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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.
Господа благотворители, пожертвовавшие средства на раздачу, чтобы мы могли играть:
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.
Download
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