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Terra Invicta News

Patch 5 (bug fixes, modding enhancements, and balance adjustments)

Hi everyone!

We've patched Terra Invicta today with a large number of bug fixes and balance improvements, as well as enhancements to modding and localization. Today's patch brings Terra Invicta 3 versions forward, each of which had previously been in testing. A complete changelog for each of the 3 versions included in today's patch, 0.3.24, 0.3.25, and 0.3.26, are included below:

0.3.26

Bugfixes
- Fix for game not creating the missing root Mods Folders early enough with new loc modding code (0.3.24), would cause startup crashes after new installation
- repair faction thinking it owns a control point it doesn't. Doesn't fully fix original issue but should prevent certain crashes when merging nations
- save-repair fleet thinking it owns a ship when it doesn't. Related to #2784. Doesn't fix original problem or prevent the original crash, but should allow saves to load up and continue
- Fix for 2786 - prevent crash when an AI is trading with the player and has no eligible orgs to trade

0.3.25

Balance / AI
- Work on nation AI priority management. Should ease off boost when it has a lot of boost. Should to a better job avoiding spreading points everywhere when there are important problems to solve. More to do here.
- Ukraine starts with 30 IP in build army.

Bugfixes
- Fix for confirm mission assignments button being clickable even when it was set to not interactable. We think this was causing a number of bugs related to mission phases disappearing, odd aborting, or missions failing to execute. Players were clicking the button before the AI had not completed preparing its missions which threw off a number of internal values related to ending the mission phase and scheduling missions.
- Fix for crash when changing tech sort option when selecting a new tech to research
- fix a crash when clicking a module to upgrade in the hab designer
- Fixed an issue where upon the destruction of the final combat module of a station in combat the game would crash
- A battery of Point Defense fixes:
- Fixed a Defensive Fire issue where longer ships had a smaller PD envelope due to combat scaling. Ships now have the combat scaling taken into account when calculating their defensive range.
- Fixed an issue weapons sometimes not firing due to their aim being thrown off by jittering or flipping around entirely. Should see a marked improvement in PD performance.
- Fixed an issue with Habs having longer laser range than they should.
- Fixed an issue with turret rotation not taking into account the time since last update leading to turret aim being thrown off.
- Fix #2753 Solar Flare effect appearing to not expire

0.3.24

Balance
- Aliens won't gun for Protectorate for unlocking victory condition
- Energy Crisis: blue options cheaper, GDP losses slightly worse
- Speaking Out public opinion loss harsher (Shout out to streamer Lorem the Dragon)

UI
- Updated Operations Controls Canvas to have animated arrows for the confirm operation button

Bugfixes
- prevent CTD in SimulateCombat 2761 (Many reported crashes for 0.3.23 are due to this issue)
- fix crash when a fleet arrives at a destroyed hab
- fix crash when destroyed fleet checks its refit goal
- you can no longer release your capital region to a new nation via relase nation, fixes crash when you try that
- Missile Tests and ASAT Tests no longer trigger for nations maxed out on Miltech (Shout out to streamer Lorem the Dragon)
- Bugfix #2682: Prevents crash when a combined fleet loses all ships in combat owned by the controlling faction (only leaving ships from the supporting faction).
- thrust panel now correctly shows header text
- fixed missing ship part images in post combat UI panel
- Fixed reversed research panel pip manipulation
- Bugfix #2676: Orbit phasing trajectories to planet-moon Lagrange points now generate.
- Fixed bug in phasing math that would cause a teleport when the ordit being phased over has eccentricity > 1. (I was using mean anomaly instead of true anomaly to calculate the position of the fleet during the transfer).
- Bugfix #2696: No more negative DV transfers.
- Fix for missing ship parts UI in space combat UI after having multiple combats in a session
- Fix for Veteran & Brutal win achievements not unlocking
- Fixed visual issue with incorrect weapon placement on Human Battlestations
- Fixed issue in space combat where ships with damaged bridges could lock out player input to fleet
- Added text clarifying effects of Energy Crisis
- Effects text re: councilor stats will use proper attribute strings now (surprised this didn't come up in localization before)
- Bugfix #2755: Appearantly stale AdHocOrbits could be "half" deleted -- contain no information but not yet marked to archive or removed from the GameStateManager. TryToRemoveAdHocOrbit now deletes them *without* crashing.
- Bugfix #2766: Ensure that all fleets can return some sort of orbital elements so avoid crashing. This is used when initializing the visualizer, although fleets in transit won't use the values directly.
- Bugfix #2697: Fleet intercepts don't inherit the target's trajectory if the target would launch after the intercept occurs.
- Fix for crash when using mods with multiple assetbundles
- Fix for 2751 - Fixed orgs being added to faction pool while still equipped by another councilor,. Added save repair code to remove deleted orgs from councilors on load.
- Fix for 2702 - Fixed NRE caused by attempting to play councilor audio on a killed councilor
- Fix for 2777 - Fixed crash in tech tree when nearing completion; caused by list sorting and then destroying all elements, moving to coroutine to prevent
- PD will fire at antimatter missiles now
- prevent crash when decommissioning module under construction
- fix crash in rare instance when AI wants to build two stations in an orbit on the exact same day
- you can cancel a just-placed build by decommissioning the module for a refund. Unfortunately, this may be exploitable when pasting over an existing module and we'll have to limit its use.
- made double-plus-sure conquering a nation ends the war with that nation. should fix a couple of strange cases that led to crashes
- Narrowed Shipboard Mutiny alert setting #2736
- Attempt fix reported alien ship defection (which already shouldn't be possible)
- Fix designated gun-type hab module turret ignoring naval guns in favor of lasers

Modding
- Mod support for Localization is now active, just add your own Loc files(.en, .fr, etc)into your mod folder and they will be automatically loaded when the game launches, replacing existing entries where applicable.

-Loc files should follow the same file naming conventions as vanilla files .en for English, .fr for French etc
-New Loc entries are added as new entries, adding Loc entries which exist in the vanilla files will overwrite the vanilla strings.
-Loc files in the enabled mods folder will be loaded on game launch
-Loc files will be loaded regardless on the "Use Mods" setting, they do not flag the game as modded and modded Loc will not disable achievements.
-Multiple languages are supported and will be shown to the user depending on their selected language. (ModdedSettingsLoc.en will be shown in English and ModdedSettingsLoc.fr will be shown in French)
-Loc mods using languages without vanilla translations will still need to mod the TILocalizationTemplate.json ("active": true) and add an empty folder named with the language code in the vanilla Localization folder to get the language to show up in the in-game menu(Russian("rus"), Korean("kor") etc).

Technical Notes
-All Loc files within the Mods/Enabled folder and all subfolders will be loaded on launch immediately following the load of vanilla Loc with the same rules as vanilla Loc.
-Loc entries will not be added unless a folder with the language abbreviation(en, fr, rus, kor) is present in the vanilla Localization directory(need to add for languages not in vanilla game).
-Modded Loc does not edit or merge any files, our patches or changes to vanilla Loc will not interfere with modded Loc.

Misc
- TINationState will record "original capital" now for eventual returning capital to home region when it returns to nation
- update localization to 10/10 drop

A note that we keep multiple versions of the game available for you to play. Here's our guide to playing newer and older builds on Steam if you ever run into issues with the default build, or would like to test-drive new features while we are still making sure they are ready for prime-time: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29540

If you are looking for past patch notes:

Patch 4
https://store.steampowered.com/news/app/1176470/view/3309607313844211358

Patch 3
https://store.steampowered.com/news/app/1176470/view/3284836971988927017

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 4 (bug fixes, balance adjustments, and gameplay improvements)

Hi folks,

We've patched Terra Invicta today with a number of bugfixes and some balance adjustments.

Note that we keep multiple versions of the game available for you to play. Here's our guide to playing newer and older builds on Steam if you ever run into issues with the default build, or would like to test-drive new features while we are still making sure they are ready for prime-time: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29540

A new campaign is not required. (We'll let you know if it is for technical reasons, or if changes will throw off the balance significantly).

Here are all the changes. It covers several versions we have had live on our beta branches this week, but they're all in the build.

0.3.23

Content
- 4 new event illustrations, 1 objective illustration

Balance
- reverted some combat hab module power requirements from .22
- increase research university output

Bugfixes
- crash fix 2674 (buddy movie when one of the participants got killed offscreen)
- crash fixes to refits when null parts get returned
- fix to crash when a mission is revalidated against a destroyed ship/fleet

Known issues
- Bombardment & counterfire will get looked at next
- We're still chasing a crash when an org gets duplicated somehow.
- Need to fix how the the alien threat-o-meter updates. I was gonna do that today but I finally got sick after like 4 years and my brain is kinda mushy, c'mon sudafed don't fail me now

0.3.22

Balance / Gameplay
- Messed with mining profiles: more nobles on Mercury, more water on D-type asteroids, more fissiles on Stony and Metallic asteroids. Requires new campaign to take effect.
- Missiles and gun shells require less damage to destroy.
- PD weapons will fire at mag weapon shells at a minimum expected .5 damage instead of 1, meaning they will fire at greater ranges (at less damage per hit at those ranges). These two changes should address a lot of "my pd won't fire" issues.
* All space combat modules now carry three weapons: A PD weapon; your best antiship laser (if available, otherwise best nonmissile weapon); your best "gun"-type weapon (naval gun, mag, plasma). Some human space combat modules have changed power requirements. THIS WILL MESS WITH YOUR HABS IN SAVEGAMES (sorry about that). All hab combat modules have significantly reduced hit points.
- SimulateCombat() : Starting distance between combatants now equal to the range of the longest range offensive weapon in the combat.
- a coup in a nation will cancel all pending coup missions in that nation
- Hostile Takeover attempts no longer gain benefit from councilor being detained
- Several new projects to oppose alien enthralls/terror attacks sprinkled throughout the tree
- added turkey claim on Astana with United Turkestan project
- added crackdown to a couple more orgs, increased cost of t1 admin org a bit
- added beginning of AI to favor particular weapon types in design at a "meta" level rather than just via scoring for role. Right now this is only for the aliens so their ships evolve more during a campaign. Future intent is to have responsive designs and factions favoring certain types.
- dialed back AI preference for spoils in a couple of places
- Increased antimatter output of atomsmasher and supercollider by 10x. Still to look at: Harvester mechanics
- Doubled research output of Research campus. Slight power requirement increase.

UI
- New Animated Arrow! maybe next time the patch notes will tell us what it does, ben
- Added warning that mods disable achievements
- Updated Mission Buttons with Arrows to Highlight interactablity -- oh is this it, ben? did you do operations UI too lmk
- Updated Tutorial Tips to make "Next Tip" Uninteractable when reaching the end of the tutorial
- Updated Starting Tutorial to show "Dont Show Again" rather than "Hide" for increased accuracy
- nation UI shows days to exec consolidation
- destroyed hab module tooltip should now show what used to be there
- When the game is force-paused so you do something, the PAUSED overlay will turn red.
- When a save fails, a dialog will pop instead of crashing the game
- removed some alert spam when an enemy fleet moves within an orbit that's otherwise interesting to you, but not toward one of your assets
- made UI element for org stars a little larger case we keep hearing about missing stars; maybe this'll fix it

Bugfixes

- Fix for random pauses during gameplay caused by AI fleets engaging each other.
- Adjustments/fixes to AttackWithFleet goal desired combat strength. Issue #2618
1) Aliens now consider all threats in a particular system, not just from faction's they are at war with.
2) Fixed a bug with GetThreatLevelAtLocation() where system threats from war factions weren't considered when warEnemiesOnly == true
3) Moved the warEnemiesOnly logic into GetWarAdjustment(). It now returns 0 if factions are not at war.
4) GetWarAdjustment() now returns 0.1 if factions are not at war, up to 1 if they are.(with intermediate values based on hate).
5) Reduced system threat level penalty to -66% to -30%. This is necessary to not underestimate a enemy faction's strength simply because the have many fleets as opposed to one big one (this is easily exploited by the player).
6) Fixed bug in FactionGoal_AttackWithFleet.ComputeDesiredFleetCombatValue() where the threat level was mostly ignored, resulting in the aliens sending single ships to attack stations (zero required attack strength because the station had no defense modules) despite the player having fleets in orbit waiting to intercept them.
- Tiny ships bugfix. Issue #2507
- Bugfix #2623. Prevents a crash on load when the orbit period of a fleet is < 1 second and the fleet's epoch is 1 AD. There's something wrong with the transfer planner to have produced such a situation in the first place, but the save I have to work off of is after whatever went wrong. This at least lets the game load.
- More Changes related to weird random pausing
*** Added a log note if the pause is due to time event queue being overloaded
*** Removed what appears to be extraneous gameTime.Pause in TISpaceCombatState.InitiateCombat as that might trigger it on AI/AI combat. For human player involved combat there's a Pause in SpaceCombatManager
- Fix one more crash when AI fleets looking for nearby resupply habs
- fix a bunch of typos, thanks Discord!
- Fix for pip input reversal bug when tabbing in and out of game
- AttackWithFleet goal will recheck daily to ensure the target still belongs to an enemy faction to prevent hi-larious Servant bombing of alien nation while it's conquering stuff
- Fix for 2181 - Hab rename UI will now display properly when accessed outside of the hab menu list
- Removed both joystick axis from input manager so gamepads don't send input.
- Fix cohesion calculation in anocracies (effect was reversed) FULL PROPS TO THE TI REDDIT FOR CATCHING THIS ONE ↲ -
- Fix bad project prereq requirement for Initiative objective path, which was blocking progress ↲
- Fix bad monitorcontroller.cs that was putting turrets in the wrong place and causing crashes in combat
- Fix ERROR_SHARING_VIOLATION for dropbox/Onedrive installs
- fix a couple of duplicate bonus missions on orgs (2644)
- fix 2704 (CP maintenance check on un-controlled nation)
- fix 2671 crash when AI tries to refit weapons and comes up with no candidates for a slot
- fix 2651 (chs loc bug)
- 30mm Autocannon will fire at incomings again. It can barely hit anything so it's still pretty bad. Needs more work.

0.3.21

Balance
- slightly increased years until invasion for cinematic and normal
- added difficulty setting targeting human player and "attack-the-leader" behavior. For the human player, AIs will only gain extra hate if they are the most powerful faction or have announced their win goals AND (this part is new) they are beyond a minimum ideological distance from the human player. That distance varies by difficulty. So on normal HF won't target Resistance player solely because Resistance player is winning (but Servants will). This is a pretty significant mid/late game muzzle for the AI and will get adjusted based on player feedback.
- dialed back the "how much MC you can use" threat evaluation by aliens on normal difficulty slightly

UI
- updated dV tooltip
- New font for korean mod
- Small edit to CP Cap tooltip wording

Bugfixes
- Bugfix #2585: Scuttled ships will no longer attempt to run their maneuvering thrusters (which was causing a crash to desktop).
- Bugfix #2595: Now preventing circular fleet interception (where fleet A intercepts fleet B which intercepts fleet A). This was intended to be disallowed and caused a stack overflow. Note: old saves which had circular interception will now load and play, but the fleet that hasn't launched yet will have its transfer aborted silently. The old saves will also log some errors related to the circular interception, since those shouldn't exist in the future.
- Bugfix #2598: Fixed bug in apsides calculation that would try to delay fleet launch until after the sun burned out.
- Bugfix #2627: The AI was trying to get an estimate travel time to intercept a fleet via microthrust. This doesn't work, but it also caused a null reference exception when it tried to get the target fleet's inclination. I've added the code to generate an inclination -- the microthrust intercept will get cancelled later should the AI actually attempt it (the estimate travel time code is very simplified, so it may judge a transfer to be microthrust only when it isn't).
- Fix for 2596 - Force tooltip container back to the base tooltip canvas on tooltip deactivation to prevent accidental destruction of tooltip gameobjects, added additional logging.
- Fleet with NaN position causes crash bugfix. Issue #2631
- cleaned up more tutorial tips not closing when their screen exits
- CameraManager.HandleAnimations() : selectionChangeUnityRotation zero look vector bugfix. Issue #2642
- Fix for 2625 - Notifications that are too long and prevented UI buttons from being clicked and will now scroll properly in Chinese & Japanese.
- Bugfix #2630: Fixed crashes related to fleets aborting their transfers after combat.
- Fixed rare case of fleet disband destroying tooltip container on it's 15-second delayed destroy invoke call
- Bugfix #2631: Prevented microthrust transfers that are changing the eccentricity of the orbit from producing negative semi major axis in the middle of the transfer. This would cause the fleet to dissapear during the transfer (or worse, cause a crash), since it would have an illegal orbit.
- SpaceObjectSelection.SelectObject() : newSelection == null NRE bugfix
- SingleFleetOperation() : split out ships that cannot transfer from fleet.
- GetBestOperation() : defense fleet now only targets fleets that aren't docked a station (station targeting has its own logic). Issue #2586
- (Internal) - save files now store and log when mods are active at any time during the save
- Fix for 2647 - Unity returning wrong object with gameobject.Find, using our solarSystem.FindObjectinstead.
- Fix for #2666 - Combat UI needed to be updated on ship destruciton
- Updated Ship Designer DV numbers to reflect the games internal model
- FactionGoal_AttackWithFleet.bombardmentGoal : incorrect condition bugfix. Before, bombardmentGoal == true for stations and false for bases, which is backwards. Fixed the condition and then went ahead and made this a property instead of a field.
- SingleFleetOperation() : undock bombardment fleets if they do not need to repair/resupply. Issue #2662
- Fix for 2648 - Councilor will now properly find a fallback location when onboard a ship being scuttled with no other ships in the fleet.
- Added a check in AI get best operation that resupplyhab is still valid, 2646
- Fixed NRE when nation has no executive faction but asked to score improving relations 2635
- Fixed an index error crash in the giveresources terminal command FOR YOU DIRTY CHEATERS
- Fixed a crash when a fleet with a "assemblefleet" goal was destroyed and the goal checked in on how the fleet was doing 2636
- Fixed a crash when the AI had selected the disarm nuclear weapons policy 2669
- Fixed a crash when a new councilor's trait doesn't allow them to have a starting region because no region qualifies
- SingleFleetOperation() : getting rid of "low relative dv" useless ship criterion. Otherwise, this can result in a loop of joining fleets then splitting them. Also unnecessary because once the fleet attempts a trajectory and fails due to dv, the split will occur anyways.
- MergeFleetOperation : swapping absorbing/joining roles if the actor has a join fleet goal
- fix issues related to advising councilors not being cleared on nation destruction
- prevent factions from finalizing missions outside of the mission phase
- ManageFleetGoals() : primary hab defense goal NRE bugfix.
- Fixed #2683
- Fixed issue with disengaging ships not removing the UI
- added some save-fixing for councilors with null locations
- added some error handling for a funky combat state a player sent in to prevent crash
- FIX crash when badly damaged army conquers the AA this one was driving me nuts

If you are looking for past patch notes:

Patch 3
https://store.steampowered.com/news/app/1176470/view/3284836971988927017

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 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!