Update log
Full Terra Invicta update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Greetings Terrans!
Extracted changes
- Performance
- Compatibility
- Gameplay
- Security
We've been hard at work preparing Terra Invicta for our upcoming release. This build contains many fixes for stability issues and other bugs, and a few performance improvements.
Many of these were caught thanks to reports from dedicated players on our Beta branches, so our thanks to them. We encourage you to join our Discord — it’s the best way for players and devs to interact. We also post detailed patch notes there and on our website.
This build should be compatible with all RC1 saves. It's also compatible with 0.4.90a and earlier 0.4 saves although we do recommend a new campaign.
Here's the list of important bugfixes and changes:
Stability
- fix crash when a councilor with a capture hab goal is assassinated and not cleared from the goal before goal data is checked - fixed potential crash when typing in module name sort input field - fixed an exploit where players could purchase orgs with the councilor augment panel open, then purchase augments that they could no longer afford after the org purchase. This exploit could also lead to a crash. - fix a crash when hitting "transfer officers" button but no officer transfer is set up - fix a crash when AI is sending a fleet to a deleted ad hoc orbit and thinking about bombardment - fix a crash when trying to load two officers of the same type on a ship from a hab when that's illegal - fix for TryReinforce crash on combat start due to _sendInPlayerReinforcements not being reset after prior combat - Valid check to prevent crash encountered when AI considered a deleted fleet for refit - SpaceCombatManager bugfix : Finish outstanding destruction processes before starting autoresolve from within combat. - fixed crash in transfer planner when changing thrust profile after entering invalid parameters - attempt fix for intermittent crash when dragging orgs - Fixed a crash when earth models swap due to climate change but earth is not on screen. - Fixed a crash when viewing the hab manager while a hab is destroyed - Fix crash when checking conditions for "Diamonds in the Sky" event - Added handling for simultaneous notifications directing you to manage a hab that is already destroyed, prevents a crash - SimulatedCombat.TryShootDown() bugfix : after firing defensive weapon, if its out of ammo remove it from relevant lists of active weapons - Bugfix: prevent ad-hoc orbits from being hyperbolic, and repair them on load if they are. - SimulateCombat bugfix : NRE caused by starting autresolve with ships already destroyed, but without knowledge of who the killers were. - Fix a crash in saves upgraded from 0.4.90a and earlier where the AA was awarded new regions during the upgrade that had no extant nation (like Bhutan or Brunei) and the AA was then overthrown. These regions will be properly awarded to some other nearby nation. - Bugfix: Newly created fleets due to failing to abort from a doomed trajectory now receive their trajectory immediately on creation instead of afterward. This avoids the fleet briefly having no location, which caused an NRE. - We now loop over fleets that are intercepting a just-transferred fleet by putting them in a list, instead of looping over them directly. This avoids breaking the iterator when fleets fail to find a new trajectory, need to abort, and some of their ships can't perform the abort maneuver and become new fleets. - save repair adjustment to prevent crashes due to non-existent battery modules on ships that were present in pre-0.4.90 saves - fixed startup
Source
