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Changelog for Localisation Hotfix (added 26 February 2016):

- Minor String updates.

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Changelog for Hotfix 40.12.1 (added 27 February 2016):

We've released a hotfix for Master of Orion. This is a small but important one, as it addresses potential overheating issues.

- Implemented FPS cap of 200
- V-Sync is now turned "ON" by default

Thank you for all of your reports, and please keep the feedback coming!

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Changelog for Hotfix 40.13 (added 04 March 2016):

Please remember that our game is still in development, some changes may be subject to further review. We are eager to get your feedback! Some of the things that we are testing are:

- Improvements in the AI.
- A more varied galaxy in terms of planet classes and mineral richness (please remember to randomize the seed to try different generated galaxies).
- Balance adjustments for a more hardcore experience.
- Scale and speed adjustments in tactical battles to make room for a bigger playfield.

General

- Added flag checkbox to un-colonized planets.
- Fixed soft-lock in victory/defeat popup.
- Fixed soft-lock in Planet Review.
- Fixed issue on fleets visibility after Share Charts.
- Fixed Fleet Icon visibility when different fleet hull sizes are docked in the same navigation node.
- Fixed Fleet Icon in the Galaxy map when fleets depart to an anomalies.
- [Ship Design] Fixed exploit that allowed to create fully loaded ships paying as empty ships.
- Fixed issue with Galaxy Generator (Orbital distribution).
- Turn limit indicator removed in path to victory when Excellence Victory disabled.
- Now the Game acknowledges that it can't store save games and popups a warning.
- Fixed freeze when demanding a Colony at the same time as asking for a vote in the Galactic Council.

Balance

- [Galactic Council] Changed trigger condition from all races knowing both candidates to all races knowing each other.
- [Galactic Council] Implement a minimum turn for triggering galactic council.
- [Balance] Galaxy ages are now more different from each other (MoO2 style).
- [Balance] Large and Huge planets chances slightly increased in the Galaxy Generator.
- [Balance] Changed BC progression and starting structures upkeep.
- [Balance] Costs for Ship Upgrade and Buyout increased.
- [Balance] Command Points exceeded changed from 10 to 20BC.
- [Balance] Marine barracks now give +5% Morale.
- [Balance] Capitol morale bonus reduced to 25% (from 30% ).
- [Balance] AI Opening now end at turn 1 (IA performs better with this restriction).
- [Morale] Taxes start affecting morale since 1BC per population.
- [Morale] Race base morale now starts at 100%
- [Balance] Removed the cohesive trait from races that used it (it improves IA's colonization and defenses as they play in a more pack style).
- [Balance] Biome chances modified in the Galaxy Generator.

AI

- [AI] Changes in Production: removed order in production rating, top priority production bypasses global ETA limit, added the worker income bonus to structures scoring, avoid idle production in colonies while trade goods is not available, colony ships changed priority from top to high.
- [AI] On full defense, disabled below high priority to engage targets.
- [AI] Lowered priorities for pirate bombardment and engaging.
- [AI] Added conditions to Demand Evaluation. Will now reject demands that demand more than 1 colony, or a colony in a system with more colonies.
- [AI] Added fatigue after a demand is accepted: FATIGUE_DEMAND. Now set in 25 turns.
- [AI] Added ship upgrade (ship refit)
- [AI] Bug fix for military retreat.

Tactical

- [Tactical] Fixed FX for Torpedoes.
- [Tactical] Fixed Anti-Missile Rockets.
- [Tactical] Optimization for defensive weapons.
- [Tactical] Proton Torpedo exception fixed!
- [Tactical] Added one more ring on the big battlefield grid.
- [Tactical] Tweaked scales for ships now contemplates pirates.
- [Tactical] fixed the big battlefield limits.

UI

- [UI] Tweaks for alternative multiline tooltip. Modifiers rows support multiline now.
- [UI] Fixed black squares appearing on the interface.
- [Techtree] Updated all technology images.
- [UI] Added max population on known planets and planet tooltip.
- [UI] Fixed issue with colonies list docking when the player had around 20 colonies or more.
- [UI] Fixed strike population on colonies text fields.
- [Ship Design] Disable models and decals for Pixel Ships in Ship Design.

Diplomacy

- [Diplomacy] Fix Memory Rebuked line on some rejected demands.
- [Diplomacy] Share Charts will only be asked to civilizations with whom I have enough disposition, and know at least 3 stars I don't know.

Multiplayer

- [Multiplayer] Fixed issue when Player 1 upgrades ships, Player 2 can observe Player's 1 fleet info block on the left bottom corner.

Localization

- [Localization] Ships module update.
- [Localization] Updated "Thanks for participating in the Early Access" message.
- [Localization] Changed Language Detection to set English or Russian Language.
- [Localization] First recommendation added in all Welcome descriptions.
- [Tooltips] Changed Low and High gravity tooltips.

SFX

- [SFX] Warp sounds added.
- [SFX] Notification sound updated.
- [SFX] Placeholder explosion sounds updated.
- [SFX] Added new Galactic Council theme.
- [Music] Restart Music during Audience if the AI changed disposition.
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 42 (added 25 March 2016):

- Hello explorers and welcome to Master of Orion, In Development - Stage 2!
- We are very happy to release this update, and move forward in our Games in Develpment program.
- As you will see this version is packed with a lot of improvements, many of which were only possible thanks to your amazing feedback.
- Again, please remember that our game is still in development, some changes may be subject to further review.
- We are eager to get more of your feedback!
- Quick Overview (Major improvements or additions):
- Three new playable races (Meklar, Klackon and Terran Khanate.)
- Improved Artificial Intelligence.
- Difficulty levels.
- Custom Race creation.
- Improved and rebalanced racial perks.
- Improved tactical battles.
- New victory condition: Technological.
- Revamped combat screen.
- Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
- Text localization support for: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese.
- Over 350 Bug Fixes.

Detailed list of changes:

General

- Three new playable races (Meklar, Klackon and Terran Khanate.)
- Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
- Custom Race creation.
- New victory Condition: Technological Victory.
- Improved ship auto-upgrade.
- Support for Logitech's Orion Illuminated Keyboards
- Improved tooltips for morale.
- Added missing holograms in Breakthrough screen.

Gameplay Balance

- [Balance] Racial Perks have been re-assigned and re-balanced
- [Balance]Research progression and pace has been re-balanced, specially for the mid game and end game .
- [Balance] Improved galaxy generation to increase differentiation of star colors and planets over different galaxy ages
- [Balance] Ships are now upgradable and repairable when orbiting any kind of settlement including allied settlements.
- [Balance] Added difficulty levels: Easy, Average, Hard and Very Hard (Average being the one where the AI is playing with the same economical benefits as the human player)
- [Balance] Improved Jump Gates: now built by Space factory at Warp Points. Moved earlier in the tech tree. Travel speed doubled.
- [Balance] Re-balanced Racial Bias.
- [Balance] Vast improvements on differentiation of races (bonus/malus, strategy, diplomacy, etc.).
- [Balance] Enable 8 races for Circular Large galaxy (was 6 because the races restriction for EA1).
- [SFX] Music and Voice Over has been properly balanced.

Artificial Intelligence

- [AI] Fixed bug in AI asking for invalid technologies.
- [AI] Fix OffensivePact send WarDeclaration in Client and Fix DespiseBreakPromise check.
- [AI] Improved colonization behaviour. Now the AI is able to manage multiple Colony ships at the same time and its colonization schemes are not hindered by its war efforts.
- [AI] Improved war preparation: Defensive and offensive analysis has been improved.
- [AI] vastly improved production
- [AI] Improved Strategic analysis: AI will make more decisions based on chances of obtaining different victory conditions.
- [AI] Improved Strategic analysis Fine tuning of potential targets for war.
- [AI] Improved handling of multiple war fronts.
- [AI] Performance optimization in engage task.
- [AI] Improved combat analysis New formula for estimating relative fleet strength.
- [AI] Defensiveness personality trait now used in defense formula.

Tactical Mode

- [Tactical] Monsters collision/avoidance boxes fixed.
- [Tactical] Fixed Space Dragon 3D mesh.
- [Tactical] New Combat Screen with detailed information on fleets.
- [Tactical] Pause as a mechanic: Tactical battles start in paused mode in order to make the important initial tactical decisions.
- [Tactical] Fixed range feedback on tooltip and overlay.
- [Tactical] Size of pirate ships has been Increased.
- [Tactical] Added civilian ships to tactical battle (They hold they ground at the back of the battlefield and flee if they get attacked)
- [Tactical] Added Retreat.
- [Tactical] Several fixes for tactical UI.
- [Tactical] 'Tactical' button replaced to 'Take Command'.
- [Tactical] Added Speed and Range Controls (Implementation, Integration into the game).
- [Tactical] Added Tactical Options (Pause on Options, Esc brings Options, Confirm Simulate on Leave, Populate Options Menu accordingly).
- [Tactical] Added Persistence to tactical options
- [Tactical] Fixed Facing, size and modifiers costs.
- [Tactical] Intro improvements.

User Interface

- [UI- Tactical] New icons.
- [UI] Changes in arrow icon and jump gates.
- [UI- Tactical] animated Auto-cast feedback.
- [UI] Animation changes on Main Menu and Single Player.
- [UI] Added building list to manage structures.
- [UI] UX components for speed and range controls.
- [UI - GNN]: Fixed a bug were the race name would repeat in the headline.

Diplomacy

- [Diplomacy] Fixed trading: Player is unable to request Exchange Tech when the player does not have technology for Exchange Tech.
- [Diplomacy] fixed State Machine: some lines of dialogue where not being triggered as intended.

Localization

- [Localization] New localizations: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese.
- [Localization] Updated Localizations.
- [Localization] New changes on credit screen.

SFX

- [SFX] Improved Audio Manager.
- [SFX] Improved Tactical mode sounds
- [SFX] Improved Strategy mode sounds .
- [SFX] Several mixer updates, general click sound updated, "upgrade" button sound added and GNN music loop-able.

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Changelog for Patch 42.6.0.5.1702 (added 26 March 2016):

FIXED ISSUES:

- Fixed endless black screen where loading save games for the first time without launching a match beforehand.
- Fixed broken diplomacy screen on some configurations
- Fixed issue where a significant FPS dropdown occurs during turn submit processing on the Large map size on certain game phase.
- Fixed several issues and exploits regarding loading and the excellence victory condition.
- Pressing Tab during tactical while AI fleet no longer makes the control panel of the selected ship to appear.
- Fixed an error that seldom appears when attempting to join a multiplayer lobby.
- Fixed In-game EULA Overlapping.
- Fixed multiple cases of "endless processing turn" that occurred.
- Fixed: Monsters do not spawn on asteroid belts any more.

KNOWN ISSUES:

- Battle briefing screen may contain wrong information when a pirate fleet attacks a player's planet
- A player might be able to see an anomaly but not be able to travel to it the required system is not revealed.
- A fleet is able to move after performing Destroy a planet action.

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Changelog for Patch 42.8.0.5.18151 (added 06 April 2016):

- Fixed a crash on tactical combat when in large numbers of ships are participating.
- Fixed: the player is now able to retreat during tactical battles.
- Fixed several issues with Weapon Modifiers not working or not showing appropriate feedback .
- Fixed: Production carry-over not working after buyout.
- Fixed a soft-lock when pressing ESC while seeing Orion's defeat dialogue.
- Fixed: discovering "Mega fluxers" now upgrade ships designs correctly.
- Updated Custom races button.
- Fixed: Several localization fixes.
- Fixed: fade in added to the Terran diplomacy screen.
- Fixed: the branch-able tech node was showing null tooltips.
- Fixed: the FLAG checkbox was not working and was overlapping planet info.
- Fixed: Production carry-over not working after buyout.
- Fixed: removed "Heightened Intelligence" research bonus when population is on strike.
- Improved Terran and human Diplomacy background effects (holograms).
- Fixed issues with Terran race's materials.
- Some other minor bug fixes.
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 43.4.1.0.40425 (added 22 April 2016):

- New playable races: Silicoid and Darlok
- Espionage: Train spies and assign them to offensive and defensive missions
- Minor Civilizations: interact with non-starfaring races to gain rewards, including influencing your diplomatic and economic victory paths
- New Victory condition: Fill your coffers and claim economic supremacy by controlling the Galactic Monetary Fund
- Weapon Miniaturization: Improve your legacy weapons by making them smaller and cheaper
- New galaxy size: HUGE
- More AI improvements
- Improved Multiplayer
- Improved Tactical Battles
- Improved overall balance: Better suited for both tall and wide empires and with a smoother progression in the late game
- Improved performance (faster turn processing and less hickups when zooming in and out of the galaxy)
- New and improved GNN gags
- By popular demand, we added the option to mute your advisors while still retaining other voiceover audio
- Over 400 bug fixes

General

- Improved GNN animations and environment
- New GNN Events added
- Miniaturization added for all weapon types and bombs
- Replaced Military Power score with Attack (average DPS) and Defense (effective hit points) ratings
- New Espionage feature added
- Security (Espionage-related) added to Capitol and Government Support Facility
- New Tutorial Match added
- Improved weapon modifiers are now unlockable through the tech tree progression
- Improved performance: Turn processing
- Improved performance: Diplomacy audiences
- Improved performance: Memory management
- Improved performance: Framerates
- Added support to show multiple GNN events in same turn
- Several diplomatic dialogues updated
- Blockade income is no longer affected by empire modifiers

Visual Improvements

- Added new Stellar Converter cutscene for destroying a planet
- Improved emperor holograms on Diplomacy Screen
- New ship models for transports and colony ships added for each race
- New ship models for transports and colony ships on the galaxy map

Gameplay Balance

- Planet population capacity increased by 4 for each planet size
- Rebalanced planetary Biomes (adjusted: total food, available cells and diminishing returns)
- Rebalanced planetary mineral richness (adjusted: total production output, available cells)
- The multiplier for successive terraforming projects on the same planet has been increased, making it more difficult to terraform the poorer biomes to Terran and Gaia
- Introduced many additional 'choice required' technologies in the tech tree
- Redistributed food buildings along the tech tree to smooth out progression and make food more important in late stages of the game
- Rebalanced Galaxy ages
- Uber Planets have been rebalanced to be more similar to the Terran biome
- Colony ship production cost increased for improved pacing
- Races with Uber Planet trait now start the game on their corresponding Uber Planet

Racial Traits

- We’ve completed a major balance pass on racial traits. Below are the traits for each race as of In Development Phase 3.

Alkari

- Homeworld specials: Artifacts
- +25% Beam defense
- Ship combat speed bonus
- Ship travel speed bonus
- Physics starting tech

Bulrathi

- Large homeworld
- Rich homeworld minerals
- +25% ground combat rating
- High Gravity tolerance
- +25% Beam defense
- Physics starting tech

Darlok

- -25% assimilation power
- +10% Security
- -10% Mission duration
- Ship improvement: Stealth (ships can get closer to enemies before being detected)
- Government starting tech

Human

- +10% security
- +25% BC from Trade Treaties
- +25% BC from Trade Goods
- Improved Negotiations
- Improved Disposition
- Government starting tech

Klackon

- Cavernous homeworld
- Uber Planet: Cavernous
- Poor homeworld minerals
- +50% Food from population
- +25% Production from population
- Biology starting tech

Meklar

- -50% Food consumption
- +25% Production from population
- +10% Morale
- Ship auto-repair enabled

Mrrshan

- Large homeworld
- Grassland homeworld
- Uber Planet: Grassland
- +25% ground combat rating
- Extended Barracks
- Engineering starting tech

Psilon

- Small homeworld
- Homeworld specials: Artifacts
- +50% Research from population
- -25% ground combat rating
- Low Gravity tolerance
- Government starting tech

Sakkra

- Tropical homeworld
- Uber Planet: Tropical
- -25% Research from population
- +25% population growth
- -25% Pollution generation
- Biology starting tech

Silicoid

- Large homeworld
- Inferno homeworld
- Uber Planet: Inferno
- -25% Research from population
- Does not consume Food
- Does not generate Food

Terran Khanate

- -20% ship cost
- +25% Beam attack
- Increased Marine training rate
- +20% Command Points
- Engineering starting tech

Artificial Intelligence

- Improved Research AI efficiency
- Improved Production AI efficiency (Better handling for new colonies)
- Improved Deal evaluation
- Improved threat evaluation
- Local War AI: Now your enemies will decide to go to war for strategic targets
- Improved invasion tactics
- Colony ships are now escorted by military ships when threats are nearby
- Changed colonization logic so that it considers shared systems
- Improved Space Pirates AI

User Interface

- Production queue visibility is now stored in saved game
- Improved Ship Design screen
- Added Disable Advisor option in options menu
- Production queue visibility is now stored in turn info
- Several fixes and tweaks for tactical UI
- New NEW YEAR animated notification when starting a new turn
- Updated colony ships thumbnails
- Scrollbar has been re-skinned
- Base icon for fleets now scale with camera distance (like ship icons)
- Added many new tooltips across UI elements in the game
- Added new icons to Notifications
- Added Income from blockades on Empire Economy tooltip
- Several minor UI tweaks

Tactical Mode

- New special systems: Lightning Field, Plasma Web, Tractor Beam, Warp Dissipator and Wide Area Jammer
- Improved Admiral AI (now uses match speed, and takes into account planetary defenses)
- Improved fleet deployment
- Auto Upgrade now considers modifiers in weapon slots
- Added abstract representation for clearer understanding of the battlefield when zoomed out
- New option added: reset camera on pause (on by default)
- New hazard: Nebulae (jams missiles but blocks shield regeneration when ships are in them)
- Combat Numbers revamped
- Added Automated Repair visual effects
- Blackhole now affects asteroids
- Missile Accuracy now configurable on a per-missile basis
- Improved balance on range dissipation damage for lasers and beams
- After-battle combat briefing now animates damaged/destroyed ships
- Added bombard and invade validation (specially for multiplayer)

Multiplayer

- Removed UI lock while waiting for players
- Turn time limit added (this is a work in progress)
- Enabled Invite Friends button in match setup
- Several stability-related fixes

SFX

- New ambience sounds for colonization cutscenes
- Added Terran Khanate audios for GNN
- Asteroids sounds added
- Various sound effects added to UI

Notable Bug Fixes

- Bugfix on Galactic Council vote value
- Bugfix for endless Processing Turn occurs when submitting turn after having max Pollution value on Uber Planet
- Trade treaties now will deduct the cost on both parties
- Softlock Bugfix when the AI attacked even after peace treaty was accepted
- Bugfix on memory attacked on War Declaration
- Bugfix when AI evaluate offer or demand deal Items on deal
- Bugfix when being in Truce with a race AI is still cable to threaten to attack demanding something, howeveriIf player declines the demand the war won't be declared
- Fixed combat screen sending results multiple times
- Bugfix: when game goes into a softlock after retreating
- Bugfix: Bombarding unfinished outposts
- Bugfix: Softlock when Enemy AI invades player
- Bugfix: ESC during tactical battle
- Bugfix: Using time compression resulted in some out of syncs
- Bugfix: A player is able to destroy other race's ships without declaring war

Multiplayer

- Bugfix for locked multiplayer next turn button
- Bugfix on match setup when updating game information for lobbies
- Crash fix on match setup
high rated
Changelog for Patch 43.5 (added 29 April 2016):

General

- [Mac] Fixed a Fatal Error when clicking the Invest button in the Empire Management Screen.
- [Balance] Fixed the local security bonuses formula.
- [GoG] Fixed not being able to quit the game without being logged to GoG Galaxy.
- [Pirates] Removed pirates around AIs until anti Pirate tactics are implemented. (Temporal Fix)

Visual Improvements

- [Tactical] Gas clouds and Asteroids FX revamp.
- [Cutscenes] Replaced colony ships during intro cutscene.
- [Cutscenes] Replaced Silicoid home planet for intro cutscene.
- [Race Selection] Fixed Silicoid Crystal shader blur.
- [Diplomacy] Fixed Silicoid lighting in Diplomacy Screen.

Diplomacy

- [AI] The AI now correctly judges deals that it proposed with the "What will make this deal work" option.
- [AI] The AI now will accept fair deals with 0 net effect.
- [Diplomacy] Fixed null WarInfo and LogError messages.
- [Diplomacy] Fixed afraid enemies accepting all trades for only 1 BC.

Espionage

- [Espionage] Fixed stealing technologies message showing to all races and not just the thief.
- [Espionage] Fixed tech stealing showing techs from the player instead of the enemy.
- [Espionage] Updated espionage targeting reticle.
- [Espionage] Different input schemes for selecting agents and giving orders.

Tactical Mode

- [Tactical] Several performance optimizations.
- [Pirates] Increased overall pirate weapons DPS (it was yielding 0 Att Rating).
- [Pirates] Slightly buffed Frigate HP.
- [Tactical] Fixed the Missile Camera endless looping sound.

Ship Design

- [UX] Fixed issue where exlcuding modifiers where selectable.
- [UX] Fixed Ship Designs list not docking correctly leaving the last designs out of the screen.
- [UX] Fixed module list scrollbar was not positioned correctly and was overlapping the modules info.

Multiplayer

- [Multiplayer] Fixed unachievable economic victory in two player skirmishes.
- [Multiplayer] Fixed empty tooltip for allies when war is declared to a member of an alliance.
- [Multiplayer] Fixed game loading issues.

User Interface

- [Diplomacy] Added full GMF Shares Exchange functionality to Audience screen.
- [Espionage] Added new targeting reticule for selecting planets.
- [Research] Fixed top bar not showing in the Research Screen.
- [UX] Fixed soft lock when using Right and Left Keys to cycle in the Planet Screen.
- [Visual] Fixed Shares graphic not showing the right info on Invest pop-up.

Localization

- [Localization] Fixed several GNN dialogs in Russian.

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Changelog for Patch 43.6.1.0.20804 (added 29 April 2016):

General

- [Map Generation] Increased the size of Circular Huge galaxies (95 stars to 125)
- [Combat] Fixed soft lock when invading a colony with only transports
- [Balance] Increased perceived value of Shared Charts and Trade tech.
- [AI] Fixed several bugs that prevented AI from building the most apropriate class of ships as required.
- [AI] Diplomatic AI will accept deals that have a net 0 effect.
- [AI] Diplomatic AI will use same primitive to estimate how many stars as the Audience module to determine if it's available or not for Shared Starts treaty.
- [AI] Improved afraid status evaluation during negotiations.
- [Tactical] Beams were behaving erratically after optimization
- [Minor Civilizations] Fixed a bug that lowered Minor Civilizations disposition when colonizing anywhere.
high rated
Changelog for Patch 44.4.1.1.22707 (added 24 May 2016):

Greetings Explorers,
Today marks the release of version 44.4, known as Early Access phase 4. The focus of this build was polish and improvements based on your feedback, so read on for the patch notes! We will have a progress update from the dev team later today, so stay tuned for that.

General

- Starting Age option added to match setup (Options: Pre-warp, Post-Warp and Advanced)
- Production speed and Population growth speed options added to Advanced section of match setup
- Savegames are now ordered by date
- Added new galaxy model to reduce brightness of the core
- Removed mouse drag in match setup
- Added new text to the GNN news ticker
- Added Host Migration timeout (15 seconds) to multiplayer and an error message to allow players to continue the game in single player mode
- Optimized batch rendering; Reduced vert counts drastically improving performance in lower end systems
- Fixed issue where Quick match AI players were not being properly loaded, resulting in only AI present regardless of Galaxy size
- UI tweaks for both tactical and ship design tooltips
- Added graphical indicator for non-assimilated pop in colony management

Gameplay & Balance

- Colony ship, Troop Transport, Civilian Transport and Space Factory blueprints are now auto-upgraded.
- Moved one of the Technological Victory buildings from Moleculartronics to Multi-Dimensional Physics technode
- Re-balanced planet composition (improved algorithm for diminishing returns)
- Silicoid Population growth speed reduced
- Uber-planets have been adjusted to play more like the Gaia biome
- Races with Uber-planet perk now start the game in a planet with the Biome they can Uber-terraform
- Additional wormholes added to Circular Large and Circular Huge galaxies
- Troop Transports no longer remove marines from the colony
- Increased minimum number of shares desired by races for better balance of the GMF

Diplomacy

- Diplomacy balance update to improve strategic decision-making of AI
- Made it less likely that the AI will reject reasonable deal proposals
- Tech trades: Made it less likely that the AI will also offer credits as part of trade
- Improved analysis for Candidate Ally selection (both Defensive & Offensive)
- Tech can now only be traded with races with which you have a good disposition

Espionage

- Acquire Data mission now reveals all current colonies of target
- New mission: Steal Charts
- New functionally allows queuing future missions
- Added queue info to spy mission description
- Overall missions duration adjusted
- Revolt mission effect now last 20 turns
- The camera no longer automatically changes zoom level or centers on a spy when selecting them
- A "spy location" button has been added to the Espionage window allowing you to quickly switch the camera to the colony the spy is located at

Artificial Intelligence

- Improved efficiency for Production
- Improved offensive and defensive strategies
- Improved planetary ratings and potential colonization awareness
- Improved Engage command to allow for multiple actions in the same turn (i.e. Engage and Bombard)
- Defensive fleets now take into account immediate hostiles and empire under threat scenarios
- Uses radars to determine settlement orbital defenses if possible
- Added Blockade and EngageToBlockade targets
- Changed engage distance for bombarding pirate settlements from Distant to Neighbors

User Interface

- New multiplayer top bar added
- Improved Match Setup screen
- Improved Ship Design Screen
- Race information panel added to Audience screen
- Improved Espionage screen
- Improved Invest pop-up
- Fixed Build pop-up alignment and added minor improvements
- Establish Embassy deal renamed to Accept Embassy

Tactical

- Range Dissipation and Armor Penetration now affect Weapon Damage
- Increased the size of battlefields
- Fixed multiple bugs and Improved Overall performance
- Fixed several modifier bugs and reworked the Continuous Fire mod
- Added a simple Tactical Tutorial
- Implemented AI Groundwork for Opening Moves and added new Targeting Profiles
- Fixes and tweaks on tactical intro
- Ships no longer attempt flanking maneuver against structures
- Reduced size of Pirate Ship collision box by 50%
- Fix for collision check parameters for asteroids and added a safeguard condition to choose which behavior to use
- Added a base accuracy for energy weapons
- Re-balanced DPS and Ship Survivability

Ship Design

- Tooltip upgrade showing HULL SPACE USED.
- Fix for creating new ships, now the screen handles the info properly
- Fix for attack rating scale factor
- Fixed typos and made improvements in weapon and module descriptions

Localization

- Several fixes on dialogues and descriptions

Sound Effects

- Meklar Emperor SFX added
- Emperors' audience SFX added
- Audio notifications for Spies added
- More audience sounds added and updated for all races

Notable Bug Fixes

- Fixed exception caused by selecting Build on a Worker Ship when is about to merge with another ship.
- Fixed softlock when ordering a Spy to Hold.
- Fixed a softlock in the tutorial after switching planets with the keyboard arrows.
- Fixed the Buy button not always working properly.
- Fixed freeze when trying to use the "Stasis Field" special (special not yet implemented)
- Fixed the battle with the Orion Guardian lasting forever when simulating certain scenarios.
- Fixed the emperor's voice not stopping when skipping the Council
- Fixed bug in Tech tree that caused some Tech Nodes to appear as locked when they were in fact available
- Fix for tactical weapon tooltips and combat speed tooltips from enemy ships
- Optimization fixes to Navigation Caches and AI_CanTravelTo/Fleet's FindPath
- Fix for items missing when upgrading blueprints
- Fixed incorrect Pollution perks descriptions
- Fix for a blueprint sometimes becoming overweight after autoupgrading
- Fixed two AI asking for Share Charts at the same time
- Fix for diplomatic deals spamming when the first one is invalid
- Fixed update for blueprints not showing when discovering a new computer
- Crash on early game when reaching unknown civilizations
- Fixed biological bombs so they don't affect Attack Rating

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Changelog for Patch 44.4.1.1.1.23475 (added 09 June 2016):

- Fixed issues with Automated Repair Unit that prevented it from working
- Fixed issues with Meklar audio
- Fixed output_log logging messages incorrectly

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Changelog for Patch 45.6 1.2.25453 (added 05 July 2016):

Balance

- +1 Food added to Colony Base
- Colony Base is now a 2nd tier tech
- Colony Ship now carries 2 Food units by default (Starting Food Suply set to 2)
- Fungal Farms moved to Biotechnology
- Population Growth min and max values re-balanced
- Automated Factory, Hydroponic Farm, Research Lab and Biospheres production cost modified
- Food multiplier factor increased for Ocean, Terran, Gaia and Uber biomes
- Implemented asymmetric colony growth formula
- Tweak for population growth values
- Terran racial biases modified (AI-related change)

Bugfixes

- Refresh food output calculation on new colonies after their starting structures have been deployed
- [CombatScreen] Victory Chance now uses the same (new) formula for both Defending and Attacking (before it was using the old formula if you were the defender)
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 46.4.1.2.27472 (added 21 July 2016):

General

- Added gamepad support
- Added options for Start button, new navigation bindings, tactical camera modifier
- L1 + right stick rotates tactical camera
- Added Tobii eye-tracking support
- Added profile for Logitech keyboards
- Race-specific civilian transports can now be built to expand assimilation gameplay
- Added auto-turn option
- Added 100 achievements
- New and improved tutorial
- Updated cluster galaxy visuals
- Small improvement to planet rating regarding max pop. size
- Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure
- Updated logic for learning techs via perks
- Blueprint limit is now increased when discovering a new blueprint
- Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions

Game Setup

- Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options
- Added perks validation when creating a custom race
- Additional options added for Research, Production and Population Growth speed

AI

- Improved planet evaluation for colonization
- Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't
- Improved strategic analysis
- Heat maps are now connected to memory system
- Improved Share Charts evaluation to account for revealed colony information
- Improved Alliance evaluation to consider alliances imply a vote in the Galactic Council
- AI will now offer Share Charts in a smarter way
- Improved Invasion by building closer to targets
- Improved Bombard by considering invasion targets
- Improved heat map by considering only dynamic FP (making the AI more aggressive)
- Workers optimization for military outpost construction according to heat map. Now also considers war when settling colonies.
- Fix for colonization and unreachable planets
- The AI now focuses on colony expansion in their early stages before starting research
- Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts
- Production Focus will be set when building ships and at war, or terraforming
- New colonization & civil transports heuristics and AI flow: Avoids low food production planets,
- Optimized Needs for security and economy, better handling of pirates by AI races
- Removed duplicated targets for blocking fleets
- Rebalanced Alkari so that they build heavier ships

Balance

- Revamped combat victory chance heuristics
- Shield & Armor Rescaling
- Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11)
- Increased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient)
- Battle Pod changes
- Added a Size Cost to Battle Pods (Base Size 0 -> 20, size Factor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls)
- Guardian of Orion changes
- Hull Space Reduced (3000 -> 2500)
- Hull Points Reduced (3000 -> 2000)
- Terraforming incremental cost factor reduced from 2 to 1.5
- Fixed Gravity Tolerance costs
- Balanced food requirements per planet size
- Pirate spawn rates are now connected to game difficulty
- Food requirement curve adapts to changing population limit instead of using final planet capacity
- Rebalanced Share Charts so that it's not so exploitable
- Rebalanced Accept Embassy option to make symmetric deals easier
- Balance Tweaks:
- CO Mod Cost & Size (0.5 -> 0.25)
- Lightning Field Base Size (4 -> 2)
- Augmented Engines Size (5/2.5 -> 4/2.2)
- Fixed conservative rule about hostile systems that blocked the movement of scouts with auto explore on the presence of pirates
- Nebula missile avoidance bonus changed from 100% to 50%

Tactical

- Changed strafing to look more natural
- New abstract representation in zoomed-out view
- Added specific Blueprints for each Race when played by AI
- Ship health bars now display with mouseover
- Pixel ships FX & Prefabs fixes
- Battle results: Beam accuracy and PD accuracy changed
- Trails are now solid lines instead of dotted
- Added Battle Pods to Player Destroyer as an Improvement
- Transition intro is now mirrored depending on which side the player is placed

Diplomacy

- Added confirmation before declaring war
- Disposition changes are now highlighted in the UI

Multiplayer

- AI in multiplayer from load will now automatically connect

UI

- Colonies with a star base now have an icon in the galaxy view
- New design for most buttons in game
- Victory chance and power are now shown for colonies on mouseover
- Diplomatic information toggle is now saved
- Improved cell modifiers feedback in colony management
- Improved planet degradation Feedback
- [Ship Design] Added Upgrade All button
- Added filter to selection of colony where to request invasion ships
- Added Auto turn beside the TURN counter
- Added colonize icon to colonize button
- Improvements in audience screen
- Flipping combat assets horizontally so they match the civilians assets facing left
- New in-progress animation for planet and build popup
- Now Population circle in Colony widget becomes red when starving
- Renamed SHIP DESIGN button to BLUEPRINTS for consistency
- Workers now show a "+" icon when the number is bigger than the one displayed
- Added icon space factory in references of tech-tree
- Fix for Equipped core system modules icons can overlap module scrap hint
- Added notification for loading a game from main menu when a current game is in progress
- Add new icons tooltip for tactical
- Added confirmation dialogs for new game, load and exit if unsaved changes will be lost
- Added notification for loading a game from main menu when a current game is in progress
- Art pass for tutorial widgets and positions
- New icon Anti-Gravity Harness for tech apps
- Added diplomacy icon for empire top bar
- Added icon for electronic computer in tech apps
- Added bg to each button in the Empire top bar
- Added URGENCY PULSING ANIMATION to Food widget when starvation occurs

UX

- [Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons

Audio

- Added sounds: Wormhole, Jump Gate, Ship Specials, Repair Beam and Pulsar Fire
- Added Star Map click on planet
- Added audio for Scientific and Conquest victory cutscenes
- Added Audience Sounds for Bulrathi Emperor

Visual

- Updated background for cluster galaxies

Localization

- Subtitles language is now independent from UI and Voices
- Subtitles added to research screen
- Added demonyms keys
- Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit)
- Updated localizations
- [RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version
- Victory subtitles synchronization (ENG/SPA)

---

Changelog for Patch 46.4.1.1.2.27962 (added 26 July 2016):

- A soft-lock related to the AI declaring war under certain conditions has been fixed
- A soft-lock related to hitting the ESC key in the Galactic Council has been fixed
- Fixed a bug preventing Tactical orders from being issued while the mouse cursor was moving
- Fixed a bug that caused the player to lose control of their fleet in Tactical when ships were equipped with the Automated Repair Unit
- Fixed a bug that caused the AI to stall when two different fleets bombard and invade the same colony
- Fixed issues with colony management tooltips that caused them to display racial trait bonuses/maluses incorrectly.
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 47.0.1 1.2.29294 (added 16 August 2016):

General

- Updated algorithm to calculate victory chances before a battle
- Added Random start conditions for the game if balanced starting conditions is unchecked
- Added QuickSave shortcut (Ctrl+S)
- Autosaved game is now available for loading from the save game list
- Rotate planet on planet full view
- Added navigation buttons handlers per screen, quick shortcuts, and mouse inertia on stop
- Updated how jump gates work: now it is possible to use an ally jump gate to travel across. The condition is that both source and destination points should have a jump gate from the same owner
- Now Random Breakthrough events unlock the whole node if it is a branched node
- Updated auto turn logic to interrupt it if the player has fleets that need orders
- Pausing now does not change the default camera
- Homeworld Size added as an available trait in Custom Race

AI

- The AI is now better at managing the population of new colonies
- The AI is now better at using Civil Transports
- The AI is now better at dealing with races they have a grudge with
- The AI is now better at choosing targets of opportunity
- The AI is now better at judging when relationships are going sour
- Distance to a planet is now a factor for a planet's rating consideration for the AI
- The AI now considers War priorities on all its decisions
- Revamped Local War logic, the AI is now much better at it
- The AI considers Defensive War as a type of War for production considerations
- Improved engagement algorithm for the AI
- Expansionism trait is now taken into account to select which colonies should build a Colony Ship
- Streamlined & Refactored Invasion Logic
- Added Invasion Target heuristics
- The AI production Manager now buys according to project priority

Balance

- Changed default Game Pace to Quick
- Rebalanced Sakkra traits (+50% population growth, repulsive trait added)
- Extended Pirate spawning rate
- Re-balanced the point cost of all traits in custom race creation
- Diplomat trait morale reduced from 10% to 5%
- Reduced Terran morale trait from 20% to 15%
- Removed Militaristic trait from Alkari
- Restored Improved Negotiation trait to Mrrshan as intended
- Increased Robominers maintenance cost from 3 to 5
- Increased Deep Core Mine maintenance cost from 5 to 10
- Increased Star Fortress maintenance cost from 3 to 8
- Increased Orbital Shipyard maintenance cost from 2 to 4
- Increased Space Academy maintenance cost from 4 to 5
- Increased Global DNA Scanner maintenance cost from 2 to 4
- Increased Interplanetary Security Transmitter maintenance cost from 5 to 7
- Increased Alien Management Center maintenance cost from 1 to 4
- Increased Astro university maintenance cost from 4 to 5
- Increased Holo Simulator maintenance cost from 2 to 4
- Increased Pleasure Dome maintenance cost from 3 to 6
- Increased Planetary Radiation Shield maintenance cost from 1 to 3
- Increased Planetary Flux Shield maintenance cost from 3 to 6
- Increased Planetary Barrier Shield maintenance cost from 5 to 10
- Increased Space Academy production cost from 220 to 300
- Increased Planetary Stock Exchange production cost from 220 to 300
- Increased Holo Simulator production cost from 140 to 160
- Increased Pleasure Dome production cost from 380 to 400
- Reduced Planetary Radiation Shield production cost from 185 to 160
- Reduced Robominers production cost from 185 to 180
- Reduced Artemis System Network production cost from 700 to 500
- Pleasure Dome now upgrades Holo Simulator
- Space Port no longer gives +1 Credits per population
- Government support facility morale value reduced to 10%
- Klackon homeworld biome changed to Arid
- Uber transformation modified: Cavernous project now can be applied on Desert and Arid biomes
- Adjustments to Defense Rating formula to better reflect its usefulness
- Reinforced Hull rebalance (Multiplier changed from x1.25 to x1.5, it now gives 50% of Base Hull as Bonus HP)
- Rebalanced Eel to make it less overpowered
- Rebalanced the Squid to make it less of a weakling
- Rebalanced the Guardian of Orion so it can be taken on during mid-game:

ORION TECHS

- Xentronium HPx 4 -> 2.25
- Xentronium baseCost 11 -> 5
- Death Ray CD 8 -> 5
- Death Ray Damage 46 -> 20
- Death Ray Steps 8 -> 3
- Death Ray ArP 35 -> 20
- Death Ray Cost 25 -> 20
- Death Ray Size 30 -> 20
- DR: 12 DPS, 0.6 DPS/PP, 0.6 DPS/Size
- Plasma Beam Cost 15 -> 22
- Plasma Beam Steps 4 -> 5
- PB: 16.67 DPS, 0.76 DPS/PP, 0.67 DPS/Size
- ORION GUARDIAN
- Shield Class VII -> V
- Armor Adamantium -> Xentronium
- Base Hull 2000 -> 1500
- Space 2500 -> 2000
- Blueprint Tweak (PD 30->15, Adjusted Size Prio)

Cinematics

- Added Turbine glow FX to colonization ships

Localization

- General localization updates
- Improved cinematics subtitles synchronization

Optimization

- Fleet animations are skipped when they happen out of camera for faster turns
- General texture optimization for faster loading times

SFX

- Updated UI sounds
- Updated sounds for Tactical mode
- Updated sounds for Strategy mode
- Updated volume levels

Tobii

- Added zoom@gaze functionality to tactical battles

Tutorial

- Added new tutorial steps including Tactical mode and pirates
- Added a special advisor when the first colony ship visits a bad planet

UX

- Added style of play selection pop-up before the first Tactical Battle
- General improvements: checkbox colliders now occupy all the text zones also, for easier, more intuitive clicking
- TechApps icons are bigger now and rollover state has changed so they don't grow anymore (feedback is a light highlight now)
- [Tactical] Improved Tactical mode selection for better feedback
- [Tactical] Clearer feedback for the Move action
- [Tactical] Camera can now be moved with keyboard arrows, and rotated with camera modifier key
- [Tactical] Added cursors for camera pan and rotate
- [Strategy] Added cursors for camera pan and rotate
- [UX}[Advisor] Added checkbox on advisor popup to disable all advisors. Can be re-enabled from options.

UI

- Revised Uppercase/Lowercase use in titles
- Abstain button moved below the other "vote for" buttons to avoid accidental click when trying to skip
- Updated custom race selectors with the latest style
- Made techapps descriptions larger
- Tweaked ETA label positions in strategy view
- [Pirates] Updated Pirate destroyed reward popup, added a header image
- Updated ship buttons to be consistent with the new style.
- Renamed "DONE" button to "SAVE" since it is an action button and "DONE" is not an action
- Updated filters buttons graphics
- Updated and added pop-up headers
- Improved buttons and titles
- Added autosave text to default Save
- Custom Race UI improvements
- Added new headers for monster pop-ups
- Removed the horrible orange background of the current build in the colony row
- New icons for Weapons Mods
- Unified loading screens style
- Dialogue box improvements in audiences
- Added race traits to Diplomacy screen
- New cleaner layout for battle results
- Improved gravity feedback on planet tooltip
- [Tooltips] Added tooltip to fleet tab showing fleet details, ship types and amount
- [Tooltips] Command points cost for Ship Blueprints are now calculated to reflect bonuses from structures in Build Pop-Up and tooltips
- [Tooltips] Updated Technology Node tooltip changing content order. Unlocks info is moved before Cost
- [Tooltips] Balanced Starting Game tooltip update
- [Tooltips] Added Match Setup Tooltips
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 48.3.1.1.2.30288 Full Release Update (added 25 August 2016):

Greetings explorers,
To coincide with the release of Master of Orion, we've published an update to the game. In addition to delivering the remaining content for Collector's Edition owners -- the digital art book, orchestral sound track and musical scores for three tracks -- we've also made further improvements to AI, the user interface, pirates and managed to get a highly requested feature implemented for release: custom races in multiplayer!

General

- [Optimization] Several Turn Processing time optimizations
- [Camera] Increased zoom distance before abstract view in strategy mode
- [Score] New score system: details available in Path to Victory scorecard

AI

- The AI can now engage neutral fleets inside its empire
- Improved how the AI prepares its defenses
- Improved AI voting when faced with targets for improved relationships
- General improvements in AI performance
- Improved pathfinding
- Improved population management
- Improved threat analysis
- Improved Production manager
- Added alternative retreat locations for civilians and military fleets
- If high priority targets are unreachable, fleets will fallback to retreat order to avoid idle in offensive mode
- [Pirates] Improved pirate AI
- AIs now don't pursuit Diplomatic & Economic Victories before their initial conditions are met
- [Espionage] Improved defensive spy allocation for aggressive races
- Improved Victory Condition Analysis
- Now AI considers spy missions when deciding when to build things
- [Galactic Council] AIs can now speculate about the election's result and vote accordingly
- AI now takes into account more factor for colonization
- AI is now smarter when rush buying if under threat or in a war
- AI now takes into account Gravity Generators when building
- AIs will now defend outside of their empire, and will fight for systems that they find interesting, for colonization or for strategic purposes
- Reduced scouts preponderance

Balance

- [AI] Rebalanced Long term payment considerations
- [Pirates] Improved pirate ships spawning
- [Strategy] Repair feature tweaks & rebalance
- [Pirates] Updated modifiers to take into account the match's Research speed, Production speed, and Difficulty settings
- [Tactical] Special opening now requires a minimum of 8 ships to avoid unwanted results

Cinematics

- Added game intro video
- Updated tactical intros: added planetary defenses

Espionage

- Added feedback report for successful espionage missions against the player
- Security roll now guarantees different results for every mission, even on the same colony and turn

Multiplayer

- Added Custom Race option to multiplayer matches

SFX

- [Tactical] Added engine sounds to the intros for both sides
- [Tactical] Increased volume to pre-combat music
- [Tactical] Updated Cam Missile effects
- [Music] Added situational music. War music added during war
- Plasma sound added

UX

- [Tactical] Added tooltip to Enable AI checkbox
- Improved Victory Conditions scorecards information in Path to Victory screen
- Small tweak to ShipButton in FLEET CONTROLS, changing gradient to a solid background for better readability and consistency
- Added blackhole icons
- Added traits to match setup screen
- Added RESET TO DEFAULT in Options
- Added custom race icon
- Added Accept/Decline titles in Diplomatic exchanges

Bugfixes

- Fix for The AI opens an empty negotiation box as an offer
- Fix for The game keeps processing after finishing the turn
- Fix for user names containing invalid symbols breaking custom race matches and GUI elements
- [Achievements] Fix for achievements dependant on race being unlocked with custom races
- [AI] Fixed Open Borders evaluation
- [AI] Fix for 1 turn lag in actions after war declaration
- [Controls] Fix for when the user changes gamepad configs and restarts the game. Clicking in-game objects with the mouse afterwards stopped working
- [Gamepad] Spy orders, fleet scrap now respond to confirm button. Added confirm button on keyboard as enter
- [Localization] Several localization updates (LA)
- [Localization] Fix for Accept Embassy (LA)
- [Localization] Fix for Mauler Device: Spanish translation (LA)
- [Localization] Fix for Tank and Armor Barracks text confusion
- [Localization] Fix for Inconsistencies in tutorial hints (LA)
- [Localization] Removed star as possible destination in Exploration Advice
- [Localization] Fix for Gravity Generators description update
- [Localization] Fix for Subtitles selection not being saved
- [OSX] Fixed resolution problems in OSX
- [SFX] Audio manager fix for sources auto-stopping unexpectedly
- [Tactical] Fix for the tactical ship visual target highlight
- [Tactical] Fix for the pop-up for the first battle sometimes showing when it should not
- [Tactical] Combat simulations between AI now run at slower to avoid incongruent results
- [Tactical] Fix for health bar glitches during the first camera transition
- [Tactical] Achilles Targeting System now only works for missiles (as intended)
- [Tobii] Handle error when eye tracking is not connected
- [Tutorial] Fix for Disabled options button in GuidedTutorial (Path to victory step)
- [Tutorial] Fix for Stuck tooltip on Tactical tutorial
- [Tutorial]Fix for Disabled hotkeys in tactical during guided tutorial
- [Tutorial] Fix for Disabled camera zoom in guided tutorial
- [Victory Condition] Fixed Tech Building value in Scientific Victory Condition Score
- [UX] Fix for auto-turn label appearing untranslated for a few seconds in new matches
- [UX] Placeholder icon added for Advanced Damage Control achievement
- [UX] Deleted lines with % in the votes counting bar

(continued in following post)
Post edited November 02, 2016 by DeMignon
high rated
Bugfixes (continued)

- [WG.net] Forced visible Cursor when the Login Screen shows loading state or the EULA
- [Pirates] Improved Pirates initial spawn to avoid pirates wipping out races before they reach warp
- Fix for Star Names not being colorized when colonizing
- Fix for Options translation missing (SP)
- Revised intro subtitles timing
- [UX] Fix for Tooltip doesn't show for Big Bang Seed
- Fix for Integrate infantry and armor upgrade unit icons
- [WG.net] Fix for If trying to change region during registration, a player will be switched to Log in screen
- Fix for planet tags not dissapearing
- [Gamepad] Fix for Joystick events assigned for camera block settings does not work on Tech Tree window
- [UX] Fix for Double Click not always working
- [Espionage] Fix for Maintain espionage widgets updated when spy status changes
- Fix for Switching from a Colony Manage Structure screen to a Navigation tool screen works wrong.
- [WG.Net] Fix for CapsLock on/off detection
- [Localization] Fix for Accept Embassy text
- Fix for If the user discover a tech in the same turn that finds one in an anomaly, in the discovery screen will only appear the ones from the anomaly
- Fix for If player disables his own race filter in Timeline Graph, in the next Graph visiting there will be no graph though race filter is visually enabled
- Fix for Buyout button will disappear from Empire screen if there will be a project that cannot be bought out last in the production queue.
- Fix for Sum of all GGP is less than 100%
- Fix for Terran Emperor scenario
- [Localization] Fix for Colonia de Humano in Latin American Spanish (SPA)
- [UX] Fixed alpha for several items in diplomatic audience
- Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
- Fix for zoom showing very small colony widgets on Small Galaxy
- Fix for Empire Rings showing in StarSystem view for the new zoom distance
- Fix for There are 2 terraforming project in production selection screen
- [UX] Fix for Stellar Converter is not available for use on Battle Screen after Planet bombardment. It is available after Battle Screen reopening
- [UX] Fix for Sabotage notification does not fit
- [Cinematics] Mrrshan economic victory fix
- Fix for Close icon is overlapped by build button in Production queue
- Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
- [WG.Net Login] Fix position in Error message helpers
- [WG.net] Fix for Certain texts become barely visible on smaller resolutions
- [AI] Fixed move and hold, declare war and attack in the same turn
- Fix for Ship Model doesn't change
- Fix for The total space used value doesn't refresh when the user clicks on the Battle Pods
- [AI] Stop sending "Do not make deals with my enemies" warning if the player is trying to improve the relationship with this race
- [AI] The AI's autobuild now considers lithovores when building food buildings
- Fix for Missing key in a pollution notification
- VerifyPath was returning passable paths that were actually blocked.
- Fix for Formation in Tactical Battle not working correctly
- [AI] Fix for colonization considering pirates in a galaxy without pirates
- [UI] Fix for Mousing over some custom race perks does not trigger tooltip appearance
- Fix for New icon added for Asteroid Mine
- Fix for "Abstain" term breaks grammar rules in some languages
- Fix for Accept Embassy could use the RACE NAME to avoid confusion
- Fix for Incorrect label for Disengage functionality in fleet commands (EN)
- Fix for key added "DEAL_ITEM_ACCEPT_RACE_EMBASSY
- Fix for Ship list will go up if player scrolls the list which contain lots of units in Tactical
- Fix for Missing keys in the Missions Pop-up
- [Localization] Fix for Confusing tooltip for targeting (firing) range slider
- [Localization] Fix for Illogical message in tech node popup (EN)
- [Tactical] Fix for cloaking visual fx (hover, abstract view, etc)
- [UX] Fix for Missing localization keys for ship weapons icons tooltip when mousing over frigate x5 and destroyer x5 weapon on Build screen
- [Tooltips] Add treaty name in treaty tooltips
- Fix for Upon clicking Show only flagged the list won't show flagged enemy planets
- [WG.net] Fix for Text in some buttons is misalgned
- [UX] Fix for Missing icon for Armor Barracks on the 'Colony assault at' screen. Also, small UI tweaks
- [Galaxy Generation] Fix for Force orion's two moons
- [UX] Fix for Races icons do not fit the hexagon in currently selected fleet window
- [UX] Fix for Reuse of risk level keys in Spy Missions window causes grammar mistake
- Fix for High-Energy Focus doesn't increase combat stats
- [Tactical] Fix phasing cloak
- Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
- [Crashfix] Fix for When loading specific savegame
- Fix for GNN for detected space monsters appears only for the very first one
- Fix for Auto-Explore button becomes inactive between 7th and 8th turns
- Fix for Tech tooltip should be shown when exchanging techs
- [UX] Fix for Some modules stat icons are missing in Ship Design
- Fix for Capitol tooltip image goes beyond the screen upon selecting it on Manage Structure interface on Colony Management screen.
- [Tactical] Fix for pause overlay during intro
- Fix for Multi-Phased Shields description is wrong
- Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
- Fix for There will be no weapon mini-images in blueprint information on Build screen when the blueprint is equipped only with weapon with modifiers
- Fix for Visual displaying of monster weapon area of effect doesn't match to its facing settings
- Fix for When Doom Star equipped with Stellar Converter and Troop Transport and min.24 Marines on board, textures overlap each other
- [UX] Fix for Battle ships tags on galaxy map and in the Fleet window are slightly different
- [UX] Fix for There is overflowing text on 'Don't colonize close to us' audience screen
- Fix for Unpausing the game via increasing speed button does not remove 'Game Paused' insription
- Fix for Inconsistency in the Pollution Icon and its tooltip
- [UX] Fix for 'Upgrate All' button goes beyond 'Upgrade Multiple Blueprints' window for certain languages
- Fix for Player is able to continue multiplayer game after technological victory achieving, if the last_multiplayer.save is loaded
- [UX] Fix for There is incorrect text tip in Space Factory Build screen
- [UX] Fix for Space cannot be pressed after the word in multiplayer game name
- Fix for Disable autobuild when a colony changes owner
- Fix for Space monster detected without being displayed.
- [UX] Fix for The third digit in amount of ships is cut off on the top panel in Tactical Battle.
- Fix for Display "-" sign when assimilation won't progress
- [AI] Fix for defend sort that would not consider primary target at equal Defense quota
- [UX] Fix for Fleets Management screen information is not updated in realtime
- [UX] Fix for Empire Management screen overlaps Galactic Stock Market screen
- [UX] Fix for The ship's name can overstep its boundaries
- [Tooltips] Fix for Remove + sign in total security value if security rating goes negative
- [UX] Fix for Cannot deploy more than 15 marine battalions
- Fix for Players are able to construct buildings for Technological victory even if it is not present in default settings though it displays in Path to Victory. Victory cannot be achieved though players can gather its points.
- Fix for If a player loads a save that was made on 300+ turns it will become impossible to start a new game
- Fix for an % appearing in the wrong place in some deals description at the trade table
- [Controls] Fix for Multiplayer Chat doesn't lock input anymore, new approach implemented
- [Cutscenes] Optimized intro video for faster playback
- [Cutscenes] Fix for Escape key spamming causing issues during intro video
- [Localization] Fix for localized keybinds not being shown
- [Localization] Fix for "On" and "Off" appearing instead of "Prendido" and "Apagado" in some options
- [Localization] Fix for Mrrshan Welcome Advisor typo
- Fix for Scrap tooltip not appearing in the system view
- [Tactical][Art] Fix for ships highlight
- [Tactical] Fix for the pause overlay appearing during intros
- [Tactical] Fix for the pause overlay appearing during intro
- [Tactical] Fix for Combat chances against Space Dragon now correctly calculated
- [UX] Fix for Audience screen becomes blurred

---

Changelog for Patch 48.4.1 1.2.30372 (added 01 September 2016):

- It is no longer possible to play as a destroyed race in multiplayer by loading a save
- Fixed an issue with corrupted save files that could prevent the main menu from loading
- Fixed an exception when using TOBII and selecting a fleet
- Fixed a crash caused by opening the in-game load screen after deleting all save files
- Fixed an issue that displayed the last deleted save information after delating all save files
- Fixed a crash during multiplayer games with custom races
- Fix for a crash when playing the game with a touch enabled mouse
- Fixed an endless turn processing loop caused by using the ESC key to exit any Espionage notification popup
- Fix to properly handle invalid custom races
- Fixed an issue that caused loss of conrol in Tactical Battles when fighting the Amoeba
- Fixed "-1" victory chances when fleet is too powerful for target fleet
- Fix for softlock when entering a planet at turn 3 in the Tutorial
- Fix for an issue when the game tried to update an already destroyed ship
- Added missing techtree tooltip icons
- Fix for Tutorial hints not fitting the game area while game Interface is set to Russian
- Fix for lobby crash issues related to player names
- Fix for several issues in Empire Managment screen
Post edited November 02, 2016 by DeMignon
high rated
Changelog for Patch 49.3 1.2.31037 (added 15 September 2016):

Greetings Explorers,
Today we've published the first post-release update for Master of Orion. There are many "quality of life" improvements in this update, especially when it comes to the user interface and tooltip information. Read on for the update notes!

General

- Added the option to rename a star system when colonizing first or when no other races have colonies in it
- The first version of the Master of Orion Game Manual has been released in English. It can be accessed through your game library, or on the Master of Orion store page. - Additional language support will be released at a later time.

AI

- Enabled extended empire heuristic with colonization information for better colonization decisions
- Disabled over-conservative hostiles prediction of pirates in colonization rule so AIs don't stop colonizing for fear of non-existent pirates
- AI will now better consider pirate settlements on all neighboring systems
- Improved predicted hostiles firepower estimation in order to properly handle space pirates
- AIs can now engage neutral fleets inside their empires (defensive engage)
- Improved AIs defensive build-up and defensive war strategies
- Improved estimation of hostiles presence by properly measuring incoming fleet ETAs
- Improved pirates fleets spawning

Multiplayer

- Diplomacy: "Reminder/Support/Honor" events are now shown during Audiences

Ship Design

- Improved auto-update logic to avoid generating more weapon slots than the ones defined by hull

Tactical

- Autocast for Specials is now off by default when taking control. It turns on automatically when choosing Cinematic camera and reverts to its last setting when re-taking control
- Updated intros

UX

- Added new tooltip to colony widget
- Added Colony Events icons to tooltips
- Added color coding to Research, Production, Credits, and Food strings
- Mouse Cursor is no hidden during the intro movies
- The "Confirm" button in the Briefing screen now launches the simulated battle
- Diplomacy: Added double-click support to race's thumbnails. Double-clicking on them now launch an audience with that race

Espionage

- Added double-click support to espionage missions selection
- Inverted the order of parameters for sabotage report
- Research: Added double-click support to nodes in the Techtree and Research Management screens
- Strategy: New animation effect when splitting a fleet
- Save Game: Extra info added to the save games including Big Bang Seed

Tooltips

- Revamped tooltips texts to improve readability
- Updated Colony Widget Tooltip style
- Added more icons for tooltips

Optimization

- Several framerate optimizations
- Fix for lag spike when zooming
- The tech tree should now load faster the first time it is opened
- Tactical: Optimized ships textures

Visuals

- Revamped stars' visuals to improve clarity

Bugfixes

- Fix for the Audience screen getting blurred if ESC is pressed with an open dropdown menu (Colony session, trade tech, etc)
- Fix for Population has shrunk pop-up appears some times before a pirate attacks a colony. Removed pop-up when population decreases because of bombardment
- Fix for Clicking on 'Show Only Flagged' checkbox quickly multiple times causes a framedrop
- Fix for Disable Camera Focus settings does not work with all events
- Fix for Gravity Generators are not built by AutoBuild
- Fix for Planet Resources button doesn't work
- Fix for Options on the main menu fail to appear when the player launches the game
- Fix for Total Research points are set to 1 when starting Pre-warp match
- Fix for Black-hole generator does not work properly
- Fix for Molecular Manipulation shouldn't be highlighted if Production filter was selected
- Fix for Advisor voiceover can be interrupted by GNN
- Fix for Player cannot cancel Marines deployment. 'Abort' button doesn't work properly
- Fix for Subtitles options not being saved
- [Achievements] Fix for achievements of a specific race being triggered with custom races
- [AI] Fix for engaging rules processing leading to 1 turn lag after a war declaration
- [AI] Fix for a case in which an AI asked for help in a war but was not offering anything in return
- [AI] Fix for Space Monsters will now attack colonies with planetary defenses
- [AI] Fix for Pirates will now attack in place before attempting to move
- [AI] Fix for The AI doesn't accept its own conditions
- [AI] Fix for AI uses bio-bombs in illogical ways
- [AI] Fix for AI declines free offer after Demand
- [Briefing] Fix for Destroy Planet will now only be available on planets
- [Briefing] Fix for Briefing screen does not close automatically when the turn timer runs out
- [Briefing] Fix for an issue blocking the game during colony bombardment under some circumstances
- [Cinematics] Fix for Players should be notified when losing due to revolt in the last remaining colony. Added an alternative line in the cut-scene to explain it
- [Controls] Fix for using custom races with Logitech Keyboards, and stability improvements
- [Controls] Fix for Logitech Orion Spark G910 keyboard and others don't illuminate with color relevant to Custom Race
- [Controls] Fix for Cannot assign hotkeys for Attack and Move in tactical battle
- [Diplomacy] Fix for repeal deals pop-up format during an audience
- [Diplomacy] Fix for Player is able to trade away colonies in systems with a monster in them
- [Diplomacy] Fix for Audience animations reset after making a deal with a third race
- [Diplomacy] Fix for Treaties description are unavailable if the treaties themselves are
- [Diplomacy] Fix for Another race's colonies shown as zero on Diplomacy screen while Audience screen shows it correctly
- [Diplomacy][UX] Fix for Truce status being cut-off in emperor speech window during an audience
- [DLC] Do not allow players without Terran DLC to join a multiplayer game as customized Terran
- [DLC] Fix for Selecting Quick Match has a small chance of starting with Terrans even if the DLC is not present
- [DLC] Fix for 'Connection to the game has failed' is not a clear message for a non-DLC player trying to join a loaded match in the Terran spot
- [DLC] Fix for Non-DLC players are able to load saved games with Terrans as custom race
- [Espionage] Stopped new spy recruited notification appearing if the spy had been sent somewhere else
- [Espionage] Fix for Some report messages have the wrong description
- [Espionage] Fix for Report destroyed building on successful sabotage
- [Espionage] Fix for Selected agent orders don't always show when clicking New Spy notification
- [Espionage][Notifications] Fix for icons for espionage notifications
- [GNN] Several minor fixes
- [GNN] Headline doesn't crawl resulting in text being cut-off
- [Localization] Fix for Some buttons don't get translated when changing localization without relaunching the game
- [Localization] Fix for Saved games menu date and time displayed are only displayed in US format
- [Localization] Fix for Missing localization for the message appearing when attempting to load a game and there are no saves
- [Localization] Fix for Some GNN lines are spoken in Russian though the game is set to English
- [Localization] Fix for Civil Transport label doesn't fit in multiple localizations in the Fleet widget
- [Localization] Fix for Truce status is truncated in Relations section in Diplomacy
- [Localization][EN] Fix for English text in ship explosion notification
- [Localization][LA] Localization Backend and Fronted. Changed Declaración de Guerra Conjunta to Declarar Guerra a...
- [Localization][LA] Fix for GOG EULA is cropped
- [Localization][LA] Fix for Inconsistent capitalization in gameplay and control settings
- [Localization][RU] Added missing audio files for the Silicoid Emperor
- [Localization][RU] Several audio fixes
- [Localization][Fleet Management] Fix for Integrated black hole icon for fleet management
- [Localization][Colony Structure][EN] Fix for Star Base Description
- [Multiplayer] Fix for a crash while loading a multiplayer game with custom races
- [Multiplayer] Fix for a crash occurring on host migration when only 1 player remains in a multiplayer game or host disconnection occurs
- [Multiplayer] Fix for 'Player disconnected' notification can be brought from a previous game
- [Multiplayer] Fix for 'Waiting for players' message appears when last client eliminate the host in multiplayer
- [Multiplayer] Fix for If several players attack Orion simultaneously, one of them will not receive message about obtaining (or not) Orion's modules
- [Multiplayer] Fix for Game finishes to respond for all players upon opening chat window while someone is spamming messages
- [Multiplayer] Fix for 'New technology discovered' notification appears every turn if turn ends via timer and the player hasn't selected any technology to research
- [Multiplayer] Fix for 'What would make this work?/What do you want for this?/What would you offer for this?' options don't appear during an Audience when a multiplayer match becomes a single player one
- [Multiplayer] Fix for Max player count not working when creating a multiplayer match if a number other than the maximum is selected
- [Multiplayer] Fix for A player is able to load into a multiplayer game as a destroyed race via a saved game
- [Multiplayer] Fix for It is possible to pick the same 8 races in multiplayer
- [Multiplayer] Fix for Endless processing turn occurred in multiplayer game on 243 turn
- [Multiplayer] Fix for Chat doesn't work after finishing a multiplayer skirmish and creating a new lobby
- [Notifications] Fix for The warning about repulsive actions does not appear when using biological bombs
- [Path to Victory] Fix for Different total score shown on the front and back of the card

(continued in following post)
Post edited November 02, 2016 by DeMignon
high rated
Bugfixes (continued)

- [Strategy] Fix for Fleet Icon for the Colony Ship in zoomed out view
- [Strategy] Fix for a glitch caused by framerate optimization
- [Strategy] Fixed blur effect for Star System's widgets
- [Strategy] Fix for Ship makes its path avoiding military outposts though it shouldn't know they exists
- [Strategy] Fix for Sometimes the fleet's pathfinding uses information not known to the player
- [Strategy] Fix for A system's name can overlap fleets
- [Strategy] Fix for Fleet icons don't update correctly when a settlement is created or destroyed
- [Strategy] Fix for The fleet widget now supports over 26 fleets in the same node
- [Strategy] Fix for Planet and fleet tags sometimes linger
- [Strategy] Fix for Ordering a ship to 'Block' orders the whole fleet to do it. Now a single ship can be ordered to block/guard
- [Strategy] Fix for Skip now can be applied to a single ship
- [Strategy] Fix for Structures built with the space factory can't be selected or scrapped
- [Strategy] Fix for Disabled skip if the fleet doesn’t have pending orders
- [Strategy] Fix for Fighter Bays are not considered weapons
- [Strategy] Fix for Tutorial does not work properly after starting a new game
- [Strategy] Fix for A scout destroyed an AI ship
- [Save Games] Small fix in the Galactic Council in order for old save games to display correct information
- [Save Games] Fix for The tutorial allows only one save and it cannot be overwritten
- [Save Games] Fix for The 'All victory conditions are disabled' warning should not appear in a save file's description if the match is not over
- [Ship Design] Fix for Augmented Engines add Beam Defense to Combat Stats though there is no info about it in description
- [Ship Design] Fix for There is no missiles HP information though there is information about different anti-missiles weapon
- [Ship Design] Fix for Modules only swap slots if the line is full
- [Ship Design] Fix for Blueprint order switches from Frigate->Destroyer to Destroyer->Frigate when starting a new game as Mrrshan or Terran on Pre-Warp
- [Ship Design] Fix for Changing a blueprint theme and pressing cancel saves the changes
- [Ship Design] Fix for Doomstar has an extra hidden 9th weapon slot
- [Ship Design] Fix for Too many clicks required to to load a weapon in Ship Design
- [Tactical] Fix for the pause overlay
- [Tactical] Fix for the integrity bar being drawn when it shouldn't
- [Tactical] Fix for health bars appearing only on the first battle
- [Tactical] Fix for HER-9265: Activating Augmented Engines while a ship is on the lowest Match Speed makes the ship start to move even though the scroll bar does not change
- [Tactical] Fix for Colony Ship at x8 speed movement looks in Tactical
- [Tactical] Fix for Enemies ships know where cloaked ships are located but they don't attack them
- [Tactical] Fix for Ships can teleport to occupied space
- [Tactical] Fix for Engage bar glitches
- [Tactical] Fix for The military outposts are misplaced in the tactical field
- [Tactical] Fix for Massive fleet are placed asymmetrically at the very start of some tactical battles
- [Tactical] Fix for After a simulated combat, the enemy hull points don't show as zero
- [Tactical] Fix for It's possible to attack a ship that goes out of weapon's range. Beams that go out of range now get cut-off
- [Tactical] Fix for Armor penetration damage shows incorrect damage feedback
- [Tactical] Fix for Missiles almost triple the max allowed travel distance. Also fixes outposts with weapons range extender missiles that couldn't reach their target
- [Tactical] Fix for The game sometimes crashes after a tactical battle with too many ships engaged
- {Bugfix][Tactical] Fix for Mirv modifier doesn't work upon attacking orbital defense structures
- [Tactical] Fix for 'Start Camera Mode' option does not work
- [Tactical] Fix for Space Factory does not have an outline when selected
- [Tactical] Fix for 'Beam accuracy' and 'PD accuracy' ships formation bonuses don’t work in Tactical Battle
- [Tactical] Fix for There is no explanation why certain formations are blocked
- [Tactical] Fix for Damage that was dealt using Stellar Converter won't be displayed on battle results screen
- [Tactical] Fix for Disabled formations should not be selectable
- [Tooltips] Fix for Hardcoded English text in Special Resources tooltip in Planet Info
- [Tooltips] Fix for Disposition tooltip says 'you have fleets in their planets' even if the player hasn't
- [Tooltips] Fix for The 'on strike' and non-assimilated population's tooltips show incorrect information in Colony Management
- [Tooltips] Fix for Added reasons to tooltips for disabled buttons in fleet actions widget
- [Tooltips] Fix for Tooltips for some structures do not appear upon clicking them on Manage Structures screen
- [Tooltips] Fix for The tooltip of discovered planets shows as Unexplored
- [Tobii] Fix for The fleet widget disappears when selecting a ship
- [Tutorial] Fix for softlock when moving scout to home system again in turn 4
- [Tutorial] Fix for Research bar does not fill-up when passing turns
- [Tutorial] Fix for Visiting a colony in turn 5 while frigate is moving on the warp-point make UI unresponsive
- [Tutorial] Fix for After playing the Tutorial, the Advisor tips are disabled in new games
- [Tutorial] Fix for Several Fixes in Tactical Tutorial
- [Tutorial] Fix for Softlock on turn 4 after Advisor message about starvation if a colonists is moved from food production in the previous turn
- [Tutorial] Fix for Not every Advisor tip has V.O. line
- [Tutorial] Fix for Tutorial can't be completed if frigate is put to guard/sleep on turn 5
- [Tutorial] Fix for Opening Options during the Path to Victory step causes a softlock
- [Tutorial] Fix for Fix for softlock when selecting scout instead of frigate
- [UX] Fix for incorrect 'Radiation' icon
- [UX] Fix for modules background and interlines
- [UX] Fix for using Double-Click in the Techtree
- [UX] Added icon for Advanced Damage Control
- [UX] Added icon for Asteroid Lab
- [UX] Centered Loading Text
- [UX] Expanded perks tooltips container
- [UX] Fix for Loading screen closes without 'Press any key...'
- [UX] Fix for the resized 252 tooltip icons
- [UX] Fix for Several perks descriptions corrections
- [UX] Fix for Research Management and Diplomacy 'Done' buttons get disabled if clicked when the screen is being closed
- [UX] Fix for fleet flags after node reorder
- [UX] Fix for Capitol appears when sorting colony buildings by Credit bonus even when it does not produce them
- [UX] Fix for Certain techs characteristics are not centered by height
- [UX] Fix for Some missing icons in some tech applications
- [UX] Fix for Some modules stat icons are missing in Ship Design
- [UX] Fix for Player perks keep showing on multiplayer match setup when they leave
- [UX] Fix for Info about planets overlap each other on Empire Management screen
- [UX] Fix for Location/Destination sorting does not work properly on Espionage screen
- [UX] Fix for HER-11798 There is overflowing text on 'Don't colonize close to us' audience screen
- [UX] Fix for the icon in the buttons inside Repeal Treaties
- [UX] Fix for Export visual effect when production canceled
- [UX] Fix for the Next Turn hotkey in the very first turn
- [UX] Drop down menus can't be opened if left open when leaving a screen
- [UX] Fix for Disable attack button after aborting bombard
- [UX] Fix for Fleet military power is incorrectly displayed in the Fleet screen
- [UX] Fix for Remaining turns to complete a structure is inconsistent
- [UX] Fix for Colony list goes to the top each time buyout is selected in the Empire Management screen
- [UX] Fix for Upgrade all button doesn't grey out after clicking it
- [UX] Fix for Pollution Clean-Up and Trade Goods have ETA=1 if they are in the production queue
- [UX] Fix for Orange outline remains on technologies in tech tree upon quitting to the main menu and starting a new skirmish
- [UX] Fix for Unable to attack texts does not fit the Pop-up container
- [UX][Colony Management] Fix for Planet pollution changes if workers are moved from or to Production
- [UX][Colony Management] Fix for Only allow planet grabbing if mouse is hovering on the planet itself
- [Victory Chances] Improved algorithm for simulation fallback
- [Path to Victory] Research score now ignores the starting Techs at the root of the Tech Tree
- [Combat Chances] Fix for: Weapon range is not properly being taken into account in the calculation of the combat chances
- [WG.net]Fix for 'Copy' and 'Ok' button are unactive in WG.net account menu while pressing 'Get a redeem code for Total Annihilation'
- [WG.net]Fix for: Players are unable to input credentials for creating new WG.net account, if they start a new game and then leave it
- [UX]Fix for: Main menu disappears if Player quickly cancels Default Save Rewriting confirmation window
- [UX]Fix for: Clicking the Back button in the Load Game screen makes the UI disappear
- [Localization]Fix for: There is hardcoded text in widget colony tooltip on all localizations except English
- [Combat Chances]Fix for: Player is not able to attack pirate fleet. (caused by BluePrints with ONLY shield piercing weapons)
- [Strategy]Fix for: Tutorial flow broken at turn 5 after ordering first scout autoexplore
- [Localization][Espionage]Fix for: Colony and structure mixed up in Sabotage notification
- [- WG.net] Fix for: Account regions not displayed in Korean and Japanese
Post edited November 03, 2016 by DeMignon
high rated
Changelog for Patch 49.4 1.2.31113 (added 20 September 2016):

- Fix for: Star Base tooltip says that multiple Doom Stars can be built in certain supported languages
- Fix for: Defense Rating displays wrong

---

Changelog for Patch 49.5 1.2.31357 (added 04 October 2016):

- [AI] Fix for: The AI seems to ask for too much for a truce even when on the losing side of a war
- [Audience] Fix for: Pressing the Enter key repeatedly when opening the trade table locks the accept deal option
- [Tooltips] Fix for: Civilian ship construction tooltip not showing in the production queue for certain languages
- [Tutorial] Fix for: switching all 3 colonists to production instead of 1 when the advisor asks to buyout the frigate breaks the tutorial flow
- [UX] Fix for: Broken notifications due to missing information in old savegames
- [UX] Fix for: The game can crash when double-clicking on a defeated race in the Diplomacy window
- [UX] Fix for: The scrap widget disappears too fast in Colony Management
Post edited November 03, 2016 by DeMignon
high rated
Changelog for Patch 51.2 1.3.32953 / GOG-29 (Windows) / GOG-7335 (Mac) (added 01 November 2016):

Modding

- Mods can now be used in the game to enrich the experience even more.

General

New Gravity mechanics:

- Races with Low-G tolerance have a -25% penalty in Normal-G worlds and -50% penalty in High-G worlds.
- Races with High-G tolerance have a -25% penalty in Normal-G worlds and -50% penalty in Low-G worlds.
- Races with Normal-G tolerance have a -25% penalty in Low-G worlds and -50% penalty in High-G worlds.

New Pollution mechanics:

- Pollution is now generated by Population and Production output.
- New ongoing effect: If pollution in a colony goes up, it pollutes the soil and reduces cells’ food output.
- Pollution Cleanup project is no longer available.
- Biome tolerance and Pollution cleaning from buildings are now flat values.
- Pollution Processor moved to Molecular Compression Technode. Core Waste dump cleaning value increased.

Galaxy Generation

- 'Planetary density' added to match options.
- Tiny planets added (Updated size chances and Gravity table).
- Galaxy generation improved to support the new gravity mechanics.
- Monster quantity by galaxy size increased.
- New Gravity Tolerance perk influences the player’s Home Planet’s gravity.
- Tweaks to better support low gravity planets.

Perks

- Races with Low-Gravity tolerance now have the "Low Gravity Homeworld" perk.
- Races with High-Gravity tolerance now have a "High Gravity Homeworld" perk.
- Creative perk research bonus increased to +50%.

Animations

- Polished animations and blending of emperors and advisors

Cinematics

- Cinematics now play when defeated instead of the old pop-up
- Removed the narrator and subtitles from Custom Race’s cutscenes.
- Cinematic cameras, now uses real mesh distances in tactical battles.

AI

- Improved selection of defense points.
- Improved evaluation of Declare War On.
- Improved how the AI manages space pirates while being at war with other races.
- The AI is now better at building bombers.
- The AI is better at considering transports for other targets.
- Expansionism trait improvements.
- Improved invasion by allowing multiple invasion targets at once.
- Improved invasion by building troop transports in advance.
- Improved invasion by making troop transports move together with all military fleets.
- New Planet Rating heuristic for civilizations, now uses estimated outputs.
- Racial Grudge is now used in strategic analysis.
- Re-balanced pacifist trait in General Strategy to make it more noticeable.
- Refactored Racial Grudge so it has degrees and is not binary.
- The AI now plays smarter in Cluster Galaxies.
- The AI now plays smarter in Huge Galaxies.

Tactical

- Improved opening moves for the AI.
- Automatic toggle on a weapon/s when receiving general/weapon focus order.
- Tactical Weapons can now be fired manually.
- Changed how the AI chooses and changes squadron formation.
- New Auto-Pause option on screen.
- Reduced cinematic 'Missile Cam' occurrence.
- Reduced time compression smoothness.
- Back end now use the new system for focus fire.
- Formations have been rebalanced to make them more meaningful.
- New Plasma Web FX.
- Clicking on a ship now selects only that ship, double-click selects the whole squadron.

Tactical combat - Balance

Re-balanced Fighters:

- Fighter Bay size reduced (40 -> 30).
- Bomber Bay size reduced (50 -> 35).
- Heavy Fighter Bay size reduced (60 -> 40).
- Tweaked Tactical Battles Pacing:
- Tweaked Hull Visual Scales
- Increased Max Speed for Most Hulls
- Reduced Rotation Speed for Most Hulls
- Reduced tactical health scale
- Increased CDs on all weapons to keep DPS and Battle Length similar to previous iteration.
- Phasors Damage Nerfed 35 -> 30
- Gauss Cannon Damaged Buffed 35 -> 40
- Pulson Missile Damage Nerfed 50 -> 40
- Zeon Missile Damage Nerfed 70 -> 60
- Energy Absorber CD increased 15 -> 25
- Shield Capacitor CD increased 20 -> 30
- Removed a Redundant Instance of Cooldown on the Pulsar Entry.

UX

- Added Automatic Formation Icon.
- Added pulsing animation to "Victory Is Nigh" notification.
- Citizen transports can now be built in bulk.
- New fully configurable ship mass production picker.
- Limited bulk building to 5 ships max.
- Added a 'below max recommended player' count in the galaxy generation menu, to use as initial value of each galaxy size.
- Disable Intro Video Option.
- Set the recommended player count instead of the max count when a new galaxy size is selected.
- Added Scroll and Close functionality to notifications.
- Added new feedback for new pollution mechanics.
- Added missing tooltips that add necessary information in the ship design menu.
- Improved feedback for Blocking and Guarding commands.
- The Guard order can now be issued anywhere.
- Added new formations functionality, weapons and specials functionality in the tactical combat interface.
- Added status effect icons in the tactical combat interface.
- Added tooltip Auto-Pause for tactical battles.
- Added Status Effects to the tactical combat HUD.
- Numerous tooltips improvements.
- Added cost, command points, attack rating, defense rating, armor penetration, and drones system tooltips in the Ship Design menu.
- Added new feedback to Economic victory.

Controls - Modifications for 'Tobii eye tracking' devices

- Cursor stays on planets when camera is shifting on extended view.
- Improved gamepad warp by adding cursor clone.
- Look at a planet and push left stick to see tooltip.

GNN

- Added intro animations for GNN
- Added New Economic Victory GNN trigger
Post edited November 03, 2016 by DeMignon
high rated
Changelog for Patch 51.3 1.3.33428 / GOG-30 (Windows) / GOG-7578 (Mac) (added 14 November 2016):

- Fix for an endless processing turn related to a perk from the Sakkra’s.
- Fix for an endless processing turn issue caused by AI bombardment/invasion.
- Fix for an endless processing turn if Esc was kept pressed during voting in the Galactic Council.
- Fix for the menu failing to display UI options on startup in Windows.
- Fix for the game not working if it had mods installed with the old system.
- Fix for “Get Mods” button not being clickable with certain video capture software running.
- Fix for UI notification bar glitching where trying to close a notification.
- Fix for Weapons/Specials with AutoCast turned off turning back on when manually used.
- Fix for AutoCast not toggleable if Special/Weapon is cooling down.
- Fix for Core system showing the last selected weapon on the preview
high rated
Changelog for patch 54.6 2.0.35234 (added 01 December 2016):

Today 1st of December we are proud to present you what is one of the biggest game updates since the beginning of Early Access. As you may notice, this build has some obvious influences from Master of Orion II, but it is also the result of processing a lot of feedback that you have been provided since it all started. So once again, thank you for your input and support.

The new content can be divided in two parts:

- “Revenge of Antares Race Pack” DLC
- We are bringing back the three iconic races that were first introduced with Master of Orion II: the elegant yet xenophobic Elerian, the peaceful aquatic Trilarian and the skilled traders Gnolam join the fight for Orion!

Update v54.6 highlights

- The Antarans are back!
- Leaders and Governors
- Minor Civilizations
- Ship profiles for Tactical Battles
- A complete revamp to Espionage
- Support for Mods in Multiplayer

IMPORTANT NOTE: due to the heavy gameplay modifications, your old savegames won’t be loadable once you update Master of Orion. In order to allow you to finish your ongoing games we have enabled a GOG Galaxy Branch which contains the build 51.3, you can access it by going to the game's "Settings", clicking on "BETA CHANNELS" so that they are switched to "ON", and setting "Install Updates" to "Manually". Once you've done that, select version 51.3 1.3.33428 in the "Rollback to Version" menu.
Also, please be advised that old mods may cause issues with the new version of Master of Orion, so you may need to update them (if a new version is available) or deactivate them.

Read on for the full patchnotes, and as always we are eager to get your feedback!

Detailed Changes v54.6:

AI

- Improved evaluation of planet rating for better deal evaluation
- Improved invasion analysis and execution
- Improved Opportunity Rating and Opportunity Threshold analysis
- The AI is now better at handling its Command Points at an Empire level
- The AI is now better at organizing its defenses
- Decreased colony ship output
- Improved war possibility factor analysis regarding economic considerations

Balance

Pollution:
- Pollution Processor cleaning effect increased from 10 to 15
- Core Waste Dump cleaning effect increased from 100 to 150
- Pollution absorption for Barren biomes increased to 60 (previous 30)
- Rebalanced Peaceful and Militaristic traits.
- Rebalanced Research speeds:
- Research cell output increased from 2 to 3.
- Techtree nodes cost increased by 33%.
- Rebalanced share charts costs.
- Creative perk research bonus increased to +50%
- Pollution Processor moved to Molecular Compression Technode. Core Waste dump cleaning value increased

General

- Technologies that do not belong to a race’s techtree or are void because of Victory Conditions selection no longer appear in the techtree
- Recyclotron structure added

Tactical

- Added Ramming
- Improved AIs selection of opening moves when entering combat
- Improved battlefield hazard generations better selection algorithm plus more quantity and diversity

SFX

- Added new charging sound
- Added notification sounds
- Intro sounds added for: Amoeba, Eel, Squid and Dragon.
- Updated Warp sound

UX

- Economic Victory conditions graph improvements
- The production queue is now fully functional
- Added info during Cinematic battles for easier reference
- Improved selection and formations visuals and feedback
- New battle log with more information
- Added Range Day indicator
- Added "requires" field to Tech Applications
- Added scientific victory requirement to scientific victory tech apps
- Added and revised several tooltips
- Use full empire name instead of race name in the title of espionage attack report
- Hide view planet button in mission debriefing for empire missions
- Integrated agent captured popup

Bug Fixes

- Blanding error at the end of "new tech added"
- Fixed inconsistencies between a monster destruction event and text
- Fix for bombing flow AI attacks player’s colony
- Fix for Escape button sometimes not responding
- Fix for the game locking up/infinite processing turn after encountering the first race
- Fix for an unusual softlock in strategy mode
- Fix for Blueprint changes not being saved
- Localization fix for: Key for 'Toggle Auto- turn' not ticking Auto- turn checkbox
- Localization fix for old Pollution Immunity perk description in custom races
- Fix for Missing key at Empire selection pop- up
- Fix for a grammatical error in notifications appearing after annual payment agreement ends
- Fix for negotiate button taking the player to a normal audience
- Fix for upgrade button disappearing when editing a blueprint name after unlocking an upgrade
- Fix for the Upgrade blueprints button appearing even when there’s is nothing to upgrade
- Added Imminent biome degradation notification
- Biome degradation now happens at the correct time
- Colony production grid distribution fixed
- Fix for incorrect food delta in colonies when polluted
- Pollution Cleaning structures now are shown in pollution tooltip
- Fix for subterranean farms not updating tile value in food line
- Fix for incorrect production values showing after building the neutron collider
- Fix for production speed, now it affects production costs instead of productive output
- Difficulty level (production bonus for AI) is now calculated properly. Added additional cleanup per AI difficulty
- Fix for weapons not being selectable after selecting an enemy
- Fixes for some issues on specials and squadrons info update
- Fixed several issues related to selecting multiple ships and giving them orders
- Fixed automatic toggle on weapons when receiving a general/weapon focus order
- Fixed tooltips for modules that don’t have a weapon type
- Fix for hotkeys being enabled in the tutorial that could guide the player into an incorrect flow
- Autorepair achievement icon art fixed
- Fix for tooltip displaying incorrect security level information
- Fixed a bug that prevented the Amoeba from attacking in tactical battles
- Fix for inconsistency in a tech bonus in two different languages
Post edited December 02, 2016 by DeMignon