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Terra Invicta News

Patch 11 (Campaign customization and translations)

Hi everyone!

Today's update adds a new feature set we've been looking forward to getting out to players -- campaign start options. These will allow you to customize both the pacing and the difficulty of the campaign to your liking. Specific options include control over:

* Global research speed
* Space mining productivity
* Alien progression speed
* National investment rate
* Frequency of narrative events

In addition, you'll be able to customize your starting councilor professions and which enemy factions will be in the game in addition to the aliens and their human supporters. You’ll also be able to grant the AI certain bonuses for an added challenge.

While these features have been on the to do list for a while, we have taken note of player feedback about the length of the campaign and overall pacing, and it is our hope that these options will allow you to tailor your Terra Invicta experience to one that fits your expectations and available time.



In addition, we’re delighted to announce the inclusion of two new translations in this patch: Brazilian Portuguese and Polish! These and the existing translations have been updated to version 0.3.99 (the last patch in July). We have seen interest in other translations of Terra Invicta, and while we don’t have anything to announce, please know that we’re reviewing and discussing other languages to determine if they are feasible for us to include.

The patch adds a host of other bugfixes, balance adjustments, and visual improvements. The research AI has been overhauled. A number of Solar System moons received gorgeous 4k textures. You can now build heavy fission reactor modules on your habs, which serve as an upgrade to existing fission modules before you develop fusion. In combat, there’s a new missile salvo fire mode that lets you fire a portion of your missiles without having to manually turn off or detarget the weapon system.



We’re already at work on the next patch. As always, we invite everyone to leave feedback on our Discord or the Pavonis forums. We also monitor the Terra Invicta Reddit and Steam forums. We learn so much from players reporting their experiences and sharing tips and strategies, and it does have a major impact on how we move forward with improving the game.

ADDENDUM
A couple more notes --
The full patch details are here.

Also, this patch isn't the final word on campaign options and overall pacing. We still plan to look at the late game challenge and mission phase frequency, among many, many other things.

Hotfix (build 0.3.99)

0.3.99

A
- fix crash when AI tries to design ships before it has developed any hull-granting projects. This appears to be the cause of the random-seeming crashing people reported since .98 went live.
- 3528 - fixed crash caused by combat fleetcontrollers not removing destroyed ships from activeshipcontrollers

B
- Fix Earth STO lasers not initializing with correct technology, fix bug that was allowing UV lasers being installed on Titan's surface
- Fix player reinforcements not responding to AI control

C
- fix for visible surface habsites in combat
- fix for priority dropdown list not setting the drop down check mark to "custom" when using a custom proiority configuration

Patch 10 (UX and AI update)

Patch 10 - UI and AI improvements

Big patch today, the result of nearly four months of work by our dev team, with major updates to the UI and AI. Many of these are in response to players who have taken the time to provide us with detailed and thoughtful feedback -- so thank you! We are treating the EA process as a conversation between developers and players as we refine the game and add features so Terra Invicta can reach its full potential.

IMPORTANT NOTE: We upgraded our Unity engine version for this build in hopes of fixing some issues. This update unfortunately caused Unity to rebuild of most of the game's visual asset bundles. This patch will thus be a *large* download (12-16 GB+). This is not anything we're able to prevent, apologies. Modders using custom assetbundles should upgrade their Unity version to 2020.3.45f1.

Major updates include:

UI
- Overhaul of notifications system. You may now control how many notification manifest in the UI in the settings. By default many low-priority notifications will no longer appear in the left-hand newsfeed, but instead into the "notification summary" -- the UI element previously used only for mission summaries at the end of the turn accessible by the little + button to the left of the main menu bar in the UI. There are now multiple tabs for different categories of information -- missions, councilor sightings, earth events, space events, and bombardment logs. There is a new template file that holds the default settings for each of the 137 notification types. Much about these notifications has to remain hardcoded for string construction purposes, but the config lets you determine whether you get a popup alert, newsfeed item, timer item (next to the top bar) and/or notification summary depending on whether the code determines you are part of the event's primary or secondary audience.

- You may now set alarms on enemy fleets that are in transfers, either via the space object detail controller, or the fleets screen. This has a little ship+clock symbol. If activated, you will get a popup notification for when the fleet is 95% through the duration of the transfer. (If it's past 95%, it will alert you when it's halfway between the time the alert is set and its arrival). Fleet will always trail during transfer.

- Added a number of custom buttons for various alerts for UI efficiency (up to 6 per alert), including: Intercept newly arrived fleet; Favorite unlocked project; Obsolete unlocked project; Add newly completed ship to fleet at hab, or launch for nearby friendly fleet; set alarm on fleet launching toward our asset, launch fleet in response to alarm firing, Open hab manager to relevant hab, Repeat repeatable project. Mouseover of fleets in custom delegate buttons will show fleet description

- An option to increase scale up the game's UI so they are easier to read.

- An option to automate your councilors so you don't have to give them specific orders every turn. They will focus on missions that protect your interests on Earth.

AI
- Major overhaul of human AI space exploration and hab construction. The AI will use schematics to develop and specialize its habs (via data templates moddable as jsons). HabPlanner helps organize the process of managing prospecting goals, hab goals, and founding and building habs. There are two types of HabPlanner. HumanHabPlanner contains all the brand-new hab logic for the human AI factions. AlienHabPlanner contains the existing alien hab logic, and derives from LegacyHabPlanner which contains the previously existing human and alien hab logic (much of it was shared). One important new feature that HumanHabPlanner provides is logic for "renovations" - determining when and how to replace hab modules over time to keep habs relevant to the current gamestate / tech level.

- Significant update to combat AI. AI will now divide its fleet up into Interceptors and Ships of the Line. Ships of the Line will pound enemies with their weapons while keeping their targets in their sights. Interceptors will use their significant maneuverability advantage to dodge projectiles and to flank targets.

Strategy Layer Gameplay
- You may now refuel ships from other ships in the same fleet. This requires ships have the same propellant mix from resources.

- 5 new hab modules -- two administration modules and three quarters modules

- New councilors traits that make assassinations more dangerous

- Three new asteroids, two new Jupiter Trojans and a new moon of Saturn, and new hab sites on bodies with a diameter between 500 km and 800 km

- New mechanics for pursuits as combat begins

- Armies may annex regions during wartime without occupying the capital

- Fleets may now bombard from one of three altitudes, trading off safety for damage capability

- Many new events

Combat Layer Gameplay
- You may now set your formation in the combat layer with a visualization of your ships' starting positions.

- New maneuver options in combat that let you give your ships specific orders and let them plot their trajectories

- New weapons (3-slot nose magnetic guns) and radiators

There are scores of other new content elements, balance changes and bugfixes. The version-by-version patch notes are too long to provide here, but you can review them all here.

On a technical level, saves from 0.3.76 should work with this build. Of course, the gameplay, AI and balance changes may alter the course of your campaign significantly. If you wish to continue on build 0.3.76, it is archived in a rollback branch you can access through Steam's betas.

And please know we're not finished! Among other things, we're working on campaign start options, human AI shipbuilding, aerocapture, and late-campaign balance and challenge for the next major patches. Test versions of these features will be on our Beta branches on Steam for anyone to try before they go live on the main branch.

We also still want to know about crashes and other bugs. The best places to communicate with us about them are our Discord or with an email to [email protected]. The stuff we need with bug reports is detailed in this here.

Celebrate Steam's finest strategy games as TactiCon 2023 begins

TactiCon 2023 has begun. This warm-hearted celebration of the best strategy games features over 100 recent games, spreading from long-established names in the genre all the way to solo indie newcomers. TactiCon functions as both a Steam sale offering some great deals on all manner of tactical delights, and a loving ode to the breadth of the genre with a series of developer panels, community streams, and announcements.


Read the rest of the story...


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Patch 9 (stability and performance improvements)

Hi everyone! We've got a host of new stability and performance improvements for you in today's patch. Please see below for the full contents, representing several versions of improvements from the testing process.

We're planning to get to work on several new features and AI improvements in the coming builds. Once they're working, they'll be available first on our Validation branch on Steam if you'd like to give them a try. If you'd like to participate in testing, you can opt in by right clicking on Terra Invicta in your steam library, then clicking BETAS in the menu, and then selecting the Validation branch.

Today's patch includes all of the below separate prior updates from the Validation branch.

Finally, thank you again for all your continued support and feedback on Terra Invicta during this Early Access period! We'd love to continue hearing any comments, suggestions, or reviews.

0.3.76

A
- fix several instances of crashing with new fleet PIP visualization code postcombat in 0.3.75 with nullcheck for ShipVisController
- fix apparently rare instance of invalid space combat present on startup causing a softlock. Invalid combats will be cleared from combatmanager's active combat state now.

0.3.75

B
- fix bombardment runs ending prematurely in some cases due to a logic error
- fix multiple things wrong with bombardment of landed fleets
- fix AI ship refits switching to default "Troop Carrier" role
- human AI will now use a greater variety of hulls in ship design

C
- fixed music volume being incorrectly set to a low value after watching the intro cinematic on a new game
- fix for 3278 - insufficient power warning during module replacement will not correctly factor in the power difference between the 2 modules
- Centrist steam achievement will now unlock after winning with each of the 7 factions, will need to load an endgame save to retrigger

Performance
- Performance improvement for notifications and clicking on massive fleets in space - Fleet PIP images now only load the first 20 ships in the fleet.

0.3.74

A
- added safeties for two unreproducible crashes reported on Discord -- thrust profile tool targeting a nonextant fleet with no faction; and whether a space object has a sphere collider

B
- Fix for 3277 - updating construction queue costs now factors refits into account and will not overwrite the cost with the full ship construction cost
-TIFactionState.GetDesiredShipToBuild() : InvadeEarth goals can only build assault carriers bugfix. This was causing aliens to not build invasion fleets properly.
- InvasionCombatValue() : multiply by TemplateManager.global.alienArmiesFromLanding. This method was returning 3x less than it was supposed to because it wasn't multiplying by the 3 armies it produces when used. This was causing aliens to be too conservative in launching invasion fleets.
- Added safeties to prevent a trajectory's destination being changed to the fleet performing the trajectory.
- Fix for combat group selection persisting into the following combat allowing commands to be given to ships outside of combat. This was causing radiators to retract outside of combat, which is bad.
- EndCombatForStrategyGame() : Only complete AccessAlienShip milestone if an alien ship was destroyed.
- Autoresolve() : retract radiators if possible.
- UpdateShipyardQueues() : AI sort goals by importance bugfix.

0.3.73

A
- Attempt fix crash in updating combat cards UI
- Add some safety checks when unloading a skirmish to prevent a crash we found during internal testing
- Fix for combat crash resulting from post combat interaction with UI elements and waypoints

B
- Fix new bug in 0.3.71 that causes bombardment to cancel when a fleet loses line of sight
- Attempt fix bug causing batteries not to recharge in combat if fleet was in a transfer and its thrusters were firing at combat start
- AIDailyFactionPlanner.BuildSpaceAssets() : regenerate fleetBuildShipsGoals list in DesignShips callback. This is necessary to prevent old data from causing issues.
- DesignShipsCoroutine() : Disallow concurrent calls with the same faction

0.3.72

A
- Add a nullcheck to TIMissionModifier_LegislatureCP_Defend, apparent crash fix (count not repro)
- band-aid fix when fleet arrives arrive at a rendezvous point with another fleet but it's not there (enters ad hoc orbit, appears to teleport to wrong place), preventing a crash
- fix post-battle iterator change crash in when a transfer abort occurs as a result of combat
- Combat will not end until the number of ships that have started exploding equals the number of ships that have finished exploding. Should catch a crash during simultaneous destruction in combat.
- fix crash when an AI goal becomes stale while design ships coroutine is running (new bug since .59)

0.3.71

A
- Fix unbounded loop triggered after conquering alien nation and liberating the original nation, involving priorities not being set correctly

B
- Fix AI ship designer accepting designs lacking key modules for role

C
- Fix several issues with priority preset dropdowns

Performance
- Some performance improvements for bombardment (verifying line of sight to target at the fleet level rather than individual ship level). More to do

0.3.70

A
- Fix crash in UI when targeting an orbit around a Lagrange Point for a transfer

0.3.69

B
- Fix logic error where AI fleets could end up docked at combat-capable enemy habs
- Fixed incorrect UI when trading with aliens as the Protectorate

C
-Fixed a bunch of cases where faction UI icons were being incorrectly downscaled when using lower graphics settings

Misc
- Added free disk space to logs to help with diagnosing rare crashes

0.3.68

A
- Fix postcombat crash in autoresolve in certain circumstances

0.3.67

A
- fix handling of fleet targeting loop detected on save load to avoid crash
- FactionGoal_CaptureHab.accomplishWithoutFleet NRE bigfix
- fix crash from unrest tooltip calculating if the nation is destroyed but the player's mouse is over the tooltip trigger for the frame before the nation canvas shuts down
- Attempt fix longtime crash when selecting a primary target by ensuring ship command buttons are cleared of all onclick listeners following combat
- add try - catch block to localization code to prevent crashes from bad strings; also fix 6 bad loc tags in ESP that were causing the crashes we ran into
- more work on combat/post-combat ship destruction tracking to find that CTD

B
- Fix AI bug when it had a zero-duration transfer lined up to a station and wouldn't dock, rendering it unable to proceed toward goals (new in 0.3.63)

C
- remove some duplicate loc strings
- Corrections for two objective texts in English loc; Removed duplicate "other" for the Protectorate ResearchTheirDemands objective; Modified Project Exodus Research their Origin text to better accommodate variable time of research completion


0.3.66

Bugfixes
A
- Fix unbounded loop in autoresolve when ships can't fire at each other (new bug in 0.3.65)

B
- Fix AI bug preventing sale of some orgs

0.3.65

Content
-Added cyrovolcano event for other, non-titan places
-Added Plasma tornado event for Mercury (thanks for the suggestion Discord!)

Balance
- adjusted squaring limit on education in research from 10 to 12, knowledge priority will also have diminishing effect on education when it's above 12
- Alien AI will prefer more armor on its ship designs
- mercury hab irradiated cost reverted to 3.5x from 5x now that the mechanic working

UI
- Added CP icon to some CP maintenance UIs
- Increase save game name limit to 58 characters

A
- ArmyListItemController NRE fix, rare crash when an army is destroyed
- fix crash when alien megafauna army owned by Initiative fights another megafauna owned by aliens (Discord report)
- Rework of combat autoresolve to with fixes for serious performance issues in huge combats that resembled a lockup. We'll need to do more here but we reduced a 188-ship combat from several minutes to 8-10 seconds. (In the future we'll have active screen updates when this is happening and abstract large AI-vs-AI battles even more.) Also fix an issue where guardian weapons weren't defending, disabled weapons were firing, and ships' positions were sometimes resetting to origin. This should provide somewhat more reasonable results in many cases. Known issue: Radiator damage isn't handled properly.
- Prevent treaties from being traded between factions with a permanent alliance. - fix issues so permanent allies won't discard NAP (shouldn't need one in the first place) triggering aliens sending chat messages (which would cause a crash, also fixed separately)

B
- Fix control point maintenance influence cost warning in CP tooltip. Underlying bad calculation may have been also causing problems for the AI.
- improved doublecheck to complete fleet operations that missed their TITImeEvent for some reason

C
- Removed picture from titan cryovolcano event cause you won't see black sky on Titan says space nerd designer annoying everyone
- Corrected capitalization in Self-Driving vehicles
- Fix autoresolve reporting the same ship twice in post-combat screen
- Fix several new events not scaling research reward from one of its options, making them always worse
- fxi mroe tpoys

0.3.64

Balance
- Research from a nation will rise more slowly once education > 10. (Specifically it stops squaring education when when education > 10 and instead multiplies education by 10 at one step in the calculation. This is part of a larger calculation and may get further balancing; it's to shave off runaway research values in extreme cases)

Content
- 2 new event illustrations

B
- Fixed bug from 3.63 that brok the transfer planner.
- Fix conditions to assault hab operation, rooted in inconsistencies when a Marine module could contribute

C
- Added missing effect loc in a Permanent Peace
- Adjusted pathway for faction leader icons along with template udate to point to their gui iterations. Deprecated string appender.
- Made minor change to Objective InvestigateEnthrallMission for the Appease faction loc



0.3.63

Bugfixes
A
- Fix rare case in which creating the notification rendertexture would cause a crash. New bug for 0.3.61.
- Fix a crash in bad trajectory cleanup code. 3243
- TIFactionState.NewCampaign() : only save starting-ship designs if designingFaction == the faction in question. This prevents designs belonging to the wrong faction and thus causing a crash. This would only occur in modded setups.

B
- GameStateManager.ClearAllGameStates() : clearing luna and nearEarthOrbitStates. This causes probes to luna to keep being sent over and over due to a deleted luna screwing up the value returned by GetIntel() when loading a game during an existing session and CAGS must be called. 3241
- The transfer planner will now only predict a target fleet's movement if it already launched on its trajectory, or if it is owned by the same faction as the launching fleet. Previously, that exception for "same faction" wasn't present.
- Bugfix: the AI will no longer consider 0-duration transfers. (i.e. it won't try to transfer a fleet to where it already is).

0.3.62

Bugfix
A
- Restore Steamworks interactions (achievements and workshop). This was broke in 0.3.60 so never left the validation branch.

0.3.61

Balance
- each point of faction's aggregate science score increases base chance of unlocking a project by 0.2% and monthly chance of unlocking any triggered project by 0.2%

Bugfixes

A
- fix new crash in 0.3.60 when AI is considering missile projects
- Fix UI allowing founding of bases at lagrange points, which would lead to crashes (3235)
- ensure stored game states in narrative event prior data (for sequential events) still exist when processing a follow-on event, should fix a rare crash (3230)
- fixed transfer planner nre
- Fixed NRE when holding shift while selecting non-army operations

B
- Fix a couple of traits restricting missions when they should be granting them
- Fix a few things in ship designer UI -- being able to auto-place an illegal weapon; bad tooltip for certain module slots on lancer and titan layout; weapon drop locations will now be smarter when you try to drop a multi-slot weapon and place it in a legal location 3233, 2481
- fixed intel screen UI closing when selecting spacebodies in the transfer planner

C
- hab module tooltips in designer will show context-sensitive mass now instead of base mass

Performance
- reduced memory impact of notification pip render texture
- rework of deleted/exists perf improvement

Misc
- Texture streaming setting is now enabled by default for new players
- (Internal)migrated language lineheight setting to template

0.3.60

Balance
- increase Seoul region's initial boost (thanks Discord for pointing out a new rocket launch in 2022)
- Costs increased a bit in all Global warming warning events, and the latter events have larger costs
- Only the Servants can put tracking chips in the FEV vaccine. For now.
- Increased Marine assault values from 1/3/5 to 2/4/6
- Removed MC cost for larger influence / unity modules
- Reverted spoils base inequality increase from .003 to .0025 per trigger
- Reduced inequality increase from economy priority
- Adjusted non-aligned nation AI's handling of welfare and unity priorities
- Reduced base spoils in several default priorities, adjusted a few nation's starting priorities
- increased AI preference to develop batteries and radiators, also project scoring adjustments during resource shortages
- lowered public campaign mission base impact slightly
- mission to saturn requires nuclear fission in space tech
- Unpowered/under construction combat hab modules will be destroyed at the end of a combat (unpowered modules were immediately powering up post combat after other modules where destroyed and forcing more combats)
- transfer region cannot be done when improve relations on cooldown
- Disallowed supply theft from enemy habs, maybe would bring it back if I can figure out how to balance it so it's not a pure exploit
- Added a few missions to traits (including counselor and unifier)
- worked on ship combat score to emphasize mobility less, nose weapons and point defenses more
- starting councilors for player faction (cinematic) or all factions (other difficulties) will get favored stats fixed at 8 (if one favored stat, like a celebrity) or 7 and 6 (if two favored stats), forgot to add this when I put up patch notes initially. This will turn into some kind of campaign start option in the future

Content
- New backer councilor
- two new backer orgs
- Added Self-Driving Vehicles project
- Added 2 events, First Maglev network + Self-driving Vehicles
- Added event BeeGone

Performance
- Bugfix: Previously, when a fleet chasing a maneuvering target needs to know its orbital elements after the maneuver took place (in order to plot potential intercepts of the target), it was using a very precise but slow method used in save repair. This has been replaced with three levels of decreasing precision to find the orbit -- which should be both fast and more than precise enough. The old method could result in several minute pauses in the middle of play.
- improv perf of GetCouncilorsinRegion
- GetThreatLevelAtLocation() : performance improvement
- Improved performace of Box Selecting ships in combat
- ListManager no longer toggles content gameobject on and off - general UI performance improvement when navigating some UIs
- Nations Screen performance improvements - Nations screen is now responsive when sorting and filtering, no more freezes.
- DesignShips() : Coroutine. Broke up the ship designing process to smooth out framerates.
- TICouncilorState.GetAttribute() : caching. Note that any code that might change the results of GetAttribute() must call SetAttributesDirty() to update the cache.
- AI_AtWarWithFaction() : caching
- TIGameState.deleted : set in RemoveGameState()
- GetTotalStat() : caching

UI
- simultaneous defend interest expiry of multiple CPs in the same nation will only trigger one timer notification. Notification will also have a little flag for nation
- Added UI in the intel screen to refuse contact missions from other factions
- habs will now display player-set classification icon in the geoscape
- landed fleets at bases icons will now be active selection buttons
- geoscape base tooltip will now show base's bombardment defense score
- added more data to transfer chooser UI
- added assault data to fleet/hab UIs. (needs more improvements)
- assault defense against space assault value added to ui
- Hovering a shipyard module in the 2d designer will note how many ships in queue
- standardize iconography for space assault score (using miltech icon as placeholder)
- Added a more visable checkmark to the PriorityTemplate dropdown in the NationInfoCanvas

Bugfixes
A
- Fixed bug where group selecting ships in combat with differing hull and nose weapons sometimes led to a crash
- Ship designer no longer accessible from construction manager button before you've developed warships project. This was leading players to enter the ship designer before any ships could be designed, and many interactions with the designers at that point will lead to crashes. Until the patch goes out, don't try to make a ship if you see a designer screen full of pentagons.
- Fixes to timing in autoresolve post-combat destruction of ships and restoration of existing fleets. Should avoid autoresolve-only crash when all ships in the *main* fleet in a battle are destroyed but some others survive and the game tries to repopulate the original fleets using data from the main fleet. #3227
- fix a rare crash on load when game is trying to repair a save with bombardment in a bad state
- fix crash when a set policy mission is canceled because the nation lost its executive faction while the mission was pending

B
- Fixed a rare ui issue where the play button would not show the correct state after repeated Space Combats
- Fixed an issue where if the Nation Info Screen was open and the player created a new custom priority template the list of templates would not update unitl closing the menu
- nullcheck some UIs that can close and NRE during shutdown
- Generated Ui-variants of Faction Logos
- Fix for Epic Store EOS annoying login prompt - Login is now automatic and persistent, no longer requiring a manual sign-in every time the game is launched
- Fixed an issue where the combat selection box could persist on screen when opening the pause menu in combat
- Fixed an issue where the selection box could linger during the post combat results screen
- GetBestOperation() : exit early if fleet has active resupply goal and is at resupply hab but cannot resupply. If the fleet is at the right hab and still needs to resupply, not having the resupply operation available simply means the fleet needs to wait.
- prevent contact with aliens before diplomacy objective
- fix illustration when showing planetary surface (like landed fleets)
- fixed an apparent bug in automated hab powering logic
- Rebuild module button will not be interactable if module is disallowed for hab (typically if you captured a hab with modules you can't build yet)
- Rework detection and deletion of a shipyard when placing modules over shipyards, attempt fix bug reported
- Clicking on a hab site in prospector UI should open the right planet UI now
- fix being unable to decommission modules that can't be powered down
- fix 3221, occupation of region has safety check for all regions occupied
- fix 3205, a nation seceding from its parent that's occupied by a war enemy of the parent will be allied with the occupier and its friends
- Fixed error where spoils would be set when changing nation priority templates involving Funding, Boost, Mission Control, Armies, Nukes, and Space Defenses. The error was most obvious when going from something like Stability to a custom template with only one of the problem priorities set.
- Fixed an error where funding was not checked when validating a priority template. This meant that a prioirity template that only used funding would not appear in the dropdown lists.
- fix busted calculation of extra mass for hab modules in irradiated locales

C
- Update to TILaserWeaponTemplate for Light Green Arc Laser Battter description. Mmm cake battter
- Clarified tooltips for different levels of FreePriorityWelfare effects.
- Fixed player config from saving a dozen times on startup

Misc
- Minor Refactor of utility module special module abilities and bonuses for more extensibility and inclusion of bonus values in loc so it's easier to adjust.
- console command to dump AI tech scoring

Latest patch notes are also always available on our web site, here: https://www.pavonisinteractive.com/phpBB3/viewforum.php?f=26