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Distant Worlds 2 News

Distant Worlds 2 - Update v1.0.8.6

Changes in 1.0.8.6 (November 25th, 2022):

This new official update includes some very important bug fixes and performance improvements as well as further improvements across a wide range of gameplay areas.  It also allows you for the first time, using the Game Editor, to switch the empire you are playing during the middle of a game.

You can download the update here

CRASH FIXES
  • fixed crash when reviewing fleet escort ships
  • fixed rare crash while fleet performs patrol mission
  • fixed rare crash while querying display adapter
  • fixed rare crash when resolving ship jump path location
  • fixed potential crash when use faulty string formatting placeholders in colony event descriptions
  • fixed rare crash when determining jump exit point
  • fixed crash when editing resources at planet in Game Editor
  • fixed rare crash when ship escorts another ship
  • fixed rare crash when reviewing fleet lead ship
  • fixed crash when loading character animations
  • fixed rare crash when making research breakthrough
  • fixed crash when calculating construction yard wait time
  • fixed crash when ship enters hangar
  • fixed crash when rendering exploration section header
PERFORMANCE
  • improved performance, especially in large battle scenes
FLEET AND SHIP BEHAVIOR
  • reduced delays when carriers (and fleets) are waiting for fighters to board before jumping
  • improved ship collision avoidance to better allow missions where target is close to planet or other large body
  • improved fleets investigating and clearing dangerous locations: now better focussed on priority locations for colonization, research and mining
FUEL TANKERS
  • improved fuel tanker evaluation of when to refuel fleet ships versus load more fuel: more likely to refuel fleet ships, even when have to wait for them to exit their current jump
COLONIZATION
  • automated Colony Ships no longer pre-load colonists for non-queued colonization targets when target does not meet minimum suitability threshold defined in empire policy. This eliminates repeated load/unload of colonists in some situations
  • fixed bug where maximum colonization range was sometimes being applied incorrectly, improperly excluding some colonization targets
  • automated colonization now more willing to colonize independent colonies even when have unsuitable race
EXPLORATION
  • exploration ships now better at prioritizing planets and moons before asteroids when exploring a location
  • ensure exploration countdown always reset between exploration targets, especially when performing Explore System mission
  • ensure correct message shown when investigate ship that explodes
ABANDONED SHIPS AND BASES
  • ensure construction ship repairing abandoned ships or bases now take ownership of ship when complete, even when other ships are nearby
DANGEROUS LOCATIONS
  • improved logic to review and remove Dangerous Locations where threats are no longer present
  • now indicate dangerous locations in additional lists, e.g. Abandoned Ships and Bases, thus helping player to avoid queuing construction/repair at locations with threats present
RESEARCH
  • changed research project prerequisite path minimum count to default to 1 instead of total prerequisite path count (can override with PrerequisiteProjectsMinimumPathCount)
  • empires now less likely to crash research higher level research projects (instead use money for other items)
  • improved research project selection in various areas
DIPLOMACY AND EMPIRE REPUTATION
  • when an empire is vassalized it will immediately end all wars with other empires unless those other empires are already at war with subjugating empire
  • ensure diplomacy trade offers always exclude special locations where abandoned ships or bases have already been claimed by other empires
  • updated some empire reputation incident amounts and decay rates
SLAVERY
  • slavery population policy now properly adds to colony unhappiness ('We are enraged at your enslavement of our population')
  • increased unhappiness impact on other colonies from slavery and extermination population policies at any colony ('ENSLAVED RACE are unhappy being part of our RACE empire')
  • slavery population policy now severely slows population growth and assimilation
CONSTRUCTION AND REPAIR
  • fixed bug where bases built at independent colonies could not be retrofitted unless the colony had adequate resources
  • increased range at which bases and colonies will auto-construct/repair damaged or incomplete ships
  • altered automated ship and base construction to give higher priority to initial research station over additional exploration ships and military ships

FACILITIES
  • AI now properly also considers income increase from improved quality when determining whether to build terraforming facilities at a colony
USER INTERFACE
  • Enemy Targets list filter options now show correct list items even when warring empires change (e.g. a war starts or ends)
  • ensure Mining Stations list shows mining stations at locations with no known resources when sorting by priority
  • ensure system summary (bottom-middle of screen) refreshes when zoom to selected ship
  • fixed bug where tour window was sometimes not properly displayed
EMPIRE COLORS AND FLAGS
  • improved empire color selection to minimize similarity between empires
  • fixed bug where empire colors could sometimes be white (should only be for independent colonies)
  • changed Flag selection dropdown in Start New Game screen to display available flags in grid layout instead of vertical list
GAME EDITOR AND TESTING
  • added ability to play as any standard empire in the game. Can switch player empire in Game Editor (Edit Empire > switch button). This is included for our own testing to help us improve the AI, but you may also find it a fun option. If you spot a problem with the AI decision-making while using this, please do report it to us.
  • ensured that Suppress All Popups game setting always works, even for initial pirate encounter. With this change and usine Rule in Absence and the "Always Investigate" exploration policy settings, fully automated games without interruption should now be possible.
SOUND
  • ensured sound effect volume always applies for button clicks, etc, even in main menu
DATA
  • Reduced costs for Diplomacy tech projects
  • Corrected some typos in game events
  • Added additional late game research paths from Haakonish and Zenox unique weapons
  • Corrected a research bonus issue with the Koloros Medical facility
OTHER
  • fixed debris fields often being generated at home planet
  • fixed Hive ships sometimes not mining fuel properly
  • added missing automation setting in race policy files

Slitherine Next: Schedule



Slitherine Next is approaching: only few days left and you will get to know more about our greatest 2023 releases and big updates for already released franchises.

Join us at 4 pm UK time to celebrate the launch of Master of Magic for the pre-show of #SlitherineNext, where Mila “Yuuki” from Muha games, Alberto & Edmon will stream the game.

Are you ready?

Next? Slitherine

Slitherine Next, the spiritual successor of our Home of Wargamers events, is coming soon.
Save the date: December 13th at 4 pm GMT on Twitch

It'll be the perfect occasion to learn more about upcoming games and get an insight directly from the developers.

It will be 100% live: there will be no pre-recorded segments and we'll have a level of interaction with the players like never before. You'll be able to ask us anything and be answered directly by the developers.

Stay tuned for the full schedule!

Distant Worlds 2 - Update v1.0.8.3

“Pathfinder”

1.0.8.3 Official Update

This massive update takes a series of steps towards completing our current roadmap to both fix reported issues with Distant Worlds 2 but also to improve a variety of gameplay areas as part of ongoing post-release support.

Based on community feedback, over the course of two months of development for this update, we have significantly improved and in some areas redesigned Research, Diplomacy and Reputation, Subjugation and Wars, Colonization and Migration, Performance and Memory Management, User Interface, AI and Ship and Fleet Behavior.

Thanks to the generous work of composer / sound designer Jeff Dodson of rainfall.tv, we have also added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc. Jeff's trailer sound design work is heard in small projects like “Star Wars” and should help spice up combat among other things.

Finally, we’ve doubled the available empire flags and colors and added guidance on the main galaxy setup for which galaxy sizes are best suited to your computer hardware. We strongly recommend starting a new game with 1.0.8.3 in order to benefit from all the changes and improvements it has to offer compared to the last official update. We wish your empire success as you travel to Distant Worlds!

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PLEASE NOTE: .Net 6 is now required to run the game. Steam should start to install it automatically. If your Steam client does not start the install, please Exit Steam and try again. This should hopefully refresh the client and force it to do so.

If the prompt with .Net 6.0.5 doesn't appear, please download .Net from the link below. Then restart your PC:

.Net 6.0

DotNet Download

IMPORTANT NOTE: If you still experience crashes, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK should also be used together with SDR (rather than HDR) for best results. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note there is a command line option to switch back to DirectX 11. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe

Detailed Changes in 1.0.8.3 (November 1st, 2022):

CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed rare crash when determining jump path time to destination star system
- fixed rare crash when determining docking bay parking spot
- fixed rare crash when calculating docking position offset
- fixed rare crash when inserting ship into docking wait queue
- fixed crash that sometimes occurred when declaring war
- fixed crash when drawing ship weapon summary
- fixed crash when ship assigns exploration mission
- fixed crash when rendering background room for character
- fixed rare crash when drawing ship health summary
- fixed rare crash when unloading troops at colony
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens

START NEW GAME SCREEN
- in Start New Game screen added warning borders and tooltips to indicate when the largest galaxy sizes may cause performance issues on some systems, especially if played into the late game or without victory conditions.
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)

PERFORMANCE AND MEMORY MANAGEMENT
- significant performance improvements, especially for large late-game galaxies
- improved general memory management
- improved memory management when rendering character animations
- galaxy-level star drawing and some other rendering now uses instancing, improving rendering performance
- further improved rendering performance in Control Center lists, especially in large late-games

SOUND DESIGN
- Thanks to generous work by Jeff Dodson of rainfall.tv, we have added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc. Jeff's trailer sound design work is heard in small projects like “Star Wars” and should help spice up combat among other things.

DIPLOMACY AND REPUTATION This area has had a comprehensive overhaul, both to fix reported issues but also to rebalance reputation and relationship modifiers (including the penalties for being stronger than your neighbors), how reputation interacts with relationship and colony happiness and how much reputation affects how empires see each other and how your people see their own empire.

We’ve also added the missing Subjugated Vassal relationship and expanded the role and feedback related to Ambassadors, which are needed for the more advanced treaty types and also improve the rate of improvement for positive long-term relations and accelerate the decay of negative relations when assigned to an empire.

Finally, a lot of work went into fixing issues related to how wars end and how willing the AI was to negotiate the ends of wars correctly. All of this should make Diplomacy more rewarding as a playstyle, but also significantly decrease problems related to diplomacy and reputation for more warlike factions.

Subjugated Vassals:

- empires that are losing war now much more likely to be willing to end the war, and even to become your subjugated vassal when losing badly
- added Subjugated Vassal diplomatic relation type (see Galactopedia for details: Game Concepts > Diplomacy - Treaty Types)
- clarified description of treaty trade item for Subjugated Vassal in Diplomacy Trade screen ('Offer to become Subjugated Vassal')
- tooltips on Peace and Subjugation trade items in diplomacy trade screen now include indication of value of extra incentive required when other faction wants additional inducement to end war
- ensure vassal tribute income properly shown in Projected column of Annual Income section in Economy screen

Diplomatic Strategy:
- high-level diplomatic strategy now pays more attention to overall situation for faction, not just one-on-one relations. Thus more likely to seek out allies against threatening neighbors, even when would not normally otherwise ally with faction.
- diplomatic strategy now also affects empire evaluation of neighboring strength. Concern about strength will be greater if their diplomatic strategy towards you is a negative one.
- preserve existing diplomatic treaty when matches current strategy for faction, even when evaluation drops below typical level for the treaty (e.g. advisor suggestions)
- now force immediate update of each faction's diplomatic strategy whenever conclude trade, change treaty, etc in diplomatic conversation screen

Pirate Wars:
- fixed bug where wars would start with pirate factions when they raid your colonies
- ensure capturing pirate base eliminates pirate faction (not just when destroy pirate base)

Diplomatic Reputation:
- capped maximum and minimum reputation levels
- adjusted soft cap to impact of reputation in diplomacy
- high reputation now also reduces envy factor from other empires ('We are envious of your huge strength and power')
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- reputation factors on average now decay much more slowly, especially if your reputation is strongly positive or negative
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- you can now gain positive reputation from additional actions such as releasing prisoners, signing new treaties, researching diplomacy techs, destroying hive ships and planet destroyers
- rebalanced all reputation impacts and decay rates
- no negative reputation impact from espionage against pirates
- diplomacy trend values update faster than previously. Reputation trend values update much faster than previously. This means that as your relationship or reputation change, it will take less time for other empires to notice and reflect that change in their relationship with you.
- honoring defense treaty by declaring war on aggressor no longer incurs war justification penalty or war grace period penalty ('too soon since last war')
- fixed bug when modifying empire reputation near minimum or maximum limits
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- reduced overall impact of very good or very poor reputation on colony happiness
- once empire reputation goes over +10 or below -10 then has diminished impact on colony happiness

Diplomatic Relationships:
- updated values for long-term diplomacy effects for some treaty types to better balance diplomatic progress
- capped display of diplomacy trend values so that do not show misleadingly high or low values even when have fast-moving trend (trend magnitude never larger than target value)
- ensure clear some positive diplomacy values with other faction when they bombard, invade or destroy one of your colonies
- lowered soft cap for some diplomacy factors: relationship and beneficial treaties with friends and enemies
- fixed buggy display of diplomatic relation incident trend values when transition from positive to negative or vice versa
- ensure cancel treaties with other faction when they bombard, invade or destroy one of your colonies
- adjusted soft cap for some diplomatic factors: relationship with friends, relationship with enemies

Ambassadors:
- some high-level treaty types now require an ambassador to be assigned to the foreign capital before they will be accepted
- ambassadors now properly apply diplomacy bonus to modify evaluation of your empire by assigned faction (when at faction capital)
- the diplomacy screen now correctly shows the consolidated effect of any assigned ambassadors and your leader on a given faction

Trade and Negotiation:
- diplomacy trade panel adds new functionality to move view to trade items that are visible to your faction. Click 'eye' icon at right side of trade item
- bases available for trade in diplomacy trade screen now show as 'Unknown Base' when not visible to player
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.

Diplomatic Techs and Assimilation:
- colony population assimilation rates for specific races now improved by researching diplomacy projects in tech tree at rate of 10% per improved relationship point

Treaty Fixes:
- ensure Intelligence Sharing treaty now properly shares results of espionage missions with partners
- ensure Research treaty properly gives bonuses to each factions research speed

War Resolution:
- lowered threshold from war losses where an empire will consider ending a war (more likely to end war when losing badly)
- empires now more willing to offer incentives to end unwanted wars
- unhappiness from war weariness now applied to colonies with race and govt mitigation factors (mainly based on war weariness reduction), so that aggressive factions now have less unhappiness from war weariness and thus less negative impact from wars
- empires now more likely to honor minimum interval between wars with same faction
- vassal empires now include minimum interval between wars with same faction when considering whether to rebel against parent empire
- fixed bug where diplomatic incidents were being applied to wrong empire when declare war while still have Defense or Non-Aggression treaty
- fixed bug where offers to end war sometimes cannot be accepted

RESEARCH

This is another area which benefited from a significant amount of development attention. Based on community feedback, we found that Random research in particular was not working as intended.

The intention was always that when choosing Random research, some techs or sub-trees could be missing from the research tree. This does not mean that they are absent from the game, but that they would need to be enabled through trade, espionage, exploration, salvage or conquest rather than just through research. We also found that some random paths were being incorrectly generated and thus required too many pre-requisites for some projects or made others available that should not have been. With this update, Random research issues should be resolved.

We also fixed a variety of other issues and began improving the research AI. More work in this area will come in the next series of updates.

- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed bug where research projects with fallback paths were sometimes not appearing on tech tree when should have
- now exclude race-specific tech from non-playable races when stealing or trading tech, or acquiring through other means (e.g. colony conquest)
- tweaked which research projects an empire can acquire through colony conquest
- tweaked which research projects are available for trade and stealing (spy missions): spies can now perform repeated steal tech missions for same project even when visible to their empire
- set default maximum concurrent research projects to 1 in empire policy
- fixed some research projects remaining invisible after steal tech spy mission or acquire through other non-standard means
- fixed bug where minimum path count for some research project prerequisites were defaulting to one, which was incorrectly reducing the number of prerequisites that needs to first be researched
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed some research projects not generating with all required prerequisite paths
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them
- now allow AI to initiate research projects even when uses reserved spending (colony ships, wonders) when there are no projects in the queue and the project initiation cost is relatively low
- slightly reduced AI research priority for diplomacy techs
- slightly reduced AI research priority for some planetary facilities, especially research facilities

MIGRATION, COLONIZATION AND COLONY POPULATION POLICY
- ensure migrating populations honor colonization minimum suitability level from empire policy, i.e. race does not migrate to a colony unless suitability is +20 or better (default level)
- automated colony ship construction now considers preferred colonization race (suitability) and location of colonization target when determining where to build new colony ship (first choice is closest colony to target with preferred colonization race)
- added further improvements when selecting construction locations for automated colony ships, especially when handling multiple simultaneous manually-queued colonization targets
- fixed bug where colony ships could sometimes continually load and unload colonists but never colonize a target, especially when have many queued colonization targets and many colony ships
- reduced colonies constantly rebelling when using enslave or exterminate policy. However note that using these policies will increase unrest of affected races at your colonies, likely eventually leading to rebellion
- fixed issue where constantly rebelling colony with population set to exterminate would push population above 30 million, thus never completing extermination
- ensure colony is removed when all of its population is exterminated (population policy)

FLEETS AND SHIPS
- tweaked default fleet templates: larger Attack and Invade fleets
- ships added to fleets via topup now check whether have enough fuel to reach fleet, if not then first refuel at nearby location before proceeding to form-up with fleet
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet
- when a ship changes fleets it now auto-cancels any escort missions for old fleet (escorting fleet capital ships)
- ensure ships that get stuck inside stars/planets/etc can always properly extricate themselves without other factors overriding that behavior
- automated construction ships now more willing to repair abandoned ships and bases when no other bases to build
- Capture ship missions now assigned and retained even when no assault pods currently available (cool down timer)
- now indicate unavailable assault pod status in Selection Panel and Weapons Report window when ship is assigned a Capture mission
- when a colony is invaded and conquered by another faction then non-military ships from the previous empire clear any missions at the colony (when two empires are still at war)
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
- ensure fleets that are manually assigned to attack enemy fleets at same location always carry out mission, even when not at war
- reduced default ratio of military ships not in fleets (empire policy)
- slightly reduced number of raid fleets for empire
- changed default engagement range for Invasion Fleets from 50% Fuel Range to Nearby
- mining ships now more careful to select mining targets within fuel range, including whether inside nebulae clouds
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)

CONSTRUCTION AND SHIP DESIGN
- fixed Build Order screen sometimes building wrong design for role
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels
- ensured default design templates for defensive bases include Ion Defense components
- fixed ships not always being upgraded when research new tech
- ensure Energy To Fuel converter component works properly

UI IMPROVEMENTS
- added new button to Population Policy screen: apply policy to all colonies of this type (e.g. Marshy Swamp, Volcanic, Sandy Desert, etc)
- enabled shift-click to multi-select range of designs in Designs List screen
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey

- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- now show fleet jump range for selected fleet in galaxy view as dashed orange circle (in addition to fuel range)
- ambassador contributions to diplomacy are now properly called out in the diplomacy tab
- indicate when characters drawn in list items are transferring to new location (transparent image with tooltip explanation)
- immediately update system view summary (bottom-middle of screen) when double-click item to change view
- added explanation in tooltip of action button when cannot build mining station or other base at location due to missing active design
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel
- ensure empires have different colors and flags even when multiple empires of same race
- doubled the number of available empire flags
- fixed non-clipped rendering artifacts in Start New Game screen
- made galaxy nebula clouds more visible
- fixed some text problems with fullscreen messages

COLONY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth
- ensure colonies always have proper resource stock levels for building bases and ships
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player

EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech

GAME EVENTS
- ensure plagues and disasters do not strike same colony too often (no simultaneous plagues, minimum interval between)
- extended Game Events so that can have multiple filters for TriggerRaceIds and NonTriggerRaceIds
- moved AllConditionsMustBeMet flag on Game Event and Actions (no longer part of Conditions list)
- fixed minor text issue with some Hive threat messages
- fixed minor text layout issues for some ruin discovery messages

IN-GAME EDITOR
- changing a star name in game editor now also changes the corresponding system name on the galaxy map

MODDING SUPPORT
- now support overriding loaded data items by Id value for all XML file types (Races, Research Project Definitions, Ship Hulls, Troop Definitions, etc) based on additional data files that start with the same name (as a prefix). IDs should still be unique across all files.

OTHER
- fixed time to transfer character to new location sometimes being excessively long
- ensure message filter empire flag images are properly loaded
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games
- ensure SavedGames folder exists before using Continue Game button
- enabled Sentry error reporting
- included all files in win-x64 folder that may fix freetype.dll error issues some had when launching 1.0.6.4

DATA
- various data file fixes, balance tweaks and updates, including some buffs for the Boskara and a fix for the Zenox starting with far too large a research bonus (the +20% was supposed to be only on their ancient homeworld, if you can find it)
- rebalanced some government modifiers to make certain government types less corrupt and unhappy to ease economic challenges

Distant Worlds 2 - Update v. 1.0.6.4

This major official update includes an engine upgrade, a new Vulkan rendering mode and many, many bug fixes, performance, UI, AI and gameplay improvements. Please read through the changes below to see how to get the best results from DW2 on your system.

VERY IMPORTANT NOTE (New Engine and .NET 6.0):

The Core game engine has been upgraded to use the latest version of Stride. (4.1.0.1)

Due to this, .NET 6.0 is now required to run the game (it previously required .NET 4.0). Steam should start to install it automatically. If your Steam client does not start the install, please Exit Steam and try again. This should hopefully refresh the client and force it to do so.

- If the prompt with .NET 6.0.5 doesn't start/appear. Please download dotnet from the link below. Then restart your PC before launching DW2.

Dotnet Download

IMPORTANT NOTE (Vulkan/DXVK Support):

If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add /use-dx11 as a command-line argument to DistantWorlds2.exe)

Changes in 1.0.6.4 (August 12th, 2022):

ENGINE UPGRADE
- Upgraded engine to Stride 4.1.0.1, which requires .NET 6.0. Please see the important notes above.

RENDERING AND GAME SETTINGS
- added Vulkan/DXVK rendering option in game settings
- integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe
- persisted some previously unsaved game settings (Control Center List item size, rendering option toggles)
- Auto-detect and warn when PC is missing a vendor-specific display driver (i.e. when only Available adapter is 'Microsoft Basic Render Driver')

PERFORMANCE IMPROVEMENTS
- minor performance improvements in some areas
- avoid precaching some models and textures when have low video memory
- added some extra game settings to allow disabling some rendering effects
- extended multi-threading to better utilize CPU cores and provide better performance
- improved texture memory management to improve performance and further minimize crashes
- enabled early exit from many multi-threaded tasks to provide more responsiveness in very large games when exiting to main menu or initiating load or save
- improved performance when calculating construction yard wait times for incoming ships, thus improving responsiveness in very large games
- Improved rendering performance by implementing shader instancing when drawing galaxy map highlights (list items) and empire territory circles/lines. These improvements are especially evident in large games when zoomed out to the galaxy level
- improved performance when opening very large lists in Control Center (e.g. civilian ships)

CRASH AND BUG FIXES
- fixed various crashes relating to Stride rendering
- fixed rare crash when resolving ship mission commands
- fixed rare crash when calculating ship collision avoidance factors
- fixed bug where location effects could sometimes linger for ships, disrupting subsequent movement
- fixed crash when determining threat level for enemy ship
- fixed crash when checking whether research project prerequisites have been researched
- fixed rare crash when escorting target
- fixed rare crash when calculating ship strength including fighters
- fixed rare crash when drawing diplomatic relation details
- fixed crash when click on non-item area of Resource Flow selection list
- fixed rare crash when executing some game events
- fixed crash when signalling docking completion for a ship
- fixed rare crash when use planet destroyer
- fixed crash when ship evaluates nearby threats
- fixed issue where some older savegames could not be loaded
- improved locking to reduce contention and fix crashes
- fixed crash when checking ships within range at a location
- fixed crash when finding shortest docking wait queue at a location
- fixed rare crash when calculating jump path between systems
- fixed crash when reviewing system visibility after ship exits hyperjump
- fixed crash when drawing location badges
- fixed rare crash when creating new colony
- fixed crash when ship reviews its fleet escort
- fixed crash when recording ship revert mission
- fixed crash when checking for abandoned ships at location
- fixed crash when fleet considers whether to retreat
- fixed crash when updating system summary data
- fixed rare crash when loading ship designs
- fixed crash when calculating construction yard wait times
- fixed crash when calculating stock levels
- fixed crash when removing list items
- fixed crash when merging temporary locations
- fixed crash when resolving character location description
- fixed crash when generating message log user interface
- fixed crash when ship evaluates nearby threats
- fixed rare crash when showing research screen
- fixed rare crash while ship is determining system jump path
- fixed a number of multi-threading-related crashes
- fixed rare crash when processing ship movement and energy consumption
- fixed crash when ship identifies nearby threats
- improved context-locking for rendering to further reduce DXGI_ERROR_DEVICE_REMOVED errors
- enabled capture of DirectX Debug information when switched on
- improved error reporting with more detail
- fixed rare crash when a ship refuels

UI IMPROVEMENTS
- added text formatting to various messages
- fixed some minor display issues with text layout
- added further tooltips to Design List screen explaining Retrofit and Status columns
- ensure that accepting a request to help another empire battle the Hive threat also ends any war between you
- fixed sorting in Defensive Bases list for Name and Distance From Spaceport
- added more detailed inline text formatting for markup language
- extended text formatting to messages
- updated Design List screen to more clearly indicate toggling for some items (underlines for Role Design, Auto Retrofit, Is Active columns)
- added extra filter in New Mining Locations list: 'All Resources - No Asteroids'
- improved selectability of fleets and other items at galaxy level
- added popup selection when click multiple items at same point
- selection popup list is ordered by type, with fleets, stars and spaceports first
- ensure player empire territory marked green (friendly) in Diplomacy map overlay
- now include Autosaves for Continue Game button, i.e. if an autosave is the most recent savegame then that game will be resumed
- better selection of default user interface size based on screen resolution (i.e. larger default size for larger screens)
- fixed bug where ships sometimes could not be selected at system level
- fixed Mining Locations list sometimes showing wrong items when filtering by a specific resource
- properly filter out unknown resources in Colonies list
- Adjusted some galaxy map overlays so that properly fade out as zoom in (long range scanners, diplomacy, exploration)
- Adjusted general opacity for some map overlays (long range scanners, diplomacy, exploration)
- added Continue Game button to main menu (load most recent savegame)

FLEET, SHIP AND STARFIGHTER BEHAVIOR
- fixed ships sometimes incorrectly reassigning mission when get too close to planets
- reduced collision avoidance contention when ships are docking at base, thus improving throughput
- further extended logic for ships to avoid exiting hyperjump when mission changes: will now remain in hyperjump when change - mission to move to coordinates (at same location), even though do not have specific target
- fixed fleet ships sometimes getting stuck in deep space unable to jump
- fixed damaged fleet ships that cannot jump to repair location causing repeated fleet repair missions
- improved fleet target selection so that do not upgrade attack against enemy ship to attack against entire fleet unless lead ship of enemy fleet is visible, thus better assessing whether need to refuel or gather before attack
- now ensure ships always get properly refueled by fuel tanker, even when very close to planet
- fighters now better at continuing to escort carriers when supporting ongoing Raid, Capture or Bombard missions (fighters no longer stop idle in space)
- fixed bug where fleets were sometimes calculating fuel range incorrectly and thus taking on missions that were too distant
- fighters now never allow collision avoidance to prevent them from boarding their carrier, thus avoiding holding up the carrier's jump, etc
- ships now remain in hyperjump when assign new mission if target is at same location as previous mission, e.g. thus have all fleet ships continue their jump to threat investigation location after first ship exits jump and upgrades mission to attack threat (no need to exit jump and then restart new jump)
- added new ship mission type: Explore Location - explores all items at a location, useful for manually exploring asteroid fields. Select exploration ship and right-click on an item for popup menu with this mission
- fleets no longer incorrectly refuel when assign prepare and attack mission against target outside a star system
- default designs for medium and large freighters now have more fuel tanks to give greater range than small freighters
- fixed bug where some ship/base retrofits were not completing properly, i.e. some new components were not being added
- improved willingness of construction ships without hyperdrives to build new bases at own location
- carriers no longer launch fighters when exit jumps at transit locations on way to final attack target, thus speeding up transit jumps (only launch fighters when real threats or arrive at final attack target location)
- creating new fleet from multiple selected ships now also properly updates action buttons under Selection Panel to match new fleet

TROOPS AND TROOP TRANSPORTS
- fixed some non-playable race troop sizes (were zero, thus very fast recruitment, etc)
- ensure troop recruitment costs always paid, even when manually recruited
- troops named with proper numeric prefix that relates to number of troop units in empire
- Infantry defense strengths increased
- fixed automated non-fleet troop transports sometimes getting into endless loop of load/unload troops at a colony
- troops at colonies now more likely to be ungarrisoned when not needed to meet defensive requirements or rebellion supression (e.g. shortly after conquest), thus freeing them up for reloading on troop transports
- more careful auto-loading and unloading of troops for automated troop transports that are not part of a fleet. Avoid getting in endless loop of loading/unloading troops

DIPLOMACY
- empires now properly decide whether to honor Defense Treaties, will consider whether to declare war on aggressors against their allies. Declining to honor treaty negatively impacts relations and reputation, whereas honoring the treaty (declaring war on aggressor) improves relations and reputation. When war diplomacy is not automated, player will be prompted with modal message window where they must choose whether to honor treaty or not
- value of offer to end war with 3rd party in diplomacy trade deal screen now valued much lower. Other empire also has to be interested in an end to your war with 3rd party, i.e. they are friends with 3rd party and concerned about the war
- Non Aggression treaties no longer offered when diplomatic strategy for a faction is set to Conquer
- altered acceptance levels for diplomatic trade deals with other empires: angry empires require much higher value offered, friendly empires no longer offer very favourable deals
- increased negative diplomatic incident amount from invading colonies, whether the colony is independent or owned by another faction. Negative incident amount now also scales with colony size, i.e. larger colonies generate stronger incident. However when at war with faction then incident is much lower, as is negative reputation impact
- increased negative diplomatic incident amount from colony bombardment. Note that this is not just a constant value, but rather is tied to actual amount of population loss
- fixed bug where special locations could be traded repeatedly in Diplomacy trade screen
- fixed bug where could not refuel ships at pirate bases when have Military Refuelling agreement
- ending a War or signing a Non Aggression treaty now clears any dangerous locations for other empire, thus preventing automated fleets from unnecessarily investigating locations that are no longer a threat

SHIP DESIGN
- ensure Upgrade Design button properly accounts for components that have matching category but not the necessary capabilities, e.g. Star Marine Barracks that are crew quarters category but are used differently

COLONIZATION AND SUITABILITY
- ensure some story planets have proper quality levels to eventually become colonized by specified race
- fixed automated colonization sometimes colonizing targets slightly below suitability threshold in empire policy
- improved loading colonists for new colony targets so that load most suitable race even when is not dominant race at load colony
- tweaked independent colony suitability for some races so that always have suitability of at least +20 (economically viable)
- colony ships now less likely to retrofit and more likely to colonize any targets within range before refuelling (i.e. do not refuel if already have colonization target within range)
- improved willingness of automated Colony Ships to colonize queued colonization targets that are independent colonies but are unsuitable for empire races (does not matter because bulk of population is pre-existing well-suited native race)
- fixed bug where too many colony ships were sometimes being built
- fixed bug where colony ships could sometimes load the wrong race of colonists for queued colonization targets
- when Colonization Automation is manual, automated colony ships no longer load colonists except for queued colonization targets


CHARACTERS
- better handling of imprisoned characters when reconquer colony (ensure properly removed from prisoners of previous empire)
- properly exclude imprisoned characters when determining defensive bonuses at colony (as shown in Troop Report screen)
- added extra tooltip descriptions for character traits Corrupt (Scientist) and Double Agent

MANUAL PLAY IMPROVEMENTS
- added action buttons for multi-selected ships: scrap and retire selected ships
- added new right-click mission for multi-selected ships: capture (when ships have capability)

AI IMPROVEMENTS
- now properly handle situation when empire was planning to build expensive planetary facility at a colony, but lost colony while saving up construction funds

GENERAL BUG FIXES
- now properly exclude ShipHulls_Art.xml file when not in art mode
- fixed occasional error messages relating to regional settings on non-English PCs
- fixed incorrect URL for .Net 6.0 installation

SOUND EFFECTS
- limit number of simultaneous sound effects of same type to avoid very high effect volume, especially when first zooming into a location
- further reduced simultaneous sound effects that can sometimes create loud bursts of sound
- added Assault Pod sound effect
- added shield strike and construction sound effects
- fixed weapon firing sound effects not playing unless weapon also had accompanying particle effect

MODDING IMPROVEMENTS
- added new Game Event features for story team
- now allow loading multiple XML data files per type to better support modding
- enabled IsPlayable flag in Races.xml file to better support modding. Note that races list in Start New Game screen does not scroll horizontally, so can currently only add 3-4 more races before disappear off right side of screen, but will add scroll support in future
- added better support for custom mod-loading through command-line arguments
- added extra checks with multi-file loading for mods, giving better feedback on data errors
- implemented better approach for resetting static base data (loaded from XML files) when start a new game in same session (no longer reload from files), thus better supporting modding

OTHER
- remove HighDPI aware registry flag for current user (no need for this as DW2 now handles this itself)
- ensure correct infantry image always used in research screen for troop research projects
- fixed scuttle button sometimes not working for single ships or bases
- fixed story events sometimes being generated in the wrong location (e.g. ancient debris fields at homeworld)
- fixed minor text formatting issues
- ensure creatures move away from stars if too close
- improved error reporting
- improved profiling to enable frame capture using RenderDoc
- improved error reporting in some situations
- properly clear room background when speak with independent colony for non-playable race
- capped maximum number of user-defined starting empires in Start New Game screen to 20
- fixed a typo regarding the Technocracy government
- Military Academy facilities are now 1 per Empire as originally intended
- refresh 'Continue Game' button tooltip with latest savegame when exit to main menu
- properly refresh empire territory path lines after load game
- fixed shift key sometimes not working when editing text
- reduced volume for construction sound effects
- fixed empires using independent flags
- fixed reputation increase from destroying pirate ships and bases
- fixed minor typo in game start text when have single additional colony
- corrected Kiadian typo in diplomatic research projects
- ensured proper game icon is shown in taskbar
- Added extra error reporting for some rendering-related crashes