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Steam News24 December 20187y ago

Merry Christmas! Research / Tech Tree patch 0.4.0 now live!

This is a BIG patch! We've been working tirelessly to get this one polished up and out to you all. There's so many improvements and the game has really took another big step up in quality overall.

Full notes

Full Interstellar Transport Company update

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What changed

0 fixes0 additions1 change0 removals
  • Performance
changedThis is a BIG patch! We've been working tirelessly to get this one polished up and out to you all. There's so many improvements and the game has really took another big step up in quality overall. Mid and late game are hugely more playable with the addition of the autonomous distribution networks and much improved AI. To use distribution drones you will need to turn a gate into a Distribution Hub on the planet you want to source cargo from. On the planets you will be receiving cargo upgrade one of your owned spaceport gates to a Distribution Receiving Center. If they are within range of eachother, drones will start moving cargo autonomously from the hub to the receiving center(s). Level1 Hubs only are able to supply a planetary system (a planet and it's moons) Level2 Hubs can supply any planetoid within 3AU. Level3 Hubs can supply any planetoid in its star system. Below are the patch notes (excluding many dozens of small fixes and improvements). Can't wait to hear what everyone thinks of this! Enjoy. -Mike and the MT Worlds team April 29, 2018 v0.5.0 PATCH NOTES: -Autonomous Distribution Networks added. These allow you to upgrade spaceport gates to hubs and receiving centers allowing cargo to automatically flow without the need to micromanage large amounts of ships. This will make the mid and end game much more playable for large interstellar companies! -Reworked how Raw Materials and Consumer Goods work in game and rebalanced both. Added RM mines and CG factories. -Changed Most spaceport graphics to make their appearance more dynamic as they grow. -You can now automatically reorder rockets when they land by using a toggle on the route. -Icons above the gates when ships are getting repaired, waiting for full load, or waiting for dilithium fuel. -Added buttons to move between planets in planet view. -New ship icons for all the different classes of ships. -New research point graphs allowing you to compare your research output with your opponent's. -Robotics and Stellarium rebalanced. -Added random company names -Seperated research costs as it's own category in the company ledger. -Rebalanced all ships some, added quite a bit of cargo space to bigger ships. -Added tooltips to all research projects in the Research screen. -Colonist amounts rebalanced, it will now start a bit slower and gradually increase in pace. -Tooltip Tutorial system is now turned off when in the standalone tutorials. -Some big performance fixes were implemented in regards to the translucent windows along with other optimizations. -Fixed a medicine exploit. -Fixed lobby search window from staying open when returning to the main menu. -Fixed some supply values in the planet UI. -AI can no longer ever assign ships to a flight with no gates. -A & D keys work when editing a planet's name now. -Increased pirate attacks some to make security more important. -If ship is one time use it will never break down. -Flight stats now records properly for rockets. -AI will prioritize class C ships more now. -AI now mothballs all research stations after researching all techs -Fixed a potentially AI-breaking error when they sold a ship. -AI holding onto unprofitable ships for too long at times. -AI favors rockets over 909s more frequently now for new colonies. -Major improvements in the methodology AI uses when deciding to expand flights and add ships. -Removed some big lag spikes that occur in mid-game. -Moved Colonial Involvement to be sooner in tech-tree. -Improvements to auto-saves -Many other bug-fixes and small improvements

Interstellar Transport Company changes

changedThis is a BIG patch! We've been working tirelessly to get this one polished up and out to you all. There's so many improvements and the game has really took another big step up in quality overall. Mid and late game are hugely more playable with the addition of the autonomous distribution networks and much improved AI. To use distribution drones you will need to turn a gate into a Distribution Hub on the planet you want to source cargo from. On the planets you will be receiving cargo upgrade one of your owned spaceport gates to a Distribution Receiving Center. If they are within range of eachother, drones will start moving cargo autonomously from the hub to the receiving center(s). Level1 Hubs only are able to supply a planetary system (a planet and it's moons) Level2 Hubs can supply any planetoid within 3AU. Level3 Hubs can supply any planetoid in its star system. Below are the patch notes (excluding many dozens of small fixes and improvements). Can't wait to hear what everyone thinks of this! Enjoy. -Mike and the MT Worlds team April 29, 2018 v0.5.0 PATCH NOTES: -Autonomous Distribution Networks added. These allow you to upgrade spaceport gates to hubs and receiving centers allowing cargo to automatically flow without the need to micromanage large amounts of ships. This will make the mid and end game much more playable for large interstellar companies! -Reworked how Raw Materials and Consumer Goods work in game and rebalanced both. Added RM mines and CG factories. -Changed Most spaceport graphics to make their appearance more dynamic as they grow. -You can now automatically reorder rockets when they land by using a toggle on the route. -Icons above the gates when ships are getting repaired, waiting for full load, or waiting for dilithium fuel. -Added buttons to move between planets in planet view. -New ship icons for all the different classes of ships. -New research point graphs allowing you to compare your research output with your opponent's. -Robotics and Stellarium rebalanced. -Added random company names -Seperated research costs as it's own category in the company ledger. -Rebalanced all ships some, added quite a bit of cargo space to bigger ships. -Added tooltips to all research projects in the Research screen. -Colonist amounts rebalanced, it will now start a bit slower and gradually increase in pace. -Tooltip Tutorial system is now turned off when in the standalone tutorials. -Some big performance fixes were implemented in regards to the translucent windows along with other optimizations. -Fixed a medicine exploit. -Fixed lobby search window from staying open when returning to the main menu. -Fixed some supply values in the planet UI. -AI can no longer ever assign ships to a flight with no gates. -A & D keys work when editing a planet's name now. -Increased pirate attacks some to make security more important. -If ship is one time use it will never break down. -Flight stats now records properly for rockets. -AI will prioritize class C ships more now. -AI now mothballs all research stations after researching all techs -Fixed a potentially AI-breaking error when they sold a ship. -AI holding onto unprofitable ships for too long at times. -AI favors rockets over 909s more frequently now for new colonies. -Major improvements in the methodology AI uses when deciding to expand flights and add ships. -Removed some big lag spikes that occur in mid-game. -Moved Colonial Involvement to be sooner in tech-tree. -Improvements to auto-saves -Many other bug-fixes and small improvements

This is a BIG patch! We've been working tirelessly to get this one polished up and out to you all. There's so many improvements and the game has really took another big step up in quality overall. Mid and late game are hugely more playable with the addition of the autonomous distribution networks and much improved AI. To use distribution drones you will need to turn a gate into a Distribution Hub on the planet you want to source cargo from. On the planets you will be receiving cargo upgrade one of your owned spaceport gates to a Distribution Receiving Center. If they are within range of eachother, drones will start moving cargo autonomously from the hub to the receiving center(s). Level1 Hubs only are able to supply a planetary system (a planet and it's moons) Level2 Hubs can supply any planetoid within 3AU. Level3 Hubs can supply any planetoid in its star system. Below are the patch notes (excluding many dozens of small fixes and improvements). Can't wait to hear what everyone thinks of this! Enjoy. -Mike and the MT Worlds team April 29, 2018 v0.5.0 PATCH NOTES: -Autonomous Distribution Networks added. These allow you to upgrade spaceport gates to hubs and receiving centers allowing cargo to automatically flow without the need to micromanage large amounts of ships. This will make the mid and end game much more playable for large interstellar companies! -Reworked how Raw Materials and Consumer Goods work in game and rebalanced both. Added RM mines and CG factories. -Changed Most spaceport graphics to make their appearance more dynamic as they grow. -You can now automatically reorder rockets when they land by using a toggle on the route. -Icons above the gates when ships are getting repaired, waiting for full load, or waiting for dilithium fuel. -Added buttons to move between planets in planet view. -New ship icons for all the different classes of ships. -New research point graphs allowing you to compare your research output with your opponent's. -Robotics and Stellarium rebalanced. -Added random company names -Seperated research costs as it's own category in the company ledger. -Rebalanced all ships some, added quite a bit of cargo space to bigger ships. -Added tooltips to all research projects in the Research screen. -Colonist amounts rebalanced, it will now start a bit slower and gradually increase in pace. -Tooltip Tutorial system is now turned off when in the standalone tutorials. -Some big performance fixes were implemented in regards to the translucent windows along with other optimizations. -Fixed a medicine exploit. -Fixed lobby search window from staying open when returning to the main menu. -Fixed some supply values in the planet UI. -AI can no longer ever assign ships to a flight with no gates. -A & D keys work when editing a planet's name now. -Increased pirate attacks some to make security more important. -If ship is one time use it will never break down. -Flight stats now records properly for rockets. -AI will prioritize class C ships more now. -AI now mothballs all research stations after researching all techs -Fixed a potentially AI-breaking error when they sold a ship. -AI holding onto unprofitable ships for too long at times. -AI favors rockets over 909s more frequently now for new colonies. -Major improvements in the methodology AI uses when deciding to expand flights and add ships. -Removed some big lag spikes that occur in mid-game. -Moved Colonial Involvement to be sooner in tech-tree. -Improvements to auto-saves -Many other bug-fixes and small improvements

Source

Steam News / 24 December 2018

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