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The Titan Update is here!

Finally, and after a small delay, here’s the Titan Update!
This is arguably the biggest update so far, and includes a lot of new content, as well as some much requested features. This includes the option to edit designs and retrofitting, new and unique faction modifiers, an an entirely new ship class and much more.

Important! Because this update changes so many aspects of the game, this update could not be made save game compatible. Thank you for your understanding.

As always, we want to thank the community for the all the feedback, suggestions and bug reports. This has helped us shape the game to what it is today and we hope we can count on your help and support in the future.

Please see the log below for a list of all changes and don't forget to tell us what you think on the forums.

Changelog:

A lot new content

  • New Titan ship class
  • 2 new backgrounds
  • Dead Star system type
  • 2 new space monster types
  • 5 new random events
  • Harium deposits
  • 24 new technologies total
  • new Harium Resource
  • 16 new character traits

Added Exclusive Technologies for each race

Added Late game Events

Colonization and Colony Management changes

  • Colonizable planets algorithm has been changed, you can now always find colonizable planets near your starting colony every game
  • Starting colonies of each race now can't start within a certain distance of each other
  • Now every planet has a planet trait
  • Colony Productivity now has a full tooltip, indicating what factors are affecting it and how much
  • Colony population now affects Productivity
  • Productivity now shows decimal numbers instead of percentage
  • The size of planets now affect the maximum population the colony starts with and how much it increases per Housing Infrastructure level
  • Newly founded colonies now start with less max population
  • Each race now has a preferred planet type (gas, oceanic, etc)

Ship Design and Combat changes

  • It's now possible to edit designs and refit ships
  • Got rid of Mark as Obsolete options and Obsolete designs view as it's now redundant
  • Capital ships now have a -7 speed penalty instead of -8 Evasion and Accuracy are now taken into account and shots can miss

AI Improvements

  • The AI now refits its ship designs, just like any human player can
  • AI now won't colonize as aggressively, and will instead prefer to make sure their colonies are well defended before colonizing more
  • AI now builds larger fleets
  • AI is now less aggressive, taking slightly less importance to Military power

UI Improvements

  • Added drag and mouse wheel scroll to all lists
  • Optimized ships list and colonies list
  • When Infrastructure levels have been maxed out in a certain infrastructure type, the respective Infrastructure Development points revert to 0 automatically
  • Revamped race selection screen
  • Ship Design Creation menu UI has been tweaked
  • When infrastructure levels up, clicking the View icon now redirects the player to the Infrastructure tab of the Planet Menu
  • When a governor or council member levels up clicking the View icon now redirects the player to the Planet Menu and Government menu respectively
  • Alert view buttons now have specific icons depending on the action type
  • Changed the icon for the starting Scout ship design
  • Unit maintenance costs are now their base cost divided by 100
  • UI now indicates how much each unit costs per week in both Planet Menu tooltips and Ship Design Creation menu
  • Added more info to Population Growth tooltip

New Invasion effects

  • Added explosion effects when a planet is under siege
  • When invading, ships now send landing pods to the target planet instead of using an abstract red beam
  • Siege Attack Damage and Delay now have fixed values of 3 and 3s/attack respectively (can still be improved with specific modules)

    And more

  • Social Infrastructure now generates +3 Cr/week in Tourism instead of just +1 Cr/week
  • Taxes now generate slightly more income
  • Tweaked main menu background
  • Added vignette effect to main menu
  • Travelers, Outlaws, Merchants and Mercenaries now use different ships
  • Added SFX when the player buys something from a merchant, hires a mercenery or traveler
  • Changed Alert sound
  • Colony module and starting colony ships now costs +100 Cr and takes twice the time to build
  • Improved framerate in the main menu
  • Race models now look crisper
  • Starting colonies now have maxed out population

Fixed

  • Industry infrastructure levels affected infrastructure development speed in excess
  • Reinforced platting missing from ship parts list after loading
  • Epidemic colony trait and food shortage affecting population growth two times as much as it should
  • Famine and Epidemic penalties showing wrong percentages in the
  • Population growth tooltip
  • Crash in shipyard menu
  • Various typos in tutorials
  • Bug in which AI and randomly generated ship designs would have excessive weight
  • White ball hanging around ships
  • Wrong station model being shown if playing with a custom race that uses the pirate models
  • Bug with Government tooltip when players owns no ships
  • Galaxy generation connections not being set up correctly or creating connections that would go through other connections instead of neighboring cells
  • Bug in which the player would win but no victory screen would show
  • AI has been tweaked to be less aggressive and take military power slightly less into account
  • Military and Housing Infrastructure taking more time to level up than the other types by default