[Fixed] Ships on hold or defend position stance will no longer move because of work with tool orders.
[Fixed] Homeworlds had less hitpoints than was normal for planets.
[Fixed] The game did not render while maximized.
[Fixed] Notification of new treaties only occurs when a new treaty is actually proposed, and a sound plays for each unique treaty proposed.
[Fixed] Boarding defense did not work.
[Fixed] Number suffixes on dates when saving were slightly wrong.
[Fixed] Culling of graphics nodes was horribly broken in virtually all cases. The game should perform much better with lots of ships in the galaxy, so long as they aren't on screen.
[Fixed] Under attack alerts would only appear once per system.
[Fixed] Choosing a govern via the right click menu didn't automatically enable that governor.
[Changed] The balanced start map option is now on by default.
[Changed] Reduced modification factors for shift/alt on camera movement.
[Changed] Notification icons can now be right-clicked to dismiss them.
[Changed] Planetary conditions are now visible after exploring, instead of only after colonization.
[Changed] Ordering a non-dangerous tool (Interdictor, Attractor, ...) to fire on your own ship no longer requires you to force / hold control.
[Changed] Shipyards now provide a small ammo generation / storage.
[Changed] System Window now lists Dry Docks (can be filtered out).
[Changed] Build on Best/Build on All from right click menu now take Dry Docks into account.
[Changed] Carriers on 'Hold Fire' stance no longer undock their fighters to engage.
[Balanced] Targeting Sensors now increase range by a much larger amount relative to their size.
[Balanced] Positive planetary conditions are now slightly more common than negative ones.
[Added] New ringworld model. Thanks WarStalkeR!
[Added] 5 new planet textures, 3 new ring textures and 2 new cloud textures. Thanks JonnyDawe!
[Added] System Blockades: if there are over twice as many enemies in a system as you have forces, none of your planets or ships will be able to access the galactic bank in that system.
[Added] Empires now have race portraits chosen from the race customization window. Thanks Hazzard!
[Added] Redid the tutorial to be more interactive and (we hope) more interesting.
[Added] New subsystem: External Mount. Linked sub system takes up no space (the mount always takes up 1.0 space), but takes damage after shields and before armor.
[Added] New subsystem: Chemical Bomb. Can only target planets, kills a lot of population but leaves structures intact.
[Added] Groups of haulers can now be ordered to "Keep Supplying This" on an object. The selected haulers will collect resources from the system they're in and supply them to the object, then return to the system they were originally in and repeat.
[Added] Added bind 'Focus on Object' to the options menu that mimics middle-mouse-click.
[Added] Added a 'Temperature Falloff' option to the new game settings (default on). Decides the distribution of planet types based roughly off of the temperature the planet would experience.
[Added] Added 'Spread out Empires' and 'Keep allies together' options to the new game settings (default on). Attempts to spread out non-allies and bunch up allies when generating the map, respectively.
[Added] Button on the message ticker to open a log window that displays a scrollable list of previous empire messages.
[Added] 'LAN' tab on the multiplayer menu to discover LAN games without needing to find the local IP manually.
[Added] New object information panel displaying more graphical information and with individually cancellable orders.
[Added] Added new weapon effects from Galactic Armory, thanks XTRMNTR2K!
[UI] Resizing the blueprints window now makes the layout circle bigger, making it easier to place sub systems on crowded designs.
[UI] Ordering a tool to fire that requires a forced order now prompts for it.
[UI] Queue Management window for Dry Docks now displays resource cost/progress.
[UI] Added notification icon for when someone declares war on you.
[UI] Added notification icon when a tech is leveled up, a link is finished, or a tech is unlocked.
[UI] Added notification icon when a planet is colonized or lost.
[UI] The 'Update Threshold' in blueprints is now more sensible - a value of 1 should update when all sub systems have been affected by 1 tech level increase.
[UI] 'New Game Menu' settings are now remembered between games. You may also save and load these settings.
[UI] Trade window hides clauses that can't actually be added to the treaty due to peace agreements or war declarations.
[UI] Holding shift while clicking a technology/link now queues it behind other techs but before repeated technologies.
[UI] Multiplayer window now remembers the last IP/Port entered for connect.
[UI] There is now a button directly opening the civil acts window next to the empire bank display.
[Fixed] Null pointer exceptions caused by scripts could cause the JIT to crash instead of reporting an error in the console.
[Fixed] Tutorial would get stuck at a certain point.
[Fixed] Some alterations to fleet movement improving formation cohesion and mitigating overshoot caused by fleets.
[Fixed] Wedge formation not being very wedgey.
[Fixed] Mods derived from other mods were not functioning correctly.
[Fixed] objSetting01 through objSetting07 object flags for mods were not functioning correctly due to MSVC compiler badness.
[Added] \"Select Planets\" option to system/star right click menu.
[Added] Moddable achievements system.
[Added] Submenu on the right click menu for uncolonized planets that lets you set the governor/queue to use beforehand.
[Added] Players connecting into a multiplayer game after it has already started can choose to spectate rather than take over
[Fixed] Multiplayer clients could not create treaties.
[Fixed] Multiplayer clients could not retract treaties.
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
[Fixed] Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated.
[Fixed] Second planet granted by "Developed Empire" trait now has regular amounts of HP.
[Fixed] Using modifiers on armor no longer causes the armor to take up space.
[Fixed] Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit).
[Fixed] Page Up/Down keybinds would not save.
[Fixed] Auto-colonize planet now works for multiplayer clients.
[Fixed] Auto-colonize lists are saved/loaded.
[Fixed] Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
[Fixed] Planet rings/moons are saved/loaded and work for multiplayer clients.
[Fixed] Disabled ships are removed from control groups.
[Fixed] Research automation toggle is saved/loaded.
[Fixed] Selecting a planet after a ship with an obsolete blueprint no longer shows the planet as obsolete in the object information panel.
[Fixed] Fix system window becoming unresponsive after dry docks or planets got destroyed.
[Fixed] Fix selected object list scrolling to the top automatically.
[Fixed] Ships could stop moving altogether for multiplayer clients in high-lag situations.
[Fixed] Ore isn't erroneously shown in mouse overlay for ships with cargo bays.
[Fixed] Multiplayer clients would not always receive blueprints when capturing enemy ships.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.
[Fixed] Race profiles could not be saved for mods installed in My Games.
[Fixed] Number of owned planets listed in the system window for home systems to multiplayer clients was off by 1.
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.
[Fixed] Various display glitches related to structure removal and renovation for multiplayer clients.
[Fixed] Planetary conditions removed by the natural terraformers trait would still appear for multiplayer clients.
[Fixed] "Game Lost" message would not show up for multiplayer clients.
[Fixed] Asteroids created by planets being destroyed would not show up for multiplayer clients.
[Fixed] "Continue" main menu option did not work for mods installed in My Games.
[Fixed] AI could not properly cope with high starting technology levels.
[Fixed] Shipyard labor pool scaled asymptotically instead of exponentially, leaving labor severely throttled at high tech.
[Changed] The current value for stats are displayed on the object information window without hovering.
[Balanced] External mounts are now equivalently massive to the hull.
[Added] Complete, official, german translation of the game.
[Fixed] Taking over planets from AIs would sometimes prevent the planet from importing a particular resource.
[Fixed] Deleting a savegame deleted the wrong entry in the list.
[Fixed] Opening the options menu twice at the same time from the escape menu would crash the game.
[Fixed] Attractors did not function.
[Fixed] Dry Docks building other orbiting objects now no longer teleport some of those to close orbit around the sun.
[Fixed] You couldn't access a mod's effects in the particle editor.
[Fixed] Loading a game for multiplayer would allow clients to join the empire the host was controlling.
[Fixed] Effector data mismatch error could occur when loading saves with accented characters in blueprint names.
[Fixed] Jump Drives would sometimes retain orders in their previous system after jumping, causing them to fly back.
[Fixed] AIs would propose treaties involving goods and luxuries to empires with the "Eusocial Society" trait.
[Changed] AIs in the tutorial will no longer declare war on the player themselves.
[Changed] Updated French community translation. Thanks Mikey5887!
[Changed] Planet conditions are now tinted green or red according to whether they are beneficial or harmful.
[Changed] System rings are now off by default (replaced by the new information on the system plane).
[Changed] The system plane is now colorized to the color of the dominant empire in that system.
[Changed] The total available slots on a planet can now be seen after a system is explored, even if you no longer have vision.
[Changed] Using the right click menu to build ships now builds those ships on all selected planets or dry docks.
[Changed] Explicitly ordering tools to fire now works when the ship is on 'Hold Fire' stance.
[Changed] Boarding Parties can be explicitly fired from the right click menu, letting you set 'Hold Fire' and board without destroying the other ship.
[Changed] The Directed Spatial Manipulator no longer fires independently, but must be ordered from the right click menu to prevent wasting shots on insignificant targets.
[Changed] Updated Polish community translation. Thanks maxi!
[Balance] Halve all planetary damage reduction.
[Balance] Halve population reproduction rates.
[Balance] Halve population reproduction rates again when the planet is under attack.
[Balance] Decreased hull absorption rates to 30%/50%/70% for Light/Medium/Heavy hull respectively.
[Balance] Buff boarding defense.
[Added] Players can now toggle planets to allow or disallow importing or exporting resources.
[Added] Detonating the quasar now creates a chain reaction that causes most of the stars in the galaxy to be destroyed over time.
[Added] Added option to keep the mouse cursor in the window.
[Added] Added compatibility option for Intel Integrated GPUs.
[Added] The system planes now display bars/pips around the edge representing the military strength of empires in that system.
[Added] When hovering over a system or star you no longer have vision over, the time since you last had intel is displayed.
[Added] Research automation checkbox: when turned on, automatically research the lowest level tech when you're not researching something else.
[Added] Right-clicking a star or system now also shows a "Build Ships on All..." option.
[Fixed] Crash with retrofit orders when using non-standard resources for construction (ie Ammo/Fuel in GA).
[Fixed] Reset camera on middle click was doing weird things with the camera in non-freeform mode.
[Fixed] Object.getMass() was not defined for const Objects.
[Fixed] 'SubSystem Unlocked' empire messages were not correctly linking to the stellar-pedia.
[Fixed] Stations built from other stations could sometimes not exchange resources with the original planet correctly.
[Fixed] Failed research sharing treaties could sometimes permanently remove research points from empires.
[Changed] Keybind for 'Reset Camera' now resets the camera to the angle it is in at the start of the game.
[Changed] Keybind for 'Reset Camera to Top-Down' now resets to an actual top-down view again instead of the default angle.
[Added] Bindable keys for zooming in and out.
[Fixed] Fix being able to trade research back and forth infinitely.
[Fixed] Fix colonizers with weapons never firing at anything.
[Fixed] Fix crash related to buildings being destroyed in OnGlobalDamage events.
[Fixed] Fix crash when planets marked for autocolonization get destroyed.
[Fixed] Batched ship construction orders would not repeat correctly.
[Fixed] Rally points on dry docks would not save.
[Fixed] Fix some inaccuracies in the german translation.
Changes: Final [Fixed] "Invalid Common String reference" error caused by loading savegames with supply orders. Saves displaying the error will be loadable again with this fix. [Fixed] A deadlock caused by two blueprints updating at the same time. [Fixed] The governor selection for planets in the system window opening and closing randomly. [Fixed] Selecting a ship in a fleet not selecting the entire fleet. [Fixed] Automation orders did not update when adding new components to the design or changing the docking settings. [Fixed] Treaties sent from the host to a client player when there was already an active treaty between those two would be instantly accepted. [Added] Clicking "Add Pin" while having an entire fleet selected now pins the fleet. [Added] "Ships Turn to Decelerate" option that can be toggled off. When off, ships will always face their target instead of turning around to slow down. [Added] "Flag: FakeRotation" for model definitions to mark specific models as not needing to turn around to decelerate. [Added] Planets in the system window can now also be sorted by used and free slots. [Added] "Send Resources Once" treaty clause to... send resources once... rather than trade them every second.
[Fixed] Fix issue when importing blueprints with a "Manage Docked"/autoundock order. [Fixed] Bridges only needed half as much crew as they were reporting. [Fixed] The orders given by the trade automation order were reversed. [Fixed] AIs taking over from disconnected players in MP would add their traits and reset the homeworld. [Fixed] Crash on load when docked objects had been given orders. [Fixed] After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible. [Fixed] Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first. [Fixed] Fixed a crash in multiplayer related to losing a planet. [Fixed] Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled. [Fixed] "Ancient Ruins" now works with "All Techs Available" enabled. [Fixed] Energy weapons would display the wrong power cost when modified to fire faster than once per second. [Fixed] Declaring war was not cancelling all previous treaties with that empire. [Changed] Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship. [Changed] Tweaked the AI profiles homeworld build orders to work better with the economy. [Changed] Canceling a construction returns 50% of the resource cost of the construction (except for Labor). [Changed] Shipyard governors no longer remove farms. [Changed] When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important. [Changed] Tweaked Metals and Electronics fab images for a bit better readability. [Changed] Redid the layout of all technologies. [Balance] Doubled Advanced Parts production, and slightly reduced Electronics and Metal production. [Balance] Increased the various lasers' damage by 33%. [Balance] Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%. [Added] Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time. [Added] Exact stored resources and storage capacity can now be seen per resource on the economy tab. [Added] "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint. [Added] Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar. [Added] Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships. [Added] Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text). [Added] Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system. [Added] Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon. [Added] Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power. [Added] Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor). [Added] Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset. [Added] When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed. [Added] Global empire population stat in the empire window. [Added] Flags can now be selected from the race customization menu and are displayed in the empire window. [UI] Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well. [UI] Minimap: clicking the bars for an empire selects all military ships of that empire in the system. [UI] Minimap: Selecting an object now clears focus, allowing the camera to behave as expected. [UI] Research window: ctrl-clicking the remove button for a queued tech removes a single level instead. [UI] The escape menu is now handled in the scripts, and is centered on the screen. [UI] Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own. [UI] Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only. [UI] Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking. [UI] Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled. [UI] Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy. [UI] Diplomacy window: Reorganized the window to be easier to use. [UI] Treat window: Reorganized the window to make who does what clearer. [UI] Object List: Objects can now be filtered by name and type, and all filtered objects can be selected. [Removed] Removed the dark purple empire color.
Research new technologies, capture enemy vessels, and conquer enemy planets on your path to galactic domination.
Chat with other players at any time to discuss strategies or arrange multiplayer games.
And if that isn't enough, you can modify the game in nearly any way you see fit, or download mods made by others.