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Terra Invicta is ON SALE NOW!

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An extraterrestrial threat looms as an alien force begins its invasion from the Kuiper Belt, prompting Earth's leaders to form covert factions, each with unique ideologies, to respond to this unprecedented crisis. In Terra Invicta, you control one of these factions — from the militaristic Humanity First to the diplomatic Protectorate or the visionary Academy — navigating complex geopolitical and extraterrestrial challenges.




In Terra Invicta, you lead a faction driven by ideology, not territory. This strategy game shifts from classic conquests to intricate geopolitical manipulation. You'll strategically influence global regions, wielding control over their military, economic, and political capabilities. Command a council of politicians, scientists, and operatives worldwide to enhance your faction’s influence, secure vital space launch facilities, and manage public opinion to unite or divide humanity against the impending alien threat. Your choices will shape the future of Earth and the Solar System in this epic strategic challenge.


Terra Invicta challenges you to strategize on an interstellar scale, offering a profound blend of tactical decision-making and grand strategy. Get it on sale now!

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...


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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/