From the creators of Long War, an alien invasion has fractured humanity into seven ideological factions each with a unique vision for the future. Lead your chosen faction to take control of Earth’s nations, expand across the Solar System, and battle enemy fleets in tactical combat.
[h3]Major Patch 13[/h3]
Hi everyone! Terra Invicta version 0.4.18, our biggest update in some time, is now available on Steam for all players.
[b]Important Note:[/b] Version 0.4 builds do not support version 0.3 saves. Follow these steps to keep playing your 0.3 saves.
[list]
[*] Go to [b]PROPERTIES -> Betas[/b] menu in Steam.
[*] Select and revert to version [b]0.3.138.[/b]
[*] This version will remain available indefinitely.
[*] Some players have reported crashes after reverting. If that occurs, first validate your files in Steam. If it still doesn't work, reinstall Terra Invicta.
[/list][hr][/hr][h2]New Features Overview:[/h2]
[b]Geographic Expansion:[/b] More than 80 regions added to the Earth map, with changes to meganations and new breakaways including:
[list][*] Switzerland
[*] Austria
[*] The Netherlands
[*] Serbia
[*] Moldova
[*] Latvia
[*] Lithuania
[*] Estonia
[*] North Macedonia
[*] Albania
[*] Lebanon
[*] Republic of the Congo
[*] Ghana
[*] Malawi
[*] Cabo Verde
[*] Uganda
[*] Djibouti
[*] United Arab Emirates
[*] Sierra Leone
[*] Liberia
[*] Papua New Guinea
[*] Palestine
[*] Somaliland
[/list][h3][b]Celestial Updates:[/b][/h3]
[list][*] [b]Large Comets:[/b] Now travel throughout the Solar System, displaying prominent tails as they approach the sun. These comets are potential sources of water and volatile materials, beneficial for colonization in the arid zones of the inner Solar System.
[*] [b]New Moons:[/b] Recent astronomical discoveries around Uranus and Neptune have been added, now with more creative names than their original catalog numbers.
[*] [b]Kuiper Belt Enhancements:[/b] Updated with the latest data, providing a more accurate representation of this distant region.
[/list][h3][b]Ship Officers Feature:[/b][/h3]
[list][*] [b]Named Officers:[/b] Ships now feature named officers as a new form of experience system.
[*] [b]Promotable Officer Classes:[/b] You can promote up to 15 different officer classes, such as admirals, captains, and weapon officers, each providing unique bonuses.
[*] [b]Officer Development:[/b] Most officers will spawn and enhance their abilities during battle, contributing to strategic advantages against alien and human adversaries.
[/list][h3][b]Climate Change Mechanics Update:[/b][/h3]
[list][*] [b]Economic and GHG Emission Linking:[/b] Improved modeling to better connect national economies with greenhouse gas (GHG) emissions.
[*] [b]Sustainability Rating:[/b] Introduced a sustainability rating for each nation, reflecting GHG output in relation to expected levels based on the nation’s population and economic size.
[*][b] Welfare Priority Implementation:[/b] Added a welfare priority system to boost sustainability ratings up to a set maximum. Reaching this maximum involves significant technological advancements and concerted efforts.
[*] [b]GHG Removal:[/b] Once the maximum sustainability is achieved, nations will begin actively removing GHGs from the atmosphere.
[*] [b]Natural Uptake Mechanics: [/b]Refined the mechanics for natural GHG uptake, increasing the difficulty of improving sustainability ratings as they near zero emissions.
[/list][h3][b]Fusion Propulsion and Weaponry Overhauls:[/b][/h3]
[list][*] [b]Enhanced Progression:[/b] Redesigned the fusion propulsion technology tree for clearer progression paths.
[*] [b]Consolidation:[/b] Condensed weapon and electrical propulsion development to streamline technologies.
[*] [b]System Updates:[/b] Eliminated several older drive systems, replacing them with more advanced and intriguing fusion systems.
[/list][h3][b]Particle Weapons Rework:[/b][/h3]
[list][*] [b]New Progression:[/b] Updated particle weapons technology sequence, now consisting of e-beamers, ion cannons, neutral particle cannons, antimatter cannons, and neutron cannons.
[*] [b]Damage Capabilities:[/b] These weapons can inflict normal thermal damage and penetrate standard armor to cause radiation damage to vulnerable systems such as computers and crew.
[*] [b]Strategic Impact:[/b] While particle beams are not typically lethal to ships themselves, they can disable crucial onboard systems and result in the loss of crew and officers.
[/list][h3][b]Introduction of New Alien Ship Classes:[/b][/h3]
[list][*] [b]New Enemies:[/b] Added three new classes of alien ships, tailored as their own versions of the escort, monitor, and cruiser.
[/list][h3][b]Combat Targeting Mechanics Update:[/b][/h3]
[list][*] [b]ECM Modules:[/b] Enhanced to potentially impose a forced cooldown on any weapon that targets the ship equipped with the ECM.
[*] [b]Missile Defense Capability:[/b] ECM modules can still disable incoming missiles before impact, but this no longer applies to nuclear and antimatter missiles, which will detonate upon reaching their target.
[*] [b]New Module:[/b] Introduced a targeting computer module that allows ships to counteract enemy ECM effects.
[*] [b]Cooldown Duration:[/b] The length of the forced cooldown is determined by an internal success-failure roll.
[/list][h3][b]Internal Ship Damage Mechanics Rework:[/b][/h3]
[list][*] [b]Damage Exit Dynamics:[/b] Adjusted so that under certain conditions, damage from kinetic, penetrator, or beam weapons with a small point of contact can exit a ship rather than being applied internally.
[*] [b]Weapon Immunity:[/b] Explosive warheads, nuclear weapons, and antimatter weapons are not affected by this change and will continue to deliver internal damage.
[*] [b]Increased Survivability:[/b] This modification aims to enhance ship survivability by preventing some forms of damage from affecting the ship's internal systems.
[*][b] Expanded Role for Explosive Weapons:[/b] Provides a broader operational niche for explosive weaponry, emphasizing their effectiveness and distinct impact in combat scenarios.
[/list][h3][b]Terrestrial Warfare Mechanics Rebalancing:[/b][/h3]
[list][*] [b]War Simulation Enhancements:[/b] Improved mechanics to more accurately simulate prolonged, attritional wars as well as rapid invasions against significantly weaker opponents.
[*] [b]Invasion Difficulty:[/b] Increased the difficulty and duration of invasions when targeting near-peer nations.
[*] [b]Occupation Dynamics:[/b] Extended the time required to occupy large and densely populated regions, reflecting the complexities involved in controlling such areas.
[/list][h3][b]Priority Mechanics Rework:[/b][/h3]
[list][*] [b]Scaling Effects:[/b] Adjusted so that benefits impacting national statistics now scale with a country's population. Consequently, progress on goals like GDP growth or reducing inequality will occur more slowly in larger nations like China compared to smaller ones like Botswana.
[*] [b]Strategic Trade-offs for Meganations:[/b] Introduces more complex decision-making for larger nations, balancing their size with the agility needed to implement changes.
[*] [b]Enhanced Advisor Role:[/b] The 'Advise' councilor mission has been significantly enhanced to improve a nation’s economic performance more effectively while active. Deploying a high-administration councilor to manage capitals of large empires can help mitigate the challenges these meganations face under the new system.
[/list][h3][b]New Weapons and Modules for Ships:[/b][/h3]
[list][*] [b]Enhanced Armaments:[/b] Introduction of several new weapons and modules, including the 40mm autocannon, siege coilguns, and a variety of high-performance missile systems.
[*] [b]Additional Ship Features:[/b] Added the flag bridge and the salvage bay to enhance strategic and recovery capabilities.
[*] [b]Alien Arsenal Expansion:[/b] The alien forces have also received new, potent weaponry for use in the late game, increasing the challenge and diversity of combat encounters.
[/list][h3][b]Adjustments to Mission Control and Mining Relationships:[/b][/h3]
[list]
[*] [b]Habitat Core Costs:[/b] Small habitat cores now require more mission control (MC) resources, while larger habitats cost less.
[*] [b]Mining Module Changes:[/b] Mining modules no longer consume MC resources.
[*] [b]Mine Cap Adjustments:[/b] The cap on the number of mines you can operate without additional MC costs has shifted from a per-planet to a per-mine basis, allowing for more strategic flexibility.
[*] [b]Technological Impact on Caps:[/b] The cap on mines will now increase as technological advancements are made.
[*] [b]Expansion on Mars:[/b] The number of habitat sites on Mars has been expanded to 25.
[/list][hr][/hr][h2][b]Additional Adjustments and Feedback:[/b][/h2]
While this update includes extensive adjustments, there's more to explore. For detailed patch notes, visit: [url=https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29923&p=58150#p58150]Pavonis Interactive Patch Notes.[/url]
[b]Reporting Issues:[/b] If you encounter any crashes or bugs, please report them via our [url=https://discord.gg/XBVqMZU]Discord server[/url] or email us at support@pavonisinteractive.com with the following:
[list][*] Your save file
[*] Player.log and Player-prev.log files from %HOMEPATH%\AppData\LocalLow\Pavonis Interactive\Terra Invicta
[*] A description of the steps that led to the issue.
[/list][h3][b]Known Issues Being Addressed:[/b][/h3]
[b]AI Stability Concerns:[/b] You might encounter a prompt indicating that the AI has encountered an error, particularly at the start of the campaign. We are actively working to identify and resolve these rare bugs.
[b]Combat UI Updates:[/b] The user interface for reporting damage from ionizing radiation to enemy ships in combat is still under development and being refined for better functionality.
[hr][/hr][h2]To Our Community[/h2]
Thanks to all our players who spent time trying out the build and helping us hunt down bugs and giving us feedback -- with an extra shout-out to the researchers, veterans, and generally well-read folk, as well as a particular nuclear engineer, for lending us their expertise and keeping many aspects of the game in the realm of plausibility. We’re ultimately a small team making a big game, and the support of our players during EA makes this a better game for everyone. We encourage everyone to join our Discord to take part in the feedback process.[h2]Ongoing Development[/h2]
And there’s more to do. No doubt there will be bugs to fix and things to balance in future 0.4 patches. We’re also working hard on new gameplay features and also the UI and AI improvements we know the game needs before we can take it out of EA. (We do shout ‘git gud’ at the AI every single day, but we think it’s ignoring us.)