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Terra Invicta News

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...


RELATED LINKS:

XCOM-inspired grand strategy game Terra Invicta has been delayed

New footage for space strategy games Terra Invicta and Falling Frontier emerges

Terra Invicta takes XCOM and turns it into an Expanse-style grand strategy game

Terra Invicta Released + Development Plans + CORSAIR

Hi everyone!

After many years of development, we are thrilled to share Terra Invicta with all of you!

Release Trailer

[previewyoutube][/previewyoutube]

Learning to Play
If you'd like to see some materials to help learn some strategies for your own playthrough, you can check out our release stream at the store page of Perun's playthrough, where he goes through each aspect of how to handle both geopolitics on Earth and Solar System colonization, or take a look at the quick start guide on the wiki: https://hoodedhorse.com/wiki/Terra_Invicta/Beginner%27s_Guide

Early Access Plans
This is a rough roadmap for what we’ve got planned for Terra Invicta in EA and beyond. This is hugely subject to change based on player feedback and our own judgment, so don’t regard any of this as a promise, just a plan as it exists. We hope that during EA you’ll watch the game get better and better as we work toward a 1.0 release.

Scenario

We’re planning to work on what we’re calling a “2070” scenario during EA. This is essentially a start for players who want to play with a (smallish) space program up-and-running from the get-go. This will show up in a regular update of the game at some point. (See below for the status of the Cold War and Foothold scenarios.)

General UI
  • Camera operation will get a look. Right now the UI tries to helpfully focus/zoom/pop an information panel when you click something. Sometimes that’s not desired. We’ll look at making mouse-camera interactions consistent so you can, say, get the information panel without moving your camera.
  • Notification controls. There are a few of these already, but the game generally is coded for notifications pop an alert, add info to the top-center horizontal feed, or just add something to the left-side vertical newsfeed. We remain hopeful we can reach player consensus on what specific events belong where but we’ll look at adding specific controls for alert priority if we can’t.
  • We will look at scaling UIs for greater accessibility and better Deck support. This may not be trivial to pull off; there’s a lot of information to present.
Nations
  • Numeric breakdowns of what’s changing certain nation values. Along the lines of “In the last month, GDP in Mexico went up due to the Economy priority by $20M, went down due to environmental damage by $3M, and down by $5M due to warfare.”
  • Longer term, if we can keep it performant, we’ll record interesting national data for long term performance reviews.
  • Also this kind of feedback for climate change values.
Nation Policies
Add major policies for nations.
  • Close Borders. Massive hit to economy. Defense bonus. Severely limits which councilors can visit. Essentially how North Korea is now.
  • Mobilization.
Army Warfare
  • Army manual pathing and/or destination selection that allows for multiple steps.
  • A UI breakdown for army combat about all the modifiers going to a battle.
  • We’ll test an “annex region” option during warfare. This will be a long-duration operation by an army to transfer a claimed and occupied region to its home nation. Right now armies capture a capital and claimed territory transfers as a part of a regime change. This is an alternative mechanism to slowly transfer territory in what is otherwise a stalemate.
Space Combat
  • AI that works better towards flanks and protects its own flanks better. AI that uses standoff tactics on stations. Greater preference for self-preservation.
  • Controls for ships to stay in formation with other ships.
  • Group commands.
  • A “Pincer” pre-combat option (or some other name like that). Right now, the way to engage fleets that have more Delta-V than you do, and don’t want to fight, is to send two fleets at once so they are forced to engage the second one. We’ll simplify that by letting you split your fleet as the combat starts; the enemy will be forced to fight the weaker of your two fleets.
Habs
  • A “duplicate hab design” button. This will be limited in some ways because habs in different locations have different power production and requirements.
  • Shipyards need some work; the higher-tier shipyards aren’t helpful enough.
  • Need to review antimatter mining. It will never be that much – there is very very little natural antimatter created in the Solar System.
Modding
  • Our current modding setup doesn’t allow you to add or substitute new text in easily. We’re planning to fix this.
  • Down the road we’ll start conversing with modders about how we can open up aspects of TI better for modding – like exposing a constant in code to config.
Startup options
  • Some control of your initial councilors professions, etc.
  • Difficulty fine tuning
  • Global research speed multiplier
Space Exploration / Navigation
  • Aerocapture
  • Gravity-assist trajectories
  • Allow fleets to abort planned trajectories while waiting for their launch window (this is in progress.)
  • Ship propellant-sharing, so they can refuel each other. This should enable tanker-type ship designs.
  • Large comets. Need VFX.
  • 2 Hab Site space bodies, like Vesta and a few others.
Councilors
  • We’re going to explore hard stat caps for various councilor classes (below 25) as a balancing mechanism and to make you think a little harder about who you recruit.
  • Invest in your orgs to upgrade them
  • Traits or other mechanisms that can lower loyalty of councilors
AI
  • The late-game human AI needs to get better at building and utilizing fleets and pursuing its victory conditions.
  • AI peacemaking will get a look. Interstate wars tend to persist longer than they need to.
  • Human hab AI building still needs some work, particularly with regard to non-required modules. We’ve also seen successful players fill low earth orbits with stations to gain the Earth bonuses. The AI doesn’t do this nearly as much as we’d like.
Translations

Non-English translations of Terra Invicta are still being tested and improved. The game has a couple novels worth of text, and we know there will be some issues remaining – please be patient with us as we work on fixing problems and increasing translation quality.

Performance
  • The main remaining problem is that the late-game AI has a lot to do and sometimes the game can get pretty choppy while it is considering its options. This includes designing and building ships, organizing fleets and managing orgs.
  • We made a lot of progress with combat and Earth-UI-related performance issues shortly before release. There might be some UI improvements we can still manage.
  • There are some large summary UIs (research and nations in particular) that are slow to load.
Content
  • More event/mission/objective illustrations are on the way
  • More strategy layer music tracks are in production
  • Additional faction leader voice files
Probably post-EA: the Cold War and Foothold (far-future) scenarios

These may not be available during the EA period. We’d like to add some additional features to Terra Invicta to better support these, like wet-naval warfare and nation-like polities in space. These are quite a bit more complex to add than some of the things we’ve listed above, so we’ll need to assess what it will take to develop these. Stay tuned.

This is all in addition to the bugfixing and balancing we’ll be doing.

CORSAIR
We are also thrilled to announce that Terra Invicta is partnered with CORSAIR and has integrated the iCUE lighting system! CORSAIR users can check out all the lighting effects in-game.

Thank you!
You all have been so great in supporting us over these years of development. From the entire development team at Pavonis Interactive and the publishing team at Hooded Horse, thank you, we can't wait to see your reviews and feedback on the game!