Getting ready for release with various AI tweaks, bug fixes, and more!

[h3]Pax Nova Early Access 0.10.06[/h3] [i]It was a good day for Iseret, lead scientist of the Ra Dynasty. Today, she would head home as a hero. Victorious. Her scientists have worked tirelessly for years to research the technology of Transcendence. If their calculations were correct, the Dynasty's enemies would surrender their claims to the galaxy soon.[/i] Another turn passed, and... nothing happened? That's because Science Victories are now more difficult to achieve! And that's just one teeny weeny part of this update. Minor faction buyouts a lot more lucrative than before. AI improvements, new path milestones, oh boy! Check out the full patch notes below. [img]{STEAM_CLAN_IMAGE}/33747657/da34e59eb41eb3471bc0cc4f9a1c3621bfcbd8dc.jpg[/img] [list][b]New stuff[/b] [*] Added Natural Purifier Residential District improvement [*] Added Local Entertainment systems Residential district improvement [*] Added new illustration for the Hyrokkin Federation [*] Added Transcendence Pod district and Power Up district improvement [*] Science Victory is now achieved by building the Transcendence Pod district and Power Up improvement instead of just finishing the Transcendence technology [*] Transcendence and Science Victory now requires 4500 Research Points [*] Added no city limit option when starting a new game [*] Buy out minor faction option has been fixed/reimplemented [*] Minor faction buy out option now gives a 25% discount on all products and +100 Credits per turn [*] Finished paths and added several new path milestones, including final path milestones of which only one can be chosen and is now also shown in the Awakening section [b]AI changes and improvements[/b] [*] AI now builds more attack ships than previously [*] AI now more inclined to accept and propose Alliances, especially if they've had good relations for an extended amount of time [*] AI now slightly less aggressive when it comes to declaring war and will try to propose peace deals when in less than favorable conditions more often and with more agreeable terms [*] AI now reconsider attacking the same enemy twice differently, taking more time and more precautions [*] Fixed AI ship units occasionally moving through space border tiles [*] Decreased slightly how frequently the AI proposes selling or buying technology from other players [*] Tweaked how the AI prioritizes which districts and improvements to build [*] AI now values technologies differently, with more valuable technologies being worth significantly more [*] Improved the AI’s handling of their economy, taking their economic balance more into consideration when building improvements, units and districts they don’t need as much when their balance isn’t great [*] Improved AI’s focus on getting a good score when the Score Victory condition is active [b]Balancing and other changes[/b] [*] Outposts and Starbases now start with 200 Defense [*] Rebalanced the Enlightened trait to last 20 turns rather than 30 [*] Buying production through funds or Aether is now impossible if certain districts and improvements require 200+ Labor production [*] The products of some minor factions prices have been tweaked slightly to be less expensive, specially later tier products [*] Rebalanced the research production requirements of some technologies from the tech tree [*] Rebalanced the labor production and funds costs of some later game districts and improvements [*] Rebalanced some bonuses to increase the rate at which credits are earned, specially by early game [*] Improved the tooltip of the Heal action to clarify its effect [*] Improved tooltip of the Archeological Find event, making it’s main effect clearer [b]Visuals, UI and misc[/b] [*] Tweaked some buildings materials and textures to look more realistic and less plastic-y [*] Tweaked and improved some props, trees and units materials to make them stand out a bit more from the background [*] Artifacts button now shows the number of artifacts the player currently owns [*] Go To Orbit tooltip now indicates the player needs at least 1 Mov [*] Minor UI tweaks [*] Improved the description of some quests and their respective objectives [*] Last milestone in Paths UI menu has been revamped and is now displayed differently from other milestones, both the window itself and its icon [*] Changed the names of some Path milestones [*] Improved and updated some tooltip text to be in line with what the tutorials says [*] Slightly improved performance under certain circumstances (planets with lots of vegetation and/or props and lots of units on the screen for instance) [b]Bug Fixes[/b] [*] Fixed technologies not being deleted from the tech queue and wrongly causing the player to be prompted for a new research [*] Fixed some issues with the save system to make it more robust by adding some extra checks [*] Fixed AI declaring war shortly after signing a peace deal [*] Fixed AI occasionally building on top of important map landmarks, destroying them forever [*] Fixed individual characters in a unit occasionally skipping their combat animation [*] Fixed some path milestones being repeated [*] Fixed Environment units having 3 movepoints instead of 2, making them have extra view range as well and making them unavoidable for most types of units [*] Fixed AI bug causing it to occasionally refuse to move units when it could, skipping the turn [*] Fixed technology buttons in the tech occasionally not being highlighted when they should [*] Fixed some occasional momentary freezes when the player would zoom out and zoom in very quickly [*] Fixed ship unit under attack notification indicating random system name instead of just mentioning space [*] Fixed Harmony Growth city tooltip occasionally showing wrong base faction Harmony Growth count [*] Added new quest illustrations [*] Fixed various typos [*] Fixed main quests not being triggered because conditions to start a certain quests weren’t available [*] Fixed visual minor artifacts caused by the move path prediction line [*] Fixed some HP bonuses to armor units not being applied to units using the Armored Vehicle unit class [*] Fixed player being returned to main game when using the right mouse button while combining artifacts instead of just cancelling the action [*] Fixed a minor visual artifact in the terrain caused by some particle effects being placed higher than they should [*] Fixed some tooltips occasionally remaining open despite the cursor not being on top of the object the player wanted to see more information on [*] Fixed some sound effects occasionally not being triggered when they should (UI, multiple sound effects being triggered at the same time, stopping one or more of them) [*] Fixed possible instance that could cause the AI not to skip its turn and thus freeze the game on end turn [*] Fixed Indestructible Path milestone not working correctly [*] Fixed graphical artifacts caused by the fog of war [*] Fixed occasionally save files not being loaded properly and wrongly causing the "save file is corrupt" error message [*] Fixed AI issue causing it to crash for a turn, skipping the turn automatically [*] Fixed Space mining effect occasionally not showing up [*] Fixed “attacked in space” notification causing a black screen [*] Fixed player being unable to rush production of a build queue item despite having the necessary Aether and/or Funds [*] Fixed Land Portals occasionally being generated on top of minor factions[/list] [h1]Connect with us to stay up to date![/h1] [url=https://www.discord.gg/iceberginteractive][img]{STEAM_CLAN_IMAGE}/33747657/9119f9723f0fc27715ad69be3a3dbd2c57eb6f99.png[/img][/url] [b]Pax Nova[/b] 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