Development Update: 14 February 2019
Come with me if you want to live.
Last month's patch was a big one, and so predictably there were bugs to hunt. Today's patch contains mostly bug fixes, and we also made some balance adjustments to the AI on "Easy" difficulty. As always, your feedback and suggestions are important to us, so keep them coming!
(Click here to view the complete development changelogs, and here to view the development roadmap post.)
The unknown future rolls toward us. I face it, for the first time, with a sense of hope. Because if a machine can learn the value of human life, maybe we can too.
Last month's patch was a big one, and so predictably there were bugs to hunt. Today's patch contains mostly bug fixes, and we also made some balance adjustments to the AI on "Easy" difficulty. As always, your feedback and suggestions are important to us, so keep them coming!
Patch Notes for 14 February 2019 (ver. 37980)
Gameplay Changes and Additions
- AI-controlled factions now have an additional handicap when playing on the "Easy" difficulty level (ships cost additional Labor).
- The technology 'Cybernetic Organisms' is now available to all factions. This allows Harmonized population units to be De-Harmonized, and increases Battle Mech strength by +2.
- Unescorted transports carrying civilian colonists will now surrender to the enemy if attacked.
- Eliminating an empire by capturing its last outpost should no longer cause an error.
- Fix for a coin rounding issue in the resource request event.
- Fix for a bug triggered by battles that included fleeing population transports.
- Destroying a colony immediately after creating it should no longer cause an error.
- Fixes for several bugs involving invalid starvation warnings.
- Fixes for several "likely bug in the attack confirmation logic" warnings.
- Fixes for logic errors in the "please do not colonize" requests.
- Reverse engineering captured ships should no longer cause errors in the technology queue.
- Updated the logic used to determine resource request quantities to better take into account what the player can practically afford.
- Destroying a ship while it's being refitted should no longer cause an error.
- Transports arriving at an outpost planet should no longer cause an error.
- Colonist morale modifiers should now persist when populations are transported between worlds.
- Agreeing to embargo an empire you don't have a trade charter with should no longer cause an error.
(Click here to view the complete development changelogs, and here to view the development roadmap post.)
The unknown future rolls toward us. I face it, for the first time, with a sense of hope. Because if a machine can learn the value of human life, maybe we can too.