[p]Greetings, Gaters![/p][p][/p][p]After months of post-launch updates focused on bug fixes and stability, it’s time for a gameplay update! Version 1.1.0 brings a host of improvements, balance changes, and quality-of-life upgrades — all inspired by your invaluable feedback.[/p][p]Here are some highlights:[/p]
- [p]A complete rework of strongholds, they can now be repaired, even if you lose the sector[/p]
- [p]Improved offensive and defensive gameplay when dealing with other factions. Territorial Defense missions will now launch in priority for example.[/p]
- [p]Numerous quality-of-life enhancements and performance tweaks throughout the game.[/p]
[p]To celebrate, we’re launching our
biggest discount ever - 50% off! [/p][p]Your feedback continues to be the most important thing to us. We’re listening across all channels, and the in-game report tool (F10 key) remains the best way to help us solve issues quickly (don’t forget to include your save file when submitting a report!).[/p][p]We’ll keep supporting the game with smaller patches to iron out any remaining issues and further refine the experience based on community input.[/p][p]Until then, safe travels across the universe, and thank you for being part of our journey! [/p][p][/p][p]Maxime MILLET[/p][p]Creative Director, Xeno Bits[/p][p][/p][h3]Changelog 1.1.0[/h3][p][/p][p]
Changes[/p][p]Stronghold will be more efficient at defending sectors[/p][p]Stronghold will no longer be permanently destroyed and can now be repaired[/p][p]It is now better communicated to the player when a stronghold is destroyed or when it repel an invasion[/p][p]Allies won’t force you into peace anymore[/p][p]Liberation missions are more efficient[/p][p]Invasion missions are shorter.[/p][p]Defense missions now have the highest priority and will launch before other missions[/p][p]Increased player teams efficiency when they handle automatically fight against other faction teams [/p][p]Reduced Xp gained by scientists for researching tech, writing patents, studying samples and specimens[/p][p]Slightly reduced steps required to study alien cultures[/p][p]Reduced opponent factions count to 2 by default (including in initiation mode)[/p][p]Factions will now limit the influence they are willing to trade over time.[/p][p]XP worlds level requirement will no longer exceed 8 anymore[/p][p]Gaters are now properly ordered when toggling between them in the detail panel[/p][p]Changed prices of tables in mess hall[/p][p]Equipment will be reassigned to the same gater after being moved[/p][p]Improved ambulance bot pathfinding[/p][p]Game will now loads paused[/p][p]You can now force the behavior of a whole team in the gater list panel[/p][p]Increased chance to hire hostile alien gaters[/p][p]Affinity between gaters is now displayed as a percentage[/p][p][/p][p]
Fixes[/p][p]Fixed a bug where the screenshot key would trigger 2 screenshots[/p][p]Fixed a bug where builders would stop repairing things after a while[/p][p]The gaters picker popup will now scroll back to the top when it appears[/p][p]Fixed a bug where gaters could be seen with some floating items around them[/p][p]Fixed a bug where diplomatic mission could remain stuck on a faction’s homeworld after the faction was defeated[/p][p]Buff and debuff amount are properly displayed in tooltips during team fights [/p][p]Fixed a bug where soldiers would be stuck removing their armor during base invasion[/p][p]Fixed a bug where shield could remain visible when it was off on shielded guardpost [/p][p]Fixed a bug where some equipment crates could remain unhandled and could not be disassembled[/p][p]Fixed a bug where scholar would not study alien culture if the bookshelves were not in the same room[/p][p]Fixed a bug where gaters were preferring dumbbells over treadmills[/p][p]Fixed some tooltips on factions details in the faction list panel[/p]