Dear players, Version 3.1.8 is up and includes the following: * Improved game UI, speed and stability. * Updated many countries' armies, relations and economy based on real world data. * Fixed reported issues and continue to improve Artificial Intelligence.
We plan to add countless new scenarios, diplomacy & spies & war options, technologies, online multiplayer... Your support is important to us to continue developing. Thank you, iGindis Team
Speedometer (Controls, tables, screens, small devices)
Laser tracker (Laser designator and tracker)
Grid display Basic (Controls, tables, screens, small devices)
Grid display Advanced (New node, right of basic YOLOL chip)
5-tube Rocket Launcher (Rockets)
Fixed High Explosive Rocket (Rockets)
Fixed High Explosive Dumbfire Torpedo (Torpedoes)
Alloy crafting (New node, Advanced tech tree)
Tier 2 alloys (New node, Advanced tech tree)
Tripod plasma (New node, tools/weapons)
Tripod Laser (New node, tools/weapons)
Tripod Railgun (New node, tools/weapons)
Recycler tool (New node, tools/weapons)
Added Alloy crafting to crafting categories
Added gyroscope to the basic research tree
Removed fast travel core from research/crafting environment
Added Factory Hall Flat 2x2 to Research Tree
Removed Fast Travel Core (mini) from craftables
Minimum crafting time changed from 1s to 0.33s, Max crafting time changed from 60s to 20s
Devices
Fixed an issue where equipping the bolt tool no longer highlighted bolts
Gameplay
Fixed an issue where the player character was briefly T-posing upon spawning
Ship Designer
Navigation Data Logger parts added, located in Devices/ Navigation
Ship shops
Updated Mason and Zilant developer-made ships
Updated Ghidorah, TAC Eclipse, Firefly and Sphyrdinae player-made ships
Changed name and description of:
Mason -> Mason Drillship
Added to Duratech ship shops:
Frigg B
DTX KVASIRB A
Removed from Duratech ship shops:
DTX-FAR3-A Faradagr A
LYNGBAKER A
Sinthgut DTX-SGT5-A
ORMVIDAR A
DTX-NGL4-A Notnagel A
Ships
Spaceship window plates primary material changed to "Glass"
Fast Travel Gate Core is no longer required in order to use Fast Travel Gates
Stations
Window plates primary material changed to "Glass"
In Settings -> Graphics -> Stations, there is now option to set how many zones can be loaded in at once. The choice is between 2 to 5 zones.
If GPU memory is about to run out, zones start unloading to avoid issues
Added new developer stations to the universe
Added Robur Station close to the Origin Fast Travel Gate - An easy-to-access PVP station with an infinite insurance transfer range and shared inventory and Auction House with Origin stations
Added Farbelt Outpost station to the edge of the Eos asteroid belt
Added a new Fast Travel Gate connection from the Elysium Moon to the outer edge of the Eos asteroid belt, near the new Farbelt Outpost station
UI
Added settings for enabling/disabling player relation icons
Fixed an issue where the bloom settings weren't available to players
PTU ONLY
Capital Ships
Glass Alloy now affects the shell rating of capital ships positively
Exutium material also affects the shell rating positively now
Crafting
Fix on crafting material config for station windows
Added more glass objects to station window crafting material lists
Added crafting data for Gyroscope Device
Added Capital Ship Dock Flat 2x2
Rail cannon crafting cost reduced
All alloys crafting costs reduced greatly
Capital Ship support beam crafting costs reduced greatly
Removed Ajatite from decorative station/capital ship block crafting requirements
Removed Ajatite from crafting requirements for station frame blocks
Material selector enabled for Capital Ship Plating Module (Alium / Exutium)
Fixed an issue where alloy crafting items did not show up after researching
Devices
Recycler Tool
Recycler Tool settings are now available
Recycler Tool now consumes 1 electricity per second from the Power Pack instead of 10 electricity per second
Fixed an issue where pointing at an Easy build mode ship with the Recycler Tool caused the whole ship to get highlighted
Added station permissions for factory reconstruction machines, and added a message on the terminal screen
Factory Halls
Factory hall frames are now unremoveable if there's content inside them
Resource bridge and crates now don't require a power network to function in factory areas
Gameplay
Adjustments to Exutium Alloy Armor Value, from 5.0 to 4.4
Hangar Halls
Fixed an issue where spawning ships from the hangar during warp caused them to be lost in space
Added an error message for ships that are too large for the current hangar
Mining
Patched a power consumption exploit involving the Mining Laser
Moon
Newly constructed moon bases now have two 5x5 floors as options to expand into, with the first floor being only slightly under ground. Maximum expansions remain at 30.
Increased radius of Moon Base safe zones slightly to accommodate the change of the shape
Added 100m range from Moon Base Safe Zone border where no other Moon Bases can be founded
During Build Mode, the zone below the current one is always loaded to ensure Support Legs remain loaded in
Ship shops
Player made ship Sphyrdinae added to the economy
Ships
Fixed an issue where spaceship's Transponders and the ships themselves could teleport away from the location they were left at if the player left the area
Opened Fast Travel Gate Connection between new Moon Orbit Gate and Farbelt Gate
Increased Fast Travel Gate travel speed by 100%
Tutorials
Dismissible hints added for capital dock, hangar hall and moon base items
Weapons
Fixed an issue where the sound of tripod weapons wasn't played to other players
Known issues
Asteroid hauling area at Arma station does not work correctly
Safe zones of Farbelt Outpost and its Warpgate connection will be considerably smaller, but these adjustments didn't make it to the patch build
Ship stores are not requiring glass material for buying ships that do have glass material in them
Robur station and Origin station's station storage and ship storage are not yet linked together
Robur station has two Insurance Transfer terminals with the same name, which are considered as the same terminal due to this
Farbelt Outpost's refill spots are missing resource bridges so they cannot be used. Ore towers can refill your ship's power and propellant too, so use those instead
We are proud to announce that Dune: Spice Wars has entered into Early Access and is available to buy now on Steam!
After over 2 years of work, Dune: Spice Wars has finally launched into Early Access and we are unbelievably excited to have the opportunity to share our game with you all and work alongside you to develop and improve it over the coming months.
For the initial stages of the Early Access period we are going to focus on working alongside you all to identify which areas of the game need improvement, expansion or iteration and from this we plan to outline a developmental roadmap that will detail exactly what's is to come and when you can expect it. We'll keep you updated on this front!
While Spice Wars launches with more than enough content to sink hundreds of hours into, we have so much more in the pipeline and we can't wait to share it with you all.
All feedback and bug reports are absolutely invaluable at this time and will be paramount in our efforts to ensure that Dune: Spice Wars not only meets, but exceeds the lofty expectations of the community that has grown around this legendary franchise and will continue to grow alongside our game.
As such, please submit any bug reports to our dedicated bug reporting platform HERE
And provide your feedback either on the Steam Forums or via our Discord which can be found HERE.
Bethesda Game Studios Audio Director Mark Lampert and Starfield Composer Inon Zur sit down to talk about music and sound design in our third episode of ‘Into the Starfield.’ Listen as they discuss Lampert and Zur’s artistic process, how the score affects a player’s experience and the search for answers that is at the heart of Starfield’s music.
Starfield arrives exclusively on Xbox Series X|S and PC in 2023. Play it day one with Xbox Game Pass.
JOIN CONSTELLATION
Join Constellation now and be among the first to receive news and updates on Starfield, including developer interviews and behind-the-scenes looks at the game. You can also join our Bethesda Game Studios Discord for access to exclusive AMAs and community conversations.
A new update of Distant Worlds 2 (1.0.3.7) has been released, here's what's new:
CRASH FIXES - reduced likelihood of hangs before autosaving - added fix for rare memory corruption when animating space creatures - fixed crash when adding diplomatic incident - fixed crash when updating ship engine exhaust - fixed crash when calculating ship collision avoidance - fixed crash when resolving character mission location description - fixed crash when drawing troop summary - fixed crash when determining resource prices - fixed crash when determining fleet systems within engagement range - fixed crash when evaluating threats to ship or base - fixed crash when fixing ships in a location - fixed crash when updating location for fighters onboard a carrier - fixed crash when rendering message - fixed crash when firing weapons - fixed crash when rendering character traits - fixed crash when determining retrofit resources for a ship or base - fixed crash when finding nearest refuelling point - fixed crash when drawing empire relation in diplomacy screen - fixed crash when determining empire mining targets - fixed rare crash when loading some older savegames - fixed crash when switching camera modes - reworked some rendering to further minimize DXGI_ERROR_DEVICE_REMOVED crashes - fixed crash when evaluating threats - fixed crash when calculating location visibility level - fixed crash when rendering research screen - fixed crash when examining recent trade deals - fixed crash when extracting resources - fixed crash when identifying independent repair bases - fixed crash when fulfilling resource orders - fixed crash when sorting items while determining mining targets - fixed crash when executing action - fixed crash when calculating construction yard wait time - fixed crash when identifying refuelling points - fixed crash when rendering ship or base summary - fixed crash when drawing construction yard summary - fixed crash when updating ship engine exhaust - fixed crash when preparing ship for retrofit - fixed crash when changing ship empire - fixed crash when obtaining fleet template designs per role - fixed crash when auto-assigning scout mission to exploration ship - fixed crash when launching assault pod - fixed crash when updating user interface controls - fixed crash when refreshing graphics setup - fixed crash when checking whether ship is in battle - fixed crash when checking for appearance of hive threat - fixed crash when completing ship command - fixed crash when planet removed in game editor - fixed crash when calculating ship collision avoidance - fixed crash when drawing system exploration data - fixed crash when drawing system summary - fixed crash when editing bonuses in game editor - fixed crash when drawing research button - fixed crash when updating tourism/migration/resource flow data - fixed crash when adding diplomatic relation incident - fixed crash when rendering creature effects - fixed crash when rendering map overlay buttons - fixed crash when reviewing army templates - fixed crash when updating character bonuses - fixed crash when processing ships and bases - fixed crash when inflicting ion damage from nebula storms - fixed crash when removing weapon blast from location - fixed crash when ship unloads passengers - fixed crash when generating new character - fixed crash when building facility - updated Harmony library to resolve some problems
PERFORMANCE IMPROVEMENTS - improved general performance, especially in very large games - further adjustments to some map overlays to improve performance (long range scanners, exploration, diplomacy) - added new default system badge mode (Basic) with smaller, simplified badges when zoomed out to galaxy level. Extended mode is same as previous Basic mode - improved general performance relating to fleet operations - fixed occasional hang when fleets bombard colonies - fixed occasional performance 'stuttering' - fixed ship movement sometimes being jerky when zoom into same location - improved rendering performance for map overlays: exploration, diplomacy long range scanners
SYSTEM BADGES AND MAP OVERLAYS - fixed clickable regions for new basic system badges - ensure map buttons retain highlight state when apply changes to graphics settings - altered map overlay buffer format (long range scanners, exploration, diplomacy) to improve overlay opacity and visibility
SAVEGAMES - updated autosave timer logic to ensure save at specified intervals. Reminder that paused time does not count towards autosave interval - now check for low disk space when saving game and send warning message if needed - more graceful handling of savegame failures for whatever reason
OTHER CHANGES - fixed slow initial zoom-in when start new game - now purge old low-priority empire messages - altered texture streaming memory budget to be more generous when no shared system memory allocated - waypointing ships now properly slow to a stop while waiting for other fleet ships to arrive - fixed bug when performing jump pathfinding - fixed colony bombardment ship range when colony has long range defensive weapons (previously ships were too cautious to approach colony when tactics were Evade) - updated values for planetary shield facilities - data fixes to allow planetary destroyer to be built again - fixed Load Fleet Template dialog to properly load from FleetTemplates sub-folder (same folder as Save Fleet Template) - exploration and diplomacy map overlays now auto-enable when in relevant UI area - long range scanner, exploration and diplomacy map overlays now more opaque - The resource and credit discount on Planet Destroyer hulls has come to an end - Ship hull fixes for certain freighters and transports - Fixes to component data typos and some tweaks some of which affect the permissible slot sizes for certain late game weapons - Additional story event fixes - Fixes for some facility upgrade issues due to incorrect IDs in the facility data
Ahoy, me hearties! Thanks so much for all your support and patience while Aaron and I have been swabbing the poop deck and rigging the masts of the good ship Autonauts. It's almost time for us to weigh anchor, hoist the mainsail, and begin exploring the Bot Seas once again!
It's been quiet lately… too quiet, we know. BUT! There's been lots going on behind the scenes we can't share until everything's finalised for fear of jinxing it. We're not quite ready to announce everything we have coming up just yet, but what we can say is that 2022 is shaping up to be a big year for fans of Autonauts.
However, ahead of all the good news we'll be announcing later on we felt it was important to update everyone about what's happening with the “Survival Mode” we promised as a free update for Autonauts a while back. The good news is that we have been working hard on it and it will be coming out soon, but the bad news is it isn’t going to be free.
Why's that? Well, in truth we didn't think this through. We expected to be spending a few months making it, but it's ended up taking us almost two years to finish. What started as "just an extra mode" for Autonauts has grown into an entirely new Autonauts experience of its own, because Aaron and I wanted to create the absolute best game we possibly could. At times it felt like we'd never finish it, but at last we see the end in sight. Now we're just a few more months away from finishing. We're both REALLY pleased with what we've made, and we're even more excited to share it with you all so you can enjoy playing it after waiting patiently for so long.
Of course, we do understand how deeply disappointed some of you will be that we won’t be able to bring new free content to the original Autonauts game for now, and we are genuinely sorry about that. It's not a decision we've taken lightly, but there really is just the two of us making Autonauts and we miscalculated how much extra work it would take to create “Survival” mode. All our energy has gone into this new version, so we hope you understand and will continue to give us your support as we do our best to deliver the most amazing Autonauts experiences that the two of us possibly can.
We’ll be sharing more about the new Autonauts game in the coming months but in the meantime we wanted to assure all existing Autonauts players that we really appreciate the support you’ve given us so far. As a small token of that appreciation we’ve agreed with our publisher Curve that we will offer a discount to anyone who already owns the original Autonauts and wants to buy the new one when it launches - so not quite as free as we'd originally hoped, but still a whole lot of new Autonauting fun for as little as possible.
This has been a labour of love for our tiny team and we can't wait to share it with you all in just a few more short months.
- Fixed a bug that causes game freezing. - Fixed a bug that caused Guardian's Shield Burst to do extra damage to self. - Fixed a bug that caused Party members to die and still visually stay on the field. - Fixed a bug with swapping primary and secondary jobs letting you keep incompatible equipment.
Changes
- Now battles don't automatically start when you walk past them on the world map. Instead the game lets you choose to manually start a job, when you walk to a location with a job.