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Master of Orion [GOG] [RUS/ENG] [L] (2016) / Master of Orion
![]() Год выпуска: 25 августа 2016 Жанр: Стратегия, TBS Разработчик: NGD Studios Издатель: Wargaming.net Платформа: PC Тип издания: Лицензия Язык интерфейса: Русский, English, český, Deutsch, español, français, 日本語, 한국어, polski, português, Türkçe Язык озвучки: Русский, English Только текст: Таблэтка: Не требуется Системные требования: МИНИМАЛЬНЫЕ: ОС: Windows 7 / 8 / 10 (64bit) Процессор: Intel Core 2 Duo 2.0 GHz or AMD Athlon X2 2.2 GHz Оперативная память: 2 GB ОЗУ Видеокарта: nVidia 240, ATI 4650, Intel Integrated HD 4000 or better DirectX: Версии 9.0c Место на диске: 15 GB Звуковая карта: DirectX 9 Compatible Дополнительно: Minimum Video Memory: 512 MB РЕКОМЕНДОВАННЫЕ: ОС: Windows 7 / 8 / 10 (64bit) Процессор: Core i5/i7 or equivalent Оперативная память: 4 GB ОЗУ Видеокарта: 1024 MB DX9 Compliant with PS 3.0 support DirectX: Версии 9.0c Место на диске: 15 GB Звуковая карта: DirectX 9 Compatible Дополнительно: Recommended Video Memory: 1 GB Описание: Культовая космическая стратегия в жанре 4X возвращается! Новая глава легендарной саги Master of Orion готова вновь захватить воображение миллионов игроков. Преданные поклонники будут рады узнать, что возрождение игры проходит под пристальным вниманием разработчиков предыдущих частей серии совместно с NGD Studios из Буэнос-Айреса! Откройте для себя Master of Orion, каким он и задумывался: симфоническое звуковое сопровождение, межзвёздные сражения и освоение космоса на фоне прекрасных далёких галактик. Сопротивляйтесь враждебным цивилизациям, ведите переговоры с загадочными пришельцами, делитесь знаниями с союзниками и исследуйте этот творчески воссозданный мир. Вот лишь некоторые особенности, которые будут доступны при выходе игры: · все 10 рас оригинального Master of Orion, воплощённые в жизнь с помощью убедительного искусственного интеллекта и озвученные актёрами — обладателями наград; · более 75 исследуемых технологий; · гигантские галактики, вмещающие до 100 солнечных систем с мириадами звёзд и планет; · модифицируемые корабли с характерными для каждой расы дизайнами; · множество способов достичь победы, включая завоевание, технологическое превосходство, дипломатию и другие; · захватывающий игровой процесс, в ходе которого вы будете снова и снова повторять «ещё только один ход».Игра обновлена до версии 49.3 1.2.31037 (14 сентября 2016). Просьба перекачать торрент-файл! 1. "Терранское ханство" 2. "Пиксельные корабли" 3. ArtBook, ArtBook (mobile version) 4. Soundtrack (FLACK) и MP3, musical score (3 tracks) 5. Master_of_orion_manual.zip 6. Master_of_orion_reference_card.zip 7. Master_of_orion_wallpaper.zip. Intel-i - 400 руб. STlNG - 200 руб. NAMKU - 100 руб. Версия игры 49.3 1.2.31037 (14 сентября 2016) Игра официально вышла из раннего доступа 25 августа 2016 года! 1. Для установки самой игры запустить файл setup_master_of_orion_2.17.0.25.exe. Для установки дополнений необходимо запустить файлы setup_master_of_orion_retro_fleets_2.12.0.20.exe, setup_master_of_orion_terran_khanate_2.12.0.20.exe 2. Следовать инструкциям установщика 3. Играть Русский язык включается непосредственно в игре. Для этого необходимо зайти в настройки и переключить с английского на русский. Master of Orion - Patch Notes v49.3 GeneralAdded the option to rename a star system when colonizing first or when no other races have colonies in it The first version of the Master of Orion Game Manual has been released in English. It can be accessed through your game library, or on the Master of Orion store page. Additional language support will be released at a later time.AIEnabled extended empire heuristic with colonization information for better colonization decisions Disabled over-conservative hostiles prediction of pirates in colonization rule so AIs don't stop colonizing for fear of non-existent pirates AI will now better consider pirate settlements on all neighboring systems Improved predicted hostiles firepower estimation in order to properly handle space pirates AIs can now engage neutral fleets inside their empires (defensive engage) Improved AIs defensive build-up and defensive war strategies Improved estimation of hostiles presence by properly measuring incoming fleet ETAs Improved pirates fleets spawningMultiplayerDiplomacy: "Reminder/Support/Honor" events are now shown during AudiencesShip DesignImproved auto-update logic to avoid generating more weapon slots than the ones defined by hullTacticalAutocast for Specials is now off by default when taking control. It turns on automatically when choosing Cinematic camera and reverts to its last setting when re-taking control Updated introsUXAdded new tooltip to colony widget Added Colony Events icons to tooltips Added color coding to Research, Production, Credits, and Food strings Mouse Cursor is no hidden during the intro movies The "Confirm" button in the Briefing screen now launches the simulated battle Diplomacy: Added double-click support to race's thumbnails. Double-clicking on them now launch an audience with that raceEspionage:Added double-click support to espionage missions selection Inverted the order of parameters for sabotage reportResearch: Added double-click support to nodes in the Techtree and Research Management screens Strategy: New animation effect when splitting a fleet Save Game: Extra info added to the save games including Big Bang Seed Tooltips:Revamped tooltips texts to improve readability Updated Colony Widget Tooltip style Added more icons for tooltipsOptimizationSeveral framerate optimizations Fix for lag spike when zooming The tech tree should now load faster the first time it is opened Tactical: Optimized ships texturesVisualsRevamped stars' visuals to improve clarityОтдельный список (ОГРОМНЕЙШИЙ) исправленных багов! Это что-то замечательное!!!Fix for the Audience screen getting blurred if ESC is pressed with an open dropdown menu (Colony session, trade tech, etc) Fix for Population has shrunk pop-up appears some times before a pirate attacks a colony. Removed pop-up when population decreases because of bombardment Fix for Clicking on 'Show Only Flagged' checkbox quickly multiple times causes a framedrop Fix for Disable Camera Focus settings does not work with all events Fix for Gravity Generators are not built by AutoBuild Fix for Planet Resources button doesn't work Fix for Options on the main menu fail to appear when the player launches the game Fix for Total Research points are set to 1 when starting Pre-warp match Fix for Black-hole generator does not work properly Fix for Molecular Manipulation shouldn't be highlighted if Production filter was selected Fix for Advisor voiceover can be interrupted by GNN Fix for Player cannot cancel Marines deployment. 'Abort' button doesn't work properly Fix for Subtitles options not being saved [Achievements] Fix for achievements of a specific race being triggered with custom races [Ai] Fix for engaging rules processing leading to 1 turn lag after a war declaration [Ai] Fix for a case in which an AI asked for help in a war but was not offering anything in return [Ai] Fix for Space Monsters will now attack colonies with planetary defenses [Ai] Fix for Pirates will now attack in place before attempting to move [Ai] Fix for The AI doesn't accept its own conditions [Ai] Fix for AI uses bio-bombs in illogical ways [Ai] Fix for AI declines free offer after Demand [Briefing] Fix for Destroy Planet will now only be available on planets [Briefing] Fix for Briefing screen does not close automatically when the turn timer runs out [Briefing] Fix for an issue blocking the game during colony bombardment under some circumstances [Cinematics] Fix for Players should be notified when losing due to revolt in the last remaining colony. Added an alternative line in the cut-scene to explain it [Controls] Fix for using custom races with Logitech Keyboards, and stability improvements [Controls] Fix for Logitech Orion Spark G910 keyboard and others don't illuminate with color relevant to Custom Race [Controls] Fix for Cannot assign hotkeys for Attack and Move in tactical battle [Diplomacy] Fix for repeal deals pop-up format during an audience [Diplomacy] Fix for Player is able to trade away colonies in systems with a monster in them [Diplomacy] Fix for Audience animations reset after making a deal with a third race [Diplomacy] Fix for Treaties description are unavailable if the treaties themselves are [Diplomacy] Fix for Another race's colonies shown as zero on Diplomacy screen while Audience screen shows it correctly [Diplomacy][UX] Fix for Truce status being cut-off in emperor speech window during an audience [DLC] Do not allow players without Terran DLC to join a multiplayer game as customized Terran [DLC] Fix for Selecting Quick Match has a small chance of starting with Terrans even if the DLC is not present [DLC] Fix for 'Connection to the game has failed' is not a clear message for a non-DLC player trying to join a loaded match in the Terran spot [DLC] Fix for Non-DLC players are able to load saved games with Terrans as custom race [Espionage] Stopped new spy recruited notification appearing if the spy had been sent somewhere else [Espionage] Fix for Some report messages have the wrong description [Espionage] Fix for Report destroyed building on successful sabotage [Espionage] Fix for Selected agent orders don't always show when clicking New Spy notification [Espionage][Notifications] Fix for icons for espionage notifications [GNN] Several minor fixes [GNN] Headline doesn't crawl resulting in text being cut-off [Localization] Fix for Some buttons don't get translated when changing localization without relaunching the game [Localization] Fix for Saved games menu date and time displayed are only displayed in US format [Localization] Fix for Missing localization for the message appearing when attempting to load a game and there are no saves [Localization] Fix for Some GNN lines are spoken in Russian though the game is set to English [Localization] Fix for Civil Transport label doesn't fit in multiple localizations in the Fleet widget [Localization] Fix for Truce status is truncated in Relations section in Diplomacy [Localization][EN] Fix for English text in ship explosion notification [Localization][LA] Localization Backend and Fronted. Changed Declaración de Guerra Conjunta to Declarar Guerra a... [Localization][LA] Fix for GoG EULA is cropped [Localization][LA] Fix for Inconsistent capitalization in gameplay and control settings [Localization][RU] Added missing audio files for the Silicoid Emperor [Localization][RU] Several audio fixes [Localization][Fleet Management] Fix for Integrated black hole icon for fleet management [Localization][Colony Structure][EN] Fix for Star Base Description [Multiplayer] Fix for a crash while loading a multiplayer game with custom races [Multiplayer] Fix for a crash occurring on host migration when only 1 player remains in a multiplayer game or host disconnection occurs [Multiplayer] Fix for 'Player disconnected' notification can be brought from a previous game [Multiplayer] Fix for 'Waiting for players' message appears when last client eliminate the host in multiplayer [Multiplayer] Fix for If several players attack Orion simultaneously, one of them will not receive message about obtaining (or not) Orion's modules [Multiplayer] Fix for Game finishes to respond for all players upon opening chat window while someone is spamming messages [Multiplayer] Fix for 'New technology discovered' notification appears every turn if turn ends via timer and the player hasn't selected any technology to research [Multiplayer] Fix for 'What would make this work?/What do you want for this?/What would you offer for this?' options don't appear during an Audience when a multiplayer match becomes a single player one [Multiplayer] Fix for Max player count not working when creating a multiplayer match if a number other than the maximum is selected [Multiplayer] Fix for A player is able to load into a multiplayer game as a destroyed race via a saved game [Multiplayer] Fix for It is possible to pick the same 8 races in multiplayer [Multiplayer] Fix for Endless processing turn occurred in multiplayer game on 243 turn [Multiplayer] Fix for Chat doesn't work after finishing a multiplayer skirmish and creating a new lobby [Notifications] Fix for The warning about repulsive actions does not appear when using biological bombs [Path to Victory] Fix for Different total score shown on the front and back of the card [Strategy] Fix for Fleet Icon for the Colony Ship in zoomed out view [Strategy] Fix for a glitch caused by framerate optimization [Strategy] Fixed blur effect for Star System's widgets [Strategy] Fix for Ship makes its path avoiding military outposts though it shouldn't know they exists [Strategy] Fix for Sometimes the fleet's pathfinding uses information not known to the player [Strategy] Fix for A system's name can overlap fleets [Strategy] Fix for Fleet icons don't update correctly when a settlement is created or destroyed [Strategy] Fix for The fleet widget now supports over 26 fleets in the same node [Strategy] Fix for Planet and fleet tags sometimes linger [Strategy] Fix for Ordering a ship to 'Block' orders the whole fleet to do it. Now a single ship can be ordered to block/guard [Strategy] Fix for Skip now can be applied to a single ship [Strategy] Fix for Structures built with the space factory can't be selected or scrapped [Strategy] Fix for Disabled skip if the fleet doesn’t have pending orders [Strategy] Fix for Fighter Bays are not considered weapons [Strategy] Fix for Tutorial does not work properly after starting a new game [Strategy] Fix for A scout destroyed an AI ship [Save Games] Small fix in the Galactic Council in order for old save games to display correct information [Save Games] Fix for The tutorial allows only one save and it cannot be overwritten [Save Games] Fix for The 'All victory conditions are disabled' warning should not appear in a save file's description if the match is not over [Ship Design] Fix for Augmented Engines add Beam Defense to Combat Stats though there is no info about it in description [Ship Design] Fix for There is no missiles HP information though there is information about different anti-missiles weapon [Ship Design] Fix for Modules only swap slots if the line is full [Ship Design] Fix for Blueprint order switches from Frigate->Destroyer to Destroyer->Frigate when starting a new game as Mrrshan or Terran on Pre-Warp [Ship Design] Fix for Changing a blueprint theme and pressing cancel saves the changes [Ship Design] Fix for Doomstar has an extra hidden 9th weapon slot [Ship Design] Fix for Too many clicks required to to load a weapon in Ship Design [Tactical] Fix for the pause overlay [Tactical] Fix for the integrity bar being drawn when it shouldn't [Tactical] Fix for health bars appearing only on the first battle [Tactical] Fix for HER-9265: Activating Augmented Engines while a ship is on the lowest Match Speed makes the ship start to move even though the scroll bar does not change [Tactical] Fix for Colony Ship at x8 speed movement looks in Tactical [Tactical] Fix for Enemies ships know where cloaked ships are located but they don't attack them [Tactical] Fix for Ships can teleport to occupied space [Tactical] Fix for Engage bar glitches [Tactical] Fix for The military outposts are misplaced in the tactical field [Tactical] Fix for Massive fleet are placed asymmetrically at the very start of some tactical battles [Tactical] Fix for After a simulated combat, the enemy hull points don't show as zero [Tactical] Fix for It's possible to attack a ship that goes out of weapon's range. Beams that go out of range now get cut-off [Tactical] Fix for Armor penetration damage shows incorrect damage feedback [Tactical] Fix for Missiles almost triple the max allowed travel distance. Also fixes outposts with weapons range extender missiles that couldn't reach their target [Tactical] Fix for The game sometimes crashes after a tactical battle with too many ships engaged {Bugfix][Tactical] Fix for Mirv modifier doesn't work upon attacking orbital defense structures [Tactical] Fix for 'Start Camera Mode' option does not work [Tactical] Fix for Space Factory does not have an outline when selected [Tactical] Fix for 'Beam accuracy' and 'PD accuracy' ships formation bonuses don’t work in Tactical Battle [Tactical] Fix for There is no explanation why certain formations are blocked [Tactical] Fix for Damage that was dealt using Stellar Converter won't be displayed on battle results screen [Tactical] Fix for Disabled formations should not be selectable [Tooltips] Fix for Hardcoded English text in Special Resources tooltip in Planet Info [Tooltips] Fix for Disposition tooltip says 'you have fleets in their planets' even if the player hasn't [Tooltips] Fix for The 'on strike' and non-assimilated population's tooltips show incorrect information in Colony Management [Tooltips] Fix for Added reasons to tooltips for disabled buttons in fleet actions widget [Tooltips] Fix for Tooltips for some structures do not appear upon clicking them on Manage Structures screen [Tooltips] Fix for The tooltip of discovered planets shows as Unexplored [Tobii] Fix for The fleet widget disappears when selecting a ship [Tutorial] Fix for softlock when moving scout to home system again in turn 4 [Tutorial] Fix for Research bar does not fill-up when passing turns [Tutorial] Fix for Visiting a colony in turn 5 while frigate is moving on the warp-point make UI unresponsive [Tutorial] Fix for After playing the Tutorial, the Advisor tips are disabled in new games [Tutorial] Fix for Several Fixes in Tactical Tutorial [Tutorial] Fix for Softlock on turn 4 after Advisor message about starvation if a colonists is moved from food production in the previous turn [Tutorial] Fix for Not every Advisor tip has V.O. line [Tutorial] Fix for Tutorial can't be completed if frigate is put to guard/sleep on turn 5 [Tutorial] Fix for Opening Options during the Path to Victory step causes a softlock [Tutorial] Fix for Fix for softlock when selecting scout instead of frigate [UX] Fix for incorrect 'Radiation' icon [UX] Fix for modules background and interlines [UX] Fix for using Double-Click in the Techtree [UX] Added icon for Advanced Damage Control [UX] Added icon for Asteroid Lab [UX] Centered Loading Text [UX] Expanded perks tooltips container [UX] Fix for Loading screen closes without 'Press any key...' [UX] Fix for the resized 252 tooltip icons [UX] Fix for Several perks descriptions corrections [UX] Fix for Research Management and Diplomacy 'Done' buttons get disabled if clicked when the screen is being closed [UX] Fix for fleet flags after node reorder [UX] Fix for Capitol appears when sorting colony buildings by Credit bonus even when it does not produce them [UX] Fix for Certain techs characteristics are not centered by height [UX] Fix for Some missing icons in some tech applications [UX] Fix for Some modules stat icons are missing in Ship Design [UX] Fix for Player perks keep showing on multiplayer match setup when they leave [UX] Fix for Info about planets overlap each other on Empire Management screen [UX] Fix for Location/Destination sorting does not work properly on Espionage screen [UX] Fix for HER-11798 There is overflowing text on 'Don't colonize close to us' audience screen [UX] Fix for the icon in the buttons inside Repeal Treaties [UX] Fix for Export visual effect when production canceled [UX] Fix for the Next Turn hotkey in the very first turn [UX] Drop down menus can't be opened if left open when leaving a screen [UX] Fix for Disable attack button after aborting bombard [UX] Fix for Fleet military power is incorrectly displayed in the Fleet screen [UX] Fix for Remaining turns to complete a structure is inconsistent [UX] Fix for Colony list goes to the top each time buyout is selected in the Empire Management screen [UX] Fix for Upgrade all button doesn't grey out after clicking it [UX] Fix for Pollution Clean-Up and Trade Goods have ETA=1 if they are in the production queue [UX] Fix for Orange outline remains on technologies in tech tree upon quitting to the main menu and starting a new skirmish [UX] Fix for Unable to attack texts does not fit the Pop-up container [UX][Colony Management] Fix for Planet pollution changes if workers are moved from or to Production [UX][Colony Management] Fix for Only allow planet grabbing if mouse is hovering on the planet itself [Victory Chances] Improved algorithm for simulation fallback [Path to Victory] Research score now ignores the starting Techs at the root of the Tech Tree [Combat Chances] Fix for: Weapon range is not properly being taken into account in the calculation of the combat chances []Fix for 'Copy' and 'Ok' button are unactive in account menu while pressing 'Get a redeem code for Total Annihilation' []Fix for: Players are unable to input credentials for creating new account, if they start a new game and then leave it [UX]Fix for: Main menu disappears if Player quickly cancels Default Save Rewriting confirmation window [UX]Fix for: Clicking the Back button in the Load Game screen makes the UI disappear [Localization]Fix for: There is hardcoded text in widget colony tooltip on all localizations except English [Combat Chances]Fix for: Player is not able to attack pirate fleet. (caused by BluePrints with ONLY shield piercing weapons) [Strategy]Fix for: Tutorial flow broken at turn 5 after ordering first scout autoexplore [Localization][Espionage]Fix for: Colony and structure mixed up in Sabotage notification [] Fix for: Account regions not displayed in Korean and Japanese Master of Orion - v48.4.1 Patch Notes Greetings explorers, We're releasing a new build today to fix some of the nasty bugs you've been reporting. Work is getting started on the game's first major patch, but we wanted to get these fixed as soon as possible. Master of Orion - v48.4.1 Patch Notes It is no longer possible to play as a destroyed race in multiplayer by loading a save Fixed an issue with corrupted save files that could prevent the main menu from loading Fixed an exception when using TOBII and selecting a fleet Fixed a crash caused by opening the in-game load screen after deleting all save files Fixed an issue that displayed the last deleted save information after delating all save files Fixed a crash during multiplayer games with custom races Fix for a crash when playing the game with a touch enabled mouse Fixed an endless turn processing loop caused by using the ESC key to exit any Espionage notification popup Fix to properly handle invalid custom races Fixed an issue that caused loss of conrol in Tactical Battles when fighting the Amoeba Fixed "-1" victory chances when fleet is too powerful for target fleet Fix for softlock when entering a planet at turn 3 in the Tutorial Fix for an issue when the game tried to update an already destroyed ship Added missing techtree tooltip icons Fix for Tutorial hints not fitting the game area while game Interface is set to Russian Fix for lobby crash issues related to player names Fix for several issues in Empire Managment screen Master of Orion - v48.3.2 Hotfix Note Greetings explorers, We just released a small hotfix to address an issue with the tutorial. This hotfix applies to the Windows operating system. We will release the hotfix for other operating systems as soon as possible. You can find the note below, and more details here. - Fixed an issue that prevented saving the match in tutorial matches that were loaded from previous tutorial saves Master of Orion - v48.3.1 Patch Notes 25 АВГУСТА Greetings explorers, To coincide with the release of Master of Orion, we've published an update to the game. In addition to delivering the remaining content for Collector's Edition owners -- the digital art book, orchestral sound track and musical scores for three tracks -- we've also made further improvements to AI, the user interface, pirates and managed to get a highly requested feature implemented for release: custom races in multiplayer! Read on for the full patch notes, and please be sure to post your feedback in the Feedback & Suggestions section. As we said earlier this month, today is just the beginning -- there's plenty more to come, and your feedback will heavily influence what we do next. Master of Orion - v48.3.1 Patch Notes General [Optimization] Several Turn Processing time optimizations [Camera] Increased zoom distance before abstract view in strategy mode [Score] New score system: details available in Path to Victory scorecard AI The AI can now engage neutral fleets inside its empire Improved how the AI prepares its defenses Improved AI voting when faced with targets for improved relationships General improvements in AI performance Improved pathfinding Improved population management Improved threat analysis Improved Production manager Added alternative retreat locations for civilians and military fleets If high priority targets are unreachable, fleets will fallback to retreat order to avoid idle in offensive mode [Pirates] Improved pirate AI AIs now don't pursuit Diplomatic & Economic Victories before their initial conditions are met [Espionage] Improved defensive spy allocation for aggressive races Improved Victory Condition Analysis Now AI considers spy missions when deciding when to build things [Galactic Council] AIs can now speculate about the election's result and vote accordingly AI now takes into account more factor for colonization AI is now smarter when rush buying if under threat or in a war AI now takes into account Gravity Generators when building AIs will now defend outside of their empire, and will fight for systems that they find interesting, for colonization or for strategic purposes Reduced scouts preponderance Balance [AI] Rebalanced Long term payment considerations [Pirates] Improved pirate ships spawning [Strategy] Repair feature tweaks & rebalance [Pirates] Updated modifiers to take into account the match's Research speed, Production speed, and Difficulty settings [Tactical] Special opening now requires a minimum of 8 ships to avoid unwanted results Cinematics Added game intro video Updated tactical intros: added planetary defenses Espionage Added feedback report for successful espionage missions against the player Security roll now guarantees different results for every mission, even on the same colony and turn Multiplayer Added Custom Race option to multiplayer matches SFX [Tactical] Added engine sounds to the intros for both sides [Tactical] Increased volume to pre-combat music [Tactical] Updated Cam Missile effects [Music] Added situational music. War music added during war Plasma sound added UX [Tactical] Added tooltip to Enable AI checkbox Improved Victory Conditions scorecards information in Path to Victory screen Small tweak to ShipButton in FLEET CONTROLS, changing gradient to a solid background for better readability and consistency Added blackhole icons Added traits to match setup screen Added RESET TO DEFAULT in Options Added custom race icon Added Accept/Decline titles in Diplomatic exchanges Bugfixes Fix for The AI opens an empty negotiation box as an offer Fix for The game keeps processing after finishing the turn Fix for user names containing invalid symbols breaking custom race matches and GUI elements [Achievements] Fix for achievements dependant on race being unlocked with custom races [AI] Fixed Open Borders evaluation [AI] Fix for 1 turn lag in actions after war declaration [Controls] Fix for when the user changes gamepad configs and restarts the game. Clicking in-game objects with the mouse afterwards stopped working [Gamepad] Spy orders, fleet scrap now respond to confirm button. Added confirm button on keyboard as enter [Localization] Several localization updates (LA) [Localization] Fix for Accept Embassy (LA) [Localization] Fix for Mauler Device: Spanish translation (LA) [Localization] Fix for Tank and Armor Barracks text confusion [Localization] Fix for Inconsistencies in tutorial hints (LA) [Localization] Removed star as possible destination in Exploration Advice [Localization] Fix for Gravity Generators description update [Localization] Fix for Subtitles selection not being saved [OSX] Fixed resolution problems in OSX [SFX] Audio manager fix for sources auto-stopping unexpectedly [Tactical] Fix for the tactical ship visual target highlight [Tactical] Fix for the pop-up for the first battle sometimes showing when it should not [Tactical] Combat simulations between AI now run at slower to avoid incongruent results [Tactical] Fix for health bar glitches during the first camera transition [Tactical] Achilles Targeting System now only works for missiles (as intended) [Tobii] Handle error when eye tracking is not connected [Tutorial] Fix for Disabled options button in GuidedTutorial (Path to victory step) [Tutorial] Fix for Stuck tooltip on Tactical tutorial [Tutorial]Fix for Disabled hotkeys in tactical during guided tutorial [Tutorial] Fix for Disabled camera zoom in guided tutorial [Victory Condition] Fixed Tech Building value in Scientific Victory Condition Score [UX] Fix for auto-turn label appearing untranslated for a few seconds in new matches [UX] Placeholder icon added for Advanced Damage Control achievement [UX] Deleted lines with % in the votes counting bar [WG.net] Forced visible Cursor when the Login Screen shows loading state or the EULA [Pirates] Improved Pirates initial spawn to avoid pirates wipping out races before they reach warp Fix for Star Names not being colorized when colonizing Fix for Options translation missing (SP) Revised intro subtitles timing [UX] Fix for Tooltip doesn't show for Big Bang Seed Fix for Integrate infantry and armor upgrade unit icons [WG.net] Fix for If trying to change region during registration, a player will be switched to Log in screen Fix for Fix for planet tags not dissapearing [Gamepad] Fix for Joystick events assigned for camera block settings does not work on Tech Tree window [UX] Fix for Double Click not always working [Espionage] Fix for Maintain espionage widgets updated when spy status changes Fix for Switching from a Colony Manage Structure screen to a Navigation tool screen works wrong. [WG.Net] Fix for CapsLock on/off detection [Localization] Fix for Accept Embassy text Fix for If the user discover a tech in the same turn that finds one in an anomaly, in the discovery screen will only appear the ones from the anomaly Fix for If player disables his own race filter in Timeline Graph, in the next Graph visiting there will be no graph though race filter is visually enabled Fix for Buyout button will disappear from Empire screen if there will be a project that cannot be bought out last in the production queue. Fix for Sum of all GGP is less than 100% Fix for Terran Emperor scenario [Localization] Fix for Colonia de Humano in Latin American Spanish (SPA) [UX] Fixed alpha for several items in diplomatic audience Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen Fix for zoom showing very small colony widgets on Small Galaxy Fix for Empire Rings showing in StarSystem view for the new zoom distance Fix for There are 2 terraforming project in production selection screen [UX] Fix for Stellar Converter is not available for use on Battle Screen after Planet bombardment. It is available after Battle Screen reopening [UX] Fix for Sabotage notification does not fit [Cinematics] Mrrshan economic victory fix Fix for Close icon is overlapped by build button in Production queue Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen [WG.Net Login] Fix position in Error message helpers [WG.net] Fix for Certain texts become barely visible on smaller resolutions [AI] Fixed move and hold, declare war and attack in the same turn Fix for Ship Model doesn't change Fix for The total space used value doesn't refresh when the user clicks on the Battle Pods [AI] Stop sending "Do not make deals with my enemies" warning if the player is trying to improve the relationship with this race [AI] The AI's autobuild now considers lithovores when building food buildings Fix for Missing key in a pollution notification VerifyPath was returning passable paths that were actually blocked. Fix for Formation in Tactical Battle not working correctly [AI] Fix for colonization considering pirates in a galaxy without pirates [UI] Fix for Mousing over some custom race perks does not trigger tooltip appearance Fix for New icon added for Asteroid Mine Fix for "Abstain" term breaks grammar rules in some languages Fix for Accept Embassy could use the RACE NAME to avoid confusion Fix for Incorrect label for Disengage functionality in fleet commands (EN) Fix for key added "DEAL_ITEM_ACCEPT_RACE_EMBASSY Fix for Ship list will go up if player scrolls the list which contain lots of units in Tactical Fix for Missing keys in the Missions Pop-up [Localization] Fix for Confusing tooltip for targeting (firing) range slider [Localization] Fix for Illogical message in tech node popup (EN) [Tactical] Fix for cloaking visual fx (hover, abstract view, etc) [UX] Fix for Missing localization keys for ship weapons icons tooltip when mousing over frigate x5 and destroyer x5 weapon on Build screen [Tooltips] Add treaty name in treaty tooltips Fix for Upon clicking Show only flagged the list won't show flagged enemy planets [WG.net] Fix for Text in some buttons is misalgned [UX] Fix for Missing icon for Armor Barracks on the 'Colony assault at' screen. Also, small UI tweaks [Galaxy Generation] Fix for Force orion's two moons [UX] Fix for Races icons do not fit the hexagon in currently selected fleet window [UX] Fix for Reuse of risk level keys in Spy Missions window causes grammar mistake Fix for High-Energy Focus doesn't increase combat stats [Tactical] Fix phasing cloak Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull [Crashfix] Fix for When loading specific savegame Fix for Steam cloud save cannot be loaded if there is no a local savegame Fix for GNN for detected space monsters appears only for the very first one Fix for Auto-Explore button becomes inactive between 7th and 8th turns Fix for Tech tooltip should be shown when exchanging techs [UX] Fix for Some modules stat icons are missing in Ship Design Fix for Capitol tooltip image goes beyond the screen upon selecting it on Manage Structure interface on Colony Management screen. [Tactical] Fix for pause overlay during intro Fix for Multi-Phased Shields description is wrong Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull Fix for There will be no weapon mini-images in blueprint information on Build screen when the blueprint is equipped only with weapon with modifiers Fix for Visual displaying of monster weapon area of effect doesn't match to its facing settings Fix for When Doom Star equipped with Stellar Converter and Troop Transport and min.24 Marines on board, textures overlap each other [UX] Fix for Battle ships tags on galaxy map and in the Fleet window are slightly different [UX] Fix for There is overflowing text on 'Don't colonize close to us' audience screen Fix for Unpausing the game via increasing speed button does not remove 'Game Paused' insription Fix for Inconsistency in the Pollution Icon and its tooltip [UX] Fix for 'Upgrate All' button goes beyond 'Upgrade Multiple Blueprints' window for certain languages Fix for Player is able to continue multiplayer game after technological victory achieving, if the last_multiplayer.save is loaded [UX] Fix for There is incorrect text tip in Space Factory Build screen [UX] Fix for Space cannot be pressed after the word in multiplayer game name Fix for Disable autobuild when a colony changes owner Fix for Space monster detected without being displayed. [UX] Fix for The third digit in amount of ships is cut off on the top panel in Tactical Battle. Fix for Display "-" sign when assimilation won't progress [AI] Fix for defend sort that would not consider primary target at equal Defense quota [UX] Fix for Fleets Management screen information is not updated in realtime [UX] Fix for Empire Management screen overlaps Galactic Stock Market screen [UX] Fix for The ship's name can overstep its boundaries [Tooltips] Fix for Remove + sign in total security value if security rating goes negative [UX] Fix for Cannot deploy more than 15 marine battalions Fix for Players are able to construct buildings for Technological victory even if it is not present in default settings though it displays in Path to Victory. Victory cannot be achived though players can gather its points. Fix for If a player loads a save that was made on 300+ turns it will become impossible to start a new game Fix for an % appearing in the wrong place in some deals description at the trade table [Controls] Fix for Multiplayer Chat doesn't lock input anymore, new approach implemented [Cutscenes] Optimized intro video for faster playback [Cutscenes] Fix for Escape key spamming causing issues during intro video [Localization] Fix for localized keybinds not being shown [Localization] Fix for "On" and "Off" appearing instead of "Prendido" and "Apagado" in some options [Localization] Fix for Mrrshan Welcome Advisor typo Fix for Scrap tooltip not appearing in the system view [Tactical][Art] Fix for ships highlight [Tactical] Fix for the pause overlay appearing during intros [Tactical] Fix for the pause overlay appearing during intro [Tactical] Fix for Combat chances against Space Dragon now correctly calculated [UX] Fix for Audience screen becomes blurred Master of Orion - v47.0 Patch Notes + v47.0.1 Hotfix Greetings Explorers, Today we’ve released an update for Master of Orion. This brings the official game version to 47.0. Due to character limits in Steam news articles, we were unable to include the bugfixes in this post. Click here to read through the list of Bugfixes. Master of Orion - Patch Notes v47.0 + v47.0.1 Hotfix Master of Orion - v47.0.1 Hotfix Fixed an issue that could prevent the game from loading based on the system language General Updated algorithm to calculate victory chances before a battle Added Random start conditions for the game if balanced starting conditions is unchecked Added QuickSave shortcut (Ctrl+S) Autosaved game is now available for loading from the save game list Rotate planet on planet full view Added navigation buttons handlers per screen, quick shortcuts, and mouse inertia on stop Updated how jump gates work: now it is possible to use an ally jump gate to travel across. The condition is that both source and destination points should have a jump gate from the same owner Now Random Breakthrough events unlock the whole node if it is a branched node Updated auto turn logic to interrupt it if the player has fleets that need orders Pausing now does not change the default camera Homeworld Size added as an available trait in Custom Race AI The AI is now better at managing the population of new colonies The AI is now better at using Civil Transports The AI is now better at dealing with races they have a grudge with The AI is now better at choosing targets of opportunity The AI is now better at judging when relationships are going sour Distance to a planet is now a factor for a planet's rating consideration for the AI The AI now considers War priorities on all its decisions Revamped Local War logic, the AI is now much better at it The AI considers Defensive War as a type of War for production considerations Improved engagement algorithm for the AI Expansionism trait is now taken into account to select which colonies should build a Colony Ship Streamlined & Refactored Invasion Logic Added Invasion Target heuristics The AI production Manager now buys according to project priority Balance Changed default Game Pace to Quick Rebalanced Sakkra traits (+50% population growth, repulsive trait added) Extended Pirate spawning rate Re-balanced the point cost of all traits in custom race creation Diplomat trait morale reduced from 10% to 5% Reduced Terran morale trait from 20% to 15% Removed Militaristic trait from Alkari Restored Improved Negotiation trait to Mrrshan as intended Increased Robominers maintenance cost from 3 to 5 Increased Deep Core Mine maintenance cost from 5 to 10 Increased Star Fortress maintenance cost from 3 to 8 Increased Orbital Shipyard maintenance cost from 2 to 4 Increased Space Academy maintenance cost from 4 to 5 Increased Global DNA Scanner maintenance cost from 2 to 4 Increased Interplanetary Security Transmitter maintenance cost from 5 to 7 Increased Alien Management Center maintenance cost from 1 to 4 Increased Astro university maintenance cost from 4 to 5 Increased Holo Simulator maintenance cost from 2 to 4 Increased Pleasure Dome maintenance cost from 3 to 6 Increased Planetary Radiation Shield maintenance cost from 1 to 3 Increased Planetary Flux Shield maintenance cost from 3 to 6 Increased Planetary Barrier Shield maintenance cost from 5 to 10 Increased Space Academy production cost from 220 to 300 Increased Planetary Stock Exchange production cost from 220 to 300 Increased Holo Simulator production cost from 140 to 160 Increased Pleasure Dome production cost from 380 to 400 Reduced Planetary Radiation Shield production cost from 185 to 160 Reduced Robominers production cost from 185 to 180 Reduced Artemis System Network production cost from 700 to 500 Pleasure Dome now upgrades Holo Simulator Space Port no longer gives +1 Credits per population Government support facility morale value reduced to 10% Klackon homeworld biome changed to Arid Uber transformation modified: Cavernous project now can be applied on Desert and Arid biomes Adjustments to Defense Rating formula to better reflect its usefulness Reinforced Hull rebalance (Multiplier changed from x1.25 to x1.5, it now gives 50% of Base Hull as Bonus HP) Rebalanced Eel to make it less overpowered Rebalanced the Squid to make it less of a weakling Rebalanced the Guardian of Orion so it can be taken on during mid-game: ORION TECHS Xentronium HPx 4 -> 2.25 Xentronium baseCost 11 -> 5 Death Ray CD 8 -> 5 Death Ray Damage 46 -> 20 Death Ray Steps 8 -> 3 Death Ray ArP 35 -> 20 Death Ray Cost 25 -> 20 Death Ray Size 30 -> 20 DR: 12 DPS, 0.6 DPS/PP, 0.6 DPS/Size Plasma Beam Cost 15 -> 22 Plasma Beam Steps 4 -> 5 PB: 16.67 DPS, 0.76 DPS/PP, 0.67 DPS/Size ORION GUARDIAN Shield Class VII -> V Armor Adamantium -> Xentronium Base Hull 2000 -> 1500 Space 2500 -> 2000 Blueprint Tweak (PD 30->15, Adjusted Size Prio) Cinematics Added Turbine glow FX to colonization ships Localization General localization updates Improved cinematics subtitles synchronization Optimization Fleet animations are skipped when they happen out of camera for faster turns General texture optimization for faster loading times SFX Updated UI sounds Updated sounds for Tactical mode Updated sounds for Strategy mode Updated volume levels Tobii Added zoom@gaze functionality to tactical battles Tutorial Added new tutorial steps including Tactical mode and pirates Added a special advisor when the first colony ship visits a bad planet UX Added style of play selection pop-up before the first Tactical Battle General improvements: checkbox colliders now occupy all the text zones also, for easier, more intuitive clicking TechApps icons are bigger now and rollover state has changed so they don't grow anymore (feedback is a light highlight now) [Tactical] Improved Tactical mode selection for better feedback [Tactical] Clearer feedback for the Move action [Tactical] Camera can now be moved with keyboard arrows, and rotated with camera modifier key [Tactical] Added cursors for camera pan and rotate [Strategy] Added cursors for camera pan and rotate [UX}[Advisor] Added checkbox on advisor popup to disable all advisors. Can be re-enabled from options. UI Revised Uppercase/Lowercase use in titles Abstain button moved below the other "vote for" buttons to avoid accidental click when trying to skip Updated custom race selectors with the latest style Made techapps descriptions larger Tweaked ETA label positions in strategy view [Pirates] Updated Pirate destroyed reward popup, added a header image Updated ship buttons to be consistent with the new style. Renamed "DONE" button to "SAVE" since it is an action button and "DONE" is not an action Updated filters buttons graphics Updated and added pop-up headers Improved buttons and titles Added autosave text to default Save Custom Race UI improvements Added new headers for monster pop-ups Removed the horrible orange background of the current build in the colony row New icons for Weapons Mods Unified loading screens style Dialogue box improvements in audiences Added race traits to Diplomacy screen New cleaner layout for battle results Improved gravity feedback on planet tooltip [Tooltips] Added tooltip to fleet tab showing fleet details, ship types and amount [Tooltips] Command points cost for Ship Blueprints are now calculated to reflect bonuses from structures in Build Pop-Up and tooltips [Tooltips] Updated Technology Node tooltip changing content order. Unlocks info is moved before Cost [Tooltips] Balanced Starting Game tooltip update [Tooltips] Added Match Setup Tooltips Master of Orion - Patch Notes v46.4.1 Greetings Explorers, Today we released a hotfix patch to address some of the issues you've reported since version 46.4 went live last week. Below you can find the patch notes. - Fixed a soft-lock that could be caused by the AI declaring war under certain conditions - Fixed a soft-lock that could be caused by hitting the ESC key in the Galactic Council - Fixed a bug preventing Tactical orders from being issued while the mouse cursor was moving - Fixed a bug that caused the player to lose control of their fleet in Tactical when ships were equipped with the Automated Repair Unit - Fixed a bug that caused the AI to stall when two different fleets bombard and invade the same colony - Fixed issues with colony management tooltips that caused them to display racial trait bonuses/maluses incorrectly Master of Orion - Patch Notes v46.4 Welcome to Early Access 6! I have to keep this short because we're near the character limit, so read on for the patch notes! For the bugfixes, please visit this forum thread. Master of Orion - Patch Notes v46.4 General Added gamepad support Added options for Start button, new navigation bindings, tactical camera modifier L1 + right stick rotates tactical camera Added Tobii eye-tracking support Added profile for Logitech keyboards Added Steam Cloud support for saved games Race-specific civilian transports can now be built to improve assimilation gameplay Added auto-turn option Added 100 achievements New and improved tutorial Updated cluster galaxy visuals Small improvement to planet rating regarding max pop. size Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure Updated logic for learning techs via perks Blueprint limit is now increased when discovering a new blueprint Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions Game Setup Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options Added perks validation when creating a custom race Additional options added for Research, Production and Population Growth speed AI Improved planet evaluation for colonization Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't Improved strategic analysis Heat maps are now connected to memory system Improved Share Charts evaluation to account for revealed colony information Improved Alliance evaluation to consider alliances imply a vote in the Galactic Council AI will now offer Share Charts in a smarter way Improved Invasion by building closer to targets Improved Bombard by considering invasion targets Improved heat map by considering only dynamic FP (making the AI more aggressive) Workers optimization for military outpost construction according to heat map. Now also considers war when settling colonies. Fix for colonization and unreachable planets The AI now focuses on colony expansion in their early stages before starting research Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts Production Focus will be set when building ships and at war, or terraforming New colonization & civil transports heuristics and AI flow: Avoids low food production planets, Optimized Needs for security and economy, better handling of pirates by AI races Removed duplicated targets for blocking fleets Rebalanced Alkari so that they build heavier ships Balance Revamped combat victory chance heuristics Shield & Armor Rescaling Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11) Increased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient) Battle Pod changes Added a Size Cost to Battle Pods (Base Size 0 -> 20, size Factor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls) Guardian of Orion changes Hull Space Reduced (3000 -> 2500) Hull Points Reduced (3000 -> 2000) Terraforming incremental cost factor reduced from 2 to 1.5 Fixed Gravity Tolerance costs Balanced food requirements per planet size Pirate spawn rates are now connected to game difficulty Food requirement curve adapts to changing population limit instead of using final planet capacity Rebalanced Share Charts so that it's not so exploitable Rebalanced Accept Embassy option to make symmetric deals easier Balance Tweaks: CO Mod Cost & Size (0.5 -> 0.25) Lightning Field Base Size (4 -> 2) Augmented Engines Size (5/2.5 -> 4/2.2) Fixed conservative rule about hostile systems that blocked the movement of scouts with auto explore on the presence of pirates Nebula missile avoidance bonus changed from 100% to 50% Tactical Changed strafing to look more natural New abstract representation in zoomed-out view Added specific Blueprints for each Race when played by AI Ship health bars now display with mouseover Pixel ships FX & Prefabs fixes Battle results: Beam accuracy and PD accuracy changed Trails are now solid lines instead of dotted Added Battle Pods to Player Destroyer as an Improvement Transition intro is now mirrored depending on which side the player is placed Diplomacy Added confirmation before declaring war Disposition changes are now highlighted in the UI Multiplayer AI in multiplayer from load will now automatically connect UI Colonies with a star base now have an icon in the galaxy view New design for most buttons in game Victory chance and power are now shown for colonies on mouseover Diplomatic information toggle is now saved Improved cell modifiers feedback in colony management Improved planet degradation Feedback [Ship Design] Added Upgrade All button Added filter to selection of colony where to request invasion ships Added Auto turn beside the TURN counter Added colonize icon to colonize button Improvements in audience screen Flipping combat assets horizontally so they match the civilians assets facing left New in-progress animation for planet and build popup Now Population circle in Colony widget becomes red when starving Renamed SHIP DESIGN button to BLUEPRINTS for consistency Workers now show a "+" icon when the number is bigger than the one displayed Added icon space factory in references of tech-tree Fix for Equipped core system modules icons can overlap module scrap hint Added notification for loading a game from main menu when a current game is in progress Add new icons tooltip for tactical Added confirmation dialogs for new game, load and exit if unsaved changes will be lost Added notification for loading a game from main menu when a current game is in progress Art pass for tutorial widgets and positions New icon Anti-Gravity Harness for tech apps Added diplomacy icon for empire top bar Added icon for electronic computer in tech apps Added bg to each button in the Empire top bar Added URGENCY PULSING ANIMATION to Food widget when starvation occurs UX [Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons Audio Added sounds: Wormhole, Jump Gate, Ship Specials, Repair Beam and Pulsar Fire Added Star Map click on planet Added audio for Scientific and Conquest victory cutscenes Added Audience Sounds for Bulrathi Emperor Visual Updated background for cluster galaxies Localization Subtitles language is now independent from UI and Voices Subtitles added to research screen Added demonyms keys Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit) Updated localizations [RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version Victory subtitles synchronization (ENG/SPA) Master of Orion Version 45.6 Patch Notes Greetings Explorers, After reading your feedback and careful consideration we are making additional adjustments to population growth. Here is a high level overview of the changes in today's update: We've slightly increased food requirements for population growth in general and we doubled them when the colony is about to become full (to compensate for all the food/pop. growth structures on a mature colony) We've balanced the production cost for the tier one structures to make the choice between them more balanced and meaningful We added the Colony Base (+1 Food only) as a tech application on the second tier (Deep Space Exploration) We slightly improved food output for Class A and Class B planets Please take a look at the patch notes below for full details. Master of Orion - Patch Notes 45.6 Balance +1 Food added to Colony Base Colony Base is now a 2nd tier tech Colony Ship now carries 2 Food units by default (Starting Food Supply set to 2) Fungal Farms moved to Biotechnology Population Growth min and max values re-balanced Automated Factory, Hydroponic Farm, Research Lab and Biospheres production cost modified Food multiplier factor increased for Ocean, Terran, Gaia and Uber biomes Implemented asymmetric colony growth formula Tweak for population growth values Terran racial biases modified (AI-related change) Bugfixes Refresh food output calculation on new colonies after their starting structures have been deployed [CombatScreen] Victory Chance now uses the same (new) formula for both Defending and Attacking (before it was using the old formula if you were the defender) Master of Orion Version 45.4 Patch Notes Greetings Explorers, Today we've released a hotfix patch to addres some issues that were discovered since version 45.3 released on June 24th. - Fixed bug that prevented Diplomatic Tone from being updated after gifting something to the AI - Fixed Open Borders and Offensive Pact checking the incorrect side of deal for Accept Embassy - Halved AI evaluation of Accept Embassy if the AI already has an embassy - Fixed Alkari Emperor tie animation in Galactic Council Welcome to Early Access 5! We have an update from the game director coming later today, so we'll keep this short and let you get right into the patch notes. Please note: While save files from previous versions should work with this build, we recommend starting fresh to fully experience the changes in this update. This is especially important when it comes to colony and empire management feedback, as there are some substantial balance changes--particularly in the early parts of the game. Master of Orion - Patch Notes v45.3 General Fixed combat chances so it is not affected by Civilian Ships Changed retreat position to use the fleet's last Node filtered by canTravelTo Added Stop camera re-focus during AI turn as an option Added Timeline option to game setup to control how frequently the game is saved, including the ability to disable the Timeline Pirates can now build Cruiser-class ships (Ravager) Space Monsters will now roam within their star system and attack settled colonies Added Victory Scenes placeholders Pirate colonies now spawn near every major race, not only player controlled ones 19 achievements were implemented It is now possible to choose a random race and set your opponents to random in game setup Easy and Extreme difficulties have been added Excellence has been renamed Score to better convey the type of victory condition it is Many additional technologies now require a decision Custom race creation has been updated with new traits, and the point costs have been adjusted to coincide with 10 starting points, rather than the previous system's 100 Artificial Intelligence Colony ships will move and colonize in the same turn now Additional improvements have been made to colony management AI Personality now factors into colony needs AIs now use heuristics when deciding in which colony to build System Unique Research Buildings Refresh Strategic Analysis before evaluating a deal, to avoid strange behaviours Updated General Strategy: if a civilization is still marked as Bad Relations or Opportunity, then continue war Economy Manager now handles different reserves. Each AI transaction is validated against the specific reserve Exposed Threshold for Cold War Disposition Added Assist, useful for escorting civilian ships (Colony Ships and Transports) Added Fleet: Destination pair matching algorithm with ETA Cache Improved report on AutoPlay AI Considers racial tech biases when trading techs Improved evaluation of Offensive Pact, will now consider warInclination trait if ally Allies will be twice as likely to accept an Offensive Pact AI now builds Scientific Victory buildings and buyout buildings more smartly Improvements for research evaluation algorithm, will consider blackboard requests with more importance Updated Investment Strategy to try to stop others from winning Ship building now considers war status. Invasion will now consider hostiles in their path to destination, it will request assistance and assemble a convoy in order to complete its mission AI will pick the one it's angriest at and is weakest, when picking bad Relations Balance We have overhauled many race traits in the game and have introduced new traits for a number of races, including the iconic Creative and Uncreative Trade Goods project is now available at the start of the game Population growth has been adjusted Maintenance cost removed from Colony Base Colony Base no longer provides a bonus to Research, Food or Production Deep Sea Cooling can no longer be built on the Swamp biome Technology Victory formula modified. Now Research Score factor is 0.25 instead of 1 Made global balance factor RESEARCH_SCORE_FACTOR apply only to accumulated research points Fixed gameplay rule, bombarding a colony will leave at least 1 population as the last possible target Planet biomes have been overhauled to increase the disparity between biomes, particularly when it comes to available food Reduced Silicoid growth rate further to bring it more inline with food-based growth rates Updated Silicoid personality traits (primarily used by AI to determine how they interact with other races) Rebalanced share charts Command Points discount added to small ships Research treaty cost changes Toxic Processor, Gravity Generators and Planetary Radiation Shield buyout restriction removed Added a global value for initial colony food supply, to avoid citizens dying in the first turn on unsustainable colonies Restored Full Claiming of controlled systems, whether I have a colony in there or not to support the new Alliance system Removed Food flat bonuses from colony base Rebalanced Offensive Pact and Defensive Pact evaluation, considering strategic importance Changed PEACE Diplomatic Status to NEUTRAL Added NEUTRAL Diplomatic Status need for Non-Aggression Pact Changed the way Combat Chances are shown to make them more predictable for the player Changed research treaty cost Production cost for Toxic Processor increased from 80PP to 160PP Production cost for Gravity Generators increased from 100PP to 160 PP Production cost for Planetary Radiation Shield increased from 145PP to 185 PP Changed Economic victory so the condition takes into account the size of the galaxy and changes accordingly Tactical Amoeba and Squid now approach within melee distance and try to stay at that distance Behaviour: Orion's guardian tries to fight and Blink away to recharge his shields Added special targeting options for the special modules Power Boost Special for Military Outpost Added Hold action Basic intro transitions to avoid starting directly in abstract view Fix for Weapon Ranges Several UI updates to buttons and controls Anti Cloaking device added Added different deploy position for defenses/outpost structures and fixed opening move when the structure is an outpost Rate Of Fire battle pacing revamp + AutoFire feedback improved New Bomb Weapons for Space Monsters Height projection lines not drawn if ship is concealed Added Artemis System network, Phasing Cloak and Cloaking Device Diplomacy When you end an audience, you are now sent back to the diplomacy screen rather than the galaxy screen Reduced the rate at which the AI will offer gifts Removed Colony Cessions from Deal Feedback in Trade Table, when not negotiating Cease Fire Fear value now exists only if enemy is actually afraid Afraid status is now set if race feels threatened Unfair deals require a difference of at least 1000 credits before being evaluated as demands User Interface When clicking on a victory condition in the Path to Victory, it now flips to a new pane that displays information on what is contributing to your score for that victory type Espionage risk assestment is now indicated before a mission Improvements for race skills icons Workers can now be moved in bulk Added armor count to bombing estimation Added YELLOW color for "balanced" compare bar for combat chances Hide Disposition and Info if Race is defeated Added subtitles to GNN Fixed tooltip context on uncolonized planets Added Weapon Types to weapons descriptions Added Resource tooltips Added feedback for bombing and fighting in Starmap Breakthroughs are now Tech based and can show multiple techs when stolen / found in anomalies / traded New EULA design Localization New Terran Emperor Spanish LA SFX Ambient sounds for all races added to audiences Fixes on Play/Stop Ambience Music in Audience Art New shaders and new materials for holograms. New Monsters modules added (Squid, Dragon, Eel, and Amoeba) Bug Fixes Fix for LOC-264 System tags are empty in Korean localization Fixed Czech not being selectable (title was overlapping the dropdown row blocking the mouse) Fixed total Colonies in Score Alliance Diplomatic Status being shown as Peace. Fixed Very Hard difficulty not appearing in Match Setup [Linux] Fixed materials for for Klackon & Alkari mentats Fix for The "Ultraplanar Dimorphic Prospector is complete" has an error on it's key Fixed several Blur issues Fix for Clear unique buildings when a revolted colony returns to its civilization control Fix for Mrrshan empress Council win fix Fix for Klackon emperor council fix Fixed Timeline issues Fix for Long names overlap Multiplayer players amount Fix for Race card changes to none on match setup Fix for missing automerge action when user selects disengage in a node Fix for Star Bases have no Weapons: Reduced Hull Class on all Planetary Defenses (4/5/6 -> 4) Increased Hull Size (300/450/800 -> 450/600/800) Removed several Special Systems from Planetary Defense BPs Estimated Effective Space for each Structure: 70/180/290 (After Drive, Shields, Specials and PDs) Fix for severe fps drop in Ship Design screen Fix for Retreat now analyzes its chances using ALSO the Shield Integrity, not just Hull Integrity Fix for Capital tooltip text overlaps a button on Build at planet screen in Russian localization Fix Candidates Controllers of Mrrshan, bulrathi, Darlok, Human and Terran Emperors. Tie animations on the left side weren´t working Fix for Validation of share charts to read relationship in the right direction Fix for Bad citizen allocation when dragging to blocked tiles Fix for 4K display issues, Strategy Controls and Tactical Controls buttons scale wrong Fix for Hull Capacity points do not refresh when removing weapon. Points are calculated using the previous values taking into consideration the weapon that was removed fix for After using Active Specials you will retreat Fix for Multiple combats on same turn by same races caused a SoftLock Fix for Player is able to exploit 'Vote for' while trading with AI Fixed EULAS Fix to allow civilian ships to guard over nodes Fix for incompatible perks. Fix for Planetary stock exchange Timeline/Path to victory bug fix Custom Race - Lithovore trait cost Fixed a crash in multiplayer after player leaves the game and is replaced by AI. Fix for All passive specials except Wide Area Jammer have Cooldown and Range in these special modules tooltips. Fix for Troop Transport Description Update (English and Spanish LA) Fix for colonial taxes no longer depend on the presence of a building, feature was disabled. Fix for After Pirate Base destruction, Pirate Raider loses control and stays at the same place and do not perform any actions. If no DLC defined, dlcs are available by default Fix for Admiral Victory Chances evaluation for Retreat now uses REAL hull Integrity instead of Strategy's HP. Fixed AI issue when ETA is 0 when calculating Building Score Fixed AI issue with System Unique buildings not being properly considered when scoring them Fixes for intro cinematics when colonizing Fix for softlock when abandoning a battle Fix for open Borders & Alliance will not allow colonization in systems where I already am Fix for hide action buttons while fleet movement Fix for Empire TopBar not becoming visible after Tutorial Match Fix for Scientific victory building progression. Buildings of 2nd and 3rd stages now upgrades the previous one Fixed Stealthy perk having the wrong value Fixed Automated Repair Unit interceptors beams 'fire' at the center of tactical battlefront after passing the half of the battlefront Fixed The ships models disappear after using the Timeline Fixed It is possible to spin the ship model on the Blueprint Slot Editor screen Fixed Disengage button still active after fleet movement Get Chances Against now doesn't throw an error if provided with only civilian ships. Just returns a "0% winning chance" Prevented Retreat to same node Fix options issues for 4k displays Fix for Colony Ship, Space Factory, Scout, Interplanetary Security transmitter and Global DNA scanner holograms Fixed issues with Automated Repair Unit that prevented it from working Fixed issues with Meklar audio Fixed output_log logging messages incorrectly Today marks the release of version 44.4, known as Early Access phase 4. The focus of this build was polish and improvements based on your feedback, so read on for the patch notes! We will have a progress update from the dev team later today, so stay tuned for that. General Starting Age option added to match setup (Options: Pre-warp, Post-Warp and Advanced) Production speed and Population growth speed options added to Advanced section of match setup Savegames are now ordered by date Added new galaxy model to reduce brightness of the core Removed mouse drag in match setup Added new text to the GNN news ticker Added Host Migration timeout (15 seconds) to multiplayer and an error message to allow players to continue the game in single player mode Optimized batch rendering; Reduced vert counts drastically improving performance in lower end systems Fixed issue where Quick match AI players were not being properly loaded, resulting in only AI present regardless of Galaxy size UI tweaks for both tactical and ship design tooltips Added graphical indicator for non-assimilated pop in colony management Linux Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode. Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution). Gameplay & Balance Colony ship, Troop Transport, Civilian Transport and Space Factory blueprints are now auto-upgraded. Moved one of the Technological Victory buildings from Moleculartronics to Multi-Dimensional Physics technode Re-balanced planet composition (improved algorithm for diminishing returns) Silicoid Population growth speed reduced Uber-planets have been adjusted to play more like the Gaia biome Races with Uber-planet perk now start the game in a planet with the Biome they can Uber-terraform Additional wormholes added to Circular Large and Circular Huge galaxies Troop Transports no longer remove marines from the colony Increased minimum number of shares desired by races for better balance of the GMF Diplomacy Diplomacy balance update to improve strategic decision-making of AI Made it less likely that the AI will reject reasonable deal proposals Tech trades: Made it less likely that the AI will also offer credits as part of trade Improved analysis for Candidate Ally selection (both Defensive & Offensive) Tech can now only be traded with races with which you have a good disposition Espionage Acquire Data mission now reveals all current colonies of target New mission: Steal Charts New functionally allows queuing future missions Added queue info to spy mission description Overall missions duration adjusted Revolt mission effect now last 20 turns The camera no longer automatically changes zoom level or centers on a spy when selecting them A "spy location" button has been added to the Espionage window allowing you to quickly switch the camera to the colony the spy is located at Artificial Intelligence Improved efficiency for Production Improved offensive and defensive strategies Improved planetary ratings and potential colonization awareness Improved Engage command to allow for multiple actions in the same turn (i.e. Engage and Bombard) Defensive fleets now take into account immediate hostiles and empire under threat scenarios Uses radars to determine settlement orbital defenses if possible Added Blockade and EngageToBlockade targets Changed engage distance for bombarding pirate settlements from Distant to Neighbors User Interface New multiplayer top bar added Improved Match Setup screen Improved Ship Design Screen Race information panel added to Audience screen Improved Espionage screen Improved Invest pop-up Fixed Build pop-up alignment and added minor improvements Establish Embassy deal renamed to Accept Embassy Tactical Range Dissipation and Armor Penetration now affect Weapon Damage Increased the size of battlefields Fixed multiple bugs and Improved Overall performance Fixed several modifier bugs and reworked the Continuous Fire mod Added a simple Tactical Tutorial Implemented AI Groundwork for Opening Moves and added new Targeting Profiles Fixes and tweaks on tactical intro Ships no longer attempt flanking maneuver against structures Reduced size of Pirate Ship collision box by 50% Fix for collision check parameters for asteroids and added a safeguard condition to choose which behavior to use Added a base accuracy for energy weapons Re-balanced DPS and Ship Survivability Ship Design Tooltip upgrade showing HULL SPACE USED. Fix for creating new ships, now the screen handles the info properly Fix for attack rating scale factor Fixed typos and made improvements in weapon and module descriptions Localization Several fixes on dialogues and descriptions Sounds Effects Meklar Emperor SFX added Emperors' audience SFX added Audio notifications for Spies added More audience sounds added and updated for all races Notable Bug Fixes Fixed exception caused by selecting Build on a Worker Ship when is about to merge with another ship. Fixed softlock when ordering a Spy to Hold. Fixed a softlock in the tutorial after switching planets with the keyboard arrows. Fixed the Buy button not always working properly. Fixed freeze when trying to use the "Stasis Field" special (special not yet implemented) Fixed the battle with the Orion Guardian lasting forever when simulating certain scenarios. Fixed the emperor's voice not stopping when skipping the Council Fixed bug in Tech tree that caused some Tech Nodes to appear as locked when they were in fact available Fix for tactical weapon tooltips and combat speed tooltips from enemy ships Optimization fixes to Navigation Caches and AI_CanTravelTo/Fleet's FindPath Fix for items missing when upgrading blueprints Fixed incorrect Pollution perks descriptions Fix for a blueprint sometimes becoming overweight after autoupgrading Fixed two AI asking for Share Charts at the same time Fix for diplomatic deals spamming when the first one is invalid Fixed update for blueprints not showing when discovering a new computer Crash on early game when reaching unknown civilizations Fixed biological bombs so they don't affect Attack Rating Today we've released a patch for Master of Orion that addresses many of the issues you've reported since Early Access 3 began on April 22nd. Please keep the feedback coming, and let us know if you're still experiencing issues with the game after today's patch. General - Increased the size of Circular Huge galaxies (95 stars to 125) - Fixed soft lock when invading a colony with only transports - Increased perceived value of Shared Charts and Trade tech - Beams were behaving erratically after optimization - Fixed a bug that lowered Minor Civilizations disposition when colonizing anywhere - Mac: Fixed a Fatal Error when clicking the Invest button in the Empire Management Screen - Fixed the local security bonuses formula - Removed pirates around AIs until anti Pirate tactics are implemented (Temporary Fix) AI - Fixed several bugs that prevented AI from building the most appropriate class of ships as required - Diplomatic AI will accept deals that have a net 0 effect - Diplomatic AI will use same primitive to estimate how many stars as the Audience module to determine if it's available or not for Shared Charts treaty - Improved afraid status evaluation during negotiations Visual Improvements - Gas clouds and Asteroids FX revamp - Replaced colony ships during intro cutscene - Replaced Silicoid home planet for intro cutscene - Fixed Silicoid Crystal shader blur - Fixed Silicoid lighting in Diplomacy Screen Diplomacy - The AI now correctly judges deals that it proposed with the "What will make this deal work" option - The AI now will accept fair deals with 0 net effect - Fixed null WarInfo and LogError messages - Fixed afraid enemies accepting all trades for only 1 BC Espionage - Fixed stealing technologies message showing to all races and not just the thief - Fixed tech stealing showing techs from the player instead of the enemy - Updated espionage targeting reticle - Different input schemes for selecting agents and giving orders Tactical Mode - Several performance optimizations - Increased overall pirate weapons DPS (it was yielding 0 Att Rating) - Slightly buffed Pirate Frigate HP - Fixed the Missile Camera endless looping sound Ship Design - Fixed issue where excluding modifiers where selectable - Fixed Ship Designs list not docking correctly leaving the last designs out of the screen - Module list scrollbar was not positioned correctly and was overlapping the modules info Multiplayer - Fixed unachievable economic victory in two player skirmishes - Fixed empty tooltip for allies when war is declared to a member of an alliance - Fixed game loading issues User Interface - Added full GMF Shares Exchange functionality to Audience screen. - Added new targeting reticule for selecting planets. - Fixed top bar not showing in the Research Screen. - Fixed soft lock when using Right and Left Keys to cycle in the Planet Screen. - Fixed Shares graphic not showing the right info on Invest pop-up. Localization - Fixed several GNN dialogs in Russian. New playable races: Silicoid and Darlok Espionage: Train spies and assign them to offensive and defensive missions Minor Civilizations: interact with non-starfaring races to gain rewards, including influencing your diplomatic and economic victory paths New Victory condition: Fill your coffers and claim economic supremacy by controlling the Galactic Monetary Fund Weapon Miniaturization: Improve your legacy weapons by making them smaller and cheaper New galaxy size: HUGE More AI improvements Improved Multiplayer Improved Tactical Battles Improved overall balance: Better suited for both tall and wide empires and with a smoother progression in the late game Improved performance (faster turn processing and less hickups when zooming in and out of the galaxy) New and improved GNN gags By popular demand, we added the option to mute your advisors while still retaining other voiceover audio Over 400 bug fixes General Improved GNN animations and environment New GNN Events added Miniaturization added for all weapon types and bombs Replaced Military Power score with Attack (average DPS) and Defense (effective hit points) ratings New Espionage feature added Security (Espionage-related) added to Capitol and Government Support Facility New Tutorial Match added Improved weapon modifiers are now unlockable through the tech tree progression Improved performance: Turn processing Improved performance: Diplomacy audiences Improved performance: Memory management Improved performance: Framerates Added support to show multiple GNN events in same turn Several diplomatic dialogues updated Blockade income is no longer affected by empire modifiers Visual Improvements Added new Stellar Converter cutscene for destroying a planet Improved emperor holograms on Diplomacy Screen New ship models for transports and colony ships added for each race New ship models for transports and colony ships on the galaxy map Gameplay Balance Planet population capacity increased by 4 for each planet size Rebalanced planetary Biomes (adjusted: total food, available cells and diminishing returns) Rebalanced planetary mineral richness (adjusted: total production output, available cells) The multiplier for successive terraforming projects on the same planet has been increased, making it more difficult to terraform the poorer biomes to Terran and Gaia Introduced many additional “choice required” technologies in the tech tree Redistributed food buildings along the tech tree to smooth out progression and make food more important in late stages of the game Rebalanced Galaxy ages Uber Planets have been rebalanced to be more similar to the Terran biome Colony ship production cost increased for improved pacing Races with Uber Planet trait now start the game on their corresponding Uber Planet Racial Traits We’ve completed a major balance pass on racial traits. Below are the traits for each race as of In Development Phase 3. Alkari Homeworld specials: Artifacts +25% Beam defense Ship combat speed bonus Ship travel speed bonus Physics starting tech Bulrathi Large homeworld Rich homeworld minerals +25% ground combat rating High Gravity tolerance +25% Beam defense Physics starting tech Darlok -25% assimilation power +10% Security -10% Mission duration Ship improvement: Stealth (ships can get closer to enemies before being detected) Government starting tech Human +10% security +25% BC from Trade Treaties +25% BC from Trade Goods Improved Negotiations Improved Disposition Government starting tech Klackon Cavernous homeworld Uber Planet: Cavernous Poor homeworld minerals +50% Food from population +25% Production from population Biology starting tech Meklar -50% Food consumption +25% Production from population +10% Morale Ship auto-repair enabled Mrrshan Large homeworld Grassland homeworld Uber Planet: Grassland +25% ground combat rating Extended Barracks Engineering starting tech Psilon Small homeworld Homeworld specials: Artifacts +50% Research from population -25% ground combat rating Low Gravity tolerance Government starting tech Sakkra Tropical homeworld Uber Planet: Tropical -25% Research from population +25% population growth -25% Pollution generation Biology starting tech Silicoid Large homeworld Inferno homeworld Uber Planet: Inferno -25% Research from population Does not consume Food Does not generate Food Terran Khanate -20% ship cost +25% Beam attack Increased Marine training rate +20% Command Points Engineering starting tech Artificial Intelligence Improved Research AI efficiency Improved Production AI efficiency (Better handling for new colonies) Improved Deal evaluation Improved threat evaluation Local War AI: Now your enemies will decide to go to war for strategic targets Improved invasion tactics Colony ships are now escorted by military ships when threats are nearby Changed colonization logic so that it considers shared systems Improved Space Pirates AI User Interface Production queue visibility is now stored in saved game Improved Ship Design screen Added Disable Advisor option in options menu Production queue visibility is now stored in turn info Several fixes and tweaks for tactical UI New NEW YEAR animated notification when starting a new turn Updated colony ships thumbnails Scrollbar has been re-skinned Base icon for fleets now scale with camera distance (like ship icons) Added many new tooltips across UI elements in the game Added new icons to Notifications Added Income from blockades on Empire Economy tooltip Several minor UI tweaks Tactical Mode New special systems: Lightning Field, Plasma Web, Tractor Beam, Warp Dissipator and Wide Area Jammer Improved Admiral AI (now uses match speed, and takes into account planetary defenses) Improved fleet deployment Auto Upgrade now considers modifiers in weapon slots Added abstract representation for clearer understanding of the battlefield when zoomed out New option added: reset camera on pause (on by default) New hazard: Nebulae (jams missiles but blocks shield regeneration when ships are in them) Combat Numbers revamped Added Automated Repair visual effects Blackhole now affects asteroids Missile Accuracy now configurable on a per-missile basis Improved balance on range dissipation damage for lasers and beams After-battle combat briefing now animates damaged/destroyed ships Added bombard and invade validation (specially for multiplayer) Multiplayer Removed UI lock while waiting for players Turn time limit added (this is a work in progress) Enabled Invite Friends button in match setup Several stability-related fixes SFX New ambience sounds for colonization cutscenes Added Terran Khanate audios for GNN Asteroids sounds added Various sound effects added to UI Notable Bug Fixes Bugfix on Galactic Council vote value Bugfix for endless Processing Turn occurs when submitting turn after having max Pollution value on Uber Planet Trade treaties now will deduct the cost on both parties Softlock Bugfix when the AI attacked even after peace treaty was accepted Bugfix on memory attacked on War Declaration Bugfix when AI evaluate offer or demand deal Items on deal Bugfix when being in Truce with a race AI is still cable to threaten to attack demanding something, howeveriIf player declines the demand the war won't be declared Fixed combat screen sending results multiple times Bugfix: when game goes into a softlock after retreating Bugfix: Bombarding unfinished outposts Bugfix: Softlock when Enemy AI invades player Bugfix: ESC during tactical battle Bugfix: Using time compression resulted in some out of syncs Bugfix: A player is able to destroy other race's ships without declaring war Multiplayer Bugfix for locked multiplayer next turn button Bugfix on match setup when updating game information for lobbies Crash fix on match setup Patch 42.8.0.5.18151 (06 апреля 2016) Fixed a crash on tactical combat when in large numbers of ships are participating. Fixed: the player is now able to retreat during tactical battles. Fixed several issues with Weapon Modifiers not working or not showing appropriate feedback . Fixed: Production carry-over not working after buyout. Fixed a soft-lock when pressing ESC while seeing Orion's defeat dialogue. Fixed: discovering "Mega fluxers" now upgrade ships designs correctly. Updated Custom races button. Fixed: Several localization fixes. Fixed: fade in added to the Terran diplomacy screen. Fixed: the branch-able tech node was showing null tooltips. Fixed: the FLAG checkbox was not working and was overlapping planet info. Fixed: Production carry-over not working after buyout. Fixed: removed "Heightened Intelligence" research bonus when population is on strike. Improved Terran and human Diplomacy background effects (holograms). Fixed issues with Terran race's materials. Some other minor bug fixes. Fixed a crash on tactical combat when in large numbers of ships are participating. Fixed: the player is now able to retreat during tactical battles. Fixed several issues with Weapon Modifiers not working or not showing appropriate feedback . Fixed: Production carry-over not working after buyout. Fixed a soft-lock when pressing ESC while seeing Orion's defeat dialogue. Fixed: discovering "Mega fluxers" now upgrade ships designs correctly. Updated Custom races button. Fixed: Several localization fixes. Fixed: fade in added to the Terran diplomacy screen. Fixed: the branch-able tech node was showing null tooltips. Fixed: the FLAG checkbox was not working and was overlapping planet info. Fixed: Production carry-over not working after buyout. Fixed: removed "Heightened Intelligence" research bonus when population is on strike. Improved Terran and human Diplomacy background effects (holograms). Fixed issues with Terran race's materials. Some other minor bug fixes. 26 МАРТА - GENERALDIRECTION Greetings Explorers, We hope that you are enjoying the second stage of Master of Orion Early Access! We found some issues that we wanted to fix as soon as possible so we worked hard to do a quick Hotfix today. Fixed Issues Fixed Support for offline mode on Steam Fixed endless black screen where loading save games for the first time without launching a match beforehand Fixed broken diplomacy screen on some configurations Fixed issue where a significant FPS dropdown occurs during turn submit processing on the Large map size on certain game phase Fixed several issues and exploits regarding loading and the excellence victory condition Pressing Tab during tactical while AI fleet no longer makes control panel of the selected ship to appear Fixed an error that seldom appears when attempting to join a multiplayer lobby Fixed In-game EULA Overlapping Fixed multiple cases of "endless processing turn" that occurred Fixed: Monsters do not spawn on asteroid belts anymore Known Issues Battle briefing screen may contain wrong information when a pirate fleet attacks a player's planet A player might be able to see an anomaly but not be able to travel to it the required system is not revealed A fleet is able to move after performing Destroy a planet action 25 МАРТА - ELPOZOLEOLMECA Greetings Explorers, Master of Orion Early Access 2 is now live. Read on for the patch notes, but first here is a note from the development team: Изначально опубликовано NGD Studios: Hello Explorers and welcome to Master of Orion, Early Access - Stage 2! We are very happy to release this update, and move forward in our Early Access program. As you will see this version is packed with a lot of improvements, many of which were only possible thanks to your amazing feedback. Again, please remember that our game is still in development, some changes may be subject to further review. We are eager to get more of your feedback! Highlights Three new playable races: Klackon, Meklar and Terran Khanate Improved Artificial Intelligence Difficulty levels introduced Custom Race creation enabled Improved and rebalanced racial perks Improved tactical battles New victory condition: Technological Revamped combat screen Support for Mac OS X (Not optimized yet, please take a look at our recommended specs) Text localization support for: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese Over 350 Bug Fixes Detailed Changes General Three new playable races: Klackon, Meklar and Terran Khanate Klackon Traits (Tireless, Uncreative, Hive-minded) Homeworld Minerals: Poor Uber Planet: Cavernous (transforms from Arid) +50% Food from Population +25% Production from Population Starting Tech: Biology Meklar Traits (Industrious, Erratic, Unpredictable) -50% Food Consumption +25% Production from Population Ship Auto Repair Enabled (instantly repairs after combat) Starting Tech: Physics Terran Khanate Traits (Hard, Determined, Violent) -20% Ship Production Cost +25% Beam Attack +20% Command Points Starting Tech: Engineering Support for Mac OS X (Not optimized yet, please take a look at our recommended specs) Custom Race creation enabled New victory Condition: Technological Victory Improved ship auto-upgrade Improved tooltips for morale Added missing holograms in Breakthrough (research) screen Gameplay Balance Racial Perks have been re-assigned and re-balanced Alkari - New trait: Ship Combat Speed Bonus Bulrathi - New trait: +25% Ground Combat Rating Human - New traits: +25% Trade Treaties bonus; Improved Disposition from diplomacy Psilon - New trait: -25% Ground Combat Rating Sakkra - -25% Food Consumption trait replaced with +50% Population Growth Research progression and pacing has been rebalanced, especially for the midgame and endgame Deep Sea Cooling research bonus changed from +25% to +3 and moved to Advanced Engineering (tier 3) Moon Laboratory research bonus changed from +4 to +6 Improved galaxy generation to increase differentiation of star colors and planets over different galaxy ages Ships are now upgradable and repairable when orbiting all owned colonies and outposts, as well as allied colonies Added difficulty levels: Easy, Average, Hard and Very Hard (Average being the one where the AI is playing with the same economical benefits as the human player) Improved Jump Gates: now built by Space Factory at Warp Points, moved earlier in the tech tree (from tier 7 to tier 6), and travel speed when using them doubled Re-balanced Racial Biases Vast improvements on differentiation of races (bonus/malus, strategy, diplomacy, etc.) Enabled 8 races for Circular Large galaxy (was 6 because the races restriction for EA1); Spiral currently remains limited to 6 Music and Voice Over has been properly balanced Artificial Intelligence Fixed bug in AI asking for invalid technologies Fixed OffensivePact send WarDeclaration in Client and DespiseBreakPromise check Improved colonization behavior: Now the AI is able to manage multiple Colony ships at the same time and its colonization schemes are not hindered by its war efforts Improved war preparation: Defensive and offensive analysis has been improved vastly improved production Improved Strategic analysis: AI will make more decisions based on chances of obtaining different victory conditions Improved Strategic analysis finetuning of potential targets for war Improved handling of multiple war fronts Performance optimization in engage task Improved combat analysis: New formula for estimating relative fleet strength Defensiveness personality trait now used in defense formula Tactical Mode Monsters collision/avoidance boxes fixed Fixed Space Dragon 3D mesh New Combat Screen with detailed information on fleets Pause as a mechanic: Tactical battles start in paused mode in order to make the important initial tactical decisions Fixed range feedback on tooltip and overlay Size of pirate ships has been Increased Added civilian ships to tactical battle: They hold their ground at the back of the battlefield and flee if they get attacked Added Retreat option: Ships must reach the edge of the battlefield and warp out to successfully retreat Several fixes for tactical UI “Tactical” button replaced with “Take Command” ”Simulate” button replaced with “Auto-Resolve” Added Speed and Range Controls (Implementation, Integration into the game) Added Tactical Options (Pause on Options, Esc brings Options, Confirm Simulate on Leave, Populate Options Menu accordingly). Added Persistence to tactical options Fixed Facing, size and modifiers costs Intro improvements User Interface Changes in arrow icon and jump gates Animation changes on Main Menu and Single Player Added buildings list to manage structures Added UX components for speed and range controls Updated Invasion/Bombardment UI Added buttons to specify how many Troop Transports should be used on a given invasion Tactical New Icons added Animated Auto-cast feedback added GNN Fixed a bug where the race name would repeat in the headline Diplomacy Fixed trading: Player is unable to request Exchange Tech when the player does not have technology for Exchange Tech Fixed State Machine: Some lines of dialogue where not being triggered as intended Localization New localizations: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese Updated Localizations New changes on Game Credits screen SFX Improved Audio Manager Improved Tactical mode sounds Improved Strategy mode sounds Several mixer updates, general click sound updated, "upgrade" button sound added and GNN music loop-able Dev Diary #2 In support of the release of Early Access 2, we've also published the second dev diary with NGD Studios. Note: Footage captured on a development build; race traits shown do not represent the final race traits for Early Access 2. Помоги нашему сайту на расходы за сервер и качай торренты НЕОГРАНИЧЕННО!Пожертвовать 100 ₽ ![]() Или 2204 1201 2214 8816, с комментарием "Помощь трекеру" Связь с администрацией |
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