The latest patch has just dropped and contains new gameplay features many of you have been waiting a long time for…
Yes – treaties are finally here!
The gameplay mechanics introduced with treaties have been one of the biggest asks from players recently, so we’re very excited to be able to deliver them in this patch.
Treaties aren’t alliances, but they are the first step towards alliances and we hope that players will find treaties a useful starting point.
We recommend checking out the treaties wiki page for an indepth look at how they work but here’s a summary:
- Treaties are diplomatic agreements between two players
- A treaty must be proposed by one player and accepted by the other to be agreed
- Players can message each other from the private messages chat window once a treaty has been proposed/agreed
- Non-aggression is the only treaty type available at the moment (there is no shared visibility)
- When a non-aggression treaty has been agreed, both players will have safe passage from each other’s automated defenses:
- Fleets in a planet’s orbit won’t automatically attack the other player’s fleets while they’re in orbit
- Orbit defense systems won’t attack the other player’s fleets while they’re in orbit
- Players can safely travel through each other’s minefields without being damaged
- Players are not blocked from ordering their fleets to attack the other player’s fleets or planets! Attacking a player you have a treaty with does not automatically terminate a treaty – treaties can only be terminated manually (the effects of terminating a treaty are instant).
Treaties are managed from the diplomacy page which is opened from the main menu
You can propose a treaty to another player from the proposals tab
From the proposals tab you can agree/reject treaties proposed to you by other players
Once a treaty has been agreed players see each other’s units in green
Invasion durations increased
The minimum and maximum durations for invasions have been increased:
- Minimum: 9.6 hours (was 1.8 hours)
- Maximum: 48 hours (was 36 hours)
The minimum duration has been increased significantly. This was done to give the planet’s owner more time to transfer troops to the planet to attempt to fend off the invasion. It will also make it more difficult for an invading player to capture multiple planets while a player is offline.
Mankind can launch more expensive ‘preconstructed’ ships
Another request we often get from players is to make the playable civilizations more diverse. We agree this will make the game better and that they’re not different enough yet. So in this patch we’ve given Mankind a unique ability.
Mankind players have a new ‘Preconstructed’ checkbox option on the ship construction page. Checking it will inflate the cost of the ship by three times. However, the ship will be instantly launched into orbit.
The idea is that because Mankind are driven by capitalism and entrepreneurship it enables them to speed up production – but it’s not cheap. We’ll likely make adjustments after everyone’s had time to evaluate it.
We want to continue to invest time into the other civs, but alliances are a bigger priority for players right now so we’re not sure when we’ll get to do more civ specific features (this feature took no time at all though so was easy to do).
Syntis Depositors (City Centers) get a performance boost
With the launch of the latest galaxy, city centers were changed so that they increase income as well as the population growth rate (they increase income without needing to increase the tax rate).
In this patch we’ve increased the boost to Syntis colonies from depositors (city centers) from 3%, 6%, and 9% to 4%, 8%, and 12%. We made this change because Syntis seemed a bit too credit starved in the new galaxy after the recent changes to income.
The A3 galaxy has now been removed. We announced the end was nigh for the A3 galaxy several times over the last few weeks but it will now no longer show up on your game slots page (if you had an open A3 game).
Speaking of the game slots page, you’ll probably notice that we’re in the middle of tweaking the layout and testing something. You can just ignore it for now, there aren’t any other galaxies available at the moment.
Pre-Beta galaxy is full
The Pre-Beta galaxy is once again full. Unfortunately, this time we’re not able to expand it like we did before (the current system isn’t capable of expanding the galaxy beyond the size achieved with the previous expansion). As well as new players being unable to join it, it means that if a player resets themselves or gets game over – they won’t be able to immediately rejoin the galaxy.
We’re going to need to launch a new galaxy soon so that players that want to rejoin the game are able to do so. Based on player feedback, the next galaxy will be much larger! When we do launch another galaxy, it will likely run in parallel to the current Pre-Beta galaxy. For now, try not to get wiped out 😉
Faster response times for players in and around North America
We noticed that response times for players in and around the US were slower than for players in Europe. So a few days ago the devs added a US location for one of the game servers that should lead to better response times for players near that part of the world.
It’s also quite possible performance got worse, so we’d like to hear of any change in performance you may have noticed – better or worse – and whether you are having any connection issues.
That’s it for today, thanks everyone. If you want to discuss anything covered here let us know on the forum. See you again soon 🙂
– The Outscape dev team
Full patch notes
Features and changes
- New diplomacy page added from the main menu where players can manage their treaties (players can form non-aggression pacts with each other – see wiki for details).
- Mankind have a new option added to the ship construction page that allows them to opt to launch more expensive ‘preconstructed’ ships instead of constructing a ship from scratch
- Mankind’s Tribal and Trafalgar have been modified:
- Tribal: size increased to 200m (from 135m), HP increased to 600 (from 470), Farsu cost increased to 6,000 (from 4,700), construction time increased to 240min (from 188min)
- Trafalgar: size increased to 300m (from 200m), HP increased to 800 (from 600), Farsu cost increased to 7,600 (from 6,000), construction time increased to 320min (from 240min)
- All Tribals and Trafalgars already constructed will need to be repaired to get the HP boost e.g. Trafalgars that were 600/600 HP will now have 600/800 HP
- Fuel consumption for all engines has been decreased by 20%
- Invasion durations have been increased to between 9.6 hours and 48 hours (the previous durations were between 1.8 and 36 hours)
- The boost from depositors (city centers) for Syntis has been increased from 3%, 6%, 9% to 4%, 8%, 12% (There has been some confusion around city centers recently. With the launch of the new galaxy city centers were modified to also boost income as well as the population growth rate. We originally said they had been repurposed, which was confusing as they never stopped boosting the population growth rate, they only gained the ability to boost income – see the wiki).
- It was possible to quickly mine more resources from an asteroid field than the asteroid field contained
- Planet temperature wasn’t showing on the galaxy overview page
- Interceptions were failing when one fleet should have been able to catch the other (if the fleets were travelling at different speeds)
- Players saw themselves listed in the private messages tab (this won’t happen in the future but you will continue to see yourself listed in the current game if you already do)
- Hitting the enter key in chat was sometimes affecting the map
- The “@” symbol caused errors when used in a fleet’s name (it’s now automatically stripped out)
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.