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Master of OrionEventsMaster of Orion - v47.0 Patch Notes
Game update

Master of Orion - v47.0 Patch Notes

Master of Orion · published 11 Aug 2016, 17:44 UTC

All eventsPlayers around this dateRead on Steam

Greetings Explorers,

Today we’ve released an update for Master of Orion. This brings the official game version to 47.0. Due to character limits in Steam news articles, we were unable to include the bugfixes in this post.

Click here to read through the list of Bugfixes.

Master of Orion - Patch Notes v47.0

General

  • Updated algorithm to calculate victory chances before a battle
  • Added Random start conditions for the game if balanced starting conditions is unchecked
  • Added QuickSave shortcut (Ctrl+S)
  • Autosaved game is now available for loading from the save game list
  • Rotate planet on planet full view
  • Added navigation buttons handlers per screen, quick shortcuts, and mouse inertia on stop
  • Updated how jump gates work: now it is possible to use an ally jump gate to travel across. The condition is that both source and destination points should have a jump gate from the same owner
  • Now Random Breakthrough events unlock the whole node if it is a branched node
  • Updated auto turn logic to interrupt it if the player has fleets that need orders
  • Pausing now does not change the default camera
  • Homeworld Size added as an available trait in Custom Race


AI

  • The AI is now better at managing the population of new colonies
  • The AI is now better at using Civil Transports
  • The AI is now better at dealing with races they have a grudge with
  • The AI is now better at choosing targets of opportunity
  • The AI is now better at judging when relationships are going sour
  • Distance to a planet is now a factor for a planet's rating consideration for the AI
  • The AI now considers War priorities on all its decisions
  • Revamped Local War logic, the AI is now much better at it
  • The AI considers Defensive War as a type of War for production considerations
  • Improved engagement algorithm for the AI
  • Expansionism trait is now taken into account to select which colonies should build a Colony Ship
  • Streamlined & Refactored Invasion Logic
  • Added Invasion Target heuristics
  • The AI production Manager now buys according to project priority


Balance

  • Changed default Game Pace to Quick
  • Rebalanced Sakkra traits (+50% population growth, repulsive trait added)
  • Extended Pirate spawning rate
  • Re-balanced the point cost of all traits in custom race creation
  • Diplomat trait morale reduced from 10% to 5%
  • Reduced Terran morale trait from 20% to 15%
  • Removed Militaristic trait from Alkari
  • Restored Improved Negotiation trait to Mrrshan as intended
  • Increased Robominers maintenance cost from 3 to 5
  • Increased Deep Core Mine maintenance cost from 5 to 10
  • Increased Star Fortress maintenance cost from 3 to 8
  • Increased Orbital Shipyard maintenance cost from 2 to 4
  • Increased Space Academy maintenance cost from 4 to 5
  • Increased Global DNA Scanner maintenance cost from 2 to 4
  • Increased Interplanetary Security Transmitter maintenance cost from 5 to 7
  • Increased Alien Management Center maintenance cost from 1 to 4
  • Increased Astro university maintenance cost from 4 to 5
  • Increased Holo Simulator maintenance cost from 2 to 4
  • Increased Pleasure Dome maintenance cost from 3 to 6
  • Increased Planetary Radiation Shield maintenance cost from 1 to 3
  • Increased Planetary Flux Shield maintenance cost from 3 to 6
  • Increased Planetary Barrier Shield maintenance cost from 5 to 10
  • Increased Space Academy production cost from 220 to 300
  • Increased Planetary Stock Exchange production cost from 220 to 300
  • Increased Holo Simulator production cost from 140 to 160
  • Increased Pleasure Dome production cost from 380 to 400
  • Reduced Planetary Radiation Shield production cost from 185 to 160
  • Reduced Robominers production cost from 185 to 180
  • Reduced Artemis System Network production cost from 700 to 500
  • Pleasure Dome now upgrades Holo Simulator
  • Space Port no longer gives +1 Credits per population
  • Government support facility morale value reduced to 10%
  • Klackon homeworld biome changed to Arid
  • Uber transformation modified: Cavernous project now can be applied on Desert and Arid biomes
  • Adjustments to Defense Rating formula to better reflect its usefulness
  • Reinforced Hull rebalance (Multiplier changed from x1.25 to x1.5, it now gives 50% of Base Hull as Bonus HP)
  • Rebalanced Eel to make it less overpowered
  • Rebalanced the Squid to make it less of a weakling
  • Rebalanced the Guardian of Orion so it can be taken on during mid-game:

      ORION TECHS
      • Xentronium HPx 4 -> 2.25
      • Xentronium baseCost 11 -> 5
      • Death Ray CD 8 -> 5
      • Death Ray Damage 46 -> 20
      • Death Ray Steps 8 -> 3
      • Death Ray ArP 35 -> 20
      • Death Ray Cost 25 -> 20
      • Death Ray Size 30 -> 20
      • DR: 12 DPS, 0.6 DPS/PP, 0.6 DPS/Size
      • Plasma Beam Cost 15 -> 22
      • Plasma Beam Steps 4 -> 5
      • PB: 16.67 DPS, 0.76 DPS/PP, 0.67 DPS/Size

    • ORION GUARDIAN

      • Shield Class VII -> V
      • Armor Adamantium -> Xentronium
      • Base Hull 2000 -> 1500
      • Space 2500 -> 2000
      • Blueprint Tweak (PD 30->15, Adjusted Size Prio)


Cinematics

  • Added Turbine glow FX to colonization ships


Localization

  • General localization updates
  • Improved cinematics subtitles synchronization


Optimization

  • Fleet animations are skipped when they happen out of camera for faster turns
  • General texture optimization for faster loading times


SFX

  • Updated UI sounds
  • Updated sounds for Tactical mode
  • Updated sounds for Strategy mode
  • Updated volume levels


Tobii

  • Added zoom@gaze functionality to tactical battles


Tutorial

  • Added new tutorial steps including Tactical mode and pirates
  • Added a special advisor when the first colony ship visits a bad planet


UX

  • Added style of play selection pop-up before the first Tactical Battle
  • General improvements: checkbox colliders now occupy all the text zones also, for easier, more intuitive clicking
  • TechApps icons are bigger now and rollover state has changed so they don't grow anymore (feedback is a light highlight now)
  • Improved Tactical mode selection for better feedback
  • Clearer feedback for the Move action
  • Camera can now be moved with keyboard arrows, and rotated with camera modifier key
  • Added cursors for camera pan and rotate
  • Added cursors for camera pan and rotate
  • Added checkbox on advisor popup to disable all advisors. Can be re-enabled from options.


UI

  • Revised Uppercase/Lowercase use in titles
  • Abstain button moved below the other "vote for" buttons to avoid accidental click when trying to skip
  • Updated custom race selectors with the latest style
  • Made techapps descriptions larger
  • Tweaked ETA label positions in strategy view
  • Updated Pirate destroyed reward popup, added a header image
  • Updated ship buttons to be consistent with the new style.
  • Renamed "DONE" button to "SAVE" since it is an action button and "DONE" is not an action
  • Updated filters buttons graphics
  • Updated and added pop-up headers
  • Improved buttons and titles
  • Added autosave text to default Save
  • Custom Race UI improvements
  • Added new headers for monster pop-ups
  • Removed the horrible orange background of the current build in the colony row
  • New icons for Weapons Mods
  • Unified loading screens style
  • Dialogue box improvements in audiences
  • Added race traits to Diplomacy screen
  • New cleaner layout for battle results
  • Improved gravity feedback on planet tooltip
  • Added tooltip to fleet tab showing fleet details, ship types and amount
  • Command points cost for Ship Blueprints are now calculated to reflect bonuses from structures in Build Pop-Up and tooltips
  • Updated Technology Node tooltip changing content order. Unlocks info is moved before Cost
  • Balanced Starting Game tooltip update
  • Added Match Setup Tooltips
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