1. Terra Invicta
  2. News

Terra Invicta News

Hotfix (Build 0.3.118)

Terra Invicta 0.3.118

UI
- intel projects UI will highlight projects you can sabotage
- Combat: update command panel when maneuver completes

AI
- AI will work harder to build armies when at war

Content
- new illustrations

Performance
- Performance improvements for waypoints in combat

Fixes
A
- Fix crash when negative weights are passed to SelectRandomWeightedItem. Responding to reported crash in AI tech selection.
- Fix a .107 crash when a destroyed hab is checked by AI goals to see if it's an appropriate building location. It's possible this was prevented somewhere between .108 and .115 and this is an additional safety check.

B
- fixed how math works in yearly-to-monthly calculation for economy hit from global warming
- SingleFleetOperation() : do not undock bombardment fleets from station unless fleet is actually at target location. This change prevents fleets from undocking (necessary for bombarding if you are already in an interface orbit) from their station simply because they have an bombardment goal - they must also be at the target space body, be in an interface orbit, and be ready to bombard.
- AI fix one army lying to another that it's going to join it on an invasion when it's actually gonna sit tight defending the capital
- work on AI code for duplicating missions, especially mult stabilizes for low-unrest nations, applies also to automated councilors
- fix some pursuit DV costs not being charged
- AI fix some conflicting logic in determining whether to bombard
- fix ally of breakway able to end rivalry, added UI text to explain
- The event Infiltrated Exposure now only exposes a single agent instead of the entire faction
- fix for full deck achievement not unlocking when recruiting 6th councilor after acquiring 2 turned councilors
- Removed part of the structure test node check that could have been turning off the AI if a ship was sufficientially damaged. This meant it could never withdraw.
- FactionGoal_Fleet.SavingForTarget() : do not select obsolete ship designs. Had one instance of this issue preventing aliens from building assault carriers.
- fix region damage not causing atrocities

C
- Minor adjustments to Pretenders narrative event
- fix secede terminal command
- adjust caliphate flag so it has a slight gradient and doesn't look like a hole in the UI
- fix for resolution dropdown always having first option selected instead of the current resolution
- fix cost report on repeatables when research scaling is in effect
- antimatter drives will no longer be considered "nuclear" drives for the purposes of spiker compatibility
- fix statement in escape objective
- fix bad textures on alien drives in skirmish when they are added to a human faction fleet
- fix some untrue "we'll only alert you once" messages in notifications
- update text about how to trigger near-peer rivalry cohesion gain
- fix for goto button on notification after merging ship into another docked fleet
- QOL change for match velocity targeting
- ToCommaSeparatedString() : commas not appearing sometimes bugfix
- fix Iberian Male 2 voice being too loud

30% Off Sale for Terra Invicta

From now until December 13th, you can save 30% on Terra Invicta. Come check the game out!

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1176470/Terra_Invicta/

Patch 12: Bugfixing and AI improvements

Hi everyone!

At long last we're releasing our massive bugfixing patch. We know it took a while and we just needed the time to knock out fixes to a number of longstanding bugs and UI and AI deficiencies. Thanks for everyone's patience.

This will be a large download as we updated both our Unity version and some large graphics files.

It should not break saves. (We will increment the second build number, currently the ".3," when that happens.) It may break mods and modded saves.

The full patch notes for builds 0.3.108 through .115 are too long for Steam, so please refer to them here:
https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29914

This patch is really a host of medium-sized and small fixes and adjustments all over. Here are some highlights:

Features / Balance / Gameplay
- Lots of improvements to formations. New formations and improved old formations; Reinforcements will now arrive into the battle in formation; Match Velocity Command now allows you to select your own ships enabling players to form up their ships in the middle of battle.
- New Face Velocity Vector Maneuver allows ships to rotate themselves to face along their velocity vector. Great for getting formations oriented in the same direction after targeting different ships.
- Two new music tracks! Lots of new event illustrations
- Many adjustments to combat autoresolve to promote plausible outcomes
- Scads of AI tweaks on hab construction and management, ship design and fleet management, army management
- Updates to translations to build 0.3.107

Settings / Modding
- Added option for SMAA antialiasing. It's generally not as nice as existing AA, but Radeon cards will default to this as we're trying to fix the "screen of static" bug in combat.
- Added option to turn off animated councilor portraits and use static portraits instead. Using this may help stability on low-end machines.
- added globalconfig field "savepath" for manually designating a save directory for someone who lacked server permissions to save to MyDocuments folder
- First pass at support for audio modding

UI
- change to auto camera focus behavior with setting
- Naval status tooltip will now list which wars are causing naval blockade, other small text clarification how a blockade happens
- Shipyard list will sort shipyards around space bodies before shipyards around lagrange points
- right clicking techs will now focus on the clicked tech when the new tree is built.
- Ship designer : made table/icon option global. Now, when you select table or icon view, it applies to all tabs, not just the current tab.
- councilor auto-cycling during mission phase will now skip detained councilors
- added "cycleNextCouncilorWhenAssigningMissions" boolean to TIGlobalConfig. Default is true. If set to false councilors will not cycle when one is assigned a mission. This will eventually be incorporated into the options UI but Caruso is on vacation and I don't want to deal with it
- apply short delay to unpausing when notifications that pause appear to prevent accidental unpausing with simultaneous keypress
- a planet's fleets list will include fleets around other space bodies in the system at bottom of the list
- added UI making clear you can't build a base in alien primary base planetary system
- added UI to space object detail showing solar insolation rating and orbital period
- Added some info to planet tooltip
- clicking on your fleet in fleet detail will now take you to faction-filtered fleets screen. clicking on enemy fleet will now filter factions as well.
- The little resource chevrons now have a king for a best-of-the-best flag
- # narrative events now ranges from 0 to 10 in startup options sted 3 to 7. 0 will disable all non-required events
- Add some more visible numbers to ship/fleet lists
- ship class list now shows assault value, combat acceleration and number built and under construction
- right-click army movement now requires the shift key to activate. Added tooltip to point to this.
- split fleet list will show each ship's assault combat value, also fixed tooltip
- Ship designer now supports setting initial fire modes for ship designs
- Reversed the order of the module tabs to correspond to the ship cross-section
- tech tree changes, cost sorting
- added zoom-out to tech tree UI (shortcut ctrl + mousewheel)
- added option to hide fleet and hab orbit trails on fast game speeds.
- added option to leave UI panels open when focusing councilor during start of mission phase
- kevin also thought it was super-important to mention that we fixed a bug in which hyphens would cause slight text resizing in some UIs, which was really annoying JL in the research screen. Terra Invicta nation salutes you, Kevin.

That's far from everything. We also have a few more fixes in the pipeline that didn't get sufficiently tested to make it into this patch. We'll be putting them on our validation/beta branches soon and hope to update this main build quickly once they are stable.

We're also getting underway adding a number of new features to the game for our 0.4 builds. First up is a number of additional regions and nation on the world map to provide a richer simulation of geopolitics during the alien arrival. We've got some other fun things we'll show off on our Discord as we get them working in our internal builds.

Thanks as always for everyone's support.

Nominate Terra Invicta for the Steam Awards

With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Terra Invicta for the Labor of Love Award.



Terra Invicta has been out since September 26, 2022, and since then we’ve continued to improve the game with a number of updates. In all, we’ve added the following:
  • Hundred of bug fixes, balance improvements, and refinements to the game
  • Campaign customization options
  • UI upgrades across the game
  • Dozens of new narrative events
  • Brazilian Portuguese and Polish language support
  • And much more!

We wouldn’t be here if it weren’t for you, the community, supporting our game throughout development and with each update we’ve brought to Terra Invicta. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button that’s part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.

Thank you,

The Pavonis Interactive Team

Nominate Terra Invicta for the Steam Awards

With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Terra Invicta for the Labor of Love Award.



Terra Invicta has been out since September 26, 2022, and since then we’ve continued to improve the game with a number of updates. In all, we’ve added the following:
  • Hundred of bug fixes, balance improvements, and refinements to the game
  • Campaign customization options
  • UI upgrades across the game
  • Dozens of new narrative events
  • Brazilian Portuguese and Polish language support
  • And much more!

We wouldn’t be here if it weren’t for you, the community, supporting our game throughout development and with each update we’ve brought to Terra Invicta. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button that’s part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.

Thank you,

The Pavonis Interactive Team