1. Stars in Shadow
  2. News

Stars in Shadow News

Development Update: 10 August 2020

Just a quick patch with a few bug fixes and resolution scaling changes.

[h2]Patch Notes for 10 August 2020 (ver. r38774)[/h2]
Gameplay Additions and Changes
  • Improvements to AI judgments about which planets should be offered/demanded when suing for peace.
  • Added a "queue refit to recent design" option to the ship refit pane.
Fixes
  • Fix for a bug that was preventing Android colonists from suffering from overcrowding.
  • Added a fix for some performance issues affecting older Intel HD Graphics drivers.
  • Added a change to improve game stability on older hardware when memory utilization reaches 2GB.
  • Starmap star names and ETA text should no longer get smaller when the game is played at low resolutions.
  • The zoom level at which fleet icons transition from small ship art to rocket icons now happens at higher zoom-out stages when playing at 4K resolution.

Happy communing!

Development Update: 18 July 2020



Hudson: Well that’s great… that’s just fuckin’ great, man. Now what the fuck are we supposed to do? We’re in some real pretty shit now, man!
Hicks: Are you finished?
Newt: I guess we’re not going to be leaving now, right?
Ripley: I’m sorry, Newt.
Newt: You don’t have to be sorry. It wasn’t your fault.
Hudson: That’s it, man. Game over, man! Game over! What the fuck are we gonna do now? What are we gonna do?! Burke: Maybe we could build a fire, sing a couple of songs, eh? Why don’t we try that?
Newt: We better get back, ‘cause it’ll be dark soon, and they mostly come at night. Mostly.

Patch Notes for 18 July 2020 (ver. r38753)
Gameplay Additions and Changes
  • A new "Faction Relations" pane can now be found in the Intelligence Briefing screen under Diplomacy. This is a visual display of which contacted factions are at war, have open ports treaties or alliances.
  • Added +1 System Slot to the Phidi "Armed Merchant" and "Military Transport" hulls.
  • Humans now start with an extra 100 coins in "Marathon" games.
  • Increased Stellar Surge Beam damage.
  • Updated Stellar Surge Beam animation.
  • Added a "Dangerous Rising Power" issue that may cause weaker empires to resent and fear you.
  • Various changes to the way AIs evaluate and offer peace treaties.
  • The "alien rulers" penalty should no longer apply to the populations of annexed empires.
  • Added a 'None' option to 'Native Races' advanced map setting.
  • Annexed outpost transports should now be scrappable.
  • Lowered the rep penalty for refusing to abandon a colony site, when requested.
  • Added a small rep penalty for denying the AI a colony site using military intervention.
  • Allied AIs should now request permission before building colonies inside your territory.
  • Updated the planet texture management system to make more efficient use of memory.
  • Tweaked AI Humanity behavior to better deal with starvation in the early game.
Fixes
  • Fix for a rare bug related to space habitats.
  • Fixes for various display issues when the game is played at 4K resolution.
  • Fixes for marauder tech and fleet scaling on 'marathon' and 'epic' game speeds.
  • Fix for a rare bug in the ship status pane.
  • Fixes for some rare bugs involving captured transports.
  • Splinter colonies should no longer offer to join monster factions.
  • Stations should no longer be able to retreat from combat (except for Tinkers' stations).
  • Attempting to trade with Marauders who have captured an outpost should no longer cause an error.
  • Fix for an error in the tradeship recall hover text.
  • Completing combat should no longer cause harpies to be assigned negative crew values.
  • Planetary shield values are now displayed correctly when viewing a planet's defenses.
  • Fix for a bug that could cause the "Build Outpost" button to be displayed in place of the defensive actions buttons.
  • Fix for a rare bug in the planet info pane.
  • Fix for a bug that could cause androids to lower the population growth rates of other colonists.
  • Minor fixes for the allied "colony request" event.
  • Fix for a bug that could occur when switching to a queued "City Planning" activity while low on food.
  • Fix for a bug that could case "error in the food shortage report" exceptions.
Hicks: Hey, listen. We’re all in strung out shape. But stay frosty, and alert. We can’t afford to let one of those bastards in here.
Vasquez: All right... vamonos!

Development Update: 16 November 2019

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only the bug fixes will remain.

Patch Notes for 16 November 2019 (ver. r38646)
Gameplay Additions and Changes
  • It is now possible to pan the map during AI turns. If you find that this negatively impacts performance on slower graphics cards, this feature can be disabled by turning on the Simplified Graphics option.
  • Added option "AI Turn Zooming" that additionally allows map zooming during AI turns. This optional feature may impact performance on some machines, so it is disabled by default.
  • It is now possible to reverse engineer captured starships at any time, rather than only when you first capture them.
  • Human missile cruisers now have 1 size 3 Torpedo mount (up from 2 size 1 mounts).
  • Added a new UI option to the Options pane: 'Capitalize Outpost Names'. The names of star systems with only an Outpost (and not a colony) are normally displayed on the map in lowercase to differentiate them from other systems; this option disables this.
  • In the Galactic Council, AIs will no longer vote for allied empires if those empires have fleets that they judge to be weaker than their own.
  • Starting a war should now implicitly cancel all outstanding diplomatic requests between the two warring empires.
  • Captured stations around planets destroyed by bombardment will now be destroyed when the planet's population is destroyed.
Fixes
  • In tactical combat, it should no longer be possible to issue a move order to a ship that is still in the process of exploding.
  • Fix for a bug that could prevent mercenary ships from being properly captured.
  • Refitting a military transport to a design that lacks transport space should no longer cause an error.
  • Fix for an error that could be triggered by rushing a ship's production, then changing the underlying design.
  • Some 'End turn' and 'Load Game' UI transitions should be smoother.
  • Refitting a station that contains habitat modules will no longer cause any population living in those modules to disappear.
  • Workaround for a bug caused by destroyed Marauder companies that controlled captured outposts.
  • Fleets should no longer choose hyperspace anomalies as possible retreat destinations.
  • Fix for a bug triggered by scuttling captured stations.
  • Fix for a rare bug that could cause crashes inside the AI research logic.
  • Fix for a bug that could cause ship hulls from different races to share construction progress.
  • The "demand you stop trading with our enemies" event now has a cooldown to prevent excessive repeated demands.


I can see a future in which we will meet again.

Development Update: 16 October 2019

Hudson: Is this going to be a stand-up fight, sir, or another bug hunt?
Gorman: All we know is that there is still is no contact with the colony, and that a xenomorph may be involved.
Frost: Excuse me sir, a what?
Gorman: A xenomorph.
Hicks: It's a bug hunt.

Patch Notes for 16 October 2019 (ver. r38568)
Fixes
  • Fix for a rare bug that could cause multiple splinter colonies to spawn on the same planet.
  • Fix for a bug that could occur when colonizing a planet with an existing outpost.
  • Fix for a bug that could cause an uncompleted battle to be treated as a stalemate.
  • Fix for a bug in the AI end turn logic.
  • Fix for a naming error in planetary bombardment reports.
  • Fix for a formatting error in the empire annexation report.
  • Fix for a bug in the logic for tracking tinkers' Dzibix connection state.
  • Attempted fix for a rare 'invalid bombardment request' bug.
  • Fixes for bugs that could cause an 'error in the food shortage report' warning.
  • Fixes for assorted typos in the in-game text.
  • Fix for a rare bug in the AI fleet routing code.
  • Fix for a UI glitch that could cause star names and territory outlines to not update immediately after territory changed hands.
Gameplay Changes
  • There is now a chance for Gremak to gain the option of annexing Marauder companies they're already in contact with.
  • 'Marauder Weaponry' and 'Stupendous Energy Physics' can now always be reverse-engineered from captured ships.
  • Decreased the number of heavy weapons that can be mounted in most siege mounts from 3 to 2.
  • Increased the damage of Ion Artillery.
  • Increased the number of siege weapons that can be mounted on Dread Stars from 2 to 3.


Vasquez: I only need to know one thing: where they are.

Development Update: 7 October 2019



That transmission... Mother's deciphered part of it. It doesn't look like an S.O.S. It... it looks like a warning.

Today's update contains some significant changes to economic balance and AI behavior, as well as a number of UI and gameplay improvements. As always, your feedback and suggestions are important to us, so keep them coming!

Economic and Difficulty Balance Changes

We've felt for some time that it was a little bit too easy for factions to field impossibly (and sometimes game-breakingly) large fleets, and so we have substantially adjusted economic balance by increasing ship upkeep costs and curtailing the number and value of trade routes. Players must now invest more in economic support infrastructure as their fleets grow larger than a certain size.

Because these smaller fleet sizes negatively impacted the capability of AI factions to present a challenge on the harder difficulty levels, we also spent a lot of effort to improve AI play. We feel that the AI now plays a better game, to the extent that we ended up reducing some of the bonuses the AI receives at easier difficulty levels.

We also were finding the Gremak advantages to be a bit lackluster in many games, and so we juiced them up a bit.

Patch Notes for 7 October 2019 (ver. r38550)
Gameplay Changes and Additions
  • Gremak empires now receive additional resources when sacrificing slaves with Forced Labor and science Experiments.
  • Added the Gremak-exclusive 'Chattel Pharmaceuticals' technology, which improves Forced Labor yields and Slave experiments yields.
  • Increased the starting population of Gremal by +1 Enfi.
  • Assault marines and Marauder raiders now have a base combat power of 1.5 (up from 1.0).
  • Algorians and Lummox native population can now be enslaved and Harmonized.
  • Capped marauder bribe costs so that larger player empires are not asked for absurd tribute levels.
  • Marauders will now be less easily threatened into forming trade relations with you.
  • Trade ship and mercenary recall times will now scale with your empire's drive technology.
  • Annexing an ally will now give you access to all their technologies and ship designs.
  • It should no longer be possible to salvage or reverse engineer ship technologies if those technologies do not appear in your tech tree.
  • Annexed empires will now also contribute trade ships and transports to their new empire.
  • Androids now have higher population caps on Barren worlds.
  • Taking control of a planet with Androids will now unlock the 'Androids' technology.
  • Ships may now repair or use instant refit if appropriate allied infrastructure exists in the system.
  • Retreating ships may no longer "retreat" towards the system they're leaving.
  • Increased the tactical speed of Ashdar Battlecruisers and Fleet Carriers.
  • Removed one system slot from the Ashdar Fleet Carrier, and decreased its upkeep costs.
  • Removed one system slot from the Gremak Assault Carrier.
  • Understaffing penalties now apply to bonus production from special resources (affects Artifacts, Opil, Gems, Super Grain, and Precious Metals).
Economy Changes and Additions
  • Factions now receive a base income of 10 coins/turn.
  • Increased ship upkeep costs.
  • Reduced ship refit costs.
  • Reduced foreign trade route income from 3 coins to 2 coins.
  • Foreign trade routes now provide less income per route for additional trade treaties after the first.
  • Each empire can now have no more than 1 foreign trade route for every 2 domestic trade routes.
  • Humans now receive a 50% discount on ship upkeep costs.
  • Increased Torpedo Destroyer upkeep costs.
  • Reduced the amount of trade capacity provided by markets from 2/4/6 to 1/2/3.
  • City planning no longer benefits races that do not consume food.
  • Overcrowded population no longer contribute to resource production or improvement staffing.
  • Discontent population and Viscids no longer contribute to improvement staffing.
  • Tinker mobile stations no longer have 0 upkeep when not deployed in orbit.
  • Outposts no longer increase your empire's trade capacity.
  • Increased Market understaffing penalties.
  • Doubled the capacity of the Ashdar Missile Cruiser's Torpedo hardpoints.
  • Yoral Torpedo Destroyers now have 3 Torpedo hardpoints (reduced from 4).
  • Increased the upkeep costs of Ashdar and Gremak Light Cruisers.
  • Stations orbiting a settled colony now never cost upkeep.
  • Outposts in orbit of unsettled planets now do cost upkeep.
  • Reduced the influence costs to hire mercenaries.
  • Increased the build costs of Stargates.
UI Changes and Additions
  • The "Raider Activity" selection in the Map Settings screen the now also affects the number of Pirates/Marauders/Harpies present at the start of the game. "High" represents the pre-patch raider density; "Low" reduces that by about half, and "None" removes raiders entirely from map generation. Note that Arda Seed units will still spawn in Hyperspace Anomalies even on the "None" setting.
  • A warning icon will now appear over understaffed improvements.
  • Crew bonuses from a designs pre-loaded ground units should now be better reflected in the UIs.
  • It is now possible to pre-load assault shuttles using any ground unit type.
  • Fixed the coloring of Tinkers ground units.
  • Added a warning to save games that were started with a significantly older game version than the current one.
AI and Difficulty Changes and Additions
  • Reduced player starting improvements on 'Brutal'.
  • Reduced AI research advantages on 'Brutal' and 'Hard'.
  • Removed AI coin production bonuses from 'Normal' and 'Easy'.
  • Adjusted the AI's aggressiveness in certain situations.
  • Adjustments to AI behaviors and advantages on Hard/Brutal difficulties.
  • Updates to AI ship refitting behaviors.
  • Updates to AI report handling internals.
  • AI controlled fleets are now significantly less likely to retreat.
  • Ships controlled by the player and set to "autocombat" should now be less likely to retreat.
  • Increased the chances of allied empires choosing to merge over time.
  • Various changes to AI behaviors and advantages.
  • Expanding into an AI's territory using mobile stations will now trigger appropriate diplomatic consequences.
  • AIs should be less likely to start new wars immediately after making peace.
  • Allies should no longer request that you abstain from colonizing planets.
  • Improved AI fleet management.
  • AI factions should now be less likely to join wars between other factions.
  • AI empires should now sometimes hire mercenaries.
  • Increased AI priorities for researching and building markets.
  • AI factions should once again favor placing assault shuttles in ships with the "Berth" hardpoint.
  • If you refuse an ally's offer to help in a war, they should wait at least 10 turns before offering to help again.
Fixes
  • Fix for a bug that could cause transports from destroyed empires to wander the map endlessly.
  • The allied settlers event should no longer cause a bug if the allied empire is annexed or destroyed during the turn.
  • Fix for a formatting error when designing planetary defenses.
  • Fix for a bug that was causing unruly races to fight on both sides of a planetary uprising.
  • Fix for a bug that could cause the AI to simultaneously declare war and issue an ultimatum.
  • Fix for a bug that was preventing AIs from attacking minor factions and rebels.
  • Fix for a bug in the calculation of free population transport ships.
  • Corrected a UI glitch that caused planetary defenses to show incorrect upkeep values.
  • Wiping out a planet via planetary bombardment should no longer cause fleet control UI glitches.
  • Fix for a bug in the logic for setting up colonize intervention battles.
  • Another fix for a bug that could lead to "error in the food shortage report formatter" warnings.
  • Workaround for a driver bug that could cause a hang while starting the game on a secondary monitor.
  • Fixes for bugs that could lead to "error in the food shortage report formatter" warnings.
  • Attempted fix for a rare bug triggered by annexing empires.
  • Fix for a bug that could cause rushed ship production projects to be cancelled.
  • Refusing to cede a planet to a faction you're at war with should no longer cause an error.
  • The "Build Outpost" banner should no longer appear over planets that are under attack.

(Click here to view the complete development changelogs, and here to view the development roadmap post.)

That's all for now. We have more updates in the works, so see you soon!

I can't lie to you about your chances, but... you have my sympathies.