So, one of the things we've done in our research was contact alien abductees and ended up getting some unusual insights on the universe. Among these were some rather strange insights into what "Dark Matter" really is. What they said was actually quite... well, insightful. [img]https://clan.cloudflare.steamstatic.com/images//44247064/be0cad09b63727c92d70c6186804224cdd781575.png[/img] According to one of our contacts, "Dark Matter" as it is known in physics is really nothing more than matter in other dimensions. Because according to the abductees, what they were told was that dark matter actually is the effects of gravitation that is being perceived through other dimensions... because the Fundamental Interactions of physics actually bleed through dimensions, some weaker than others. According to the abductees, the "Paranormal" forces of things moving like... ghosts/poltergeists... are supposedly nothing more than "dark matter". Hence why ghosts can be picked up with EMF readers in Ghost Hunting - because it's literally EMF radiation from the spirit world/afterlife - another dimension in 4D space time. Supposedly that's why ghosts are only visible under low light conditions - because they are only weakly interacting with the electromagnetic spectrum. https://en.wikipedia.org/wiki/Fundamental_interaction According to them, the reason dark matter exists is mostly perceivable (and hence according to Bing why there's 7-8 times the mass of the Earth exists as dark matter) is because gravity bleeds through dimensions... because there's 7-8 other earth sized planets in these other dimensions at the exact coordinates of the Earth. [img]https://clan.cloudflare.steamstatic.com/images//44247064/ac5f81de5d71af15235d824c9309e6a5c62f8b67.png[/img] [i]Supposedly.[/i] Now I'm not a theoretical physicist. I have no way of proving this. I'm also not working at CERN to prove this, which they're doing during this year's solar eclipse here in the United States. [b]But I am a game developer.[/b] So what I'm going to do is write it into the game. Other dimensions have long been planned in the game, and... based on this rather startling revelation, I can write it into mechanics into this video game. So what we're planning currently is that there will be a mechanic, be it wormholes left throughout the explorable universe, or through gateways (Yes, wormhole gateways are a planned feature after release and half implemented) that the player can send a fleet or army through. When the fleet arrives in the other dimension, there may not be a way back, per some of the sources we've read. What will be there will be planets in each dimension at the exact coordinates of other planets in the player's home dimension due the gravitational effects of dark matter attracting planets to the same location. If the player happens to fly this fleet back to their own respective planets or homeworlds... they might find something shocking, they don't expect. [img]https://clan.cloudflare.steamstatic.com/images//44247064/d8447721b21c56c9a8f1b4523d226b336675b3ce.png[/img] [i]Perhaps there's another planet with people that are "deathly" familiar right at the same location as your homeworld...[/i] [b] Regardless, we've uploaded a new build with a few fixes:[/b] [list] [*]Nanite artillery now works as expected... a cloud of nasty nanoparticles that actively moves to target units. [*]Fixed a few crashes involving some bad achievement code causing the game to lock up. [*]WASD/Arrow Key movement in galaxy and planetary view. [*]Added a cheat code to turn all your leaders into vampires (Bleh!) [*]Redid colors on civ generation to ensure that they don't look awful. [*]Can now use the mousewheel on drop down menus on UI's. [*]Fleets will now have default names based on what they are. For example, biological horrors will start with names like "Biological Infestation 7B" instead of just the generic "Battle Group 27B". [*]Galactic cores now generate properly, and the supermassive black hole is visible from the blanets that orbit it. [*]Changed a few ingame strings. [*]Starships will now flash the screen if they enter FTL, ie: evacuate the battle map (and the solar view if they enter/leave the system). [*]You can now save a multiplayer hot-swap game and it will come back to it. [*]Added a nice little frame around system messages for readability. [*]Fixed an issue with crashing savefiles when generating humanoids. [*]Fixed a scaling issue with 2K resolutions. [*]Fixed a display issue with events in the solar view. [*]Fixed a potentially serious issue of running out of memory. [*]Tutorials will no longer generate nigh invincible energy being or machine robots as your first opponents, nor place the first enemy army far away from any army on the tutorial planet, nor will it not progress past certain points in the tutorial. [*]Fixed solar view catching. [*]Fixed connection lines in planet view for buildings with adjacency bonuses. [/list] [b] Known issues:[/b] [list] [*]Some users reported an issue with cursors. We're looking into it. [*]We do not currently have ultrawide support. We aren't sure how we're going to handle this, but we're looking into it. [*]Some resolutions are causing issues. [*]Some achievements are unobtainable right now. [/list] But we're not going to spoil that yet. Right now, we're on a feature freeze as we're planning on releasing. In a couple weeks. Oh and uh yeah... we got approved for Steam release. We'll make an announcement in the next couple days. Cheers, Reptilian Games, LLC