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.
Hi everyone,
We are happy to tell you that we’re releasing the final major update to [b]Pax Nova[/b] from the Early Access roadmap today! This [i]Mod Support Update[/i] lets you take part in the game like you never have before. For instance, Steam workshop has now been integrated; letting you generate and share your own content! It is now possible to mod various features including factions, events, diplomacy lines, districts, technologies and quests. Go crazy with it. ;-)
After updating the game you will find a quick guide to creating mods and a template when navigating to:
[i][b]C:/Program Files (x86)/Steam\steamapps/common/Pax Nova/Modding[/b][/i]
Players will automatically find uploaded mods when going to the Mods section in the main menu.
Along with the Steam workshop integration, the update introduces a dedicated list for units and notifications, and you can now queue constructions in cities and districts, as well as technologies in the research menu. There have also been some serious changes to the victory/defeat screen, and it is now possible to view your progress chart with statistics on victory goals, [i]while you are playing[/i]! We find this really useful and hope you do too!
As if all of this wasn't enough, there are some new unit types, new weapons and modules and a new district that replaces city counter-attack. Units now occupy all enemy districts once in their territory, making all production come to a halt. On top of that, there are land portals and, of course, a long list of bug fixes and other improvements that you will find down below.
[img]{STEAM_CLAN_IMAGE}/33747657/1f4643f319f413a95294900909247a54a701e6ed.png[/img]
Speaking about the update, we would like to take the opportunity to update you on the overall progress of the game and our plans for the full release. Earlier this year in June, we announced our Early Access roadmap for [b]Pax Nova[/b], and we are pleased that we’ve been able to deliver the updates we promised within the expected time frame. Now that this latest update is out there, we are focusing on the full release of [b]Pax Nova[/b]. The game was originally planned to come out in 2019 but we have come to the decision to postpone the launch until early 2020.
The reason for this delay is simple – we want [b]Pax Nova[/b] to be bigger and better than we initially planned, so we've decided to delay the game a few more months and give ourselves time to work on making it as grand as possible! We are planning to put the game into QA for an additional time, which is necessary due to the massive scope of the project. It is also an opportunity for us to continue implementing more of your feedback and make [b]Pax Nova[/b] a worthwhile experience for 4X strategy fans!
We know some of you will be disappointed but we hope you guys agree that it is better to invest more time now, so that the full release will be more polished and fun to play.
Thank you for your patience and understanding. We value your feedback and opinions a lot, and hope that you enjoy this new update while awaiting the full release!
All the best,
- The [b]Pax Nova[/b] team
[img]{STEAM_CLAN_IMAGE}/33747657/e7f62415504b6c936f80e71e490430f7732acd1a.png[/img]
[h1][b]Changelog[/b][/h1]
[h1]New Content[/h1][list]
[*]Added Steam Workshop
[*]Added Killer Instinct weapon trait, which adds a chance to inflict Critical hits on attack
[*]Added tooltips to unit panel stats (Health, Moves, etc.)
[*]Added Banshee space creature
[*]Added Ulkar Brute creature
[*]Added tank different weapons being visually shown
[*]Added Genie Gatling Gun armor weapon
[*]Added DimTravel Transporter module, similar to DimTravel Implant but for Armor units
[*]Added several new combat factors and rebalanced several previously existing damage types
[*]Added new Armor traits, providing defensive bonuses against specific damage types
[*]Added Vanguard premade melee unit template
[*]Added 3 new Sword weapons
[*]Added new Outpost model
[*]Added Increased Defence Districts Health and Damage tech effects to 3 existing technologies
[*]Added Ship Solar Rockets artillery weapon
[*]Added March Rockets Institute technology
[*]Artifacts can now be combined to create new ones (when applicable)
[*]Added Code Fragment, Locked Orian Chip and Unlocked Orian Chip artifacts
[*]Build queue items can now be moved up and down
[*]Added Land Portals technology
[*]Implemented Land Portals
[*]Added Defence districts[/*][/list]
[h1]UI improvements and misc.[/h1][list]
[*]Improved Terrain shadows
[*]AI: improved AI's tactical handling of weapon types, terrain advantages and other combat factors
[*]AI uses Artillery type units more often when invading cities
[*]Improved death animations in space
[*]Reinforced Plates ship armor type now provides double extra HP
[*]Required Era tech in Institutes is now shown in the top right corner
[*]Citadels now don't sell Unique Artifacts anymore
[*]Leadership effects are now described in the tech tree tooltips if applicable
[*]Unit tooltips now show damage type
*]Tweaked Unit, District and Improvements tooltips to be larger and use a bigger font
[*]Tweaked visual image to give more contrast and be overall more colorful
[*]Natural Wonders are now called Planetary Landmarks and each have unique effects
[*]Leveling up now adds less Damage and Hitpoints, making technology more important than before
[*]Added new main panel icons, unit icons and unit action icons
[*]Added new charts page with info on the performances of each faction over time
[*]Added timeline page button in Win/Lose screen
[*]Improved camera zoom controls: movement is now much smoother and the player has now much more control over how fast or slow he can zoom in and out
[*]Added Progress charts in Faction overview menu and top right corner of the main UI
[*]Victory conditions are now competitive with the first player to reach a specific one winning it. Other players can still proceed but can't finish that specific victory condition of another players gets it first.
[*]Added current placement in progress charts in the empire overview menu
[*]Factions are now more spread around the Galaxy, with less players per planet by default
[*]Declaring war now requires 6 Influence instead of 8
[*]Added Notifications menu
[*]Improved look of End Turn button
[*]Added Units list
[*]Increased research time for technologies
[*]Improved Planet and system icons
[*]Improved selected items of interest, Warp gates and natural wonders UI panel
[*]Each Natural Wonder type now has a specific name
[*]AI is now much less likely to declare war if the game difficulty mode is set on Easy
[*]Warp points are now called Warp Gates
[*]Technologies can now be queued
[*]Unit Actions are now shown on top of the left Action bar in the unit panel
[*]Implemented Space Trading Post Minor faction type
[*]Implemented district torching and city occupancy
[*]An action icon will now appear in the top of the unit's icon if the unit is mining, resting or torching a district
[*]If the enemy is within a city's territory, that territory becomes occupied and all production in that city is halted
[*]Districts now have icons indicating if they are being occupied, under construction or inactive
[*]Added Melee attacks. Less base damage, crit change and extra movepoint
[*]Reworked battle sequence animations
[*]Added Corruption metric to all cities
[*]Financial Districts now also increase Corruption threshold
[*]Settlers are now built in cities instead of the military district
[*]Context sensitive unit action buttons are now colored
[*]Cities now have no counter attack, defence is now handled by Defence districts. Bonuses previously given to city Counter Attack are now applied to the Defence districts built on the specific city
[*]When a city is selected, if the player zooms out the camera rotates so the player can have a much better vision of what's on and around it
[*]Improved factors on why the AI declares war, takes enemy strength more into consideration
[*]Improved AI handling of attacks and tactics
[*]Improved AI handling of districts and which ones to build
[*]Improved AI handling of city
[*]AI now uses Space mining
[*]AI now uses Invasion ships and outposts
[*]Empire and Diplomacy menus now indicate how many planets the selected faction has their cities spread around
[*]Rebalanced all weapons and armours to be more powerful the farther they are in the tech tree
[*]Made AI better manage its units defensive positions and avoid cluttering the city and blocking units from moving around
[*]AI now tries to be much more proactive when it comes to trying to reach its victory conditions
[*]Increased Score Victory threshold to 120 000 and made new technologies less valuable to score
[*]Unit class type is now shown in the Unit traits section of the Unit panel
[*]Damage types are now shown in the unit panel along with a tooltip
[*]Unit abilities are now shown as unit traits
[*]Mods are now located in the LocalLow folder due to windows permissions possibly causing issues
[*]Misc. UI tweaks[/*][/list]
[h1]Bug fixes[/h1][list]
[*]Fixed crash during combat
[*]Fixed armor and ship units showing wrong model when destroyed
[*]Fixed tech queue being lost after loading a game
[*]Fixed Pulse damage type not showing the right icon in tooltips
[*]Fixed Corvus soldier models being rendered 100x the size in the unit design menu
[*]Fixed Corvus soldiers changing to wrong rotation and scale while playing certain animations
[*]Fixed scroll bar not appearing when modules no in modules list in unit design window exceeds the limit
[*]Fixed infinite turns bug
[*]Fixed Minor Factions and Artifact events returning the same artifacts almost always
[*]Fixed black screen on startup
[*]Fixed game getting stuck occasionally during battles
[*]Fixed instance where the game could end up being stuck on end turn
[*]Fixed some premade unit templates not being updated upon completion of certain technologies
[*]Fixed visual artifacts caused by toxic tile effect
[*]Fixed Yridum Plates armor module having wrong visual (shows infantry instead of tank)
[*]Fixed Terrified status adding damage instead of reducing it
[*]Fixed battle results occasionally showing wrong damage numbers
[*]Fixed some instances where the AI would find an error and skip the turn before planning all its moves
[*]Fixed some pathfinding issues
[*]Fixed Influence being taken from the player if he tries to assimilate a vassal despite being over the city limit on that planet
[*]Fixed player getting stuck on loading if using a resolution with certain aspect ratios
[*]Fixed units on water shooting missiles despite having no damage
[*]Fixed Strategic Resources markers going over the Turns counter and in-game Date text
[*]Fixed power buttons not showing if the player has more than 3 available powers
[*]Fixed Warp points being generated in the same position
[*]Fixed Buy Production buttons often overlapping each other, causing the player to sometimes press the wrong one[/list]
[h1]Connect with us to stay up to date![/h1]
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[b]Iceberg Interactive[/b]
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