Terra Invicta Build 0.4.19

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! This is largely a bugfixing patch to handle a few crashes and other issues players have reported since we released the first 0.4 build eight days ago. There should be no compatibility issues with 0.4 saves. Players with 0.3 builds should still switch to the 0.3.138 rollback branch. We have another patch with additional fixes in the works (already on our unstable experimental branch as 0.4.21), including an important fix to particle weapons damage. Also: All of the translations are still relying on 0.3 text. We're aware this had led the game to giving bad information in some cases. We're awaiting updated translations for 0.4 builds and will get them in as soon as we can. Thanks for your patience. And thank you for all reviews and feedback -- they are helping us improve the game. Here's the full fix list: 0.4.19 Balance/Gameplay - Mission to Mars now requires Skywatch. Mission to the Asteroids now requires Space Mining and Refining (instead of Skywatch). This is to narrow down the early game decision set, especially for the AI when it's picking techs. - add EU claim on Makhachkala region (Chechnya/Dagestan/Stavropol) with Great Europa AI - ShouldNotBuildHabModuleRightNow() improvement : considering farm costs to support given module. Currently farms don't have support costs, so this is just futureproofing + mod support. - ManageHabs() adjustment : lowered the rate at which habs are renovated, and increased the improvement requirements - ShouldNotBuildHabModuleRightNow() improvement : added logic to consider the support costs for power modules require to support a given module - GetHabModuleSize() refactor : splitting up into GetPowerModuleSize and GetFarmModuleSize(). UI - nearly identical alert notifications will attempt to stack to reduce multiple repeated notifications (like 5 armies arriving in a region at once) - Combat Radiation Damage UI fixed and reenabled. - external log: armies will only notify arrival in a region if it's their final destination A - 4292 - fixed crash when opening hab screen ui due to processing recently deleted habs - fix crash when pathing to Turkey by sea when at war with Turkey (4304) - fix a crash when a faction completes a ship at a base another faction has parked a fleet at. B - fix a possible order of operations error in sustainability damage from region damage - fix calculation error for promoting officers when their attached ship system is damaged (it was usually zeroing out promotion chance instead of modifying it) - synced up some calculations of individual GHG contribution to GW and total calculation (bug #4298) - reduced the allowed mission scheduling duration for 3-week turns from 21 to 20 days, because in March on non-leap years some phase 5 missions like purge would occasionally get canceled because they ran into the next turn (no bug number, totally noticed this myself) - fix garbled template data for planetary tilts, added save repair so everything angles the right way (bug from discorder) - prohibited use of the Declare War option in the "move your armies!" prompt if you just moments ago made peace with the nation asking you to move your armies. (bug 4285) - Some adjustments and fix to combat and the effects of cohesion - fix div/0 error in education priority effect when education gets so low you get infinite education. Note: there is save repair related to this in the 0.4.20 build. C - fix typo in officer ECM ability - fix army icons vanishing until a refresh when you ally with a just liberated nation whose land you now stand upon (bug 4287) - update description of fission frag drive (discorder) - fix floating point math issue that was showing inaccurate miltech in nations screen (4301) - fixed a UI bug in the remove-your-armies prompt that would say they'd have a > 0% chance of allying with you but the option was grayed out. In that case it will now show 0% (because an alliance violates the allying rules). - fix for some broken visual fleet positions in strat layer post combat and when performing operations - fix missing hab site name at a Centaur - fix sea zone for Diyarbakir region - 4269 - fixed incorrect repeating project cost in ui - 4302 - fixed combat tutorial tips pointing to incorrect fleet command buttons Modding - added nationalDirectInvestmentCapGlobalMultiplier in TIGlobalConfig to nation direct investment cap calculation for modders (default is 1)