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Master of Orion - Version 44.4 Patch Notes


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GeneralDirection #1 Posted 24 May 2016 - 05:17 PM

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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
 
Linux
  • Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode. 
  • Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution).
 
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 trades will only be offered by 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
 
Sounds 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 
  • Fixex 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


JeanBaptisteEmanuelZorg #2 Posted 24 May 2016 - 05:37 PM

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Silicoids still like swamp more then volcanic ? Autobuild user templates, perhaps ? Any changes to font sizes/appeal ? smart AI and trade table work as they should ?

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


Mikko_M #3 Posted 24 May 2016 - 06:17 PM

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In tactical combat:
 
"and added new Targeting Profiles"
 
What does that mean exactly? To the AI or for the player to use?

Edited by Mikko_M, 24 May 2016 - 06:17 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


kwm1800 #4 Posted 24 May 2016 - 09:26 PM

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View PostMikko_M, on 24 May 2016 - 06:17 PM, said:

In tactical combat:
 
"and added new Targeting Profiles"
 
What does that mean exactly? To the AI or for the player to use?

 

I guess it means the AI now has a list of prioritized targets. Let's say the biggest ship would be at the top of the list while smaller critters like Frigates would be at the bottom of the list.

In that case, in a tactical battle the AI will try target the ones at the top of the list (big ships) while attack smaller ships later.



fourteenfour #5 Posted 24 May 2016 - 09:41 PM

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...

Edited by fourteenfour, 25 May 2016 - 06:41 PM.

Wargaming Labs, taking the money and running. Abandons MOO CTS after their contract development staff could not deliver without ever one word to players.

Prrsha #6 Posted 24 May 2016 - 11:22 PM

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View PostGeneralDirection, on 24 May 2016 - 12:17 PM, said:

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
 
Linux
  • Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode.
  • Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution).
 
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
 
Sounds 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
  • Fixex 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

 

I logged in after the patch, hoping... HOPING that you made some changes to the races, but sadly their stats remain the same.  Please if you have the time review the post regarding Core Race Traits.  There are many solid ideas that can help bring uniqueness to the races.  Once again, Mrrshans DO NOT have +50% beam offensive which is something that is stated on your own main page about them being the BEST gunners in the galaxy (this means they are better then Terrans +25% beam offensive).  I know I sound like a broken record but please correct this.  I am assuming that this patch doesn't address racial traits yet.  If this is the final verdict on races, please reconsider as it will be a deal breaker for many players and many have voiced their opinion about this.

Prrsha #7 Posted 24 May 2016 - 11:39 PM

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Quote

Nice list of changes OP. My list of changes is somewhat similar to yours mainly inspired by the lore and a drive to make this races more distinct and play according to their strengths and/or weaknesses. All picks total 100 using the current point values.

 

ALKARI (The Fast & the Furious) 

Artifacts Homeworld            > 10

Beam Defense +50%          > 40

Mission Duration +10%        >-10 (Their spies are capable but thorough)

Combat Speed Bonus         > 10

Travel Speed Bonus            > 30

Command Points +20%       > 20

 

BULRATHI (The Grunts)

Homeworld: Large               > 20

Ground Combat +50%         > 20

High Gravity Tolerance         > 50

Marine Training Rate Bonus > 10

 

DARLOK (The Sneaky)

Research from Pop -25%  > -30 (They don't research much, they steal instead)

Assimilation Power -25%   > -10 (Not easy enough to live among shapeshifters)

Ground Combat -25%       > -10 (Frail slug people)

Security +20%                   >   50 (Their paranoid nature kicks in)

Mission Duration -20%      >   60

Stealth                               >   40

 

HUMAN  (The Super Diplomats)

Morale -20%                      > -20 (Democratic rights to protest :p)

Assimilation Power +25%  >   20 (Relatively tolerant society)

Security -20%                    > -10 (more freedom has its price)

Trade Treties bonus          >  30

Trade Goods bonus           >  30

Improved Negotiations       >  20

Improved Disposition          >  30

 

KLACKON (Industrious bugs)

Homeworld: Cavernous       >  10 (Arid would suffice but hey...)

Uber Planet: Cavernous      >  20

Homeworld Minerals: Poor  > -20

Research from pop -25%    > -30 (Uncreative)

Food from pop +25%          >  40

Population Growth +25%    >  40 (Well they are bugs...)

Production from pop +50% >  60

Credits from pop  -25%      > -40 (They know not the value of money)

Morale 20%                        >  20 (Hive mind)

 

MEKLAR (The Cyborgs)

Food Consumption -50%    >  70

Population Growth  -25%    > -30

Production from pop +25% >  30

Assimilation Power -25%    > -10

Ship Auto Repair                >   40

 

MRRSHAN (Expert Gunners)

Homeworld: Grassland        >  10

Uber Planet: Grassland       >  20

Homeworld Minerals Rich   >  20

Ground Combat +25%        >  10

Beam Attack +50%             >  40

 

PSILONS (Frail Masterminds)

Artifacts Homeworld            >  10

Research from pop +50%   >  60

Ground Combat -25%         > -10

Low Gravity Tolerance        >  30

Security -20%                     > -10 (Ain't nobody got time for that)

Starting Tech: Government >  20

 

SAKKRA (Space Orks)

Homeworld: Tropical           >  10 (Swamp was just fine)

Uber Planet: Tropical          >  20

Research from pop -25%    > -30 (Dull Witted)

Population Growth +50%    >  70

Ground Combat +25%        >  10 (They ARE Dinosaurs after all)

Ship Cost -20%                   >  40 (Cheap rust buckets)

Beam Defense  -25%          > -10 (see above)

Beam Attack     -25%           > -10 (see above)

Security -20%                      > -10 (Dull Witted)

Mission Duration +10%        > -10 (Dull Witted)

Command Points +10%       >  20

 

SILICOIDS 

Homeworld Size Large        >  20

Homeworld: Inferno             >  10 (Volcano was just fine)

Uber Planet: Inferno            >  20

Research from pop -25%    > -30

Food Consumption None    > 100

Food from pop        None    > -40

Population Growth -25%     > -30

Pollution                 -50%     >  50 (Your polluted planet is their paradise)

 

 

BTW I'd also like to see a mechanism where we can save our custom race designs and import them in a game as the adversary instead of the vanilla races.

 

 

Edited by Vahouth, 25 April 2016 - 05:27 PM.

 

These are the trait adjustments that I'd personally like to see as well as many other people.



fourteenfour #8 Posted 24 May 2016 - 11:42 PM

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...

Edited by fourteenfour, 25 May 2016 - 06:41 PM.

Wargaming Labs, taking the money and running. Abandons MOO CTS after their contract development staff could not deliver without ever one word to players.

Prrsha #9 Posted 25 May 2016 - 02:08 AM

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View Postfourteenfour, on 24 May 2016 - 06:42 PM, said:

Prrsha, you will be glad to know that Consumes no food is still so overly powerful its beyond silly. Even better, it only cost 70 points. Well you have to spend 100 to buy it but you get 30 back for having your race produce less food

 

At least on my system the saved games are not sorted properly

 

Yes something needs to be done to balance the cost of the silicoids traits.  That or merge or drop certain perks altogether.  My favorite idea was to have every biodome work differently for silicoids.  Since Silicoids need minerals to survive one would argue that certain biodomes like terran would offer little minerals for them to survive as opposed to say a volcanic world.

Morz_Domo #10 Posted 25 May 2016 - 03:44 AM

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i don't see anything about it in the patch notes... did the biomorphic fungi research get taken out of the game? or was it just removed for silicoid/custom foodless races?



11171971 #11 Posted 25 May 2016 - 04:55 AM

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View PostMorz_Domo, on 25 May 2016 - 03:44 AM, said:

i don't see anything about it in the patch notes... did the biomorphic fungi research get taken out of the game? or was it just removed for silicoid/custom foodless races?

 

That's an interesting nerf considering biomorphic fungi affects population caps...

Prrsha #12 Posted 25 May 2016 - 04:58 AM

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By the way, the new sound effects additions are a nice touch and the music for both the galaxy screen and combat, help a lot in terms of immersion.

Stelar_7 #13 Posted 25 May 2016 - 07:02 AM

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I love how there is new dialog from the races on each patch. Bravo.

 

On that note, the new auto update, and ship design in general is much improved, thank you.

 

New larger battle grounds are nice, they don't feel so crowded, though the asteroids and nebulae could still space out a bit.

 

AI seems to be building better. I took a production and population custom race and the AI is competing in excellence score, tech and military strength. (Very Hard) difficulty.

 

I really like that I can get an embassy on races that can't place one of their own. That really makes the early game diplomacy tempting.



fourteenfour #14 Posted 25 May 2016 - 10:48 AM

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...

Edited by fourteenfour, 25 May 2016 - 06:41 PM.

Wargaming Labs, taking the money and running. Abandons MOO CTS after their contract development staff could not deliver without ever one word to players.

davidh7 #15 Posted 29 May 2016 - 12:33 AM

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Ship design seems to be fixed. It is not crashing so far. Hurrah!!!!!!  Also, it is much improved. More user friendly.  :)

 

However, I just attacked my first star base,  level one star base and I got wiped. I had about 10+ ships including 2 cruisers. Didn't scratch it. What gives?  I did a quick battle, not tactical. They make it much harder or a glitch? I may go back and try it with tactical battle. They had no ships or any other defenses. ?????  Never lost like that before. 



Stelar_7 #16 Posted 31 May 2016 - 04:25 PM

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View Postdavidh7, on 29 May 2016 - 12:33 AM, said:

Ship design seems to be fixed. It is not crashing so far. Hurrah!!!!!!  Also, it is much improved. More user friendly.  :)

 

However, I just attacked my first star base,  level one star base and I got wiped. I had about 10+ ships including 2 cruisers. Didn't scratch it. What gives?  I did a quick battle, not tactical. They make it much harder or a glitch? I may go back and try it with tactical battle. They had no ships or any other defenses. ?????  Never lost like that before. 

 

The defensive structures have much better range than they did. Always play tactical if you can. Starbases, especially early game, are very tough. By mid game you can crack them, but it still it takes a bit of effort. 



Bulrathi #17 Posted 09 June 2016 - 03:23 PM

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Hello,

 

Since this patch went through I can no longer play Single Player. When I select Single Player from the main menu, The game goes to that view. But there are no selections available. I can see the planet spinning, music plays... just no words. I can hit Esc to get back to the Main Menu. I went into the Multi player option, everything looks good there.

 

Suggestions?



fourteenfour #18 Posted 09 June 2016 - 04:08 PM

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if on Steam I would select verify integrity of game files.  If not that clear the saved game folder and see if that does it.
Wargaming Labs, taking the money and running. Abandons MOO CTS after their contract development staff could not deliver without ever one word to players.

Bulrathi #19 Posted 09 June 2016 - 04:18 PM

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Already verified the files. I'll try clearing saved games...

 






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