We've now officially fixed most of the issues since launch. The next update will be 1.2.0, and will contain a number of new features, gameplay mechanics, portraits, units and so forth. That will be coming soon, and we will post an announcement when we showcase it. In this update, we've added a small taste of that, such as a small chance for shapeshifters to take control of enemy fleets. Apologies for the delay, we had an initial version of this patch on Sunday that we released to testers, but they found a few additional issues we had to fix. [h3] Changelist:[/h3] - If a settlement has no population, now it will no longer draw abominations. - Storms no longer show abominations. - A planet will now draw the dominant species, not the species of the ruling empire. - Fixed an issue with certain hyperdrives not unlocking. - Now if an AI leader loses a battle, if will have a 2/5ths chance of potentially firing their leader and replacing them. - Fixed faction leaders, they are no longer all Blasphemous Glitches. - Logs will no longer be gigantic. - Better error handling. - Borders draw better. - If two buildings somehow spawn on the same tile, it will show both icons side by side. - Healing fleets now is fixed, and you can repair out to the distance of a nearby moon for space fleets. - Likewise, if a planet is now within the distance of a moon, it will now move with the planet every turn. - Made a massive optimization to storms, weather, and events. - Debug message spam fixed. - Fixed some missing textures on some artifacts. - Vampire texture filenames were wrong, causing a blackscreen when one appeared. This is fixed. - Possible fix for an issue where trap armies would spawn in space. - If you split an army it will no longer spawn on unwalkable terrain. - Completely fixed spamming the message log of unit grouping. - Moons no longer have indicators unless inhabited for appearance sake. - Scrolling with WSAD or Arrow Keys now is tied to the slider in options menu. - Clicking a button will no longer stop the tutorial voiceover. - On occasion, player will find Towns instead of just Base Camps on uncontrolled planets. - TTS will now pronounce victories. - Removed annoying police-radio sound on selecting/moving units. Will return in the future, but will sound different. - Base Camps will not generate on top of other buildings now. - Slightly modified "Group-Mind Religion" to more accurately reflect reality. - All configuration options now save and will load on load, this had been redone to a different file "config.properties" but wasn't done completely, settings no longer save to "settings.cfg" - A series of other small bugfixes I can't remember off the top of my head. [h3]Features:[/h3] - [b]Shapeshifters[/b] now have a small chance of spawning whenever you fire a leader in the same system as another leader. How this works is that if you fire a leader with high loyalty, ambition, motivation, or boredom, there's a small (like 1/20 chance) that the leader will attempt to find a hostile fleet, attempt to infiltrate, kill, and replace that leader in the same system, be he head of an army, construction crew, or so forth. If a shapeshifter leading an enemy army engages in combat with his own civ, tries to take a building of his own civ, or they try to fire him, he will immediately treason to his own respective civ [b]with his entire army.[/b] In the next update, we will create a specific unit they can build that will allow the leader to spawn these directly. Right now this is [u]extremely rare[/u], as this wasn't intended to go into the patch, but if you see one, give the team a screenshot! - Machine/Energy/Bioform Rebellions - If a rebellion occurs at a "Bioform", "Energy" or "Machine" building, then it will generate not one but [b]three[/b] hostile ascended rebel armies, immediately hostile to the owner. If you wanted to fight a robot war, [b]this is your chance[/b]. Cheers, The Developer