A major update to 1.2 unstable is up! This is version 1.2 unstable 2.
This update fixed some important bugs and issues and also introduced significant balance changes which will hopefully result in a more satisfying experience for everyone. As a result, the early game should now be more fluid and with more things happening. To allow that, some key buildings' costs were reduced and the logistics' range was increased which should allow for more exploration in the beginning!
Compatibility note: Save games appear to be compatible with the previous version (1.2 unstable), but it's preferable to play new sessions to test this new build with more confidence.
I remind that the 1.2 update is not yet available for everyone. To play the '1.2 unstable 2' version you need to opt in for Steam's Beta branch. On the Steam client go to Games -> View Games Library -> Right-Click on Interstellar Space: Genesis -> Choose Betas tab -> Select the "unstable" Beta branch. The game shall start updating to 1.2 unstable 2.
Please keep sending us your feedback to our official forums, on the Steam forums, on our Discord server or if you prefer just send an email to [email protected] with a save and the Player and Player-prev log files you can find in this folder: C:\\Users\\\\AppData\\LocalLow\\Praxis Games\\ISG\\
The changes of this new update are:
Version 1.2 unstable 2
AI IMPROVEMENTS
- The AI now considers designing and building ships using the alternative model for each ship class. Previously, the AI always produced ships with the same model (i.e. always using the same graphical variant).
BALANCE
- Homeworlds now enjoy from an intrinsic +30 production bonus instead of previous +10. This should help speed up the very early game a little.
- Logistics technologies range extended by +1 parsec each. Standard, Improved and Enhanced Logistics now provide 6/8/10 parsecs range where before it was 5/7/9. This should provide more to explore at the beginning.
- Hurrying construction is now much cheaper than before. It was too costly before which caused little use for this important feature.
- Hurrying construction cooldown reduced from 5 turns to 3, which is the amount of the turns where hurrying is not possible in that colony after the previous hurry was made.
- Hurrying construction morale penalty reduced from -10% to -5% during the cooldown period.
- Technological Capital building cost reduced by around 30%.
- Economical Capital building cost reduced by around 35%.
- Cultural Capital building cost reduced by 25%.
- Supercomputer a bit cheaper to build now.
- Orbital stations now also a bit cheaper to build.
- Technological Capital is now a level 1 tech by default, was level 2 before.
- Imperial Space Academy now a level 2 tech by default, was level 1 before.
- Neutron Beams's stun effect chance lowered a bit. The stun effect happened too often before, especially with many neutron beam weapons installed.
- Matter Streamer super kinetic weapon now does 150 damage, was 100 before. The cost per weapon installed was increased from 750 to 1000 and the space required per weapon is now 125 (was 250).
GAMEPLAY
- Battle Stations now don't rotate at the end of a turn when their Internal Systems Heath is zero.
PERFORMANCE
- The second game played in the same game session now plays much faster. These are games played after finishing a previous game or quitting an ongoing game and starting a new one without quitting the game to desktop first. This was actually a bug.
UI / GRAPHICS
- Automatic ship design generation now generates ships in the ship design 'garage' (where all the ship models are listed) considering both models available and not only the 'A' model variant, as before. Alternate models are generated on slots 6 to 9.
- A new confirmation dialog pop up was added to the New Game screen when the player starts a game with the production and/or research speed sliders set to a value below 100%, which is the default value. Less than 100% production or research speeds are only advisable to experienced players who wish to have a slower experience.
BUG FIXES
- Fixed a bug in the New Game screen that was reverting the player's production and research speed sliders both to 50% without the player noticing when a custom race was deleted or modified. This would case extremely slow sessions, which would be a huge issue for new players.
- Fixed a bug in the battle report that would display ships that were stunned right before being destroyed as captured.
- Fixed a bug in the ship design screen when playing with the Nova Vida. Pressing the arrow to the left in the ship hangar would show an orbital station model instead of the alternative Nova ship model.
- Fixed a type on the 'Graft and Corruption' event where it said "Please condecorate the garrison commander..." is now "Please decorate the garrison commander...".
- Fixed an issue when using the Illusion Materializer special system, the AI ships would identify their illusion ships in the ship's name, which defeated the purpose of the player not knowing which were illusions and which were not.
- Fixed a bug that could lead to a freeze when starting a game when coming from an ongoing game when there were rally points established in that previous game.
- Fixed a glitch where sometimes it was not possible to click on the "No Shields" button when going with no shields in a ship design.
- Fixed an issue with the overview panel where sometimes you'd have to click twice on the 'Overview' text to toggle the view.
- Fixed another issue with the overview panel that would revert showing it after getting back from the system view or other window even when the overview panel was set to not be displayed by the player.
- Fixed an issue with the 'wormhole discovered' notification grouping, it was showing a corrupt tooltip due to erroneous color tags.
- Fixed another issue with the notification grouping mechanism where sometimes tech discovered notifications were grouped even when only one tech was obtained in that turn. This happened with tech stealing from espionage and obtained from raids on planets, although there could be other instances involving other sources of obtained techs.
- Fixed a bug in the leaders panel after a spy job was undertaken from there. The leaders panel would become non-responsive and needed to be closed with 2 right mouse clicks (because the tech breakthrough window was not being displayed, was not visible).
- Fixed an issue in the 'Mass destruction' bombing tooltip in the planetary assault screen that was omitting that eco 3 worlds were immune to bombing fallout from mass destruction. Eco 3 worlds are immune to both ecological class reduction and bombing fallout.
- Fixed a bug that was allowing 'strategic resources' associated technologies to be stolen by espionage even if the player had not unlocked that strategic resources' path by research decision.
Thanks a lot for the feedback everyone! Please keep it coming.
