In this update4
Full notes
Full Industries of Titan update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Balance
- Fixes
Industries of Titan changes
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes and New Features
🪐 indicates changes due to community feedback!
Rivals 2.0
Your Rival will now start building shipyards and ships to help defend their city
You can freely attack your rival's city now with your own ships
Your rival's defense ships will intercept ships that attack their buildings
Destroying the Rival's HQ will allow you to spend influence to acquiring their buildings and tiles that are within your command area
Buildings you acquire from a defeated rival will become part of your city
Any resources, citizens or employees inside an acquired building (or on an acquired tile) will also belong to your corporation
Victory points will no longer repeat in the same row
Tooltip for game length in the main menu will now display without opening the dropdown
Made the header text in the science panel more distinct
Advisor button will now display a chat icon if there are pending chats
The mining tube that goes between a mine and a node will now move slower as the node quality decreases
Adjusted the Victory and Game Over menus to fit better with the new Victory Contracts
Moved the "subtract from queue" button on the transport hub to the left side of the selection panel
Moved the "Confirm" button when selecting a destination in a new game to be in line with the rest of confirmation buttons
Added a tooltip to Research Efficiency in the science tab that explains the effects of research efficiency
Balance
The Rival AI starts the game with a defense ship
Reduced passive influence gain by 10%
Increased the vision range of tier 1 ships by one, decreased the vision range of tier 3 ships by one
Increased the unlock cost of the Shipyard from 1000 > 5000 credits
Fixes
Fixed some rebel hulls not having thumbnails set
Fixed Industrial Fan VFX not always displaying when fully zoomed out
Fixed fuel fabricator devices still displaying some VFX when disabled
Fixed attack and fire warning banners being hidden while in combat view
Fixed plus and minus signs not always displaying for the energy and fuel displays
Fixed "No Free Employees" flag displaying when building a device if every employee is dedicated to the "construct device" job
Fixed power shield VFX still displaying if all crew pods were removed from a ship
Fixed employees attempting to operate disabled employee modules if they were disabled while the game was paused in some situations
Fixed rename button not saving the changed name if the cursor was not moved before clicking it again
Fixed an issue where a building could temporarily end up in the wrong category in the full time jobs list
Fixed dust trails on ruins not matching wind direction for a while after canceling or completing a survey action on them
You can find the full list of known issues here.
Source
Changelog.gg summarizes and formats this update. How we read updates.
