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Distant Worlds 2
Asid:
Distant Worlds 2 - Factions Recap
Wed, 2 April 2025
We began our expansion of the galaxy with the release of our first DLC on March 16, 2023, introducing the Ikkuro and Dhayut factions.
The first of two factions to be added were the Ikkuro. The Ikkuro prize life and harmonious coexistence above all else. This philosophy of peace gives the Ikkuro an edge in colonization and terraforming, letting them get more out of the planets they settle compared to other factions of the galaxy. They can become an economic powerhouse, with highly developed planets and large boosts to happiness, especially when paired with their unique Harmonious Utopia government.
While the Ikkuro may be averse to conflict, they are certainly not toothless when it comes to defending their peace-loving ways. Once they really get going, the Ikkuro have some of the most durable and imposing ships. Unlike the usual space fleets of metal warships, the Ikkuro utilize organic materials to, in part, grow their ships with self-repairing hulls. This makes Ikkuro fleets tough nuts to crack as they shrug off more punishment than most.
IKKURO
Key features
- Harmonious Utopia Government focuses on happiness and increases immigration, recreation and medical capabiltiies
- Bonuses to Damage Control, Plague Curing and Troop Recovery
- Consensus Diplomacy means they are slower to agree to treaties, but value long-term relationships more
- No access to Bombardment weapons
- Biome Shaping facilities replace the default Terraforming Facilities
- SF27 Organic Hull (best self-repair of all ships), Fusion Beams (increased rate of fire beam weapons), Splinter Pods (longer range assault pods)
- Larger Colony Ships
- Special exclusive Leader and Ambassador traits focused on happiness, diplomacy and growth
- Special conditional events Respect for Life, Secrets of Life, Protection of Life and Disharmony reward non-aggression and colonization, but punish war, bombardment and extermination
- Larger than usual Colony Ships and improved suitability across most planet types.
Unlike the Ikkuro who strive to live in harmony with the various players of the galaxy, the Dhayut prefer to impose their will and enslave the peoples they conquer. Paired with their unique Surveillance Oligarchy government and facilities, the Dhayut become masters of exploitation. Their spies are second-to-none in espionage with additional unique missions and they can extract more value from their enslaved colonies, letting them fuel their war machine for further conquest and profit.
Dhayut ships themselves while quite cool are not exceptional in terms of their bonuses, but there?s a distinct technology that makes Dhayut fleets on a level of their own - the Velocity Drive. This is the fastest hyperdrive component, giving Dhayut empires unprecedented levels of speed and responsiveness. Their conquering fleets move swiftly into unexpected positions to strike out at vulnerable colonies while their security forces quickly form up to repulse interlopers and other threats. Be wary of nearby Dhayut empires as you may find that out of nowhere your colonies are besieged by their fleets!
DHAYUT
Key features
- Surveillance Oligarchy Government focuses on sensors and adds a unique Internal Stabilization intelligence mission which reduces war weariness and corruption
- Bonuses to Hyperdrive Research, War Weariness and Ground Attack Strength
- Special Enslavement Control Facility improves the Slavery Population Policy
- Special Terminal Operations Center Facility improves success chances on difficult Intelligence missions
- Access to two special Intelligence Missions: Influence Empire and Capture Base.
- Influence Empire allows them to shift the relationship of two other empires relative to each other
- Capture Base allows them to take control of another empire?s space station
- Velocity Drive Hyperdrive (fastest hyperdrive in the galaxy)
- Larger Monitoring Stations
- Special exclusive Leader and Spy traits focused on counter-espionage, slavery and assassination
- Special conditional events Disinformation and Network Effects mean succeeding at Deep Cover missions makes the target like the Dhayut more and succeeding at any of the more difficult Intelligence Missions gives them a bonus to other missions against that same faction for the next year
- Their paranoia leads to periodic purges of disloyal members of Dhayut society.
But we didn?t stop there. Next, we launched the Quameno & Gizureans DLC, bringing two more unique factions into the universe.
The Quameno are perhaps the most specialized faction yet that we have added to the current Distant Worlds 2 roster. Their singular purpose is to solve the puzzles and mysteries of the galaxy through research specialization, even at the expense of other areas of their empire or when interacting with neighbors. They may not grow or expand as quickly as other factions, but you can bet they will have an edge in whichever technology areas they set their mind to.
The Quameno focus on research in itself is a massive advantage to their fleets, as they will likely have the latest weapons, defense systems, and sensors to overpower opponents who may only be scratching the surface of their potential. The Quameno also bring with them the best reactor in the game - the NovaCore reactor, which directly powers their highly resistant Bubble Shields. This powerful pair of components gives the Quameno an added layer of resilience and efficiency in designing their ships to punch above their weight class.
QUAMENO
Key features
- Geniocracy Government starts with better Research Labs and provides the largest research bonus of all government types, at the expense of other areas, including being unable to fund bonus colony growth. Also has the option for additional benefits whenever a research breakthrough or research critical failure happens.
- The Quameno also are the most gifted researchers in the galaxy, though their single-minded focus also means that they are limited when it comes to concurrent research
- Additional bonuses when they find new research locations or build new research stations
- Some temporary penalties due to distraction when treaties are signed or populations are unassimilated, preventing the Quameno from focusing as fully as they are normally able on their research puzzles
- Novacore Reactors, the best reactor in the game, along with Bubble Shields which have the highest Shield Resistance of all shield types
- The Transcendence Hub, an end-game victory condition wonder which allows the Quameno to transcend their physical forms
- Larger Research Stations
- Special exclusive Leader and Scientist Traits focused on Research
- Special conditional events Alien Distractions, Integration Studies, Puzzle Solved, Building the Future, A Piece of the Puzzle and The Answer reward them for thematic play
- Their unique story gives them an advantage when it comes to finding the new Ancient Guardian Vaults scattered throughout the galaxy and recovering the knowledge and artifacts within.
Finally, the Gizureans are the definition of a swarm faction with the sole goal of propagating and expanding their ever-hungry population across the galaxy. They don?t need to be particularly intelligent to succeed - their ability to take apart ships they capture and extract resources and knowledge from the colonies they conquer and scour is enough to keep their unstoppable machine going. Take care to manage the occasional tribal conflicts that will inevitably flare up and may lead to the loss of important characters amidst the bloodshed.
Gizurean fleet tactics and strategy center on having the largest fleets in the galaxy that directly benefit from their unique Swarm Targeting component. The more ships you have in a fleet, the deadlier their overall firepower becomes. Each individual Gizurean ship may not necessarily carry the day, but the sheer amount of them will ensure they can give any opponent a run for their money. Their unique Hive Hangars keep their swarming fighters in the field to add more firepower to their already massive fleets.
GIZUREANS
Key features
- Cell Hegemony government type is a form of limited shared consciousness, which includes some of the benefits and fewer of the disadvantages of a full hive mind. Starts with better sensors and command control, more inspiring characters and a generally reduced rate of luxury resource needs.
- Excellent at boarding combat and gain extra bonuses from salvaging and retiring captured ships
- Swarm Targeting systems make their ships more accurate the more ships there are in a fleet.
- Hive Hangars and Hex Armor allow them to build and repair starfighters more quickly and cover their ships with partially organic armor that is stronger than normal alloys.
- Hive Fighter Bases are available to defend their planets from the very early game
- Internecine Tribal Conflicts can hold them back at times and they will need to supplement their slower research through reverse engineering and conquest
- Larger Carriers
- Special exclusive Leader and General traits focused on improving their collective consciousness and increasing the size and resiliency of their armies
- Special conditional events, such as Waste Nothing and The Scouring, give them extra bonuses when retiring ships or conquering planets. The Rivalry event means that their characters periodically engage in power struggles to eliminate the weak and Breeding World allows them to choose to boost their own growth rate further by using other species as food.
And we?re not stopping yet!
The galaxy is about to become even more intricate. Get ready to explore our next DLC, arriving tomorrow, on April 3rd, which introduces two new factions:
- The Atuuk are a young species that only recently discovered faster-than-light travel before the Cataclysm stopped their expansion. They are very social and eager to prove themselves within the galactic community. Although small and not the brightest, they compensate with rapid population growth and the ability to focus their entire society on a single goal, called the Great Direction. Their leadership comes in the form of a Great One, a leader chosen to guide them toward their current Great Direction. As goals shift, new leaders with Great Potential emerge to take over.
- The Wekkarus are an ancient, secretive faction with a mysterious past. It is said their ancestors fled an eternal threat. They isolate themselves in fortified Deep Ocean cities and use Defensive Caverns and Deep Labyrinths to protect themselves. Their most unique ability is summoning the ?ghosts? of their ancestors for help in times of danger or crisis. These spirits can directly assist them or grant powerful benefits. Their ancient knowledge grants them never-before-seen powerful weapons and components build out their ship with.
Stay tuned for more details.
Asid:
AMA with the devs
Fri, 11 April 2025
To celebrate the release of the new DLC Factions Atuuk and Wekkarus we are hosting a special Ask Me Anything (AMA) with members of the Distant Worlds 2 development team: Erik Rutins ? Producer and co-Designer, Max Klose-Ivanov - Associate Producer, Elliot Gibbs ? Developer and Designer, and Edmon Jenkins ? Community Manager of Slitherine.
You can join the AMA right here: https://www.reddit.com/r/pcgaming/
Date: Monday, April 14
Start time: 7 AM CEST / 6 AM BST
The team will be answering your questions about Distant Worlds 2 ? its past, present, and future ? as well as sharing insights on:
- The making and evolution of the Distant Worlds 2 franchise;
- Game design and development behind the scenes;
- Slitherine Group and Matrix Games? approach to publishing strategy games.
Come ready with your questions ? the team is excited to interact with you!
Asid:
Tactics Update is now available
Thu, 17 April 2025
We're excited to announce that a major update, the Tactics Update, is releasing today.#
Don?t miss the stream with Erik Rutins, producer and co-designer of Distant Worlds 2, who will showcase the new update at 6:30 PM UK time. Watch it here. https://www.twitch.tv/slitherinetv/schedule?segmentID=631e2723-47c7-4679-a988-9d2203348867
If you haven?t picked it up yet, now?s the perfect time: the Legacy Bundle is currently 20% off, instead of the usual 10%!
On April 3rd, we released the new Atuuk and Wekkarus DLC. Did you miss it?
This update brings significant improvements to fleet management, making your tactical decisions easier and more effective than ever. Here's what's new:
Full changelog below:
v1.3.0.3 ? ?Tactics? - 17th April 2025
This major update is focused on improvements to the management of your fleets, to make fleet tactics settings easier to understand, improved default fleet tactics, add the ability to upgrade fleet templates and make fleet topup more efficient and intelligent. There are a number of other fixes and improvements as well, based on feedback after the release of the Control update and its manual play improvements.
CRASH FIXES
- fixed rare crash when determining fastest construction yard for retrofit
- fixed rare crash when resolving message images
- fixed rare crash when setting image for new random character
- fixed rare crash when resolving message images
- fixed crash when determining construction resources
- fixed some modding-related crashes
FLEET IMPROVEMENTS
This update includes some major changes to Fleets, Fleet Tactics, Fleet Policies and Fleet Templates, in an attempt to make it easier for new and experienced players to manage their fleets, both in manual and automatic play. Please read through the changes below carefully to understand what has changed.
FLEET DOCUMENTATION
- updated all tooltips and Galactopedia topics relating to fleet engagement range to reflect recent changes
FLEET TACTICS
- simplified Fleet Tactics dialog to only show the most commonly used and essential settings, with other settings hidden by default as advanced settings
- improved default Fleet Tactics to better match most player preferences
- updated Fleet Posture description to more accurately describe engagement settings for Manual and Invasion fleets (Nearby)
- improved Fleet formation layout
- generally made fleet formations tighter and set default Fleet formation to Very Tight
- Manual and Invasion fleets will now only auto-respond to Nearby threats (within 5000 units) instead of any threats within the same System (regardless of Fleet Engagement Range), but there is a new policy setting to adjust this (see below)
FLEET TEMPLATES
- fleet templates will now be automatically upgraded to use the most relevant template for the role, i.e. when new ship roles become available then a better fleet template containing that new role may be selected for the fleet. Can enable/disable using new Automation setting in Empire Policy screen (Fleet Template Upgrading)
- added new default templates for early Escort-based fleets
- default Fleet Templates now disable Role Up/Downgrade, thus improving behavior of fleet topup
- automated fleet creation now strictly follows Fleet Template setting for Role Up/DownGrade, i.e. will not select ships of different role if turned off for template
- added Default Formation setting to Fleet Template screen
- changed fleet engagement ranges: 50% of Fuel Range is now 40% of Fuel Range and 33% of Fuel Range is now 30% of Fuel Range.
- auto-generated fleets now select better fleet template based on highest available military ship role and total number of ship roles covered
- added unit range details to description of Nearby engagement range setting (5000 units)
- added new option Fleet Templates List screen to allow/disallow Auto-Upgrading for each fleet template. Click on column to toggle. All templates are set to upgrade by default.
- increased number of Fuel Tankers in default Attack Fleet Template
- added Fuel Tankers to default Invasion Fleet Template
FLEET POLICIES
- added new empire policy settings to control maximum auto-response range for Manual and Invasion fleets. By default these are set to 'Nearby' threats, but can be increased to Location- or System-level. See Fleets section of Empire Policy screen for details
- Fleet Posture automation settings: now have separate settings for Attack Fleets (Attack, Raid, Invade) and Defense Fleets
FLEET TOPUP
- fleet topup now considers existing fleet ships as matching the template, even when using specific designs in the template, as long as the ship will retrofit to the specified design (Retrofit Path). Thus it is usually best to first Retrofit a fleet, then Topup
- fleet topup now better at building new fleet ships at construction yards near the fleet
- Top Up Fleet button is now properly disabled when will not change fleet composition (no ships added or removed)
- Topup fleet button tooltip now shows breakdown of existing ships and newly built ships that will be added to the fleet, including total cost for new ships
- Top Up Fleet button tooltip now also shows ships that will be removed (by role) when Trim Excess is enabled for fleet template
- Top Up Fleet button tooltip now also shows unaffordable ships that will not be built, along with cost
- fixed Fleet Top Up process sometimes mistakenly removing too many ships when Trim Excess is enabled for fleet template
- manually-initiated fleet topup now forces removal of any excess ships (as defined by the fleet template)
- improved automated fleet topup logic when fleet template items use 'Latest Design for Largest Hull for Role'
FUEL TANKERS
- Fuel Tankers in a fleet will now respond to 'Refuel from Tankers' right-click manual fleet mission even when the tankers themselves are set to manual control
- increased willingness of automated Fuel Tankers to refuel ships (higher fuel threshold)
- Fuel Tankers in a fleet are now excluded from following fleet override tactics, thus allowing them to behave differently and avoid engaging in battle
FLEET AND SHIP BEHAVIOR
- Defense fleets now more careful about auto-responding to incoming enemy fleets at other locations when target location already has enough defending strength
- automated fleets are now more careful about investigating dangerous locations with higher enemy ship strength than the fleet
- automated fleets are now more careful about attacking strong enemy ships, bases and fleets, and are now more willing to coordinate multi-fleet attacks against these strong targets
- ensure automated fleets always honor engagement range when selecting attack targets
- fleet ships now exit hyperjump in formation, even when jumping to non-specific target (e.g. galaxy coordinates)
- now exclude fleet ships that cannot jump (e.g. damaged hyperdrive) when synchronizing fleet jumps while waiting for fleet fighters to board their carriers. This ensures that fleet jumps do not get held up by damaged carriers. This can especially be a problem when Fleet Ship Management is manually-controlled and the player chooses not to remove damaged ships from the fleet
- automated fleets are now more careful about avoiding attacking a threat to a fleet ship when the fleet ship is not at the fleet location or within the fleet's engagement zone. This can especially happen with Fuel Tankers as they obtain fuel at distant locations
- automated ships will now escape/retreat (when tactics specify) even when loading cargo (e.g. Fuel Tankers) as long as not docked inside base
FLEET UI IMPROVEMENTS
- when Fleet is selected in Selection Panel, now show icons for Military Attack Automation status and Fleet Role, along with explanatory tooltips, to help player notice when automation policies may influence fleet behavior
- added Switch Fleet Role button to Fleets List to allow directly changing the role of each fleet in the list
UI IMPROVEMENTS
- when your empire has reserved funds (saving up for Colony Ships, etc) then indicate by changing color of cash amount to yellow in header bar (hover for details)
- fixed filters in Mining Locations list so that properly consider Fuel/Construction/Luxury Resources filter options
- fixed display of Scenery bonuses in Resort Locations and New Resort Locations Lists so that now also includes bonuses from Ruins definition, not just Ruins directly
- added note to Known Locations tooltip in Resources List to explain that some of these may be in foreign territory
RESEARCH
- added Extremely Slow Research speed option in Start New Game screen. This new setting is half the speed of Very Slow research speed
GOVERNMENTS
- ensure Refugee Fleet factions (e.g. initial Shakturi arrival) can always establish outposts, even when suitability at target planet is extremely low
- feudalism average time between change of leaders set to 25 years instead of 20
BOMBARDMENT
- plagues and other colony events no longer block bombardment from completely eliminating the population at a colony or outpost
DIPLOMACY
- fixed diplomatic trades and gifts from advisor suggestions not reaching recipient
- fixed sometimes getting duplicate acknowledgement messages after giving diplomatic gifts or trades
TOURISM
- ensure independent colonies properly display scenery bonuses in the New Resort Locations list
CONSTRUCTION
- fixed manually-assigned Construction Ships continually building Defensive Bases at colonies
NOTIFICATIONS
- prevent message popups for several delayed story events when Supress All Popups enabled in game settings
ZENOX FACTION REFRESH
- fixed Zenox Preserve the Ruins event sometimes not changing the ruins
RACES
- mortalen received a minor buff to their race bonuses
ATUUK AND WEKKARUS DLC
- prevent message popup for Atuuk Rapid Unscheduled Disassembly when Supress All Popups enabled in game settings
- ensure Wekkarus Deep Labyrinth event properly sends notification message to empire who loses spy
- fixed Atuuk Great One event sometimes incorrectly sending notification message to player empire
- turning off Race Victory conditions in game setup now also properly turn off Atuuk Great Direction victory objectives. The Great Directions will still occur, but there will be no related victory objective for each direction
QUAMENO AND GIZUREAN DLC
- fixed Gizurean Rivalries event not occurring
- quameno received a buff to their research bonus and a decrease to integration unhappiness
- increased frequency of Gizurean Tribal Conflicts event
IKKURO AND DHAYUT DLC
- ikkuro received a minor buff to their race bonuses
Asid:
Base Game Races Evolution
Mon, 12 May 2025
Refreshed Base Game Factions
Welcome to a new Developer Diary and thank you for your interest in Distant Worlds 2.
This diary focuses on the upgrades and updates we?ve been making to the base game factions since the release of the first Distant Worlds 2 Faction DLC. We?ll discuss the key new features for each refreshed faction and what?s coming in the future.
Faction Gameplay
When we released Distant Worlds 2, we had already differentiated our factions from each other more than they ever were in Distant Worlds 1, with far more unique 3D ship sets, faction exclusive storylines and artifacts and gameplay features. However, it quickly became clear that players wanted us to make the faction themes stronger and call out their differences even more. With the first Faction DLC, we set a new benchmark for Faction gameplay and differentiation with the Ikkuro and Dhayut factions. We also promised the community that as time allowed, we would upgrade the base game factions to that same new standard in our free updates.
In most cases, this means that we added new conditional gameplay features, revisited unique techs and tech trees, refreshed ship textures and fixed any model issues, added some new features and abilities and character traits and so on. The design process is very similar to what we go through for the DLC factions, just building on an existing base.
We also periodically tweak factions and make fixes to issues we find with them over time and that will continue going forward.
Humans
The Humans, as the most played faction, were in the first group of two to get a refresh, in April, 2024. Humans are designed to be a faction that is decent at many playstyles, to be friendly to new players who are exploiring all parts of the game. First, we took the old faction events that were just on a timer and turned them into conditional events which are based on gameplay and then we added some new ones.
The Great Art Exposition now gives you a boost to Trade and Tourism and Income when you sign a Free Trade Agreement or build a new Resort Base.
Heightened Security gives you the option to ?spend? a spy in exchange for a significant boost to counter intelligence when your enemies complete intelligence missions against you.
Hero of the Hour gives you a free quality Admiral or General if another empire declares war on you.
Perhaps the keystone feature for Human is New Worlds, which helps incentivize early exploration and colonization towards the Human goal of colonizing all Continental worlds, by granting a free Colonization tech advance (once per planet and only up to Tech Level 4) when you colonize or conquer a new Continental world.
The tech tree was also revisited, rationalizing the tech paths for the unique Human Hail Cannons, Bulwark Missiles and Gyrfalcon Interceptors, removing redundant tech in the process.
A new facility, the Foundation for Galactic Cooperation, reinforces more peaceful playstyles, while a boost to the size of Human Carriers emphasizes the theme that they do like to build towards Carrier-centered fleets.
As you can see, however you like to play your Humans and with whatever government, there?s something new there for you.
As a last bonus, we upgraded the textures on all the Human ships and stations.
Read on...
Asid:
The Anniversary Update is now available
Thu, 7 August 2025
Welcome back, today we're happy to announce that the Anniversary Update is now available.
Below you will find the latest and greatest information on Distant Worlds 2TM. Information in this document supersedes that in the official game manual.
Troubleshooting:
Ensure that your system meets the minimum system requirements. These are found in the game manual.
Also, ensure that you have the latest video and sound drivers available for your system. The vast majority of reported problems are resolved by upgrading all drivers to the latest versions.
If you are still experiencing problems with the game, please use our Ticket System or post in the Distant Worlds 2 Support Forum. Please provide as much detail on your issue as you can.
To obtain optimum game performance, close all other applications before beginning a game.
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.
Change History:
v1.3.1.1 - 7th August 2025
This major update focuses on crash fixes, improvements to fleet behavior, ship designs, and independent colonies, as well as various data fixes and miscellaneous changes based on feedback from the Tactics Update. In addition, this update includes a special new event chain to celebrate Slitherine?s 25th Anniversary and a small thematic easter egg for the occasional independent freighter.
CRASH FIXES
- fixed rare crash when encountering independent colony
- fixed rare crash when processing construction yards
- fixed a number of crashes
- fixed rare crash when starting area weapon blasts in a scene
- fixed rare crash when generating a new game
- fixed crash when resolving list items
- fixed rare crash when picking up debris
ANNIVERSARY CONTENT
- added a new anniversary story event to celebrate 25 years of Slitherine and Matrix Games
- added a new anniversary variant freighter texture for one independent freighter
GRAPHICS IMPROVEMENTS
- fixed faulty rendering for some planet types
GALAXY SETUP
- empire starting location is now more accurate (specified in Start New Game screen)
USER INTERFACE
- fixed Enemy Targets list filters sometimes not working properly when filtering by empire
- changed default system badge display level to Enhanced (was Basic)
VIEW LOCK FEATURE
- view lock now properly retains lock when ship or fleet enters or exits hyperspace
- ship or fleet now smoothly locked with camera (no jiggle when zoomed in)
INDEPENDENT COLONIES
- enhanced independent colonies to have more detail: more natural features that provide bonuses, ocassional defending troops, ocassional facilities of various sorts
- improved intro text for first contact with independent colonies so that highlights unique items at
colony
FLEET BEHAVIOR
- fixed additional situations where empire bonuses were sometimes being applied twice to ships in a fleet
- fixed weapons often not using correct repeatable values from tech tree while in combat (e.g. extended weapon range)
- automated fleets now better at choosing best repair/retrofit yards, e.g. preferring spaceports (with many yards) over colonies
- further improved fleet responsiveness when intercepting incoming enemy fleets
- fleets intercepting incoming enemy fleets will now coordinate with each other so that more distant fleets drop off when closer fleets are available to intercept
- fleets attacking creatures are now more careful about evaluating other threats at same location
and will not auto-assign attack when breaches retreat conditions (assuming location is visible and threats are known)
- fleets and ships now more careful when evaluating Hive threat for attack
- improved fleet willingness to refuel prior to repairs when necessary
- fixed invasion fleets sometimes attacking targets outside their engagement range (but will still attack targets of opportunity in same system even when outside engagement area)
SHIP BEHAVIOR
- improved evaluation of attacks against threats for ships outside fleets so that more careful to avoid attacks against locations with many enemy targets unless can coordinate other nearby
ships to assist
- added new empire policy settings to control how ships outside fleets evaluate attacks against enemy targets in both offensive and defensive situations (Minimum Attack Level for Ships, Minimum Defend Level for Ships)
- more careful to cancel all incoming missions for enemy ships when conquer one of their colonies
(colony ships loading population, load troops, refuel/repair/retrofit for military ships)
FUEL TANKERS
- fuel tankers in fleets will now consider refuelling their fleet ships even when inside dangerous nebulae (e.g. ion storms) that they are not designed to handle, as long as the tanker is already at the same location as the fleet and is not disabled
SHIP DESIGN
- removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and research is not influenced by these settings. These could interfere with the component policy settings, causing some confusion. The component policy settings are now fully authoritative when guiding the ship design automation.
- improved manual upgrade of ship and base designs (Upgrade button) so that engine symmetry is honored and upgrade process attempts to keep upgraded components in the same bay if possible (i.e. when new component fits within maximum size of existing bay)
- ensure that manually-designed ships and bases with hangar components always use at least one external hangar bay so that ships and fighters can properly enter and exit the hangar
- improved selection of shields for automated ship design by tweaking evaluation of some shield values
- fixed incorrect display of some shield component values where lower values are better (Penetration Chance, Penetration Ratio)
- improved auto-design for fighters so that will now dispense with fuel tank in favor of second reactor when required to fulfill power needs
- improved auto-design for fighters so that more likely to add further engines when possible
- automated designs for Spaceports and Defensive Bases now also includes shield recharge energy requirements when determining how many reactors to add, thus being more likely to avoid insufficient power output during battle
- tweaked automated Defensive Base designs to typically have more shields and armor
- automated designs now more likely to include countermeasures and targeting components, even when hull has inbuilt countermeasures and targeting (when components provide better values in these areas)
- when manually designing a ship or base with a ship hull that only has internal hangar bays then disable rule requiring at least one external hangar bay to be filled by construction yards, docking bays or fighter bays
RESEARCH
- reduced research point bonus from Research treaties to 10% (previously 20%)
- removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and research is not influenced by these settings. These could interfere with the component policy settings, causing some confusion. The component policy settings are now fully authoritative when guiding the research automation.
ALLIANCES
- fixed empire offers to end wars with alliances not properly displaying Alliance Vote screen to consider offer
- fixed empire offers to end wars with alliances not being properly evaluated when diplomacy is automated
BASE CONSTRUCTION
- Queue Base task buttons now use more precise determination of whether target is within construction ship fuel range
USER INTERFACE
- ship damage report now shows more precise level of hull damage when nearing 100% health, thus making it clearer when a ship needs repair
HIVE THREAT
- greatly improved Hive fleet ability to mine fuel, thus making the Hive more readily available for attack missions (all capable Hive ships will now mine for themselves and all ships mine faster)
DATA
- adjusted independent freighter ship hulls
- corrected an issue with the Boskara slave world event
- various data fixes to government biases
IKKURO / DHAYUT DLC
- story event typo fix
ATUUK / WEKKARUS DLC
- fixed texture issues for some Wekkarus ships
- story event typo fix
The Galaxy lives on.
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