Full notes
Full The Fermi Paradox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Workshop
- Gameplay
- UI and audio
- Server
The Fermi Paradox changes
Dear Fermi Paradox Community,
After a long winter break we are back with a new update named after the small Jupiter moon Ananke. We added the possibility to create and use simple mods and created 4 example mods that are already installed in the game. From larger galaxies to a challenge-free mode without Synthesis you can experiment with different game experiences.
Also we are trying to improve the endgame, especially the situation when there is a lot of starships and signals active. We would like to give signal / spaceship interaction more variety with our new course change events and we introduced universal events that can happen anywhere from colonies to ship fleets.
Stay tuned for more updates in the near future. We put a lot of work into the upcoming Saturn update that will include the Nano Age, a challenge system and 3 new unlockable species.
Early Access Build - 0.73.F.1 (Ananke Update)
Simple Modding Support
When starting a new game you can enable mods and choose from four build in mods
or from custom mods that you can place in your local save folder.
For now the mods only can change some gameplay settings but we plan to extend the modding system so that events, text or even pictures can be changed at some point.
If you are interested in the modding details check out the modding setup page in our
new wiki : https://wiki.fermi-paradox.com/doku.php?id=setup
Steam Workshop is not supported at the moment but we will add this in a future update.
Build-in Mod : Big Galaxy
20 inhabitable planets instead of the default 10.
Distances between stars are closer so your starships will travel shorter distances.
Victory Conditions for the Final Technology are increased.
Build-in Mod : Faster Starships / Signals
Ships and signals travel 3 times faster. That is approximately the speed they have
in our demo.
Build-in Mod : Hard Science Fiction
If you think that a game about the Fermi Paradox is no place for FTL technology
you can play this mod that caps the maximum techlevel at the Singularity Age.
Build-in Mod : Zero Synthesis Costs
Nothing costs Synthesis - all Event Options and Flares are free. This is for players how want to play purely narrative and roleplay they civilizations without handling the Synthesis challenge.
Beware you still have to deal with resource shortages and robot uprisings. This will be replaced at some point by a proper Storyteller mode.
New Change Course Signal Event
Starships that receive signals from a star that is not their destination or their origin can switch course to investigate the signal, if the signal origin is closer than the destination.
Option A: Ship changes course, Positive Contact, Increase Ethics and Research and Decrease Resource Consumption
Option B: Ship stays on course, Neutral Contact
Option C: Ship changes course, Negative Contact, Increase Harm and Decrease Ethics
Universal Events
We are adding more events that can happen on starships, colonies or full fletched civilizations to create more variety
New Sol System Event "The Robots of Ananke"
New Course Change Event "Divided Destination"
New Course Change Event "Golden Opportunity"
New Course Change Event "To boldly go where no one has gone before"
New Course Change Event "Answer the Call"
New Course Change Event "A New Target"
New Course Change Event "Xeno Head Start"
New Course Change Event "Paradigm Reevaluation"
New Course Change Event "Priority Matrix"
New Course Change Event "Call of Planet X"
New Course Change Event "Lonely Hearts"
Terraforming Event "Autogenesis"
New Lightspeed Universal Power Event "Weaponized Dreams"
New Lightspeed Universal Power Event "Fusion Guns"
New Singularity Universal Power Event "Polyweapons"
New Singularity Universal Power Event "Phantom Guns"
New FTL Universal Power Event "Pulsar Weaponry"
New FTL Universal Power Event "Implosion Shells"
Balancing - Synthetic uprisings start with a much lower population and harm values, making them easier to overcome for biological societies with high population or higher harm values.
Balancing - When synthetics fight with biological systems or ships the population bonus is increased if one side has 1000 or even 10.000 times more population.
Balancing - Robots do not run out of resources as fast when they settle on a new planet or conquer it.
Bugfix : Robot wars with very large population civs were sometimes calculated wrong.
Bugfix : On some computers the first popup message or even the button text of the main menu has some "missing localization texts" because the localization files where not loaded quickly enough.
More star systems are added (Epsilon Indi, Fomalhaut, Groombridge, Pollux, Vega, Xixax, and Northstar)
Galaxy Generation Text is now different when loading an existing game
Removed Twitter Icon and added Bluesky icon
See you up in the stars, voyager. Jörg from Anomaly Games Join our Discord server: https://discord.gg/n5bDJ7pRVM
Join our Bluesky : https://bsky.app/profile/fermigame.bsky.social
Source
Changelog.gg summarizes and formats this update. How we read updates.
