Patch 6 (bug fixes and balance improvements)

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.

Build 0.3.35 is live on the main branch. Rollback branch is 0.3.27 (Patch 5) if you need to revert. Validation branch has 0.3.37. This is a hefty patch with a number of updates. Highlights are: * Fix several issues with alien aggression * Add the ability to mark projects and ship parts as obsolete so they aren't visible in menus * Fix a post combat crash when intercepting a fleet in a transfer This is a larger download (up to ~2 GB) as we updated a number of graphic assets to handle memory better. IMPORTANT! Notes: You will probably have to remove and re-install mods to continue playing existing saves; they currently break when we patch the modded template jsons. We're working on a fix to make this seamless. 0.3.35 - Fix bad trigger in Energy Crisis that was setting it off way too often (bug introduced in .34) - Fix missing adjacency between Honduras and El Salvador 0.3.34 Gameplay - You can now use DestroyHab if you have marines, and marines are required to use DestroyHab on a base you are landed at. UI - Texture Streaming is now an option in the graphic settings menu - Project and Part Sorting Update we gotta talk about your patchnotes ben Bugfixes - Some fixes to events - Fix for missing tech descriptions - Alien threat monitor tutorial now that it's moved - fix for ship desinger role assignment tooltip sorting behind game elements - Fix crash in JoinFleet goal initialization - Attempt fix rare crash when a councilor is dismissed in the same tick that a mission prompt is pending 0.3.33 - fix a few issues related to alien threat monitor not triggering and updating; added effects so projects and events can fix it 0.3.32 - Fix for 2867, fixed CTD when trying to change projects, fixed projects disappearing from selection UI when panel is closed and re-opened when some projects are marked obsolete - Texture streaming memory budget is now based on the user's VRAM instead of a fixed value. This is an attempt to correct issues with textures defaulting to lowest resolution in certain cases. - TIGlobalResearchState.finishedTechData : do not serialize. Issue #2868 0.3.31 - fix for obsoleting ship parts not working correctly - attempt fix for favored and hidden projects UI going wonky when a new project is finished - fix softlock when a national capital change processes before a set policy mission; councilors will now move to new capital before mission processes 0.3.30 Balance / Gameplay - adjusted exotics/antimatter sale prices back up somewhat - increased money income from some hab modules - reduced influence income from most orgs that provide it, reduce ops income on some orgs - Significant update to project unlock chances to ensure most ship and hab modules are always available. Advanced drives will usually have a single point where they can fail to unlock. .29 and earlier saves will be updated so 100% chance projects will unlock on load. - removed all CP requirements to unlock projects (this will primarily affect unity projects) - Caliphate claim on Oman moves to Greater Caliphate project - Adjusted how a faction's estimated alien hate is calculated to better account for MC (so the threat bar should be more accurate, will also update more often with estimates, and will turn all red when the aliens go to total war mode - removed all salvo fire from missiles; all missiles and torps fire steadily every 5-8 seconds - atomsmasher module now requires antimatter mass production UI - Added the abiltiy to select projects as a favorite which sorts them at the top of the list - Added the abiltiy to select projects as obsolete which allows them to be hidden. dude you don't get to write loc if you can't spell ability correctly - Added the ability to select ship parts as obsolete in the ship designer - Moved alien threat UI element to main screen - Added boost conversion to boost and space resources mouse hover - turned councilors will sort behind your councilors in the finder now - Modules that don't fit on a ship will be disabled in the Ship Designer list view now - research screen updates to display project availability chances - extra text specifying farm water and volatile rebates - optimize finder sorting, armies will sort by tech level and turned councilors will appear after your councilors - project text will display current unlock chances - intel screen should show stealable projects now - When targeting an unknown councilor, the defender breakdown of modifiers is obscured from player view to avoid more information than the faction would be able to know; change to how AI targets highest enemy defense in detect missions for objectives so it reflects this obfuscation (and operates with the same knowledge the player has) Content - added additional Crimea illustration because someone asked nicely Bugfixes - fix an english string showing up in french cutscene cinematic - fix crash in start of assignment phase in TIRegionState.SecessionCandidates() (#2848) when checking a nation with a claim gained outside of TIBilateralTemplate - added missing commas in fleet and mapvisualizer jsons because amineri said I had to #2844 - Fixed DV error in loading text - Fixed visual bug with Burn Trajectory in combat - [Mods] Fixed crash when loading duplicate hab module assets in Template #2845 - corrected config for construction platform and space dock modules (the config will look wrong but points to the correct visuals) - fixed bad Great Wall formation entries causing ships to co-locate (#2694) - Bugfix #2846: Prevents a crash on load that could occur when a fleet is in an unpowered hyperbolic trajectory around an outer system body. - TIFactionState.GoalsOfType() : don't return original list. Safety precaution to avoid code inadvertently editing the original list. - ManageFleetGoals() : check if new defense goal was successfully added. Issue #2850 - TIFactionState save repairing : remove habSectors that that don't actually belong to the faction. Issue #2850 - Corrected DV and travel time calculations for setting up habs in Lagrange points. - Fixed a typo. - FactionGoal_InvadeEarth.buildFleetsSequentially => true. Issue #2853. Aliens were build 3 invasion fleets in parallel and thus not invading. - Bugfix #2857: Prevents crash from a fleet reporting the wrong barycenter while in transit when calculating the minimum distance between it and some other object (useful for the AI). - FactionGoal_AttackWithFleet : always discarded bugfix. Issue #2783. A misplaced ! symbol was causing attacks to always be discarded. I blame myself - Reverting combat strength reduction for AttackWithFleet goals. - GetBestOperation() : Do not restrict repair/resupply behavior if fleet's goal is a repair/resupply goal. Previously, a fleet could be given a resupply goal because, for example, it NeedsRefuel(), and then GetBestOperation would effectively ignore this goal if the fleet doesn't NeedRefuelBadly(). - Lose faction hate for DefendWithFleet kills during retaliation. Before, hate was only lost as the result of AttackWithFleet goals, ignoring the attacks instigated by DefendWithFleet. I have made the hate loss happen in CheckIfFleetAttackGoalSatisfied(), now renamed to RegisterKill(). It checks if there are any AttackWithFleet or DefendWithFleet goals that targeted the destroyed game state. DefendWithFleet now has a member "secondaryTarget" which gets set when the fleet choses to attack something in GetBestOperation. This is used to track which game states were targeted for an attack when determining hate loss. - fix rounding of bonus t1 research modules in some UIs - added some more nuance and fixed a logic error to navy IP gain when an army with a navy attachment is lost; added codex entry describing the mechanic - disengaged ships should now be counted properly for purposes of recording who won a battle - fix remass scoop not working when not docked at hab - TISpaceFleetState.AbortTransfer() : NRE when called during loading bugfix - No moons sites =>AI cannot build elsewhere bugfix. Previously, the human AI could only build a moon base if it had no moon bases. If all sites were taken, this meant they got stuck. - InitiateCombat() : battle is skipped if target station has no combat strength even though it has a fleet docked bugfix - fix missing karelia-norway adjacency - fix a crash when AI can't afford any habs it wants to found - fix a crash when AI finishes a unique project before you do and it's in a different project slot than yours - fix issue preventing post-combat UI from triggering in some cases Modding - added config line that restores capital shenanigans so you don't have to look it up (we'll add lots of stuff to TIGlobalConfig in time) - [Mods] Expanded search scope so that custom Template types can be loaded (full credit to Amineri for this one) - added globalconfig options to 1) turn off all project unlock rolls (this will obviate a project that improves them; this project is not removed from the game); show in the tech tree that a project unlock roll failed. Both are set to false by default. 0.3.29 Gameplay - the first faction to vote to end combat will be regarded as the "loser" for purposes of recovering salvage. if you vote to end combat then switch back, the "first" will reset or become the other faction. - reduced earth sale cost of exotics and antimatter quite a bit - crit failing a stabilize mission increases unrest slightly rather than cohesion, nice exploit players AI - Combat AI will keep track of projectiles and missiles in flight when deciding whether to agree to withdraw from combat Bugfixes - fix load menus so load game button is consistently in the same place - a number of fixes to address reports of projects not unlocking in .28 build, plus save-repair. Save repair won't be perfect if you played a while on .28; it will make sure you get all guaranteed projects for your faction (notably plot-related) but ones you had a chance to miss during .28 may not ever trigger. - fix 2743 / salvage, all alien ships provide a minimum of .1 exotics when salvaged - fix french narrative events file full of semicolons PARTOUT 0.3.28 NOTE: Steam says is a 1.9 GB download. NOTE 2: Changes to default hotkeys may require restoring hotkeys to the default settings in the controls menu. To do so, open the settings menu from the main menu. From the controls tab, scroll to the bottom of the hotkey list and select the Restore Default Keybindings button. Gameplay - you now can't steal projects you don't have the project prereqs for. Was causing too much weirdness - completing a project will now limit unlock rolls to projects it is a prereq for. this will get noticed - a nation will restore it's original capital region once that region is liberated. this will also get noticed. Added restoreCapitalOnLiberation flag to TIGlobalConfig to allow people to turn this off and do those wacky ubernations they do so enjoy - Fleets can abort transfers during the "loiter" phase prior to launch (if they have one). Feature request #2099. - Fleets can abort all transfers immediately if the game remains paused AI - Start work on AI fleet aggressiveness issues. This isn't done yet. - AI will only build fleets for one invade earth and one transport councilor goal at a time - AI will generally calculate lower needed strength to transport councilors with their fleets UI Combat Control Update 1) Combat controls now use absolute positions rather than relative positions 2) Updated ship waypoint input handling to give finer trajectory control 3) Added a third dimension of waypoint position handling. Players can now adjust waypoints in all three planes (XY, YZ, XZ) 4) Adjusted Combat Burn Input Hotkey to "R" and added Lateral Plane Control (XY plane) Hotkey as "E" 5) Zoom In and Out Default Hotkeys Changed to: Zoom in "T", Zoom out "B" - Added tooltips explaining ISRU effect on mining events #2811 - Updated animation arrow -- terrible patch note Francois, there's only like 9,000 arrows animating in the game, but I happen to know it's the arrows that highlight an important button new players often miss, like confirm a mission or operation Bugfixes - Bugfix #2792. Prevents the CTD after combat that was plaguing everyone. A destroyed fleet wasn't being completely deleted, now it is. - Bugfix #2103: Fixed NREs when reporting aborted transfers where part of the fleet could complete the original transfer, but the remainder would crash / leave the solar system, so the entire fleet performed an emergency burn. Also fixed a bug reporting the destination of enemy fleets when that destination is the void between the stars or the depths of a gas giant at high velocity. - Fix for 2794 - Fixed Crash in Fleet screen when fleet is bombarding a destroyed army - add missing West African Community strings - Adjust how lagrange points initialize to fix a (strange) reported crash when there are competing gameobject IDs, will use gameobjectlink first if available to find barycenter and secondary object. might even shave a few ms off load times, too. - Improvements in alien mining technology mean they no longer suffer from Dry Hole events #2811 - Attempted fix for org stars not showing on Linux - fix CTD when AI is shuffling orgs (TransferOrgsFromPool) - Bugfix #2809: MasterTransferPlanner.GetTrajectoryModelsForConditions() would sometimes fail if a fleet mid-transfer was trying to intercept another fleet mid-transfer. - Missile and ASAT test events require nation to be faction-controlled = bugfix #2821: Fixed a bug in EmergencyBurnPlanner that would report that an abandoned fleet was going to crash instead of leave the solar system -- caused a crash. Also added a safety to protect against fleets destroyed in combat reporting that they need to abort their transfer due to all of their no ships lacking the DV to complete it. - Bugfix #2824: preventing crash when a transfer has a null destination, which happens when the "destination" is another transfer. - Save repair for old saves with bad decommissioned modules still in faction queue, removed tooltip destruction logging - Fix for 2757 - Fixed rare Crash when rename button in fleetscreen UI is somehow clicked when fleetscreen is not open. - fix crash when alien nation declares war in the same tick it is destroyed - fix crash when hell I don't know what caused it, it's #2637, one of those bugs that you hit and wonder how the game didn't crash every session because of it - fix missing prereq for heavy pulsed propulsion - fix automated kits not satisfying "colony ship" role requirements - finder list items given more unique names to avoid GameObject.Find errors - Localization Fix for grave character in Exodus victory quote - Fix for 2664 - Prevent player from being able to view AI ship designs when trying to refit a stolen ship from another faction. Save repair for this issue. - TISpaceShipTemplate.CanDeleteDesign : check all shipyards for design, not just designFaction's - fixed DisbandFleet bugs related to landed fleets getting drawn into combats in orbit - added logging / save fixing code for fleets not being recorded as belonging to their faction, related to DisbandFleet bug - moons of asteroids, centaurs, and KBOs will now be recorded in list of objects in those categories - removed some duplicate bilateral entries, gave Pan Asian Cooperative claim on western siberia - fix some duplicate councilor appearance entries, should unlock two new councilor appearances - AIEvaluators.SystemFleetStrengths : ArgumentNullException bugfix. Issue #2841 - Fixed issue with fleetwide AI revoke control button - fix crash in servants ending #2834 (bug in logging) - Exodus can't build Deep Space Telescope until related objective is unlocked - Bugfix #2832. Fixed a bug in ad hoc orbits that could cause a crash when asking it what fleets are in orbit. Performance - Enabled Texture Streaming for ships, some planets and geoscape armies. This should reduce VRAM usage and increase stability. Unfortunately this may cause the update to be a large download.