THIS IS A SYSTEM MESSAGE FROM THE SHIP'S COMPUTER TRANSLATION SUBSYSTEM: INCOMING MESSAGE EXTREMELY UNUSUAL IN COMPOSITION. TRANSLATION INCLUDES MANY LINGUAL ANOMALIES. OVERALL ACCURACY OF TRANSLATION IS: UNKNOWN. MESSAGE BEGINS:
With new *expansion* comes new *bugs*, which makes us *frumple*. And so we offer *fixes* in this *patch*, and some new *juice*. If you are *campers* you will enjoy *the change*, but maybe not yet. We are *friends* now. Never be afraid to *open* enough and *spread the wax*. Let's *spitting* the fun words for several *pieces* and then surprising things!!!
Patch Notes for 27 October 2017 (ver. 21606)
Changes and Additions
Added new tactical background art for battles at Hyperspace Anomalies.
Added the "Herald" battlecruiser-class unit for the Arda Seed. The Herald will now use this instead of a Mediator.
Changed the behavior of Star Harpy swarm events: swarms are reduced on Easy difficulty, and Harpies will not attack planets.
Added several new Arda Seed-specific ship components.
Updated background art for the Tinkers leaders.
Bombers and Strike Fighters now carry regular missiles instead of torpedoes.
When scrapping a factory on a colony that has both factories and machine altars, factories are always scrapped before machine altars.
Mobile Bases and Asteroid Outposts now have specific description text.
Fix for an error affecting certain Intel Iris graphics drivers.
Fix for a rare bug that could be triggered by rendering certain text strings (Juggernaut bug).
Fix for a display bug in the planet production info panes.
Fix for a layout problem in the planet production info panes; long colonist names should no longer overlap resource yields.
Fix for a bug that was preventing declaration of war notifications from appearing.
Fixes for some in game text errors (missing tooltips, etc.).
Fix for a bug that could be caused by allying with a player with access to hyperspace anomalies.
Fix for a bug that could be caused by opening the fleet list pane while at a hyperspace anomaly.
Fixed the on-click behaviors of the small icons in the agreement dialog panes.
(Click here to view the complete development changelogs, and here to view the development roadmap post.)
There is *juice squeezing* and then we are not so *frumple*. These are *fat* words. Do you want to play this some more?
PLAY AS MEGA-MACHINE WORSHIPPING CYBORGS, IN STARS IN SHADOW: LEGACIES DLC, OUT TODAY
Publisher Iceberg Interactive and developer Ashdar Games announce that Legacies, the first expansion for turn-based 4X strategy game Stars in Shadow, is available for purchase today through Steam, GOG and all major digital retailers at an SRP of $4.99. To celebrate the launch of Legacies, Stars in Shadow is currently on a weeklong 40% discount on Steam.
Legacies adds one new minor faction and one new playable faction, the cyborg Tinkers who excel in production. They worship Dzibix, an ancient mega-machine that covers the whole surface of their arid home world of the same name. The Arda Seed are a minor faction who utilize hyperspace lanes, causing hyperspace anomaly locations to pop up in the galaxy. Legacies is the first DLC to explore the causes behind the collapse of the Golden Age and subsequent Great War, Stars in Shadow’s biggest mystery.
Do not be alarmed, leader of Humanity. This herald arrives on a mission without violence. Human vessels now delve deeper into hyperspace than ever before. The symmetry is disturbed. It is at this time that we who dwell in hyperspace must come to the surface and impart, and convey… and perhaps interact.
The Stars in Shadow: LEGACIES DLC is available today, and accompanying it is a patch to the base game with a number of new features and changes. For more details about the LEGACIES DLC additions, see below the patch notes.
We are always eager to listen to your feedback and suggestions, so don't hesitate to share your thoughts with us.
Patch Notes for 19 October 2017 (ver. 21569)
Changes & Additions
The Tinkers faction has been added to the game, and is available as an opponent faction. The Legacies DLC is required to play as the Tinkers.
Hyperspace Anomalies have been added to the map; they are hidden until revealed by the appropriate technology. Beware: they are a source of strange alien activity!
Upon researching the Hyperspace Anomalies technology, those with the Legacies DLC will have an opportunity to interact with a mysterious alien entity known as "The Herald."
The Space Habitat is a new station component unlocked by a new technology of the same name. Each Space Habitat can house one unit of population, effectively increasing the maximum population of the colony by 1. A station or outpost with a Space Habitat in orbit around an unclaimed planet will give the owning player control of that planet as if it were a colony.
A few planets now have the Debris Ring special. This allows the construction of Asteroid Stations (with the appropriate technology), which are cheaper and better protected than normal Space Stations.
Huge maps now default to 8 players (up from 7).
Planet spawn rates have been altered -- small/fringe worlds of all types are now less common.
Tiny planets will now spawn in new maps -- tiny planets cannot be colonized.
Ships with functioning Autorepair or Tinkers Forge systems will automatically be fully repaired at the end of combat.
Outposts can now provide repair and refit facilities to visiting fleets if equipped with a Construction Module.
Fix for a bug in the in-game docs for planet food production.
Fix for a bug that could be triggered by trying to delete a game when the sound effect volume was set to 0.
Fix for a bug that was causing the AI to inappropriately favor shipyards over armed stations.
Fix for a bug that was allowing outposts without fuel depots to serve as fuel bases.
Successfully rebellions will now destroy all orbital infrastructure.
Double-clicking on a save in the Load pane will now load the selected game.
Fix for a bug in the Tinkers' mercenary exchange.
Reduced the number of Marauder companies generated in new maps.
Workaround for a tech-line rendering bug present on older Intel laptops.
Fix for a bug that could occur when negotiating to end a war with Marauders.
The long range weapon mod now correctly increases range to 150%, as per it's description.
(Click here to view the complete development changelogs.)
Stars in Shadow: LEGACIES DLC
The Legacies DLC is also available today. It includes a new playable faction (The Tinkers), a new minor faction (The Arda Seed), and a number of new related features.
The Tinkers are a cyborg civilization dedicated to the service of a machine god. Tinkers prefer arid climates and require little food, but reproduce slowly unless they spend metal to manufacture new population. Tinkers vessels have a built-in Forge system, which both repairs the ship during combat and replaces expended ammunition and small craft.
Harmonized Populations Tinkers are Harmonized, meaning they are connected to a collective, a network of minds. As long as they have access to this connection (provided by the Machine Altar, a Factory variant), Harmonized colonists are immune to morale effects and experience improved productivity. Alien colonist can also be Harmonized, but beware: if the connection to the collective is broken, the realization of what has happened to their bodies may be... disconcerting to them.
Planetary Debris Rings and Asteroid Bases The Tinkers homeworld has a new planetary special: Debris Ring. Planets with this special can construct Asteroid Stations, which are special versions of stations that have built-in extra armor systems (Chondrite Armor) and which have reduced costs to build, since they utilize existing natural structures.
Re-deployable Mobile Stations Tinkers can un-deploy stations/outposts and move them, to re-deploy at a new planet. This also applies to their asteroid stations. Moving outposts to extend ship range can be useful for early exploration, and mobile stations equipped with the new Space Habitats can claim neutral planets for the Tinkers' empire, even if they do not currently possess the environmental technology to put boots on the ground.
New Minor Faction: Arda Seed
The Arda Seed are hyperspace-dwelling biomechanical automatons who repair and maintain the infrastructure of the ancient warp lanes created by the mythical Arda, and who can be hostile to anyone who attempts to interfere with their work. However, there is a strange entity calling itself "The Herald" that appears to speak on behalf of this mysterious faction.
New “Hyperspace Anomaly” locations A Hyperspace Anomaly is a bubble of real space-time trapped in hyperspace. Ships can travel to and from the Hyperspace Anomaly as if it were a star system, if the owning faction has the proper sensor technologies; otherwise, they are invisible on the map. Hyperspace anomalies and the Warp Nodes they contain are fiercely guarded by the forces of the Arda Seed.
Herald Encounters Although most of the Arda Seed units are mindless automatons, there is an intelligence of sorts at work behind them. Players will be able to encounter and negotiate with “The Herald,” a virtual entity who speaks on behalf of the Seed and who will trade information for the resources which they need to conduct their activities.
Technology Boosts Codices are tradeable items which provide a tech boost for a specific technology, or unlock new technologies. They can be looted from derelicts or purchased from the Herald.
That's all for now! I will update the roadmap soon to let you know what we plan to do next.
This herald now withdraws. Do not descend deeper into hyperspace than your surface kind is meant to dive. Do not defile the anomalies within the great dark. Leave their warp nodes undisturbed. Observe these warnings, and we may interact amicably and productively, another time.
We are glad to finally announce the release date of Stars in Shadow Legacies! This first expansion for Stars in Shadow will release October 19 through Steam.
In Legacies, players step into the shoes of the cyborg mechanic race, the Tinkers. The Tinkers worship Dzibix, an ancient mega-machine that covers the whole surface of their home planet. Dzibix now demands that the Tinkers expand beyond their own borders.
The Tinkers are the first new faction introduced since the game’s release, bringing the total of playable factions to eight. They are the first mechanic race to be introduced, with many new features. The cyborgs have their own planetary special: planetary debris rings and asteroid bases. They are also able to build space habitats and re-deployable mobile stations.
Tinkers ships have increased armor, self-repair capability, and special systems for handling missiles and fighters. In battle, players can launch Tinkers fighters from torpedo tubes. Their exquisite crafting skills make it possible for Tinkers lost in battle to immediately be replaced while in combat.
Legacies also introduces a new minor faction, the Arda Seed. They have restored the hyperspace lanes, which collapsed after the Great War. The Arda Seed and their faster-than-light travel abilities are the next step in uncovering the mystery that fuels Stars in Shadow: what caused the Great War?
• New playable faction: Tinkers o New population type: cyborgs o New planetary special: Planetary Debris Rings and Asteroid Bases o Space Habitats and Re-deployable Mobile Stations
• New minor faction: Arda Seed o New “Hyperspace Anomaly” locations o Technology Boosts and Researchable Artifacts o Herald encounters
We are a bit behind schedule in our work on the Legacies expansion. Naturally, it's important to us to release a DLC that meets your expectations (and our own), and so we have pushed the release date of the DLC to October to allow enough time to get things right. For more info on the DLC, check below the patch notes.
However, we do have some changes ready that we'd like to put into the field, and so we are pushing a patch today with some fixes and a few additions. As always, your feedback and suggestions are important to us. Keep them coming!
Patch Notes for 26 September 2017 (ver. 21182)
Changes & Additions
Added a choice of Map Shape options (Box, Ring, Hourglass, Ellipse) to the Advanced Map Settings pane when creating a new game.
Added a number of new UI sound effects including: load/save game complete, colony founded, planet special discovery, war declaration, enslave, liberate, forced labor, experiments, and galaxy creation complete.
Added a 'Right Click Close' UI option to the Options pane.
'B' now acts as a hotkey for buying production on the currently selected planet.
There is now a "Hail Fleet" option that adds a diplomatic option when your fleet intercepts an alien colony ship attempting to land in the same system.
AI factions will now accept trades for some resources, provided that a fair offer is made.
Hiring mercenaries now costs influence, in addition to coins.
The influence cost of securing a peace treaty will now vary depending on how the other faction feels the war has been going.
All factions now receive 1 influence per turn if they have any contact with alien factions.
When initially researched, Markets now increase trade capacity by 2 each (up from 0).
Changed AI handling of three+ sided conflicts, should fix logic errors in AI code.
Reduced the frequency of several types of planet disaster events.
Fix for a formatting error when trading with marauder companies.
Made several low-level changes intended to work around problems with the latest AMD drivers.
In windowed mode, window resizing cursors should now appear when appropriate.
Altered the deficit handling rules -- forced scrapping now always yields some coin return.
Adjusted planet autobuild logic to favor Trade in situations where deficits are imminent.
AI players should now build more Markets during the late game.
Fix for a bug that could cause re-contacted empires to respond as if you'd just meet.
(Click here to view the complete development changelogs.)
Legacies DLC Preview
The Legacies DLC release has been delayed to October. It includes a new playable faction (The Tinkers), a new minor faction (The Arda Seed), and a number of new related features.
In their zeal to serve their world-spanning megamachine master, the Tinkers have remade themselves as a cyborg species, part organism and part machine. The transformation is psychological as well as physical; Tinkers live in harmony without emotion, immune to the effects of morale as long as they are connected to the collective through their Machine Altars.
Harmonization To join the collective of the Tinkers' machine god Dzibix, one undergoes the process of Harmonization, which both converts the organism into a cyborg and establishes a neural connection to the collective. The Tinkers themselves undergo this procedure at birth, and it has become a crucial part of their life cycle: they are no longer capable of reproducing without it. Alien populations can also be Harmonized, if in the presence of a Machine Altar and sufficient Martial Law force (to prevent anyone from having second thoughts about the process). Harmonized populations become immune to morale effects as long as they remain in the presence of a Machine Altar, and can be used for Forced Labor or Experiments without penalty. The cyborg versions of most species gain in Labor output, but suffer reduced Science yield.
Machine Altars The daily lives of the Tinkers are centered around their Machine Altars, which are a Tinkers-specific variant of the Factory. Machine Altars serve both as a place of work and as a medium of connection to the collective. Tinkers who are transported to a planet without a Machine Altar will become Disconnected, remaining immune to morale but suffering penalites to Labor and Science output. When Harmonized alien populations become Disconnected, however, they again become susceptible to morale penalties, and may become discontent or revolt as with normal colonists.
De-Harmonization The Harmonization process can be reversed in alien populations, provided that the appropriate technologies are researched. De-Harmonized colonists return to normal, though they retain any morale modifiers that might have been previously masked by their Harmonized condition. Tinkers cannot be de-Harmonized; they have been living as cyborgs for so long that they can no longer function without the machine.
Little is known about the details of why the Great War was fought, and who was on which side, but it is clear that even the great technological prowess of the Ashdar and Gremak of the Golden Age was insufficient to prevent the collapse of the warp lanes, which were created by a civilization even more ancient and more advanced than they were. The legends speak of a culture known as the Arda, who dwell in the depths of hyperspace and who were responsible for the creation of the hyperspace network that made warp travel possible. For whatever reason, it seems that the Arda abandoned the combatants of the Great War and either allowed or deliberately caused the destruction of the warp lanes, ending the war and leading to the fall of the civilizations of the Golden Age.
However, three thousand years later, the warp lanes have abruptly and unexpectedly become reactivated. The reborn civilizations of the galaxy do not understand why they are now able to return to the stars, but they are about to find out.
In the depths of hyperspace, there is an ecosystem of autonomous, self-replicating biomechanical entities created by the Arda for the purpose of maintaining the infrastructure of the hyperspace network. Slowly, over the millennia since the Great War, this Seed of the Arda has been reconstituting itself, and repairing and restoring the mechanisms that make the warp lanes functional. To continue this work, they have had to make forays out of hyperspace into the galaxy in order to collect important resources. In the current game, the player has already encountered low-level agents of this ecosystem in the form of the troublesome Star Harpies. As the player learns more about the source of these pests, they will encounter even more dangerous entities who can be formidable foes or helpful (but demanding) allies, depending on how the player chooses to deal with them.
The Star Harpies in the current game are agents of the Arda Seed, collecting resources needed to further their mission to repair and expand the hyperspace network. The Harpies and other, more powerful Seed units operate from hidden Warp Nodes, which are planet-like objects embedded in hyperspace, and which allow the operation of the warp lanes. The units of the Seed are mindless automatons, which will attack anyone who interferes with their activities. In the early game, the Seed units function primarily as space monsters. Learning about the Seed and investigating where they come from can not only eliminate the threat of attacks from these space monsters, but can potentially earn great benefits in science and the practical use of the hyperspace network.
The Arda Seed faction represents the next step in uncovering the story of the causes behind the Great War, which will continue to be expanded upon in upcoming expansions. The Arda Seed will employ a number of new starship and station types, and make special use of several new gameplay features.
New Arda Seed-related Features
New “Hyperspace Anomaly” locations A Hyperspace Anomaly is a bubble of real space-time trapped in hyperspace. It acts as a star system in game terms, usually with one “planet” (the Warp Node). Ships can travel to and from the Hyperspace Anomaly as if it were a star system, if the owning faction has the proper sensor technologies; otherwise, they are invisible on the map.
A Warp Node is a construct created by the Arda (and their servants), that is part of the infrastructure of the Hyperspace Network that allows the Warp Lanes to function. It behaves like an uninhabitable planet (like a gas giant), but can support orbital infrastructure.
Technology Boosts and Researchable Artifacts Codices are tradeable items which provide a tech boost for a specific technology. They can be looted from derelicts, traded from allied factions, or purchased from the Herald.
Artifacts are tradeable items that, when researched, provide benefits such as a tech boost, a unique technology unlock, or other special ability. Like codices, artifacts can be looted from derelicts, traded from allied factions, or purchased from the Herald.
Herald Encounters Although most of the Arda Seed units are mindless automatons, there is an intelligence of sorts at work behind them. Players will be able to encounter and negotiate with “The Herald,” a virtual entity who speaks on behalf of the Seed and who will trade information for the resources which they need to conduct their activities. The Herald travels throughout the galaxy, and can provide a friendly faction with information about the state of their rivals. Players who gain sufficient influence with the Arda Seed will no longer be automatically attacked by their minions, but beware: the goals of the Arda Seed go far beyond simple repair of the warp lanes, and the Herald will be a demanding ally. On the other hand, the Seed’s warp nodes contain treasure troves of ancient information for those bold enough to plunder them and brave the consequences.
Publisher Iceberg Interactive and developer Ashdar Games announce the release of Legacies, the first DLC for Stars in Shadow, their critically acclaimed vivid tribute to 4X classics. In Legacies ancient races who are re-emerging after the Great War will return as a playable faction and as a minor faction. The DLC is currently slated for a September 2017 release.
It’s been three thousand years after the Great War and the collapse of the hyperspace lanes. The galaxy is reawakening, thanks to an unknown influence who has restored the warp lanes back into operation. Who restored the warp lanes, and for what purpose?
Legacies introduces a new playable faction, the cyborg Tinkers. The Tinkers are a race of cyborgs who worship Dzibix, an ancient mega machine located on their arid homeworld that has grown to cover most of the planet and has achieved at least minimal self-awareness. To appease their machine god the dutiful Tinkers have converted themselves into cyborgs and remade their society as a cybernetic civilization.
Also joining the galaxy is a new minor faction: the hyperspace-dwelling Arda Seed. The Arda Seed will employ a number of new starship and station types, and make special use of several new gameplay features.
The Arda Seed faction represents the next step in uncovering the story of the causes behind the Great War, which will continue to be expanded upon in upcoming DLC.
New playable faction: Tinkers
New population type: cyborgs
New planetary special: Planetary Debris Rings and Asteroid Bases
With infinite complacency, men went to and fro over this globe about their little affairs, serene in their assurance of their empire over matter. No one gave a thought to the older worlds of space as sources of human danger, or thought of them only to dismiss the idea of life upon them as impossible or improbable. Yet across the gulf of space, minds that are to our minds as ours are to those of the beasts that perish, intellects vast and cool and unsympathetic, regarded this earth with envious eyes, and slowly and surely drew their plans against us.
Work continues on our first DLC, which we will have a formal announcement for in a few weeks. In addition to some balance tweaks, today's patch includes a variety of low-level infrastructure changes. In particular, we have made modifications to the graphics engine to improve performance when loading or processing turns, so if you notice some graphical glitches, please let us know. As always, your feedback and suggestions are important to us. Keep them coming!
Patch Notes for 25 July 2017 (ver. 20752)
Revamped the Loading and AI Turns wait animations, and made changes to the graphics library so that star/planet/map animations will continue in the background (instead of freezing) during wait times.
Revamped the Load/Save dialog.
Increased the base resource yields of most alien native populations.
Reduced the cost of Bombers by one-third.
Increased the cost of Strike Fighters and added Antimatter as a prerequisite for the Multirole Fighters tech.
Increased the cost of Heavy Railguns and halved damage.
Deflector screens now absorb 50% of kinetic weapons damage, while Battle shields now absorb 70%.
Decreased the damage of Neutron Beams.
Ashdar Colonials fighter squadrons now have one additional fighter per Hangar module.
Increased the damage of Pulson Launchers from 35 to 50.
The technology 'Energy Torpedoes' is now called 'Plasma Projectiles' and requires Plasma Focusing.
Increased the research costs of all late game technologies.
Adjusted the wording in various resource descriptions to help clarify the distinction between the resource names (Labor, Science, Coin, Metal, Food) and the associated activities (Production, Research, Trading, Mining, Farming).
Fixed a bug in the tactical weapon selection UI that prevented the first item in a ship's weapon list from being consistently selected when selecting a ship.
Fixed a glitch in the planet farming/food description text.
Fixed a few description text errors.
Added new UI scaling rules for very high resolution monitors, and changes to avoid blurriness on high DPI monitors.
Made improvements to GoG Galaxy achievement/stat error handling.
Updated the Visual Studio runtime libraries to the 2017 versions.
The 'simplified graphics' rendering mode is now enabled by default for all Intel HD 3000 and Radeon HD 7800 Series cards.
(Click here to view the complete development changelogs.)
By the toll of a billion deaths man has bought his birthright of the earth, and it is his against all comers; it would still be his were the Martians ten times as mighty as they are. For neither do men live nor die in vain.
Query: Shall we find something to kill to cheer ourselves up?
We have a few bug fixes in today's patch, and I have some information to share about the content of our first DLC, which is in the works. As always, your feedback and suggestions are important to us. Keep them coming!
Patch Notes for 23 June 2017 (ver. 20397)
Fix for an issue in some of the game's random number generators, which was causing some native races (such as Threshers and Tinkers) to be unusually rare on some map sizes. All native races should now spawn at the intended rates.
Unresearchable techs should no longer appear in any of the tech tree panes. (In earlier builds, the presence of such techs could cause various bugs.)
Morale reports for planets that have been lost should now be correctly removed from the notification list, rather than causing exceptions.
The instant refit feature should now correctly trigger the "Harder Faster Better Stronger" achievement.
(Click here to view the complete development changelogs.)
In the Works: New Playable Faction -- Tinkers
We've started work on our first DLC expansion. We'll talk more about the features and schedule in the coming weeks, but for now I'll introduce you to a new playable faction in the expansion: the Tinkers.
The Tinkers are a race of cyborgs who toil at the command of Dzibix, a megamachine which has spread across the majority of their arid homeworld of the same name. It's not known to outsiders whether Dzibix is some kind of precursor relic, or just a machine god that the Tinkers invented. It's not all that clear whether the Tinkers know the truth themselves, but they take its prime directives very seriously: Augment! Toil! Expand! And to better serve their machine god, they have made themselves into a cybernetic civilization.
The Tinkers are not one of the Elder Races that took part in the Great War, but in their zeal to obey Dzibix's directive to expand, the Tinkers attempted to establish extrasolar colonies long before the restoration of the warp-lanes by attaching engines to asteroids and comets and converting them into slower-than-light colony vessels. Most of these outposts failed, and their remnants can be (rarely) encountered in the current game. The expansion will allow you to take control of the Tinkers homeworld of Dzibix itself.
Tinkers prefer arid environments that do not interfere with the machinery of their cities which sprawl across the landscape; water is an unwelcome obstacle to them. This intense industrialization ravages the environment of their colonies, but the Tinkers as cyborgs have reduced their need for food and the produce of nature. Having largely abandoned their natural life cycle, Tinkers reproduce slowly unless production is specifically allocated to this purpose. In harmony with their machine bodies and the orderly society it affords them, Tinkers do not know sadness or unrest; only duty.
As befits a cyborg society, the Tinkers are superb engineers. Although their ordered machine society does not always come up with the most creative new technologies, they excel at advanced production techniques, miniaturization and repair. Their vessels are ruggedly armored and equipped with mobile fabrication systems which allow for rapid repair of damage and replacement of expended ordnance. Accordingly, Tinker ships are typically armed with smart missiles and automated fighters -- which, to the Tinkers, are essentially the same thing.