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Terra Invicta Build 0.4.26

Hello again everyone! This is a medium-sized patch for 0.4 that updates all our translations for the new content, fixes some crashes and other bugs, and addresses some balance issues players have reported. We've got bigger updates in the works, but those will take more time to prepare. Keep an eye on our beta and validation branches if you want to be the first to play (and possibly break) the latest features!

Patch notes:

Localization

- All translations updated to build 0.4.14. This covers almost all of the new text in 0.4 builds.

Gameplay / Content
* You may now cancel repair and resupply operations in progress, and a portion of ships will be repaired/resupplied, and the rest of the cost refunded. They are ordered by quickest job to the longest job to fix, which maximizes the number of ships that can get back in action. A few UI adjustments to support this.
* Added comet Pons Brooks to Full Solar System, removed Kowal 2, which doesn't really come into the inner system. Added to Medium Solar System, removed Tempel 2, which stays outside Mars.

Balance

* Clamped strength of pop-scaled event effects to 2x the configured effect. This should reduce the hit to very small nations from wave of fear and similar events
* Balance pass to tone down t3 alien missiles
* The GDP size modifier on various missions no longer uses the economy score but is instead a separate variable that uses the 0.3 builds power (^.33) instead of the new economy scaling (^.35). This power can be modded in TIGlobalConfig.
* Officers will now only promote in combats where at least one ship or hab module was destroyed. Anti-farming measure.
* Officer promotion chances will be modified by how lopsided a combat is; the more powerful side will have lower chances of promotion while the underdog will get a bonus. #4342
* All antimatter module granting projects, save those that grant the endgame amat drives, will now grant sufficient antimatter stockpiles to build at least one of the developed object (assuming I did the math right).
* Remove redundant photonic computing prereq for quantum computing. Add advanced neural networks prereq in its place.
* component armor now reduces internal damage by 25% sted 50% and is immune to being damaged or destroyed as a module (because it's spread throughout the ship).
* added First Nation claim on Kamchatka
* added North Ural region to that claimed by Great Europa
* renamed South Peru breakaway Qullana Suyu Marka and gave it some more claims upon trigger. Thanks for suggestion Discord
* adjusted down max armor allowed on ships. Added utility module, Armor Struts, that doubles allowed amount.
* reduce 40mm cannon ammo to 2000
* increased hybrid armor density a little
* small reduction in max targeting range for smaller alien lasers
* added backer hab site
* Limited occupation gain from one army to 10% per day sted 15
* flattened scaling of region population/size adjustment effect on occupation speed

Performance
* CometController.DoNotDisplay optimization : do not display when zoomed into the surface of a space body that isn't a comet itself
* performance / added per frame caching of a ship's functional utility modules, fix issues with too many refreshes of operations bar. Was causing significant slowdowns when a large fleet was selected.
* Opening options menu during combat autoresolve will pause autoresolve coroutine
* HumanHabPlanner.ManageProspectGoals() optimization : just use an arbitrary hab schematic for comparison. Not necessary to compute the perfect had schematic for each site, it makes no real difference for this decision.
* 4319 - removed update from savemenucontroller because JL is a real terror about using Update() when it isn't required

UI
* A tech that unlocks new space bodies for exploration will show a probe all button in the tech alert UI that works just like the one in the intel space bodies tab.
* Lasers will now show armor pen at 200/400/600 km
* hab module tooltip in construction UI will always show base resource cost
* combat damage values will show an extra decimal place to account for particle weapon damage

AI
* AdjustPerceivedEnemyFleetStrengthFactor() adjustment : capped the maximum ratio to 2. Should prevent AI from being scared into utter submission.
* took a crack at reducing AI overuse of crackdown and purge in early turns (focus fire AI only)
* AI: alien AI will limit how much exotics it uses for armoring ships so it doesn't overspend. Other changes to armoring calculation, including trying to maintain combat acceleration.
* adjust AI priority behavior when cohesion = 0 and when cohesion is otherwise very low during wartime
* badly damaged army AI trying to go home to heal won't go into region with enemy armies

Combat AI
* Ships now take into account how long it will take them to rotate before beginning evasive maneuvers
* Adjusted target engagement velocity
* Fixed AI being overly avoidant
* Fixed AI charging off into the aether

A
* Fixed Texture2D memory leak when cursor image was switched in the UI. This could rapidly inflate memory use when using AI control for ships in combat and we believe it is the cause some end-of-combat crashes that have been recently reported.
* fix #4336, crash when looking at fleet operations entry in codex
* nullcheck UI icon to prevent a nonreproducible crash found in internal testing
* fix crash when trying to loading game during combat autoresolve
* Bugfix #4327: Preventing crash when fleets attempt a microthrust transfer to something in its own (or very near) orbit, as the needed alignment will never occur. These transfers are better solved with orbit phasing.
* Fix a crash when a fleet bombards a landed fleet in the outback (that isn't at a hab)
* 0.4.18 save repair for div/0 education error fixed in 0.4.19

B
* fix missing helium 3 mine 2d icon
* SingleFleetOperation() bugfix : do not run if fleet is in transfer
* TISpaceFleetState.CreateAtRunTime() bugfix : set fleetTrajectoryData.initialDeltaV_mps based on origin fleet data. Not doing this can result in split fleet having 0 deltaV.
* fix errors in particle weapon damage calculation. They should be stronger now.
* fix bugged viceroy influence calculation
* Fix missing adjacency between Jeddah and Buraydah regions
* Fixed a bug where AI ships were not properly reengaging combat
* AI: PackingDecision.GetChoices() bugfix : use ProspectivePower() for all modules.
* AI: PowerDecision.Decide() bugfix : use ProspectivePower() for all modules.
* fix missing tail armor slot on alien cruisers.
* Fix AI logic error on using particle point defenses, other adjustments to PD weapon selection.
* fix logic errors in occupation code.
* Fixed combat AI Manuevering bugs

C
* weapons with fraction-of-a-second cooldowns will show fractional cooldowns
* 4320 - fixed councilor recruit ui where loyalty was covered
* Caliphate claim on Buraidah region moved to Caliphate instead of Greater Caliphate project
* Fixed a bug that allowed enemy officers to appear in combat UI
* fix for long text overflow in apply hab template ui popup
* Adjusted Radiation Damage Overflow Text Size
* Adjusted overflow for combat damage value UI
* fix multiple bad string tags in army names
* fix some issues in occupation army UI popup

Terra Invicta Build 0.4.19

Hi everyone!

This is largely a bugfixing patch to handle a few crashes and other issues players have reported since we released the first 0.4 build eight days ago. There should be no compatibility issues with 0.4 saves. Players with 0.3 builds should still switch to the 0.3.138 rollback branch.

We have another patch with additional fixes in the works (already on our unstable experimental branch as 0.4.21), including an important fix to particle weapons damage.

Also: All of the translations are still relying on 0.3 text. We're aware this had led the game to giving bad information in some cases. We're awaiting updated translations for 0.4 builds and will get them in as soon as we can. Thanks for your patience.

And thank you for all reviews and feedback -- they are helping us improve the game.

Here's the full fix list:

0.4.19

Balance/Gameplay
- Mission to Mars now requires Skywatch. Mission to the Asteroids now requires Space Mining and Refining (instead of Skywatch). This is to narrow down the early game decision set, especially for the AI when it's picking techs.
- add EU claim on Makhachkala region (Chechnya/Dagestan/Stavropol) with Great Europa

AI
- ShouldNotBuildHabModuleRightNow() improvement : considering farm costs to support given module. Currently farms don't have support costs, so this is just futureproofing + mod support.
- ManageHabs() adjustment : lowered the rate at which habs are renovated, and increased the improvement requirements
- ShouldNotBuildHabModuleRightNow() improvement : added logic to consider the support costs for power modules require to support a given module
- GetHabModuleSize() refactor : splitting up into GetPowerModuleSize and GetFarmModuleSize().

UI
- nearly identical alert notifications will attempt to stack to reduce multiple repeated notifications (like 5 armies arriving in a region at once)
- Combat Radiation Damage UI fixed and reenabled.
- external log: armies will only notify arrival in a region if it's their final destination

A
- 4292 - fixed crash when opening hab screen ui due to processing recently deleted habs
- fix crash when pathing to Turkey by sea when at war with Turkey (4304)
- fix a crash when a faction completes a ship at a base another faction has parked a fleet at.

B
- fix a possible order of operations error in sustainability damage from region damage
- fix calculation error for promoting officers when their attached ship system is damaged (it was usually zeroing out promotion chance instead of modifying it)
- synced up some calculations of individual GHG contribution to GW and total calculation (bug #4298)
- reduced the allowed mission scheduling duration for 3-week turns from 21 to 20 days, because in March on non-leap years some phase 5 missions like purge would occasionally get canceled because they ran into the next turn (no bug number, totally noticed this myself)
- fix garbled template data for planetary tilts, added save repair so everything angles the right way (bug from discorder)
- prohibited use of the Declare War option in the "move your armies!" prompt if you just moments ago made peace with the nation asking you to move your armies. (bug 4285)
- Some adjustments and fix to combat and the effects of cohesion
- fix div/0 error in education priority effect when education gets so low you get infinite education. Note: there is save repair related to this in the 0.4.20 build.

C
- fix typo in officer ECM ability
- fix army icons vanishing until a refresh when you ally with a just liberated nation whose land you now stand upon (bug 4287)
- update description of fission frag drive (discorder)
- fix floating point math issue that was showing inaccurate miltech in nations screen (4301)
- fixed a UI bug in the remove-your-armies prompt that would say they'd have a > 0% chance of allying with you but the option was grayed out. In that case it will now show 0% (because an alliance violates the allying rules).
- fix for some broken visual fleet positions in strat layer post combat and when performing operations
- fix missing hab site name at a Centaur
- fix sea zone for Diyarbakir region
- 4269 - fixed incorrect repeating project cost in ui
- 4302 - fixed combat tutorial tips pointing to incorrect fleet command buttons

Modding
- added nationalDirectInvestmentCapGlobalMultiplier in TIGlobalConfig to nation direct investment cap calculation for modders (default is 1)

XCOM inspired space grand strategy game reveals world-changing update

Blending the international conflict, politics, and grand strategy of Civilization 6 and Crusader Kings 3 with the interstellar exploration of Stellaris, all wrapped in the sinister setting of an XCOM style alien threat, Terra Invicta is one of the most interesting early access games on Steam right now, and it's just been given a quite literally world-changing update. The latest major patch for the sci-fi strategy game makes a huge number of changes across its map, tech tree, and more.


Read the rest of the story...


RELATED LINKS:

Huge XCOM modder's strategy game finally coming to Game Pass

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Celebrate Steam's finest strategy games as TactiCon 2023 begins

Terra Invicta is On Sale for 30% Off!

Terra Invicta is 30% off today as a Daily Deal on the Steam front page, with the discount lasting until April 28th. Command a faction amidst Earth's clandestine war against a looming alien threat. Will you resist, collaborate, or capitalize on the chaos? Your strategies will determine humanity's fate in this grand strategy simulation.

This is a fantastic time to get into Terra Invicta, as we are releasing our biggest update yet. Here are some key features you can look forward to.
  • Geoscape Enhancements: The Geoscape has been extensively revised, with over 80 new regions added and multiple nations redefined to better mirror current geopolitical boundaries.
  • Greenhouse Gas System Overhaul: A new "sustainability" rating has been introduced for each nation, bringing a detailed and realistic approach to managing environmental impacts.
  • Weapon Technology Streamlining: Weapon tech has been consolidated, merging multiple sub-technologies into fewer, broader categories to streamline progression and simplify decision-making.
  • Habitat Functionality Improvements: Key changes have been made to habitat operations to improve their interaction with the game’s strategy elements.
  • Celestial Updates: Comets have been added to the solar system, enhancing visual appeal and strategic resources. Neptune’s appearance has been updated for greater realism.
  • New Invader Ship Models: The introduction of several new invader ship models adds complexity and variety to space combat scenarios, challenging players with fresh tactical dilemmas.
Read more about update 0.4.18 in the latest dev log.
https://store.steampowered.com/news/app/1176470/view/7571188824222972839?l=english
https://store.steampowered.com/app/1176470/Terra_Invicta/

Major Patch 13: Earth regions, comets, ship officers, climate change, and more

[h3]Major Patch 13[/h3]
Hi everyone! Terra Invicta version 0.4.18, our biggest update in some time, is now available on Steam for all players.

Important Note: Version 0.4 builds do not support version 0.3 saves. Follow these steps to keep playing your 0.3 saves.
  • Go to PROPERTIES -> Betas menu in Steam.
  • Select and revert to version 0.3.138.
  • This version will remain available indefinitely.
  • Some players have reported crashes after reverting. If that occurs, first validate your files in Steam. If it still doesn't work, reinstall Terra Invicta.

[hr][/hr][h2]New Features Overview:[/h2]
Geographic Expansion: More than 80 regions added to the Earth map, with changes to meganations and new breakaways including:
  • Switzerland
  • Austria
  • The Netherlands
  • Serbia
  • Moldova
  • Latvia
  • Lithuania
  • Estonia
  • North Macedonia
  • Albania
  • Lebanon
  • Republic of the Congo
  • Ghana
  • Malawi
  • Cabo Verde
  • Uganda
  • Djibouti
  • United Arab Emirates
  • Sierra Leone
  • Liberia
  • Papua New Guinea
  • Palestine
  • Somaliland
[h3]Celestial Updates:[/h3]
  • Large Comets: Now travel throughout the Solar System, displaying prominent tails as they approach the sun. These comets are potential sources of water and volatile materials, beneficial for colonization in the arid zones of the inner Solar System.
  • New Moons: Recent astronomical discoveries around Uranus and Neptune have been added, now with more creative names than their original catalog numbers.
  • Kuiper Belt Enhancements: Updated with the latest data, providing a more accurate representation of this distant region.
[h3]Ship Officers Feature:[/h3]
  • Named Officers: Ships now feature named officers as a new form of experience system.
  • Promotable Officer Classes: You can promote up to 15 different officer classes, such as admirals, captains, and weapon officers, each providing unique bonuses.
  • Officer Development: Most officers will spawn and enhance their abilities during battle, contributing to strategic advantages against alien and human adversaries.
[h3]Climate Change Mechanics Update:[/h3]
  • Economic and GHG Emission Linking: Improved modeling to better connect national economies with greenhouse gas (GHG) emissions.
  • Sustainability Rating: Introduced a sustainability rating for each nation, reflecting GHG output in relation to expected levels based on the nation’s population and economic size.
  • Welfare Priority Implementation: Added a welfare priority system to boost sustainability ratings up to a set maximum. Reaching this maximum involves significant technological advancements and concerted efforts.
  • GHG Removal: Once the maximum sustainability is achieved, nations will begin actively removing GHGs from the atmosphere.
  • Natural Uptake Mechanics: Refined the mechanics for natural GHG uptake, increasing the difficulty of improving sustainability ratings as they near zero emissions.
[h3]Fusion Propulsion and Weaponry Overhauls:[/h3]
  • Enhanced Progression: Redesigned the fusion propulsion technology tree for clearer progression paths.
  • Consolidation: Condensed weapon and electrical propulsion development to streamline technologies.
  • System Updates: Eliminated several older drive systems, replacing them with more advanced and intriguing fusion systems.
[h3]Particle Weapons Rework:[/h3]
  • New Progression: Updated particle weapons technology sequence, now consisting of e-beamers, ion cannons, neutral particle cannons, antimatter cannons, and neutron cannons.
  • Damage Capabilities: These weapons can inflict normal thermal damage and penetrate standard armor to cause radiation damage to vulnerable systems such as computers and crew.
  • Strategic Impact: While particle beams are not typically lethal to ships themselves, they can disable crucial onboard systems and result in the loss of crew and officers.
[h3]Introduction of New Alien Ship Classes:[/h3]
  • New Enemies: Added three new classes of alien ships, tailored as their own versions of the escort, monitor, and cruiser.
[h3]Combat Targeting Mechanics Update:[/h3]
  • ECM Modules: Enhanced to potentially impose a forced cooldown on any weapon that targets the ship equipped with the ECM.
  • Missile Defense Capability: ECM modules can still disable incoming missiles before impact, but this no longer applies to nuclear and antimatter missiles, which will detonate upon reaching their target.
  • New Module: Introduced a targeting computer module that allows ships to counteract enemy ECM effects.
  • Cooldown Duration: The length of the forced cooldown is determined by an internal success-failure roll.
[h3]Internal Ship Damage Mechanics Rework:[/h3]
  • Damage Exit Dynamics: Adjusted so that under certain conditions, damage from kinetic, penetrator, or beam weapons with a small point of contact can exit a ship rather than being applied internally.
  • Weapon Immunity: Explosive warheads, nuclear weapons, and antimatter weapons are not affected by this change and will continue to deliver internal damage.
  • Increased Survivability: This modification aims to enhance ship survivability by preventing some forms of damage from affecting the ship's internal systems.
  • Expanded Role for Explosive Weapons: Provides a broader operational niche for explosive weaponry, emphasizing their effectiveness and distinct impact in combat scenarios.
[h3]Terrestrial Warfare Mechanics Rebalancing:[/h3]
  • War Simulation Enhancements: Improved mechanics to more accurately simulate prolonged, attritional wars as well as rapid invasions against significantly weaker opponents.
  • Invasion Difficulty: Increased the difficulty and duration of invasions when targeting near-peer nations.
  • Occupation Dynamics: Extended the time required to occupy large and densely populated regions, reflecting the complexities involved in controlling such areas.
[h3]Priority Mechanics Rework:[/h3]
  • Scaling Effects: Adjusted so that benefits impacting national statistics now scale with a country's population. Consequently, progress on goals like GDP growth or reducing inequality will occur more slowly in larger nations like China compared to smaller ones like Botswana.
  • Strategic Trade-offs for Meganations: Introduces more complex decision-making for larger nations, balancing their size with the agility needed to implement changes.
  • Enhanced Advisor Role: The 'Advise' councilor mission has been significantly enhanced to improve a nation’s economic performance more effectively while active. Deploying a high-administration councilor to manage capitals of large empires can help mitigate the challenges these meganations face under the new system.
[h3]New Weapons and Modules for Ships:[/h3]
  • Enhanced Armaments: Introduction of several new weapons and modules, including the 40mm autocannon, siege coilguns, and a variety of high-performance missile systems.
  • Additional Ship Features: Added the flag bridge and the salvage bay to enhance strategic and recovery capabilities.
  • Alien Arsenal Expansion: The alien forces have also received new, potent weaponry for use in the late game, increasing the challenge and diversity of combat encounters.
[h3]Adjustments to Mission Control and Mining Relationships:[/h3]
  • Habitat Core Costs: Small habitat cores now require more mission control (MC) resources, while larger habitats cost less.
  • Mining Module Changes: Mining modules no longer consume MC resources.
  • Mine Cap Adjustments: The cap on the number of mines you can operate without additional MC costs has shifted from a per-planet to a per-mine basis, allowing for more strategic flexibility.
  • Technological Impact on Caps: The cap on mines will now increase as technological advancements are made.
  • Expansion on Mars: The number of habitat sites on Mars has been expanded to 25.
[hr][/hr][h2]Additional Adjustments and Feedback:[/h2]
While this update includes extensive adjustments, there's more to explore. For detailed patch notes, visit: Pavonis Interactive Patch Notes.

Reporting Issues: If you encounter any crashes or bugs, please report them via our Discord server or email us at [email protected] with the following:
  • Your save file
  • Player.log and Player-prev.log files from %HOMEPATH%\AppData\LocalLow\Pavonis Interactive\Terra Invicta
  • A description of the steps that led to the issue.
[h3]Known Issues Being Addressed:[/h3]
AI Stability Concerns: You might encounter a prompt indicating that the AI has encountered an error, particularly at the start of the campaign. We are actively working to identify and resolve these rare bugs.

Combat UI Updates: The user interface for reporting damage from ionizing radiation to enemy ships in combat is still under development and being refined for better functionality.
[hr][/hr][h2]To Our Community[/h2]
Thanks to all our players who spent time trying out the build and helping us hunt down bugs and giving us feedback -- with an extra shout-out to the researchers, veterans, and generally well-read folk, as well as a particular nuclear engineer, for lending us their expertise and keeping many aspects of the game in the realm of plausibility. We’re ultimately a small team making a big game, and the support of our players during EA makes this a better game for everyone. We encourage everyone to join our Discord to take part in the feedback process.[h2]Ongoing Development[/h2]
And there’s more to do. No doubt there will be bugs to fix and things to balance in future 0.4 patches. We’re also working hard on new gameplay features and also the UI and AI improvements we know the game needs before we can take it out of EA. (We do shout ‘git gud’ at the AI every single day, but we think it’s ignoring us.)