting tech points from partner)
-Fixed rare crash during elections with a class-based voting system in place.
-You can now set import & export tariffs on the non-aligned regimes. Can be handy if you want certain items not to leave your Zones or to make a little extra buck!
-Fixed a rare issue with private asset doubling public asset that was delegated
-Fixed a bug with disappearing air units after artillery attack on them
-Fixed an interface glitchy state after asking research decision to a director in the case where no research fields were actually available.
-Fixed crash due to an misconfigured AI Regime SHQ inventory (Alex)
-Fixed glitch where you were not paying PP for Zone Merge
-Fixed ZOC ghosts in multi-player game where one human player has resigned
-Truck/Rail/HS Rail Station higher levels now have reduced upkeep workers*
-Rail/HS Rail Station higher levels now have reduced construction round for higher levels*
-Truck/Rail/HS Rail Station higher levels now have increased truck/rail point production*
-Some cards like Eager Industrialist will no longer cause double Asset Type to appear when playing on a Zone where the lower level Asset Type in question is in construction.

We hope you enjoy!

Patch v1.10.04 Available

Hi Everyone,

Thank you to the community on our forums for your continued engagement with the game!

Hope you all are enjoying the update. We hope too see you for the next one too ;).......

The Changelog for the current live version can be seen below:

• Fixed bug with “New org” while all organizations where already present.
• Fixed crash with MNG>ASSET tab in empire without any Zones left
• Fixed crash during watching AI moves (Veldarr) (caused with a recent open beta)
• Fixed UI issue (caused with a recent open beta)
• Fixed weird multiple sea & glacier/ice lines at south and north edge of map in some cases.
• Fixed crash with random planet creation (caused with earlier open beta)
• Not much else as I want to soon get a stable open beta to make it the new official version
• Fixed crash on changing research target (caused with earlier open beta)
• Fixed crash with first displaying map after load game (caused with earlier open beta)
• Now a mouse over for worker happiness decline due to their salaries being not fully paid
• Also the drop of worker happiness due to not being paid is less steep if the difference between real and promised pay is smaller
• Fixed a potential crash with selecting the message for setting the research target for an organization
• The lava lakes on the minimap are now coloured red *
• Now showing the Customization Points in the Empire Dashboard
• Some map scroll speed improvements (especially in later game up to 33% faster)
• Added option to hide some map aesthetical gfx details to speed up map scroll speed by about 33% extra
• Fixed a rare crash in trade details report
• Fixed a crash when clicking on unit details directly after clicking “1” / hide units
• Blitzkrieg posture mouse over text has been fixed to properly indicate it is -30% on defensive attacks (not -50%) *
• Ultralight aircraft description updated (no rockets + no missiles now properly stated) *
• If no major regimes (left) relevant stratagems will no longer be generated.
• Preventing some -1 entry in the
• Fixed name error “twin heavy mg cupola” to just “heavy mg cupola” *
• Personal shield no longer takes damage if attval < defval, upon final draining of the shield it is killed. But this draining should take way longer now.
• No longer losing artillery unit if attacking from a hex with more than maximum units (16)
• Air HQs now also count for a Factions’ power base calculations.
• Bunker no longer counts as a BP producing asset in the demand for more of those assets count
• Updated and fixed anti-air values of MG, TwinMG and QuadMG *
• If you declare war on a human that has already surrendered this no longer wakes him up
• Fixed a rare crash (solops)
• Fixed a non-scrolling scroll bar in Management > Models Tab
• Traffic signs are removed now after you lose a hex with them on it
• You can now specify to do no research with the research target decision
• Mining techniques now under applied sciences org *
• No longer possible to build Xeno-Agri on a planet that got earth life introduced and without prior advanced alien life. *
• Fixed decision text for Zone Merger in cases with non-regime cultures in zones concerned
• Fixed crash with clicking “map” button in the combat setup popup window

Shadow Empire - Update 1.09

Shadow Empire v1.09 has now arrived, bringing with it many fixes and improvements. Vic has been listening intently to your feedback and this patch brings with it many community requested rule finetunings. Additionally, the manual has been fully updated to reflect all the changes and keep you informed and on top of your game.

CUSTOMIZED FORMATION TYPES

You can now call your Staff Council Director to discuss customized Formation Types.

Your Staff Council now has a Customize Formation Types task. If you allocate Bureaucratic Points (BP) to it you’ll start amassing a new resource: Customization Points. These can be used to call the Director of the Staff Council and instruct him to customize an existing Formation Type.

Any regular Formation Type you have discovered and operationalized can be customized.

Customization makes it possible to organizationally deviate from the fixed Formation Types discovered and operationalized by your Staff Council. Both Individual and multi-unit Formation Types can both be customized.

Here an example of a customized Infantry Brigade with added motorcycles.

Even customized Formation Types can be further customized. This however, comes at an increasingly higher cost, as you’ll customize upon a customization.

Many Rule and Balance Fine-tunings

This v1.09 patch also implemented a dozen or more community requests and ideas which inspired Vic. Included in this patch are improvements such as: manpower rebates for raising trucks, APCs and buggies; gas-powered weapon improvements and gauss rifle improvements. These changes shallow the technology curve and make rushing for Laser weapons less of a game winning strategy.

You can check out the fine details on our forums, where a full patch notes transcript will be available.

Additionally, the manual will always contain the latest details.

Pymous's Shadow Empire Artpack is here.

This Friday on March the 19th at 8PM GMT, streamer Das Tactic is going to play Shadow Empire with Pymous's Stratagem Artpack. This beautiful looking artpack replaces most of the games stratagems and is currently being continuously updated.



Be sure to tune in to check out the artwork during the stream on our official twitch channel here.

If you like the artwork, make sure to download it and to support the artist. You can find the link to do this here.

Need some more information on the artpack? You can find the official thread for the mod here.