Pax Nova - MikeDomingues
Hello everyone!

Hope you all started 2023 on the right foot! Today we're bringing you a late Christmas gift, in the way of the promised 1.4.0 update and one of, if not the biggest, overhaul so far since release.
Among other things, it reworks the alliances system, adds new content and introduces something big that has been suggested by the community since the beginning of our adventure in Early Access: Transport ships!
It also introduces some important bug fixes and gets the game to its most stable state yet.

That said and as always, we'll be monitoring the forums and discord channel for feedback and bug reports.

Thank you for all the support and staying with us with the past few years.

Hope you enjoy the update, and see you in Eos!



Patch Notes

  • Added transporter module and transport ship template. Transport module can transport up to 3 units if installed in a capital ship, or 5 if titan ship
  • Space Invaders now unlocks the Transporter module
  • Added Weak ally trait
  • Added Alliance event
  • AI now has more propensity to ask for alliances
  • Added new diplomatic statuses
  • AI now declares war when requested under alliance if certain conditions are met
  • Alliances now require more Trust and Respect and less Affinity
  • Improved multiple combat sound effects and added new ones
  • Titan ships, heavy armor and mech class units are now more expensive to build
  • AI now switches their focus on industry, research or food when it comes to city management more reactively than before
  • Event options that cost credits can now be activated anytime even if the player doesn't have enough, however in that case he will have his treasury go into negative territory which has its own penalties. Also prevents some events such as the Political scandal event from causing the player from getting stuck due to not having enough credits or influence
  • The volume of the city background noise that can be heard when the city UI is opened is now lower
  • Changed Phantom events illustration
  • Made the text in some tooltips clearer
  • Implemented some minor optimization
  • Made some minor UI tweaks on various windows
  • Updated the credits with a a special thanks note
  • Fixed terraforming on mountain and sea tiles not working at all
  • Fixed space creatures and other neutral space units not suffering from vision penalties when crossing a certain nebula type
  • Fixed game throwing wrong "are you sure" message instead of appropriate warning when trying to grow forests outside your borders
  • Fixed rare instances of Dyson spheres not rendering correctly and showing what looks like graphical artifacts
  • Fixed creatures occasionally not defending their nests when they were supposed to
  • Fixed autoexploring breaking under certain circumstances if toggled on and then it starts healing
  • Fixed proposal buttons such as "offer credits" having inconsistent text, with some stating "offer 1 influence" for example, giving the player the impression the button only adds 1
  • Fixed a specific combat particle effect sometimes getting stuck and playing for too long
  • Fixed edicts window sometimes taking longer to open than it should
  • Fixed rare instance of AI units getting stuck within their borders
  • Fixed some UI text elements overflowing when they shouldn't
  • Fixed city hex labor, food and research production not showing after settling a new city and opening the city screen for the first time
  • Fixed ships still retaining some unit statuses upon leaving a planet under certain weather effects
  • Fixed some tooltips such as the warscore and diplomacy tooltips being broken and not showing information like it's supposed to
  • Fixed map borders sometimes flickering when some weather effects are active
  • Fixed Emissary spamming new product message after around 450 turns every turn
  • Fixed bug that caused the AI to cancel previous attack plans
  • Fixed quest victory indicating wrong current number of finished quests
  • Fixed misc typos
Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - Daemsco
Hello everyone!

Today we’re bringing you another patch, this time with several important bug fixes, balancing changes, some visual tweaks, some performance improvements and more. You can check out the changelog below.

Tweaks and improvements
  • Improved map borders
  • Player can now skip council text by double clicking
  • Slight performance improvements
  • Dyson Sphere station and its improvements now requires Yridium
  • Dyson Sphere improvements now generate 12 Labor, Research and Food and 6 Harmony Growth respectively
  • Terraforming module now is only available to Armor units
  • Phantoms now have 520 Health and 185 base damage
  • A maximum of 6 phantoms can now be generated
  • Tweaked district options list to go lower when more than 9 options are displayed, thus not hiding the last row partially
  • Destroy Planet Council card now only starts appearing at turn 230
Fixes
  • Fixed units not updating statuses related to weather if applicable when landing
  • Fixed planet info window occasionally bugging out
  • Fixed occasional disappearing text issue
  • Fixed AI using powers including healing on defence districts
  • Fixed some council products having a confusing tooltip
  • Fixed unit abilities sometimes not being correctly applied when upgrading a unit
  • Fixed council products starting to appear sooner than they were supposed to
  • Fixed damage not being saved and loaded correctly when a unit has leveled up
  • Fixed Mass Conscription giving wrong labor value
  • Fixed Efficient Materials edict not working correctly
  • Fixed some anomaly search options not setting an anomaly as searched
  • Fixed Radical group event pragmatism event option not working correctly
  • Fixed Brother in Arms quest never finishing
  • Fixed quests seemingly arbitrarily getting completed
  • Fixed Terraformer module being available to Infantry units
  • Fixed first item of the tech queue skipping when trading with another AI
  • Fixed Polluted Air effect showing in space
  • Fixed too many phantoms being generated
  • Fixed Guardian quest generating aetherials instead of overseers
  • Fixed some typos
In parallel with this patch, we've been working on quite a meaty update. It will come with some cool features people have been asking us for for quite some time, as well as some major rebalancing of several areas and some new content. As with all our previous patches and updates, it will be 100% free for everyone who owns the game. Can't wait to get this in your hands!

In the meantime, we hope you enjoy this patch and happy holidays!

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Hello everyone!

Today we bring you a fresh new update, as well as an exciting new announcement: The Tech Supremacy DLC!

https://store.steampowered.com/app/1796420/Pax_Nova__Tech_Supremacy_DLC/

We've been hard at work the past few months and we're finally able to show you the results in the form of Pax Nova's brand new DLC, as well as the update we've been working on alongside it for both the base game and Beyond the Rift DLC which comes with plenty of bug fixes, balancing changes, AI improvements and more.

Changelog

Several AI improvements:
  • Improved AI's tactical approach to combat: they now focus more on units they have a tactical advantage over (terrain, unit types, etc) and try to use the terrain to their advantage more
  • AI values trust more than before when evaluating some proposal items so they don't give too many resources, funds or influence to factions that they feel might attack them later
  • AI now prioritizes space deposits more than before when at peace
  • AI tries to save/accumulate more resources and invest more on new units when it feels its faction is on the verge of war
  • AI now uses Edicts more frequently and efficiently
  • Lore related history now affects how the AI behaves more significantly when the lore impacting diplomacy option is toggled on
  • AI now tries to strike diplomatic deals with factions that share common enemies more frequently if at war, specially if the war isn't going their way
  • Rebalanced some AI behavior variables for some factions to further fit their traits and leader personality more accurately
  • Some changes under the hood have been made to accommodate some diplomacy changes for an upcoming update

Other changes:
  • Choosing an event option that causes the player to lose funds now allows the player to go into negative territory if he doesn't have enough funds
  • The Efficient Building Materials edict now costs 400Cr and lasts for 100 turns
  • Edicts that cost X amount of funds or influence now can't be enacted if the player doesn't control any cities
  • Mass Conscription edict now costs 12 Influence and is active for 50 turns
  • Tentatively fixed end turn button occasionally not working, forcing the player to select another unit before the turn can be ended
  • Fixed Extremist group event option not yielding pragmatism and advancing the path of bliss instead
  • Fixed '-' character being rendered in the path menu subtitle under certain circumstances
  • Fixed arbitrary quantities showing in the text for the credit, influence and Aether options
  • Fixed currently researching technology being skipped if the player receives a technology from another factions and only skips it if the traded technology is the technology that's being researched
  • Fixed ship units launching and retaining the effects of the weather effects on the planet they came from
  • Fixed Mass Conscription edict not deducting the right amount of influence per turn
  • Fixed Frozen status decreasing 1 Health per turn instead of 10 Health per turn
  • Fixed Essence Shard found event displaying wrong artwork
  • Fixed mechs for Yr race causing save system issues among other bugs
  • Fixed Transcendence pod not being buildable under certain circumstances
  • Fixed but that caused the AI to occasionally crash and skip turn earlier when trying to mine space deposits
  • Fixed Seals of Power quest not rewarding the player with the described reward (8 Influence)
  • Fixed unit design menu not indicating the right values for health if the faction has a trait that affects these
  • Tentatively fixed some technologies sometimes not yielding the right items (districts, improvements, unit classes etc) if auto generate new templates option is disabled
  • Fixed some weather effects being rendered in space and galaxy view
  • Tentatively fixed some space anomaly events not setting the anomaly as searched, making it possible to exploit multiple times
  • Fixed Efficient Building Materials edict working for one turn only
  • Fixed some events (ie Political Scandal brewing event) blocking progress of the player doesn't have enough resources available
  • Fixed some artifacts caused by Temporal anti-aliasing
  • Fixed some minor localization issues
  • Fixed event options that should yield Aether deducting it instead
  • Fixed multiple typos

Tech Supremacy DLC

There's more of everything for you to enjoy! Discover new random events, quests, technologies, and much more. Here's what you can expect from the brand new Tech Supremacy DLC:
  • Dyson Spheres: First to build a Dyson Sphere command center in that system will unlock a Dyson Sphere in the sun of that solar system, giving a huge boost to research production in every tile controlled by that faction in every planet of that system
  • Phantoms: very powerful mid to late game enemy ship / enemy type that roams space and demands Aether every few turns to keep peace, or they’ll or attack your units. Can be bribed with more Aether to attack a specific faction.
  • 20 New Technologies
  • 6 New Unit Abilities / Powers
  • 10 New Weapons
  • 18 New Events
  • 8 New Quests
  • 2 New District Types
  • 6 New Minor Faction Products
  • 5 New Improvement Types
  • 1 New Strategic Resource Type: Spice
  • 2 New Diplomatic Actions
  • 4 New Edicts
  • 1 New Leadership Style
  • 2 New Creature Types
  • 5 New Path Milestones
  • 4 New Artifact Types

https://store.steampowered.com/app/1796420/Pax_Nova__Tech_Supremacy_DLC/
Just like with the Beyond The Rift DLC we want to keep the price very accessible, and just as before the free updates for everyone will keep coming in.

We really hope you like what we've shown today, and as always we'll be paying close attention to your feedback, on both the Steam forums and Discord.

And so, the voyage through Eos continues.

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Hey everybody!

It’s that time of year when sales come at you fast, so here’s another one! From now until October 25th, we’re a part of the Iceberg Interactive Publisher Sale. You can grab a ton of great titles at up to 90% off.



Tell your friends/family/cat/lizard -- you can pick up Pax Nova at 70% off until next week!

https://store.steampowered.com/app/804850/Pax_Nova/

https://store.steampowered.com/app/1688990/Pax_Nova__Beyond_the_Rift_DLC/
Pax Nova - [ICE] Daemsco
Updated note: A small patch with important hotfixes and some small additions has been subsequently released. More information here.

Hey everyone!

Earlier this week, we announced Beyond the Rift, our first major DLC for Pax Nova. Well we're happy to let you know that it's available right now! Because who likes waiting? Not us.

https://store.steampowered.com/app/1688990/Pax_Nova__Beyond_the_Rift_DLC/



For a rundown of what to expect in Beyond the Rift, check out our previous announcement. Below follows a succinct summary of everything included in this DLC:

  • Weather mechanics and associated events, unit statuses and other effects. These will force you to switch up your strategies as the weather turns.
  • A new planet type and biome: Sulfuric. Rough, yet beautiful.
  • The Emissary, an entity representing a powerful intergalactic group seeking Soul Shards. You can exchange this new resource for very powerful effects.
  • Outlaws and smugglers: These are generated randomly and how powerful they are is randomly generated but based on the average power of all factions combined. Destroying their ships and catching them will yield a pretty penny.
  • An all-new race: the Tyr. After a brutal civil war, this species has fled their home system in search for a new life in Eos.
  • 3 new factions, all belonging to the Tyr race.
  • The new Essence Shards resource type.
  • The Tame and Convert unit powers. Gotta catch 'em all?
  • 2 new creature types: Aetherials and Ornatus.
  • 3 new artifact types.
  • Aquatic Districts and 4 new district improvements
  • 4 new minor faction products
  • 10 new random events
  • 6 new quests
  • 22 new technologies
  • 6 new status types
  • 6 new faction traits
  • 5 new Edicts
  • 1 new Leadership style
  • 11 new unit modules
  • Anomalies can now yield Essence Shards
  • Changes to Trading Post products: they're now more expensive and take more time to restock.

Quite the list! Our goal was to spruce up the average Pax Nova campaign, and this DLC does exactly that. We hope you enjoy going Beyond the Rift with us! Of course, more free updates are coming to the base game as well.

Important Note: Beyond the Rift doesn’t work with any other languages other than English as of right now. Playing it with any other language will revert it to the base game. We are currently working on translating the DLC to the other languages (German, French, Russian and Chinese) and will be released soon. Sorry for any inconvenience.



Let us know what you think of the DLC on the forums, or on Discord

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Hello everyone!

We've got a small patch for you today, and a preview of our brand new upcoming DLC: Beyond the Rift.

Today we're releasing a patch with some AI improvements as well as some important bug fixes. This is an appetizer for an upcoming major update we're working on which will include some major balancing changes across the board, reworks of some systems as well as improvements in other areas such as sound and more. More on this soon.

First, let's get into the changelog of today's update!

  • AI now will try to avoid confrontation if surrounded by multiple enemies
  • AI will now consider war more carefully, taking some factors like their current military tech more into account than before
  • Tweaked the AI aggressivity and pacifist values of some factions
  • Heavily Polluted air planet trait is now visible visually in the terrain, with gas clouds and a greenish tone taking over the planet surface
  • Fixed movement markers occasionally rendering when they shouldn’t
  • Fixed some diplomacy lines of some factions
  • Fixed some specific tooltips occasionally being stuck until the player clicks with the left mouse button or leaves the current menu
  • Fixed some event options not working correctly
  • Fixed some text elements and some UI effects not being rendered
  • Fixed new game starts failing to initialize under certain conditions
  • Fixed Tech objects in research menu having wrong info for a frame after the player opens it the first time (bug usually only visible in cases where the player’s pc isn’t quite as powerful or a slow down occurs)
  • Fixed Defence District indicating wrong starting Damage
  • Fixed Enlightened Leadership type description
  • Fixed some slowdown when opening some menus for the first time after starting a new game or loading a game
  • Fixed Arctic Sword not acting like a melee weapon
  • Fixed the Harmony growth seal effect yielding 0.2 instead of 0.1
  • Fixed multiple declarations of war type diplomatic options not advancing Path of Ember
  • Fixed Faction still being deducted costs of a technology even if it can’t be bought due to not having the required era unlocked when buying a technology from a minor faction
  • Fixed level bonuses after load occasional not loading all bonuses
  • Fixed multiple typos

The biggest announcement of the day however is reserved for our first major expansion DLC, Beyond the Rift.

https://store.steampowered.com/app/1688990/Pax_Nova__Beyond_the_Rift_DLC/

We've been working on this for quite some time and we're really excited to finally announce it in more detail and give you a quick rundown of what you can expect.

The Emissary and Soul Shards

This mysterious being has arrived from beyond Eos, representing a very powerful group seeking what are called Soul Shards.

In exchange they will grant unique powers that can range from causing snow storms on a planet to outright destroying it completely. These powers act like cards that are randomly shuffled and are added to your hand every few turns, then discarded upon use.



New species and 3 new factions

Introducing the Tyr. Fleeing their homeworld after a devastating civil war between the queen and her prodigal son, the Tyr plan on staying and reinventing themselves in Eos.



Weather and atmospheric events

Multiple weather types will hit the homeworlds of Eos, from Acid rains to sand storms, seriously impacting multiple areas of your rule, from combat to food production to your units' vision, changing your approach significantly.



New planet and biome type

Introducing the sulfuric planet type: rough, yet oddly beautiful.



Tons of new content

New abilities to convert units and tame creatures, a new aquatic district type, new creature types, lots of new technologies, new events, new quests, new minor factions products, edicts, leadership styles and more. There is a lot of new stuff to play with.

Despite all this new stuff we want to keep the price of the DLC very accessible and of course regardless of whether or not you decide to jump in, more free updates will continue coming in!

The voyage through Eos continues.

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Pomelowe
Hello everyone!

Aaaand we're back with a brand new update and it contains some of the good stuff. First off, as we announced earlier, we've been working on a significant graphical upgrade that hopefully everyone will enjoy. You can see the before/after to get an idea of what the graphical update looks like:



The update includes the implementation of TAA (Important note: Go to your graphical settings and enable it by selecting the Ultra option on Anti Aliasing), improved color image balance with more vivid colors and a sharper image, a new distance fog effect, some improved textures and more. Additionally, we also tweaked some areas of the UI visually to look better, without sacrificing usability.

A brand new competitive mode has also been added with this update. In this mode the AI can win science, seal and score victories. This significantly changes how you play, using these victory conditions as it's now a race for who gets it first. Additionally, we added an option that was requested by the community, so now the game won't create or update your unit designs automatically.

But that's not all. It also comes with some very significant balancing changes. Overall, the goal with these changes is to speed up the game's pace and prevent end turn button mashing.

And lastly, as usual, it also includes several bug fixes and other small tweaks and improvements.

Here's the full 1.3.0 patch notes:

  • Implemented TAA, making the overall image much sharper and got rid of jagged edges visible all times and specially when the camera is moving (important: needs to be enabled through the graphic options by setting Anti Aliasing as Ultra if the player started the game in a previous version)
  • Disabled the tilt shift effect which made the image blurrier than it should be and made overall readability worse
  • Implemented distance volumetric fog as a substitute to tilt shift and making the environments more realistic and pleasant to look at
  • Rebalanced overall image colors to look significantly more colorful and slightly brighter
  • Improved some terrain textures to be higher resolution than before at no cost to performance or stability
  • Implemented new image effects that gives the overall image a subtle pastel look and makes all sorts of details sharper
  • Tweaked some particle effects

  • Improved the look of parts of the UI to use more adequate fonts and sizes of text boxes and other UI elements
  • Added Ultra Antialiasing option which enables and disables TAA
  • Added competitive mode: players can now choose to have the AI being able to win if they finish their seal, score and science victory before the player does
  • Added option to have the player autogenerate and update unit templates when applicable (ie player researched a new tech)
  • French language option has now been marked as beta
  • Tweaked the AI to expand slightly farther away from other factions territories
  • Rebalanced city citizen and border growth formula so cities grow significantly faster, only applies to new games as games started in older versions will still use the old formula
  • Rebalanced the research production requirements of some technologies, making progress through the tech tree slightly faster and more consistent
  • Reduced the labor production requirement of some unit modules
  • Increased the cost of some later game modules
  • Implement Austerity Measures edict now last for 20 turns and increases income by 40% instead of 50%
  • Fixed Artifacts with multiple effects at once only activating one instead of all of them
  • Fixed multiple localization issues in French, Russian and Chinese languages (more to come in the upcoming updates)
  • Fixed Edict credit costs being deducted twice
  • Fixed Emperor’s Soul artifact effect not being activated
  • Fixed multiple Artifact effect descriptions indicating wrong values or mention effects inaccurately
  • Fixed some floating point inaccuracies in the text of some tooltips
  • Fixed Efficient trait effect being applied in non capital cities as well
  • Fixed build list items indicating infinite numbers instead of “-”
  • Fixed Influential trait not giving the described bonus
  • Fixed Armored Warfare giving Reinforced Plates for ship type units when they should only add these for Armor type units
  • Fixed Master Shipwrights technology not giving right module if Armored Warfare was already researched and not generating/updating the respective templates
  • Fixed ability tooltip missing a space character
  • Fixed Frozen Pearl not returning all described effects
  • Fixed misc typos
  • Fixed Clumsy Politicians bonus not working and the Demanding Citizens trait instead having its effect
  • Fixed City Architects bonus not working and the Spritualists trait instead having its effect
  • Fixed Path UI getting stuck/breaking upon choosing some specific options
  • Fixed Aether Shields ability showing the wrong icon

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Hello everyone!

Today we bring you a smaller patch with some hotfixes for a couple of issues that popped up with the release of Frostborn, as well some more important bug fixes and some performance and loading times improvements.

Then changelog is as follows:

  • Performance and loading times improvements
  • Fixed critical issue with game getting stuck on loading when playing with the German, Russian, French or Chinese languages enabled
  • Fixed Clumsy Politicians bonus not working and the Demanding Citizens trait instead having its effect
  • Fixed City Architects bonus not working and the Spiritualists trait instead having its effect
  • Fixed Path UI getting stuck/breaking upon choosing some specific options
  • FIxed Aether Shields ability showing the wrong icon
  • Fixed final milestone of each path in the path UI not showing the respective path requirements
  • Fixed space mining not yielding the respective resources
  • Fixed Leadership bonus showing twice in the Prosperity tooltip
  • Fixed Industrial Fertilizers tech showing wrong district requirement
  • Fixed Embassy district tooltips showing #0# codes instead of the appropriate faction name
  • Fixed District list breaking and getting unusable due to a bug related to the Embassy district type
  • Fixed several typos

As always thanks for all the feedback and bug reports you've sent us as it's a massive help for us. Talk to you soon!

EDIT: The hotfixed patch is now live to address the issues that came with it originally. Don't hesitate to report any issues you might still have. Sorry again for the issues!


Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Pax Nova 1.2.0 is now live!

This update brings a few fixes and changes, but more excitingly: an all new FREE DLC for Pax Nova!

Announcing Frostborn, a brand new FREE DLC

We’re super excited to announce the release of the very first DLC for Pax Nova: Frostborn.

This DLC comes with a major graphical update, new content and a brand new planet and biome type, which, as you might guess from the name of the DLC, will be very chilly.

This theme will permeate most of the new content, which includes new unit powers, artifacts, a new creature type, new weapons, technologies and more.



To go with this, we’ve also been hard at work on a new visual upgrade which includes the implementation of temporal AA, several image improvements that include more vivid colors, a subtle new image filter, improved textures, and a distance fog effect which makes the whole game look much crisper, cleaner and generally more pleasant to look at.

We really hope you enjoy it, and as always we’ll be paying close attention to your feedback.

https://store.steampowered.com/app/1582050/Pax_Nova__Frostborn_DLC/

But that’s not all. In case you paid very close attention to what I wrote above, I did mention “first” DLC didn’t I?

But wait, there's more!

The last updates and Frostborn hasn’t been the only thing we’ve been working on. We’ve also been hard at work on a bigger expansion DLC that will add major new features, a brand new race, new factions and a lot of new content, set to be announced soon™ as well.

In addition to all this, we’ll also keep working on updates throughout the year as well as more cool stuff to be announced later on, and we’ll be keeping a very close eye on our community channels looking for any feedback you might have.

In the meantime, we want to thank the community for all the support and we really hope you enjoy this update!



Patch notes



Frostborn DLC
  • Added Ice planets and Ice biome
  • Added new space anomaly types
  • Added new space anomaly event
  • Added Frost land creature type
  • Added Frostbitten and Frozen status types
  • Added new artwork
  • Added 2 new technologies
  • Added Celsius Implant special module
  • Added Arctic Sword weapon
  • Added Frost Pearl artifact
  • Added new Frost Touch, Cryo Blade and Cryo Wave abilities
  • Added Celsius Implants and Frost Pearl to Trading Post products and Arctic Blades to Institute products

Balance changes and fixes

Note: these changes are added to the base game, you do not need Frostborn to get access to them.

  • Some previously hidden abilities like Incendiary Weapons are now visible in the UI
  • Tier III Institute technologies now cost 3000Cr instead of 2500Cr
  • Factions now don’t get strategic resources from Vassal cities but need to assimilated first
  • Fixed Creatures Aggressiveness dropdown in game creation screen not working correctly and always reversing to Medium
  • Fixed Extraction districts bugs: strategic resources not being extracted when invading city and districts still extracting resources when not active
  • Fixed game occasionally showing the planned path of the selected unit despite that unit not belonging to the player
  • Fixed Faction still being deducted costs of a technology even if it can’t be bought due to not having the required era unlocked when buying a technology from a minor faction

And that's the update! Give the icy wastes of the Frostborn DLC a try and let us know what you think.

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
Pax Nova - [ICE] Daemsco
Hello everyone!

We're back with another update, and we're excited about this one. First, we've got some AI improvements in store for you. They'll be a lot smarter about which technologies to buy and which Leadership styles to choose.

We've also hunted down and squashed some particularly pesky bugs for your gaming pleasure, like Harmony calculations. And last but not least, we have some more stuff cooking, which we will also release soon™ (or more like very soon™)

Without further ado, let's get on with the patch notes.



Improvements and balance changes
  • The AI now focuses more on consolidating its first capital city rather than expanding as soon as possible, making its eventual expansion have stronger legs to go on
  • Rebalanced how the AI chooses its Leadership styles to better reflect their current global situation (at war, in a bad financial situation, lagging behind others technologically, etc)
  • AI now will avoid trying to buy technologies that are too similar to existing ones they already have (ie district improvements with similar effects for example) unless they are really desperate to improve a certain area or fix a certain problem (lack of research production, low overall prosperity despite having already built several improvements, etc)
  • Tweaked the aggressivity of some factions (Hyrokkin Federation, Terran Republic, Lotus Brotherhood, Templar Order and Eastern Resistance)

  • Armored Vehicles and Light Ships unit classes now can't be equipped with artillery/long range weapons
  • Mech unit classes now have +60 HP but also costs 100 Cr more
  • Capital ships now have +20 HP but cost 30 cr more
  • Colonizer, Invasion, Space Mining and Starbase Builder modules now can't be equipped on Light Ship class units
  • Capital cities now have a bonus of +2 labor instead of +1, speeding up early game
  • Increased the cost of several late game weapons

Bugfixes
  • Fixed Capital city tooltip indicating wrong Bonuses and typo
  • Fixed multiple issues related to how Harmony was calculated and shown in the tooltip. It now indicates properly when the harmony growth bonuses come from districts and these bonuses now must have an active district rather than functioning like Landmarks
  • Fixed multiple issues with cities either losing or gaining excessive district bonuses after loading a game, namely harmony, prosperity, income and corruption bonuses
  • Fixed player research wrongly being skipped after buying a technology off another player
  • Fixed multiple issues with the city Prosperity tooltip
  • Fixed improvements that affect Harmony Growth like the Arbin Shrines not working correctly (fix doesn't apply if the improvement was built in a save file prior to this build)
  • Fixed solar system names getting repeated (Only applies in new games started from this build onwards)
  • Fixed Laisser Faire and Ultra Capitalist leadership prosperity per X district bonuses not being calculated correctly
  • Fixed Technocracy leadership research bonus and Utopic leadership prosperity bonus not being applied correctly
  • Fixed landmarks sometimes not give the appropriate bonuses
  • Fixed some path milestones not working correctly
  • Fixed path options in random events not advancing the paths correctly
  • Fixed issue with game not starting correctly and showing a black screen if the correct codecs aren't installed
  • Fixed various issues with the Chinese, Russian, French and German versions
  • Fixed tutorial not starting if the player chose any language other than English or German
  • Fixed unit abilities names and descriptions being reset to the Hideous ability rather than their proper names and descriptions after loading a game (fix only applies in games loaded with this build onwards)
  • Fixed Path requirement text being broken when selecting the last milestone of any path in the paths menu
  • Fixed intro videos and cutscenes occasionally and randomly stuttering and showing video artifacts
  • Fixed the Archive being generated on top of a minor faction, making it unusable and blocking progression on the main quest
  • Fixed draggable items in lists like build lists using the wrong offset when being dragged
  • Fixed searchable items events sometimes defaulting to nothing being found when they should trigger one of their respective positive bonuses
  • Tentatively fixed game getting stuck on game creation if no victory conditions are selected and other specific options are selected
  • Fixed Archive quest occasionally getting stuck because no Archive has been generated

Coming soon™
As mentioned before, we've got something else on the horizon. We're not going to spill the beans yet, but rest assured it's going to be very cool.

With that tease out of the way, check out the new update and let us know what you think!

Connect with us to stay up to date!


Pax Nova
Twitter
Facebook

Iceberg Interactive
Twitter
Facebook
YouTube
Steam Publisher Page
...

Search news
Archive
2025
May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002