Terra Invicta · published · build 24822312

Greetings Terrans,
Today's patch addresses a broad range of issues, many of them related to the Dark Skies DLC. This includes some updates to the alien AI to help ensure a fun playthrough. We have more updates on the way.
v1.0.53
A
- 6306 - Fixed crash when modding TIOrgTemplate when DLC is installed. Note this won't resolve all mod issues that have been reported.
(This fix was erroneously reported in 1.0.51)
B
- 6258 - Fixed nation info window control point tooltip displaying off-screen in many languages
- Fixed "Demand Claim" policy bug where the capital is turned over instead of the requested region. Added notification for when alien nation annexes a region by successfully demanding it
- 6279 - Increase tech tree node count value to support modding large numbers of new projects
- Fixed bug where you can't merge with a nation with a missing original capital due to comparison to original capital's current nation's democracy score
- "New Objective" notification no longer displays alternative projects if those projects are never available to the faction in question. Issue #6307
AI
- Fix issue where alien transport goals could jam up the saving target system resulting in fleet construction being sidelined
- Destroying alien facilities now causes alien proxy to become suspicious, but only if they were aware of that facility.
- AIs now have time-based logic to periodically check councilors for treachery. Made servants extra suspicious of councilors who haven't been checked for treachery for a long time
- AIs can now use automated bases if they do not possess the ability to build non-automated ones
- Added logic for repeatable projects
- Reduced alien's triggerhappiness with invasion armies a bit. Disabled logic that would greenlight invasion fleets to take off towards earth if a human faction destroyed an alien facility. The "alien nation overthrown" retaliation invasion should only happen the first time now. Quiet aliens speed up sending out invasion fleets if any human faction overthrows their nation
Misc
- Hide DLC call to action text in main menu if dlc installation is already present
Balance
- Aliens no longer pay a metals penalty to build on irradiated sites like humans do because they are smart. Our observation is this was significantly hindering the aliens in some playthroughs when they built on Io in particular, and to a lesser extent Europa, Ganymede, some inner Saturn moons, introducing too much pure-luck variability between campaigns. Rather than have the aliens ignore those sites, we opted to keep more of the map in play for the aliens with this change instead, but we will be watching feedback in case it supercharges them.
UI
- New UI element flagging new candidate councilors and orgs in their respective lists; they update at the monthly new councilors/new orgs triggers
- 6299 - "Take me there" will zoom to the fleet that destroyed the hab instead of the orbit on notifications when applicable
- 6313 - Tech category tooltip will now include malus effect amounts in the breakdown
Dark Skies
B
- Fixed Nasa-inspired Battlecruiser nose mount not displaying for large slot weapon
- Fixed the Servants' special trait in 2003
- Fixed Academy's missing guaranteed "Making History" project in 2003 scenario
- Fixed bug where certain nearby asteroids were not accessible after completing one of the new DLC projects that unlock asteroids.
- Fixed bug in BE where Initiative's special cybernetics project doesn't give access to new augmentations
Gameplay
- BE: Added union trigger to Hawaii
- BE: Gave Venezuela's war a purpose (a region claim) + gave their island-based army a navy
- BE: Pakistan is now able to capture Afghanistan if they win. Afghanistan is harder to conquer (higher miltech)
Balance
- Delayed the alien invasion a bit in Broken Earth, scaling with difficulty (from the shortened time I set earlier)
- Increased semimajor axis exploration range of early automine projects a bit (2.5AU => 2.6AU)
AI
- 2003 scenario: aliens create and greenlight invasion goals to retaliate against aggression towards AA. Aliens react to attempts (both failed and successful) to destroy alien facilities by invading sooner than normal. Aliens create invasion goals when one of their regions is captured, and when their nation is overthrown. After a certain number of invader armies are destroyed, this behavior stops.
- Refactored "quiet alien" campaign triggers to always use TIGlobalValuesState.IsQuietAlienCampaign()
- FactionGoal_InvadeEarth : Refactored quiet alien invasion logic, added case for alien nation existing. If the alien nation exists, aliens will no longer wait to send reinforcements.
- Broken Earth aliens send invasion armies more aggressively
- GetBestOperation() : Quiet aliens no longer engage in spontaneous attacks
- FactionGoal_FoundBase : Quiet aliens give up on hab founding if the humans get there first
- HumanHabPlanner : no longer founds stations outside the earth system if they can't build mining bases yet.
- Gave 2003-specific firstTechNames to ensure variety to early AI research priorities
- Disabled the alien army retaliation logic for when it loses a region.
If you’ve been playing Terra Invicta and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
You can find the Terra Invicta community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord and our forums for those who want to follow changes closely, and there is a community-run wiki available if you are looking for reference material or answers to common questions.