Hello everyone! We've just released the 1.0.1 patch! This update fixed several bugs and improved a few things on the UI (including making the galaxy map labels much crisper!). We also tweaked a few aspects on the AI.
Compatibility note: The saves from 1.0 should be compatible with 1.0.1, so you should be able to continue your games normally with this new version. If there's any issue please let us know
Thanks a lot to everyone who has bought the game! The launch was very successful and we're thrilled to see so many players playing the game, for so many hours and the player count is going up and up! That is amazing!
By the way, we need more reviews. Please consider writing a review on Steam as soon as you're ready.
A special word to the community who has been doing a fantastic job answering to people's doubts. Also, thanks a lot to everyone who has been sending saves and bug reports. We're very happy with the feedback we've obtained so far, and now we'll get back to work to make the game better and better for you on each update!
Have fun!
Adam Solo & Hugo Rosado Praxis Games
------------------------------- ---- VERSION 1.0.1 ---- -------------------------------
------------------------ # AI ------------------------ - Fixed an issue where the AI was being allowed to request fleets to be removed from its systems from empire it was at war with. - AI brings more forces offensively now, especially on the highest difficulty levels.
- System labels in the galaxy map now much cleaner and crisp. - Start Game button in the New Game screen now offers better feedback, in terms of graphics and sound when the player clicks the button. - Changed the highlight graphic around the fleet icon in the system view when there's a hostile encounter. - The Diplomacy dialog screen title now shows the leader's name and empire name and not the race name and empire's name as before. - Galactic Council vote buttons now right below the competitors' portraits and the buttons' feedback was improved. - Inertia bonus of maneuverability now made more clear in the ship design engine maneuverability tooltip. - To hit chance formula added to all the Ship Attack and Ship Defense tooltips. - New sentence added to the Tutorial entry when the game starts: "Emperor, your fleet is ready and at your command in the homeworld. The new frontier awaits!" - Space monster image now more crisp in the Space Battle Report
- Fixed a critical bug that was causing leader level ups to not function properly when the Intelligence Headquarters facility was just built. - Fixed a combat lockup when fighting an orbital station and there were point defense weapons against missiles involved. - Fixed a major bug on the Eccentric Collector followup event that was causing wrong information to be shown - Fixed a major bug/freeze that would happen sometimes in combat when using automatic point defense weapons against incoming missiles fired from enemy ships that were already destroyed. - Fixed a bug in combat when fighting a space monsters where sometimes the monster would stop moving and didn't fire, to then resume firing a few turns later. - Fixed some typos (e.g. "Magnificient gargantuam ships (...) explicitely" now "Magnificent gargantuan ships were explicitly"; and [NEW_LINE] appearances in unique techs found in ruins exploration) - Fixed an issue where only half of the orbital stations graphics could be seen in the Fleet Combat Encounter screen. - Fixed a glitch that was causing the fleet icon in the system view to shake slightly. - Fixed a glitch where the tutorial host picture was not correctly aligned on the sides causing the image to not appear fully. - Fixed a typo on the Colony view tutorial. There was a double white space there. - Fixed an issue that was not allowing ships in the combat fleet panel to highlight when we hovered over the ships. - Fixed an issue where some exploitation notifications were not showing the correct graphic (e.g. trade, production exploitations ready icons). - Fixed an issue that was allowing tooltips to open on objects beneath the exploitation assign panel. - Fixed an issue that was showing engine information for orbital stations in combat. - Fixed a glitch that was allowing sounds to be heard when moving the mouse around during the intro cutscene. - Fixed an issue where the Nova trade treaty dialog was describing the wrong empire name. - Fixed an issue where we could read [RaceName] in the Human greetings text in the diplomacy screen. - Ship Defense "all caps" Race modifier now normalized to lower caps as the rest of the SD modifiers. - Fixed a glitch in some tooltips where sometimes the title of the tooltip would overlap with the body of the tooltip. - Fixed a glitch that was allowing the "+" button graphic to be rendered outside the boundaries when installing more than 8 weapons in a ship design. - Fixed an issue where the leader M.A.S.C had his nickname as Meko, but the correct one is Mickey. - Fixed a bug that was not allowing the race modifiers' tooltips to show up in the Empire Overview screen. - Fixed a bug when the AI had the initiative (played first) and the first ship that moved had a special system. - Fixed bug where the scan number of actions were not being correctly accounted for (the action circles were not displaying the correct number of actions left after using the scan action).
This is the day! We finally arrived! I've just hit the button to release Interstellar Space: Genesis 1.0. Thank you to everyone! We could haven't made it without everyone who pre-ordered the game and provided feedback. You guys and gals were fantastic. Some of you have pre-ordered ISG about two years ago when it was still very unfinished and very ugly. Now, I believe the swan has grown and is now more beautiful, but it still has a lot of room to grow and evolve.
Here's the game's launch trailer that you can watch here:
If you have the game already and played an early version I strongly suggest you start new games with this version 1.0 so you can enjoy from the full experience. Please, also delete all your current custom races, as several changes were made to the races so better start clean and fresh on that as well.
1.0 is mostly the same as the Beta release, but with new additions, AI tweaks and several bugfixes brought by when we reached the Gold version, which is this 1.0 you'll have access now, when you update or buy.
It's time to celebrate! Thanks again everyone. And remember, this is just the beginning for the Interstellar Space saga and for Praxis Games. Strategy and 4X gaming has a new company doing the games we love, so stay tuned for updates and expansions for Interstellar Space as for announcements on future games!
Today we have announced the release date for the full release of Interstellar Space: Genesis. ISG will release on Steam, Humble and Itch.io on July 25!
Here's the Launch trailer: https://www.youtube.com/watch?v=AfLi8qgWvgA We also hit Gold. This means that the game is complete and the final build is now ready to be launched on July 25!
Thanks a lot to all of you who supported us in this long journey. Soon, everyone will be able to embark in a voyage of discovery through the universe of Interstellar Space: Genesis!
We are proud to announce that we've just released the Beta build for all of our backers! This is the final game with only a few assets missing, to be added in the next few days. The Beta added the new Galactic Council graphics, introduced event images, new leader animations, many new UI sound effects and fixed a few major bugs and other issues that were found during the playtesting of Alpha 2c.
This update is now available in the main branch of Steam and Humble. For instructions on how to play the latest build please go here.
Compatibility note: Saves from Alpha 2c are not compatible with the Beta release. So, please delete all your current custom races and start new games, so you can benefit from the game's fixes and new features fully.
So, this is it! If you are a backer and you have the time please help us playtest this Beta build in the next few days as this is the last chance to test the game and report issues before we launch.
We are now very close to the full release of the game. Stay tuned for news on that!
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently in Beta. Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general and soon you will Discover the Unknown. Thanks!
--- Beta (Release Note)
NEW
27 new event images added! (like the one in the picture above - 16 to go).
6 new leader animations added!
Many sound effects added throughout the entire game's UI.
New graphics for the Galactic Council screen (total revamp).
Cutscenes can now be disabled in the game settings.
GAMEPLAY
Fighters and bombers now move faster.
Fighters now equip armor piercing and/or shield piercing modifications on their weapon (as the weapon specification allows).
Fighters' weapons now enjoy from a 360º firing arc.
Fusion economic technology names changed from "Fusion Production", "Fusion Treatment" and "Fusion Commerce" to "Fusion Power Plants", "Medical Isotypes" and "Molecular Refining", respectively.
PERFORMANCE
N/A
BALANCE
N/A
AI
The AI is now much more aggressive in the higher difficulty levels (Hard and above), especially on Severe and Impossible difficulties (Very Powerful and All-Powerful AIs).
The AI is now even less likely to declare war on the Tutor difficulty level (when the AIs are set to very weak).
Frequency of gifts sent by the AI was toned down (the AI was being too generous!).
UI / GRAPHICS
Leader bios now also presented on the name and nickname areas in the leaders management screen. Also, the leader "more info" icon now always shows in the leaders management screen instead of being shown only when interacting with the leader.
Tutorial window can now be dragged on the entire area of the tutorial panel.
AUDIO
Sound volume adjusted for several sound effects.
BUGS
Fixed a major issue involving fighters and bombers that was causing them to not have attack and defense bonuses, which caused them to do little damage and be easily destroyed.
Fixed a bug where fighters and bombers kept resupplying themselves even after their mothership was destroyed. And the fighters 3D models were not facing towards the mothership when returning for resupply.
Fixed a major bug on Point Defense and Heavy Mount weapon modification calculations in space combat, was causing PD weapons to inflict less damage than they should and the HV weapons were taking more than they should.
Fixed a major bug that was causing a freeze on space combat when PD firing was involved in shooting an enemy ship that was about to be destroyed by critical heat state.
Fixed an issue with the stun secondary effect of Phasor beam weapons. It was causing the targets to get stunned too easily and too frequently.
Fixed a glitch that was allowing ships to move on top of fighters and bombers, which would cause a freeze.
Fixed a bug that was allowing negative production to be displayed in very hostile colonies.
Fixed an issue that was causing the tutorial droid animation to not play in several screens.
Fixed a glitch that was causing the 3D models inside the Ship Design screen to become dimmer after a split second. Now presents a constant lighting setting.
Fixed a bug that was allowing the scan operation to be used when only 1 combat operation was available to be spent (the scan action needs 2 available operations).
Fixed an issue in the remote exploration screen where the UI graphics were not correct for galaxy sizes bigger than medium.
Fixed several issues involving the leaders animations (e.g. some leader animations could be seen outside the designated areas for the leaders).
Fixed wording in several tooltips and other texts.
Fixed an issue with the animation of the ship leader Veruca Shrike.
Fixed an issue that was causing the wrong image to be displayed for Star Fortresses in the combat ship HUD.
--- Instructions on how to download the latest build can be found here.
We've just released Alpha 2c. This version added the game's tutorial, more art assets and fixed some major bugs found during the playtesting of Alpha 2b.
This update is now available in the main branch of Steam (will be available in Humble tomorrow morning - sorry, not so good internet connection here). For instructions on how to play the latest build please go here.
Compatibility note: Saves from Alpha 2b may work with Alpha 2c, but it is strongly advised that you delete all your current custom races and start new games with Alpha 2c, to benefit from the game's fixes and new features fully.
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently in Alpha. Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general and soon you will Discover the Unknown. Thanks!
--- Alpha 2c (Release Note)
NEW
Tutorial added! Can be enabled/disabled in the game settings. It is enabled by default.
New Human scientist character!
Animations added for Epocholon and Dexana leaders!
Added the missing buildings and wonders 3D models, as for animations for all buildings!
The loading screen now shows tips.
GAMEPLAY
Surrender option removed from the diplomacy screen. It only caused the player to lose the game and nothing more at this stage. The surrender mechanics will be fleshed out post-release, possibly in the 1st expansion pack.
Hurry construction renamed to Construction Rush.
PERFORMANCE
N/A
BALANCE
Desire to colonize a world now doesn't trigger too early in the game and its chance of triggering was also reduced.
AI
N/A
UI / GRAPHICS
The Colonization and Invasion cutscenes can now be skipped only with the keys 'Esq', 'space' and 'enter' and with any mouse button.
Atmospheric Terraforming tooltip revised to clarify which transformations are possible with only this technology, and which require that the Terrestrial Terraforming tech is also researched.
Human emperor character animation changes.
Tweaks made to all emperor, scientist and military characters from all races to look as good as possible.
Gas Giants yellow color for the "small dots" below a system name are now a bit brighter for better contrast with grey asteroid belts.
Many text revisions done on race modifiers, special abilities, unique abilities, technologies, and others.
AUDIO
Music default volume is now lower (music was too loud before).
BUGS
Fixed two major bugs that were causing "end turn" freezing issues.
Fixed a major bug that was causing leader bonuses to not be accounted for during space combat.
Fixed an issue where the enemy tooltips for ship defense and ship attack bonuses in space combat were not showing the complete information (it was missing bonuses from: crew XP, leaders, starbases and airspace support facilities).
Fixed a bug that was causing the "colony arrows" - to switch between colonies inside the colony view - to not function.
Fixed an issue that was causing the light in the remote exploration screen to be darker than it should be.
Fixed an issue that was causing the map to not be centered and in the correct zoom level when coming from a game with a specific size and then starting a new game with a different size.
Fixed a glitch that was causing graphic issues on explosions during planetary bombardment.
Fixed an issue that was causing the "Low Empire Cashflow" notification to fire with 0 BC in the treasury. Now only fires if the treasury becomes negative.
Fixed a soft crash in space combat.
Fixed an issue that was allowing the zoom function to be used during the colonization cutscene.
Borders area adjusted so that the entire area is displayed. Before, some borders at the edges of the screen could become clipped.
Fixed an issue where the empire information panel would overlap slightly with the colony panel in ultra-wide monitors.
Fixed an issue that was allowing text overlap in the asteroid belt names in the overview panel.
Fixed an issue that was causing big treasury numbers to wrap and overlap with other UI elements.
Fixed an issue that was causing the research and space culture screens to render beneath the colony view when clicking in the research and space culture areas of the empire information panel at the top.
Fixed an issue with the Support Ship contribution to planetary engineering activities (was showing an erroneous bonus percentage over the base planetary engineering bonus, but that is not needed).
Fixed a bug that was causing the Human Titan "Group Shield" ability to only be applied to one Titan ship in battle.
Fixed an issue in the "Let's Coordinate Our Efforts" diplomacy option when asking an ally to declare war on a third-party, an empty list would show up if the AI cannot / will not declare war to anyone but still ask to whom shall the player wants it to declare war to.
--- Instructions on how to download the latest build can be found here.
We've just released Alpha 2b. This update injected a lot of art assets. We added the final civilian 3D buildings (you can see the Kaek city below - there's a different type for each race), and added completely new leader portraits for all leaders with many leader animations (you can see the "new" Sierra Thol'os below, for example). We also added the colonization cutscene and many new diplomacy texts for the different races, among several balance changes, UI tweaks and bug fixes.
This update is now available in the main branch of both Steam and Humble. For instructions on how to play the latest build please go here. On Steam you need to OPT out from the Beta branch and set to the "NONE - Opt out of all Beta programs" (if you did not opt in for the Beta unstable branch before you just need to open Steam, wait for ISG to be updated and off you go!). If you pre-ordered the game you can check how to get your Steam key here. On Humble, you have two branches to choose to download the game from. Just choose the download from the "Main" branch.
Compatibility note: Saves from Alpha 2a are not compatible with Alpha 2b, so you'll need to start new games to play this version. If you want to keep playing Alpha 2a, you can find it in the Beta branch on Steam ("unstable - Beta branch for testing") - use interstellarsg password to unlock that beta branch. For Humble, Alpha 2a is on the unstable branch and Alpha 2b in the stable one. Also, it is advised that you delete all your custom races. They should still work, but if you skipped Alpha 2a and are jumping now into Alpha 2b you need to delete all your custom races since they are not compatible with this new version. Then you can create new ones with no problem.
Now, enjoy! And please let us know what you think of the new build, and if you found any bugs.
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently in Alpha. Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general and soon you will Discover the Unknown. Thanks!
--- Alpha 2b (Release Note)
NEW
Colonization cutscene added!
New civilian buildings (3D city buildings) added. These replaced all the previous placeholder city 3D model objects, which were the same for all races. Now, each race shows their specific architecture in the colony view.
New leader portraits replaced all the old placeholder leader graphics (only partially done at this stage). Now, each leader has a brand new animated portrait, and they express a different mood (and animation) when their opinion is low.
New diplomacy texts added and replaced for all races for a substantial amount of all the diplomacy interactions. The text is now much more flavourful and inline with the race personality in question. We think our writing department did a great job with these.
New color coding scheme for the objects in a system (dots below each system name). Colonized worlds are colored blue, colonizable planets in green, asteroid belts in grey and white, gas giants in dark and bright yellow, accretion disks in dark purple and purple (for vacant and settled objects, respectively).
GAMEPLAY
The game's default difficulty is now Easy (the one presented to a new player at the start), was Normal before. The player can then change the difficulty as seen fit, as before.
"Normal" game difficulty name changed to "Average".
Player difficulty level names changed from "Cadet, Governor, Emperor, Grand Emperor" to "Administrator, Prefect, Viceroy, Emperor". Everything stays the same with respect to the difficulties, only the names changed.
PERFORMANCE
Major performance increase in the colony view, especially for the Medium quality settings.
BALANCE
The first two leaders that appear for hire now tend to always include a colony governor.
RP bonus from accretion disks was too low. Increased the minimum slightly, now +3RP minimum.
Ship Support Points increased by +2 at game start. Kaek and Nova races were starting games without ship support to spare, which could cause significant early debt.
The rate at which leaders gain experience was tweaked for them to don't level up as often as before. It was a small tweak, for a slightly reduced frequency of when leaders level up (level ups were too frequent).
AI
N/A
UI / GRAPHICS
New Game setup screen tooltips were revised (some typos and grammatical issues were fixed).
Ship Support Points (SSP) tooltip revised to clarify what this important concept represents.
Tourism concept explained better in the Space Socialites space culture perk tooltip (also explained in the empire overview uwhen hovering over the "Tourism modifier" tooltip).
New "Negative Cashflow" notification is now shown when the player is about to go into debt explaining what corrective actions can be done to solve the negative cashflow (not shown in the higher difficulty levels).
New "Negative Ship Support Points" notification explains that SSP has turned negative, the implications and what the player can do to increase SSP.
Revised "Ship / Building was scrapped" notification now explains what the player can do to solve a possible negative cashflow issue that led to the scrapping.
Tax rate area now more clear that it's about increasing and decreasing taxes (now reads: "TAX RATE: __%" in the empire panel beneath the treasury value).
Now when a build queue item takes more than 99 turns it shows 99+ instead of 120, 230 or whatever the actual ETA was. This was changed because the very high ETAs for constructing things was not representative of the actual time they will take to construct, especially in the early game (this is mainly a perception tweak as things could give the impression of taking more time to build then they actually do).
Events panel color now a bit lighter. There was poor contrast between the panel's text and the event options text.
AUDIO
Audio was too loud in general. Both music and sound fx default volumes were toned down.
Fixed a bug in the audio that was causing the music to play at incorrect volume levels when a tech discovery was made. This happened when the music volume was set to very low levels.
Lava world thunder sounds now reflect the volume of the sound fx (it was very loud and independent before)
BUGS
Fixed a major bug that was causing combat to hang when a previous ship had been captured and was now part of one of combat fleets but technically the ship still belonged to the former owner.
Fixed a major issue that was causing the system specials' space requirements to show incorrect values.
Fixed an issue that was causing the colony overview panel to not refresh the construction just built/modified.
Fixed the Kinetic weapons energy overload effect. Now fires two shots, and the log entry now correctly describes the shot as "kinetic overload shot" and not "beam overload shot", as before.
Fixed a a glitch that was causing all the empire modifier tooltips in the Empire Overview screen to not show up.
Many text revisions made in many areas of the game (e.g. race modifiers, abilities and unique tooltips, also many other tooltips throughout the game).
Fixed a glitch on Ultra-Wide monitors were opening the diplomacy screen on top of the ship design screen was allowed, which caused an incorrect overlap of the panels.
Fixed a glitch on Ultra-Wide monitors that was causing the starbase in a colony to now show up in the colony view (it was built but it was not being shown).
Minor adjustments to the espionage missions screen when assigning spy leaders.
Fixed a bug that was causing the "Armor Piercing" weapon modification to be incorrectly named as "No Range Dissipation".
Fixed a glitch that was causing the ship design screen to wrap when more than 6 weapon modifications were available for a particular weapon.
--- Instructions on how to download the latest build can be found here.
just a quick update on the game's release date. Previously, we had an expected release date of Q2 2019. Now that we're much closer we're in a position to say that the full release will happen in July 2019, specific day to designate.
We've just released Alpha 2a, which is an update to Alpha 2 released last week. This update adds 21:9 monitor support, AI improvements and fixes several issues among other tweaks and changes. See all the changes in the release note below.
The update is available in the main branch of both Steam and Humble! For instructions on how to play the latest build please go here. On Steam you need to OPT out from the Beta branch and set to the "NONE - Opt out of all Beta programs" (if you did not opt in for the Beta unstable branch before you just need to open Steam, wait for ISG to be updated and off you go!). If you pre-ordered the game you can check how to get your Steam key here. On Humble, you have two branches to choose to download the game from. Just choose the download from the "Main" branch.
Compatibility note: Saves from Alpha 2 are not compatible with Alpha 2a, so you'll need to start new games to play this version. Also, custom races created with older versions are not compatible with this new version (either you play with them or the AI, it doesn't matter, they are not supported anymore). Please delete all custom race XML files in C:\Users\<your_user_name>\AppData\LocalLow\Praxis Games\ISG\Races\ or just delete them one by one in the New Game screen. Then you can create new ones with no problem.
Thanks a lot to everyone who has been playing and providing feedback!
Cheers, Adam Solo & MalRey Praxis Games Please wishlist the game on Steam!
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently in Alpha. Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general and soon you will Discover the Unknown. Thanks!
--- Alpha 2a (Release Note)
NEW
21:9 resolution monitors now supported (example: 3440x1440)!
FX volume now separate from Music volume.
Initial game settings now kept between sessions (includes galaxy size, difficulty, number of players, leader name, empire name, color and all the game options.
Tech brokering option added. When enabled the players can exchange all the techs they have. If disabled, only the techs actually researched by the player can be exchanged.
Autosave frequency option added to the game settings, including the possibility to disable autosave. Not recommended to disable autosaved during playtesting! :)
GAMEPLAY
Ship rotating in combat now up to a maximum of 45º per action, for a max total of 90º rotation in a given round.
Capturing ships in combat autoresolve now less frequent.
The Automated Governor AI feature in the colony view will probably not make it for release, so we removed that from the colony view for the time being.
PERFORMANCE
Saves were too big. They now occupy only half the space.
Run-time performance increased during turn resolution (due to saves being smaller now, since the game autosaves in every turn by default).
BALANCE
Smuggler leader skill bonuses changed to +2/+4/+6 BC per strategic resource owned (was +1/+5/+10 before).
Number of Powerful Creatures planet specials reduced a bit in Red Stars and White Dwarfs.
AI
The AI tribute requests frequency was tweaked. Previously, the AIs were asking for tribute very often. Also, tribute requests made by the AIs now much less frequent when at war.
Combat AI tweaked to make it a bit more aggressive. It was too passive before. AI ships kept the distance but should have moved forward and be more aggressive and it would have won.
AI no longer accepts many tech exchange proposals by the human player in one go.
Reputation hits on breaking treaties increased.
Ambassador leaving cooldown after declaring war increased a bit.
Ambassadors now leave (diplomacy between the two empires isn't possible) when treaties are broken.
UI / GRAPHICS
Replaced the "ship" and "fleet" icons everywhere in the game.
Many icons in the game were polished.
Tooltip added for the map size in the new game screen.
Tooltip added for "PD all targets" option in the space combat weapons console.
The selected ship, and the enemy ships in space combat are now displayed showing the actual ship graphics and not the previous placeholder graphic in the UI panel.
Now possible to select the color for the Nova in the new game screen.
Now possible to scroll with the mouse wheel in the ship modules panel in the ship design.
Crew XP now also shown in the combat alert panel (just before a combat).
The "location" and "messages" panels were removed from their top position in the space combat. The "location" info is now shown every round and the "messages" info is shown slightly above the main combat UI panel.
The infrastructure specialization window now closes when the population details window opens and vice versa.
AUDIO
N/A
BUGS
Fixed a major bug when using the Clairvoyance unique ability where sometimes it was not possible to proceed with the turn.
Fixed a major bug that was causing game sessions to freeze. This was being caused when bomber ships were being captured and the new owner didn't have the bomb rack special.
Fixed a major bug when the AI was offering gifts. Turn could not proceed due to unresolved action decision.
Fixed a bug where the gravity tooltip in a colony would sometimes show information on the wrong colony when there were other colonies in the same system.
Fixed a bug that was allowing the same leader to appear twice from ruins.
Fixed a bug where fighters could not be launched in subsequent combat sessions (were only launchable in the first combat run of a given session).
Fixed a bug that was allowing fighters to be launched by the AI when no fighters were installed in their ships.
Fixed a bug that was allowing the AIs to do all kinds of diplomatic interactions even when the ambassadors for the given empires were not available.
Fixed a bug that was allowing ammo to be designated for torpedoes. Energy torpedoes have unlimited ammo.
Fixed a bug that was allowing AI empires to frame others (including the human player) without first having made contact with them.
Minor corrections made to ruins searching text.
Fixed an issue that was not showing the "little dots" over the system labels with rival settlements (the little circles in a given system just above the system label indicating the number of system objects there).
Fixed a bug that was allowing the AI to sometimes create too many survey ships.
Fixed an issue that was causing the colony view to be a bit slow to open in the first 2 times the screen was shown.
Fixed an issue in the colony assignment screen (when assigning a colony for a governor leader) where the list of colonies would wrap incorrectly at the end.
Fixed a few issues in the lateral fleet panels in space combat. The overload icon was not being displayed correctly for when energy overload was possible or was used. The "already fired" icon was also not showing correctly.
Fixed an issue that was causing the 6th planet in a system to now show correctly in 4:3 resolutions (e.g. 1280x1024).
Fixed an issue involving the exploitations panel, which when open from the overview panel would close the overview panel; and the exploitation panel would not appear in the correct position.
Fixed a glitch where the rogue planet was not being displayed correctly in the system view.
Fixed a bug where Positron torpedoes were being displayed as having 0 HP.
Fixed an issue where the Ion Discharger weapon cooldown was not changing to green in the weapons console when the cooldown ended.
The shield tooltip colors in space combat now match the correct color scheme for the shields.
Fixed a glitch that was canceling the "crosshair" icon when issuing a rotation action hover a targeted enemy ship.
Fixed a bug that was not allowing the shields overload action to be used after firing and moving the ship.
Fixed an issue that was causing the remote exploration panel to show beneath the UI notifications.
Fixed an issue where 0% tax rate could sometimes be displayed as -1.490000E-17 or similar (round issue).
Fixed typo on leader opinion tooltip. Said "othwerwise", now "otherwise".
Fixed a glitch where sometimes the system view tooltips and the planetary assault tooltips could be left hanging after leaving the colony view or the invasion cutscene has ended, respectively.
Fixed a bug where our ship was being displayed in the enemy ship console sometimes when the AI had the initiative and moved first.
Fixed a glitch where sometimes the enemy AI was being displayed in the human player console after the AI ended its combat round.
Fixed a glitch that was not allowing the "round panel" to be shown in space combat in the first round.
Fixed an issue that was causing the number of missiles in a given pack of missiles to be shown incorrectly when the missiles had the heavily armored modification.
Fixed a typo in strategic resources trade screen (now Dark Matter, was Darm Matter).
Fixed a glitch that was causing 2 beep sounds when clicking in the "New Game" button in the main menu, and sometimes one would hear 1 beep, while other times no beep at all.
Fixed an issue that was causing the ISG logo to rotate badly in both the main menu and in-game menu.
--- Instructions on how to download the latest build can be found here.
We're proud to announce that the Interstellar Space: Genesis soundtrack, composed by Ryan McQuinn and Grant Kirkhope has won a silver award at the Global Music Awards!
We're now releasing Alpha 2 to all of our backers! And, we're pleased to announce that the game is now feature complete. This means that all the gameplay and AI are in now.
For instructions on how to play the latest build go here. On Steam you need to go to the Betas tab and set to the "unstable - Unstable Beta branch for Testing" branch. To unlock the unstable branch just insert the password interstellarsg in the field: "Enter beta access code to unlock private betas". If you pre-ordered the game you can check how to get your Steam key here. On Humble, you have two branches to choose to download the game from. Just choose the download from the "Unstable" branch.
Since the last release in December of 2018, we resolved many issues and implemented many changes according to your numerous suggestions for improvement and bug reports. Then, we proceeded to finish the AI and all the gameplay, which included adding the new playable races, events, leaders, ship modules and the many other features you can see below.
We're now in the "polish phase" in our road to Beta and the full release. We're currently finalizing the in-game tutorial and we're working on the final 2D and 3D assets, including cutscenes. The plan is to enter Beta after all the assets are in and we finish playtesting Alpha 2.
We want to thank all of our backers for their support. Now please enjoy the new build and let us know what you think!
Compatibility note: Previous save games from older versions are not compatible with this new version. Also, custom races created with older versions are not compatible with this version. If you have trouble launching the game, please delete all custom race XML files in C:\Users\<your_user_name>\AppData\LocalLow\Praxis Games\ISG\Races\
Thanks! Adam Solo & MalRey Praxis Games
In the meantime, please wishlist the game on Steam!
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently in Alpha. Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general and soon you will Discover the Unknown. Thanks!
--- Alpha 2 (Release Note)
NEW
2 new playable races: Kaek and Nova.
2 new ship model sets (for the Kaek and Nova).
4 new unique abilities: Obsessed Builders and Collective Transcendence for the Kaek, and Clairvoyance and Enlightenment for the Nova.
19 new events, plus 6 new follow-up events (like event chains).
Events frequency option added to game setup screen (few, normal - default, and many).
Galactic council disabled option added to the game setup screen.
Space culture perks randomization option added to game setup screen. If set, produces a differently arranged space culture advancement perks tree in each game.
6 Titan-class ships special powers! (Spinal Mount Beam, Spinal Mount Kinetic, Group Shield, Hull Transfer, Mind Control and Group Maneuverability for the Moltar, Draguul, Human, Nova, Kaek and Sulak Titans, respectively).
Colony governors: Sarla-Skak, Isaac Hansen, Morzworth, Yani Nai, Khalago.
2 new leader skills: "Squadron Commander" (boost to fighters and bombers); "Star Guide" provides bonus to tourism income.
1 new leader trait: Infamous (reputation hit in diplomacy to who hires the leader).
Production now overflows in colonies. Any extra production not used by a current construction project moves to the next. Overflow from construction and infrastructure development goes to construction (ship or building). Terraforming and ecoengineering projects overflow to any next planetary engineering project.
New "Per player difficulty level" feature allows setting different difficulty levels for every player in the game.
New Player difficulty levels: Cadet, Governor, Emperor and Grand Emperor (this is the difficulty level for the player).
Now possible to specify which races play in a given game.
New ship modules (aka special systems) added:
Tractor Beam
Combat Jump Displacer
Holodeck
Heatsink
Shield capacitor
EMP Defenses
Automated Repair Bots
Battle Sensors
Marine Pods
ECM Jammer
Illusion Materializer
Subspace Distortion
Nano Swarm
Battle Pods
Fighter Bays (improved)
Bomber Bays (improved)
Now possible to colonize and build an outpost directly from inside the system view.
Ships now have default names and not just "Frigate", at the beginning for all races. These names can then be renamed, as usual.
New freighter panel in the main screen shows how many freighters the empire has and how many are in use. Previously, this information was buried in the asteroids overview panel.
Leaders now shown in the system view they govern.
If the player changes the star name, all the planet names in the solar system now change in unison with the star name.
New "Galactic Council Defiance Option" added. If the player loses on the galactic council it can still use this option "say no" and wage a final war against all the other players.
New information revealed by further system exploration is now highlighted in the system view (before it was not so evident what you discovered with further exploration levels).
Now possible to zoom in and out on the remote exploration grid.
New option to reset game settings added.
New "Galaxy view" option when a combat encounter happens allows players to review the galaxy map before committing to an attack or declining.
New race special ability: Master Architects provides +2 infrastructure capacity in all colonies.
Supply range now delimited by a line instead of a solid filled circle.
Now possible to see intelligence information on all of your allies. Previously you had to have an agent in a "Deep cover" mission to know that, even for allies.
New "clear" and "copy" buttons added to the ship design screen.
New "Representative Solar System" option when playing the Humans allows playing with the "real" humans on Earth in a representative solar system.
GAMEPLAY
Allowed automated declining of attack when sitting in same system for a long time with another empire. The player can click "Engage" in the fleet panel to re-engage an enemy fleet present in the same system.
AI difficulty levels renamed to Very Weak, Weak, Average, Powerful, Very Powerful and All-Powerful (was Tutor, Easy, Normal, Hard, Very Hard, Impossible, before).
Boarding and Salvage space combat mechanics completed.
Combat now only ends when the entire round has ended, which includes the full player's and AI's moves in that turn. Before the combat was ending as soon as one side had no ships.
Point Defense weapons implementation revised. Now PDs don't exhaust ammo when shooting at targets (e.g. fighters and missiles). They save ammo to shoot at other targets if any ammo is left.
Scan action now takes 2 operations instead of only 1 (a ship has 2 available operations at each combat turn).
Details kept for race leader name, empire name, homeworld name and color when designing a custom race.
Weapons overload in combat now causes missiles to do double damage instead of firing faster missiles, since there's already a weapon modification for that.
Leaders now ask to get a raise less often but they ask for more each time, depending on if they have or not the Greedy or Philanthropic trait.
Leaders now get a small salary increment each time they level up.
"Easily Seen" special ability now makes counter-intelligence harder.
When no leaders are available, one colony leader and one ship leader will learn or improve a skill when the "Prestige" unique ability is used.
Constructed planets now tend to reflect the size of the original objects a bit more.
Orbital stations (star bases, battle stations and star fortresses) are now tougher and more well equipped.
BALANCE
Research exploitations in asteroid belts now give +5/10/15 RP instead of previous +3/6/9 in small/medium/large belts. Trade exploitations now give +4/8/12 BC instead of previous +2/4/6.
Fusion Production now grants +0.25 production per pop per source of Helium-3, instead of previous +0.5.
Antimatter Power Planets now grant +0.5 production per pop per source of Antimatter, instead of previous +1.
Penalty from overcrowding increased from -2% morale per pop above 14 to -4%.
Infrastructure development now a bit more expensive in the beginning (the first 2 levels).
Planets can now hold more infrastructure than before. Now it's 3, 5, 7, 9, 11 max in Tiny, Small, Medium, Large, Huge worlds (before was 2, 4, 6, 8, 10).
Number of rich planets and types of gravity was normalized to reduce occurrences of "only rich" and "only low-G" worlds, for example.
Occurrence of "all large", "all medium", "all small" asteroid belts in a given system was reduced.
Tiny worlds now fewer.
Planets with very bad planet specials now fewer, and planets with better planet specials a bit more abundant than before.
High-end buildings now have higher maintenance costs.
Space culture advancements a bit more costly in the beginning.
Tourism bonus from accretion disks could be too low sometimes (e.g. +0.05BC per POP). Tourism bonus is now +0, +0.25, +0.5, +0.75 or +1BC per POP in the empire (and half of that per POP in allied empires).
Warlord special ability now grants +2 Ship Support Points "per colony" instead of per "orbital station".
The "Uncreative" special ability now has a -20% penalty to early-breakthrough instead of previous -10%.
"Repulsive" special ability now takes -2 perks instead of -4 when designing a custom race.
"Uncreative" special ability now costs -1 perk instead of -2.
"Low-G" special ability now -6 perks instead of -7.
"Ground combat" race modifier +10% bonus now costs 1 perk instead of previous 2; -10% penalty now costs -1 instead of -2.
"Production" race modifier +1 bonus now costs 4 picks instead of 3; and +2 bonus production now costs 7 picks instead of 6.
Adamantium Armor now tends to appear later in the game, since it's very powerful.
Domes and Micro-gravity Generators now cover 3 POPs instead of only 1.
Planet Construction tech now comes earlier in the tech tree (now level 5, was 7). Also costs less the build planet construction projects than before.
Space culture perks re-arrangement: Megacorporations now Tier 3/Wealth, was Tier 4/Wealth); Space Socialites now provides bonus to tourism instead of +2 BC per colony, as before; Astro-Mining Guild & Space Privateers (now Tier 2/Wealth, were Tier 3/Wealth); Interstellar Geology & Planetary Prospectors now Tier 4/Wealth instead of Tier 2/Wealth;
Leader labor skill now provides +0.25 production per pop instead of previous +0.5
Support ships now have a bonus production cap of 150 per support ship.
Wonders more expensive now (between +50 to +100% cost than before).
Several mid to late game buildings now a bit more expensive (e.g. battle station, warp interdictor, space mirror array)
AI
The AI was completed. The list of AI features added by this build include:
AI now uses diplomacy fully (does all types of diplomatic requests).
AI now plays the espionage game.
AI now makes choices in events.
AI now uses support ships.
AI now finally plays the planetary engineering game (previously it didn't).
AIs now have better shaped personalities. Some are more arrogant, benevolent, proud or war-like.
AI now builds planetary gravity and anti-gravity buildings.
AI now seeks strategic resources, especially in the context of what it needs.
AI now creates all kinds of exploitations in asteroid belts.
AI now goes after and fights space monsters.
AI now better at invasions. Also seeks more combat-oriented technologies when doing so.
AI now takes crew experience into account for invasions.
AI now deals with uprisings.
AI handles Ship Support Points better (doesn't go negative so easily).
AI now uses hurry construction in colonies.
AI now uses race unique abilities.
AI now deals with all leader desires.
AI now handles leaders more efficiently (fires and hires better, makes best assignments possible, etc).
AI now defends better, and in a different way than before.
AI colonization algorithm improved (now tends to settle planets with even better conditions (gravity, biome, eco, etc).
AI now develops their colonies more and better.
AI now builds and uses survey ships.
AI constructs planets and builds wormhole stabilizing projects.
AI more sensitive to opportunities on improving population growth.
AI now refits ships more efficiently (chooses best star bases according to distance and production).
AI now equips their ships' weapons with all types of modifications.
AI now uses all energy overload actions available during combat.
AI now uses boarding do capture or raid ships.
AI now conducts salvage operations during space combat.
AI now equips and uses all implemented ship modules (aka special systems).
AI now designs their war ships more efficiently.
Big optimizations made to AI run-time performance.
AI now more willing to accept gifts, especially when it makes more sense (e.g. AI was not accepting offers for Titan ships when they should).
The AI players now tend to fire leaders with very low opinion that happen to be unassigned.
UI / Graphics:
The "you can colonize" notification now appears after the right colonization tech is discovered when a colony ship is in a system.
Imported / exported strategic resources now describe from/to whom they are being traded with/from.
The technologies that were discovered or acquired by any means in the current turn now show in a different color.
New legend in the Research screen describes which techs can be researched next, which are currently being researched, which were already researched and which cannot be researched at this time.
All techs that need strategic resources now show an icon in the tech, and not just on the techs that are unlocked by strategic resource reveal decisions.
Starmap nebulas are now more dynamic. Each game now has a specific and randomly generated starfield and nebula configuration.
Added missing tooltips for "next", "done" and "center" functions in the space combat UI.
Star size now reflected in the system view.
Tourism bonus in accretion disks around dead stars now show exactly how much money would be produced would an outpost be built there.
Sectors now show information on wormholes when doing remote exploration. Also, Advanced and Full scan tooltips now mention wormhole info in the system view.
Leader presence now shown in the overview panel, for both colonies and ships.
Leaders panel now shows 5 leaders of each category (ship officer or colony governor) with no need to scroll to see more, instead of previous 4.
Leader assignment now has a tooltip that describes where the ship leader is at the moment (the place in the map).
Leaders' bios now accessible via an "info icon" in the leader card, instead of a tooltip that appeared when hovering the leaders faces.
The leader panel in combat now shows information on the leader skills, including which side has the initiative at the beginning of the combat.
Now possible to assign leaders to a new assignment without having to unassign the leader first.
Combat encounter screen now describes which side will play first, who has the most initiative.
When there are multiple missiles, fighters or bombers in the same grid space, a pop up shows information on all of them and allows the player to choose and fire at a particular object from that list.
Now possible to assign exploitations directly from the system view without having to close the system view, go to the starmap view and click a colony in the colony overview panel.
Right-clicking from the ship design screen now goes to "hangar" (where all ship designs are listed) and not straight out to the galaxy.
Space monster tooltips in both the starmap and system views now say which type of monster is present, and the corresponding monster icon is shown.
Weapon tooltips in space combat now show the update damage values consistent with the weapons overload option when that is active.
Trade treaty and Research treaty tooltips now describe what both parties receive from the deal. Also, the Empire Status panel now also describes how much is currently being obtained from the deal in that turn.
Leader experience now displayed in ships when assigning a leader to a ship via a "stars" ranking graphic. The same information was added to the military ships overview panel.
Refit button appearance in the colony screen improved. Now looks more like a button, and it appears between the "slots" and "construction icon" icones.
The crew tooltip now describes when the ship's crew is stunned.
When a ship is disabled, its status tooltips now describe the reason of the disabling.
The weapons cooldown tooltip now shows the amount of turns remaining until a weapon is being operational again (e.g. Positron Torpedo).
Ships displayed in the combat encounter screen are now sorted by class size in descending order.
Improved feedback in UI when a ship is in status "disabled" in combat.
A new notification now informs when there are currently unassigned exploitations in the empire.
Explanation added to the "Contact was made" notification tooltip to explain how contact is made.
"DONE" and "NEXT SHIP" actions in combat are now "grey" (disabled) when only one ship exists in our side.
Leader pic in the ship row in the "Combat Encounter" panel now has a tooltip with the leader details.
The "production" and "volatiles" exploitation notifications now say who is receiving the exploitation goods and not just where they are coming from.
The ship class is now displayed in the ships overview panel.
Wormholes colors in system view now more vivid and with better constrast than before.
Reason added in the space combat UI when it's not possible to fire.
Damage potential (minimum and maximum) fixed for missiles and kinetics since it doesn't make sense to list the same number again (because kinetics and missiles damage is fixed).
Space monster tooltip in starmap and system view now say which kind of monster is present, and an icon is displayed according to the space monster in question.
Feedback now provided via notifications when Micro-gravity Generators and Domes are no longer needed since the gravity or biome are already optimal due to terraforming or the construction of a Planetary Gravity Generator.
Leader tooltips in several places now describe the leader's primary skills and their effects.
New tooltip for the weapon shows the weapon description in the ship design screen (when hovering the weapon icon).
New "clear" button resets the ship design (all weapons, shields, special systems).
Shields now ordered correctly in ship design screen (Class III appears before class IV, etc.
Doing pan in the starmap with WASD keys a bit slower now (was too fast).
More zoom allowed on ships models in the ship design screen now.
Feedback improved on when the "Resilient Settlers" ability was going to be used when a planet was colonized.
Asteroid belts can now appear between planets. Before, all planets were in the inside orbits, then the asteroid belts and then and only then the Gas Giants.
Marine garrison tech tooltip now says it provides a morale bonus to Dictatorship government.
Mass destruction bombardment option in planetary assault window now has a tooltip explaining what it provides and the implications of using it.
New "blockade/siege" icons in the colony overview panel, when the colonies are being blockaded or sieged.
Many references to "Planet" bonuses and penalties were replaced with the word "Colony" since it made more sense to be applied to the colony.
Weapon tooltip in ship design now shows base damage and strategic resource modifier, including the grand total damage.
Brown dwarfs no more pinky-ish. Were too yellow before.
New animations for the neutron stars. The previous ones were a bit distracting and consumed a lot of CPU.
When targeting an enemy ship the UI highlights the ships' shields side that is going to be hit.
Sectors in the remote exploration grid are now displayed in pairs of letter/number instead of number/number as before.
Default race (first race) in the new game setup screen are now the Human.
Tech exchange options in diplomacy now have tooltips for the player to know the details of techs being traded.
Now possible to zoom in/out via a new icon in the starmap.
The icon for infrastructure on the colonies overview panel is now yellow, just like in the colony view (it was blue in the overview panel before).
When available and clicked, the "Armistice" unique ability now takes the player to the diplomacy screen directly.
Made more obvious that it is possible to use the "Armistice" unique ability in diplomacy (an Armistice icon now shows in the diplomacy option).
Now possible to see the systems a leader can be assigned to, as their states, just by clicking on the system the leader is currently assigned to.
Space combat now keeps the same active filters from battle to battle.
"Building slots" are now called "Construction slots".
When constructing a planet all possible locations are now highlighted in the system view.
Ship models in combat now have a "stripe" of the color of their empire.
Confirmation screen now presented when issuing the command to build an outpost (before was just asking confirmation for colonies).
AUDIO
New starmap/strategy layer music tracks!
New diplomacy melodies for all races!
New combat music tracks!
"Invasion successful" tunes replaced from a "Yey!" crowd response to a more proper victory melody.
Font improved in the POP and GCS values in the system view (was too small and blury before).
Changed the shields hit buzzing sound.
Music can now be disabled during space combat.
BUGS
Fixed a crash when closing a windowed game when we were in the colony view.
Fixed an issue that was allowing a ship with broken engines to rotate or flee.
Fixed an issue that was causing the ship design UI to become slow when more than 3 weapons were equipped in a ship.
Fixed an issue that was preventing all weapons to be presented in the space combat weapons console when they were more than 7. And now 8 are displayed at once.
Fixed an issue where the refit tooltips could cover information on the refit window in the colony screen. The tooltips don't cover information now.
Fixed an issue where the "floating damage", the damage numbers and appear after doing damage to shields, armor and hull were not appearing in the right order.
Fixed a bug where a colony ship would be destroyed by a space monster but the colonization notification would still say it was possible to colonize in the system.
Fixed a bug that was not allowing the Shield Piercer weapon modification to pass through the shields blocking points. Previously it was only passing through the shield strength but not blocking points (the blocking points is the damaged negated by the ship class).
Kinetic weapon shots while in overload (extra shot) now shows the two shots and not just one.
Fixed an issue where a ship in the ship design screen was not showing the full name.
Fixed an issue where "passing through another ship" (hovering the mouse over a ship) in space combat would clear the scanning info of a previously scanned ship.
Colony related notifications now show the correct colony name after renaming the colony in that turn.
Fixed a bug that was causing Fusion, Antimatter and Tachyon drives to not be immediately installed when we secured access to the needed strategic resources from diplomacy deals.
Fixed an issue where it was possible to see nearby stars in one star's system view.
Fixed an issue that was preventing orbital stations to be seen in acid worlds.
Fixed an issue that was causing ships to not be allowed to move near debris (enemy ship destruction drops) in space combat.
Fixed an issue that was causing combat to happen before leaders were being updated in the turn processing (example: a leader was 1 turn away of being effective on a ship, but then combat happened and the leader was not there yet).
Fixed an issue that was causing panning the combat grid to lag a bit.
Fixed a glitch that was causing the starmap music to keep playing when doing diplomacy with another race very rapidly after being in the diplomacy screen with another race.
The "Prestige" unique ability now unlocked immediately after fulfilling a leader desire (before was only unlocking in the next turn).
Fixed a bug that was causing a rival player to declare war on another race before they had even made contact.
Fixed a glitch that was allowing a ship to move before the weapon would finish.
Fixed an issue that was allowing hidden systems to be "catched" by the overlap tool (when a system and a fleet or when two fleets are very near each other).
Fixed an issue that was allowing to see where a ship was headed (the system's name) via the "leader ship assignment" function when we did not know about that location yet.
Fixed a bug that was allowing a spy to frame an empire that we hadn't met yet.
Fixed an issue that was causing zoom in the starmap when using the mouse wheel scroll in the fleet panel.
After bombing and the complete colony destruction there's no need to ask if you're done with ground combat.
Fixed an issue that was causing graphs to only show for players currently in the game. The graphs now display data from all players, including the ones already dead/removed from the game.
Fixed a bug that was causing the Crystal Entity space monster to show different numbers in the UI panel and the tooltip.
Fixed an issue that was causing the game to not launch in the native resolution sometimes.
Survey ships now immediately scan the systems where they are built on.
"Confirm that you do not wish to attack?" now reads "Confirm that you wish to stand down (no attack will be done)." to be more clear.
Fixed an issue that was causing lag in the ship design when adding many weapons to a design.
Fixed an issue that was causing some numbers in the main screen to don't fit and wrap in empire UI and colony screen.
Fixed a glitch that was causing the very top of the race description to be a bit clipped in the new game screen.
Fixed an issue that was preventing zoom to be done when the mouse pointer was outside the starmap limits.
Fixed a bug that was allowing the Fire-arc modification to be used in 360º without additional cost.
Fixed an issue where sometimes we could see the borders "on the other side of the screen" when these were too big.
Fixed an issue that was causing some buildings to be completely hidden behind larger buildings.
When exiting to the main menu from a game, the values shown in the custom screen for special abilities reflected the game state from the game you had just exited. This is now fixed.
Renamed "This planet cannot be colonized because a colony is already present" to "This planet is already colonized by empire X".
Seas now move towards the coast instead from it.
Fixed a glitch where we could sometimes see lines and other starmap objects inside the system view.
--- Instructions on how to download the latest build can be found here.