Alpha patch 0.861 has been released today via Steam to all Alpha players. This patch includes a significant bug fix related to colony population size limits being exceeded (further details below) as well as some other bug fixes and config improvements.
Updating the game client: the game should be automatically updated via Steam. Please check here if the download doesn’t automatically start when you launch Steam.
Colony population sizes exceeding their limits
The size of a population that a colony can support partly depends on the number of farms (as well as environmental factors such as planet size and civ compatibility).
There was a serious bug where the population was able to continue to grow uncapped regardless of how many farms had or hadn’t been built.
This has been fixed in this patch, but it means any populations larger than what the colony should have been able to support will begin to die. e.g.
- If your colony population limit should have been 200k and before this patch it had grown to 250k, that colony will now have a negative growth rate until the population falls back to 200k (or a farm is built to provide support for a population of that size)
- A knock-on effect from this could be labour shortages, if colony buildings were relying on those additional colonists
Build a farm
If your colony has grown beyond what should have been its limit and after this patch you are now seeing negative growth rates/population dying – build a farm to increase the population size that can be supported.
Secondary populations dying
In the ‘Alpha 3’ galaxy – the game was changed so that farms didn’t affect the growth of a secondary population (if you capture a planet from another player, their civ population will continue to be supported by any farms they had built).
The above bug permitted these secondary populations to also grow. With the bug fixed, and these secondary populations not affected by farms, they will begin to decline – even if other farms are built.
To greatly reduce the impact of this, we’ve doubled the default size limits for secondary populations (the default max population sizes are relative to the size of the planet size and other environmental factors – the secondary limit is now about half of the primary population limit).
Apologies for this population bug
To lessen the negative impact correcting this bug could have had on players games, each planet that was affected should have received a boost in beron and olzine and extra credits added (to make it easier to build a farm).
Faster asteroid mining
Ship asteroid mining modules now work around 12 times faster than before.
So if you’re short on resources, mining as asteroid field can be a quick fix (the scout ships you start with are already capable of mining asteroid fields). And it’s worth exploring nearby systems to find other asteroid fields…
Thanks everyone, we’ll be back soon.
Full patch notes
Features and changes
- Ship asteroid mining modules have had their mining rate increased by about 12 times
- Most hulls have had their flagship level increased by 1
- Hull prices have been adjusted
- Construction times for scout class hulls has been halved (any scout class ships being built at the time of the update will show an incorrect time remaining – ships in the queue won’t be affected)
- People’s Realm Death Warrant’s HP decreased from 370 to 316
- It was possible for a colony’s population to grow larger than it should have been able to due to farms not working properly (with this update any colony population above the limit of what should have been possible will decline until the population size reaches the limit). Building farms will counter this for the primary population, but a recent change meant secondary populations are no longer affected by a primary population’s farms (read more here).
- Asteroid mining wasn’t working all of the time
- Ship upgrading wasn’t working if the ship was based on a deleted/edited ship blueprint
- The model/labels for ship generators level 3 was wrong