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The Kilik Cooperative

The Kilik Cooperative


Patch Notes v0.30


Hello everyone.

Sorry for the delay in getting this update out to the community. We’ve been beavering away, so hopefully it will have been worth the wait.

This update adds a whole new playable faction for new and existing players to take to the throne on Nexus.

In addition, we’ve added some QoL features to help out players find and complete Custom games with other players online.

As always, please let us know what you think!


New Features


[h2]New Playable Faction – The Kilik Cooperative[/h2]

“A traditional, but versatile Empire who can manipulate their Edict queue throughout the game.”

The Kilik Cooperative are a new Avian faction joining the struggle for Nexus. The Kilik Cooperative offers the ability to modify your Edict queue throughout the game to focus on the areas you want, however, they begin the game with a much larger and less predictable queue.
  • 3 new leaders with their own Edicts and Ultimates get to grips with: Senka Vanye the Progressive, Iora Nahatl the Marshall and Ereni the Bureaucrat.
  • Unique ships and traits.

[h2]Global Text Chat[/h2]
  • Global chat and LFG channels to organize custom games with players online.

[h2]Host Migration[/h2]
  • You will now be able to continue games if the host crashes/has to run/rage quits.
  • If the host leaves for any reason, the remaining players will be put back into a lobby where they can continue from where they left off.



Balance Changes


Looking a bit into the Roderian faction, who are coming out pretty low in terms of win rate.

[h2]Factions[/h2]
  • Roderian Empire: Reduced the extra materials cost for techs, projects and mega structures to 25%.
  • Kingdom of Yondarim: Reduced their starting Support income by 1.

[h2]Fleet Roles[/h2]
  • Rail Guns (Battleship): Reduced strength bonus to 10% (from 15%).



Mechanics Updates


[h2]Movement and Retreating[/h2]
  • Updated the movement and retreat rules to prevent smaller fleets holding up larger fleets indefinitely.
  • Movements from combat will now either be SAFE (indicated by a green movement line in the movement preview) or UNSAFE (indicated by a red movement line).
  • If your fleets are in ‘orbit’ in a system you can now issue a move order down any hyperlane, however if the hyperlane you are moving down is occupied by hostile fleets, the move will be UNSAFE.
  • If the movement is SAFE, you will retreat as before with greatly reduced damage.
  • If the movement is UNSAFE, a full combat will occur before your fleet will move.
  • The Kel Azaan cannot perform a SAFE retreat.


Important Fixes
  • When queuing up moves with the ‘Hyperlane Breach’ technology, you only get 1 Support instead of 1 per waypoint.

Hotfix v0.29.5859

Hi all.

Just a small update to fix a couple of significant issues. New content patch coming soon!

  • Fixed the 'Galactic Social Media' Council Resolution from taking effect before it is voted in!
  • Fixed the end of game stat graphs not showing correctly for AI players.

Patch Notes v0.29.5773

Hello everyone.

Good to be back into it after Christmas, Covid and the New Year. I hope you are all having a fantastic 2024 so far!

This update adds a new story mission, as well as adding some new content and balance tweaks to Succession mode.

As always, please let us know what you think!


New Content


[h2]Story Mission 5 - Glebsig[/h2]
  • New story mission focusing on the Glebsig, Diplomacy and Culture.


[h2]Succession Mode[/h2]
  • New Titles, Resolutions and Discoveries.



Balance Changes


Some slight tweaks to some weaker performing Espionage leaders. In parallel, we’re looking into ways to make Espionage a stronger tactic to push for victory.

[h2]Leaders[/h2]
  • Ix’Idar Infiltrator: Increased XP gain to 14 (from 10).
  • Roderian Infiltrator: Increased XP gain to 14 (from 10).
  • Roderian Mechanic: Changed agenda to ‘Gain 3 XP for every ship added to one of your fleets.’


[h2]Discoveries[/h2]
  • Updated Precursor Warships to have 10 Strength, no Munitions cost, but they can no longer be reinforced. This is to make the discovery more impactful for a one-off military engagement.


[h2]Resolutions[/h2]
  • Updated ‘Unshackled AI’ effect to, ‘All Empires immediately gain +10 Science. In 3 turns, all planets in an Empire have a 25% chance to revolt!’. This is to give you a bit of time to prepare, and more importantly plenty of time to react before the next council.



Important Fixes
  • Fixed an issue meaning you didn’t have to spend extra Support to peacefully annex a system with a neutral fleet. This means it will now be significantly more expensive to annex well defended systems (especially Nexus!)

Hotfix v0.28.5689

Just a small update to address some serious issues found in playtesting.

  • Fixed an issue where undoing/redoing politics edicts in certain orders could result in the a player getting stuck and unable to interact with the game.
  • Fixed an issue causing crashes and save-corruption for story missions that go longer than 128 turns. Unfortunately, this will not fix existing saves that have been affected by this bug, so you will have to restart the mission if you have a save later than CE 2428.
  • Fixed an issue in Story Mission 1 causing the debrief dialogue to trigger twice.
  • Some more stability fixes.
  • Restricted the new Battleframe Plant project to Industrial planets only (as intended).

Patch Notes v0.28.5646

Hello everyone.

Great to see so many people enjoying the game over the last few weeks! We’ve been busy fixing bugs, listening to everyone’s great feedback and looking at our internal data to put out our first Early Access update before we take a break for Christmas.

This update focuses on addressing a few balance issues around Culture and certain leaders, by updating Culture to make its play more tactical, rather than just trying to be the player to spam out the most Culture.

We’ve also got some more asynchronicity between the factions with Faction specific pacts as well as some more variety in Techs, Titles and Resolutions.

As always, please let us know what you think!

Gameplay Changes


[h2]Tactical Culture[/h2]
Culture is something we’ve wanted to rework a bit for a while and given the dominance of culture focused leaders and strategies since the beta release, we wanted to start this process before disappearing for our end of year break.

The idea is to not nerf these strategies, but to give culture more gameplay utility, rather than just scoring large amounts of Succession.

  • The Culture title now works differently. You can score a maximum of 5 Succession at each council, based on how much culture you have spread throughout the galaxy compared to other Empires.
  • Cultures, base +1 Vote benefit has been replaced with a benefit based on the planet type.
  • Advanced planets grant +2 Research, +2 Trade Value.
  • Rich planets grant +2 Materials income.
  • Industrial planets grant +5 Munitions.
  • Populous planets grant +4 Council Votes.


[h2]Fleet Advantage[/h2]
  • Fleets now deal +50% damage against disadvantaged fleets as well as taking -50% damage.
  • This is to ensure that the advantage still has a significant effect when fighting against a much larger fleet.



New Content


[h2]Faction Pacts[/h2]
  • To give some more options when forming pacts with your rivals, each Faction now comes with its own unique pact that can be offered or requested when dealing with that faction.
  • Try to make the right friends!


[h2]Additional Content[/h2]
  • New Titles, Resolutions and Technologies to look out for!



Balance Changes


To start off, we are introducing some slight balance tweaks to leaders who are levelling up way quicker than the rest.

[h2]Leaders[/h2]
  • UNE Diplomat: Reduced XP gain from pacts to 20 (from 25).
  • Voor Teacher: Reduced XP gain from trading techs to 6 per tech level (from 8).
  • Voor Explorer: Reduced XP gain from exploration to 10 / 4 (from 15 / 5).
  • Kel-Azaan Hunter: Reduced XP gain to 25 (from 30).


[h2]Ultimate Edicts[/h2]
  • Versatile (UNE): This Edict’s effect is now: ‘This turn, whenever you play an Edict, draw an Edict. (This Edict is not returned to your queue until the end of the turn.)’


[h2]Military Tech[/h2]
  • Reduced the base Strength bonus of all military tech by 1 across the board.
  • This is to even out the tech picks with and across the tech branches.
  • To make it a bit harder (but still possible) to build up your unstoppable death balls!



Matchmaking
  • Removed AI players from matchmade games.


Important Bug Fixes
  • Fixed all clients being disconnected at the end of a 150 turn game.
  • Fixed clients being kicked off the summary screen if the host quits the game.
  • Fixed being able to get duplicate techs through exploration.
  • Numerous stability and typo fixes.