Full notes
Full Dawn of Andromeda update
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Repeated intro
Hello everyone! We have just released probably the biggest patch we have released so far since the beginning of Early Access. It comes with very significant performance improvements, the brand new Shipyard concept, improved fleet management and auto use abilities, auto manage options, and other UI improvement as well AI improvements and numerous bug fixes. These fixes and changes were made possible thanks to all the feedback we got from you. The game would not be even close to where it is now if it wasn't for you guys and for that we thank you! We are approaching the final release of the game, but that won't mean that we will stop pushing out updates, so please keep your feedback coming. Have fun! Important note: Saves will be reset for this build.
What changed
- UI and audio
- Gameplay
- Performance
- Events
- Balance
- Fixes
Dawn of Andromeda changes
Added/Changed
- Added Shipyard conceptNow players must build a Shipyard before building any units in a planet, slowing down military development and making new colonies less useful. There's also now icons to indicate colonies you control that have shipyards, both in the colonies and systems
Major performance boost
Added Autopause when combat starts combat option
- Added Total War modeDiplomacy is disabled and every faction is at war with each other from the start
Added new events during colonization and invasion
Added Fleets tab in Ships & Designs menu
Improved Governors AI and AI factions colony management
It's now possible to order colonies to enable the governor AI to take over Infrastructure development, and set the AI's priorities
Added Auto Survey, Auto Mine and Auto Colonize options for units
It's now possible to rename your colonies
Added visual indicator in galaxy view to indicate where a battle is occuring, a unit is attacking, under attack or a colony is under siege
Replaced old"move up and down" system in research queue for a Drag&Drop system
Added tooltips to resources colonies are selling and ships are trading
Added in some optimizations
Added Reinforced Stations technology
Revamped "Controlled" tab in Planets&Colonies menu, to have more info at a glance, including progress on each infrastructure type, and is quicker and not as CPU taxing to navigate as before
It's now possible to change the order of the ships being built in the planet menu
Rebalanced colony production and manpower, making newly colonized planets much slower to develop while newer ones develop much faster
It's now no longer possible to colonize Gas planets unless it's your faction ideal planet type or you research the Air Recycling technology
Rebalanced levels of each infrastructure type, so latter levels take much longer to develop
AI has been tweaked to be slightly more aggressive
Added "Stopped" text when building a ship and colony is under siege
Trading now gives much bigger relations bonuses
Tweaked AI to be slightly less inclined to like other factions if they signed a non aggression pact with factions they like
Resources we are only buying but not producing now can't be sold
Adjust AI to value promises more and offer more in exchange for them, specially peace and war
A colony with a different planet type from it's owner race's ideal will now also affect growth rate, lowering by 20%
Reduced the chance of a random event popping up
Industry Infrastructure now increases Productivity by 0.3
Added shadows to certain UI elements
AI now offers more money and influence when selling artifacts and technologies
Added Air Recycling technology
Pirates now start with a fleet and are more aggressive militarily
Newly created factions now won't generate a station in the newly occupied planet
Military Infrastructure now provides a bonus of 400 to stations HP
Added text in Proposal screen to indicate a player doesn't own colonies, artifacts or has technologies to share
Improved performance in screens in which race models are displayed
Rebalanced stations to have a possible maximum of 3, but being able to reinforce their HP with a newly introduced technology
Offer gift and offer tech to minor races is now much cheaper
Population grows slower now
Xenophobes trait now makes AI controlled factions dislike other races
Infrastructure development levels now show their maximum level in the alert
Drekko Order now have the Xenophobic trait instead of Lonely Nature trait
Tweaked AI to be more likely to try to get together with other players using promises to destroy a common enemy
Balanced Traits points when creating or editing a custom race to have +2 points at startup instead of just +1
Updated tutorials
Shipyard menu renamed Ships & Designs to avoid confusion with the Shipyard colony improvement
Changed order of game creations menu, max players in a game is now set by how the galaxy size. Games in Huge galaxies now support up to 15 players and big galaxies support 13
Scholar trait now brings a bonus of +1 to max research instead of +2
Added Right Mouse button and Escape key shortcuts to Custom Races and Game Creation menus
Pirate offers are now less frequent
AI now uses tech and artifacts to negotiate certain deals
Fixed
Fixed Research Production being stuck when player owned resources and other bonuses that improved max research
Fixed ships getting stuck at the end of waypoints after loading a game
Fixed potential memory leak
Fix ships list and build list in planet menu breaking
Fixed victory condition lines in Emperor log still showing stats even if they have been finished
Fixed total wars counter not working correctly leading to consequences like loss of Prosperity
Fixed Minor Races button not being hidden when units or stars are selected
Fixed quitting to windows taking a lot of time and sometimes even freezing or crashing
Fixed units going off lanes when chasing enemies who are moving to another system
Fixed invading a planet and it still showing as being owned by previous owner
Fixed galaxy graphics flickering and cuts
Fixed bug in which a space monster would be generated in a non-existent system, generating errors that would be cause heavy CPU and memory use
Fixed bug in which a space monster would be generated in a non-existent system, generating errors that would be cause heavy CPU and memory use
Fixed instance in which all UI buttons would stop working due to a script breaking
Fixed notifications and and main UI panels being positioned over a menu when it's open when a notification expired
Fixed submission tribute showing as negative in some cases in Finances menu
Fixed starting homeplanet starting with negative planet traits
Fixed Pirate homeworlds starting with very little population, making them weaker
Fixed rebellions popping up in pirate controlled planets
Fixed AI letting colony ships in the same place if moved to a system they want to colonize but discover someone else is colonizing
Fixed AI trade ships buying more than one resource at a time
Fixed AI not ordering their Expedition ships to colonize
Fixed AI destroying their expedition ships right after loading a game, thus being defeated right at the start
Fixed AI destroying their expedition ships right after loading a game, thus being defeated right at the start
Source
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