After finally finding some free time, I was able fix as many issues as possible to upload the[i][b][u] Pre-Alpha Beta Version 0.0.0.01 Pre-Release Early Access Build.[/u][/b][/i] [img]https://clan.cloudflare.steamstatic.com/images//44247064/9c82f666814d2e78389342795ba85156c13663b5.png[/img] [i]I'm only kidding. This is the 1.0.01 Release.[/i] As we continue to upgrade this game into the greatest Grand Strategy/4X/RTS game ever made, we know there will be issues as time goes on. Certain features we will add will explode. We are going to make mistakes. But we are hell bent on ensuring that nothing goes nuclear. [img]https://clan.cloudflare.steamstatic.com/images//44247064/0a37c46f63229e12a40a0e7f625af4e576e82e0a.png[/img] [i]Nothing outside of the game's battle maps that is.[/i] Thus we have the final patch notes before release. If all goes well it should be available later today. We are planning on a release later in the day so that we can ensure that nothing explodes with the current build that I just put up on Steam. It will be available for purchase [u][b]later today for $24.99[/b][/u] Here's the latest patch notes: [list] [*] After every in-game year [u]the game will now autosave[/u] the universe to a save file. This can be disabled in the options menu if the user wants to play without a 15 second freeze after every 12 turns, or desires to save manually. The bright side of this is now your game will save, so if the game explodes then you'll have the previous turn you can load. [*] Redid text rendering, using the Ubuntu font. One of our blind testers who played the game complained that the text was still near unreadable after all our efforts. So, we scrapped the custom font, and replace it with actual text rendering. The reason for this is because we are eventually going to have a number of different languages we are going to support. But we simply don't have time to do that immediately. [img]https://clan.cloudflare.steamstatic.com/images//44247064/7f20a7a27ec58ad0a4630ea5c02c6a9f773fc5c5.jpg[/img] [*] Additionally, we went through and redone all the UI in the game so that text no longer goes over the edge of the screen, certain elements don't display over each other, and so forth. We don't have scaling, and that is a known issue. Certain resolutions are not going to work like "widescreen" on release... because I literally cannot afford a decent widescreen monitor right now to get the resolution working on that. Yeah. [*] Changed and expanded the possible skin colors of humans and human slaves, because it wasn't nearly diverse enough, and might have raised a bit of controversy with the way we had it. Now there's a grand total of 30 something skin tones that humans can have, more accurately reflecting the diversity of human skin tones 100,000 years into the future. [*] Made it so that if you hit a button TTS will stop playing. We still have an issue where speech will play after an event is closed and we're looking into how to avoid that from occurring, but it probably will be a bug we will address after release. [*] Rebellions now only end when you have captured all their buildings and defeated all their armies, like any other civ. Before it ended when you killed their army, and it wasn't supposed to do this. They are outright factions of their own. Eventually we will have a way to start out as a rebellion. [*] When you nuked a planet into molten slag it would throw errors. This has been fixed. [*] Fixed an issue with possibly corrupting save-files due to a bug where units that were dead were still being tracked for no reason. If that sounds scary, it is. [*] Fixed an issue where hostile fleets would not attack. [*] There was an issue where if the player attempted to generate a universe where zero other civs... that would cause issues, now you at a minimum can pick only 1 other civ in the galaxy. [*] Now if you have fleets that haven't moved yet after your turn is over one of your leaders will ask you if you want to end your turn. You can say "Yes", "No" or "No, and don't ask me again". [*] When playing a habitable planet, the wrong tileset was still being picked. For some reason, entering a battle on the battle map for a yellow habitable planet would generate a green, and for a purple would generate a red, and so forth. This is now fixed. (I think. I didn't test this enough and if it isn't we will issue a patch later when I recover from working on this patch for three weeks straight draining my soul.) [*] Now a barren planet will pick one of four different tilesets if it is actually barren and not covered in wildlife. [*] New lines for Warrior and Reptilian language. [*] New loading screen art. [*] More terrain improvements. [img]https://clan.cloudflare.steamstatic.com/images//44247064/1b75d4cd0e72498452125bb8fa73f79f25beecbd.png[/img] [*] Fixed hostile AI not retreating when losing a battle and spinning in place. This would happen at the end of battles. [*] Fixed hostile AI trying to target multiple units at once in the battle map. No idea how that broke. [*] Some tiles will now blend seamlessly on the battle map; they were at one point, but this was removed for performance reasons. We have found an easy way to restore seamless tiles with very little performance issues so that is what we are doing. Next update we will have further improvements to this. [*] Fixed an issue where mouse tracking would go over the side of the screen (No idea how this broke.) [*] Newer, better loading screen art. [*] Fixed a bug where if you started a war with a vassalized empire it would end up not releasing the vassal fully. [*] Fixed an issue where if you merged a fleet and one leader ended up losing command they would commit treason with no troops in merge. [*] Fixed an issue where if a fleet retreated it would never be able to retreat again. Now fleets can fail retreating once per turn. [*] Fixed an error where maps would track outside of grids. [*] Better indicator behavior with planets and moons in the solar view, shouldn't overlap now. [*] Reduced Particle-Cannon ship damage by 1/2, was killing capital ships too easily. [*] Fixed an issue where proposing trade windows would crash the game. [*] Autoresolve no longer ends in draws every time. [*] Added a series of icons that I will let the player decipher that shows if a fleet is moving, has a target, if a planet is engaged in combat, etc. [*] No more shitty cursors for text boxes, now they actually line up with text and look different. [*] Added Webdev and PR folk to credits. [*] Fixed so many display issues I lost track. [*] Added 5 new insignia that can be chosen. For those of you who want a double-eagle to larp as a certain tabletop empire... this is your chance. [*] Fixed an issue with some achievements. [*] Turns would freeze when a rebellion would be destroyed, this has been fixed. [*] Improved battle AI. [*] Added a lot of text to explain some mechanics better. [*] Continue button no longer crashes the game. [*] Escape now brings up the menu. [*] Game will not ask you before you end the turn if you end the turn with fleets or armies that have not moved. [*] Adjusted some of the backgrounds. [*] A ton of other bugfixes that I haven't bothered to write down. [/list] Known Issues: [list] [*] No widescreen support. We will not have this on release. We won't have this for a month at least until I can afford every single monitor out there that everyone is using. Run it on another monitor or in a window. No, I can't update the game on your monitor and get it working that way when you're on the other side of the hemisphere or continent. [*] Some resolutions are still unsupported, and it won't work on. I do not have a list. I have a couple of monitors. My 4k Monitor broke in the move, but as far as I know it still works on that. [*] Hot Swap Multiplayer has some text that is rendered improperly, autosaves and still eats time during your turn, and asks you if you should end your turn when it shouldn't. I will fix this before release tomorrow if I get time. If not, it will be in the patch that comes out in a couple days afterwards where I scramble to fix the issues that players are having. [*] A number of tiles do not blend or blend improperly in the battle map. This will be fixed after release. [*] The game may still crash at some point. We have autosave for this. This will be in the EULA tomorrow. [*] Tiles are not blending properly on the planet view. I will update this in the future and add an option for it because it is expensive to do CPU-wise. [*] Selecting a unit in the battle map renders the damage and such wrong. [*] Some of the voice lines aren't great. We're going to keep updating them. [*] You need to double click a unit to select it. [*] We do not have native Linux or MacOS binaries yet. In the future we will add and support these. It runs fine on Wine as far as I know. I don't use Apple products so if you're on that good luck with that but it should work. We will release ports for that later. [*] Changing your monitor manually through the settings might not work properly... we're going to look at this at some point, but we don't have time right now. Right now, you can put it into a window and then maximize it to Fullscreen and that should work. It starts right now on your primary monitor. [*] There's a missing texture for a cruiser or something. I had to quit, and I couldn't remember which one it was. Send me a screenshot. [*] I haven't updated the mod tool in a while. It should still work. I haven't written the guide yet. [/list] Cheers, The Developer