Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are sent back in time by an enemy known as the Revenants and must now work to rebuild their empires. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war.
User reviews:
Overall:
Mostly Positive (40 reviews) - 72% of the 40 user reviews for this game are positive.
Release Date: Feb 4, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Predestination originally launched on Early Access when we had completed the first playable vertical slice of the game and before many of the major features such as diplomacy and the 3D ship designer had been implemented. Our goal with Early Access has always been to involve players directly in the development process as we implemented each of these features so that they could help guide the process and keep us on the right track.

We Want Your Help to Polish Predestination


With almost all of the core gameplay systems now implemented, Predestination is very close to a feature-complete state (we're aiming for February 2017). Once the final release features are implemented, we'll begin a phase of dedicated polishing and iteration based on Early Access player feedback until we're happy that the game is ready for launch.

Predestination has been a community-led project from the very beginning, using comments and suggestions from our existing Kickstarter backers and Early Access adopters to drive progress and inform development. Early Access has been an amazing experience that has helped evolve the game over the past two years into something we're extremely proud of. Your support and feedback will be more critical than ever as we approach completion.”

Approximately how long will this game be in Early Access?

“We plan on iterating on Predestination until we have every feature implemented in such a way that satisfies our community, and to release once we're feature-complete and the community thinks teh game is ready. We aim for the game to be feature-complete during February 2017 to coincide with our Early Access anniversary month, and will inform the community if this plan changes.”

How is the full version planned to differ from the Early Access version?

“The Early Access build has a fully playable version of Predestination's sandbox mode, which lets you play against the computer on procedurally generated game maps. It's missing a few big features that we have planned, like:

Features we'd like to get into V1.0:

  • Tax settings (completed)
  • Ground combat & planet capturing (completed)
  • Empire Age options (completed)
  • Low morale and loyalty planet events (completed)
  • Trade Routes (completed)
  • Diplomacy gameplay (completed, with improvements still to come)
  • Race Stats & finished race screen (completed)
  • 3D Ship Designer & racial ship part models (completed)
  • Ship captains and colony leaders (completed)
  • Fully directed tutorial for 4X newcomers (completed)
  • Wormholes (completed)
  • Planet specials (completed)
  • Warp-capable missiles (completed)
  • Temporal Rifts and Revenant attacks (random events) (completed)
  • Finished building and infrastructure models (final batch in progress)
  • More technologies in Tech Era 3: First Contact (completed)
  • Tech Era 4: Galactic Domination (completed)
  • Tech Tree: Synergies (completed)
  • Multiple Victory conditions (completed)
  • Spying gameplay (completed)
  • First episodic story mode mission
  • Challenge maps
  • User interface dropdown menus (~3 completed)
  • Finished ship part models for all races (3 completed, 3 in progress)
  • Fleet Combat in space (not at planets)
  • Kickstarter backer content (partially complete)

    Features we'd like to add after release:

    The following is a list of major features that we'd like to get into the final release of Predestination or to add later in a free update.
  • Multiplayer gameplay (online & LAN)
  • Detailed modding support
  • Space Monsters

    See our Development Update thread for the latest progress.

    We are also still using placeholders for some assets and we plan to update the User Interface and some textures before launch based on feedback.

What is the current state of the Early Access version?

“The original Early Access build of Predestination was our very first fully playable build, and with your support and feedback it's grown to become almost complete. The main things left to add before release are an episodic singleplayer story campaign, parts of the user interface, and content such as 3D models, sound effects, and some content designed by our Kickstarter backers. We aim to have the game feature-complete in our Early Access anniversary month of February 2017, after which we'll begin polishing it for final release and more heavily iterating on gameplay and balance based on your feedback.

The game is fully playable in its current state, but it's still missing a few features and hasn't been polished significantly. If you enjoy testing new games in development, helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released in a few months and can make a decision then. Predestination is currently singleplayer-only.

Will the game be priced differently during and after Early Access?

“We aren't putting a premium on Early Access, and we plan for Predestination to have the same base price at release, barring any limited-time promotions. We have committed to selling Predestination at no more than a 25% discount during sales before launch in order to be fair to our Kickstarter backers and other customers.”

How are you planning on involving the Community in your development process?

“We have a longstanding history of using backer feedback to change and improve Predestination. Right from our first Kickstarter in 2012, we have moulded Predestination in an attempt to create the 4X game that fans of the genre have waited forever to get their hands on. We listen to (and loudly debate across the Brain and Nerd HQ) every idea or suggestion that crosses our path, and your Early Access feedback will be no different.

We'll also look into having a Workshop or other modding support, because we love getting hands-on under the hood of our favourite games. We'll work with modders to make this happen if we can.”
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Recent updates View all (21)

December 20, 2016

Dev Update: Spying, War AI, Advanced Weapons, Planet Tweaks and more deployed. Singleplayer missions & UI update next!




For the past few months we’ve been working on some big features and AI upgrades for Predestination, which have now been deployed as Update V0.9.6.0. This update includes the Spying gameplay and its associated technologies, advanced new weapons designed by some of our Kickstarter backers, planetary resource distribution improvements, and a brand new War AI system that intelligently selects targets and wages war against enemy nations. Also included in this update is a revised version of the morale, security and health systems, robotic race improvements, Galaxy AI improvements, and a huge number of bug-fixes and other changes.

This update paves the way for us to start work on the final major features for the game before we are feature-complete: The first episodic storyline mission, mission-modding capabilities, and the unfinished Fleets and Planets dropdown menus. We’re working hard on getting these features complete as quickly as possible and will be deploying them as V0.9.7.0, and after that all we should have left before we’re at the main version 1.0 release is content such as additional races of ship models, more random events and disasters, some new technologies, Kickstarter backer content, and UI improvements. At the same time, we can focus on polishing and iterating based on your feedback and get ready for the main launch and to get started on free post-release updates.

In this dev update, I’ll go into detail on everything in version 0.9.6.0 and talk a little about what’s coming in 0.9.7.0.





We discussed the spying gameplay in detail back in July, when we decided to move it from the planned features list into the main game release due to popular demand. The Spying gameplay is now live in 0.9.6.0 and is mostly the same as what was previously announced, with a few mechanics changing from the previous plan. The old system required you to send spies on individual missions, which turned out to be very micromanagement-heavy and easy to lose track of and had to be re-designed to be more passive.

In the final implementation, you still pay 100 BC to insert a spy from a spy ship into a city, and you still pick which mission you want the spies on that planet to attempt. Each mission now costs a certain amount of money per turn instead of a lump sum, and your spies continually attempt that mission until you switch missions or they are caught. To support this, we’ve combined several of the missions together to make the choice more logical:

  • Hide: “Infiltrate the planet and lay low awaiting further orders. All spies gain +1 infiltration rating each turn, with the possibility of establishing contact with criminal and subversive elements in the target planet’s society for a surprise 25% bonus once every 10 turns.” This is the default mission and costs 0 BC/turn.
  • Hack Computers: “Hack the planet’s computer systems to steal important data. Spies may steal the enemy’s maps of the planet, money from the treasury, research points from the scientific network, or even complete technologies.”
  • Sabotage Computers: “Introduce a virus into the planet’s computer systems, disrupting planetary activities. This may destroy research points, shut down infrastructure, reduce planetary morale, reduce the planet’s health rating, or reduce the planet’s security rating.”
  • Plant Bombs: “Attempt to plant bombs inside cities, buildings, infrastructure, starbases, and ships in orbit of the planet. This mission carries the increased risk that the spy may blow himself up in the destruction.”
  • Incite Civil Unrest: “Attempt to incite civil unrest and rebellion among the population, reducing the morale and security ratings of the planet temporarily. If the planet’s loyalty rating drops low enough, the planet may even defect to your empire”
  • Assassinate Leader: “Attempt to assassinate the legendary planet leader currently stationed on this planet.”


Above is the user interface for spying, showing two infiltrated spies and some of the missions available, along with their costs per turn and estimated chances of success. The spy will attempt his mission every 10-25 turns and a failed mission has a 25% chance to result in your spy being caught and killed by the enemy security forces. A caught spy will cause a diplomatic incident, costing you favour with the enemy race, treaties to be cancelled, and even war to be declared if your favour is low enough. We’ve also added some new spying technologies as part of this update:
  • Atomiser Implant: Spies are equipped with an implant that completely atomises the body on death and leaves no trace. If your spies are caught during a mission, the enemy race will not be able to prove that the spy belonged to your race and there will be no negative diplomatic actions.
  • Computer Hacking: Spies can be trained in advanced computer hacking techniques, providing a +20 bonus to the Hack Computers spy mission and a +20 bonus to defense against enemy hacks. A successful hack attempt will steal planetary maps, money, research points, and even full technologies.
  • Spy Satellite: The Spy Satellite probe is an unmanned stealth probe fitted with an FTL drive and advanced camera equipment. It can be installed in orbit of an enemy planet in order to perform surveillance spy tasks and give your spies a +50 bonus to all spy actions for 100 turns.
  • Neural Interface: The Neural Interface ship module allows a ship’s captain to directly interface with the ship’s systems, doubling the bonuses provided by any Legendary Captain aboard the ship. Spies can also use this technology to access computer systems more effectively, giving a +10 bonus to all spying actions.
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This patch included an overhaul of terraforming weapons and several new ship weapons and modules designed by our Kickstarter backers, plus a few changes to existing weapons. The Plasma Mine Layer was a little bit rubbish as the AI just avoids them, so we improved it to deploy a small field of mines instead of just one at a time so you can surround a ship in mines or use them to block off an area.

We’ve added the Titan ship hull to the game, which is now the largest ship hull in the game with 1350 base armour, 2100 base power output. A larger Dreadnought ship hull size was originally planned but it didn’t fit the current technology progression and wasn’t very practical to build or control in Fleet Combat, so we removed it and buffed the Titan instead. Below is information on all of the new ship weapons and modules:
  • Plasma Storm Bomb: Reduced from 200 damage to 100 and added the secondary effect of creating Electrodynamic storms in the planet’s atmosphere, making it impossible to run any factories and ore refineries for 5 turns. This can help you stop an enemy from rebuilding as you lay siege to his planet.
  • Empulsor Device: An Electromagnetic Pulse device powered by an anti-matter reaction and designed for planetary bombardment. The Empulsor bomb can be dropped anywhere on a planet and will immediately shut down all infrastructure and orbital structures on the planet for the next two turns. The device gives off harmful radiation and is only suitable for use on unmanned warp-capable missiles.
  • Disassembler Bomb: The Disassembler Bomb contains a breed of destructive nanites enclosed in a standard bomb casing. When used to bombard an enemy city, the nanites seek out and disassemble a piece of infrastructure connected to the city, turning it back into raw materials. Half of the metal used to build the structure is reclaimed by the planet’s owner.
  • Graviton Field Emitter: By shunting high-energy plasma through a sustained graviton emitter, the Graviton Field Emitter ship weapon creates an uncontrolled graviton field on the battlefield. The field deals 20 damage to all ships in its area of effect each turn, slows all ships in its area of effect, and lasts until the end of combat.
  • Proto-Wormhole Generator: By interleaving two opposing graviton fields, the Proto-Wormhole Generator ship weapon causes a localised spatial displacement, sending any ship in the selected hex to a random unoccupied position on the battlefield. The weapon has to cool down for 3 combat rounds between uses.
  • Quantum Destabiliser: The Quantum Destabiliser uses a modified tractor beam to scramble the enemy ship at the molecular level, causing components to fuse and short circuit. The beam deals 10 damage directly to a ship’s armour, bypassing any shields, and increases by 10 damage each turn until the target ship is destroyed or the beam is terminated. Each Quantum Destabiliser weapon can be active on only a single ship at a time.
  • Psionic Flux Phaser: The Psionic Flux Phaser is a ship weapon that uses psionic frequencies to transmit thoughts and propaganda directly into the minds of enemy crewmen, disorienting them during the battle and causing them to make mistakes. The affected ship’s engines, weapons, or shields will be disabled for 3 turns.
  • Fleet Heart: The Fleet Heart is a power-hungry ship module that uses quantum entanglement to link together the computers of every ship in a fleet and share sensor data in realtime. Every ship in the fleet benefits from +20% damage and a +10% chance to dodge incoming attacks while a ship carrying a Fleet Heart is operational. Only one Fleet Heart can be fitted to a ship, and the effects of multiple Fleet Hearts in the same fleet don’t stack.
  • Habitation Module: Contains living space, hydroponic farms, and facilities for 2,000 citizens. When stationed in a friendly star system, the self-contained miniature city will produce 4 BC, 50 metal for one planet in the star system, and +10 morale for all planets in the system each turn. If it ever gets destroyed then you’ll suffer a -20% morale hit on all planets across your empire.

Terraforming weapon overhaul:
  • Dessication Device (Reptilian Only): The Dessication Device is a low-yield bomb that introduces a self-replicating crystalline structure into the oceans of the target world, where it absorbs water and locks it away underground to reduce the sea levels. The planet’s climinate will become 10% closer to Desert status, making it more habitable for Reptilian species and less habitable Humanoid, Aquatic, and Robotic races.
  • Liquefaction Device (Aquatic Only): The Liquefaction Device is a low-yield bomb that spreads catalytic nanoparticles throughout the atmosphere of a habitable planet, combining free oxygen and hydrogen into water in order to raise the sea levels. The planet’s climinate will become 10% closer to Ocean status, making it more habitable for Aquatic species and less habitable Humanoid, Reptilian, and Robotic races.
  • Weather Stabiliser (Humanoid Only): The Weather Stabiliser is a low-yield bomb that spreads biological catalysts throughout the upper thermosphere of a habitable planet to stabilise the planet’s weather patterns and promote diverse ecologies. The planet’s climate will become 10% closer to Terran status, making it more habitable for Humanoid species and less habitable Aquatic, Reptilian, and Robotic races.
  • Smogger Bomb (Robotic Only): The Smogger is a low-yield bomb that spreads light-blocking particles of carbon soot and dust throughout the atmosphere of the target planet, reducing the global temperature and attempting to trigger an early ice age. The planet’s climate will become 10% closer to Ice status, making it more habitable for Robotic species and less habitable Aquatic, Reptilian, and Humanoid races.
  • Genesis Device: A metastable biological catalyst in a standard bomb casing, capable of completely wiping out all life on a planet and re-generating it as a paradise for your species. The Genesis Device can be launched at any planet, instantly transforming it into a Terran world and destroying all structures. The Genesis Device is a single-use warhead that can only be fitted to warp-capable Missiles. Use of this device on colonised planets may incur a diplomatic penalty with other races.


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Every part of Predestination’s gameplay has an accompanying artificial intelligence module that makes decisions using the same kinds of criteria that a player would use, and the interplay between these AI modules often leads to unexpected emergent results. When we implemented the War AI system we found that the AI sometimes made some odd decisions such as asking for peace with a race shortly after declaring war on them, or two races both invading each other’s planets rather than defending what they’ve already got.

Complex AI is tricky to debug, but after spending some time setting up in-game scenarios to test the AI’s reactions, we managed to figure out what was causing most of these odd quirks and solved them with a new AI Goal system that operates in distinct phases. All races start with the goal of expanding their empire rapidly and then later switch to other goals depending on the circumstances that they find themselves in. The AI continually re-assesses its military strength, diplomatic relationships, and empire metrics compared to the other races in the game and makes its decision on what goal it should pursue based on that. The five goals it can use are:
  • Expand: This is the default AI goal and instructs the race to prioritise outward exploration and expanding into new star systems. This is analogous to the Explore and Expand phases of a typical 4X game.
  • Consolidate: Prioritises colonisation of suitable planets in star systems you’ve already colonised, and building up all of the existing planets. The Consolidate goal is typically triggered by other races encroaching on the AI’s territory, and is analogous to the Expand and Exploit phases of a typical 4X game.
  • Diplomacy: Prioritises diplomatic contact and advancing its race’s technology and status within the galaxy rather than simple expansion and colonisation. This goal also includes building up more military defences to act as pressure in diplomacy, and is analogous to the Exploit and Exterminate phases of a typical 4X game. The AI currently only does simulated diplomatic deals with each other and not with the player, but this is coming in a future update.
  • Defend: Prioritises building up military defences and slow down its colonisation. It’s often triggered by the presence of a more powerful race threatening the AI’s borders and is analogous to the Exploit and Exterminate phases of a typical 4X game.
  • Conquer: Prioritises declaring war on another race and invading its planets, as well as building military defences and attack ships. This goal is typically triggered when a race has assessed that it’s more powerful than the other races in the game, and is analogous to the Exterminate phase of a typical 4X game.
Giving the AI these overarching goals that influence its behaviour in all aspects of the game was enough to make their gameplay a lot more cohesive and player-like, and we also took the opportunity while working on this to refine some of the rules the AI uses to make its decisions. The AI now has added incentive to colonise planets with strategic resources, specials such as crashed alien ships or ancient civilisations, and star systems with wormhole connections. They also now build ships in up to 3 shipyards simultaneously rather than just building in their best shipyard and leaving the others empty, and we’ve improved how the AI values Peace and Alliance treaties. Below is a screenshot of the new AI goals and debug panel, a new tool that helps me to figure out bugs in the AI by showing some of the stats it uses in the decision-making process.



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War Declaration: The AI races now periodically assess whether they should declare war on another race using parameters such as fleet strength, strategic weaknesses in the enemy planets, their current favour level, the difficulty setting, and the personality type of the race’s randomly generated leader. The AI also now automatically declares war if you bomb their planets or attack their fleets.

Strategic Analysis: When in a war, the Strategic Analysis AI will periodically analyse the enemy planets for strategic weaknesses and compare the strength of its own fleets to the strength of your fleets and planetary defences, also taking into account all the ships that could reach the target system in time to defend against attack. It will put together fleets it thinks can defeat a target planet or fleet and dispatches them to attack.

Bombardment and Capture: The AI is now capable of bombing enemy planets and launching troops to capture them. After a successful attack on a planet, the AI will then continually bomb it until it runs out of ammo, destroys/captures the planet, has to return home to defend another planet, or is repelled by enemy forces. This can lead to long sieges and blockades if you have city shields, and the AI may dispatch additional ships or find a weaker target.

Defensive Deployment: The Defensive Deployment section of the War AI deploys an empire’s ships based on an assessment of nearby threats. It works out how many enemy ships could reach each star system, assesses the threat they pose (modified by whether they are at war or have a peace treaty or alliance) and sends enough ships to defend. This naturally tends to deploy ships around the race’s borders and concentrates them near other races they are at war with. This part of the AI was already implemented, and has now been refactored and absorbed into the War AI code.

Bid For Peace: The War AI continually re-assesses how its current wars are going and can decide to bid for peace with the enemy race. It will generate an offer that it thinks the enemy will accept, which may contain technologies and money to sweeten the deal. If the race is losing the war and it’s absolutely hopeless and they think they’re never going to be able to secure a peace treaty, they can sometimes even surrender to another race. All assets and planets are transferred over to the new race on surrendering, and a special diplomacy event announces it.



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We’ve made some improvements to how planets generate resources in response to recent feedback from the Steam discussion forums. It was pointed out that planets with higher mineral ratings had more deposits of Ore but that there was no guarantee that they would be closely grouped together so you could end up with a lot of ore refineries with 4 or fewer deposits in them. There were enough deposits to run several full-scale industrial cities, but if you ran a specialised setup with just 1-2 industrial cities those cities wouldn’t be any better than those on other worlds.

To solve this problem, we re-designed the resource distribution mechanics to group deposits together into larger clumps, so now veins of ore on mineral dense planets can now extend over a large portion of a continent. We’ve also applied this new strategy to other resources, so coal can now generate in small clusters and organic-rich planets will now roll patches of fertile soil, fish for Ocean/Swamp planets, and Land Animals for Terran planets. This will let you get more out of a planet and will also help you decide where to place cities as the resources are less spread out over a planet’s surface.



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The Morale, Security, and Health systems have been overhauled as part of implementing the Spying gameplay and War AI. In the old system, planets had flat values for each of these stats based on factors such as tax rate and buildings on the planet, and the only way to change them was to change those factors. In the new system, Morale, Security and Health are now resources that can be increased or decreased over time or reduced in chunks by special events or weapons. We’ve been following the feedback on this feature since the patch went live and are eager to hear any thoughts you have on the system after playing with it. Does it make sense, is it too chaotic, is the tax system fair, does the UI need tooltips to give a breakdown of the stats, etc?

Tax Rate: Population tax rate now decreases the morale per turn in each city by -1% per 10% tax rate. This means planets with more cities will be affected more by tax, but building one extra entertainment center per city will allow you to raise tax rates by 10%. We hope that this system is easier to work with than the previous one, but we’re open to discussion on it if it’s confusing.

Technology Changes: All technologies and buildings that affect Morale, Security and Health now have been modified to provide bonuses per turn rather than flat values. A full list of the changes can be found in the patch notes for this update on the Steam forum.

Disaster/Weapon Changes: As part of the overhaul, we’ve added new disasters that can be triggered at the 75%, 50%, and 25% levels for Morale, Security, and Health ratings. For example, minor virus outbreaks can occur at 75% health rating, widescale disease outbreaks can happen at 50%, and an epidemic can trigger when below 25%. This update also opens the door to allow tactical weapons and spy missions to cause damage directly to the Morale, Security, and Health ratings of a planet.

Planet Defections: The Loyalty stat works just the same as before, increasing by +1 per turn for each of the stats (Morale, Security and Health) above 50% and reducing by -1 per turn for each of the stats below 50%. If a planet’s Loyalty stat ever drops to 0, the planet will defect to another empire in the game.



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While developing this update, we noticed that Starforged performed quite poorly when controlled by the Galaxy AI, so we took some time out to improve the Robotic race gameplay and add some new technologies for them.  Robotic races can now build new population using only metal (no more coal/food required), and a bug preventing them from building new population when near the planetary maximum has been fixed. Robotic race AI also now use their lack of farming and residential city requirements to their advantage — building more Defense cities.

A new Robot Deconstruction technology allows you to salvage 1,000 population and get back half the metal used in their construction. We’ve also added a number of new Forge Patch technologies, which are abilities that can be activated from a planet’s Services panel and cost energy from the planet’s reserves. The “Forge Patch: Antivirus” technology increases security on the planet by a flat 20 points, and the “Forge Patch: Spy Scan” will reveal enemy spies and has a 25% chance to kill one spy.



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As part of our original Kickstarter campaign’s stretch goals, we promised to add an episodic singleplayer campaign mode and some interesting challenge maps to the game. We hope to include the very first singleplayer mission in the next major update (V0.9.7.0). We’ve already broadly designed how we’re going to implement singleplayer missions and written the first draft of the storyline, and now we’re implementing all of the mechanics along with support for modding and the remaining two dropdown menus:

Singleplayer Missions: Each singleplayer mission will be broken down into a series of Stages, each of which has a number of goals you have to achieve to progress to the next stage. Some goals will be optional but give you more victory points at the end of the mission, and others will be mandatory so you’ll fail the mission if you don’t complete them. Each stage will be prefaced with some storyline exposition or discussion with another alien race that advances the story, and we’re hoping to be able to voice act all of these either in this patch or a future release. As we discussed in the previous dev update, the story we have planned is broken down into two main story arcs — The first follows the story of each race before the Revenant war and has a mission for each race, while the second follows what happens to each of the races after being sent back in time and will contain the canonical ending for the game.

Mission-Modding: The mission system is going to load all of the relevant information for a mission from flat files within a directory in the game files. This will allow players to modify the missions or add their own easily. Mission modding will include the ability to override the game’s standard technology trees, planet leaders, ship captains, weapons, modules, etc. Mission modders will also be able to decide the spawn rules for the map, mission objectives, dialogue, and graphics.

Dropdown menus: The Planets and Fleet dropdown menu still need to be implemented, and we’re hoping to get that done for this update if possible. These dropdown menus will provide at-a-glance overviews of your planets, ships, and shipyards, and will act as shortcuts to help you navigate a sprawling empire as it grows. This feature may not be completed in V0.9.7.0, but if we make good time on the singleplayer then there may be time to implement it.

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Thanks for reading this dev update, and for your support of Predestination’s development. As always, we welcome any and all feedback on the contents of the update or the game via our Steam forum, Kickstarter/blog comments, or via email to brendan@brainandnerd.com if you’d like to keep your feedback private. We’ll be sending out the next wave of invites to Kickstarter backers who have recently requested them today. If you’re a Kickstarter backer and haven’t received your copy of the game yet but would like to get it now, send an email to earlyaccessrequest@brainandnerd.com with the email address you used on Kickstarer and we’ll send you either a Steam code or a link to the latest non-Steam DRM-free version, whichever you prefer.

Cheers,
— Brendan, Lead Developer

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December 5, 2016

Patch Notes for Spying and War mega-patch (V0.9.6.0 to V0.9.6.2, Build ID: 1499713)

Patch Notes for Spying and War mega-patch (V0.9.6.0 to V0.9.6.2, Build ID: 1499713)
Note: This is a major update with new features and makes save game files from before V0.9.6.0 incompatible.

New Weapons and Technologies:
  • Plasma Storm Bomb: Reduced from 200 damage to 100 and added the secondary effect of creating Electrodynamic storms in the planet's atmosphere, making it impossible to run any factories and ore refineries for 5 turns. This can help you stop an enemy from rebuilding as you lay siege to his planet.
  • Empulsor Device: An Electromagnetic Pulse device powered by an anti-matter reaction and designed for planetary bombardment. The Empulsor bomb can be dropped anywhere on a planet and will immediately shut down all infrastructure and orbital structures on the planet for the next two turns. The device gives off harmful radiation and is only suitable for use on unmanned warp-capable missiles.
  • Disassembler Bomb: The Disassembler Bomb contains a breed of destructive nanites enclosed in a standard bomb casing. When used to bombard an enemy city, the nanites seek out and disassemble a piece of infrastructure connected to the city, turning it back into raw materials. Half of the metal used to build the structure is reclaimed by the planet's owner.
  • Graviton Field Emitter: By shunting high-energy plasma through a sustained graviton emitter, the Graviton Field Emitter ship weapon creates an uncontrolled graviton field on the battlefield. The field deals 20 damage to all ships in its area of effect each turn, slows all ships in its area of effect, and lasts until the end of combat.
  • Proto-Wormhole Generator: By interleaving two opposing graviton fields, the Proto-Wormhole Generator ship weapon causes a localised spatial displacement, sending any ship in the selected hex to a random unoccupied position on the battlefield. The weapon has to cool down for 3 combat rounds between uses.
  • Quantum Destabiliser: The Quantum Destabiliser uses a modified tractor beam to scramble the enemy ship at the molecular level, causing components to fuse and short circuit. The beam deals 10 damage directly to a ship's armour, bypassing any shields, and increases by 10 damage each turn until the target ship is destroyed or the beam is terminated. Each Quantum Destabiliser weapon can be active on only a single ship at a time.
  • Psionic Flux Phaser: The Psionic Flux Phaser is a ship weapon that uses psionic frequencies to transmit thoughts and propaganda directly into the minds of enemy crewmen, disorienting them during the battle and causing them to make mistakes. The affected ship's engines, weapons, or shields will be disabled for 3 turns.
  • Fleet Heart: The Fleet Heart is a power-hungry ship module that uses quantum entanglement to link together the computers of every ship in a fleet and share sensor data in realtime. Every ship in the fleet benefits from +20% damage and a +10% chance to dodge incoming attacks while a ship carrying a Fleet Heart is operational. Only one Fleet Heart can be fitted to a ship, and the effects of multiple Fleet Hearts in the same fleet don't stack.
  • Habitation Module: Contains living space, hydroponic farms, and facilities for 2,000 citizens. When stationed in a friendly star system, the self-contained miniature city will produce 4 BC, 50 metal for one planet in the star system, and +10 morale for all planets in the system each turn. If it ever gets destroyed then you'll suffer a -20% morale hit on all planets across your empire.
  • Dessication Device (Reptilian Only): The Dessication Device is a low-yield bomb that introduces a self-replicating crystalline structure into the oceans of the target world, where it absorbs water and locks it away underground to reduce the sea levels. The planet's climinate will become 10% closer to Desert status, making it more habitable for Reptilian species and less habitable Humanoid, Aquatic, and Robotic races.
  • Liquefaction Device (Aquatic Only): The Liquefaction Device is a low-yield bomb that spreads catalytic nanoparticles throughout the atmosphere of a habitable planet, combining free oxygen and hydrogen into water in order to raise the sea levels. The planet's climinate will become 10% closer to Ocean status, making it more habitable for Aquatic species and less habitable Humanoid, Reptilian, and Robotic races.
  • Weather Stabiliser (Humanoid Only): The Weather Stabiliser is a low-yield bomb that spreads biological catalysts throughout the upper thermosphere of a habitable planet to stabilise the planet's weather patterns and promote diverse ecologies. The planet's climate will become 10% closer to Terran status, making it more habitable for Humanoid species and less habitable Aquatic, Reptilian, and Robotic races.
  • Smogger Bomb (Robotic Only): The Smogger is a low-yield bomb that spreads light-blocking particles of carbon soot and dust throughout the atmosphere of the target planet, reducing the global temperature and attempting to trigger an early ice age. The planet's climate will become 10% closer to Ice status, making it more habitable for Robotic species and less habitable Aquatic, Reptilian, and Humanoid races.
  • Genesis Device: This is now a super-weapon that can be used on ANY planet type. It will wipe out all life and structures on the planet and instantly transform it into a terran world. The Genesis Device is an expensive single-use warhead that can only be fitted to warp-capable Missiles.
  • Plasma Mine Layer: Modified the Plasma Mine Layer to deploy small fields of mines instead of just one at a time.
  • Neural Training Uplink: All ships start with entirely elite crew and bonus XP
  • Titan Ship Hull: The titan is now the largest ship class in the game and we've activated it for players to use. The Dreadnought ship hull size has been removed from the game as it didn't fit the technology progression in the current tech trees, caused some problems in Fleet Combat, and wasn't very practical to build anyway.


    Spying Gameplay:
    The core spying gameplay has now been implemented, as discussed in our previous development blog. In testing, we discovered that the proposed system was very micromanagement-heavy and we had to re-design it to be more passive. Now instead of spending money to send a spy on an individual mission, you pick from a variety of ongoing missions that each cost a certain amount of money/turn and periodically attempt their missions. The default option is a free mission to hide and infiltrate the planet, raising your spy's infiltration rating over time.
  • Renamed "Spy and Troop Pods" technology to "Drop Pods"
  • Added Spy Pod module and Spy Transport default ship design.
  • Added "Hide" Mission. "Infiltrate the planet and lay low awaiting further orders. All spies gain +1 infiltration rating each turn, with the possibility of establishing contact with criminal and subversive elements in the target planet's society for a surprise 25% bonus once every 10 turns."
  • Added "Hack Computers" mission. "Hack the planet's computer systems to steal important data. Spies may steal the enemy's maps of the planet, money from the treasury, research points from the scientific network, or even complete technologies."
  • Added "Sabotage Computers" mission. "Introduce a virus into the planet's computer systems, disrupting planetary activities. This may destroy research points, shut down infrastructure, reduce planetary morale, reduce the planet's health rating, or reduce the planet's security rating."
  • Added "Plant Bombs" mission. "Attempt to plant bombs inside cities, buildings, infrastructure, starbases, and ships in orbit of the planet. This mission carries the increased risk that the spy may blow himself up in the destruction."
  • Added "Incite Civil Unrest" mission. "Attempt to incite civil unrest and rebellion among the population, reducing the morale and security ratings of the planet temporarily. If the planet's loyalty rating drops low enough, the planet may even defect to your empire"
  • Added "Assassinate Leader" mission. "Attempt to assassinate the legendary planet leader currently stationed on this planet."
  • Implemented spy installation mechanics and Spying tab on the planet interface. Deploying a spy costs 100 BC and requires dropping one onto a city. This can be done even while there are ships defending the planet.
  • Implemented spy catching mechanism. On executing a mission, the spy has a chance of being caught and causing a diplomatic incident. You can lose favour, treaties can be cancelled, and it can even lead to war being declared.
  • Implemented spy outcome chance rolls. Defensive score is based on the planet's security rating and technologies, plus a difficulty factor based on the mission. The offensive roll is based on the spy's infiltration rating and spy technologies.
  • Planet Leaders can now give bonuses to defensive rolls against spies.
  • Added new Atomiser Implant technology that allows spies to kill themselves and completely destroys their body when caught, leaving no evidence that can link back to your race and eliminating the diplomatic backlash of a failed mission.
  • Added new Computer Hacking technology that provides a +20 bonus to the Hack Computers spy mission and a +20 spy defense bonus against enemy spies hacking your computers.
  • Having a spy on a planet now lets you open the planet and view its current fleet defences etc.
  • Added the Spy Satellite technology, which unlocks a special warp-capable probe that can be installed on an enemy planet through the Spy tab. The Spy Satellite provides a +50 bonus to all spy actions on that planet and lasts for 100 turns. This tech also lets you install a second spy on all planets, but we'll likely be moving that ability to new technologies and racial traits in the future.
  • Improved the Neural Interface technology by adding a +10 spy bonus to it.


    Implemented War AI:

    War Declaration: The AI now periodically assess whether they should declare war on another race using parameters such as fleet strength, strategic weaknesses in the enemy planets, their current favour level, the difficulty setting, and the personality type of the race's randomly generated leader. The AI also now automatically declares war if you bomb their planets or attack their fleets.

    Strategic Analysis: When in a war, the Strategic Analysis AI will periodically analyse the enemy planets for strategic weaknesses and compare the strength of its own fleets to the strength of your fleets and planetary defences, also taking into account all the ships that could reach the target system in time to defend against attack.

    Defensive Deployment: The Defensive Deployment section of the War AI deploys an empire's ships based on an assessment of nearby threats. It works out how many enemy ships could reach each star system, assesses the threat they pose (modified by whether they are at war or have a peace treaty or alliance) and sends enough ships to defend. This naturally tends to deploy ships around the race's borders and concentrates them near other races they are at war with.

    Bid For Peace: The War AI continually re-assesses how its current wars are going and can decide to bid for peace with the enemy race. It will generate an offer that it thinks the enemy will accept, which may contain technologies and money to sweeten the deal. If the race is losing the war and it's absolutely hopeless and they think they're never going to be able to secure a peace treaty, they can sometimes even surrender to another race. All assets and planets are transferred over to the new race on surrendering, and a special diplomacy event announces it.

  • Laid the groundwork for an extortion algorithm in the War AI that makes demands against weaker races. This will have to be activated later once we get the threats and coercions system implemented.
  • Laid the groundwork for player-designed starbases, which we can implement in a future update.


    Galaxy AI and Diplomacy AI Changes:
    The Galaxy AI has been overhauled with the addition of a new Goal system that operates in distinct phases. All races start off with the goal of expanding their empire, then later switch to different goals depending on the circumstances they find themselves in. The AI continually re-assesses its strength and empire next to the others in the game and makes its decision on what goal it should pursue based on that.
  • Added the Expand goal that prioritises expanding into new star systems.
  • Added the Consolidate goal that prioritises colonising and building up all of the planets in your existing star systems.
  • Added the Diplomacy goal that prioritises diplomatic contact, building military defences, and slower expansion.
  • Added the Defend goal that prioritises military defences and building ships, and slower expansion.
  • Added the Conquer goal that prioritises declaring war on and attacking other races, building military defences and building ships, and slower expansion.
  • Added incentive for the AI to colonise planets with strategic resources or other specials, and star systems with a wormhole connection.
  • The diplomacy AI now values Peace and Alliance treaties differently, based on the relative strength of each race's total military presence (planets and fleets).
  • The AI now uses its leader's personality type and race archetype to influence research choices. Special racial technologies are prioritised, warlord races will focus on ground combat techs etc.
  • Robotic races will no longer get free armour regeneration in Hard and Impossible difficulties. This was previously added because they tended to lag behind in technology, but we've since fixed this with the Robotic race overhaul.
  • Races will no longer automatically race for the Diplomatic Victory when on the galactic council. Instead, they'll tend to propose resolutions that will benefit them.
  • The AI is now able to siege planets, continually bombing them every turn until repelled by an enemy fleet.
  • AI missile fleets will now head home to re-arm if they run out of ammo.
  • The Galaxy AI now builds ships in up to 3 separate locations, rather than always picking the same location. It selects the best locations based on metal production and build capacity of the shipyards.
  • The AI now recognises when a planet's metal production drops so low (possibly due to bombing) that it won't complete a ship build and cancels it so the planet can use the metal to rebuild.
  • The AI no longer considers the defensive stats of a planet's shields etc when working out how well defended a planet is, as fleet combat now ends if the planet is the last remaining structure. Starbase defenses are also weighted lower than other ships when assessing military strength because they can't move.


    Planet Generation Tweaks:
    A player on the Steam forum pointed out that planets with higher mineral ratings have more deposits of Ore but that what they really need is larger deposits so you might get more clusters of 5-7 ore for your Ore Refineries. We took this feedback to heart and re-designed the resource distribution mechanics to do exactly that and also adapted the new mechanic for the distribution of coal, food, and other resources.
  • The number of ore veins on a planet is now determined by its size class, and the size of those veins is determined by the planet's mineral rating, leading to much larger veins of ore.
  • Gas clusters will no longer frequently contain ore deposits on Toxic planets. These should now be much more separate and easier to harvest.
  • Fish shoals now generate in larger groupings based on the planet's Organic rating on Swamp and Ocean planets.
  • Fertile Soil deposits now generate in larger clumps together depending on the planet's organic rating rather than being spread in small clumps across the planet.
  • Land Animals now spawn in small herds rather than individual deposits on Terran worlds to make them easier to harvest.
  • Planets with the special Ancient Civilisation will now generate two clumps of 2-3 Ancient Ruin resources.
  • Planets with the special Crashed Warships will now generate two clumps of 2-3 Crashed Ship resources.


    Morale/Security/Health Overhaul:
  • Added a new part to the Loyalty Graph section of the UI to show the net change in security, morale, and health each turn and updated the warnings associated with low stats.
  • The tax calculation has been adjusted. City GDP is now 4BC per 1k population multiplied by any race multipliers and tax office bonuses, +1 BC per infrastructure built, and +10% if the planet has a starbase.
  • Population tax rate now decreases the morale per turn in each city by a certain amount. Planets with more cities will be affected more by tax, but the effect can now be more easily counteracted by building more entertainment centres in each city.
  • The Tax Policies technology now reduces the morale penalty from taxing citizens by -2%, and completely eliminates the penalty from having a 10% tax rate.
  • The Psychiatry technology now gives +1% morale per turn in cities with a hospital.
  • The Tax Office building now gives +25% GDP in a city and -2 morale per turn
  • The Entertainment Center now gives +1 morale per turn
  • The Genetic Enhancement: Happy technology now gives +5% morale per turn to every planet across your entire empire.
  • The Waste Management technology now gives +1% health per turn on all planets.
  • Added new planet leader Slave Driver Korn, who gives +10% metal production per turn but causes -4 morale per turn on the planet.
  • Planet Leaders can now have stats that increase or decrease morale per turn, health per turn, and security per turn on their home planet.
  • Weapons can now have effects that decrease morale, security, health, or loyalty by a fixed amount.
  • The Neural Scanner technology now gives +2 security per turn on all planets in addition to its +10 spy bonus.
  • The Universal Antidote technology now gives +5 health rating per turn on all planets and a 100% resistance to biological weapons.
  • The Crimewatch Network technology now gives +1 morale per turn in cities with a police station
  • Added new Security events for your planets: Petty Crimes when below 75 security, Rioting when below 50, and Organised Crime when below 25.
  • Added new Health events for your planets: Minor Virus when below 75 security, Disease Outbreak when below 50, and Epidemic when below 25.
  • Warlord races now get -1 morale per turn for each city without a military barracks.


    Robotic Race Improvements:
  • Robotic races no longer require coal/food to now build new population, they can do it just with money and can now build up to the planetary maximum even if there isn't enough room for a full build load (e.g. if there's space for 750 pop and you would build 1000, you can now build the remaining 750 while you previously couldn't).
  • Added a new "Forge Patch: Antivirus" technology that you can activate once every 10 turns at a cost of 500 energy to increase security on the planet by a flat 20 points. This option is under Forge Services in the Services panel.
  • Added a new "Forge Patch: Spy Scan" technology that you can activate once every 10 turns at a cost of 500 energy to tell you how many spies are on a planet and have a 25% chance to kill one spy. This option is under Forge Services in the Services panel.
  • Added a new "Robot Deconstruction" technology that lets you deconstruct 1000 population in exchange for half the metal used in their construction. This option is under Forge Services in the Services panel.
  • Added the Nanite Engineering technology, which gives all ships an additional +10% armour regenerated per turn in addition to the standard Robotic race bonus. Also gives +10 ground troop and boarding party bonus. This has now been activated and should be working correctly.
  • Robotic race AI now use their lack of farming and residential city requirements to their advantage -- building more Defense cities.


    Other Features and Small Changes:
  • Ice planets now have a much smaller equatorial region with terran and desert land. As a result, Tundra planets (50% Ice 50% Terran) also now retain most of their ice.
  • Race colours are now randomly selected from a list of 6 possible colours, which were chosen to be distinctive enough to avoid confusion in fleet combat. The player is always green, but colour selection will be added in a future update.
  • The Save Game dialog now prompts the player for a name for the save game file. The save box has been altered to fit the new name, and the confirm overwrite window is no longer needed since you have to type a name and click the button or enter key now to save.
  • The Auxiliary Forge now holds 1000 population and is still limited to one per city. We've been having a discussion recently on the forum about these limits, and this may change in the future.
  • The AI will now build propaganda transmitters on all new planets if it researches them.
  • The Survey Scanner now scans 100 hexes per turn, up from the previous value of 50 per turn. Probes still have one scanner and multiple scanners on a ship still stack, so a science vessel with multiple scanners will make short work of scanning a planet.
  • The Ambassador Module has now been changed from a flat favour generation per turn to a +10% bonus to the value of all diplomatic offers to other races as long as we have an ambassador in one of their star systems.
  • Added a new Solar Flare on Red Giant disaster that can happen if you colonise a planet in a Red Giant system. It's extremely rare but will wipe out everything on the planet and turn it into a molten wasteland.
  • Added a new Global Warming disaster
  • Rearranged some of the tech trees to make room for new technologies
  • Removed the Laser Rifle technology as you don't engage in ground combat this early and if you pick it you can be without a turret. This also caused the AI to sometimes build warships with armour plates but no weapons.
  • The Orbital Minefield now deploys mines on top of several enemy ships so that they explode at the start of the combat.
  • Fighters and Heavy Fighters now have their own modular ship designs.
  • A small number of kickstarter backer star names proved to be too long for the game, so we've had to split them up into multiple names.
  • The planetary stats should no longer appear to randomly flicker when hitting End Turn. This was caused by the game updating planetary stats while drawing from the same variables. The stats are now cached while the new ones are recalculated to prevent this.
  • The Revenant ships have been nerfed. The Spectre (Frigate) now has a damper field, one bomb and one particle beam. The Phantom (Cruiser) has a damper field, one armour plate, two beams, one bomb, and one fighter. The Battleship has lost a few armour plates but is otherwise unchanged, and the Titan has been added. We may increase the number of ships in revenant fleets later as part of a balance pass and may factor in the game's difficulty setting.
  • Temporal rifts now open in 6 to 17 turns instead of 12 to 23.
  • Fighters and Heavy Fighters now always contain one beam weapon with a range of 2 rather than sometimes using a projectile weapon. If the race has no beam weapon, they will instead be equipped with slightly worse "Prototype Laser Cannon" beams. This can still be modified in the weapons.txt file to make them carry other weapons (for modders). If they do ever happen to use a projectile weapon, it will deal half damage.
  • The map will no longer rotate when you hold the left mouse button on the End Turn button.
  • The Auto-Resolve option for Fleet Combat has been enabled.
  • When you auto-resolve a fleet combat, the game now displays the Fleet Combat Victory panel to tell you the result and let you level up crew members and salvage ships. Right now the entire battle happens instantly.
  • Increased the point cost of galactic council resolutions to account for new council technologies

    Bug-fixes:
  • Solved several crashes that can happen when ending turn while on the Shipyard screen
  • Shipyards no longer accidentally use metal and build capacity from enemy planets in the system
  • Natural disasters such as the Solar Flare will no longer make you declare war on yourself (lol)
  • Shipyards will now pause when their owner has insufficient command points remaining to build the ship.
  • The GalaxyAI now correctly re-initialises after creating or loading a level. Previously it didn't start making decisions for 1-2 turns.
  • Robotic race AIs will no longer sometimes accidentally set a tax rate and ruin their income.
  • The galaxy AI is now executed before the rest of the end turn code, so races can no longer dispatch ships on the same turn that they arrive (an ability the player can't have).
  • Fixed a bug in the code that checks treaties between two races. This had no effect before this patch because all treaties previously came from your race, but we noticed it when we made the AI able to declare war.
  • Fixed several crashes that could happen when ending turn due to changing ship numbers in the system window.
  • Fixed potential crashes in the code that dispatches fleets.
  • Fixed bugs in the Merge Fleets code, previously sometimes fleets belonging to the same race didn't merge correctly when idle at the same star system.
  • Fixed a crash that could rarely occur when a popup appeared during the level creation process that caused the game to play a music jingle before it loaded the music.
  • Fixed a visual bug with one of the United Colonies ship parts
  • It should no longer be possible to accidentally open two fleet combats at once by responding to two attack popup boxes in a row. The popup dialog queue is now saved when you open fleet combat and restored after combat ends to prevent this problem.
  • Revenants now correctly attack enemy fleets, bomb enemy planets and self-destruct after the bombing run. Previously they would just arrive in the system and stay there quietly for the rest of the game.
  • Fixed a bug where you could get the Revenant threat message when the Revenants were dispatched to attack an enemy planet. (Note: We may actually put in a separate message when the Revenants attack another race as it's good to know when it happens)
  • Fixed a bug with farms sometimes getting bonuses from the wrong hexes and missing bonuses from others.
  • Fixed a bug where certain untradeable technologies were making their way into the trade list for diplomacy.
  • Fixed a bug with certain planetary disasters that caused them not to activate. That red giant you're colonising can now correctly throw off a solar flare and cook your planet. Enjoy :D
  • Fixed a bug with the Bio-toxin bomb that prevented it from being fired.
  • Fixed a bug with ships going through wormholes they hadn't discovered yet or taking shortcuts through wormholes even if they can't reach the other side normally.
  • Fixed a bug with ship captains that would cause anyone giving an armour HP bonus to give 100 times the expected bonus.
  • Fixed a bug in the shipyard window causing ship design 0 to be non-modifiable. This should never happen unless you're modding the game.
  • Fixed a bug preventing the "Upgrading to Blueprint" message from being drawn from the city view
  • Weapon stats from weapons.txt are no longer case sensitive. This fixed a small bug with one of the weapons, and ensures we don't get a repeat of that error in future, and it'll be easier for modders.
  • Fixed a bug with disaster immunity not applying correctly. We are going to drastically increase disaster immunity turns in a future update when we add more disasters
  • Fixed bug causing planets not to update after a disaster if you happen to be at the planet when it occurs.
  • Planetary defenses will no longer prevent you from bombing the planet on their own, as this would lead to a fleet combat that ended immediately.
  • The AI will no longer accidentally attack a planet even if the owners have changed since the fleet was dispatched to attack it.
  • Fixed a series of bugs with the planet screen code that caused various mechanics to mis-calculate areas near the planetary seam. This led to some strange behaviours all across the game, from the AI code and bombing to resource generation.
  • Fixed a bug where the AI wouldn't realise the planet maps wrapped around and would screw up placement on the planetary seam. This is a separate issue than the previous one.
  • Fixed a number of End Turn crashes when you're on the planet screen.
  • The Fighter Squadron Cruiser ship design will no longer have multiple augmented engines. It should only be possible to have one of these per ship.
  • Fixed various Fleet Combat bugs causing ships to move or fire at the wrong time or target.
  • Fixed a crash in Fleet Combat caused by the game thinking a ship is moving but it actually has 0 moves in its movement queue
  • Fixed a visual bug and related crash in Fleet Combat caused by the game using the wrong variable to draw the laser for reactive strikes
  • Fixed a bug with the display of star system names when multiple races colonised the same star system.
  • Fixed a bug with the display of the number of turns for a fleet to reach its new selected destination
  • Fixed a bug with auto-resolving fleet combat that caused the victory window not to have anything to salvage.
  • Fixed a bug with the fleet combat wrap-up code that destroys starbases etc that were knocked out during the battle. When starbases are destroyed, the star system will correctly update to reflect this immediately instead of waiting until the next time you click End Turn.
  • When an AI fleet attacks a planet, all combat ships belonging to that race that are stationed in the system (and may be performing a trade route blockade) will now join the fleet combat. This makes the AI-spawned fleet combats consistent with player-spawned ones when attacking a planet.
  • Fixed a bug with how the AI valued the military force of ships using missiles and drones. Now your best warhead damage is used in the calculation for missiles, and your best beam weapon damage is used for fighters.
  • Fixed missing Spy Pod module for Zloq and United Colonies.


    Cheers,
    -- Brendan, Lead Developer

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About This Game

Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are flung back in time by a powerful hostile race known as the Revenants, and must now work to rebuild their empires and somehow stop the Revenants in the past. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war. Predestination aims to blend the gameplay of classic titles like Master of Orion II with more modern 3D graphics and new game mechanics 4X fans have been waiting years to get their hands on: A 3D galaxy map, turn-based tactical fleet combat, advanced planetary exploration and colonisation gameplay, terraforming, a seamless 3D ship designer, and many other features.

Current build and release plans


Predestination has been in Early Access for nearly two years, and it's now almost feature-complete thanks to your support and feedback. The main things left to add before release are an episodic singleplayer story campaign, parts of the user interface, and content such as 3D models, sound effects, and some content designed by our Kickstarter backers. We aim to have the game feature-complete for our Early Access anniversary month of February 2017, after which we'll begin polishing it for final release and more heavily iterating on gameplay and balance based on your feedback.

The game is fully playable in its current state, but it's still missing a few features and hasn't been polished significantly. If you enjoy testing new games in development, helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released in a few months and can make a decision then. Predestination is currently singleplayer-only.

Post-release plans


Brain and Nerd has already committed to supporting Predestination long after release. We sold Free DLC for Life as a reward tier during our Kickstarter campaigns and have promised at least one expansion and several DLC packs, and we've promised to add multiplayer and modding tools in free updates after release. We have some very exciting plans for future content, such as space monsters and races with living ships, and constantly turn to our community for ideas. Stay with us and keep an eye on our development updates for more news on this after release.

History


Independent game development studio Brain and Nerd was founded in January 2012 by Queen's University Belfast graduate Brendan Drain and Tina Lauro, and work immediately began on Predestination. When it became clear that Predestination would need some funds to continue development, a campaign for the title was launched on Kickstarter in November 2012 and went on to become the first Irish game to be successfully kickstarted, reaching 200% of its initial goal. A small grant from the Arts Council of Northern Ireland's Creative Industries Innovation Fund allowed us to add a stretch goal feature that we didn't reach during the campaign -- A freeform 3D ship designer. A small secondary Kickstarter campaign was launched to improve on the 3D ship designer with new features like customisable space stations and CAD-like advanced tools, which was also successful.

The game's Fleet Combat, Planetary Colonisation and Galaxy level gameplay were each developed as separate modules and individually tested by our dedicated beta backers before being joined together into one cohesive playing experience. We launched this as our first alpha build on Steam Early Access in 2015, and have continued to develop the game with your support and continued feedback. Since then, we've released over 70 updates and implemented almost all of our target features, including:
  • Tax system and economic gameplay
  • Ground combat, planet bombing and capturing
  • Space Exploration galaxy age -- Skip straight to colonisation.
  • Planetary morale, health, security and loyalty systems
  • Trade Routes and blockades
  • Diplomacy System
  • Race Stats and four Race Archetypes with unique technologies and gameplay
  • 3D Ship Designer & racial ship part models for 3 races
  • Ship captains and colony leaders
  • A directed tutorial for 4X newcomers
  • Wormholes
  • Planet specials, including strategic resources
  • Warp-capable missiles
  • Temporal Rifts, and Revenant attacks (random events)
  • Planetary disaster events
  • Building and infrastructure models (90% complete, final batch in progress)
  • Tech Era 3: First Contact
  • Tech Era 4: Galactic Domination
  • Synergies technology tree
  • Multiple Victory conditions
  • Spying Gameplay

System Requirements

    Minimum:
    • OS: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processor: 2+ GHz single-core
    • Memory: 3 GB RAM
    • Graphics: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
    Recommended:
    • OS: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processor: 3+ GHz dual-core
    • Memory: 4 GB RAM
    • Graphics: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
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