Alpha patch 0.887 has been released today via Steam to all Alpha players. This patch includes the option to automate research, a new super-fast scout class engine, improvements to resource transfer and bug fixes.
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.
We previewed the new automated research feature in the latest dev diary and recommend checking out that post for details. In summary:
- A new ‘Auto research’ option has been added to the research screen (below the research queue)
- If you have this option enabled and your research queue is empty, a new technology will be added and researched automatically
- It will be the technology that has the shortest research time that hasn’t yet been researched (if there are more than one with the same time the selection will be random between them)
It won’t be as optimal as choosing what to research yourself based on your own priorities, but it allows players that can’t get online frequently to be able to keep their research ticking over.
New scout engines
We’ve had a number of requests from players to add some kind of ‘scouting engines’ to the game. We thought this was a great idea and are happy to have been able to implement ‘scout engines’ in this patch.
- Free warp 4
- Boosted warp 9 (are very fuel efficient)
- Unlocked by researching ‘Small gravity camera’
- Compatible with scout and corvette class hulls only
These engines can move! Which is why they’ve been limited to scout and corvette class hulls. The idea was to be able to facilitate rapid scouting, recon and spying operations, rather than enabling you to drop a fleet of battleships on another player’s doorstep unannounced 🙂
Corvette class hulls are also compatible with cloaking devices. Which when combined with scout engines will not only enable you to scope out an enemy’s territory, but will enable you to do so without them even knowing you were there (if all goes to plan).
|‘Small gravity camera’ research||Scout engine|
For full scout engine stats (and all other engines) check out the wiki engines page.
Corruption for a second population on a Syntis planet
Something else we’ve heard from players is how frustrating it can be as a Syntis player to not be able to manage the happiness of a second population on a planet they’ve colonized/captured (as they themselves are unaffected by it and have no tools to manage happiness). We will be adding new tech that will enable Syntis to better manage their neighbors in the future (‘xenofarms’ to begin with).
With this patch, we’ve fixed a bug where a second population on a Syntis planet (including minor factions) were being affected by corruption – which should help make second populations more valuable to Syntis. A second population will still be affected by happiness and other factors e.g. climate and employment, but with corruption no longer contributing towards their happiness they’ll be easier to co-exist with 🙂
Transferring resources in orbit of a planet
In this patch we fixed a few bugs related to the resource transfer screen (listed below in the bugs list) – but we also made some improvements.
- Fleets in orbit of a planet can now initiate a transfer to the planet from the fleet’s own transfer button (before, you had to click on the planet and select the fleet from planet management)
- A player’s fleet in orbit of a planet can also transfer resources directly to another of their fleets in orbit of that planet (it’s only possible to transfer to one of your own fleets and both fleets have to be in orbit of the same planet)
Maximum population size a planet can support
Another frequent request from players was to be able to see the absolute maximum population size a planet could support (we’re impressed that a few of you have been using your own formulas to calculate this!).
At the moment, the max population shown is relative to the environment and number of farms already built – the ‘current’ max population. With this patch we’ve added a second number to max population which shows the ‘total’ max population a colony could support (if enough farms were built). E.g. in the image above: “Max population: 239,776 / 497,208” means the population can be grown to 239,776 based on current conditions, but with enough additional farms it could be grown to 497,208 (but no matter how many farms are built the population couldn’t exceed this).
Anything in this post you want to discuss? Let us know in the forum.
That’s all for now, thanks for reading. We’ll be back tomorrow with the dev diary.
Full patch notes
Features and changes
- Automated research option added to the research screen (below the research queue)
- Large extended ordnance part was added (see the wiki for cost and capacity)
- New scout engine can be researched and equipped to scout and corvette class hulls (free warp 4, boosted warp 9, see the wiki for full stats)
- Mankind female character has been redrawn
- Additional information on Civilization screen about current population maximum (with farms/controllers) and general planet maximum (without terraforming).
- Fleets in orbit of a planet can now initiate a transfer to the planet from the fleet’s own transfer button (before, you had to click on the planet and select the fleet from planet management). A fleet in orbit can also transfer resources directly to another fleet in orbit of that planet (it’s only possible to transfer to one of your own fleets).
- Transfer screen:
- Not all nearby fleets/wreckages were displayed as transfer options for a fleet when they should have been
- It wasn’t possible to select another object to transfer to after a jettison pod or a wreckage had been selected (you had to cancel the transfer and then select the object again)
- Clicking the ‘Max’ button to populate the transfer quantity was limited to 5 digits, 99,999 (it’s been increased to 6 digits 999,999) and if assault troops were being transferred it was setting only 10% of what it should have been.
- Removed corruption impact on second civilization for syntis
- Orbital defence systems were attacking cloaked ships (they won’t now, even if they are decloaked)