Patch 11 (Campaign customization and translations)

Terra Invicta

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.

Hi everyone! Today's update adds a new feature set we've been looking forward to getting out to players -- campaign start options. These will allow you to customize both the pacing and the difficulty of the campaign to your liking. Specific options include control over: * Global research speed * Space mining productivity * Alien progression speed * National investment rate * Frequency of narrative events In addition, you'll be able to customize your starting councilor professions and which enemy factions will be in the game in addition to the aliens and their human supporters. You’ll also be able to grant the AI certain bonuses for an added challenge. While these features have been on the to do list for a while, we have taken note of player feedback about the length of the campaign and overall pacing, and it is our hope that these options will allow you to tailor your Terra Invicta experience to one that fits your expectations and available time. [img]{STEAM_CLAN_IMAGE}/38755366/40c1ec057619f5401351fd01a3a1e3c690a9f1af.png[/img] In addition, we’re delighted to announce the inclusion of two new translations in this patch: Brazilian Portuguese and Polish! These and the existing translations have been updated to version 0.3.99 (the last patch in July). We have seen interest in other translations of Terra Invicta, and while we don’t have anything to announce, please know that we’re reviewing and discussing other languages to determine if they are feasible for us to include. The patch adds a host of other bugfixes, balance adjustments, and visual improvements. The research AI has been overhauled. A number of Solar System moons received gorgeous 4k textures. You can now build heavy fission reactor modules on your habs, which serve as an upgrade to existing fission modules before you develop fusion. In combat, there’s a new missile salvo fire mode that lets you fire a portion of your missiles without having to manually turn off or detarget the weapon system. [img]{STEAM_CLAN_IMAGE}/38755366/923de54714cc0a5bf36887ea6a635ac16dce7ae2.png[/img] We’re already at work on the next patch. As always, we invite everyone to leave feedback on our [url=https://discord.gg/XBVqMZU]Discord[/url] or the [url=https://www.pavonisinteractive.com/phpBB3/index.php]Pavonis forums[/url]. We also monitor the Terra Invicta Reddit and Steam forums. We learn so much from players reporting their experiences and sharing tips and strategies, and it does have a major impact on how we move forward with improving the game. ADDENDUM A couple more notes -- The full patch details are [url=https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29895]here[/url]. Also, this patch isn't the final word on campaign options and overall pacing. We still plan to look at the late game challenge and mission phase frequency, among many, many other things.