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Terra Invicta build 1.0.32 - Trade AI Overhaul, Bug Fixes, and More

[p]Greetings Terrans!

Today's medium-sized update to Terra Invicta includes an overhaul of the trade AI and a number of other bugfixes. Prior 1.0 saves will be compatible, although you may see the AI change its behavior pretty quickly in some cases.

Here's how our AI dev described the changes to trade:

"The goal is to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use each other as a resource to fill in gaps, as well as to make it harder for the player to take advantage of (exploit) them.

"The big new idea is trade categories. Right now, that's resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a Trade Agreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs.

"When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a Trade Agreement."

We've also updated the 2026 scenario starting conditions in a few places in line with world events as of the beginning of February.

Barring any critical hotfixes, our next build may take a little longer before it reaches the default branch. We're removing a restriction on adding new text, which means we will be sending the build to our translation teams before we make it live on our default branch. We will be putting early builds on our beta branches on Steam and would welcome brave souls willing to test them out and letting us know how well our changes are working.
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Changelog[/h3][hr][/hr][p]1.0.30 through 1.0.32 --The full list of fixes and other changes is too long to include but can be found here.

[/p][h3]Steam Reviews: Your Feedback Matters[/h3][hr][/hr][p]If you’ve been playing Terra Invicta and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.[/p][p]It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.[/p][p][/p][h3]Join the Terra Invicta Community[/h3][hr][/hr][p]You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions. [/p][p][dynamiclink][/dynamiclink][/p]

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With humanity fractured and its ideologies at war in the wake of an alien invasion, it's up to you to take control of the planet. Choose your faction. Grow your influence across Earth and out into the Solar System. Battle enemy fleets in a tactical combat system built around a realistic simulation of Newtonian physics.
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Terra Invicta Build 1.0.29

Hi everyone!

Another small stability update addressing a number of issues reported by players. Larger patch fixing a number of gameplay bugs plus an overhaul of faction trading AI is still in the works but we hope to have it on our Beta branches soon.

Stability fixes

- 5945 - fixed notification crash when conquering army is destroyed at the same time it conquered alien nation.
- 5949 - Councilor recruit screen now refreshes on monthly update preventing crash when running clock and trying to recruit a councilor that no longer exists
- 5952 - Fixed crash when typing in a negative symbol into a resource quantity when trading with another faction
- Fixed end of combat crash where proposal to mutually end combat early attempted to process after combat already concluded.
- 5954 - fixed crash when scuttling last ship in a fleet with a councilor on board with a base but no station nearby
- OperationCanvasController.OnConfirmOperation() : If target is null, close action panel. Issue #5944
- GetBestOperation() bugfix : Filter nearbyFleets and nearbyHabs to ensure they are valid. Issue #5943
- AddShipyardToFaction() bugfix : FixupFleet goal with a null target results in NRE. Issue #5942
- TIOperationTargeting.SetDefaultTarget() : Added safety code here to avoid crashing if there are no valid targets. Issue #5911
- 5959 - Fixed crash when deselecting a selected ship in combat with ctrl-click when the bottom center UI panel closed and waypoints are disabled.
- [#5957] Fixed an issue where a certain configuration of Unity UI and TMP components could cause the Hab Manager to freeze the game
- 5961 - Fixed crash when clicking councilor icon above the ship model that no longer has the councilor on board
-- #5958 When a region is annexed with the "destroy armies" flag set, STO fighters stationed there will be destroyed too
- When a region is annexed from the alien nation, STO fighters will be destroyed regardless. This is part of a fix for a crash bug when someone annexed an alien nation region with exofighters before exofighter tech had been unlocked (which the alien's don't need)
- #5946 fix a crash where the AI started reacting to bombardment reinitializing during save load
- #5947 operations menu will now close when a set policy prompt occurs. This prevents a crash where someone was giving orders to armies when the policy menu popped up
- #5967 - Attempt fix for crash when somebody clicked "finish-combat-by-autoresolve" option the moment their last ship was destroyed, now button will turn off in the same frame the end conditions are met

Modding support
- Add code support for faction-quasi-destruction mod by restoring ability to have negative influence base income. The TIGlobalConfig allowNegativeInfluenceBaseIncome will have to be added and set to true for it to work. Thanks to players for letting us know we'd accidentally disabled this while fixing other issues.

Terra Invicta build 1.0.28

Another small stability update. We have a larger bugfixing update in the works. Thanks to everyone who emails us or posts on Discord about issues they are running into.

- #5619 Fixed crash when interacting with a destroyed hab from a module complete notification. Added some general safety code when requesting hab screen to open to a hab from other UIs
- #5927 safety code for a crash when the AI is checking its goals
- ensure an org going to a faction's unassigned pool is not in another faction's unassigned pool, should address unreproducible crash reported by player
- 5875 - player can no longer perform operations while a narrative event is pending. Prevents the game from softlocking when a related gamestate is interfered with. (Somebody got clever and tried to scuttle a ship that just blew up in an event)
- 5853 - No longer possible to save during an ongoing combat autoresolve. This prevents save corruption.
- fixed crash when trying to use destroy hab operation while docked hab was already processing a marine assault operation
- 5919 - fixed crash caused by armies attempting to build queued path to themselves when giving a deploy op to multiple armies in non-adjacent regions.
- 5920 - attempt fix for rare nation info panel tooltip crashes after nation info panel is closed
- Fixed a crash when trying to sort the hab list if a hab was destroyed while the list was open

Content
- Updated some illustrations

Save 35% on Terra Invicta

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With humanity fractured and its ideologies at war in the wake of an alien invasion, it's up to you to take control of the planet. Choose your faction. Grow your influence across Earth and out into the Solar System. Battle enemy fleets in a tactical combat system built around a realistic simulation of Newtonian physics.

Hooded Horse January Publisher Sale 2025 [/p][previewyoutube][/previewyoutube][p]
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