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Terra Invicta News

Hotfix (build 0.3.107)

Fixes localization error in the top-bar resource report that omitted stockpile value of several resources in German, French, and Traditional Chinese versions. It will now correctly show stockpile + income as intended.

30% Off Midweek Deal

From now until September 4th, you can get Terra Invicta at 30% off as a Midweek deal! We also just released a major update allowing for customization of campaign speed: https://store.steampowered.com/news/app/1176470/view/3641776412157466425?l=english


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




Patch 11 (Campaign customization and translations)

Hi everyone!

Today's update adds a new feature set we've been looking forward to getting out to players -- campaign start options. These will allow you to customize both the pacing and the difficulty of the campaign to your liking. Specific options include control over:

* Global research speed
* Space mining productivity
* Alien progression speed
* National investment rate
* Frequency of narrative events

In addition, you'll be able to customize your starting councilor professions and which enemy factions will be in the game in addition to the aliens and their human supporters. You’ll also be able to grant the AI certain bonuses for an added challenge.

While these features have been on the to do list for a while, we have taken note of player feedback about the length of the campaign and overall pacing, and it is our hope that these options will allow you to tailor your Terra Invicta experience to one that fits your expectations and available time.



In addition, we’re delighted to announce the inclusion of two new translations in this patch: Brazilian Portuguese and Polish! These and the existing translations have been updated to version 0.3.99 (the last patch in July). We have seen interest in other translations of Terra Invicta, and while we don’t have anything to announce, please know that we’re reviewing and discussing other languages to determine if they are feasible for us to include.

The patch adds a host of other bugfixes, balance adjustments, and visual improvements. The research AI has been overhauled. A number of Solar System moons received gorgeous 4k textures. You can now build heavy fission reactor modules on your habs, which serve as an upgrade to existing fission modules before you develop fusion. In combat, there’s a new missile salvo fire mode that lets you fire a portion of your missiles without having to manually turn off or detarget the weapon system.



We’re already at work on the next patch. As always, we invite everyone to leave feedback on our Discord or the Pavonis forums. We also monitor the Terra Invicta Reddit and Steam forums. We learn so much from players reporting their experiences and sharing tips and strategies, and it does have a major impact on how we move forward with improving the game.

ADDENDUM
A couple more notes --
The full patch details are here.

Also, this patch isn't the final word on campaign options and overall pacing. We still plan to look at the late game challenge and mission phase frequency, among many, many other things.

Hotfix (build 0.3.99)

0.3.99

A
- fix crash when AI tries to design ships before it has developed any hull-granting projects. This appears to be the cause of the random-seeming crashing people reported since .98 went live.
- 3528 - fixed crash caused by combat fleetcontrollers not removing destroyed ships from activeshipcontrollers

B
- Fix Earth STO lasers not initializing with correct technology, fix bug that was allowing UV lasers being installed on Titan's surface
- Fix player reinforcements not responding to AI control

C
- fix for visible surface habsites in combat
- fix for priority dropdown list not setting the drop down check mark to "custom" when using a custom proiority configuration

Patch 10 (UX and AI update)

Patch 10 - UI and AI improvements

Big patch today, the result of nearly four months of work by our dev team, with major updates to the UI and AI. Many of these are in response to players who have taken the time to provide us with detailed and thoughtful feedback -- so thank you! We are treating the EA process as a conversation between developers and players as we refine the game and add features so Terra Invicta can reach its full potential.

IMPORTANT NOTE: We upgraded our Unity engine version for this build in hopes of fixing some issues. This update unfortunately caused Unity to rebuild of most of the game's visual asset bundles. This patch will thus be a *large* download (12-16 GB+). This is not anything we're able to prevent, apologies. Modders using custom assetbundles should upgrade their Unity version to 2020.3.45f1.

Major updates include:

UI
- Overhaul of notifications system. You may now control how many notification manifest in the UI in the settings. By default many low-priority notifications will no longer appear in the left-hand newsfeed, but instead into the "notification summary" -- the UI element previously used only for mission summaries at the end of the turn accessible by the little + button to the left of the main menu bar in the UI. There are now multiple tabs for different categories of information -- missions, councilor sightings, earth events, space events, and bombardment logs. There is a new template file that holds the default settings for each of the 137 notification types. Much about these notifications has to remain hardcoded for string construction purposes, but the config lets you determine whether you get a popup alert, newsfeed item, timer item (next to the top bar) and/or notification summary depending on whether the code determines you are part of the event's primary or secondary audience.

- You may now set alarms on enemy fleets that are in transfers, either via the space object detail controller, or the fleets screen. This has a little ship+clock symbol. If activated, you will get a popup notification for when the fleet is 95% through the duration of the transfer. (If it's past 95%, it will alert you when it's halfway between the time the alert is set and its arrival). Fleet will always trail during transfer.

- Added a number of custom buttons for various alerts for UI efficiency (up to 6 per alert), including: Intercept newly arrived fleet; Favorite unlocked project; Obsolete unlocked project; Add newly completed ship to fleet at hab, or launch for nearby friendly fleet; set alarm on fleet launching toward our asset, launch fleet in response to alarm firing, Open hab manager to relevant hab, Repeat repeatable project. Mouseover of fleets in custom delegate buttons will show fleet description

- An option to increase scale up the game's UI so they are easier to read.

- An option to automate your councilors so you don't have to give them specific orders every turn. They will focus on missions that protect your interests on Earth.

AI
- Major overhaul of human AI space exploration and hab construction. The AI will use schematics to develop and specialize its habs (via data templates moddable as jsons). HabPlanner helps organize the process of managing prospecting goals, hab goals, and founding and building habs. There are two types of HabPlanner. HumanHabPlanner contains all the brand-new hab logic for the human AI factions. AlienHabPlanner contains the existing alien hab logic, and derives from LegacyHabPlanner which contains the previously existing human and alien hab logic (much of it was shared). One important new feature that HumanHabPlanner provides is logic for "renovations" - determining when and how to replace hab modules over time to keep habs relevant to the current gamestate / tech level.

- Significant update to combat AI. AI will now divide its fleet up into Interceptors and Ships of the Line. Ships of the Line will pound enemies with their weapons while keeping their targets in their sights. Interceptors will use their significant maneuverability advantage to dodge projectiles and to flank targets.

Strategy Layer Gameplay
- You may now refuel ships from other ships in the same fleet. This requires ships have the same propellant mix from resources.

- 5 new hab modules -- two administration modules and three quarters modules

- New councilors traits that make assassinations more dangerous

- Three new asteroids, two new Jupiter Trojans and a new moon of Saturn, and new hab sites on bodies with a diameter between 500 km and 800 km

- New mechanics for pursuits as combat begins

- Armies may annex regions during wartime without occupying the capital

- Fleets may now bombard from one of three altitudes, trading off safety for damage capability

- Many new events

Combat Layer Gameplay
- You may now set your formation in the combat layer with a visualization of your ships' starting positions.

- New maneuver options in combat that let you give your ships specific orders and let them plot their trajectories

- New weapons (3-slot nose magnetic guns) and radiators

There are scores of other new content elements, balance changes and bugfixes. The version-by-version patch notes are too long to provide here, but you can review them all here.

On a technical level, saves from 0.3.76 should work with this build. Of course, the gameplay, AI and balance changes may alter the course of your campaign significantly. If you wish to continue on build 0.3.76, it is archived in a rollback branch you can access through Steam's betas.

And please know we're not finished! Among other things, we're working on campaign start options, human AI shipbuilding, aerocapture, and late-campaign balance and challenge for the next major patches. Test versions of these features will be on our Beta branches on Steam for anyone to try before they go live on the main branch.

We also still want to know about crashes and other bugs. The best places to communicate with us about them are our Discord or with an email to [email protected]. The stuff we need with bug reports is detailed in this here.