In this update6
Full notes
Full Industries of Titan update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings Founder. A new update is here, finally introducing the long-awaited ability for multi-ship combat. This has been one of the most received pieces of feedback, so we're really excited to implement this today. Along with multi-ship combat changes, we have a ton of other new features, changes, balance adjustments, and fixes in this update.
What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Store
Industries of Titan changes
See you on Titan soon.
Changes and New Features
🪐 indicates changes due to community feedback!
Combat Changes
🪐 Added Multi-ship Combat Support - ships can now be attacked by more than one ship! Enemies can attack a single player ship with multiple enemy ships too so be careful!
Added lines between ships to show who is attacking who
Added each attacking ship can have it's weapons manually targeted in combat view
Added ships can continue attacking buildings while they are being attacked by another ship (Rebel ships will still change target to the first ship that attacks them)
Added 15 New rival ship layouts
Changed idle ships that are overlapping will slowly repel each other till they are no longer overlapping
Changed idle player ships to automatically engage an enemy ship that is attacking another nearby friendly ship
Campaign Map Changes
Added tooltips to all fields of the details panel for selected sectors in campaign mode and visual improvements to the campaign map to help with readability
Added more visual differences between biomes
Null sectors on the campaign map can now be selected, with an explanation of what they are (cannot start missions on these sectors)
Added purchasable sectors to the campaign map - these sectors can be purchased with favor
Purchased sectors will not have an available mission, but will grant access to any adjacent missions
Added tooltip to "Start New Mission" button in campaign mode when an invalid sector/no sector is selected
Added a confirmation pop-up when going to replay a mission
New Victory Cards and Starting Bonuses
Changed the colours of all victory cards
Added New Victory Cards
Added four new Starting Bonuses
Down The Hatch: Residential buildings will produce less waste when built next to crevices. Crevices next to residential buildings will produce pollution
Eco Friendly Factories: Active factories do not emit pollution. Factories can not be upgraded
Off-brand Devices: Devices cost less resources to build. Devices take longer to build
- Cheap Construction MaterialsMineral costs for buildings are significantly reduced. Buildings are more flammable
New Council Favors and Changes
Added a confirm button for allocating favor. Starting a mission with unconfirmed favor allocated will have a confirmation pop-up to confirm favor allocation
Added new Council favor options
Free Starting Tech: Allows you to start a session with one or more random free techs of any level
Cost of Claiming Ruins: Reduce the influence cost of claiming Ruins
Cost of Claiming Empty Tiles: Reduce the influence cost of claiming empty tiles
Cost of Claiming Resource Patches: Reduce the influence cost of claiming Resource Patches
Cost of Claiming Obsidian Ruins: Reduce the influence cost of claiming Obsidian Ruins
- Increase HQ RangeStart a session with increased HQ range
New Science Lab Technologies and Tech Web Changes
Added a 3rd category to the science tab that will list all the techs currently visible, but not yet accessible in the tech web
Added 19 New Technologies
Reduced Obelisk Power Requirement: Reduces the power requirements of Council Obelisks
Reduced
Source
Changelog.gg summarizes and formats this update. How we read updates.
