The Flare System was reworked into a mix of the old and new system.
Organic Societies now spawn 5 different flares.
Incremental Flares ( on the far left position ) Process Flares ( on the left position ) Neutral Flares ( on the central position ) Chaos Flares ( on the right position ) Decremental Flares ( on the far right position )
Incremental / Decremental Flares ( Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and the same for each star system during this turn )
Process Flares ( Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption )
Neutral Flares ( Stay the same - Gain 1 Synthesis - no values are changed )
Chaos Flares ( Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption )
Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.
When Synthetic Societies reach the highest tech level ( FTL Age at the moment ) they create special Evolution, Configuration, Signal and Colony events that give them these options.
Introspection - Gain Utopia and Static Behavior Sentry - Gain Harm and Observation Behavior Incrementation - Gain Population Growth and Expansion Behavior
FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event
This event can send either a large fleet or a normal ship towards the origin of a signal. Dystopian societies might send different kinds of ships then Utopian societies.
Upgraded to the 2024 Unity Version
For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions
New Sol System Event "The Mines of Io" New Sol System Event "The Io Conspiracy"
New Contact Event "The Other Species" ( Community Quote by Nathan Boyce )
New FTL Signal Ship Event "Rapid Response Fleet" ( Community Quote by Jim Bruhman ) New FTL Signal Ship Event "Assault Armada" New FTL Signal Ship Event "System to System Connection" New FTL Signal Ship Event "Xeno Exchange Mission"
New Answer Signal Event "Distant Machines"
New FTL Robot Event "Apex Machines" New FTL Robot Event "Universal Analysis" New FTL Robot Event "Synthetic Seed"
UI Improvements - Slider of Society statistics are colored orange or red if value is critical UI Improvements - Mouse Over Popup for Research Showing Research Percentages per Turn and Capabilities of Current Tech Level UI Improvements - Mouse Over Popup for Population Showing Optimal Population Distribution UI Improvements - Mouse Over Popup for Resources Showing Resource Level and Resource Crisis Chance UI Improvements - Mouse Over Popup for Harm Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses UI Improvements - Mouse Over Popup for Ethics Showing Contact Details and Final Technology Ethic Thresholds UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were increased
Some Robots Upgrade events give the Robots now Names according to the Planet Type
New Icons for Evolution, Planet, Programming and Robot Development Flares The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.
Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc
Balancing - The time span between evolution events is shorter so it takes not so long to spawn all 7 playable species Balancing - Starting Dystopia Values of all Robot Civilizations are reduced
Bugfix - The resource slider bar was flickering sometimes Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event Bugfix - The "Justice" song by Monar Mur and En Ensch was not played during the "Battle of the Bands" event Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere Bugfix - Sometimes robot types set from specific events could not be changed anymore so that societies build the same kind of robot forever. This is fixed now. Bugfix - Newly evolved synthetic lifeforms sometimes where not marked that they "contacted" their creators Bugfix - Underwater Species and Planet Species are not able to smoke "Memory Pipes" anymore Bugfix - Genderless Species don't do "Rainbow Protests" anymore Bugfix - Aquatic Species will not experience the longest night anymore Bugfix - Final text of the "Simulated Paradise" ending was cut off Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name. Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship Bugfix - The title of an event was sometimes hidden when clicking on the back button from the multiple choice screen Bugfix - Rare crashes during the robot uprising event are fixed Bugfix - Rare crashes when robots build robot ships are fixed Bugfix - Some variables for robot spaceships were not correctly set Bugfix - In the history text of some spaceships the system name was not displayed
Credits added Nelly and Robin to the new Production Babies collum ( one reason this update took much longer than usual )
Spaceships that get destroyed by a population crisis event did display a broken dummy Statistic screen that could not be removed. This issue is fixed now. Colonies that turn into full civilizations do not copy the government name from the original society that sended the spaceship anymore. The Mouseover Popup for the Flares is placed on a more convenient position.
New Synthetic Species Event "Priority Framework : System X"
New Synthetic Species Event "System Development Analysis"
Bugfix - A successful "hacking attack" against a robot uprising that led to a drastic fall of tech levels used to destroy the bio civilization and let the robots win. This is fixed now.
Bugfix - The resource and population values of an incoming biological spaceship fighting with a robot civilization were set wrong, which caused strange results.
Bugfix - If a defending robot society fled from a biological spaceship attack, both parties were sometimes destroyed leaving only an empty planet.
Bugfix - The name of defending robots during an incoming biological spaceships attack was wrong and displayed something like "Master" instead of the proper robot name.
Bugfix - Some species-specific names for arms, brains, babies, etc were overwritten with more generic names of their type.
Bugfix - In the description text of second chance species sometimes a "__" was displayed instead of an empty space.
Bugfix - In the "Thieving Monkeys" event. ELEMENT_PREFIX Monkey should now be displayed as "Sand Monkeys" etc
Bugfix - Water Cats and Ocean Crawlers both have now the "Aquatic Species" status
Bugfix - If after a robot uprising the robots leave the planet or are destroyed (and they do not create a Tomb World in the process) it is possible to trigger a Second Chance Evolution event. But this event always produced Monkeys as the Balanced Species even if the creator Species was Unbalanced or Ambiguous. They will now spawn Cats / Crawlers.
Bugfix - "Justice" our industrial punk music score was not triggered by the "Battle of the Bands" event
Bugfix - When using the keyboard and quickly pressing tab to leave the Character Screen after an event the Character Screen was sometimes visible in the Galaxy Screen again which was really annoying.
Bugfix - When using the keyboard and quickly pressing tab during an event it could happen that the small description window popped up behind the event text. That should not happen anymore.
Bugfix - The "Robot Rivalry" event was never correctly triggered.
Bugfix - When selecting a flare sometimes the subtitle says something like "Earth is the home of the Human Governments." was removed for 5 seconds. This is fixed now.
Bugfix - Blizzards should not happen in space regions anymore.
Bugfix - Fish species are not building naval frigates anymore
Bugfix - Loading an old savegame from the Eros Update can produce dummy flare texts for stone age societies like "ai creates research" or "fear of technology". This should be fixed now.
Bugfix - When loading the save game at the end of the game the "Good Ending" and "Bad Ending" status was not saved and the player got the "Grey Ending" score.
Bugfix - The "Interstellar Data" event does not point towards the wrong star systems anymore.
UI Rework - Increased the spawning speed of flares.
UI Rework - The "Flare Panel" in the "How To Play Menu" now shows the new flare system.
UI Rework - The Mouse Over Popup of the flares will be shown much faster
UI Rework - No new Flares are spawned anymore when the game is already over
UI Rework - The text that displays on empty planets changes the type of the planet correctly if the planet is turned into a Tomb World or anything else.
Balancing - Positive Flares will only spawn Population Boost if one of these conditions apply
If the society is under 1000 population
If the population status is "Population Decline" and the growth rate is under 20%,
If the population status is "Sparse Population" and the growth rate is under 15%,
If the population status is "Balanced Population" and the growth rate is under 10%,
If the population status is "Dense Population" or higher and the growth rate is negative.
In all other cases a Consumption Decrease boost is spawned
Balancing - When Harm Potential is really low a Positive Flare will not spawn a Harm Reduction Boost but will spawn a Consumption Decrease Boost instead.
Balancing - When the Research progress is under 10% a Negative Flare will not spawn a Research Malus but will spawn a Population Decrease Boost instead.
Balancing - Events that give Maximum Harm Potential increase the Harm Potential by 8% now instead of 3%
Balancing - Events that give Default Harm Potential increase the Harm Potential by 2% now instead of 1%
Balancing - Harm Increase Flares increase the Harm Potential by 0.05% now instead of 0.02%
Balancing - Synthesis Costs of Robot Evolution Events are higher, so it is harder to turn off (set to Idle Behavior) the robot civilization in the beginning.
Balancing - Synthesis Costs of Robot Resettle Events are higher, so it is harder to leave blooming nature behind when extracting everything from a planet.
Balancing - Spaceships avoid now to move back to the planet they came from, even if it would be a very short or optimal route.
Balancing - Robot Spaceship tended to pack not much resources, which led to weird situations where a newly founded colony instantly moves on to the next planet.
Balancing - Synthetic Civilizations with the Expanding Behavior do not send Spaceships out anymore if they have less than 1000 Robots.
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