Full notes
Full Relentless Expanse update
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What changed
- Server
- Performance
- Gameplay
- Maps
- UI and audio
- Fixes
Relentless Expanse changes
WE'RE GIVING AWAY $100!!!
Now that I have your attention: Hey everyone, it's time for the 1 Year anniversary update, which is possibly the biggest update we've ever had for the game! And, great news, the game is now P2W! I know you were all greatly looking forward to P2W, so I figured this was the best time to include it :) Alongside that, there's also multiple new settings, features, a new map, and some fixes for some very annoying, and sometimes longstanding, bugs. Thank you all so much for playing, and if you're not in our discord server then be sure to join and check #announcements for a chance to win one of our giveaways, with $100 in total up for grabs! Here's an invite: https://discord.com/invite/ZjaBnbDVcU
Added P2W!!! From now on, you must select your income bracket for singleplayer games. This will affect the difficulty of the game (how quickly you generate energy and ships). The income brackets are:
Homeless (0.1x)
Low Income (0.25x)
University Student (0.5x)
Middle Income (1x)
High Income (1.5x)
Shareholder (2x)
Megacorporation CEO (5x)
Gabe Newell (20x)
Keep in mind that the game was NOT made with having the amount of ship production on higher income brackets in mind, so having repeat send active on lots of planets on those income brackets may or may not lag/crash the game :)
Added 6 or 7 (it's 7) new achievements!
Implemented a new setting called "Hyperlane Density" which affects the amount of hyperlanes that connect planets
Added a new map called "The Line"
Added a "reset" button to the in-game escape menu, which allows you to reroll the galaxy generation with the exact same settings
Added a "randomize" option for all of the settings in the singleplayer menu
Pathfinding has been buggy and unpredictable for way too long, so for now we're disabling all "intelligent" logic behind the pathfinding, and just making it as predictable as possible. It now has no problem going through neutral or enemy planets to reach its destination, as long as that's the shortest path. Let me know if you see any behavior at all that doesn't match this logic, as it should be 100% predictable every time now!
Made it so that black holes now effectively double the defense of their ships, rather than just halving the enemy fleet (for example, attacking a black hole with 20 ships on it with a fleet of 100 now results in 40 attacking ships being destroyed, rather than 50 like before)
Hopefully fixed ships sometimes "passing by" each other on the way to planets (definitely report this if you see it!)
Buying ships on the "No Ships" challenge now only costs 3 energy instead of 5
The game now remembers between sessions whether you have colored hyperlanes and defensive platform ranges toggled on or off
Fixed a bug with the visible range for defensive platforms not going away sometimes and also not displaying the correct range for different planet sizes
Fixed two factions of the same color sometimes spawning in singleplayer
Fixed issue where the command UI would hide unnecessarily when a planet was taken over
Lots of random multiplayer improvements and bugfixes, including fixing chat, defensive platforms, negative energy, and leveling planets infinitely, but unfortunately still trying to track down the desync issue
Disabled the in-game player list in the bottom-right for now, since it's effectively unused and halfway broken sometimes
Source
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