Posted March 25, 2016
Greetings Explorers,
Master of Orion In Development 2 is now live.
Highlights
- Three new playable races: Klackon, Meklar and Terran Khanate
- Improved Artificial Intelligence
- Difficulty levels introduced
- Custom Race creation enabled
- 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 Changes
General
- Three new playable races: Klackon, Meklar and Terran Khanate
- Klackon Traits (Tireless, Uncreative, Hive-minded)
- Homeworld Minerals: Poor
- Uber Planet: Cavernous (transforms from Arid)
- +50% Food from Population
- +25% Production from Population
- Starting Tech: Biology
- Meklar Traits (Industrious, Erratic, Unpredictable)
- -50% Food Consumption
- +25% Production from Population
- Ship Auto Repair Enabled (instantly repairs after combat)
- Starting Tech: Physics
- Terran Khanate Traits (Hard, Determined, Violent)
- -20% Ship Production Cost
- +25% Beam Attack
- +20% Command Points
- Starting Tech: Engineering
- Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
- Custom Race creation enabled
- New victory Condition: Technological Victory
- Improved ship auto-upgrade
- Improved tooltips for morale
- Added missing holograms in Breakthrough (research) screen
Gameplay Balance
- Racial Perks have been re-assigned and re-balanced
- Alkari - New trait: Ship Combat Speed Bonus
- Bulrathi - New trait: +25% Ground Combat Rating
- Human - New traits: +25% Trade Treaties bonus; Improved Disposition from diplomacy
- Psilon - New trait: -25% Ground Combat Rating
- Sakkra - -25% Food Consumption trait replaced with +50% Population Growth
- Research progression and pacing has been rebalanced, especially for the midgame and endgame
- Deep Sea Cooling research bonus changed from +25% to +3 and moved to Advanced Engineering (tier 3)
- Moon Laboratory research bonus changed from +4 to +6
- Improved galaxy generation to increase differentiation of star colors and planets over different galaxy ages
- Ships are now upgradable and repairable when orbiting all owned colonies and outposts, as well as allied colonies
- 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)
- Improved Jump Gates: now built by Space Factory at Warp Points, moved earlier in the tech tree (from tier 7 to tier 6), and travel speed when using them doubled
- Re-balanced Racial Biases
- Vast improvements on differentiation of races (bonus/malus, strategy, diplomacy, etc.)
- Enabled 8 races for Circular Large galaxy (was 6 because the races restriction for EA1); Spiral currently remains limited to 6
- Music and Voice Over has been properly balanced
Artificial Intelligence
- Fixed bug in AI asking for invalid technologies
- Fixed OffensivePact send WarDeclaration in Client and DespiseBreakPromise check
- Improved colonization behavior: 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
- Improved war preparation: Defensive and offensive analysis has been improved
- vastly improved production
- Improved Strategic analysis: AI will make more decisions based on chances of obtaining different victory conditions
- Improved Strategic analysis finetuning of potential targets for war
- Improved handling of multiple war fronts
- Performance optimization in engage task
- Improved combat analysis: New formula for estimating relative fleet strength
- Defensiveness personality trait now used in defense formula
Tactical Mode
- Monsters collision/avoidance boxes fixed
- Fixed Space Dragon 3D mesh
- New Combat Screen with detailed information on fleets
- Pause as a mechanic: Tactical battles start in paused mode in order to make the important initial tactical decisions
- Fixed range feedback on tooltip and overlay
- Size of pirate ships has been Increased
- Added civilian ships to tactical battle: They hold their ground at the back of the battlefield and flee if they get attacked
- Added Retreat option: Ships must reach the edge of the battlefield and warp out to successfully retreat
- Several fixes for tactical UI
- “Tactical” button replaced with “Take Command”
- ”Simulate” button replaced with “Auto-Resolve”
- Added Speed and Range Controls (Implementation, Integration into the game)
- Added Tactical Options (Pause on Options, Esc brings Options, Confirm Simulate on Leave, Populate Options Menu accordingly).
- Added Persistence to tactical options
- Fixed Facing, size and modifiers costs
- Intro improvements
User Interface
- Changes in arrow icon and jump gates
- Animation changes on Main Menu and Single Player
- Added buildings list to manage structures
- Added UX components for speed and range controls
- Updated Invasion/Bombardment UI
- Added buttons to specify how many Troop Transports should be used on a given invasion
- Tactical
- New Icons added
- Animated Auto-cast feedback added
- GNN
- Fixed a bug where the race name would repeat in the headline
Diplomacy
- Fixed trading: Player is unable to request Exchange Tech when the player does not have technology for Exchange Tech
- Fixed State Machine: Some lines of dialogue where not being triggered as intended
Localization
- New localizations: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese
- Updated Localizations
- New changes on Game Credits screen
SFX
- Improved Audio Manager
- Improved Tactical mode sounds
- Improved Strategy mode sounds
- Several mixer updates, general click sound updated, "upgrade" button sound added and GNN music loop-able
Master of Orion In Development 2 is now live.
Highlights
- Three new playable races: Klackon, Meklar and Terran Khanate
- Improved Artificial Intelligence
- Difficulty levels introduced
- Custom Race creation enabled
- 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 Changes
General
- Three new playable races: Klackon, Meklar and Terran Khanate
- Klackon Traits (Tireless, Uncreative, Hive-minded)
- Homeworld Minerals: Poor
- Uber Planet: Cavernous (transforms from Arid)
- +50% Food from Population
- +25% Production from Population
- Starting Tech: Biology
- Meklar Traits (Industrious, Erratic, Unpredictable)
- -50% Food Consumption
- +25% Production from Population
- Ship Auto Repair Enabled (instantly repairs after combat)
- Starting Tech: Physics
- Terran Khanate Traits (Hard, Determined, Violent)
- -20% Ship Production Cost
- +25% Beam Attack
- +20% Command Points
- Starting Tech: Engineering
- Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
- Custom Race creation enabled
- New victory Condition: Technological Victory
- Improved ship auto-upgrade
- Improved tooltips for morale
- Added missing holograms in Breakthrough (research) screen
Gameplay Balance
- Racial Perks have been re-assigned and re-balanced
- Alkari - New trait: Ship Combat Speed Bonus
- Bulrathi - New trait: +25% Ground Combat Rating
- Human - New traits: +25% Trade Treaties bonus; Improved Disposition from diplomacy
- Psilon - New trait: -25% Ground Combat Rating
- Sakkra - -25% Food Consumption trait replaced with +50% Population Growth
- Research progression and pacing has been rebalanced, especially for the midgame and endgame
- Deep Sea Cooling research bonus changed from +25% to +3 and moved to Advanced Engineering (tier 3)
- Moon Laboratory research bonus changed from +4 to +6
- Improved galaxy generation to increase differentiation of star colors and planets over different galaxy ages
- Ships are now upgradable and repairable when orbiting all owned colonies and outposts, as well as allied colonies
- 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)
- Improved Jump Gates: now built by Space Factory at Warp Points, moved earlier in the tech tree (from tier 7 to tier 6), and travel speed when using them doubled
- Re-balanced Racial Biases
- Vast improvements on differentiation of races (bonus/malus, strategy, diplomacy, etc.)
- Enabled 8 races for Circular Large galaxy (was 6 because the races restriction for EA1); Spiral currently remains limited to 6
- Music and Voice Over has been properly balanced
Artificial Intelligence
- Fixed bug in AI asking for invalid technologies
- Fixed OffensivePact send WarDeclaration in Client and DespiseBreakPromise check
- Improved colonization behavior: 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
- Improved war preparation: Defensive and offensive analysis has been improved
- vastly improved production
- Improved Strategic analysis: AI will make more decisions based on chances of obtaining different victory conditions
- Improved Strategic analysis finetuning of potential targets for war
- Improved handling of multiple war fronts
- Performance optimization in engage task
- Improved combat analysis: New formula for estimating relative fleet strength
- Defensiveness personality trait now used in defense formula
Tactical Mode
- Monsters collision/avoidance boxes fixed
- Fixed Space Dragon 3D mesh
- New Combat Screen with detailed information on fleets
- Pause as a mechanic: Tactical battles start in paused mode in order to make the important initial tactical decisions
- Fixed range feedback on tooltip and overlay
- Size of pirate ships has been Increased
- Added civilian ships to tactical battle: They hold their ground at the back of the battlefield and flee if they get attacked
- Added Retreat option: Ships must reach the edge of the battlefield and warp out to successfully retreat
- Several fixes for tactical UI
- “Tactical” button replaced with “Take Command”
- ”Simulate” button replaced with “Auto-Resolve”
- Added Speed and Range Controls (Implementation, Integration into the game)
- Added Tactical Options (Pause on Options, Esc brings Options, Confirm Simulate on Leave, Populate Options Menu accordingly).
- Added Persistence to tactical options
- Fixed Facing, size and modifiers costs
- Intro improvements
User Interface
- Changes in arrow icon and jump gates
- Animation changes on Main Menu and Single Player
- Added buildings list to manage structures
- Added UX components for speed and range controls
- Updated Invasion/Bombardment UI
- Added buttons to specify how many Troop Transports should be used on a given invasion
- Tactical
- New Icons added
- Animated Auto-cast feedback added
- GNN
- Fixed a bug where the race name would repeat in the headline
Diplomacy
- Fixed trading: Player is unable to request Exchange Tech when the player does not have technology for Exchange Tech
- Fixed State Machine: Some lines of dialogue where not being triggered as intended
Localization
- New localizations: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese
- Updated Localizations
- New changes on Game Credits screen
SFX
- Improved Audio Manager
- Improved Tactical mode sounds
- Improved Strategy mode sounds
- Several mixer updates, general click sound updated, "upgrade" button sound added and GNN music loop-able