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Re: Distant Worlds 2
« Reply #15 on: March 09, 2022, 01:05:55 AM »










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Re: Distant Worlds 2
« Reply #16 on: March 10, 2022, 11:42:05 PM »
The wait is over: Distant Worlds 2 has been officially released.
Thu Mar 10



Described as “a light in an age of shadow”, the critically acclaimed strategy series returns to redefine once again the standards of the genre.

A galaxy in constant evolution awaits you in Distant Worlds 2:
Explore the vastness of space, find valuable resources, discover potential colonies for your empire and make contact with other empires, discussing treaties, making trade offers and forging alliances.
Defend the outlying areas of your empire and develop new technologies for building your own unique ships and starbases.

RELEASE TRAILER



Distant Worlds 2 is all about player choice and the freedom to explore the game world and play the way you want.
Automate the various tasks in your empire, so that you can focus on the areas that you enjoy most.
The possibilities are endless, play your own way and map out your own adventure across the galaxy.

To celebrate the release, we're running a 90% discount on Distant Worlds: Universe  on the SlitherineStore until Monday, March 14th.

Moreover, it's possible to purchase a new Bundle containing all the games of the Distant Worlds franchise at an additional 10% discount.

Distant Worlds 2: The Universe is Yours!

Buy here

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Re: Distant Worlds 2
« Reply #17 on: March 12, 2022, 12:21:45 AM »
Distant Worlds 2 - Update (1.0.1.6)
Fri, 11 March 2022



We have received reports of crash and performance issues on certain system configurations since Distant Worlds 2 was released.

This is a first quick update to help with some of those issues, we are focusing on these as our top priority and will release further updates within the coming week.

Changes in the 1.0.1.6 Update:

- Fixed crash that sometimes happens when have many game controllers and other devices
- Fixed User Interface Size showing options that are invalid for the current screen resolution
- Improved handling of High DPI settings in Windows
- Added settings to ensure NVidia video cards run in high performance mode - should fix a number of crashes and performance problems
- Fixed rare crash when moving characters via dropdown list in Character screen
- Fixed rare rendering crash
- Fixed rare crash when ship design could not be found when updating render data
- Improved performance at location level when many ships and lots of running lights
- Fixed bug in Start New Game screen where could select race-specific government types when select random race
- No longer prevent construction ships from carrying out base-building when waiting for response on advisor suggestions for repairing abandoned ships or bases
- Hooked up instability and unhappiness after a government change, leader loss, etc ('Have Revolution' button)
- Construction ships no longer feel tempted to repair fighters
- Fixed bug in some game events that was causing loss of a colony
- Fixed wrong tooltip text on buttons in Character Detail screen for captured prisoners
- Further fixes to crashes after lengthy play sessions
- Further improvements to performance by making sure GPU runs at maximum performance instead of sometimes using power-saving mode


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Re: Distant Worlds 2
« Reply #18 on: March 19, 2022, 12:35:12 AM »
Distant Worlds 2 - Latest Update (1.0.2.1)
Mon Mar 14



This build will reset the game's settings. Unfortunately this is required while we continue troubleshooting issues that are preventing some players from being able to play Distant Worlds 2. We apologize for the inconvenience.[/b]

If you had a problem with your keybinds disappearing in 1.0.1.8 or 1.0.1.9, starting a new game in 1.0.2.0 or 1.0.2.1should fix this, or also by applying settings in-game and resaving the game.

Download Link: HERE
Latest Troubleshooting FAQ: HERE

IMPORTANT NOTE: There is now a new startup log in the /data/logs sub-folder of the Distant Worlds 2 installation.


This is also where any crash logs are located. If you are experiencing an issue, please post these logs for us along with the issue report.

IMPORTANT NOTE: There is a new GameSettingsOverride.txt in the /data sub-folder of the Distant Worlds 2 installation.


The settings here may help some players experiencing a black screen on load issue.

IMPORTANT NOTE: If you are experiencing performance issues use the key combination Shift + ~ to enable an overlay on the top left which will confirm for us which GPU DW2 is using on your system as well as other performance parameters.


GENERAL NOTES: We hope that the content streaming memory fix and the improved rendering memory management could fix some of the reported crashes and help with performance dropping over time for some players.

Unfortunately we cannot duplicate the black screen, frequent crashing or unusually bad performance issues on our systems, but we are working to continue investigating them and addressing all possible causes through this and future updates.


Changes in the 1.0.2.1 build:

CRASH FIXES
- fixed rare crash when rendering empire territory
- fixed rare crash when scrapping advanced ship with tech bonus, but your empire has not yet researched a relevant project
- fixed rare crash when calculating military ship strength
- fixed rare crash when evaluating threats to a ship

RENDERING CRASH HANDLING
- more graceful recovery when texture or vertex buffer creation fails due to display adapter crash, reset, or change in performance mode. This should greatly reduce the number of DXGI_ERROR_DEVICE_REMOVED crashes

DIPLOMACY
- improved diplomacy so that relations now more likely to rise to higher levels (top-level treaties) when you work at improving relations with a faction. Remember that you can directly set diplomatic strategy per faction, which will also help improve relations (Befriend, Ally, Close Ally)

FLEETS AND SHIPS
- fixed bug where ships and fleets could sometimes teleport to edge of galaxy when assigned a mission while already jumping
- fleet jump speed coordination now applies to all fleet missions, not just attack missions (ships travel at same jump speed)
- Fuel Tankers no longer use fleet jump speed when part of a fleet

OTHER
- now properly review maximum colony population level as tech improves (colonization modifiers) and planet quality changes (terraforming, etc). This fixes issues with migration missions sometimes not completing
- ensure that player's per-role ship design automation settings are reset between each game (not remembered from previous games)
- Fleet Template screen no longer generates empty fleet when do not have enough money to build
- ensure scroll position in Empire Policy screen is reset to top when open again (previously settings were sometimes not appearing until scrolled up)
- reduced estimated resource demand for fuel so that more accurately aligns with actual usage
- changed default game start settings for research to fixed paths and colonization range limit to 300M
- Data fixes and changes to correct resource costs for some components/hulls with no resource costs or incorrect costs
- Added missing fallback paths for some armor techs
- Fixes for some story event issues
- Extended range for dedicated bombardment weapons
- Simplified main menu scene to assist with consistent startup crash troubleshooting


Changes in the 1.0.2.0 Build:

DISPLAY AND RENDERING
• Reduced asset streaming memory budget to allow more memory for other rendering
• Fixed bugs when auto-detecting display mode with highest refresh rate
• Reenabled fixed timestep updates
• Added more logging to data/SessionLog.txt file: display adapter selection (including primary monitor detected), display modes, galaxy settings
• Added new setting to GameSettingsOverride.txt: GraphicsStreamingMemoryBudget allows specifying video memory in Mb allocated for asset streaming
• Added new setting to GameSettingsOverride.txt: DisableFixedTimeStep: when set to true allows disabling fixed time step (higher FPS, but also higher GPU temperatures and power usage)

CRASH FIXES
• Fixed crash when determining attack targets
• Fixed rare crash when sorting some lists in Control Center
• Fixed rare crash when opening Research screen
• Fixed rare crash when determining locations for new monitoring stations
• Fixed rare crash when changing map overlays

INTELLIGENCE MISSIONS
• Increased difficulty of some intelligence missions, especially steal tech when targeting higher level research projects
• Altered how intelligence mission success chance is calculated so that always a chance of failure (even without counter-intelligence)
• Slightly increased effectiveness of counter intelligence missions (more likely to intercept enemy spy missions)

OTHER
• Fixed bug where default keyboard settings were sometimes not being generated at game startup
• Fixed bug where ships would avoid bombarding a colony that had imprisoned characters
• Fixed bug where invading characters that were killed at a colony were sometimes not removed from the colony
• Avoid executing advisor messages twice when automation is set to Suggest and Execute, e.g. building planetary facilities
• Data fixes to various events, facilities, research projects, ship hulls and artifacts (only available with a new game)


Changes in the 1.0.1.9 Build:

DISPLAY AND RENDERING
- fixed faulty display resolution detection at game start
- improved resolution of correct display adapter when specific adapter requested
- disabled fixed timestep updates (higher FPS)
- allow toggling on-screen FPS and other rendering data using shift-Tilde (top-left corner of most keyboards), which allows seeing which display adapter is being used
CRASH AND HANG FIXES
- fixed crash when empire has revolution and changes government
- fixed hang where fighters at colonies would lock up when their parent colony was wiped out
- fixed hang where exploration ship attempts to explore a location that has nebula sensor disablement that exceeds its scan power
EXPLORATION
- asteroids are now explored much quicker than planets, moons or stars (for both scan and survey)
- ensure all necessary resources in prewarp home system are discoverable at initial tech levels, even when already present
DIPLOMACY
- reduced envy factor in diplomacy when have positive diplomatic strategy for other faction ('We are envious of your huge strength and power')
- envy factor in diplomacy now grows more gradually
OTHER

- more careful about evaluating systems inside nebulae and related logic
- rebalanced loading of game processing for large games with many ships
- fixed ships sometimes getting stuck salvaging debris when has bonuses but came from one of own empire's ships
- construction ships now more careful to avoid building at distant locations (even in same system) when do not have hyperdrive
- no longer generate error sound and effect when move mouse off scrollbar while scrolling a panel or list



Changes in the 1.0.1.8 Update:

- improved handling when graphics device is reset
- improved auto-detection of default screen refresh rate
- ensure file save/load dialog is shown even when hide user interface
- added new GameSettingsOverride.txt file to allow manually setting graphics adapter, resolution, windowed mode. This should be a handy way for players to set stuff directly. Comments in file explain everything. Changes as below:
- extended new GameSetting Changes as below:
- extended new GameSettingsOverride.txt file to allow forcing game to run in exclusive fullscreen mode (GraphicsForceDedicatedFullScreen)
- added startup logging for game session (data/logs/SessionLog.txt)
- reenabled Windows registry settings for requesting high performance GPU mode
- improved calculation of content streaming memory budget on systems with multiple graphics adapters
- improved memory management for rendering in various situations



Changes in the 1.0.1.6 Update:

- Fixed crash that sometimes happens when have many game controllers and other devices
- Fixed User Interface Size showing options that are invalid for the current screen resolution
- Improved handling of High DPI settings in Windows
- Added settings to ensure NVidia video cards run in high performance mode - should fix a number of crashes and performance problems
- Fixed rare crash when moving characters via dropdown list in Character screen
- Fixed rare rendering crash
- Fixed rare crash when ship design could not be found when updating render data
- Improved performance at location level when many ships and lots of running lights
- Fixed bug in Start New Game screen where could select race-specific government types when select random race
- No longer prevent construction ships from carrying out base-building when waiting for response on advisor suggestions for repairing abandoned ships or bases
- Hooked up instability and unhappiness after a government change, leader loss, etc ('Have Revolution' button)
- Construction ships no longer feel tempted to repair fighters
- Fixed bug in some game events that was causing loss of a colony
- Fixed wrong tooltip text on buttons in Character Detail screen for captured prisoners
- Further fixes to crashes after lengthy play sessions
- Further improvements to performance by making sure GPU runs at maximum performance instead of sometimes using power-saving mode

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Re: Distant Worlds 2
« Reply #19 on: March 25, 2022, 12:02:36 AM »
Distant Worlds 2 - Latest Update (1.0.2.4)
23 March 2022



This build will reset the game's settings. Unfortunately this is required while we continue troubleshooting issues that are preventing some players from being able to play Distant Worlds 2. We apologize for the inconvenience.

Latest Troubleshooting FAQ here:
https://steamcommunity.com/app/1531540/discussions/3/5561388294342230406/

IMPORTANT NOTE: There is now a new SessionLog.txt log file in the /data/logs sub-folder of the Distant Worlds 2 installation.

This is also where any crashdump logs are located. If you are experiencing an issue, please share both your SessionLog.txt and any Crashdump logs for us along with the issue report.

IMPORTANT NOTE: There is a new GameSettingsOverride.txt in the /data sub-folder of the Distant Worlds 2 installation.

The settings here may help some players experiencing a black screen on load issue. Details on this are in the Troubleshooting FAQ above.

IMPORTANT NOTE: If you are experiencing performance issues use the key combination Shift + tilde to enable an overlay on the top left which will confirm for us which GPU DW2 is using on your system as well as other performance parameters.

If you had a problem with your keybinds disappearing in 1.0.1.8 or 1.0.1.9, starting a new game in 1.0.2.0 or later should fix this, or also by applying settings in-game and resaving the game.


Changes in the 1.0.2.4 build:

CRASH FIXES
- fixed game hang that was causing saves and loads to fail
- fixed rare crash when applying nebula effects to ships
- fixed rare crash while initiating particle effects

PERFORMANCE IMPROVEMENTS
- altered asset streaming timeout to reduce video memory usage

FLEET AND SHIP FIXES
- now exclude ships that cannot jump when determining fleet jump speed (previously was blocking some missions)
- improved logic for fighters boarding their carriers when the carrier is preparing to jump. Normally when carrier is jumping they will wait for fighters to board, unless very distant. But when carrier is escaping then fighter boarding time is reduced and fighters may be left behind (destroyed)
- improved performance of exploration ship mission selection when in late-game and most systems explored
- fixed bug where ships were sometimes overcautious about travelling to locations with effects, e.g. black holes with ranged damage effects

OTHER FIXES
- reenabled maximum research queue limit of 15 projects


Changes in the 1.0.2.3 build:

CRASH FIXES
- added extra error-handling for DXGI_ERROR_DEVICE_REMOVED errors when display adapter resets
- added delay after applying changes to display settings or encountering DXGI_ERROR_DEVICE_REMOVED adapter reset error
- fixed profiling data not reenabling once disabled
- ensure Steam API updated each frame


Changes in the 1.0.2.2 build:

CRASH FIXES
- fixed some further DXGI_ERROR_DEVICE_REMOVED errors
- fixed crash when calculating population defend strength at a colony
- fixed crash in Abandoned Ship and Bases list when use sort 'Distance from Spaceport'
- fixed rare hang when ship attack mission gets stuck

RENDERING
- IMPORTANT CHANGE: Changed default back buffer format to use Standard Range rendering. This may help some who are experiencing black screens at startup, _but it will also reduce the quality of some visuals_. If you were not previously having problems with black screens or crashes then you can revert to High Dynamic Range rendering in the in-game Game Settings to restore the visuals to their previous quality.
- improved performance when long range scanner map overlay enabled

TROOPS
- changed meaning of colony automation setting 'Automate Infantry Recruitment and Garrison' to now include all troop types, i.e. 'Automate Troop Recruitment and Garrison'
- lowered attack troop recruitment levels, especially for large empires
- added automation icons to Selection Panel to indicate colony automation status for troop recruitment and resource stock levels

HIVE AND PLANET DESTROYER
- added diplomatic incident and reputation impact from using planet destroyer against colonies
- improved movement of planet destroyer ship to better avoid clipping planet surfaces
- capped maximum bonus levels for Hive ships when salvage debris or raid colonies and bases

OTHER
- improved calculation of optimal attack range against targets based on weapon ranges (ship/base attacks and bombarding colonies)
- reviewed policy setting for intelligence mission caution so that aligns with revised mission difficulties. Tooltip explains success chance per level
- empire systems no longer start inside nebulae
- fixed occasional faulty ETA display for transferring artifacts
- fixed population policy window not scrolling with mouse wheel when colony detail panel also open
- fixed blank or incorrect startup colony and base stock levels when colony stock level automation is manually controlled

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Re: Distant Worlds 2
« Reply #20 on: March 28, 2022, 11:46:44 PM »
Distant Worlds 2 - Latest Update (1.0.2.8)
28 March 2022



Latest Troubleshooting FAQ HERE: https://steamcommunity.com/app/1531540/discussions/3/5561388294342230406/?snr=2_groupannouncements_detail_

IMPORTANT NOTE: If you are still having any crash or launch issues with DW2, we recommend taking the following steps prior to playing with 1.0.2.6 to make sure corruption from previous crashes is not causing any ongoing issues:


1. Delete the gamesettings and gamestartsettings files in the /data/ sub-folder of your installation directory (In Steam right-click on the game in your library, then choose Properties -> Local Files -> Browse. On GOG you can find this through Manage Installation -> Show Folder).
2. Delete any old saved games in the /data/savedgames sub-folder of your installation directory.
3. Verify all installation files (in Steam right-click on the game in your library, then choose Properties -> Local Files -> Verify Integrity of Game Files. On GOG it is Manage Installation -> Verify/Repair).
4. If you still experience issues, please check in on the tech support sub-forum at Matrix Games or Steam and follow the reporting procedures there to share your log files with us.

IMPORTANT NOTE: There is now a new SessionLog.txt log file in the /data/logs sub-folder of the Distant Worlds 2 installation.


This is also where any crashdump logs are located. If you are experiencing an issue, please share both your SessionLog.txt and any Crashdump logs for us along with the issue report.

IMPORTANT NOTE: There is a new GameSettingsOverride.txt in the /data sub-folder of the Distant Worlds 2 installation.


The settings here may help some players experiencing a black screen on load issue. Details on this are in the Troubleshooting FAQ above.

IMPORTANT NOTE: If you are experiencing performance issues use the key combination Shift + tilde to enable an overlay on the top left which will confirm for us which GPU DW2 is using on your system as well as other performance parameters.

--------------------------------------------------------------------------------------------------------------

Changes in the 1.0.2.8 build:


CRASH FIXES
- fixed savegame corruption when save while expired messages are being purged (note that some past saves were corrupted and if these do not load in 1.0.2.8 they are unrecoverable)
- fixed hang on save due to fighters incorrectly taking their parent carriers 'Prepare and Attack' missions
- fixed rare crash when iterating fleet ships
- fixed rare crash when sending message to empire
- fixed rare crash when iterating empire messages
- fixed crash when clearing pursuers from target

RENDERING FIXES
- changed how vertex buffers are handled to reduce video memory usage and reduce crashes
- now more carefully check for missing buffers when rendering shield impact effects

FLEETS AND SHIPS
- now take more care to ensure nearby ships are added to fleets, thus better preserving fleet cohesion
- exclude ships with manually assigned attack missions when determine whether to break off attack against a target (target jumps outside engagement range or fuel range, etc)
- fleets and ships now better at retaining attack missions against targets that jump to another location, especially when target remains in same system
- fixed bug blocking direct attack fleet missions
- shortened wait time before attacking when fleets regroup at a waypoint (Prepare and Attack), i.e. fleets commence attack phase faster once reach waypoint

OTHER
- ensure freighters with short hyperdrive jump range are not selected for distant transport missions (should fix freighters with Skip Drives sometimes dumping cargo)
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Re: Distant Worlds 2
« Reply #21 on: March 29, 2022, 12:03:17 AM »
Distant Worlds 2 - State of the Game and Update Roadmap
As of March 28th, 2022 v1.0.2.8


By Erik Rutins

"Hello to everyone in the Distant Worlds 2 community,

First, Elliot and I would like to thank all of our customers for your patience and your support since Distant Worlds 2 was released. For those who have experienced serious issues, we apologize and especially appreciate your understanding as we work to resolve these.

(TLDR: We are prioritizing Critical Issues, Performance Issues and Gameplay issues in that order. We will be putting more time into testing beta updates before they go official to avoid introducing new save or other problems. We will be switching to a slower update schedule to make additional testing possible and to improve the stability of official updates going forward.)

It’s clear, in hindsight, that while we had over 300 testers and DW2 was in alpha and beta testing for a year, we did not have a large enough testing pool to catch all critical issues related to hardware configurations. It’s also clear that despite the best efforts of a lot of very good volunteer testers, we didn’t achieve the level of polish that many of you expected at release.

Since release, we have been working overtime to address those issues preventing gameplay for some customers, while also addressing other serious issues affecting a wider range of players. This has resulted in fourteen new updates in the two or so weeks since release. These updates have fixed many crashes, performance issues and gameplay issues for many players.
Unfortunately, not all the critical issues are resolved (though many have been) and the pace of the updates has also created some serious new issues from time to time, including some save file problems in 1.0.2.2 and 1.0.2.6 that should not have made it to a public release.

While the urgency of getting DW2 working for everyone has been driving us to investigate and iterate as quickly as possible, it’s clear that we can’t maintain the pace of an update every day or two and it’s also clear that in that rush we have not allowed time for enough testing between releases. This is going to change going forward as I’ll explain below.

Priority #1 - Issues Preventing Gameplay

Our first priority remains resolving critical issues preventing gameplay for some customers. The most common of these remain frequent crashes (especially in battle) or crashes on startup or black screens on startup. In addition, we have issues where some very high end GPUs are trying to run DW2 while remaining in some kind of power-saving mode, thus causing much worse than expected performance, or where dual GPU systems are trying to run DW2 on the integrated rather than dedicated GPU to some degree, causing slowdowns and crashes.

We are working on all of these and have brought in Matrix/Slitherine’s Technical Director to work together with Elliot on some of these issues, especially those which appear to be at a lower level than most of the game code.

The main challenge and delay in resolving these has been the great difficulty in reproducing them. We are proceeding in two main directions right now. :

First, we are re-engineering how DW2 creates and manages vertex buffers, which appear to be at the core of many of the issues, especially with AMD GPUs and their drivers. The first iteration of vertex buffer changes is in 1.0.2.8 and we hope this will help many customers.

Second, we are working to improve the low level GPU identification and selection code to make sure that on systems with dual GPUs DW2 is always running on the correct one and that very high end GPUs no longer try to take a nap while DW2 is running. We expect efforts in this area to reach the public within about a week after this roadmap is posted.

Priority #2 - Performance

Our second priority has been performance and while this remains a high priority, we have already made major performance improvements for many systems in the last two weeks and we hope that resolving the remaining low level GPU issues will resolve most of the remaining performance concerns, where systems are above our minimum specifications and playing a reasonable galaxy size and resolution for their hardware.

It’s important to note that we also have seen instances where customers are running maximum size 2000 star galaxies on minimum specification hardware, which will likely never result in good performance, but performance across the board has seen significant improvements and that will continue. We also plan in the future to add more guidance in galaxy setup as to which galaxy sizes are recommended for systems closer to the lower end of the hardware specification and which are suitable for systems at the higher end.

There are also some concerns on certain systems regarding performance in nebulas, with certain map overlays and with the research screen which will need additional work if the low level fixes do not resolve these on all systems. If needed, we will address these more specific performance concerns after the general performance issues are resolved.

Priority #3 - Gameplay

Our third priority has been addressing major gameplay concerns, such as some espionage balance issues, some diplomacy issues and most recently fleet and ship coordination issues. We will be continuing to fit these in as we can and we expect the immediate priorities in this area to be as follows:

1. Further fleet and ship behavior polish, especially relating to interactions with manual orders and fuel tankers. This should be coming in the first beta update this week and hopefully be finished in the next official update.

2. Improve quality of live for manual players with regard to multi-selection of ships and the available orders and automation settings

3. Additional guidance in the UI on the cost of low suitability colonization and support costs for existing and new colonies

4. Improve pathing issues related to nebula storms as well as home systems being generated within nebulas This should also improve pathfinding issues that could in rare cases result in ridiculous paths around the galaxy.

5. Improve auto-design at certain tech levels and ship hull levels for certain ships, especially small troop transports, colony ships and fuel tankers, to make sure they have the necessary ion defenses, speed and range for their missions.

6. Address rare issues with messaging that could cause rapidly repeating/looping messages especially relating to story events and threats like the Hive and Planet Destroyer. Also improve message handling, especially regarding attack notification messages in the late game.

7. Resolve issues relating to some cases where the wrong race is chosen suitability-wise for colonization or migration

8. Polish Espionage and Diplomacy further. Adjust the Espionage difficulties to the desired range and to investigate and fix reported issues with some higher end treaty types.

9. Investigate the reports of issues with either automated stock maintain levels or freighter and passenger ship construction for the Private Sector to ensure all is working as intended. Some progress on this may already have been made in the 1.0.2.8 update.

10. Adjust the corruption scaling to avoid the situation, especially at difficulty settings above Normal, where large colony income could decrease as the colony approached maximum population.

There are also other reported gameplay issues beyond these top 10 which we will also address as we go forward, this is by no means an exhaustive list, but there are our initial goals.

Finally, let me discuss the new update schedule. This week we are releasing 1.0.2.8 as an official update today. Going forward, we plan to release beta updates on Thursdays on Steam and GOG and official update on all stores on certain Tuesdays. That may shift to a once every two week schedule as the most critical issues are resolved. This will not slow down our development, but it will allow us more time to test each beta update and make sure that as much as humanly possible, we’re only taking steps forward and no more steps back.

For those customers still affected by critical issues after 1.0.2.8, we’re sorry we couldn’t get every critical issue resolved yet with our quick updates to date, but know that you remain our highest priority and we won’t stop until we make sure every system within our minimum specifications is able to play DW2 as it was intended.

Thank you again if you took the time to read all of this and for those who have been unhappy with how DW2 has worked on their systems, please check in at least at the end of each week going forward and try the newest update to let us know if things have improved for you.

Sincerely,

Erik Rutins and Elliot Gibbs"
Matrix Games and CodeForce

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Re: Distant Worlds 2
« Reply #22 on: April 05, 2022, 11:39:08 PM »
Distant Worlds 2 - Latest Update v.1.0.3.1
Tue, 5 April 2022



Hello everyone, a new update for Distant Worlds 2 went live, here is the changelog:

CRASH FIXES

- fixed crash when ship performs collision avoidance
- fixed crash when ship determines large items to avoid
- fixed crash when completing spy mission
- fixed crash when finding nearest refuelling point
- fixed rare crash during rendering
- fixed rare crash when generating tool tips
- fixed rare crash when investigating abandoned ships or bases
- fixed crash when drawing animated characters
- fixed crash when creature moves to new location
- fixed crash when evaluating threats
- fixed crash when rendering system badges
- fixed crash when ship destroyed
- fixed crash when assigning ship mission
- fixed crash when rendering ship and base symbols
- fixed crash when updating empire territory
- fixed crash when ship exits hyperjump
- fixed crash when rendering effects
- fixed crash when identifying refuelling points
- fixed crash when reviewing fleet escort ships
- fixed crash when ship is refuelling
- fixed crash when finding fastest construction yard
- fixed crash when determining blockaded locations
- fixed crash when artifact changes location
- fixed crash when notifying empire of attack
- fixed rare crash when add display effect
- fixed rare crash when rotating stars and planets
- fixed crash when moving weapon blast
- fixed crash when updating nebula storm clouds
- fixed crash when ship or base destroyed
- fixed crash when showing message
- fixed rare crash when ship fires weapons at attackers
- fixed crash when adding resource/tourism/migration flow data
- fixed rare crash when generating tool tips
- fixed crash when drawing nebula storm clouds
- fixed crash when ship or base destroyed
- fixed crash when directing fleet escorts
- fixed crash when updating nebula cloud rendering
- fixed crash when resolving trade offer description
- fixed crash when getting fleet jump speed
- fixed crash when processing ship
- fixed crash when processing location effects
- fixed crash when checking for active hyperdeny at a location
- fixed crash when generating task to queue construction of a base at a location
- fixed rare crash when evaluating collision avoidance factors
- fixed rare crash when assigning ship mission
- fixed rare crash when determining whether to accept treaty
- fixed rare crash when checking whether a fleet should retreat from a battle
- fixed crash when obtaining ruins and wonders at a location
- fixed crash when drawing research project summary
- fixed rare crash when ship or base fires weapons at attackers
- fixed rare crash when colony conquered by invasion
- fixed rare crash when selecting random resource
- fixed rare crash when determining diplomatic strategies with other empires
- changed how colony city night lights are handled to minimize video memory usage
- improved game update cycle to eliminate possible threading issues during game saves
- fixed crash when evaluating ship boarding status
- fixed rare crash when ship or base fires weapons
- fixed rare crash when finding nearest refuelling point
- fixed rare crash when colony wiped out
- now more careful with handling missing game settings files

PERFORMANCE IMPROVEMENTS


- improved rendering performance when in research screen

ADDITIONAL LOGGING

- added functionality to automatically send crash logs to dev team (prompts player to send in next game session)

OTHER CHANGES

- additional data fixes for certain small troop transport ship hulls and certain artifacts
- now display message to indicate when auto-saving the game
- fixed cluster galaxies sometimes generating star systems outside playable area
- data fixes to certain ship hull data typos for troop transports and some stations
- data fixes for various story event issues
- research project tree fixes for various fallback and prerequisite paths, mainly to fix the armor tree
- Defensive bases can now be research one Tech Level earlier on the Research Tree


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Re: Distant Worlds 2
« Reply #23 on: April 26, 2022, 09:39:13 PM »
Distant Worlds 2 - Latest Update (1.0.3.7)
Tue, 26 April 2022



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

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Re: Distant Worlds 2
« Reply #24 on: June 01, 2022, 12:09:41 AM »
Distant Worlds 2 - Major Update v. 1.0.4.8
Tue, 31 May 2022



We are glad to announce the new Major Update for Distant Worlds 2, this update will feature many gameplay fixes and improvements to Fleet and Ship Behavior (including Fuel Tankers and Starfighters), the Private Economy and Resource distribution, Intelligence MIssions, Colonization and Migration, Tourism, Character skills.  Also, some significant performance improvements, especially for the late game.

We hope you like it, enjoy and let us know what do you think about it.

Changes in 1.0.4.8:

This update includes many improvements in fleet coordination and fleet and ship behavior. Some of the issues addresses were due to bugs in the game, but others were due to confusion caused by unclear labeling or explanation on our part, which the below documentation and changes should resolve. Please read through the explanations below as well as the change list to fully understand how fleet and ship tactical settings are meant to function.

Fleet Engagement Range vs. Engagement Range


There is now Fleet Engagement Range (re-named) at the fleet level and Engagement Range at the ship level.
When a ship is in a fleet, the Fleet Engagement Range will override the ship's Engagement Range.  The ship will only use its own Engagement Range when it is not in a Fleet.
The Fleet Engagement Range determines at a strategic level what missions/targets the fleet is in range of taking on.  Previously, there was a gap at the system level where fleet and ship engagement ranges could conflict or override each other, which would result in the most restrictive of the two being used. That has been resolved. Now, if there is a target in the system and there is a fleet in the system with Fleet Engagement Range that would allow attacking within that system, the fleet will go attack that target as a fleet even if the individual ship settings would not allow individual ships to respond.

Manual Fleets and Military Attack Policies


It's important to note that a Manual fleet will not automatically respond outside of its own system. DW2 assumes that a Manual fleet is fully under manual orders for anything out of system. If you would like a fleet to automatically respond outside of its own system, it needs to be set to one of the Automatic fleet roles (for example, Attack or Defend) and its Fleet Engagement Range must allow it.
Also, if you have your Military Attacks Policy in the Military section of your policies set to Manual, then no fleets of any kind will respond or attack outside their own systems without being manually ordered to do so.
In order to have fleets fully responding outside their systems, you need to have:

1. Fleet Engagement Ranges set to allow it
2. Each Fleet needs to be set to one of the Automatic roles
3. The Military Attacks policy cannot be set to Manual

By default, all these things are true, but if you have changed these settings please be aware of their intended interactions and results.

Fleet Attack Stance


This was no longer performing any necessary function given the other settings and their capabilities. It was however adding confusion for players, so it was removed.

Fleet Retreat Strategy


There was an issue preventing this working as intended, which should now be resolved.  It should also be noted that this has a different function than the Retreat When setting at the ship level. It was therefore renamed to Fleet Retreat Strategy to avoid confusion.
Fleet Retreat Strategy affects when the entire fleet will consider changing orders to escape a location based on overall strength comparison at that location. Individual ships will still follow their Retreat When setting in terms of responding to damage caused to that ship.
Note that Manual fleets will not at this time retreat as a fleet unless ordered to do so by the player. This is working as intended, as we generally lean towards manual meaning that the player has full control and gets to decide when the fleet retreats. All automated fleets will respect the Fleet Retreat Strategy.

Position within Fleet


We realized that the previous UI terminology used "Role" in two different instances. Role now refers only to the general type of ship (i.e. Frigate, Destroyer, Cruiser).
The position of a ship in a fleet within the fleet formation is now more intuitively called "Position within Fleet" in the ship's tactical settings. The previous "Attack" has been renamed to "Core" to make it more clear that this position is in the center of the fleet, whereas "Close Escort" is the inner ring and "Picket" is the outer ring of the formation. In most cases, we recommend placing your point defense-oriented ships in the Picket or Close Escort positions and keeping your most valuable Capital ships and long-range standoff ships in the Core.

Ship Tactical Setting Apply Buttons


We recognized that the importance of the tactical settings at the ship level was not matched by the UI in terms of the ease of adjusting them post-construction. There are now three new buttons available for any ship in a fleet:

- Apply these tactical settings to all ships of this design in the fleet
- Apply these tactical settings to all ships of this role in the fleet
- Apply these tactical settings to all ships of this position in the fleet
- Apply these tactical settings to all ships in the fleet

This only affects the ship level tactical setting. You can see these by selecting a ship that is in a fleet and looking at its tactical settings.
We also plan to add the ability to mass apply tactical setting changes whenever multiple ships are selected through any method in the future.


PERFORMANCE IMPROVEMENTS

- improved general performance, especially in very large late-game galaxies
- fixed rare bug that was sometimes slowing general game performance
- improved performance when calculating construction yard wait times, especially for large games

FLEET AND SHIP BEHAVIOR

- fixed Prepare and Attack fleet missions to properly evaluate need to refuel
- fleets now more permissive when evaluating Prepare and Attack missions. If sufficient fleet ships in target system and can handle attack against target then less inclined to first refuel or gather. In other words, now more likely to attack targets in same system directly without first refuelling or gathering, even when some fleet ships are dispersed or need refuelling
- fleets now wait for all fighters to board carriers before hyperjumping
- when preparing to hyperjump, carriers now move more slowly while waiting for all fighters to board, thus making it easier for fighters to catch up with carrier
- fighters boarding carriers now move at maximum speed when returning to carrier from far away
- fixed fighters sometimes incorrectly boarding carriers and then immediately relaunching
- fleets now more careful to have enough available ships when auto-assigning attacks against targets
- fleets more careful about completing attack missions (e.g. raid) when all fleet ships have completed the mission type
- ensure disable action buttons when select fleet of another empire
- fixed some additional situations where fleets would not engage threats properly
- broadened Guard mission so that fleets/ships will engage threats at same location, even when threat is not currently attacking guard target
- fixed bug where fleet engagement range was sometimes not properly overriding ship engagement range
- ensure fleets properly use fleet engagement range when evaluating whether to attack targets (i.e. do not downgrade to use each ship's engagement range)
- manually assigning refuel/repair/retrofit missions to automated fleets no longer immediately changes their role to Manual. All other mission types remain the same and will automatically change their role to Manual if currently automated (Attack, Defend, Raid, Invade)
- fixed bug where fleets would sometimes not engage threats, even when within engagement range
- ensure that automated fleets do not get caught in attack/retreat loop
- fixed manually assigning Guard missions to fleets sometimes not being assigned to individual fleet ships
- when investigating dangerous locations fleets are now more careful to ensure have adequate strength to handle expected threats
- ship missions that require docking at a colony (e.g. load/unload troops, load/unload colonists, etc) now more flexible about ship position, does not necessarily need to move to new position if already close to planet. This change helps these mission types complete faster
- troops reserved for pickup by troop transport now immediately unreserved when transport destroyed (previously took a few seconds)

FLEET AND SHIP TACTICAL SETTINGS

- removed unused Fleet Stance tactical setting
- in Tactical Settings dialog, the orange warning highlight for Fleet Engagement Range when the Military Attack policy is manually-controlled (thus disabling auto fleet engagement) is now used even when selected fleet is automated
- updated Galactopedia topic for Tactical Settings to reflect updated ship and fleet tactical terminology and functionality
- added comprehensive tooltips explaining each item in the Tactical Settings screen
- ensure Tactical Settings dialog closes when select ship or fleet of another empire
- clarified wording of explanations for Fleet Engagement Range in Galactopedia and Tactical Dialog tooltips (manual fleets auto-engaging within current system)
- added tooltip to explain that Fleet Retreat tactical setting is not used by manually-controlled fleets
- added tooltip to Fleet Engagement Range to explain when this is used by fleets
- changed labeling for some fleet tactical settings for extra clarity
- ensure Tactical Settings dialog not displayed when open Ship Design screen
- to reduce confusion role in ship tactical settings has been replaced with position within fleet
- added extra 'Apply Settings' buttons to Tactical Settings dialog when displaying tactics for ship that is part of a fleet: allow applying settings to all fleet ships with same role, design, position in fleet.

FUEL TANKERS

- automated Fuel Tankers in a fleet are no longer set to manual control when you set their fleet to Manual or when manually assign a fleet mission. This allows Fuel Tankers to remain automated and auto-delivering fuel to the fleet ships while the rest of the fleet is under manual control. Note that you can still set fleet Fuel Tankers to manual control when individually selecting them
- ensure properly exclude fuel tankers when generating action button for fleet retrofit (fleet fuel tankers operate independently and retrofit on their own schedule)
- automated Fuel Tankers now retrofit and repair as needed even when assigned to a fleet
- additional tweaks to Fuel Tanker evaluation of when to refuel various ship roles, e.g. exploration ships now not refueled until lower fuel level, thus spending less time waiting for fuel tankers
- Fuel Tankers now periodically check whether target ship still needs refueling, cancelling mission if needed
- Fuel Tankers no longer refuel other Fuel Tankers unless they are completely out of fuel (including no fuel in cargo)
- Fuel Tankers more careful to avoid locations that have damaging storm effects that they cannot handle
- Fuel Tankers now more careful to avoid attempting to refuel ships that will soon enter hyperspace, instead prefer idle ships or ships that have already reached mission destination
- Fuel Tankers now more careful to avoid traveling to hostile locations when attempting to join up with fleet. Will instead move to nearby location free of threats
- ensure Fuel Tankers can refuel ships even when in deep space far from any normal location

COLONIZATION, MIGRATION AND TOURISM

- improved selection of queued colonization targets by existing colony ships that already have population loaded. Will now also unload population if necessary so that can load more suitable population from existing colonies
- added new mission type to unload passengers for colony ships with colonists onboard. Access by selecting colony ship and right-clicking on one of your empire's colonies for pop-up mission list
- altered auto-assigned migration missions to prefer higher suitability destination colonies
- now exclude Colony Ships as available to colonize new colony while loading colonists (assign mission button in New Colonies list)
- when colonization range limits are enforced (game startup settings) now use straight-line distance to evaluate whether potential colony is in range of existing colonies (instead of path time, which caused issues when potential colonies were in nebulae)
- fixed bug where colony ships would sometimes load wrong race as colonists
- further improved race selection for new colonies, even for independent colonies, i.e. attempt to use most suitable race
- further improved automated selection of colonizing race for Colony Ships based on queued and non-queued colonization targets (i.e. attempt to select most suitable race for new colonies). This applies even when you have custom population policies at your colonies that would otherwise prioritize other races for pickup (e.g. Resettle)
- now prevent unloading colonists at colonies that cannot accept them due to either blocking population policy (e.g. Do Not Accept) or colony already being at maximum population
- disabled ships (cannot move) no longer count as threats and thus do not show up on threats list or block colonization or construction at the location
- tourism missions now properly ignore colony population policy settings (tourism to destinations with policy of Do Not Accept, etc)
- ensure tourism destinations are selected more evenly by passenger ships (resort bases + scenic colonies)

ECONOMY, COLONIES, RESOURCES AND CONSTRUCTION

- colony corruption and support costs now scale similarly to colony revenue beyond 50% maximum population. This means that net colony revenue no longer decreases as population increases, though it will increase much more slowly.
- reduced luxury resource consumption rate at colonies by 33% to improve resource logistics across a variety of galaxy map settings and resource prevalences
- reduced default stock level for fuel storage at mining stations
- ensured spaceports not at colonies have more storage space and higher stock levels for fuel and construction resources
- freighters transporting resources to locations now allow some over-delivery of amounts beyond cargo capacity for each resource. This especially improves efficiency for locations that are space-constrained and thus have stock levels the same as the cargo capacity (e.g. mining stations, research stations)
- ensure resource ordering for colonies and bases requests excess amount above stock levels to reduce frequency of reordering and thus reduce freighter demand
- fixed bug where destinations were sometimes failing to receive resources via freighter
- added warnings to New Colonies list and Selection Panel indicating when a planet has low suitability for colonization and the economic consequences
- new resources are now properly discovered and used when you acquire a ship or base with the previously unknown resource in its cargo (e.g. abandoned base, story event, etc)
- fixed bases built at independent colonies (e.g. research stations) incorrectly using cargo, stock levels and cargo capacities of parent colony (should only do so when parent colony is own empire)
- ensured Resources and Stock Levels dialog does not incorrectly indicate that some resource amounts on hand are below the stock level
- Resources and Stock Levels dialog now includes explanatory note about foreign sources in tooltip for Mined and Known Locations
- colonies now always attempt to stock super luxury resources when available (Korabbian Spice, Loros Fruit, Zentabia Fluid), even when they can meet their target development level through other, more accessible luxury resources
- ensure automated construction does not build too many ships at once (minimize big swings in cash on hand, etc)

EMPIRE BONUSES

- all maintenance savings bonuses now applied by dividing by (1 + bonus amount) instead of multiplying by bonus amount (ship maintenance, troop maintenance, planetary facility maintenance). This means that maintenance savings can never be greater than full maintenance costs (no negative maintenance)
- fixed some bonus types being applied incorrectly (TroopRecoveryRate, ShipEnergyUsage)
- ensure that empire-wide bonuses from research are properly integrated into overall empire bonuses (e.g. Troop Maintenance Savings from Improved Logistics project, etc)

CHARACTER SKILLS AND DIMINISHING RETURNS

- character skills at a location are now applied with diminishing values. Thus the best character for a skill applies 100% of their skill level, but all subsequent characters only apply a steadily diminishing proportion of their skill for that area (thus 100%, 50%, 25%, etc). This means that is is often better to spread characters across multiple locations instead of concentrating them at a single location, e.g. admirals and generals in multiple fleets, scientists in multiple research stations, etc.
- updated Galactopedia topic Characters to explain diminishing character skills for a location
- slowed growth of character skill levels

INTELLIGENCE MISSIONS

- decreased success chance for intelligence missions. Diminishing value begins at 75% instead of previous 90%. Thus spies must have much higher skill levels to reach high success chance

SHIP DESIGN IMPROVEMENTS

- tweaked default design templates for colony ships and troop transports to maximize chance of sufficient reactor energy output to power hyperdrives at full speed and thus extend travel range
- further improved auto-design for troop transports to maximize fuel range by ensuring hyperdrives have full reactor energy supply
- fixed faulty weapon damage graph for tractor beams in Ship Design screen

EXPLORATION

- fixed exploration ships sometimes pausing exploration of home system when have not yet found fuel source
- fixed black hole vortex range so that exploration ships can properly complete mission

OTHER CHANGES

- suppress incorrect initial mouse-up when enter research screen from main view header (would sometimes incorrectly queue the hovered research project)
- fixed text display bug for colony events reported as Galaxy News (Patriotic Wave, Predictive History, etc)
- limit maximum number of items displayed in Summary View (bottom-middle of screen) at galaxy level (colonies, spaceports, fleets) to ensure that on lower resolution displays this does not become overwhelming in the late game
- altered Ghost Fleet Base story event to always be generated at location with fuel source
- ensure raid countdown processed for bases

ART BUNDLE CHANGES

- fixed various issues in the art bundles with incorrect texture sizes as well as uncompressed or unstreamed texture settings
- substantially reduced texture memory usage for creatures, nebulae and effects
 
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Re: Distant Worlds 2
« Reply #25 on: June 29, 2022, 09:28:06 PM »
Distant Worlds 2 - Update v1.0.4.9
Tue, June 28, 2022



Hello everyone,

here's the changelog of the latest update:

FLEETS, SHIPS AND FIGHTERS
• Fixed bug that was sometimes blocking some fleet missions when Military Attack automation was manually controlled
• Prevent fleet ships from escorting their Core ships while they are still exiting construction/repair hangar
• 'Join ships to fleet' button now properly filters out any non-military selected ships when adding them to the fleet
• Fixed fighters sometimes using wrong weapons attack range (too low)
• Ensure fighters retain capture mission, assisting carriers to lower shields and capture target

CHARACTERS AND INTELLIGENCE MISSIONS
• Ensure character bonuses at location (colony, ship, fleet, base) only apply to characters from own empire (e.g. not foreign ambassadors)
• Altered intelligence mission difficulty thresholds so that spies more willing to attempt riskier missions. See updated tooltip for Mission Difficulty Caution in Intelligence Missions section of Empire Policy screen for new levels
• Ensure specified percentage of spies properly used for counter-intelligence (Counter Intelligence Ratio in Empire Policy)

SPACE CREATURES
• Ensure creatures do not get too far from horizontal plane (vertical offset)
• Ensure creatures do not go too close to stars, thus being difficult to attack

OTHER
• Research summary in header now shows when a project is being crash researched
• Extended research hover summary in header to also show queued research projects
• Fixed minor text display bugs in some game events
• Fixed Prime Research Station story event sending repeated messages when Suppress Messages turned on in game settings

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Re: Distant Worlds 2
« Reply #26 on: November 06, 2022, 06:14:18 PM »
Distant Worlds 2 - Update v. 1.0.6.4
Tue, August 23, 2022



This major official update includes an engine upgrade, a new Vulkan rendering mode and many, many bug fixes, performance, UI, AI and gameplay improvements. Please read through the changes below to see how to get the best results from DW2 on your system.


VERY IMPORTANT NOTE (New Engine and .NET 6.0):


The Core game engine has been upgraded to use the latest version of Stride. (4.1.0.1)

Due to this, .NET 6.0 is now required to run the game (it previously required .NET 4.0). Steam should start to install it automatically. If your Steam client does not start the install, please Exit Steam and try again. This should hopefully refresh the client and force it to do so.

- If the prompt with .NET 6.0.5 doesn't start/appear. Please download dotnet from the link below. Then restart your PC before launching DW2.

Dotnet Download: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.5-windows-x64-installer

IMPORTANT NOTE (Vulkan/DXVK Support):


If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add /use-dx11 as a command-line argument to DistantWorlds2.exe)

Changes in 1.0.6.4 (August 12th, 2022):


ENGINE UPGRADE
- Upgraded engine to Stride 4.1.0.1, which requires .NET 6.0. Please see the important notes above.

RENDERING AND GAME SETTINGS
- added Vulkan/DXVK rendering option in game settings
- integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe
- persisted some previously unsaved game settings (Control Center List item size, rendering option toggles)
- Auto-detect and warn when PC is missing a vendor-specific display driver (i.e. when only Available adapter is 'Microsoft Basic Render Driver')

PERFORMANCE IMPROVEMENTS
- minor performance improvements in some areas
- avoid precaching some models and textures when have low video memory
- added some extra game settings to allow disabling some rendering effects
- extended multi-threading to better utilize CPU cores and provide better performance
- improved texture memory management to improve performance and further minimize crashes
- enabled early exit from many multi-threaded tasks to provide more responsiveness in very large games when exiting to main menu or initiating load or save
- improved performance when calculating construction yard wait times for incoming ships, thus improving responsiveness in very large games
- Improved rendering performance by implementing shader instancing when drawing galaxy map highlights (list items) and empire territory circles/lines. These improvements are especially evident in large games when zoomed out to the galaxy level
- improved performance when opening very large lists in Control Center (e.g. civilian ships)

CRASH AND BUG FIXES
- fixed various crashes relating to Stride rendering
- fixed rare crash when resolving ship mission commands
- fixed rare crash when calculating ship collision avoidance factors
- fixed bug where location effects could sometimes linger for ships, disrupting subsequent movement
- fixed crash when determining threat level for enemy ship
- fixed crash when checking whether research project prerequisites have been researched
- fixed rare crash when escorting target
- fixed rare crash when calculating ship strength including fighters
- fixed rare crash when drawing diplomatic relation details
- fixed crash when click on non-item area of Resource Flow selection list
- fixed rare crash when executing some game events
- fixed crash when signalling docking completion for a ship
- fixed rare crash when use planet destroyer
- fixed crash when ship evaluates nearby threats
- fixed issue where some older savegames could not be loaded
- improved locking to reduce contention and fix crashes
- fixed crash when checking ships within range at a location
- fixed crash when finding shortest docking wait queue at a location
- fixed rare crash when calculating jump path between systems
- fixed crash when reviewing system visibility after ship exits hyperjump
- fixed crash when drawing location badges
- fixed rare crash when creating new colony
- fixed crash when ship reviews its fleet escort
- fixed crash when recording ship revert mission
- fixed crash when checking for abandoned ships at location
- fixed crash when fleet considers whether to retreat
- fixed crash when updating system summary data
- fixed rare crash when loading ship designs
- fixed crash when calculating construction yard wait times
- fixed crash when calculating stock levels
- fixed crash when removing list items
- fixed crash when merging temporary locations
- fixed crash when resolving character location description
- fixed crash when generating message log user interface
- fixed crash when ship evaluates nearby threats
- fixed rare crash when showing research screen
- fixed rare crash while ship is determining system jump path
- fixed a number of multi-threading-related crashes
- fixed rare crash when processing ship movement and energy consumption
- fixed crash when ship identifies nearby threats
- improved context-locking for rendering to further reduce DXGI_ERROR_DEVICE_REMOVED errors
- enabled capture of DirectX Debug information when switched on
- improved error reporting with more detail
- fixed rare crash when a ship refuels

UI IMPROVEMENTS
- added text formatting to various messages
- fixed some minor display issues with text layout
- added further tooltips to Design List screen explaining Retrofit and Status columns
- ensure that accepting a request to help another empire battle the Hive threat also ends any war between you
- fixed sorting in Defensive Bases list for Name and Distance From Spaceport
- added more detailed inline text formatting for markup language
- extended text formatting to messages
- updated Design List screen to more clearly indicate toggling for some items (underlines for Role Design, Auto Retrofit, Is Active columns)
- added extra filter in New Mining Locations list: 'All Resources - No Asteroids'
- improved selectability of fleets and other items at galaxy level
- added popup selection when click multiple items at same point
- selection popup list is ordered by type, with fleets, stars and spaceports first
- ensure player empire territory marked green (friendly) in Diplomacy map overlay
- now include Autosaves for Continue Game button, i.e. if an autosave is the most recent savegame then that game will be resumed
- better selection of default user interface size based on screen resolution (i.e. larger default size for larger screens)
- fixed bug where ships sometimes could not be selected at system level
- fixed Mining Locations list sometimes showing wrong items when filtering by a specific resource
- properly filter out unknown resources in Colonies list
- Adjusted some galaxy map overlays so that properly fade out as zoom in (long range scanners, diplomacy, exploration)
- Adjusted general opacity for some map overlays (long range scanners, diplomacy, exploration)
- added Continue Game button to main menu (load most recent savegame)

FLEET, SHIP AND STARFIGHTER BEHAVIOR
- fixed ships sometimes incorrectly reassigning mission when get too close to planets
- reduced collision avoidance contention when ships are docking at base, thus improving throughput
- further extended logic for ships to avoid exiting hyperjump when mission changes: will now remain in hyperjump when change - mission to move to coordinates (at same location), even though do not have specific target
- fixed fleet ships sometimes getting stuck in deep space unable to jump
- fixed damaged fleet ships that cannot jump to repair location causing repeated fleet repair missions
- improved fleet target selection so that do not upgrade attack against enemy ship to attack against entire fleet unless lead ship of enemy fleet is visible, thus better assessing whether need to refuel or gather before attack
- now ensure ships always get properly refueled by fuel tanker, even when very close to planet
- fighters now better at continuing to escort carriers when supporting ongoing Raid, Capture or Bombard missions (fighters no longer stop idle in space)
- fixed bug where fleets were sometimes calculating fuel range incorrectly and thus taking on missions that were too distant
- fighters now never allow collision avoidance to prevent them from boarding their carrier, thus avoiding holding up the carrier's jump, etc
- ships now remain in hyperjump when assign new mission if target is at same location as previous mission, e.g. thus have all fleet ships continue their jump to threat investigation location after first ship exits jump and upgrades mission to attack threat (no need to exit jump and then restart new jump)
- added new ship mission type: Explore Location - explores all items at a location, useful for manually exploring asteroid fields. Select exploration ship and right-click on an item for popup menu with this mission
- fleets no longer incorrectly refuel when assign prepare and attack mission against target outside a star system
- default designs for medium and large freighters now have more fuel tanks to give greater range than small freighters
- fixed bug where some ship/base retrofits were not completing properly, i.e. some new components were not being added
- improved willingness of construction ships without hyperdrives to build new bases at own location
- carriers no longer launch fighters when exit jumps at transit locations on way to final attack target, thus speeding up transit jumps (only launch fighters when real threats or arrive at final attack target location)
- creating new fleet from multiple selected ships now also properly updates action buttons under Selection Panel to match new fleet

TROOPS AND TROOP TRANSPORTS
- fixed some non-playable race troop sizes (were zero, thus very fast recruitment, etc)
- ensure troop recruitment costs always paid, even when manually recruited
- troops named with proper numeric prefix that relates to number of troop units in empire
- Infantry defense strengths increased
- fixed automated non-fleet troop transports sometimes getting into endless loop of load/unload troops at a colony
- troops at colonies now more likely to be ungarrisoned when not needed to meet defensive requirements or rebellion supression (e.g. shortly after conquest), thus freeing them up for reloading on troop transports
- more careful auto-loading and unloading of troops for automated troop transports that are not part of a fleet. Avoid getting in endless loop of loading/unloading troops

DIPLOMACY
- empires now properly decide whether to honor Defense Treaties, will consider whether to declare war on aggressors against their allies. Declining to honor treaty negatively impacts relations and reputation, whereas honoring the treaty (declaring war on aggressor) improves relations and reputation. When war diplomacy is not automated, player will be prompted with modal message window where they must choose whether to honor treaty or not
- value of offer to end war with 3rd party in diplomacy trade deal screen now valued much lower. Other empire also has to be interested in an end to your war with 3rd party, i.e. they are friends with 3rd party and concerned about the war
- Non Aggression treaties no longer offered when diplomatic strategy for a faction is set to Conquer
- altered acceptance levels for diplomatic trade deals with other empires: angry empires require much higher value offered, friendly empires no longer offer very favourable deals
- increased negative diplomatic incident amount from invading colonies, whether the colony is independent or owned by another faction. Negative incident amount now also scales with colony size, i.e. larger colonies generate stronger incident. However when at war with faction then incident is much lower, as is negative reputation impact
- increased negative diplomatic incident amount from colony bombardment. Note that this is not just a constant value, but rather is tied to actual amount of population loss
- fixed bug where special locations could be traded repeatedly in Diplomacy trade screen
- fixed bug where could not refuel ships at pirate bases when have Military Refuelling agreement
- ending a War or signing a Non Aggression treaty now clears any dangerous locations for other empire, thus preventing automated fleets from unnecessarily investigating locations that are no longer a threat

SHIP DESIGN
- ensure Upgrade Design button properly accounts for components that have matching category but not the necessary capabilities, e.g. Star Marine Barracks that are crew quarters category but are used differently

COLONIZATION AND SUITABILITY
- ensure some story planets have proper quality levels to eventually become colonized by specified race
- fixed automated colonization sometimes colonizing targets slightly below suitability threshold in empire policy
- improved loading colonists for new colony targets so that load most suitable race even when is not dominant race at load colony
- tweaked independent colony suitability for some races so that always have suitability of at least +20 (economically viable)
- colony ships now less likely to retrofit and more likely to colonize any targets within range before refuelling (i.e. do not refuel if already have colonization target within range)
- improved willingness of automated Colony Ships to colonize queued colonization targets that are independent colonies but are unsuitable for empire races (does not matter because bulk of population is pre-existing well-suited native race)
- fixed bug where too many colony ships were sometimes being built
- fixed bug where colony ships could sometimes load the wrong race of colonists for queued colonization targets
- when Colonization Automation is manual, automated colony ships no longer load colonists except for queued colonization targets


CHARACTERS
- better handling of imprisoned characters when reconquer colony (ensure properly removed from prisoners of previous empire)
- properly exclude imprisoned characters when determining defensive bonuses at colony (as shown in Troop Report screen)
- added extra tooltip descriptions for character traits Corrupt (Scientist) and Double Agent

MANUAL PLAY IMPROVEMENTS
- added action buttons for multi-selected ships: scrap and retire selected ships
- added new right-click mission for multi-selected ships: capture (when ships have capability)

AI IMPROVEMENTS
- now properly handle situation when empire was planning to build expensive planetary facility at a colony, but lost colony while saving up construction funds

GENERAL BUG FIXES
- now properly exclude ShipHulls_Art.xml file when not in art mode
- fixed occasional error messages relating to regional settings on non-English PCs
- fixed incorrect URL for .Net 6.0 installation

SOUND EFFECTS
- limit number of simultaneous sound effects of same type to avoid very high effect volume, especially when first zooming into a location
- further reduced simultaneous sound effects that can sometimes create loud bursts of sound
- added Assault Pod sound effect
- added shield strike and construction sound effects
- fixed weapon firing sound effects not playing unless weapon also had accompanying particle effect

MODDING IMPROVEMENTS
- added new Game Event features for story team
- now allow loading multiple XML data files per type to better support modding
- enabled IsPlayable flag in Races.xml file to better support modding. Note that races list in Start New Game screen does not scroll horizontally, so can currently only add 3-4 more races before disappear off right side of screen, but will add scroll support in future
- added better support for custom mod-loading through command-line arguments
- added extra checks with multi-file loading for mods, giving better feedback on data errors
- implemented better approach for resetting static base data (loaded from XML files) when start a new game in same session (no longer reload from files), thus better supporting modding

OTHER
- remove HighDPI aware registry flag for current user (no need for this as DW2 now handles this itself)
- ensure correct infantry image always used in research screen for troop research projects
- fixed scuttle button sometimes not working for single ships or bases
- fixed story events sometimes being generated in the wrong location (e.g. ancient debris fields at homeworld)
- fixed minor text formatting issues
- ensure creatures move away from stars if too close
- improved error reporting
- improved profiling to enable frame capture using RenderDoc
- improved error reporting in some situations
- properly clear room background when speak with independent colony for non-playable race
- capped maximum number of user-defined starting empires in Start New Game screen to 20
- fixed a typo regarding the Technocracy government
- Military Academy facilities are now 1 per Empire as originally intended
- refresh 'Continue Game' button tooltip with latest savegame when exit to main menu
- properly refresh empire territory path lines after load game
- fixed shift key sometimes not working when editing text
- reduced volume for construction sound effects
- fixed empires using independent flags
- fixed reputation increase from destroying pirate ships and bases
- fixed minor typo in game start text when have single additional colony
- corrected Kiadian typo in diplomatic research projects
- ensured proper game icon is shown in taskbar
- Added extra error reporting for some rendering-related crashes

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Re: Distant Worlds 2
« Reply #27 on: November 07, 2022, 01:09:05 AM »
Distant Worlds 2 - Update v1.0.8.3
Wed, November 2



“Pathfinder”


1.0.8.3 Official Update

This massive update takes a series of steps towards completing our current roadmap to both fix reported issues with Distant Worlds 2 but also to improve a variety of gameplay areas as part of ongoing post-release support.

Based on community feedback, over the course of two months of development for this update, we have significantly improved and in some areas redesigned Research, Diplomacy and Reputation, Subjugation and Wars, Colonization and Migration, Performance and Memory Management, User Interface, AI and Ship and Fleet Behavior.

Thanks to the generous work of composer / sound designer Jeff Dodson of rainfall.tv, we have also added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc. Jeff's trailer sound design work is heard in small projects like “Star Wars” and should help spice up combat among other things.

Finally, we’ve doubled the available empire flags and colors and added guidance on the main galaxy setup for which galaxy sizes are best suited to your computer hardware. We strongly recommend starting a new game with 1.0.8.3 in order to benefit from all the changes and improvements it has to offer compared to the last official update. We wish your empire success as you travel to Distant Worlds!

-----

PLEASE NOTE: .Net 6 is now required to run the game. Steam should start to install it automatically. If your Steam client does not start the install, please Exit Steam and try again. This should hopefully refresh the client and force it to do so.

If the prompt with .Net 6.0.5 doesn't appear, please download .Net from the link below. Then restart your PC:

.Net 6.0
DotNet Download: https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.5-windows-x64-installer

IMPORTANT NOTE: If you still experience crashes, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK should also be used together with SDR (rather than HDR) for best results. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note there is a command line option to switch back to DirectX 11. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe

Detailed Changes in 1.0.8.3 (November 1st, 2022):


CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed rare crash when determining jump path time to destination star system
- fixed rare crash when determining docking bay parking spot
- fixed rare crash when calculating docking position offset
- fixed rare crash when inserting ship into docking wait queue
- fixed crash that sometimes occurred when declaring war
- fixed crash when drawing ship weapon summary
- fixed crash when ship assigns exploration mission
- fixed crash when rendering background room for character
- fixed rare crash when drawing ship health summary
- fixed rare crash when unloading troops at colony
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens

START NEW GAME SCREEN
- in Start New Game screen added warning borders and tooltips to indicate when the largest galaxy sizes may cause performance issues on some systems, especially if played into the late game or without victory conditions.
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)

PERFORMANCE AND MEMORY MANAGEMENT
- significant performance improvements, especially for large late-game galaxies
- improved general memory management
- improved memory management when rendering character animations
- galaxy-level star drawing and some other rendering now uses instancing, improving rendering performance
- further improved rendering performance in Control Center lists, especially in large late-games

SOUND DESIGN
- Thanks to generous work by Jeff Dodson of rainfall.tv, we have added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc. Jeff's trailer sound design work is heard in small projects like “Star Wars” and should help spice up combat among other things.

DIPLOMACY AND REPUTATION
This area has had a comprehensive overhaul, both to fix reported issues but also to rebalance reputation and relationship modifiers (including the penalties for being stronger than your neighbors), how reputation interacts with relationship and colony happiness and how much reputation affects how empires see each other and how your people see their own empire.

We’ve also added the missing Subjugated Vassal relationship and expanded the role and feedback related to Ambassadors, which are needed for the more advanced treaty types and also improve the rate of improvement for positive long-term relations and accelerate the decay of negative relations when assigned to an empire.

Finally, a lot of work went into fixing issues related to how wars end and how willing the AI was to negotiate the ends of wars correctly. All of this should make Diplomacy more rewarding as a playstyle, but also significantly decrease problems related to diplomacy and reputation for more warlike factions.

Subjugated Vassals:
- empires that are losing war now much more likely to be willing to end the war, and even to become your subjugated vassal when losing badly
- added Subjugated Vassal diplomatic relation type (see Galactopedia for details: Game Concepts > Diplomacy - Treaty Types)
- clarified description of treaty trade item for Subjugated Vassal in Diplomacy Trade screen ('Offer to become Subjugated Vassal')
- tooltips on Peace and Subjugation trade items in diplomacy trade screen now include indication of value of extra incentive required when other faction wants additional inducement to end war
- ensure vassal tribute income properly shown in Projected column of Annual Income section in Economy screen

Diplomatic Strategy:
- high-level diplomatic strategy now pays more attention to overall situation for faction, not just one-on-one relations. Thus more likely to seek out allies against threatening neighbors, even when would not normally otherwise ally with faction.
- diplomatic strategy now also affects empire evaluation of neighboring strength. Concern about strength will be greater if their diplomatic strategy towards you is a negative one.
- preserve existing diplomatic treaty when matches current strategy for faction, even when evaluation drops below typical level for the treaty (e.g. advisor suggestions)
- now force immediate update of each faction's diplomatic strategy whenever conclude trade, change treaty, etc in diplomatic conversation screen

Pirate Wars:
- fixed bug where wars would start with pirate factions when they raid your colonies
- ensure capturing pirate base eliminates pirate faction (not just when destroy pirate base)

Diplomatic Reputation:
- capped maximum and minimum reputation levels
- adjusted soft cap to impact of reputation in diplomacy
- high reputation now also reduces envy factor from other empires ('We are envious of your huge strength and power')
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- reputation factors on average now decay much more slowly, especially if your reputation is strongly positive or negative
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- you can now gain positive reputation from additional actions such as releasing prisoners, signing new treaties, researching diplomacy techs, destroying hive ships and planet destroyers
- rebalanced all reputation impacts and decay rates
- no negative reputation impact from espionage against pirates
- diplomacy trend values update faster than previously. Reputation trend values update much faster than previously. This means that as your relationship or reputation change, it will take less time for other empires to notice and reflect that change in their relationship with you.
- honoring defense treaty by declaring war on aggressor no longer incurs war justification penalty or war grace period penalty ('too soon since last war')
- fixed bug when modifying empire reputation near minimum or maximum limits
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- reduced overall impact of very good or very poor reputation on colony happiness
- once empire reputation goes over +10 or below -10 then has diminished impact on colony happiness

Diplomatic Relationships:
- updated values for long-term diplomacy effects for some treaty types to better balance diplomatic progress
- capped display of diplomacy trend values so that do not show misleadingly high or low values even when have fast-moving trend (trend magnitude never larger than target value)
- ensure clear some positive diplomacy values with other faction when they bombard, invade or destroy one of your colonies
- lowered soft cap for some diplomacy factors: relationship and beneficial treaties with friends and enemies
- fixed buggy display of diplomatic relation incident trend values when transition from positive to negative or vice versa
- ensure cancel treaties with other faction when they bombard, invade or destroy one of your colonies
- adjusted soft cap for some diplomatic factors: relationship with friends, relationship with enemies

Ambassadors:
- some high-level treaty types now require an ambassador to be assigned to the foreign capital before they will be accepted
- ambassadors now properly apply diplomacy bonus to modify evaluation of your empire by assigned faction (when at faction capital)
- the diplomacy screen now correctly shows the consolidated effect of any assigned ambassadors and your leader on a given faction

Trade and Negotiation:
- diplomacy trade panel adds new functionality to move view to trade items that are visible to your faction. Click 'eye' icon at right side of trade item
- bases available for trade in diplomacy trade screen now show as 'Unknown Base' when not visible to player
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.

Diplomatic Techs and Assimilation:
- colony population assimilation rates for specific races now improved by researching diplomacy projects in tech tree at rate of 10% per improved relationship point

Treaty Fixes:
- ensure Intelligence Sharing treaty now properly shares results of espionage missions with partners
- ensure Research treaty properly gives bonuses to each factions research speed

War Resolution:
- lowered threshold from war losses where an empire will consider ending a war (more likely to end war when losing badly)
- empires now more willing to offer incentives to end unwanted wars
- unhappiness from war weariness now applied to colonies with race and govt mitigation factors (mainly based on war weariness reduction), so that aggressive factions now have less unhappiness from war weariness and thus less negative impact from wars
- empires now more likely to honor minimum interval between wars with same faction
- vassal empires now include minimum interval between wars with same faction when considering whether to rebel against parent empire
- fixed bug where diplomatic incidents were being applied to wrong empire when declare war while still have Defense or Non-Aggression treaty
- fixed bug where offers to end war sometimes cannot be accepted

RESEARCH:
This is another area which benefited from a significant amount of development attention. Based on community feedback, we found that Random research in particular was not working as intended.

The intention was always that when choosing Random research, some techs or sub-trees could be missing from the research tree. This does not mean that they are absent from the game, but that they would need to be enabled through trade, espionage, exploration, salvage or conquest rather than just through research. We also found that some random paths were being incorrectly generated and thus required too many pre-requisites for some projects or made others available that should not have been. With this update, Random research issues should be resolved.

We also fixed a variety of other issues and began improving the research AI. More work in this area will come in the next series of updates.

- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed bug where research projects with fallback paths were sometimes not appearing on tech tree when should have
- now exclude race-specific tech from non-playable races when stealing or trading tech, or acquiring through other means (e.g. colony conquest)
- tweaked which research projects an empire can acquire through colony conquest
- tweaked which research projects are available for trade and stealing (spy missions): spies can now perform repeated steal tech missions for same project even when visible to their empire
- set default maximum concurrent research projects to 1 in empire policy
- fixed some research projects remaining invisible after steal tech spy mission or acquire through other non-standard means
- fixed bug where minimum path count for some research project prerequisites were defaulting to one, which was incorrectly reducing the number of prerequisites that needs to first be researched
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed some research projects not generating with all required prerequisite paths
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them
- now allow AI to initiate research projects even when uses reserved spending (colony ships, wonders) when there are no projects in the queue and the project initiation cost is relatively low
- slightly reduced AI research priority for diplomacy techs
- slightly reduced AI research priority for some planetary facilities, especially research facilities

MIGRATION, COLONIZATION AND COLONY POPULATION POLICY
- ensure migrating populations honor colonization minimum suitability level from empire policy, i.e. race does not migrate to a colony unless suitability is +20 or better (default level)
- automated colony ship construction now considers preferred colonization race (suitability) and location of colonization target when determining where to build new colony ship (first choice is closest colony to target with preferred colonization race)
- added further improvements when selecting construction locations for automated colony ships, especially when handling multiple simultaneous manually-queued colonization targets
- fixed bug where colony ships could sometimes continually load and unload colonists but never colonize a target, especially when have many queued colonization targets and many colony ships
- reduced colonies constantly rebelling when using enslave or exterminate policy. However note that using these policies will increase unrest of affected races at your colonies, likely eventually leading to rebellion
- fixed issue where constantly rebelling colony with population set to exterminate would push population above 30 million, thus never completing extermination
- ensure colony is removed when all of its population is exterminated (population policy)

FLEETS AND SHIPS
- tweaked default fleet templates: larger Attack and Invade fleets
- ships added to fleets via topup now check whether have enough fuel to reach fleet, if not then first refuel at nearby location before proceeding to form-up with fleet
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet
- when a ship changes fleets it now auto-cancels any escort missions for old fleet (escorting fleet capital ships)
- ensure ships that get stuck inside stars/planets/etc can always properly extricate themselves without other factors overriding that behavior
- automated construction ships now more willing to repair abandoned ships and bases when no other bases to build
- Capture ship missions now assigned and retained even when no assault pods currently available (cool down timer)
- now indicate unavailable assault pod status in Selection Panel and Weapons Report window when ship is assigned a Capture mission
- when a colony is invaded and conquered by another faction then non-military ships from the previous empire clear any missions at the colony (when two empires are still at war)
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
- ensure fleets that are manually assigned to attack enemy fleets at same location always carry out mission, even when not at war
- reduced default ratio of military ships not in fleets (empire policy)
- slightly reduced number of raid fleets for empire
- changed default engagement range for Invasion Fleets from 50% Fuel Range to Nearby
- mining ships now more careful to select mining targets within fuel range, including whether inside nebulae clouds
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)

CONSTRUCTION AND SHIP DESIGN
- fixed Build Order screen sometimes building wrong design for role
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels
- ensured default design templates for defensive bases include Ion Defense components
- fixed ships not always being upgraded when research new tech
- ensure Energy To Fuel converter component works properly

UI IMPROVEMENTS
- added new button to Population Policy screen: apply policy to all colonies of this type (e.g. Marshy Swamp, Volcanic, Sandy Desert, etc)
- enabled shift-click to multi-select range of designs in Designs List screen
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey

- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- now show fleet jump range for selected fleet in galaxy view as dashed orange circle (in addition to fuel range)
- ambassador contributions to diplomacy are now properly called out in the diplomacy tab
- indicate when characters drawn in list items are transferring to new location (transparent image with tooltip explanation)
- immediately update system view summary (bottom-middle of screen) when double-click item to change view
- added explanation in tooltip of action button when cannot build mining station or other base at location due to missing active design
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel
- ensure empires have different colors and flags even when multiple empires of same race
- doubled the number of available empire flags
- fixed non-clipped rendering artifacts in Start New Game screen
- made galaxy nebula clouds more visible
- fixed some text problems with fullscreen messages

COLONY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth
- ensure colonies always have proper resource stock levels for building bases and ships
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player

EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech

GAME EVENTS
- ensure plagues and disasters do not strike same colony too often (no simultaneous plagues, minimum interval between)
- extended Game Events so that can have multiple filters for TriggerRaceIds and NonTriggerRaceIds
- moved AllConditionsMustBeMet flag on Game Event and Actions (no longer part of Conditions list)
- fixed minor text issue with some Hive threat messages
- fixed minor text layout issues for some ruin discovery messages

IN-GAME EDITOR
- changing a star name in game editor now also changes the corresponding system name on the galaxy map

MODDING SUPPORT
- now support overriding loaded data items by Id value for all XML file types (Races, Research Project Definitions, Ship Hulls, Troop Definitions, etc) based on additional data files that start with the same name (as a prefix). IDs should still be unique across all files.

OTHER
- fixed time to transfer character to new location sometimes being excessively long
- ensure message filter empire flag images are properly loaded
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games
- ensure SavedGames folder exists before using Continue Game button
- enabled Sentry error reporting
- included all files in win-x64 folder that may fix freetype.dll error issues some had when launching 1.0.6.4

DATA
- various data file fixes, balance tweaks and updates, including some buffs for the Boskara and a fix for the Zenox starting with far too large a research bonus (the +20% was supposed to be only on their ancient homeworld, if you can find it)
- rebalanced some government modifiers to make certain government types less corrupt and unhappy to ease economic challenges

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Re: Distant Worlds 2
« Reply #28 on: December 07, 2022, 12:01:35 AM »
Distant Worlds 2 - Update v1.0.8.6
Tue, 6 December 2022



Changes in 1.0.8.6 (November 25th, 2022):

This new official update includes some very important bug fixes and performance improvements as well as further improvements across a wide range of gameplay areas.  It also allows you for the first time, using the Game Editor, to switch the empire you are playing during the middle of a game.

You can download the update here

CRASH FIXES
  • fixed crash when reviewing fleet escort ships
  • fixed rare crash while fleet performs patrol mission
  • fixed rare crash while querying display adapter
  • fixed rare crash when resolving ship jump path location
  • fixed potential crash when use faulty string formatting placeholders in colony event descriptions
  • fixed rare crash when determining jump exit point
  • fixed crash when editing resources at planet in Game Editor
  • fixed rare crash when ship escorts another ship
  • fixed rare crash when reviewing fleet lead ship
  • fixed crash when loading character animations
  • fixed rare crash when making research breakthrough
  • fixed crash when calculating construction yard wait time
  • fixed crash when ship enters hangar
  • fixed crash when rendering exploration section header
PERFORMANCE
  • improved performance, especially in large battle scenes
FLEET AND SHIP BEHAVIOR
  • reduced delays when carriers (and fleets) are waiting for fighters to board before jumping
  • improved ship collision avoidance to better allow missions where target is close to planet or other large body
  • improved fleets investigating and clearing dangerous locations: now better focussed on priority locations for colonization, research and mining
FUEL TANKERS
  • improved fuel tanker evaluation of when to refuel fleet ships versus load more fuel: more likely to refuel fleet ships, even when have to wait for them to exit their current jump
COLONIZATION
  • automated Colony Ships no longer pre-load colonists for non-queued colonization targets when target does not meet minimum suitability threshold defined in empire policy. This eliminates repeated load/unload of colonists in some situations
  • fixed bug where maximum colonization range was sometimes being applied incorrectly, improperly excluding some colonization targets
  • automated colonization now more willing to colonize independent colonies even when have unsuitable race
EXPLORATION
  • exploration ships now better at prioritizing planets and moons before asteroids when exploring a location
  • ensure exploration countdown always reset between exploration targets, especially when performing Explore System mission
  • ensure correct message shown when investigate ship that explodes
ABANDONED SHIPS AND BASES
  • ensure construction ship repairing abandoned ships or bases now take ownership of ship when complete, even when other ships are nearby
DANGEROUS LOCATIONS
  • improved logic to review and remove Dangerous Locations where threats are no longer present
  • now indicate dangerous locations in additional lists, e.g. Abandoned Ships and Bases, thus helping player to avoid queuing construction/repair at locations with threats present
RESEARCH
  • changed research project prerequisite path minimum count to default to 1 instead of total prerequisite path count (can override with PrerequisiteProjectsMinimumPathCount)
  • empires now less likely to crash research higher level research projects (instead use money for other items)
  • improved research project selection in various areas
DIPLOMACY AND EMPIRE REPUTATION
  • when an empire is vassalized it will immediately end all wars with other empires unless those other empires are already at war with subjugating empire
  • ensure diplomacy trade offers always exclude special locations where abandoned ships or bases have already been claimed by other empires
  • updated some empire reputation incident amounts and decay rates
SLAVERY
  • slavery population policy now properly adds to colony unhappiness ('We are enraged at your enslavement of our population')
  • increased unhappiness impact on other colonies from slavery and extermination population policies at any colony ('ENSLAVED RACE are unhappy being part of our RACE empire')
  • slavery population policy now severely slows population growth and assimilation
CONSTRUCTION AND REPAIR
  • fixed bug where bases built at independent colonies could not be retrofitted unless the colony had adequate resources
  • increased range at which bases and colonies will auto-construct/repair damaged or incomplete ships
  • altered automated ship and base construction to give higher priority to initial research station over additional exploration ships and military ships
FACILITIES

  • AI now properly also considers income increase from improved quality when determining whether to build terraforming facilities at a colony
USER INTERFACE
  • Enemy Targets list filter options now show correct list items even when warring empires change (e.g. a war starts or ends)
  • ensure Mining Stations list shows mining stations at locations with no known resources when sorting by priority
  • ensure system summary (bottom-middle of screen) refreshes when zoom to selected ship
  • fixed bug where tour window was sometimes not properly displayed
EMPIRE COLORS AND FLAGS
  • improved empire color selection to minimize similarity between empires
  • fixed bug where empire colors could sometimes be white (should only be for independent colonies)
  • changed Flag selection dropdown in Start New Game screen to display available flags in grid layout instead of vertical list
GAME EDITOR AND TESTING
  • added ability to play as any standard empire in the game. Can switch player empire in Game Editor (Edit Empire > switch button). This is included for our own testing to help us improve the AI, but you may also find it a fun option. If you spot a problem with the AI decision-making while using this, please do report it to us.
  • ensured that Suppress All Popups game setting always works, even for initial pirate encounter. With this change and usine Rule in Absence and the "Always Investigate" exploration policy settings, fully automated games without interruption should now be possible.
SOUND
  • ensured sound effect volume always applies for button clicks, etc, even in main menu
DATA
  • Reduced costs for Diplomacy tech projects
  • Corrected some typos in game events
  • Added additional late game research paths from Haakonish and Zenox unique weapons
  • Corrected a research bonus issue with the Koloros Medical facility
OTHER
  • fixed debris fields often being generated at home planet
  • fixed Hive ships sometimes not mining fuel properly
  • added missing automation setting in race policy files

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Re: Distant Worlds 2
« Reply #29 on: February 27, 2023, 10:36:49 PM »
Distant Worlds 2 - Aurora Update announcement
Mon, 27 February 2023




Hi everyone,

We have some exciting news for you: tomorrow, February 28th, on our channel there will be a special streaming event with Erik Rutins, the executive producer of Distant Worlds 2. Get a reminder here.


During the stream, Erik will be previewing the upcoming Aurora update, releasing on the March 2nd, which brings new features and improvements to the game. He will also be discussing the future plans for Distant Worlds 2 and what players can expect in the months to come.

This is an amazing opportunity to get an exclusive preview of the new update for Distant Worlds 2, straight from the source. You won't want to miss it!

The streaming event will be taking place on February 28th, so be sure to tune in and join us for what promises to be an incredible showcase of Distant Worlds 2.

See you there!

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