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Version History

This a list of enhancements and bug fixes for each version.

Alpha 6

7 May 2013

Game Mechanics

  • Independent worlds rebuild defenses appropriately.
  • Independent worlds destroy structures that they cannot support.
  • Destroying a habitat or arcology converts it into a ruined version (which can be rebuilt later).
  • Recreated life support structures for worlds that need them.

Bug Fixes

  • Fixed bug in which map fails to draw because of unknown fleet.
  • Fixed bug causing sector capitals to become ready immediately.
  • Fixed bug with transports getting stuck and not landing.
  • Fixed bug in which infantry was not attacking targets on its own.
  • Fixed bug with independent worlds not producing infantry.
  • Fixed bug in which Victory starcruiser missiles had no effect on ground targets.
  • Fixed bug in which Adamant jumpcruisers had trouble hitting orbiting defenses.
  • Fixed bug which prevented new attack order after previous attack had failed.
  • Disabled invasion option if there are no troops to invade the world with.

Alpha 5

7 April 2013

Doctrines

  • The player may choose a doctrine for their empire to specialize it in certain aspects. Depending on the doctrine chosen, the empire's capital and sector capitals will have different industries.
  • Fire & Movement: If you choose this doctrine the capital and sector capitals will build jumpships. [This is the default doctrine.]
  • Strength & Honor: With this doctrine the capitals will build starships.
  • Law & Order: This doctrine emphasizes internal security and anti-revolution. Starting in Alpha 5, very large empires (>100 worlds and >2 sector capitals) run the risk of secession. The larger the empire, the greater the chance that a sector capital will secede and take a chunk of the empire with it. The Law & Order doctrine directs capitals to produce imperial guards brigades which greatly decrease the chance of secession. Imperial guards may be used as normal infantry (with double the attack strength). They decrease the chance of rebellion on worlds where they're placed, and if a rebellion starts anyway, they never defect.

Game Mechanics

  • Autofac and consumer goods worlds now auto-allocate their production. For example, a consumer goods world balances its production of food, goods, and luxuries based on demand (internal and exports). Players no longer need to (nor are they able to) set these percentages (though you may still influence this by changing the import/export percentages).
  • Fixed a bug in which all troops on a world automatically defected to the rebels when a rebellion starts.
  • Fixed a bug in which foundation worlds always rebel.
  • Fixed a bug in which landing transports with no troops caused the attacker to abort attack.

UI

  • Enhancements to map UI to highlight capitals and ship-producing worlds.
  • Added more information to News Pane when world is in rebellion.
  • Fleet icon is now proportional to combat power. Slow fleets (Unexpected character: '<'.