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Terra Invicta News

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.)

Terra Invicta's Journey Continues on Game Pass

Greeting Space Captains,

Exciting news for all Terra Invicta fans and strategy game enthusiasts. We're thrilled to announce that starting March 26, 2024, Terra Invicta will be available on Microsoft Game Pass through the Game Preview program.

This marks a significant step in our journey, bringing the game to a broader audience and offering a new platform for players to experience Terra Invicta's strategic depth.

[previewyoutube][/previewyoutube]
Whether you're strategizing to defend Earth, plotting to exploit the chaos, or even seeking to ally with the alien invaders, Terra Invicta offers a complex world full of challenges and opportunities.

Here's to new horizons and strategic conquests!

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

Aliens are coming. Earth is fragmented. Humanity's future hangs by a thread. This is Terra Invicta, a Steam strategy game from the creators of XCOM's Long War mod. Blending pure strategy with stunning intergalactic vistas and ruthless geopolitics, Terra Invicta sits at a resounding 'very positive' on Steam, but if you're not looking to splash the cash just yet, it's coming to Game Pass very, very soon - gear up, war lurks on the horizon.


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[previewyoutube][/previewyoutube]

Terra Invicta Build 0.3.134

This is another bug fixing patch as we prepare our 0.4 builds for our beta branches.

Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.

We continue to investigate crashes for a subset of players related to the animated councilor portraits. If you are getting frequent crashes when selecting a councilor or opening the councilor screen, please toggle the Settings-Graphics "Use Councilor and Leader Videos" to off.

A
- Fix For a notification leader video playing when video setting is turned off; this was causing a crash on Proton/Steam Deck
- Attempt at missile target crash fix #1387
- 4119 - fix crash when resolving some fleet notifications
- Another attempt fix for rare crash in combat coming from OnArmorHit
- 4118 - fix crash when viewing fleet screen due to unusual trajectory data
- fix for crash when last station is destroyed while construction ui is opened and trying to build a ship
- 4106 - fixed crash when assaulting and capturing an enemy hab with ships under construction while viewing the hab.
- 4102 - fix for ship duplication issue & fix for crash when a fleet is deleted before resolving notification which merges deleted fleet
- 4103: Prevented NREs when a trajectory lacks a destination, which happens if the trajectory ends with lithobreaking or goes interstellar.
- 4104 - Fix a crash when an invalid fleet is assigned as pending to an AI goal and not previously cleaned up properly.
- put in some nullchecks in UI for orbitStates when looking at fleets with complex trajectories to fix a reported crash
- null check to deal with a race condition when a hab dies and ship's targeting it try to clear their targeting data
- null checks and warnings for ship vector thrusters
- 4041- fix visual bug when refitting an entire fleet that you are viewing. It is possible this is associated with a crash that was reported that we couldn't reproduce.

B
- fixed an issue where setting formation focus Left or Right would be reversed when on the defending side
- Event fixes -- jeez Ben, I guess it's back to cruddy patch notes from you
- fixed visual bug where captured enemy hab still shows models under construction until rezooming on hab again
- fixed bug when trying to cancel ship construction after re-entering construction screen
- fix armies firing while at sea at armies in region they just departed
- Event Fixes for Revolt
- Nation must be extant to be a valid target for Breakdown in Civil Order
- Fixed a bug where trajectories that require too much DV could report "Code Path Not Implemented" instead of telling you to use larger propellant tanks.
- fix one-sided rivalries with breakaway parent occurring when allying with a breakaway, now properly two sided
- address 4061, mark update of alien hate meter when contact initiated with any faction aliens are willing to trade with (instead of veryProAlien), update it again if any trade processed with changes. Also fix it when capturing an alien hab.
- claims-granting projects with requiredNation setting will now have a chance to trigger when that nation is created (meaning you'll roll monthly chances for it to be available to research). If this had been the last requirement for a project to trigger, it was only triggering on save repair code during a load.
- Autoresolve combat does not result in TISpaceShipState.PostCombat() being called, preventing some repair functions from triggering. Issue #4066
- fix broken dataNames for two events
- fix missing publicity settings on wet bulb event
- FactionGoal_Fleet.LookingForFleet : Deleted or empty assignedFleet now counts as not existing for the purposes of this property.
- InvasionCombatValue() : Formula did not account for number of armies per module. This resulted in the system requesting too many assault carriers.
- FactionGoal_InvadeEarth : use scaled default desired combat value. Previously, it was using its own formula that was overestimating the amount of force needed. This should tone down invasion aggression to intended levels.
- AssignIdleFleetsToGoals() : Don't add a new invasion goal if you can join an existing one.
- AssignIdleFleetsToGoals() : Creating too many SurveilEarth goals bugfix.
- 4089 - adjusted incorrect refit costs when changing only drive or power plant
- Bugfix #3994: Fixed inconsistencies in whether we knew that an enemy fleet was going to transfer. These were causing Code_Path_Not_Found errors in the Master Transfer Planner.
- 4097 - fixed ship construction having incorrect times due to cached resource value
- fix some wonky calculations in climate change math. again ... this climate change will be the death of me. It was leading to NAN errors in extreme cases, usually with a certain mega nation.
- loosened requirements for using torch trajectory math in outer solar system, it was defaulting to impulse trajectories incorrectly on lower-thrust ships and giving the AI fits about travel time.
- Quite a bit more AI work to get the AI sending assault carriers to Earth consistently. Fix issues with escorts and loosen some rules about how these fleets are built.
- make sure AI puts enough thrust on army carriers and a few other noncombatants.
- #4034: When intercepting another fleet, we need to be able to pay the DV costs of the rest of its transfer, as we'll be following it by default. But, we don't always know if a destination fleet has a transfer. Namely, enemy fleets aren't kind enough to tell us that they'll be launching in the future. The code to determine if we know if a target fleet has a transfer was inconsistent when the target fleet is launching at the same instant as we are calculating an intercept. This could cause us to think we have a valid transfer, and then have it fail due to lack of DV momentarily later. That's now been corrected.
- Further fix for #3982: On abort, if we're past the arrival date of the trajectory, and the trajectory has a destination orbit, we arrive at said orbit instead of generating a new orbit from first principles (which is appropriate for adhoc orbits).
- 4035, 3863 - fix for projects completing twice in rare situations, leading to doubled benefits
- 4012 - fixed bug allowing ships to be split from an ongoing repair&resupply operation
- 4039 - councilor video setting toggle now applies to leader videos
- Fix error that was halving the reported pursuit distance in precombat chases. This affects balance and high-DV ships will have a sqrt(2) easier time escaping.
- 3933 - refits no longer charge refuel cost for propellant tanks being removed in the refit
- fix typo in pherocyte resistance effect, will fix three projects that weren't providing defenses when they should have been (one Initiative-only)
- fix for good vs sneaky councilors being swapped

C
- fix a few typos, clarify one of the solar kits best use text
- fixed a bunch of prematurely cut lines for voice English-Arabic-1
- Loc Fixes for Infiltrated
- fix bad eccentricity value of 325 Heidelberga. Props to the player who actually noticed it was wrong.
- fix for visible skybox seams
- fix for construction sparks not being correctly positioned to ship
- fix for finder opening over large UIs when the selected asset is unselected
- fixed typo in event_infiltrated_Influence_1
- codex will note defend interests partially works on Enthrall Elites when EE is available in the codex, and not later
- required power plant info will use "molten" consistently instead of mixing the terms molten and liquid interchangeably

Modding
- adding empty dummy function to use as a safe entry point for UMM DoorstopProxy

Content
- new event illustrations

AI
- Change default mothership role to short-range.