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Terra Invicta News

Patch 3 (many fixes and balance improvements)

Hi everyone! The development team has been hard at work and we have a ton of new fixes and balance adjustments in today's update, which brings the game to version 0.3.20. Check out the list below!

And a big note of thanks to all the players -- Terra Invicta reached the top 100 most played games on Steam, exceeding 9,000 concurrent players today, a new peak on its 7th day! All the feedback you are providing is of enormous help to allow the dev team to keep improving the game. We'll keep at the critical issues for a bit, then begin working through all the feedback, improvements, and additions planned.

0.3.20

- fix crash (often on load) when a ship has destroyed vector thrusters
- fix crash when assault carrier lands and ally check includes nation with no exec faction

0.3.19

Balance
- lower AI preference for xenoforming again because yeast growth curves are tricky to manage
- increased difficulty of Control Space Asset mission. The presence of Marines now make a difference against uprisings (but not a guarantee, they may change sides too if they decide they're meat for the machine, beltalowda)
- increased impact of miltech defending against xenoforming, terrorize and sabotage space facilities mission
- capped max damage from bombing a launch site
- bumped a few cp-capacity effects in value, effects should now note exact value being gained
- reduced antimatter gained from science tour to something reasonable 2574, quit makin the game so easy Tayta

Bugfixes
- GetBestOperation() : candidateRepairHabs is null when fleet is at lagrange point NRE bugfix. Issue #2536
- Partial fix for bug #2530. Many fixes for transfers around a single Lagrange point. Namely:
--- Single-Lagrange transfers now only use torch trajectories, as nothing else makes sense (orbit phasing fails due to taking tens of thousands of years and the Lambert solver fails due to the barycenter being nearly nonexistant (produces results that require impossible DV).
--- Single-Lagrange transfers calculate their maximum duration based on the fleet's torch abilities instead of orbital mechanics, since there's basically no orbit.
--- Safeties were added to protect against impossibly long transfers (instead of subtracting the duration and then checking against a minimum, we check the minimum first and subtract if it won't go below).
--- Fixed bugs in single-barycenter patched transfers where, if we didn't start with a microthrust, we wouldn't attempt torch transfers (only Lambert). Updated variable names to make it clearer.
- ArmyStackTooltip() : NRE bugfix. Issue #2537
- Fix for 2540; added additional logging and null checks for tooltips being destroyed during gameplay, implemented creation of tooltips during runtime.
- Bugfix #2527 -- the last bits.
--- Fixed some timing bugs in single-barycenter torch transfers.
--- Fixed TISpaceObjectState.ToGlobalCartesianStateAtTime(): it handled lagrange points seperately, and was throwing away the point's velocity.
- Credits crash fix for Simplified Chinese - limited 300 strings to each text component because of some Unity mesh limit when too many characters are in one component
- Added missing unicode values for ?, ! punctuation in Simplified and Traditional Chines
- Update councilor intel panel when CouncilorCompositionChanged (such as in death/retirement). Issue #2555
- Selected space object may be null after space battle NRE bugfix. Issue #2572
- Fix for 2558 - Using culture invariant tolower() string setting to prevent errors on Turkish and other regional settings, where a character in the assetbundle path would be changed causing crashes. OUR FRIENDS IN TURKEY, YOU MAY PLAY AGAIN ON YOUR OWN REGIONAL SETTINGS (we hope)
- Tutorial prompts were not being cleared when their associated screen was closed. Cleaned this up
- TINationState.UpdateControlPoints() : Losing more than one CP results in armies having invalid controlPointIdx bugfix. Only the last cp to be removed has its armies controlPointIdx recalculated.
- Enforcing a transfer duration hard cap of 2.5 years for humans and 5 years for aliens. This will prevent 10+ year transfers effectively removing player fleets from the game.
- Fixed incorrect tutorial check that was preventing certain tutorial objectives from completing
- GetBestOperation : fleet.ref_orbit == null NRE bugfix. Issue #2593
- Fix for some text strings not displaying properly
- Fix for credits - layoutgroup doesn't automatically update child positions unless disabled and enabled.
- TICouncilorState.ValidDestination() : return false if candidateDestination is null or deleted.
- Fix for 2597 - Refitting a ship with a councilor onboard will now send the councilor into the hab where the refit is taking place instead of being lost in the void.
- Fixed issue with combat UI alerts carrying over between battles.
- factions will set default hate at campaign start so it doesn't look briefly like HF can put up with the aliens
- fixed 2564, iceland owning two copies of reykjavik and similar bugs when a breakaway nation finds itself owning two copies of its capital
- fix 2584 / 2573 NaN population from so much excessive nuking that the numbers go to impossible places, geez players calm down, they're already destroyed
- slightly lowered permanent population growth dedudction from nuking a region
- fix 2588 - angry little button in enemy fleet UI that shouldn't be there
- fix typo in codex. all game text is 100% perfcet now
- fix crash trying to load model when new army is created while nation is being transferred to aliens, looking at you bangladesh
- fix crash when the AI trying to design big ships when it hasn't developed any small turrets, which is a really weird edge case, Kevin
- fixed some instances of control point defensive modifiers being incorrectly applied on null faction control points
- Fixed issue with VectorThrusters and DriveCoupling not updating on propulsion value changes
- Cleaned up Bug with Damage to VectorThrusters and DriveCoupling not being properly taken into account when creating ship trajectories

UI
- Obj Screen Sorts in front of most ui screens now
- Added Flashing Confirm Assignments button after all councilors are assigned
- Reworded some tutorial prompts to provide clearer direction to councilor missions and tutorial buttons
- Made text on CPs more readable by adding a drop shadow and outline
- improved tech finished notification with some highlights
- Added Alien Threat Indicator to Tutorial

In addition, some fixes and enhancements have been done to the localizations of Terra Invicta into non-English languages, though the translators are still hard at work improving and enhancing the translations and will continue working through this month.

If you are looking for past patch notes:

Patch 2
https://store.steampowered.com/news/app/1176470/view/3284836971975123462

Patch 1
https://store.steampowered.com/news/app/1176470/view/3266821940209510622

Hotfix 1
https://store.steampowered.com/news/app/1176470/view/3266821940208564694

And for notes on our EA plans
https://store.steampowered.com/news/app/1176470/view/3266821940207547123

Patch 2 (bug fixes and balance adjustments)

Hi everyone!

We're at day 3 of release, and we've got another patch to share - Patch 2 includes balance adjustments and bug fixes. Full notes below!

EA Build 0.3.18
- fix 2495, ops granting modules were instead granting boost, which doesn't make any sense at all, weirdo dev
- you can no longer assassinate your own faction councilors just because you are a cynical faction, only if they are a known traitor; this was in there for RP so you can go all Dr Evil on your incompetent minions more than anything, but apparently too easy to accidentally kill your own dude according to Discord and this solution is simpler than than adding a UI warning element during mission assignment phase
- improved alien structural engineering and removed the possibility an icequake would derail the alien invasion within months of the game's start, or as perun put it, "humanity was saved by some motivated water" #2499
- adjusted alien xenoforming preference down slightly, cause, wow, alien plants everywhere
- GetTargetedModuleForHab() : choose shipyard if hab is an alien station with no shipyards.
- Turn on all hab modules when completing a core module. Issue #2510 bzzzzt
- Fix for volume overload when completing multiple modules simultaneously. Sorry player ears
- ShipyardGridItemController : allowPayFromEarth does not match toggle bugfix. Issue . Issue #2509
- TIHabModuleState.hab : NRE bugfix. Issue #2502
- Bugfix #2501. Generalized the fix for #2436. (This is a bug in Spaaaaaaaace)
- fix for 2500 - Fixed NRE when hab is destroyed while selected in the hab screen
- TICouncilorState.CanRepeatMission() : check if councilor has a faction. Issue #2498
- Fix for 2503 & 2216; Fixed NRE when selecting blank icon for hab customization. Habs now properly load their current custom icon when managing them
- Fix for false positives in loc arg count check. Should fix a number of errors seeing placeholder text in the game
- Fix: Hide space test scenario from campaign menu in builds. You never noticed it anyway.\

If you are looking for past patch notes:

Patch 1
https://store.steampowered.com/news/app/1176470/view/3266821940209510622

Hotfix 1
https://store.steampowered.com/news/app/1176470/view/3266821940208564694

And for notes on our EA plans
https://store.steampowered.com/news/app/1176470/view/3266821940207547123

Patch 1 (more crash fixes, Norway region fix)

Hi everyone!

Version 0.3.17 is released, with fixes for multiple crashes and a few other issues.

- Handle error with extra arg brackets in loc files, should replace certain bad loc CTDs with ingame text errors; loc typo fix
- Norwegian region % fix
- fix for last file write times shown with missing characters in some languages
- Fix for 2491 - null check on tooltip with missing gameobject; cleaned up unnecessary tutorial logs
- fix aonther french loc error causing crashes
- fix Crash due to CouncilorMissionCanvasController.currentTarget being accessed too early in the InitTargetSelection() process. Issue #2492

The dev team will be back after getting some sleep to continue identifying issues and patching the game. A huge thank you to everyone for helping make this first day of EA go so well!

Hotfix 1 Released + Information on Bug Reporting

Hi everyone!

Fix for crashes in Japanese and French

We put out a hotfox here in the opening hours of EA. Japanese and French localization crashes were fixed. If you had trouble playing in these localizations because of an early crash, please update the game and that crash should be fixed.

How to report Bugs and Crashes

If you run into crashes or other issues during the EA version, we would very much appreciate you submitting reports so we can fix the issues. If you can get a zipped savegame, player.log, and player-prev.log from this directory: \users\YOURNAME\AppData\LocalLow\PavonisInteractive\TerraInvicta

and email to: [email protected]

The development team will take a look and do their best to fix!


Known issues and troubleshooting

1) Nvidia users (especially GTX 1050 and 1060) should update their drivers. Fixes a reported crash in campaign start.

2) If your My Documents folder is on OneDrive or DropBox service, you may see I/O errors as the game tries to access or save data there. Try some or all of the following (in this order)

* Make sure you are logged into the service
* Configure the service to make the My Documents\My Games\TerraInvicta folder available offline or not managed by the service. This may be "disabling syncing" for the folder.
* Run TI in admin mode
* Turn off compressed saves in the game's options menu.

Massive space strategy game Terra Invicta enters Early Access

The first thing to know about Terra Invicta, the ambitious space strategy game from the creators of The Long War mod for XCOM, is that it's very big. It's probably bigger than you think it is. Following a delay announced last year, Terra Invicta is out today on Steam Early Access and on GOG, and there's already enough of it for two full games.


Read the rest of the story...


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