Posted August 11, 2016
Greetings Explorers,
Today we’ve released an update for Master of Orion. This brings the official game version to 47.0.
Master of Orion - Patch Notes v47.0
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
Today we’ve released an update for Master of Orion. This brings the official game version to 47.0.
Master of Orion - Patch Notes v47.0
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