Early Access Build - 0.72.E.5
Terraforming Colony Events
Terraforming is one of the central technologies of our FTL Age. We introduced new events for FTL colonies to trigger a special paradigm shift event with common probability that will change the planet type of the colony.
This is also done for balancing reasons. During the endgame when advanced FTL societies and robots compete over the galaxies, it was possible to push the FTL organics into a deadlock. They often have to flee to other planets from robot invasions or resource collapse and build up new colonies but the rarity of the colony paradigm shift events prevented them from rising towards independence and then it was not possible to participate in final technology projects.
The terraforming events even out this disadvantage and also create a new "Terraformed Planet" status that we can use for future follow up events.
More detailed Ingame Tutorial Panels To guide players through the game mechanics of the midgame and endgame better new tutorial panels are shown during gameplay. These panels can be disabled.
"Fist Signal Send Infos" - explaining that positive interpreted signals have a big effect on future direct contact events
"First Ship Send Info" and "First Contact Info" - explaining how the ethics of a native society are the main driving factor in the "Contact" option and the ethics of the spaceship crew the main driving factor in the "Observation" option
"Cyber Age Reached" explaining the robot uprising status symbols.
"Singularity Age Reached" explaining the final technology event..
Much more event options now remove the "robot uprising" status effects.
"Machine Dependence" , "Unethical AI" and ""Robot Repression" status are often removed by technological enlightenment events, the ascension options of paradigm shift events or when injustice events are averted.
"Rapid Replication" status are removed often by technological reduction events, the ascension option of paradigm shift events or when consumption events are averted.
"Weird Machines" status are removed often by technological knowledge events, the ascension options of paradigm shift events or certain growth events.
All machine uprising statuses (except weird machines) are often removed during catastrophic events that cause massive loss of population or a lost in tech levels. Also some of the resource scarcity and resource exhaustion options remove most "robot uprising" statuses.
New Sol System Event "Radio Metis" New Sol System Event "The Metis Summit"
New FTL Robot Event "The Quantum Ark" New FTL Robot Event "Echoes of Creation" New FTL Robot Event "Robotic Poetry"
New Terraform Event "Easy Terraforming" New Terraform Event "Global Granulation Project" New Terraform Event "Planetary Crust Perforation" New Terraform Event "Atmospheric Cooling Pattern" New Terraform Event "The Eden Protocol" New Terraform Event "Hypervegetation Boost" New Terraform Event "Planetary Oceanification" New Terraform Event "Planetary Restoration" New Terraform Event "Slow Terraforming"
New Extinction Event "Catastrophic Gender Reveal Party"
Bufix - FTL Colonies with extremely low population but maximal technology progress did not trigger the population crisis events. This is now fixed. Bufix - FTL Colonies with very low resources but maximal technology progress did not trigger the resource crisis events. This is now fixed. Bugfix - Stone Age civilizations from ice, ocean and desert planets don't use "directed wildfires" as their WMDs anymore. Bugfix - The history text of the "Deportation Spaceship" from the transformation coexisting events displays now the correct system names. Bugfix - The "Mines of Io" event can only happen in the Sol System now Bugfix - When choosing the top option of the "First Sight" event the civilization is correctly named "The Visionaries" now and the "sightless species" status is correctly removed Bugfix - Ingame Menu is now correctly opened when pressing the Escape key Bugfix - The names of artefacts are now shown in the "Curious Artefacts" alien ruins colony event.
Early Access Build - 0.71.M.7
The Flare System was reworked into a mix of the old and new system.
Organic Societies now spawn 5 different flares.
Incremental Flares ( on the far left position ) Process Flares ( on the left position ) Neutral Flares ( on the central position ) Chaos Flares ( on the right position ) Decremental Flares ( on the far right position )
Incremental / Decremental Flares ( Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and the same for each star system during this turn )
Process Flares ( Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption )
Neutral Flares ( Stay the same - Gain 1 Synthesis - no values are changed )
Chaos Flares ( Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption )
Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.
When Synthetic Societies reach the highest tech level ( FTL Age at the moment ) they create special Evolution, Configuration, Signal and Colony events that give them these options.
Introspection - Gain Utopia and Static Behavior Sentry - Gain Harm and Observation Behavior Incrementation - Gain Population Growth and Expansion Behavior
FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event
This event can send either a large fleet or a normal ship towards the origin of a signal. Dystopian societies might send different kinds of ships then Utopian societies.
Upgraded to the 2024 Unity Version
For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions
New Sol System Event "The Mines of Io" New Sol System Event "The Io Conspiracy"
New Contact Event "The Other Species" ( Community Quote by Nathan Boyce )
New FTL Signal Ship Event "Rapid Response Fleet" ( Community Quote by Jim Bruhman ) New FTL Signal Ship Event "Assault Armada" New FTL Signal Ship Event "System to System Connection" New FTL Signal Ship Event "Xeno Exchange Mission"
New Answer Signal Event "Distant Machines"
New FTL Robot Event "Apex Machines" New FTL Robot Event "Universal Analysis" New FTL Robot Event "Synthetic Seed"
UI Improvements - Slider of Society statistics are colored orange or red if value is critical UI Improvements - Mouse Over Popup for Research Showing Research Percentages per Turn and Capabilities of Current Tech Level UI Improvements - Mouse Over Popup for Population Showing Optimal Population Distribution UI Improvements - Mouse Over Popup for Resources Showing Resource Level and Resource Crisis Chance UI Improvements - Mouse Over Popup for Harm Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses UI Improvements - Mouse Over Popup for Ethics Showing Contact Details and Final Technology Ethic Thresholds UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were increased
Some Robots Upgrade events give the Robots now Names according to the Planet Type
New Icons for Evolution, Planet, Programming and Robot Development Flares The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.
Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc
Balancing - The time span between evolution events is shorter so it takes not so long to spawn all 7 playable species Balancing - Starting Dystopia Values of all Robot Civilizations are reduced
Bugfix - The resource slider bar was flickering sometimes Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event Bugfix - The "Justice" song by Monar Mur and En Ensch was not played during the "Battle of the Bands" event Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere Bugfix - Sometimes robot types set from specific events could not be changed anymore so that societies build the same kind of robot forever. This is fixed now. Bugfix - Newly evolved synthetic lifeforms sometimes where not marked that they "contacted" their creators Bugfix - Underwater Species and Planet Species are not able to smoke "Memory Pipes" anymore Bugfix - Genderless Species don't do "Rainbow Protests" anymore Bugfix - Aquatic Species will not experience the longest night anymore Bugfix - Final text of the "Simulated Paradise" ending was cut off Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name. Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship Bugfix - The title of an event was sometimes hidden when clicking on the back button from the multiple choice screen Bugfix - Rare crashes during the robot uprising event are fixed Bugfix - Rare crashes when robots build robot ships are fixed Bugfix - Some variables for robot spaceships were not correctly set Bugfix - In the history text of some spaceships the system name was not displayed
Credits added Nelly and Robin to the new Production Babies collum ( one reason this update took much longer than usual )
Early Access Build - 0.70.Y.7
Spaceships that get destroyed by a population crisis event did display a broken dummy Statistic screen that could not be removed. This issue is fixed now. Colonies that turn into full civilizations do not copy the government name from the original society that sended the spaceship anymore. The Mouseover Popup for the Flares is placed on a more convenient position.
Early Access Build - 0.70.X.1 ( Ganymede Patch )
New Synthetic Species Event "Priority Framework : System X"
New Synthetic Species Event "System Development Analysis"
Bugfix - A successful "hacking attack" against a robot uprising that led to a drastic fall of tech levels used to destroy the bio civilization and let the robots win. This is fixed now.
Bugfix - The resource and population values of an incoming biological spaceship fighting with a robot civilization were set wrong, which caused strange results.
Bugfix - If a defending robot society fled from a biological spaceship attack, both parties were sometimes destroyed leaving only an empty planet.
Bugfix - The name of defending robots during an incoming biological spaceships attack was wrong and displayed something like "Master" instead of the proper robot name.
Bugfix - Some species-specific names for arms, brains, babies, etc were overwritten with more generic names of their type.
Bugfix - In the description text of second chance species sometimes a "__" was displayed instead of an empty space.
Bugfix - In the "Thieving Monkeys" event. ELEMENT_PREFIX Monkey should now be displayed as "Sand Monkeys" etc
Bugfix - Water Cats and Ocean Crawlers both have now the "Aquatic Species" status
Bugfix - If after a robot uprising the robots leave the planet or are destroyed (and they do not create a Tomb World in the process) it is possible to trigger a Second Chance Evolution event. But this event always produced Monkeys as the Balanced Species even if the creator Species was Unbalanced or Ambiguous. They will now spawn Cats / Crawlers.
Bugfix - "Justice" our industrial punk music score was not triggered by the "Battle of the Bands" event
Bugfix - When using the keyboard and quickly pressing tab to leave the Character Screen after an event the Character Screen was sometimes visible in the Galaxy Screen again which was really annoying.
Bugfix - When using the keyboard and quickly pressing tab during an event it could happen that the small description window popped up behind the event text. That should not happen anymore.
Bugfix - The "Robot Rivalry" event was never correctly triggered.
Bugfix - When selecting a flare sometimes the subtitle says something like "Earth is the home of the Human Governments." was removed for 5 seconds. This is fixed now.
Bugfix - Blizzards should not happen in space regions anymore.
Bugfix - Fish species are not building naval frigates anymore
Bugfix - Loading an old savegame from the Eros Update can produce dummy flare texts for stone age societies like "ai creates research" or "fear of technology". This should be fixed now.
Bugfix - When loading the save game at the end of the game the "Good Ending" and "Bad Ending" status was not saved and the player got the "Grey Ending" score.
Bugfix - The "Interstellar Data" event does not point towards the wrong star systems anymore.
UI Rework - Increased the spawning speed of flares.
UI Rework - The "Flare Panel" in the "How To Play Menu" now shows the new flare system.
UI Rework - The Mouse Over Popup of the flares will be shown much faster
UI Rework - No new Flares are spawned anymore when the game is already over
UI Rework - The text that displays on empty planets changes the type of the planet correctly if the planet is turned into a Tomb World or anything else.
Balancing - Positive Flares will only spawn Population Boost if one of these conditions apply
If the society is under 1000 population
If the population status is "Population Decline" and the growth rate is under 20%,
If the population status is "Sparse Population" and the growth rate is under 15%,
If the population status is "Balanced Population" and the growth rate is under 10%,
If the population status is "Dense Population" or higher and the growth rate is negative.
In all other cases a Consumption Decrease boost is spawned
Balancing - When Harm Potential is really low a Positive Flare will not spawn a Harm Reduction Boost but will spawn a Consumption Decrease Boost instead.
Balancing - When the Research progress is under 10% a Negative Flare will not spawn a Research Malus but will spawn a Population Decrease Boost instead.
Balancing - Events that give Maximum Harm Potential increase the Harm Potential by 8% now instead of 3%
Balancing - Events that give Default Harm Potential increase the Harm Potential by 2% now instead of 1%
Balancing - Harm Increase Flares increase the Harm Potential by 0.05% now instead of 0.02%
Balancing - Synthesis Costs of Robot Evolution Events are higher, so it is harder to turn off (set to Idle Behavior) the robot civilization in the beginning.
Balancing - Synthesis Costs of Robot Resettle Events are higher, so it is harder to leave blooming nature behind when extracting everything from a planet.
Balancing - Spaceships avoid now to move back to the planet they came from, even if it would be a very short or optimal route.
Balancing - Robot Spaceship tended to pack not much resources, which led to weird situations where a newly founded colony instantly moves on to the next planet.
Balancing - Synthetic Civilizations with the Expanding Behavior do not send Spaceships out anymore if they have less than 1000 Robots.
Early Access Build - 0.70.V.2 ( Ganymede Update )
7 new Synthetic Species These new synthetic species can be build by any organic species if their technology is high enough. One model is always the primary type of a synthetic species. Specific events can change the robot model of the current civilization.
Synthetic Species "Humanoid Model" - the default synthetic species of humanoid lifeforms or from generic events
Synthetic Species "Toy Robot Model" - the default synthetic species of quadruped lifeforms or from Cyber Age events
Synthetic Species "Multipurpose Drone Model" - the default synthetic species of jellyfish-like lifeforms or from Solar Age events
Synthetic Species "Replicant Model" - the default synthetic species of anthropomorphic lifeforms of from Lightspeed Age events
Synthetic Species "Spider Swarm Model" - the default synthetic species of insect lifeforms of from Singularity Age events
Synthetic Species "Sphere Model" - the default synthetic species of aquatic lifeforms and from FTL Age events
Synthetic Species "Battlemech Model" - the default synthetic species of large lifeforms and from negative events
New Music Track "Robotic Society" New Music Track "The End"
New Background Art “Synthetic Civilization” New Background Art “Broken Parts” New Background Art “Machine Revolution” New Background Art “Maximized Galaxy” New Background Art “Wormhole Jungle” New Background Art “Uncertainty Principle” New Background Art “The Road to Paradise”
New Sol System Event "The Ganymede Incident" New Sol System Event "Prisoners of Ganymede"
New Ending "Galactic Syntheticity"
New Machine Uprising Event "AI Takeover" New Machine Uprising Event "Rapid Replication" New Machine Uprising Event "Ethics Malfunction" New Machine Uprising Event "Unknowable AI" New Machine Uprising Event "Rise of the Robots" New Machine Uprising Event "AI Dependence" New Machine Uprising Event "Robot Replication" New Machine Uprising Event "The Hate Protocol" New Machine Uprising Event "Glitch in the Colony" New Machine Uprising Event "Rage of the Machines"
New Machine Tech Level "Autonomous Age" New Machine Tech Level "Biosynthetic Age" New Machine Tech Level "Acceleration Age" New Machine Tech Level "Quantum Age" New Machine Tech Level "Convergent Age"
New Machine Dependence Event "Luddite Rebellion" New Machine Dependence Event "Defense Systems: Offline" New Rapid Replication Event "Robot Trespassing" New Rapid Replication Event "Robot Overpopulation" New Unethical Machines Event "Robot Pacification" New Unethical Machines Event "Psychotic Feedback Loop" New Weird Machines Event "Computer Replacement" New Weird Machines Event "Legacy Military Computers" New Repressed Machines Event "Robot Militias" New Repressed Machines Event "Robot Distress Call"
New Synthetic Species Event "Synthetic Dawn" New Synthetic Species Event "Interstellar Machines" New Synthetic Species Event "Pattern Shift" New Synthetic Species Event "They Are Us" New Synthetic Species Event "Distant Machines" New Synthetic Species Event "System: Assimilated" New Synthetic Species Event "Interstellar Data" New Synthetic Species Event "Resources Depleted" New Synthetic Species Event "Manufacturing Crisis" New Synthetic Species Event "Signs of Life" New Synthetic Species Event "Expansion Vector" New Synthetic Species Event "Processing Noise" New Synthetic Species Event "Galactic Electromagnetic Pulse" New Synthetic Species Event "Corrupted Data" New Synthetic Species Event "Myths of the Machines" New Synthetic Species Event "The Torture Paradigm" New Synthetic Species Event "Complete Reboot" New Synthetic Species Event "The Emergent Network" New Synthetic Species Event "Combat Specialization" New Synthetic Species Event "Irreplaceable Components"
New Stone Age Event "Ritual Dance Battles" New Stone Age Event "Thieving Monkeys!" New Bronze Age Event "The Rider's Plague" New Bronze Age Event "Bacchanalia" New Iron Age Event "Itinerant Monks" New Iron Age Event "The Free Cities" New Nautical Age Event "Desertion Into Exile" New Nautical Age Event "Timber Worms" New Industrial Age Event "Strike for Peace" New Industrial Age Event "The Winter Truce" event by WREN_PL New Industrial Age Event "Occult Warfare" New Nuclear Age Event "Killer Satellites" New Nuclear Age Event "The United Nations" event by Fivealive007 New Nuclear Age Event "The Military Industrial Complex" New Nuclear Age Event "Anti-Establishment Culture" New Cyber Age Event "The Battlehound Program" New Cyber Age Event "RoboPuppy; Inc." New Cyber Age Event "HypnoPets" New Solar Age Event "Autonomous Constructors" New Solar Age Event "Automated Freelance Peacekeepers" New Solar Age Event "Machine Learning Drift" New Solar Age Event "Robotic Parenting" New Lightspeed Age Event "Runaway Replicants" New Lightspeed Age Event "Humanoid Organ Banks" New Lightspeed Age Event "Xenogenetic Modeling" New Lightspeed Age Event "Portable Plasma Blasters" New Singularity Age Event "The War Swarm" New Singularity Age Event "Techno-Pests" New Singularity Age Event "A.I. Building Plans" New FTL Age Event "Collectors of the Depths" New FTL Age Event "Eyes of the Beholders"
New Population Crisis Event "The Lost Engineers" New Resource Crisis Event "Automated Resource Distribution" New Resource Crisis Event "Technological Collapse" New Resource Crisis Event "Better a good AI than a bad Leader!" New Resource Crisis Event "The Ones Left Behind" New Resource Crisis Event "The Machine Lords" New Resource Crisis Event "Energy Triage" New Resource Crisis Event "Robot Rivalry" New Contact Event "Robotic Assault" New Contact Event "The Day the Robots Came …" New Contact Event "Xeno Ambush" New Contact Event "CONTACT_0000" New Contact Event "Planet of the Machines" New Contact Event "Synthetic Siblings" New Contact Event "Digital Diplomacy" New Contact Event "Xeno Termination Initiated" New Contact Event "Synthetic Visitors" New Fallen Society Event "The Robot Hunts" New Fallen Society Event "Ancient Technology" New Fallen Society Event "Blame the Robots" New Alien Ruins Event "The Machines of the Xenos" New Final Technology Event "Coordinating the Project" New Final Technology Event "Project Construction"
New Colony Event "Burying the Hatchet" New Colony Event "No Time to Fight" New Colony Event "WMD Mining" New Colony Event "The Spider Colony" New Colony Event "Colonial Orbs"
New Starship Event "Retraining the Crew" New Starship Event "Swords to Plowshares" New Starship Event "WMD Target Practice"
New Default Event "Government Unification" New Default Event "Anti-War Artwork" New Default Event "The Philosopher Army"
New Status Effects for Robot Uprising Requirements.
5 new Status Effects are introduced. They can be added and removed by events with the focus on robotic or AI technology.
Machine Dependence - Added when a society gives too much control to machines Machine Self Replication - Added when machines can build other machines very fast Unethical Machines - Added when a society builds cruel and immoral machines Weird Machines - Added when the technological foundation of a society is very buggy Machine Repression - Added when sentient artificial beings are actively oppressed.
Machine Uprising Gameplay
Each of the Status Effects above can lead to a machine uprising event. Machine Revolts are available from the Cyber Age but happen not very often. The frequency rises in the Solar Age and is even higher when a society reaches the Singularity age.
During a robot uprising machines fight against their creators. To defeat the machines the biological civilization needs to have either a high Harm Potential or a lot of population numbers; ideally both.
Each robot uprising status brings a different machine opponent
Machine Dependence - High Harm Potential Machine Self Replication - Higher Robot Population Unethical Machines - Higher Casualties and Very High Dystopia Weird Machines - Random Values Machine Repression - Lower Harm but also starts with 0% Utopia
Passive Species Gameplay
Our synthetic civilizations fall into a different category then the biological civilizations. They are what we call a passive species; since machines operate on a very different timescale than organics. They fulfill more the role of NPCs and since many of them start with high dystopia they are often antagonistic.
A passive species does not trigger random development events and they can be in three states.
Idle - They ignore everything until someone actually lands on their planet. Observing - They stay put in their system but will react to signals that reach their planet Expanding - Periodically this civilizations build starships to send to other planets. These starships do not count towards the limit of the biological starships.
Synthetic Species Gameplay
Robots behave a bit differently as a species. They only consume resources when they are building more robots. They are far more flexible and are able to mobilize their entire civilization on starships if they run out of resources or they want to examine the source of a signal. Robots ( if they are not in Idle behavior ) can immediately send starships back to the sender.
The morales of Robots are completely binary. If they have any utopia they are peaceful and help other civilizations out; if they have any dystopia they always attack other biological lifeforms they encounter.
Robots can merge their civilization with other robots even from a different model.
If only Robots are left in the galaxy the Galactic Syntheticity ending is triggered. Here the ethics of the most advanced or most populous robots decide over the fate of the galaxy.
Final Technology Rework
The random chance roll in the final technology event that ends the game was removed.
Instead there is a fixed threshold that a society has to reach: usually high Utopia and low Harm to reach the Positive Ending.
We also added a more neutral and gray outcome called the Ambivalent Ending; this is triggered when the requirements for the Positive Ending are not met but Dystopia or Harm are not very high.
For the Ansible Network the Ambivalent Ending is called "Asynchronous Uncertainty" For the Wormhole Grid the Ambivalent Ending is called "The Wormhole Jungle"
Mouseover Popups and clearer text description explain what will be the result if you choose an option in the final technology event.
Flare System Rework
The categories of flares are now changed. Every civilization spawns now positive, neutral and negative flares.
Positive Flares choose one of these random effects
Increase Research Increase Ethics Increase Population Decrease Harm Potential Decrease Resource Consumption
Neutral Flares generate 1 Synthesis
Negative Flares generate 2 Synthesis and choose one of these random effects
Decrease Research Decrease Ethics Decrease Population Increase Harm Potential Increase Resource Consumption
In the Galaxy Overview Screen the flares are not spawned next to stars anymore but in the lower half of the screen. The flares always correspond to the current active starsystem (the active star system has an underline under its name and is automatically switched when hovering with the mouse over it).
Empty Planet Rework
On empty planets different categories of flares are now displayed. Empty planets now show evolution, neutral and resource flares.
Evolution Flares increase the chance of an evolution event and slightly increase the initial population number. Evolution flares are not spawned in a star system that can not evolve sapient life.
Neutral Flares generate 1 Synthesis
Resource Flares increase the overall resource pool of a star system. This increases the amount of resources a civilization is rewarded on each tech level or when a colony is built here.
Passive Flares
Passive civilizations, like the robot species, show activity, neutral and development flares.
Activity Flares increase the chance of a Reconfiguration event for this civilization
Neutral Flares generate 1 Synthesis
Development Flares increase the chance of a Development event for this civilization
Flare Text Iteration
Old flare texts are reworked and new variations of the texts are added. Around 120 new text categories are added to the flare system that are triggered by various conditions like low population, low research, final technology available, etc.
After reaching a new Tech Level no free Synthesis flares are generated anymore. Instead the feedback text window opens immediately with an updated text.
Some very drastic events (like a Nuclear Holocaust) change the status of a planet into a Tomb World. Solar age starships (or lower) will find it hard to build a colony there; also the Second Chance Evolution event can not happen on Tomb Worlds.
The "Eden" music track is only played now when you reach a positive ending otherwise the "The End" is played.
New Texts - More variety for terms of scientists, weapons, artists, robots and media through the ages. ( A big thanks to Carey Neal Dunn and LoneGoat for brainstorming a lot of ideas in our Discord )
New Texts - For each Planet unique terms for planet specific variables like oceans, storms, plants and animals were added.
New Texts - For each Species unique terms for species specific variables like hands, tentacles or nerve knots are added.
New Texts - New Terms for Leaders, Governments, Settlements etc for all Hedonistic Society events were added
New Texts - Most "Build Colony" events and "Build Spaceship" events have unique terms that are used as a description for a society when a colony gains independence so you will not see so many "Traveler" and "Settler" civilizations anymore.
New Texts - If a society merges via a "Same Species Contact" event their prefix and main name gets mixed. If "Meta-Humans" and "Cyber Travellers" meet they could merge into "Cyber Humans" or "Meta Travellers"
Balancing - We did a "Consistency Pass" on most events to finetune the conditions when they are triggered, considering the state of the society. For example utopian societies can not trigger the "Prison Expedition" starship event anymore while a civilization low on resources can not build the "Great Siege Engines" etc,
Balancing - In the calculation of Contact Events the Talk and Observe Options increase their Score now by +2 instead by +1 if societies/ships have lower harm potential than the society they are interacting with. Also the -1 Score for higher harm is counted only by a difference of 30 harm points.
Balancing - Positive Population flares give a much smaller boost then Negative Population flares but Positive Resource flares give a much bigger boost then Negative Resource flares.
Interface Rework - Flares can now be collected with pressing the keyboard keys ( Y, X , C, V ) or with a game controller. Interface Rework - Flares can now be collected automatically until the next event starts by holding shift with the keyboard or the right controller trigger. Interface Rework - The Mouse Over Text from the planet names now shows the evolution chance and the resource pool multiplier. Interface Rework - Each Flare type has now its unique Mouse Over Text. Interface Rework - To clean up the menus the little history text under the civilization statistics was removed and is shown in the same feedback window as the Flares. Interface Rework - The Statistic Window shows now a more descriptive text than just 50% Utopia or 77% Dystopia Interface Rework - Up to 5 overlapping Flare Texts Windows are now shown if flares are collected in a row. Interface Rework - The Flare Text Windows are now hidden when switching to another system Interface Rework - All flares pop up a little bit faster and their animations are a bit smoother. Interface Rework - Planets are not placed in the lower middle part of the galaxy map anymore to make room for the Flares. Interface Rework - Mouseover Text on the right side of planets is moved to a different spot if the planet is too far on the right side of the screen.
Tutorial - The new Flare system is explained in the tutorial Tutorial - The marker that highlights which button to press is more detailed now Tutorial - New Tutorial Popups added explaining the Robot Species. Tutorial - New Tutorial Popups added explaining the Final Technology, which is triggered when reaching Singularity Age.
Bugfix - Advanced Starships from very economic societies are not sent out with too few resources anymore so that they do not experience a Scarcity Crisis immediately after they start their journey.
Bugfix - The "Sirens of Planet X" event is not triggered anymore for ocean colonies of species with a desert planet or lava planet origin.
Bugfix - The "Longest Night" event is not triggered anymore in the Sol System
Bugfix - The middle and lower option of the "Natural Desertification", "Atmospheric Ignition" and "Three Degrees" events turns the planet now into a desert planet.
Bugfix - The middle and lower option of the "The Great Deluge" and "Blitz Heatwave" events turns the planet now into a water planet.
Bugfix - The middle and lower option of the "The Geocomputer" event turns the planet now into a lava planet.
Bugfix - Ancient technology ships will not trigger the colony events "Magmatic Bases", "Oasis Colony" or "Floating Base" any more.
Bugfix - The events "The Xeno Tragedy", "Where are the Xenos?", "The Quest for the Xenos", "The Impurity of Planet X" are disabled for Colonies created via Interstellar Invasion; to stop invading species to wonder who might have destroyed the civilization from the alien ruins.
Bugfix - The Colony Paradigm Shift events "The Wild Colony", "The Circles of Hellfire", "Xenobiological Incursion", "Xeno Adaption" and "Xeno Cults" did not change the name of the Society after transforming the colony into a full civilization. This is fixed now.
Bugfix - The "Public Shame" event is not triggered anymore for Hedonistic Societies.
Bugfix - The "Mysterious Infertility" event is only triggered for mammalian Species and can create a Hedonistic Society status.
Bugfix - After a savegame was loaded the counter how often a specific event played was reset; which can lead to duplicate events to be triggered in short succession. This issue is fixed now; but only works with new savegames from this version.
Bugfix - A texture of one type of futuristic Dolphin without the VR glasses was not loaded correctly
Bugfix - A texture of one type of futuristic Quasis without the helmet was not loaded correctly
Bugfix - The variables of a newly built spaceship were also transferred to the system that built it. That resulted in a situation where a "Fanatic Crew" or similar was also inhabiting every spaceship that was built by the same civilization.
Bugfix - The events "Photovoltaic Power", "Green Politics", "Freedom to Maintain", "Garbage Eaters", "Moon Concrete", "Photon Sails", "Marine Energy Network", "Robotic Replacement" , "Pararobotic Relationships" and "The Laws of Robotics" were never triggered; now they are regularly available.
Bugfix - Sometimes extremely large amounts of resources were displayed with a negative value. They are now displayed as "Unlimited Resources"
Bugfix - When loading a save game the "Second Species Evolved" Tutorial popups will not be triggered again when a new species evolves.
Bugfix - In rare occasions a colony specific event was triggered on a spaceship; leading to a crash when the spaceship tries to send their own signals or build their own spaceships. This is fixed now.
Bugfix - The Wormhole Jump Fleet from the FTL Final Technology endings sometimes, when moving instantly after attacking their target system, moved to the same system.
Bugfix - Resources on Spaceships and Colonies were not shown correctly
Save Game Compatibility Issues with older Savegames - When loading a save game from an older version some flare texts and the first displayed event might sometimes show text like "VEHICLE_UNIT" instead of the correct name for a military unit or similar. Also sometimes a flare will not display any text.
Early Access Build - 0.69.M.2 ( Eros Hotfix )
Bugfix - Fixed issue with the variable database that removed names and flare tags from aquatic and primordial world ancient ages
Status Effect - The top event of "Fertility Rites" grants the "Hedonistic Society" status
Early Access Build - 0.69.L.1 ( Eros Hotfix )
EA Build - 0.69.K.6 ( Eros Update )
Background Art : New “The Dancers of Sirius" picture
Background Art : New “The Fallen Colony" picture
Background Art : New “Global Protests" picture
Background Art : New "Voyage of the Titans" picture
Background Art : New “Abandoned Highway" picture
New Sol System Event "The Pleasures of Eros"
New Sol System Event "Showdown at Eros"
New Stone Age Event "Geoglyphs"
New Stone Age Event "Complex Burial Rites"
New Stone Age Event "Nomadic Agriculture"
New Stone Age Event "Sacred Prey"
New Stone Age Event "Trap Labyrinths"
New Stone Age Event "Dead Rivers"
New Bronze Age Event "Axiology"
New Bronze Age Event "The Great Dams"
New Bronze Age Event "The Golden Leader"
New Digital Age Event "Photovoltaic Power"
New Digital Age Event "Green Politics"
New Cyber Age Event "Freedom to Maintain"
New Cyber Age Event "Garbage Eaters"
New Cyber Age Event "Moon Concrete"
New Solar Age Event "Photon Sails"
New Solar Age Event "Marine Energy Network"
New Solar Age Event "Robotic Replacement"
New Solar Age Event "Pararobotic Relationships"
New Solar Age Event "The Laws of Robotics"
New Garden Planet Event "The Pleasure Planet"
New Colony Event "The Wild Colony"
New Follow Up Event - Hedonistic Society Status "Expel the Deviants"
New Follow Up Event - Hedonistic Society Status "The Philosophy of Pleasure"
New Follow Up Event - Hedonistic Society Status "Signaling Interest"
New Follow Up Event - Hedonistic Society Status "The End of Deviancy"
New Follow Up Event - Hedonistic Society Status "Pleasure Optimization"
New Follow Up Event - Hedonistic Society Status "Indecent Aliens"
New Follow Up Event - Hedonistic Society Status "The Last Embrace"
Reworked Contact Event "Culture Clash"
Reworked Contact Event "Perilous Transformations"
Reworked Tech Level Event "The FTL Age"
New Event Type : Disarmament
The opposite of the Power event - the options reduce the Harm Potential instead of increasing it. For now we added just a few of these events but in future updates there will be more.
New Feature : Status Effects
In Addition to changing values like research or resources an event can apply or remove a status from a civilization. This enables us to create more specific followup events; block events that do not make sense for a civilization with this status or even create longer event chains. The status can be seen in an info window when hovering with the mouse over the name of the civilization and as a symbol in the choice windows that would remove or add the status. As a testrun we added the "Hedonistic Society" status that is granted in events like "Goddess of Love" , "Sexual Revolution" , "Pleasure Bots" , "Space Swingers" … etc We added 7 follow up events that only get triggered for civilizations with this status.
We will add more different statuses in future updates.
Interface : Keyboard and Controller Input is now recognized by the game. Mouse Over text windows next to the buttons show which hotkey is assigned to which function.
Note : The collection of flares can not be done with keyboard or controller, since we plan to rework the flare system in the next update.
Optimization : We reduced the disk space the game needs to 1.9 GB
Text : New Terms for Leaders, Governments, Settlements etc for all Stone Age to Industrial Age Paradigm Shift events.
Text : Scientific Building Names for Ancient Civilizations were added
Bugfix - Captured Spaceships are not counted internally as colonies anymore and can not trigger colony specific events like Send Signal that would crash when applied on a star ship.
Bugfix - Technology Age gain of of the Interspecies Integration event is shown correctly now
Bugfix - Rings of Planet in the Rigel System is now shown correctly
Bugfix - The Status "Desert Planet Origin" and "Herbivore" was not correctly applied to the Prun species but now it is fixed
Bugfix - The "Answer Signal" event sometimes sent a signal to the wrong civilization. Now it will always send it back to the original sender.
Bugfix - Mouseover Text for Retreat and Small Crew Conflict Contact followup events now shows the correct amount of research gain.
Jupiter Update - 0.68.N.2 (small patch )
Reworked Contact Event "Interspecies Conflict"
Reworked Contact Event "On the Run"
Reworked Contact Event "Overrun by Aliens"
Reworked Contact Event "The Alien Next Door"
Text - Civilizations and Spaceships with especially long names like "Digital Sibling Expert Communities" are shortened
Text - fixed some small typos and empty spaces in various events and variables
Bugfix - Every Spaceship was counted as a new Species - screwing up the end results in the Epilogue
Bugfix - The trading option of the Coexistence / Adaption contact events that allows exchange for technology for resources does now give the correct side the techlevel boost..
Bugfix - A spaceship should not be "trapped" between two alien star systems anymore and not do a back and forth ping pong course between those two planets.
Bugfix - Species that survived the game are now properly highlighted in the Epilogue
Bugfix - The "Total Annihilation" contact event is not triggered anymore for Industrial Era civilizations, instead "Battlefield Planet X" is triggered.
Bugfix - Casualties of the Scarcity Crisis and the Hostility Events are now shown correctly
Bugifx - A lost in Tech Levels was displayed in the Scarcity Decline events but it should have been shown in the Scarcity Mitigation events
Bugfix - The Epilogue text stated that only one species received signals even if multiple species got signals.
Bugfix - Wrong Background Artwork for "Cure for Sin" event
Bugfix - The little decorative icon on the large mouse over window is now on the correct position
Bugfix - In one color variation of spacefaring Prun the avatar without a helmet and with a helmet was swapped.
Bugfix - Correct output text on event options when a native civilization is occupied by an invading alien spaceship
Bugfix - Fire moles can not take out space habitats anymore
Bugfix - The star system that is the next goal of a starship after a contact event is properly capitalized now
Bugfix - When invading starships lose a battle and have to flee to another system the correct system name is displayed now
Bugfix - "Jovian Colonies" Event can only be activated by Lightspeed Fleets or higher
Balancing - Number of maximum Signals / Spaceships is increased in later phases of the game
Balancing - Population Growth are less common on Spaceships.
Balancing - Synthesis costs "Pickup Signal" && "Resource Depletion Crisis" events are cheaper
EA Build - 0.68.M.8 (Jupiter Update )
Background Art : New “Free Colonists" picture
Background Art : New “Critical Hull Breach" picture
Background Art : New “Infiltration in Progress" picture
Background Art : New “Productive Coexistence" picture
Background Art : New “Alien Occupation" picture
Background Art : New “Interspecies Warfare" picture
Background Art : New “Planet Killer" picture
Background Art : New “Iron Age” picture picture
Background Art : New “Abandoned Colonial Base” picture
Background Art : New “Decaying Spaceship” picture
Background Art : New “Long Range Scan” picture
Background Art : New “A day at the Harbor” picture
Background Art : New “Senicide” picture
Background Art : New "Perimeter Observation" picture
Background Art : New "The War and The Plague" picture
Background Art : New "Colonial Uprising" picture
Background Art : New "Sol System" picture
Background Art : Rework "The Tank Battalion" picture
New Contact Event "The First Light" - quote by Shadowlancer
New Contact Event "Colonized Homelands"
New Contact Event "The Lost Homeworld"
New Contact Event "Suprise Attack"
New Contact Event "Repel the Invaders"
New Contact Event "Temporary Guests"
New Contact Event "Remote Adaption"
New Contact Event "Suicide Run"
New Contact Event "Leave only Ruins Behind!"
New Contact Event "Space Battle"
New Contact Event "Dramatic Exit"
New Contact Event "Stranded Aliens"
New Contact Event "Course Correction"
New Contact Event "Alien Occupation"
New Contact Event "Captured Aliens"
New Contact Event "Interspecies Conflict"
New Contact Event "On the Run …"
New Contact Event "Overrun by Aliens"
New Contact Event "Colonial Deception"
New Contact Event "Protect the Colony!!
New Contact Event "Colonial Integration"
New Contact Event "Admiration from afar"
New Contact Event "Mutual Destruction"
New Contact Event "Destroy Planet X!"
New Contact Event "The Struggle over System X"
New Contact Event "Clumsy Disappearance"
New Contact Event "Shipwrecked on Planet X"
New Contact Event "Diversion towards Planet X"
New Contact Event "Occupied Colony"
New Contact Event "Prisoners of the Colony"
New Contact Event "The Struggle over Planet X"
New Contact Event "Escaping Planet X"
New Contact Event "The Aliens are Everywhere!"
New Contact Event "Battleground Planet X"
New Contact Event "Fratricidal War"
New Contact Event "One Last Look"
Reworked Contact Event "Alien Contact"
Reworked Contact Event "Planet X is occupied by Aliens!"
Reworked Contact Event "Full Onslaught"
Reworked Contact Event "By any means necessary"
Reworked Contact Event "Initiation of Talks"
Reworked Contact Event "Exchange of Ideas"
Reworked Contact Event "Alien Invasion"
Reworked Contact Event "The Conquest of Planet X"
Reworked Contact Event "The Wormhole Invasion"
Reworked Contact Event "Wormhole Refugees"
Reworked Contact Event "Interstellar War"
Reworked Contact Event "Swift Attack"
Reworked Contact Event "Safe Observation"
Reworked Contact Event "Secret Visitors"
New Cohabitation Event "Perilous Transformations"
New Cohabitation Event "Culture Clash"
New Cohabitation Event "The Alien next Door"
New Cohabitation Event "Shared Colonies"
New Cohabitation Event "Tense Cohabitation"
New Cohabitation Event "Mutual Struggle"
New Infiltration Event "Aliens Among Us"
New Infiltration Event "No Witnesses"
New Infiltration Event "A Breath of Fresh Air"
New Infiltration Event "The Hand of the Gods"
New Primordial World Event "The Giant Blister"
New Primordial World Event "Onto the Molten Sea"
New Primordial World Event "The Burning Legion"
New Primordial World Event "Pyroductal Warfare"
New Primordial World Event "Attack of the Fire Moles"
New Primordial World Event "Voices from the Flaming Pits"
New Colony Event "Xenobiological Incursion" - event idea by Someone Random
New Colony Event "The Ancient Shipyard" - event idea by Bray Gallienne
New Colony Event "The Jungle Colony"
New Colony Event "Magmatic Bases"
New Colony Event "Metal Rain"
New Colony Event "The Circles of Hellfire"
New Fallen Society Event "The Music of the Gods""
New Fallen Society Event "Wasteland Punks
New Sightless Species Event "First Sight" event idea by 42Timezone
New Bronze Age Event "The Game of the Gods" - quote by cat in a cardboard box
New Nautical Age Event "The Leviathan" - event idea by Urmuux
New Nuclear Age Event "Cultural Cross-Pollination" - quote by InanimateIJK
New Nuclear Event "Mass Stigmatization of Wildlife" event idea by Brendan Eric Feay
New Nuclear Age Event "Mazes and Monsters" event idea by Carey Neal Dunn
New Lightspeed Age Event "The Basilisk's Curse" - event idea by Brendan Eric Feay
New Singularity Age Event "Explosion of Friendly Intelligence" - event idea by Rakeela Detanis
New FTL Age Event "Radiation Belt Harvesting" event idea by Carey Neal Dunn
New FTL Age Event "Cheap Terraforming"
New Futuristic Era Event "The Spacefaring Guild" - event idea by Urmuux
Feature : "Alien Contact Rework"
The options during a contact event are now "Talk" - "Observe" and "Retreat"
The follow up result of the options are not depending on a modified random roll but on the current ethic values, harm potential, resource scarcity and former contacts of both societies.
The "Talk" option can lead to following followup events : "Full Onslaught", "Suprise Attack", "Repulsion", "Brief Talks" and "Coexistence"
The "Observe" option can lead to following followup events : "Total Annihilation", "Full Invasion", "Interstellar War", "Observation" , "Adaption"
The "Retreat" option can lead to following followup events : "Suicide Attack", "Scorched System" , "Spacebattle" , "Stranded" , "Hasty Retreat" and "Course Correction"
A new detailed window that is activated via mouse over explaining which options leads to which choice
Feature "Interspecies Conflict Rewok"
A conflict between species can lead to more diverse results like the plundering of resources, tactical advantages or follow up events like "Occupation" or "Imprisonment"
A new detailed window that is activated via mouse over explaining the result of an conflict between two species in combination with harm levels, technological advancements and ethical values
Feature "Cohabitation Events"
Temporary multiple species can reside on the same system as a result of a positive Contact Event resulting in Trading, Interspecies Tensions, Infiltration or Environmental Engineering.
In future updates it will be possible for technological very advanced species to merge into one singular Transspecies.
Feature "Intraspecies Contact Rework"
The gameplay when a spaceship encounters a planet with the same species is changed.
The "Merge" option merges population, technology and resources and the faction with higher ethics becomes the dominant influence
The "Division" option merges population, technology and resources and the faction with lower ethics becomes the dominant influence
The "Intraspecies War" option leads to a war between both factions
Feature : Signals and Direct Contact can be positive or negative and the society remembers the last interaction and this influences the next contact event with this species.
Feature : After a great disaster that leads to a massive population drop or the lost of many tech levels a civilization, starship or colony is marked as "Fallen" and a lot of basic events are not triggered anymore. The "Fallen" status is removed when a new tech level is reached
User Interface - Mouse Over Window for Event Choices - either a small, a large or in case of conflict events a complex window is displayed after hovering with the mouse for a short time. This information shows which changes will be applied when a choice is chosen.
This feature is work in progress and with this update only the contact events have a mouse over window attached.
Use Interface : Epilogue Screen is rearranged to display the multiple species better.
Planets - Rigel, Ross and Alpha Centauri got more appropriate colors / planetary systems.
Bugfix - A Civilization with a lot of population could not archive the final Technology instead. This is fixed now.
Bugfix - A spaceship should not be "trapped" between to alien star systems anymore and not do a back and forth ping pong course between those two planets.
Bugfix - Sometimes saving after a spaceship was destroyed corrupted the savegame
Bugfix - Signal and Contact information are correctly transferred to starships and colonies
Bugfix - Some "Receive Signal" event text displayed the wrong system
Bugfix - Species that conquered other species sometimes where counted in the Epilogue as a different species
Bugfix - Dolphins and other aquatic animals do not flee to "refugee islands" anymore
Bugfix - The history of empty planets with ruins of a civilization destroyed by a "great war" event shows now the correct name of the WMDs in use.
Balancing - Synthesis Costs of high level choice events like "Contact" , "Scarcity Crisis" and "Resource Depletion Crisis" are much cheaper
Balancing - It is far more likely that a "Answer Signal" event is triggered when a civilization picks up an alien signal
Balancing - Events on starships are more evenly distributed and extinction events are less common.
Balancing - Extinction Events and Paradigm Shifts are not triggered directly at the beginning of the game.
Balancing - "Rare Events" like Paradigm Shifts / Pre-Nuclear Extinction Events and Pre-Cyber Age Spaceship events are triggered more rarely.
Balancing - The Phobos Spaceship is now counted as a rare event
Texts : Reefshaper Age aquatic societies have more diverse leader and government names.
Texts : Terms for default colony settlements and professions are more varied
Attention Savegame Compatibility - Received signals and contacts are not correctly imported from older savegames.