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

Pax Nova

A sci-fi turn-based 4X strategy game where you lead the fate of one of several factions divided between three races. Explore new worlds and new star systems filled with exciting secrets as well as dangers. Build cities, expand your influence and fight great battles on land and in space.

[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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