Salutations and greetings!
As always, we thank you for your Early Access support and for your helpful feedback and suggestions. Keep them coming!
Work continues on diplomacy improvements. This week's patch contains primarily fixes, but we did make some modifications to the planet types to add a little variety to the many Arid worlds that you will often find in your empire.
Patch Notes for 5 October 2016 (ver. 17304)
Changes and Additions
- Planets are now rated for atmospheric density (listed in the Planet Status window), which affects habitability. Arid world types can have either "Normal" or "Thin" atmospheres.
- Arid worlds now contain a small ice biome in addition to the "arid" biome.
- Two new Arid variants: Steppes (cold) and Desert (hot) worlds will now spawn in new galaxies. Steppes worlds have a larger ice biome than normal Arid worlds, and Desert worlds have no ice biome at all.
- Added two "normal temperature" Arid skin recolors.
- Reduced Spice Monger population caps on Arid worlds.
- Admiral Carver now has a custom art asset for his rear view (instead of looking suspiciously like Praetor Yunki).
- Science Stations now generate +2 beakers per turn, regardless of the hull size they're mounted on.
- Reduced the number of weapons mounts per hardpoint for Defense Primaries to normal (was 3x).
Bug Fixes
- Fix for a bug that was preventing scrapped stations from providing metal.
- Fix for a rare bug that could occur if your empire was reduced to nothing but outposts.
- The "Bionomics" technology should once again function as described.
- Scrapping an outpost over a planet with natives should no longer give you control of that planet.
- It should no longer be possible to transport colonists to or from a planet on which you have only an outpost.
- Fix for a bug that could prevent colonists from taking damage from starvation.
(Click here to view the complete development changelogs.)
See you space cowboy!