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.
Hello everyone!
We're back with another Pax Nova update. It took a tad longer than expected, but it's here! This update brings a bunch of balance changes and tweaks, as well as bug fixes galore.
The balance changes especially should change your games up quite a bit. As an example, we made several important tweaks to combat, like Artillery being less effective. There are also changes to the economy and politics, like Ultra Capitalism being far less overpowered (from a 100% to a 10% bonus, comrade!)
We've given these changes a lot of test runs, and we believe that it's now more balanced than ever before! Give them a whirl and let us know what you think.
[img]{STEAM_CLAN_IMAGE}/33747657/3ecf08e8d5f31841257ecc18e102a862a8732ed0.jpg[/img]
But without further ado, the full changelog:
[h2]Additions and major changes[/h2]
[list]
[*] Added French localization
[*] Added Russian and Chinese localization in BETA (expect typos and other issues, please let us know when you encounter them!)
[*] Improved memory handling of units and AI, meaning the game will consume slightly less memory specially during late game when more units are scattered around the game
[/list]
[h2]Tweaks and rebalances[/h2]
[list]
[*] Corruption threshold now starts at 3000
[*] Artillery is now 20% effective against cities and defence districts instead of 25%, making them less overpowered
[*] Class C armor now costs 250Cr instead of 300Cr
[*] Class B armor now costs 160Cr instead of 180Cr
[*] Burning status now causes 20 damage per turn instead of 10
[*] Radiated status now causes 10 damage per turn instead of 5
[*] Solar Rockets now inflict less damage (70 instead of 85)
[*] Technomancer Armor now costs 20 Cr more (70Cr total) and Reinforced Tech Armor now costs 50Cr more (350Cr total)
[*] Rebalanced Ultra Capitalism to be far less overpowered and only provide a bonus of 10% income per 2 industry district instead of 100%
[*] Rebalanced some Edicts duration to be more useful than before
[*] Farming, Food and Research districts now require slightly less labor and are thus faster build, speeding up early game in the process
[*] Rebalanced the research cost of later technologies to slow down late game slightly as well as science victory
[*] Tweaked the colors of some factions' city border markers to be easier to differentiate from other factions and become easier to see when placed in certain terrain types and colors
[*] Increased the requirement of the score victory so it isn't as easy as it was to achieve
[*] Tweaked several UI elements to better work with all versions of the game
[*] Tweaked the speed of units movement slightly to be faster
[*] Many changes under the hood have been made to accommodate what's coming up next
[*] Tweaked some dialog lines to better characterize some leaders
[*] Misc AI adjustments, overall AI factions should feel slightly more aggressive by late game and slightly less so by early game, and the rate at which they send proposals by mid and late game is now lower
[*] Language options are now greyed out mid game to prevent a specific issue that will be fixed in an upcoming patch
[*] Optimized loading times slightly, partially also thanks to other memory improvements
[/list]
[h2]Bug Fixes[/h2]
[list]
[*] Fixed occasional issue causing the game to get stuck on end turn, more common during mid to late game
[*] Fixed multiple bugs, typos and untranslated lines related to the german translation
[*] Fixed AI bug breaking under certain circumstances, usually by mid and late game causing it to simply stop working beyond managing their cities and replying to other factions input
[*] Fixed Usselium and Yridium showing wrong resources models
[*] Fixed Edicts duration counter not being reset after reaching 0
[*] Fixed some projects displaying their name with #0# under specific circumstances
[*] Fixed some typos
[*] Fixed graphical issue where a unit's movement destination marker would remain visible despite the destination line being reset until another unit was selected
[*] Fixed unit movement not being cancelled after the player ordered it to be set to be destroyed the next turn
[*] Tentatively fixed issue that caused a crash/freeze that occured in the main menu if the game was played on Linux using Steam Proton
[*] Fixed issue where the Archive in the main quest line wouldn't be generated, thus making it impossible to progress the main quest line
[*] Fixed units occasionally feeling like they are shaking while moving, usually noticeable when the framerate is low (<20 FPS)
[*] Fixed mining ship effects occasionally either showing distorted or not showing at all despite being active
[*] Fixed a rare issue that caused the UI to break and behave erratically until a new game was loaded or created or the game was restarted
[*] Fixed instance when the game would momentary freeze (usually lasting less than 2 seconds) unrelated to performance
[*] Fixed multiple save loading related issues, including a frequent one where the player would lose all Harmony bonuses including from residential districts
[*] Fixed Laisser Faire leadership style applying bonuses wrongly
[*] Fixed a crash/freeze caused by some localization code implemented in 1.0.2 (applies to english version as well)
[*] Fixed instance where the Edicts menu would sometimes freeze for up to 20 seconds
[*] Fixed a '"' symbol being wrongly rendered before the "milestone reached at X" text in the Path menu
[*] Fixed instance where a vassal city's AI would stop working after loading a save
[*] Fixed AI getting stuck on a loop and spamming messages and proposals
[*] Fixed Authority requirement text not showing in the Leadership and wrongly saying Pragmatism instead
[*] Fixed occasional visual glitch in which special effects would render outside the game's playing field (visible when the player has the camera near the limits)
[*] Fixed some UI localization codes being left in a few different places
[*] Fixed Mass Conscription bonus adding only 3 labor instead of 6
[*] Fixed Defence District having code text in the description
[*] Fixed issue that would cause some UI lists to go out of bounds and thus not show all their content
[*] Fixed Edicts and Local Improvements having wrong descriptions after loading a game
[/list]
That's it for today's update! We haven't been busy with [i]just[/i] this update, however. We've got more stuff in store ready to be announced Soon™.
Let us know what you think of the changes on the forums, and on the [url=https://discord.gg/iceberginteractive]Discord![/url]
[h1]Connect with us to stay up to date![/h1]
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