In this update3
Full notes
Full Pax Nova update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
- Balance
- UI and audio
- Gameplay
- Maps
- Performance
- Fixes
Pax Nova changes
We're back with another Pax Nova update. It took a tad longer than expected, but it's here! This update brings a bunch of balance changes and tweaks, as well as bug fixes galore.
The balance changes especially should change your games up quite a bit. As an example, we made several important tweaks to combat, like Artillery being less effective. There are also changes to the economy and politics, like Ultra Capitalism being far less overpowered (from a 100% to a 10% bonus, comrade!)
We've given these changes a lot of test runs, and we believe that it's now more balanced than ever before! Give them a whirl and let us know what you think.
But without further ado, the full changelog:
Additions and major changes
Added French localization
Added Russian and Chinese localization in BETA (expect typos and other issues, please let us know when you encounter them!)
Improved memory handling of units and AI, meaning the game will consume slightly less memory specially during late game when more units are scattered around the game
Tweaks and rebalances
Corruption threshold now starts at 3000
Artillery is now 20% effective against cities and defence districts instead of 25%, making them less overpowered
Class C armor now costs 250Cr instead of 300Cr
Class B armor now costs 160Cr instead of 180Cr
Burning status now causes 20 damage per turn instead of 10
Radiated status now causes 10 damage per turn instead of 5
Solar Rockets now inflict less damage (70 instead of 85)
Technomancer Armor now costs 20 Cr more (70Cr total) and Reinforced Tech Armor now costs 50Cr more (350Cr total)
Rebalanced Ultra Capitalism to be far less overpowered and only provide a bonus of 10% income per 2 industry district instead of 100%
Rebalanced some Edicts duration to be more useful than before
Farming, Food and Research districts now require slightly less labor and are thus faster build, speeding up early game in the process
Rebalanced the research cost of later technologies to slow down late game slightly as well as science victory
Tweaked the colors of some factions' city border markers to be easier to differentiate from other factions and become easier to see when placed in certain terrain types and colors
Increased the requirement of the score victory so it isn't as easy as it was to achieve
Tweaked several UI elements to better work with all versions of the game
Tweaked the speed of units movement slightly to be faster
Many changes under the hood have been made to accommodate what's coming up next
Tweaked some dialog lines to better characterize some leaders
Misc AI adjustments, overall AI factions should feel slightly more aggressive by late game and slightly less so by early game, and the rate at which they send proposals by mid and late game is now lower
Language options are now greyed out mid game to prevent a specific issue that will be fixed in an upcoming patch
Optimized loading times slightly, partially also thanks to other memory improvements
Bug Fixes
Fixed occasional issue causing the game to get stuck on end turn, more common during mid to late game
Fixed multiple bugs, typos and untranslated lines related to the german translation
Fixed AI bug breaking under certain circumstances, usually by mid and late game causing it to simply stop working beyond managing their cities and replying to other factions input
Fixed Usselium and Yridium showing wrong resources models
Fixed Edicts duration counter not being reset after reaching 0
Fixed some projects displaying their name with #0# under specific circumstances
Fixed some typos
Fixed graphical issue where a unit's movement destination marker would remain visible despite the destination line being reset until another unit was selected
Fixed unit movement not being cancelled after the player ordered it to be set to be destroyed the next turn
Tentatively fixed issue that caused a crash/freeze that occured in the main menu if the game was played on Linux using Steam Proton
Fixed issue where the Archive in the main quest line wouldn't be generated, thus making it impossible to progress the main quest line
Fixed units occasionally feeling like they are shaking while moving, usually noticeable when the framerate is low (<20 FPS)
Fixed mining ship effects occasionally either showing distorted or not showing at all despite being active
Fixed a rare issue that caused the UI to break and behave erratically until a new game was loaded or created or the game was restarted
Fixed instance when the game would momentary freeze (usually lasting less than 2 seconds) unrelated to performance
Fixed multiple save loading related issues, including a frequent one where the player would lose all Harmony bonuses including from residential districts
Fixed Laisser Faire leadership style applying bonuses wrongly
Fixed a crash/freeze caused by some localization code implemented in 1.0.2 (applies to english version as well)
Fixed instance where the Edicts menu would sometimes freeze for up to 20 seconds
Fixed a '"' symbol being wrongly rendered before the "milestone reached at X" text in the Path menu
Fixed instance where a vassal city's AI would stop working after loading a save
Fixed AI getting stuck on a loop and spamming messages and proposals
Fixed Authority requirement text not showing in the Leadership and wrongly saying Pragmatism instead
Fixed occasional visual glitch in which special effects would render outside the game's playing field (visible when the player has the camera near the limits)
Fixed some UI localization codes being left in a few different places
Fixed Mass Conscription bonus adding only 3 labor instead of 6
Fixed Defence District having code text in the description
Fixed issue that would cause some UI lists to go out of bounds and thus not show all their content
Fixed Edicts and Local Improvements having wrong descriptions after loading a game
That's it for today's update! We haven't been busy with just this update, however. We've got more stuff in store ready to be announced Soon™.
Let us know what you think of the changes on the forums, and on the Discord!
Connect with us to stay up to date!
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Source
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