Patch 5 (bug fixes, modding enhancements, and balance adjustments)

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! We've patched Terra Invicta today with a large number of bug fixes and balance improvements, as well as enhancements to modding and localization. Today's patch brings Terra Invicta 3 versions forward, each of which had previously been in testing. A complete changelog for each of the 3 versions included in today's patch, 0.3.24, 0.3.25, and 0.3.26, are included below: 0.3.26 Bugfixes - Fix for game not creating the missing root Mods Folders early enough with new loc modding code (0.3.24), would cause startup crashes after new installation - repair faction thinking it owns a control point it doesn't. Doesn't fully fix original issue but should prevent certain crashes when merging nations - save-repair fleet thinking it owns a ship when it doesn't. Related to #2784. Doesn't fix original problem or prevent the original crash, but should allow saves to load up and continue - Fix for 2786 - prevent crash when an AI is trading with the player and has no eligible orgs to trade 0.3.25 Balance / AI - Work on nation AI priority management. Should ease off boost when it has a lot of boost. Should to a better job avoiding spreading points everywhere when there are important problems to solve. More to do here. - Ukraine starts with 30 IP in build army. Bugfixes - Fix for confirm mission assignments button being clickable even when it was set to not interactable. We think this was causing a number of bugs related to mission phases disappearing, odd aborting, or missions failing to execute. Players were clicking the button before the AI had not completed preparing its missions which threw off a number of internal values related to ending the mission phase and scheduling missions. - Fix for crash when changing tech sort option when selecting a new tech to research - fix a crash when clicking a module to upgrade in the hab designer - Fixed an issue where upon the destruction of the final combat module of a station in combat the game would crash - A battery of Point Defense fixes: - Fixed a Defensive Fire issue where longer ships had a smaller PD envelope due to combat scaling. Ships now have the combat scaling taken into account when calculating their defensive range. - Fixed an issue weapons sometimes not firing due to their aim being thrown off by jittering or flipping around entirely. Should see a marked improvement in PD performance. - Fixed an issue with Habs having longer laser range than they should. - Fixed an issue with turret rotation not taking into account the time since last update leading to turret aim being thrown off. - Fix #2753 Solar Flare effect appearing to not expire 0.3.24 Balance - Aliens won't gun for Protectorate for unlocking victory condition - Energy Crisis: blue options cheaper, GDP losses slightly worse - Speaking Out public opinion loss harsher (Shout out to streamer Lorem the Dragon) UI - Updated Operations Controls Canvas to have animated arrows for the confirm operation button Bugfixes - prevent CTD in SimulateCombat 2761 (Many reported crashes for 0.3.23 are due to this issue) - fix crash when a fleet arrives at a destroyed hab - fix crash when destroyed fleet checks its refit goal - you can no longer release your capital region to a new nation via relase nation, fixes crash when you try that - Missile Tests and ASAT Tests no longer trigger for nations maxed out on Miltech (Shout out to streamer Lorem the Dragon) - Bugfix #2682: Prevents crash when a combined fleet loses all ships in combat owned by the controlling faction (only leaving ships from the supporting faction). - thrust panel now correctly shows header text - fixed missing ship part images in post combat UI panel - Fixed reversed research panel pip manipulation - Bugfix #2676: Orbit phasing trajectories to planet-moon Lagrange points now generate. - Fixed bug in phasing math that would cause a teleport when the ordit being phased over has eccentricity > 1. (I was using mean anomaly instead of true anomaly to calculate the position of the fleet during the transfer). - Bugfix #2696: No more negative DV transfers. - Fix for missing ship parts UI in space combat UI after having multiple combats in a session - Fix for Veteran & Brutal win achievements not unlocking - Fixed visual issue with incorrect weapon placement on Human Battlestations - Fixed issue in space combat where ships with damaged bridges could lock out player input to fleet - Added text clarifying effects of Energy Crisis - Effects text re: councilor stats will use proper attribute strings now (surprised this didn't come up in localization before) - Bugfix #2755: Appearantly stale AdHocOrbits could be "half" deleted -- contain no information but not yet marked to archive or removed from the GameStateManager. TryToRemoveAdHocOrbit now deletes them *without* crashing. - Bugfix #2766: Ensure that all fleets can return some sort of orbital elements so avoid crashing. This is used when initializing the visualizer, although fleets in transit won't use the values directly. - Bugfix #2697: Fleet intercepts don't inherit the target's trajectory if the target would launch after the intercept occurs. - Fix for crash when using mods with multiple assetbundles - Fix for 2751 - Fixed orgs being added to faction pool while still equipped by another councilor,. Added save repair code to remove deleted orgs from councilors on load. - Fix for 2702 - Fixed NRE caused by attempting to play councilor audio on a killed councilor - Fix for 2777 - Fixed crash in tech tree when nearing completion; caused by list sorting and then destroying all elements, moving to coroutine to prevent - PD will fire at antimatter missiles now - prevent crash when decommissioning module under construction - fix crash in rare instance when AI wants to build two stations in an orbit on the exact same day - you can cancel a just-placed build by decommissioning the module for a refund. Unfortunately, this may be exploitable when pasting over an existing module and we'll have to limit its use. - made double-plus-sure conquering a nation ends the war with that nation. should fix a couple of strange cases that led to crashes - Narrowed Shipboard Mutiny alert setting #2736 - Attempt fix reported alien ship defection (which already shouldn't be possible) - Fix designated gun-type hab module turret ignoring naval guns in favor of lasers Modding - Mod support for Localization is now active, just add your own Loc files(.en, .fr, etc)into your mod folder and they will be automatically loaded when the game launches, replacing existing entries where applicable. -Loc files should follow the same file naming conventions as vanilla files .en for English, .fr for French etc -New Loc entries are added as new entries, adding Loc entries which exist in the vanilla files will overwrite the vanilla strings. -Loc files in the enabled mods folder will be loaded on game launch -Loc files will be loaded regardless on the "Use Mods" setting, they do not flag the game as modded and modded Loc will not disable achievements. -Multiple languages are supported and will be shown to the user depending on their selected language. (ModdedSettingsLoc.en will be shown in English and ModdedSettingsLoc.fr will be shown in French) -Loc mods using languages without vanilla translations will still need to mod the TILocalizationTemplate.json ("active": true) and add an empty folder named with the language code in the vanilla Localization folder to get the language to show up in the in-game menu(Russian("rus"), Korean("kor") etc). Technical Notes -All Loc files within the Mods/Enabled folder and all subfolders will be loaded on launch immediately following the load of vanilla Loc with the same rules as vanilla Loc. -Loc entries will not be added unless a folder with the language abbreviation(en, fr, rus, kor) is present in the vanilla Localization directory(need to add for languages not in vanilla game). -Modded Loc does not edit or merge any files, our patches or changes to vanilla Loc will not interfere with modded Loc. Misc - TINationState will record "original capital" now for eventual returning capital to home region when it returns to nation - update localization to 10/10 drop A note that we keep multiple versions of the game available for you to play. Here's our guide to playing newer and older builds on Steam if you ever run into issues with the default build, or would like to test-drive new features while we are still making sure they are ready for prime-time: https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29540 If you are looking for past patch notes: Patch 4 https://store.steampowered.com/news/app/1176470/view/3309607313844211358 Patch 3 https://store.steampowered.com/news/app/1176470/view/3284836971988927017 Patch 2 https://store.steampowered.com/news/app/1176470/view/3284836971975123462 Patch 1 https://store.steampowered.com/news/app/1176470/view/3266821940209510622 Hotfix 1 https://store.steampowered.com/news/app/1176470/view/3266821940208564694 And for notes on our EA plans https://store.steampowered.com/news/app/1176470/view/3266821940207547123