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Development Update: 16 December 2016

This is Arioch, speaking for Boskone.

We have a few additions and fixes for this week's patch. As always, we thank you for your Early Access support and for your helpful feedback and suggestions. Keep them coming!

Patch Notes for 16 December 2016 (ver. 18665)

Changes and Additions

  • Gremak Distortion Field Generators are now functional. They provide a passive effect that reduces their range of detection to enemy sensors on the strategic map, and an active ability in tactical combat that makes them much harder to hit while the the field is active. The distortion field must be deactivated before the equipping ship can fire its weapons.
  • In tactical combat, you can now right-click on a weapon in the tactical console to prevent it from firing automatically.
  • Anti-missiles weapons have new firing animations.
  • Building a Colony Ship is now disabled if the planet does not have enough eligible colonists to man it and still maintain the existing colony.
  • Reduced the spawn rates of Ocean worlds in the case that 'abundant habitable planets' is set.
  • Added reputation indicators to the war/peace status icons in the Faction List in the Diplomacy screen.
  • Added a summary in the Diplomacy screen for available ships in the Mercenary Exchange.
  • Adjusted Marauder balance on various difficultly levels.

Bug Fixes

  • Refitting a Stargate should no longer cause an error.
  • Fix for a bug that was preventing Marauders from launching raids.
  • Fix for a bug that could cause planets to silently switch to auto-build mode without ever notifying the player.
  • Assorted minor fixes for the raiding and ground combat mechanics.
  • Fix for a bug that could occur when encountering a marauder raiding party.
  • Fix for a bug that could cause Marauder bases to build unlimited buildings.

(Click here to view the complete development changelogs.)

QX for now. Clear ether, spacehounds!