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Full notes
Full Pax Nova update
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What changed
- Gameplay
- Events
- Balance
- UI and audio
- Performance
- Fixes
Pax Nova changes
Hello everyone!
Hope you all started 2023 on the right foot! Today we're bringing you a late Christmas gift, in the way of the promised 1.4.0 update and one of, if not the biggest, overhaul so far since release. Among other things, it reworks the alliances system, adds new content and introduces something big that has been suggested by the community since the beginning of our adventure in Early Access: Transport ships! It also introduces some important bug fixes and gets the game to its most stable state yet.
That said and as always, we'll be monitoring the forums and discord channel for feedback and bug reports.
Thank you for all the support and staying with us with the past few years.
Hope you enjoy the update, and see you in Eos!
Patch Notes
Added transporter module and transport ship template. Transport module can transport up to 3 units if installed in a capital ship, or 5 if titan ship
Space Invaders now unlocks the Transporter module
Added Weak ally trait
Added Alliance event
AI now has more propensity to ask for alliances
Added new diplomatic statuses
AI now declares war when requested under alliance if certain conditions are met
Alliances now require more Trust and Respect and less Affinity
Improved multiple combat sound effects and added new ones
Titan ships, heavy armor and mech class units are now more expensive to build
AI now switches their focus on industry, research or food when it comes to city management more reactively than before
Event options that cost credits can now be activated anytime even if the player doesn't have enough, however in that case he will have his treasury go into negative territory which has its own penalties. Also prevents some events such as the Political scandal event from causing the player from getting stuck due to not having enough credits or influence
The volume of the city background noise that can be heard when the city UI is opened is now lower
Changed Phantom events illustration
Made the text in some tooltips clearer
Implemented some minor optimization
Made some minor UI tweaks on various windows
Updated the credits with a a special thanks note
Fixed terraforming on mountain and sea tiles not working at all
Fixed space creatures and other neutral space units not suffering from vision penalties when crossing a certain nebula type
Fixed game throwing wrong "are you sure" message instead of appropriate warning when trying to grow forests outside your borders
Fixed rare instances of Dyson spheres not rendering correctly and showing what looks like graphical artifacts
Fixed creatures occasionally not defending their nests when they were supposed to
Fixed autoexploring breaking under certain circumstances if toggled on and then it starts healing
Fixed proposal buttons such as "offer credits" having inconsistent text, with some stating "offer 1 influence" for example, giving the player the impression the button only adds 1
Fixed a specific combat particle effect sometimes getting stuck and playing for too long
Fixed edicts window sometimes taking longer to open than it should
Fixed rare instance of AI units getting stuck within their borders
Fixed some UI text elements overflowing when they shouldn't
Fixed city hex labor, food and research production not showing after settling a new city and opening the city screen for the first time
Fixed ships still retaining some unit statuses upon leaving a planet under certain weather effects
Fixed some tooltips such as the warscore and diplomacy tooltips being broken and not showing information like it's supposed to
Fixed map borders sometimes flickering when some weather effects are active
Fixed Emissary spamming new product message after around 450 turns every turn
Fixed bug that caused the AI to cancel previous attack plans
Fixed quest victory indicating wrong current number of finished quests
Fixed misc typos
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