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Distant Worlds: Universe News

New Distant Worlds 1.9.5.10 Update and One Week Sale!

We're happy to announce that Distant Worlds: Universe has been updated again, which makes two updates in the last two weeks! This new update, 1.9.5.10 is the tenth free update since release and brings the number of fixes, changes and improvements into the hundreds. This latest update focuses on improvements to Pirate gameplay, but also adds a few other nice improvements and fixes.

In addition, to celebrate this update and the holiday season, we are pleased to offer Distant Worlds: Universe at a discounted price again (equal to the launch discount). This is a limited time one-week sale, so if you've been waiting to jump on board, there's no better time on the horizon!

Here's the full change list for these two recent updates since the 1.9.5.8 update:

CRASH FIXES

- fixed crash when viewing newly conquered colony
- fixed rare crash when calculating spaceport income
- fixed rare crash when ship performing fleet tasks
- fixed rare crash when inflicting damage on target
- fixed rare crashes in some race events

BUG FIXES

- fixed bug where games would not start when more than 256 components defined
- ensure characters with random appearance order now work properly, even when many custom characters defined and many random appearance orders used
- ensure Shakturi always properly use custom design templates when available
- bases built at planets/moons/asteroids no longer detach when built by improvised construction ships (e.g. Exploration ships) that use a subrole other than 'Construction Ship'
- ship captain characters now have their skills and traits revealed after their first battle

PIRATES

- pirate bases with Gravity Well Projectors will now properly stop all enemy ships, not just other pirates
- pirate income from controlled colonies is now never negative, even when colony has negative revenue (i.e. colony maintenance upkeep greater than income)
- maintenance costs for each troop unit now properly shown in Troops screen when playing as pirate
- in pirate missions panel in Empire Navigation Tool, now properly show Defend missions when "Showing Available Missions" and "Showing All Missions Types" (when playing as pirate)
- pirate factions now properly process *owned* colonies so that the following activities occur: troops recruited, population growth rates vary, luxury resources ordered, population race bonuses applied, etc
- pirate resort bases now properly cleaned up when destroyed

OTHER

- Ships and Bases screen now remembers last filter setting
- added troop strength summary to hover tip in Selection Panel when Colony selected and hovering mouse over 'Troops' line
- AI now more careful about selecting location for characters with demoralizing trait, may dismiss character (when characters automated)
- increased range at which spaceport tractor beams will push away invading troop transports. Spaceports will now also push away transports even when not primary target

SHIP DESIGN
- added new flee when setting: Armor 50% or Shields 20% (also supported in design template files: use setting Armor50 for optional FleeWhen)

MODDING

- increased maximum number of research projects from 1000 to 1500
- increased maximum number of components from 300 to 500


The new 1.9.5.10 update will automatically install when you restart Steam.

Distant Worlds updated to 1.9.5.9

Distant Worlds version 1.9.5.9 is now available. The patch brings new bug fixes and increases the stability of the game, as well as further expanding the modding limits. Last but not least, the AI has also been tweaked further. Please keep the feedback coming, as the developers are eager to continue supporting the biggest 4X game out there!

If you are using the Steam version, the update will be downloaded automatically.

V1.9.5.9

• CRASH FIXES
o Fixed crash when viewing newly conquered colony

• BUG FIXES
o fixed bug where games would not start when more than 256 components defined
o ensure characters with random appearance order now work properly, even when many custom characters defined and many random appearance orders used
o ensure Shakturi always properly use custom design templates when available

• SHIP DESIGN
o added new flee when setting: Armor 50% or Shields 20% (also supported in design template files: use setting Armor50 for optional FleeWhen)

• MODDING
o increased maximum number of research projects from 1000 to 1500
o increased maximum number of components from 300 to 500

• OTHER
o AI now more careful about selecting location for characters with demoralizing trait, may dismiss character (when characters automated)

increased range at which spaceport tractor beams will push away invading troop transports. Spaceports will now also push away transports even when not primary target.

Patch 1.9.5.8 is now available!

The most detailed 4X title gets another major update! As of today patch 1.9.5.8 is available for download through all major channels. This update adds new customization features for ship designs and also further increases the modability of the AI, giving you more control than ever over your copy of Distant Worlds, allowing you to tailor the game to your liking. Other changes includes new AI tweaks, and weapon balances.

If you own the Steam version of Distant Worlds: Universe, you patch will be applied automatically when it is available. All other users can run the updater tool on their launcher or download the patch manually here.

Click here to find out more about Distant Worlds: Universe.

V1.9.5.8

CRASH FIXES
- fixed rare crash when detect pirate smuggler docking at base
- fixed rare crash when ships in combat

BUG FIXES
- fixed bug where race-specific diplomacy mood music was not working in a theme

SHIP DESIGN
- AI ship design process now automatically adds extra energy collector components to match static energy requirements of design (similar to the way reactors are added)
- AI ship design now increases size of Carrier designs (beyond default design template) when construction size allows (like Capital Ships already did)
- added medium and large freighter designs to AI ship design shrinking process (attempt to fit within current maximum construction size)
- fighter firepower now listed in ship design detail screen (Weapons panel), to allow better comparison of military designs (firepower and fighters listed separately)

MODDING
- now optionally allow setting battle tactics, invasion tactics and fleeWhen settings for designs in design template files. To do this, for any design template file for any race, use the following entries (Entry name with possible values after the colon):
o TacticsWeaker: Evade, Standoff, AllWeapons, PointBlank
o TacticsStronger: Evade, Standoff, AllWeapons, PointBlank
o TacticsInvasion: DoNotInvade, InvadeWhenClear, InvadeImmediately
o FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never

OTHER
- increased hold-off range for tractor beams on spaceports against enemy troop transports (i.e. prevent colony invasions)
- increased the maximum per-resource cargo space at spaceports and other bases from 30000 to 120000
- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them

New 1.9.5.7 Official Update Available!

Distant Worlds: Universe is now updated to 1.9.5.7.

The six major updates since release, including the newest 1.9.5.7 released today, have included fixes for most of the issues reported since release (over 100 in total)! Additionally, more than 100 improvements to game balance, AI and user interface have been made, as well as some additional tutorial tweaks and the addition of an "Introductory Game" mode to get new players started more easily.

The user interface improvements include significant adjustments to support larger font sizes on larger monitors and allow more of the interface to scale. In addition, game performance optimizations have nearly doubled performance since release.

Also included are several new modding features, which lift the limitations on race-specific technologies as well as improving modding in a few other areas. If you wish, each faction can have a much more detailed and fully unique tech tree now. The AI's research path can also now be specifically set to optimize each faction exactly the way you want.

The AI in Universe has improved significantly with each update, both in fleet coordination, exploration, research strategy, ship design, construction and pre-warp strategy.

Finally, we've included a host of fixes for pirate gameplay as well, if you prefer to seek your own fortune among the stars.

This update will automatically install when you restart Steam, as long as you are on the non-beta branch.

This build has the following changes from 1.9.5.5:


CRASH FIXES
- fixed crash when evaluating designs
- fixed rare crash when drawing ships
- fixed crash when giving monetary gifts to other empires
- fixed crash when sorting ships in fleets
- fixed crash when ship attacks target
- fixed crash when reviewing pirate character traits
- fixed crash when fighter evaluates enemy threats
- fixed crash when empire declares war
- fixed crash when opening Construction Yards screen
- fixed rare crash when applying sun shadow graphics on planets in low-memory conditions

BUG FIXES
- character energy savings bonuses now properly reduce energy consumption instead of increasing it

GAME BALANCE
- counterespionage strength adjusted - slightly less chance of intercepting enemy intelligence missions
- reduced chance of empires switching to Corporate Nationalism government type when available
- altered empire military strength measurement to better account for fighters (affects diplomacy and AI empire evaluations)
- independent colonies now recruit more defending militia troops
- AI now gives higher preference to mining station build locations that are closer to space ports, colonies, etc
- strategic resources used in construction (for components) now weighted slightly higher when considering stockpiles at spaceports and elsewhere

SHIP DESIGN
- AI ship design now properly adds damage control components when repair bots are unavailable
- further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)
- Fighter Bay components now considered as weapons in military ship designs (i.e. can have military ship designs with no weapons except for Fighter Bays)

PIRATES
- pirate factions now pay maintenance for any non-pirate raider troops (once have proper colonies)
- pirate faction flags retain pirate symbol in top-left corner when edited in game editor
- pirate faction flags propery update in galaxy view when edited in game editor
- pirate factions can now build normal planetary facilities and wonders at fully owned colonies using right-click pop-up menu and action buttons

MODDING
- now allow per-race modding for user interface in a theme (add subfolders named by race under images\ui\chrome folder to mod most chrome images, e.g. customization\THEMENAME\images\ui\chrome\human)
- custom characters with '?' appearance order now never appear at game start
- allow including GameText.txt from a custom mod (i.e. read from theme folder)
- altered images\units\creatures folder to be read from the mod (if present) instead of the root game folder
- allow modding MP3 files in sounds\EFFECTS (not just WAV files)
- fighters now properly use WeaponImageIndex value in fighters.txt to allow customization of fighter weapon effects
- allow customizing diplomacy mood music to be race-specific (music played when open Diplomatic Contact screen). Will play race-specific music when named race subfolder present under Customization\THEMENAME\sounds\effects (e.g. Customization\MyTheme\sounds\effects\human). Mood music filenames as follows: diplomacyMoodNeutral.mp3, diplomacyMoodAngry.mp3, diplomacyMoodHappy.mp3, diplomacyMoodMenacing.mp3
- increased maximum number of components from 170 to 300 (components.txt)
- added optional ship design template files for planet destroyers in themes. To use, place a custom ship design template named "PlanetDestroyer.txt" in the appropriate race folder
- added new super weapon types, allowing different types of planet destroyer weapons: in addition to the default super beam weapons can now also have super torpedos, super missiles, super rail guns, super phasers. Any of these can be set to be planet destroying weapons when damage is 10,000 or greater (weapon component Value1). Particularly useful in conjunction with new planet destroyer ship design templates mentioned above. To add these new super weapons to a custom theme, use the following values in the components.txt file (Type): 62=SuperTorpedo, 63=SuperMissile, 64=SuperRailGun, 65=SuperPhaser. You can also focus an empire's tech efforts to these new areas using the following new values in the race policy files (ResearchDesignTechFocus1-6): 30=SuperTorpedo, 31=SuperMissile, 32=SuperRailGun, 33=SuperPhaser

OTHER
- slightly improved game performance
- can now build bases in disputed systems if your empire has a colony in the system
- decreased chance of counterintelligence intercepting enemy intelligence missions, especially when targeted enemy agent has high mission skill level (i.e. harder to catch)
- fixed display of game difficulty level in Achievements tab of Empire Comparisons screen (was previously sometimes mislabelling difficulty levels)
- AI ship design now better at shrinking mining ships when maximum construction size is low
- AI ship design now better at shrinking military ships with fighter bays when maximum construction size is low

Distant Worlds : Universe Updated Again!

Since the very successful release of Distant Worlds: Universe on May 23rd, we've also released five major free updates over the course of more than a month of additional full-time development. Distant Worlds: Universe was already among the best-selling games on our store as well as the Steam store, where it stayed in the Top 10 for all games for two weeks. It has also been praised in many reviews, including multiple 90% reviews from mainstream reviewers. Now, Distant Worlds: Universe has become better than ever!

These updates, including the newest 1.9.5.5 released today, have included fixes for most of the issues reported since release (over 75 in total)! Additionally, more than 100 improvements to game balance, AI and user interface have been made, as well as some additional tutorial tweaks and the addition of an "Introductory Game" mode to get new players started more easily.

The user interface improvements include significant adjustments to support larger font sizes on larger monitors and allow more of the interface to scale. In addition, game performance optimizations have nearly doubled performance since release.

Also included are several new modding features, which lift the limitations on race-specific technologies as well as improving modding in a few other areas. If you wish, each faction can have a much more detailed and fully unique tech tree now. The AI's research path can also now be specifically set to optimize each faction exactly the way you want.

The AI in Universe has improved significantly with each update, both in fleet coordination, exploration, research strategy, ship design, construction and pre-warp strategy.

Finally, we've included a host of fixes for pirate gameplay as well, if you prefer to seek your own fortune among the stars.

Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Universe is also the ultimate collector’s edition, the first time all previous Distant Worlds releases have been included in one package, along with an updated manual and greatly expanded modding support.

Changelog:


CRASH FIXES
• added extra safeguards to help prevent crashes when using faulty themes
• fixed rare crash when giving diplomatic gifts

BUG FIXES
• now cancel intelligence missions when target colony or base conquered, destroyed, etc
• fixed bug where sometimes getting tech bonuses from disassembling ships without advanced tech
• Ion Defense and Tractor Beams no longer counted as weapons when checking civilian designs in Ship Design editor
• ensure never load pirate raider troops when loading troops onto transports (e.g. loading troops from own colony while attacking pirate base)
• ensure custom planetmaps getting loaded ('other' folder)
• ensure mouse scroll wheel retains focus when Character and Empire Policy screens are closed
• ensure colonies only appear once in Top Colonies screen, even when controlled by pirates
• fixed problem where ships with advanced tech were sometimes not giving tech bonuses when disassembled

MODDING
• NEW MODDING FEATURE: defined Research path. Optionally allow specifying project order for a race for each tech tree (see new entries in race files: WeaponsResearchProjectOrder, EnergyResearchProjectOrder, HighTechResearchProjectOrder)
• reverted file loading for certain files to be encoding neutral, i.e. does not matter whether ANSI or UTF-8 (resources.txt, components.txt, research.txt)
• increased maximum government amount to 60 (governments.txt)
• increased maximum planetary facility amount to 100 (facilities.txt)
• increased maximum fighter amount to 50 (fighters.txt)

USER INTERFACE
• increased font sizes for main menu items when screen resolution is greater than 1920x1080
• increased font size for Galactopedia topic index
• increased font size of hover panel at bottom-middle of screen
• increased font size in Game Options screens
• slightly increased font size in main view for system names, nebula names, etc
• increased font size of tradeable items in Diplomacy trade screen
• increased font size in hover tech descriptions in Diplomacy trade screen
• increased font size in Component Guide screen (Design Detail screen and Research screen)
• ensure correct empire remains selected in Diplomacy screen when conclude trade deal

GAME BALANCE AND AI
• further improved AI ship design: no longer add too many extra reactors, nor remove too many shield components, when attempting to shrink a new design to fit within construction size limits
• increased chance of counterintelligence missions successfully intercepting enemy intelligence missions, especially for agents with high counterintelligence skill levels
• random government selection more balanced (no longer frequently choosing Military Dictatorship)
• initial home system ruins (Age of Shadows) now never contain system map bonuses
• reduced number of spaceports empire builds when has low population
• increased maximum fleet count. Now relates to overall number of ships and bases, up to maximum of 100 fleets
• AI empires now check whether colony is safe to build at prior to initiating research station construction (e.g. check for nearby pirates)
• lowered effectiveness of counterintelligence, now better accounts for duration of intercepted mission (3 months vs one year, etc)

PIRATES
• ensure pirate smuggling freighters repair at pirate base when damaged
• ensure pirate smuggling freighters retrofit when necessary and able
• empire will not detect and attack pirate smugglers when they are smuggling resources for that empire
• ensure that pirate-owned colonies are included when checking for wonder completion
• pirate factions now get research bonuses from scientists at their bases
• pirate factions can now change their home base to any space port in their empire by selecting new option in right-click pop-up menu

OTHER
• ensure that new settings and savegame folder locations are properly created (My Documents\My Games\Distant Worlds Universe)