Last Update of 2019: Stability & A Whole Lot of Fixes

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.

[b]Pax Nova[/b] has come a long way since its release into Early Access in the first half of 2019. Our work is not done yet, but we're happy to announce this update full of both big and small improvements. We've been closely watching the community play the game and collected all the feedback, thank you for that! This resulted in a decent changelog where we have tried to answer a lot of your questions about the game. Please keep sharing your experiences with us so we can continue building [b]Pax Nova[/b]! [strike]When this update proves to be stable enough, it will be pushed to the default Early Access branch in January.[/strike] [strike][b]Instructions[/b] To enable the Public Beta, right-click on [b]Pax Nova[/b] in your Steam library. Go to properties and navigate to the betas tab. Select the public-beta branch from the dropdown menu. The game should automatically update. If it doesn’t, quickly restart Steam.[/strike] This update has now been pushed to everyone, thanks! [i]We wish you all happy holidays and an (inter)stellar new year! See you in 2020. 🥂🍾[/i] [img]{STEAM_CLAN_IMAGE}/33747657/be3555c5215f0b006be4707aa58161a37e88e6ed.png[/img] [h1][b]Changelog[/b][/h1] [list] [*] Fixed Cities list showing the same city twice [*] Fixed technologies still being shown as locked after they've been bought off/offered by another faction [*] Tentative fix for melee units causing an infinite end turn loop when attacking ship units [*] Improved the tooltips for some city statuses [*] Fixed some tutorial text overflowing the window [*] Fixed loading screen when playing with a custom faction showing wrong background image and empty text [*] Fixed loading autosaves causing units to have 0 move points [*] Fixed occasional instances where using the go to button in the city list would cause the selected to be displayed momentarily wrong [*] Tentative fix for a very rare instance where loading a save file would wrongly give an error indicating that the file is corrupted [*] Artifacts number is now indicated in the Artifacts tab button in the research menu [*] Fixed multiple typos [*] Updated City Siege, Combat, Research, Unit Design and City Management tutorials and respective Codex entries [*] Added Artifacts, and Space Mining tutorials and Codex Entries [*] Rebalanced how frequently the AI builds ships by mid to late game [*] Improved AI’s handling of their defences and units when losing the war against another faction [*] Improved the text of all Items of Interest related events [*] Fixed occasionally city generating roads leading to no districts [*] Fixed AI occasionally trying to build a district on top of minor factions causing management on that city to skip. That turn [*] Fixed deforested tiles being regenerated when the game is reloaded (only applies to new games) [*] Citizen growth has been rebalanced to be slightly faster [*] Fixed City counter incorrectly counting one city too much and preventing the player from being able to assimilate or create a new city if close to the limit in that planet [*] Fixed City counter not updating immediately when assimilating a vassal [*] Rebalanced Moralized trait to last only 30 Turns [*] Fixed path milestone Moralized indicating wrong trait stats [*] Fixed Moralized trait not applying if player is defending [*] Removed minimum cost of 20 Credits when retrofitting a unit [*] Fixed damaged unit event when visiting ruins occasionally causing the game to freeze [*] Fixed Migrants Citadel product and Populated path milestone causing cities to generate new Citizens every turn [*] Tentative fix for Endless turns bug [*] Improved how the AI values Space Deposits and target them [*] Fixed combinable Artifacts not being correctly highlighted and selectable, making combinations impossible [*] Adjusted Early Access text [*] Fixed players being able to build districts on top of Land Portals, destroying them [*] Added race illustration for the Muuhi Industries [*] Fixed ground units occasionally moving faster than their default animation speed [*] Tentative fix for Items of Interest search being delayed by several turns  [*] Fixed forest planted using the Aetherial Fertilizer being lost after loading a game (only applies with new games started after 0.9.0) [*] Added race illustration for the Arbin Domain [*] Combat factors now show the Damage icon instead of text, preventing text from overflowing and becoming partly invisible [*] Fixed Corvus Infantry models occasionally being wrongly scaled 100 times the size it should be [*] Scouting Kits and other Vision enhancing modules now can’t increase visibility beyond 3, except for ships which have a maximum of 4 [*] Tentative fix for Artillery units moving instead of attacking when the target is 2 hexes apart [*] Tweaked some visual effects to prevent excessively bright colors in Desert type planets and excessively dark colors in Rock and Oceanic type planets [*] Fixed Declare Friendship diplomatic option not adding the Path of Bliss value indicated in the tooltip [*] Change Leadership button is now made darker and more obvious to find [*] Updated buy item tooltip to make it clearer that it only takes one turn to finish its production [*] Tentative fix for player being unable to select 2 of the options in the New Species Discovered event  [*] Tweaked Build Settler button to be clearer to see [*] Fixed player being able to scroll up and down when the mouse is over the Notification History UI [*] Added text describing penalty of +5 labor production if a district is built on top of a forest in the tile tooltip [*] Various minor UI tweaks [*] Fixed certain instance where player being unable to retrofit a unit (ie because it’s design has been overwritten more than once) [*] Fixed Roof Plates icon not triggering tooltip [*] Player now can’t destroy districts if under attack, preventing players from building defence districts and then cancelling them to distract the AI [*] Weapons with Range +1 now have that bonus indicated in its respective tooltip [*] Fixed Field Loudspeakers having the wrong credit cost indicated in the tooltip [*] Fixed the descriptions for Ancient Device and Ancient Statue artifact to make their effects clearer [*] Exclusive Technologies tooltip now indicates what Era the technology requires [*] Fixed Defence Districts panel showing wrong attack values when no citizen is assigned to it [*] Changed combat preview text to say “Deals approximately X Damage” instead of “Approximate Damage Inflicted: X” [*] Occupation text now made clear [*] Fixed Levitating Stones effect not being reflected in the Pollution tooltip [*] Fixed rare instance where a Unit wouldn’t replenish movepoints after being attacked while resting [*] Fixed Space Generators Local Project not reducing pollution of districts built after it’s been built [*] Fixed Ra Dynasty typo when accepting a proposal [*] Defence Districts now indicate the district’s health and damage [*] Now clicking the “Ship belonging to X faction” notification now moves the camera to the position it landed, rather than the ship itself [*] Fixed Autosave message popping up twice [*] Fixed description of City Defenders trait [*] Planetary Governors technology now add +2 to the city limit instead of +1 [*] Accurate Predictive technology Planning now adds +2 to the city limit instead of +1 [/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] •[url=https://twitter.com/GamesByGreyWolf]Twitter[/url] •[url=https://www.facebook.com/paxnovagame/]Facebook[/url] [b]Iceberg Interactive[/b] • 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