This one is just a couple of minor tweaks, as well as a fix for a more important bug that only affected people with really unusual framerates (so very much an edge case).
UPDATE: 1.011 fixes a bug that was introduced in 1.010.
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have any version of the game. When you launch the game, hit the big "Play" button and then you'll see the notice of the update having been found if you're connected to the Internet at the time.
Selasa, 16 April 2013
Senin, 15 April 2013
Arcen Catalog Steam Sale, IndieFort Spring Bundle, and Full Indie Summit
What a busy month it's been! (Alright, year). Upcoming Game reveals aside, we have several new developments to share during this week alone:
Steam Sale: Entire Arcen Catalog 75% Off
Steam's put the whole lot on sale this time, and I mean everything. For the next week, you'll find the entire Arcen library slashed down to very low prices. Sale ends April 22nd.
IndieFort Spring Bundle
Looking for something a little less Arcen-centric? AI War is in the latest deeply discounted GamersGate bundle, teamed with Sanctum, Zigfrak, Fortune Winds: Ancient Trader, and Underrail (currently in alpha). The offer is available now through April 21st, and will add bonus content as such as AI War and Sanctum DLC if specific sales milestones are reached.
Full Indie Summit
I'll be spewing my nonsense at the Full Indie Summit in Vancouver, BC this Saturday (April 20th). More specifically, I'll be giving a talk on indie game marketing plans. If you're local to the area and are interested in checking it out, definitely stop by and make sure to say hello. The event goes from 10 AM - 4 PM, and admittance is dirt cheap ($10 Canadian) -- plus I hear there's a mixer or two going on afterwards. Should be good fun!
New Game Page Landings
I've set-up a host of new fan pages for Shattered Haven, Exodus of the Machine, and Skyward Collapse -- for those interested in receiving game updates on sites like Twitter, Reddit, and others of the sort.
Shattered Haven
@ShatteredHaven
/r/ShatteredHaven
On Facebook
On IndieDB
Exodus of the Machine
@ExodusOTMachine
/r/ExodusOfTheMachine
On Facebook
On IndieDB
Skyward Collapse
@SkywardGame
/r/SkywardCollapse
On Facebook
On IndieDB
Press and Video Coverage
Plenty to share with the teasing of our two new titles, along with coverage still coming in hot from our recent releases as well.
Skyward Collapse
PC Gamer: AI War developer announces Skyward Collapse, a turn-based 4X god game
Indie Retro News: Developers of AI War announce Skyward Collapse : turn-based 4x simulation god-game
PCGamersN: Skyward Collapse is a turn-based, 4x peacekeeping mission from AI Wars� Arcen Games
VG247: Skyward Collapse is a turn-based 4X god-sim in the works at Arcen Games
RPS: Arcen�s Next Game Is Skyward Collapse
Strategy Core: A Godly Conundrum
Games.on.net: Arcen Games� Skyward Collapse combines 4X, god sim and diplomacy
GamersBook: Another new title from Arcen Games
Gamer.no: Unique god game from AI War-makers (Norwegian)
Riot Pixels: AI War developer will release an unusual "simulator of God" (Russian)
Playground.ru: Arcen Games has announced turn-based god sim Skyward Collapse (Russian)
GameLand.ru: Skyward Collapse - another project from the developers of AI War and A Valley Without Wind (Russian)
Gry-Online: Skyward Collapse - creators of AI War announced (Polish)
Tyrant & Ogre: Arcen Games Announces New Game, Skyward Collapse
GamePlanet: A Valley Without Wind studio announces turn-based god game
Exodus of the Machine
Polygon: Arcen Games new title Exodus Of The Machine is coming this year
GameConnect: Arcen Games announces Exodus Of The Machine
GamersBook: Exodus of the Machine announced
Shattered Haven
TierraGamer: Exclusive Interview with Arcen Games - Creators of Haven Shattered (Spanish)
Gert Lush Gaming: Shattered Haven Review
Broken Analog: Shattered Haven Review (9/10)
Co-Optimus: Shattered Haven Co-Op Review (3.5/5)
Game Debate: Shattered Haven Review (7/10)
Edge Online: Shattered Haven review (6/10)
Z-Giochi: Shattered Haven Review (6/10) (Italian)
GameSpot: Shattered Haven Review (5/10)
Hooked Gamers: Shattered Haven Review (7/10)
IndieGameMag: Shattered Haven Review (65/100)
IndeeGames.cz: Shattered Haven Review (4/10) (Czech)
Game4Me: Shattered Haven PC Review (74/100) (Dutch)
IndieGameReviewer: Shattered Haven Review (2/5)
JustPressStart: Shattered Haven Review
Cross Platform Gamers: Shattered Haven Review
Technology Tell: Shattered Haven launches for Mac/PC
InsideMacGames: Enter A Shattered Haven at MGS
Northernlion: Let's Look At: Shattered Haven! (Video)
AtherGames: This Can't Be Real! - First Look at Shattered Haven (Video)
TekkorGJC: Shattered Haven - Quicklook (Video)
KingIsaacLinksr: King's Shattered Haven (Video Series)
MrAmnesiaGameplay: Shattered Haven (Video)
Scheele Plays Shattered Haven (Video)
TheCometCE: Indie Spotlight - A Valley Without Wind (Video)
Psenci: Testing Testing - Episode 50 - Shattered Haven (Video) (Spanish)
NewGames357: Shattered Haven (Video) (Russian)
Valley Series
Gamasutra: Design Debate: Risky Rewards or Rewarding Risk?
Y3K Games: A Valley Without Wind 2 Review (Video)
Infognito: A Valley Without Wind (Video Series)
Weatherford Sons: A Valley Without Wind 2 - Let's Play (Video)
Stry's 1000 Game Steam Stream - [A] Valley Without Wind (Video)
AI War
ChthonicOne: Playing AI War with The Irritable Canadian (Video)
Steam Sale: Entire Arcen Catalog 75% Off
Steam's put the whole lot on sale this time, and I mean everything. For the next week, you'll find the entire Arcen library slashed down to very low prices. Sale ends April 22nd.
IndieFort Spring Bundle
Looking for something a little less Arcen-centric? AI War is in the latest deeply discounted GamersGate bundle, teamed with Sanctum, Zigfrak, Fortune Winds: Ancient Trader, and Underrail (currently in alpha). The offer is available now through April 21st, and will add bonus content as such as AI War and Sanctum DLC if specific sales milestones are reached.
Full Indie Summit
I'll be spewing my nonsense at the Full Indie Summit in Vancouver, BC this Saturday (April 20th). More specifically, I'll be giving a talk on indie game marketing plans. If you're local to the area and are interested in checking it out, definitely stop by and make sure to say hello. The event goes from 10 AM - 4 PM, and admittance is dirt cheap ($10 Canadian) -- plus I hear there's a mixer or two going on afterwards. Should be good fun!
New Game Page Landings
I've set-up a host of new fan pages for Shattered Haven, Exodus of the Machine, and Skyward Collapse -- for those interested in receiving game updates on sites like Twitter, Reddit, and others of the sort.
Shattered Haven
@ShatteredHaven
/r/ShatteredHaven
On Facebook
On IndieDB
Exodus of the Machine
@ExodusOTMachine
/r/ExodusOfTheMachine
On Facebook
On IndieDB
Skyward Collapse
@SkywardGame
/r/SkywardCollapse
On Facebook
On IndieDB
Press and Video Coverage
Plenty to share with the teasing of our two new titles, along with coverage still coming in hot from our recent releases as well.
Skyward Collapse
PC Gamer: AI War developer announces Skyward Collapse, a turn-based 4X god game
Indie Retro News: Developers of AI War announce Skyward Collapse : turn-based 4x simulation god-game
PCGamersN: Skyward Collapse is a turn-based, 4x peacekeeping mission from AI Wars� Arcen Games
VG247: Skyward Collapse is a turn-based 4X god-sim in the works at Arcen Games
RPS: Arcen�s Next Game Is Skyward Collapse
Strategy Core: A Godly Conundrum
Games.on.net: Arcen Games� Skyward Collapse combines 4X, god sim and diplomacy
GamersBook: Another new title from Arcen Games
Gamer.no: Unique god game from AI War-makers (Norwegian)
Riot Pixels: AI War developer will release an unusual "simulator of God" (Russian)
Playground.ru: Arcen Games has announced turn-based god sim Skyward Collapse (Russian)
GameLand.ru: Skyward Collapse - another project from the developers of AI War and A Valley Without Wind (Russian)
Gry-Online: Skyward Collapse - creators of AI War announced (Polish)
Tyrant & Ogre: Arcen Games Announces New Game, Skyward Collapse
GamePlanet: A Valley Without Wind studio announces turn-based god game
Exodus of the Machine
Polygon: Arcen Games new title Exodus Of The Machine is coming this year
GameConnect: Arcen Games announces Exodus Of The Machine
GamersBook: Exodus of the Machine announced
Shattered Haven
TierraGamer: Exclusive Interview with Arcen Games - Creators of Haven Shattered (Spanish)
Gert Lush Gaming: Shattered Haven Review
Broken Analog: Shattered Haven Review (9/10)
Co-Optimus: Shattered Haven Co-Op Review (3.5/5)
Game Debate: Shattered Haven Review (7/10)
Edge Online: Shattered Haven review (6/10)
Z-Giochi: Shattered Haven Review (6/10) (Italian)
GameSpot: Shattered Haven Review (5/10)
Hooked Gamers: Shattered Haven Review (7/10)
IndieGameMag: Shattered Haven Review (65/100)
IndeeGames.cz: Shattered Haven Review (4/10) (Czech)
Game4Me: Shattered Haven PC Review (74/100) (Dutch)
IndieGameReviewer: Shattered Haven Review (2/5)
JustPressStart: Shattered Haven Review
Cross Platform Gamers: Shattered Haven Review
Technology Tell: Shattered Haven launches for Mac/PC
InsideMacGames: Enter A Shattered Haven at MGS
Northernlion: Let's Look At: Shattered Haven! (Video)
AtherGames: This Can't Be Real! - First Look at Shattered Haven (Video)
TekkorGJC: Shattered Haven - Quicklook (Video)
KingIsaacLinksr: King's Shattered Haven (Video Series)
MrAmnesiaGameplay: Shattered Haven (Video)
Scheele Plays Shattered Haven (Video)
TheCometCE: Indie Spotlight - A Valley Without Wind (Video)
Psenci: Testing Testing - Episode 50 - Shattered Haven (Video) (Spanish)
NewGames357: Shattered Haven (Video) (Russian)
Valley Series
Gamasutra: Design Debate: Risky Rewards or Rewarding Risk?
Y3K Games: A Valley Without Wind 2 Review (Video)
Infognito: A Valley Without Wind (Video Series)
Weatherford Sons: A Valley Without Wind 2 - Let's Play (Video)
Stry's 1000 Game Steam Stream - [A] Valley Without Wind (Video)
AI War
ChthonicOne: Playing AI War with The Irritable Canadian (Video)
AI War Beta 6.019-6.021 "Nebulous Diligence" Released!
This one is pretty broad.
Most importantly, the AI will now a one-time launch retaliatory attack when you destroy each core guard post (unless Lazy AI is on). Given that your mobile forces are probably entirely engaged on the AI HW at the time, and that the attack can come from one or more warp gates pretty much anywhere in the galaxy, this could be... uncomfortable ;) You could of course pull your mobile ships back before actually landing the kill shot on a core guard post, but that takes time during which the normal AI response has time to work (and each core guard post you kill increases the AIP floor by 10, so even if you started the assault at low AIP you may find you don't have the luxury of flying back and forth for each core post kill. Or even of waiting for each post's retaliation to be dealt with before killing the next one.
On the other hand, for those wanting a less vigilant AI the Lazy-AI toggle now also disables the "deepstrike" logic which causes threat to spawn constantly while you have military ships several hops deep into purely AI territory. Combined with the other factors this definitely moves the Lazy-AI toggle into the realm of "if you play with this, balance is up to you" in that you'd need to turn up the difficulty in other ways or it's just going to be a lot easier than a "normal" game, but it's there for those of you who like getting your challenge some other way or simply like trying to win with only one your HW or whatever.
Another important change is that now the AI's normal reinforcements stop getting stronger past a certain (difficulty-based) AIP threshold. We may need to add some compensation for this later (intensifying its offensives past the threshold, probably) but for now the idea is that if you cross into the AIP "death zone" it should just kill you via some offensive mechanic rather than stonewalling you with a huge wall of entirely defensive ships that regenerates faster than you can kill it. Stalemates like that have a long and storied history in AIW, and that's not the end of the world, but many people have complained about that over the years and if we can move towards something that's more likely to avoid those (in favor of moving the game towards a conclusion one way or another) then that's probably a good thing.
This release also contains several bugfixes and other balance changes, all mentioned in the notes linked above. Most notable of those is a fix for the longstanding bug with the "AI units should wait at least 30 seconds before retreating" rule not working. Now your chipper shredders will have a little more time to work!
Update: 6.020 hotfix for a bug in recent versions where scouts could not be directly sent through unexplored wormholes when the everything-starts-unexplored toggle was on.
Update: 6.021 hotfix to fix a bug in the AI-retreat-behavior "fix" that was causing errors on the AI thread.
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
Most importantly, the AI will now a one-time launch retaliatory attack when you destroy each core guard post (unless Lazy AI is on). Given that your mobile forces are probably entirely engaged on the AI HW at the time, and that the attack can come from one or more warp gates pretty much anywhere in the galaxy, this could be... uncomfortable ;) You could of course pull your mobile ships back before actually landing the kill shot on a core guard post, but that takes time during which the normal AI response has time to work (and each core guard post you kill increases the AIP floor by 10, so even if you started the assault at low AIP you may find you don't have the luxury of flying back and forth for each core post kill. Or even of waiting for each post's retaliation to be dealt with before killing the next one.
On the other hand, for those wanting a less vigilant AI the Lazy-AI toggle now also disables the "deepstrike" logic which causes threat to spawn constantly while you have military ships several hops deep into purely AI territory. Combined with the other factors this definitely moves the Lazy-AI toggle into the realm of "if you play with this, balance is up to you" in that you'd need to turn up the difficulty in other ways or it's just going to be a lot easier than a "normal" game, but it's there for those of you who like getting your challenge some other way or simply like trying to win with only one your HW or whatever.
Another important change is that now the AI's normal reinforcements stop getting stronger past a certain (difficulty-based) AIP threshold. We may need to add some compensation for this later (intensifying its offensives past the threshold, probably) but for now the idea is that if you cross into the AIP "death zone" it should just kill you via some offensive mechanic rather than stonewalling you with a huge wall of entirely defensive ships that regenerates faster than you can kill it. Stalemates like that have a long and storied history in AIW, and that's not the end of the world, but many people have complained about that over the years and if we can move towards something that's more likely to avoid those (in favor of moving the game towards a conclusion one way or another) then that's probably a good thing.
This release also contains several bugfixes and other balance changes, all mentioned in the notes linked above. Most notable of those is a fix for the longstanding bug with the "AI units should wait at least 30 seconds before retreating" rule not working. Now your chipper shredders will have a little more time to work!
Update: 6.020 hotfix for a bug in recent versions where scouts could not be directly sent through unexplored wormholes when the everything-starts-unexplored toggle was on.
Update: 6.021 hotfix to fix a bug in the AI-retreat-behavior "fix" that was causing errors on the AI thread.
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
Selasa, 09 April 2013
AI War Beta 6.017-6.018 "Defending The AI's Front Lawn" Released!
This one makes the AI a little more enthusiastic about its job of, well, not dying.
Previously people have really been encouraged (on high difficulty, at least) to keep AIP absolutely minimally low during the entire game. And it's fine (and encouraged) that you keep it low most of the game, but the AI homeworlds were not causing the kind of effective AIP increase that one might expect when you make a serious bid to, you know, kill the AI. Sure, actually killing an AI Home Command Station used to give a whopping +100 AIP, but most high-difficulty games seem to end with both of those being killed at basically the same time, after the player has been fighting on the AI homeworlds and killing core guard posts for quite a while. Seems like maybe the AI should object a bit more while you stand on its front lawn(s) lining up a double headshot, don't you think?
That said, we didn't want to totally take away the ability to play that way, as there are plenty of other ways players can (and do) make the game harder to compensate.
So we've added a new "Lazy AI" toggle to the AI Modifiers list in the lobby. If this toggle is on, then the new behaviors don't happen. If the new toggle is off by default. And when it is off, the following new rules apply:
1) The strategic reserve (which primarily exists to defend the AI homeworlds) has a static strength equal to what it used to be at 200 AIP. So attacking with less AIP than that won't save you any strategic-reserve-releated grief.
2) Killing a core guard post (one of the guard posts actually on an AI HW) increases the AIP floor by 10. There are 8 posts on each AI HW so your absolute minimal AIP floor when the last one goes down is 170 (due to the starting 10), and in reality you'll have more than that due to normal floor increases. So there won't be much point in starting a homeworld assault with AIP much lower than that.
The combined effect is that you'll generally need more power than you used to to actually punch out an AI HW (due to the strategic reserve), and if you've been playing low AIP through the midgame you'll have "may as well use it" AIP room due to the core-post floor increases. Also, the AI's response will actually ramp up during the homeworld assault phase, instead of staying mostly constant.
So get off the AI's lawn.
Or just turn on the Lazy toggle and it will stop waving the shotgun around as much.
Oh, we also fixed some bugs in this release; mostly from the nominations for our first "bug poll". A poll, incidentally, that I'm not sure I'm going to post because I'm not sure the voting options will make sense to folks, but we'll see.
Update: 6.018 hotfix to fix a bug preventing sending champions into unexplored nebulae.
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
Previously people have really been encouraged (on high difficulty, at least) to keep AIP absolutely minimally low during the entire game. And it's fine (and encouraged) that you keep it low most of the game, but the AI homeworlds were not causing the kind of effective AIP increase that one might expect when you make a serious bid to, you know, kill the AI. Sure, actually killing an AI Home Command Station used to give a whopping +100 AIP, but most high-difficulty games seem to end with both of those being killed at basically the same time, after the player has been fighting on the AI homeworlds and killing core guard posts for quite a while. Seems like maybe the AI should object a bit more while you stand on its front lawn(s) lining up a double headshot, don't you think?
That said, we didn't want to totally take away the ability to play that way, as there are plenty of other ways players can (and do) make the game harder to compensate.
So we've added a new "Lazy AI" toggle to the AI Modifiers list in the lobby. If this toggle is on, then the new behaviors don't happen. If the new toggle is off by default. And when it is off, the following new rules apply:
1) The strategic reserve (which primarily exists to defend the AI homeworlds) has a static strength equal to what it used to be at 200 AIP. So attacking with less AIP than that won't save you any strategic-reserve-releated grief.
2) Killing a core guard post (one of the guard posts actually on an AI HW) increases the AIP floor by 10. There are 8 posts on each AI HW so your absolute minimal AIP floor when the last one goes down is 170 (due to the starting 10), and in reality you'll have more than that due to normal floor increases. So there won't be much point in starting a homeworld assault with AIP much lower than that.
The combined effect is that you'll generally need more power than you used to to actually punch out an AI HW (due to the strategic reserve), and if you've been playing low AIP through the midgame you'll have "may as well use it" AIP room due to the core-post floor increases. Also, the AI's response will actually ramp up during the homeworld assault phase, instead of staying mostly constant.
So get off the AI's lawn.
Or just turn on the Lazy toggle and it will stop waving the shotgun around as much.
Oh, we also fixed some bugs in this release; mostly from the nominations for our first "bug poll". A poll, incidentally, that I'm not sure I'm going to post because I'm not sure the voting options will make sense to folks, but we'll see.
Update: 6.018 hotfix to fix a bug preventing sending champions into unexplored nebulae.
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
Rabu, 03 April 2013
AI War Beta 6.016 "Deflecting Attraction" Released!
This one contains over a dozen significant balance changes and bug fixes. Not as dramatic as some previous releases but combined these have a fairly big impact.
The "Deflector Drone" bonus fleet ship has been renamed to "Attractor Drone" along with a number of buffs to bring it back from the realm of infamy. The name change is due to our replacing its "reduce all laser damage to nearby allies by 75%" mechanic with "all laser shots fired at nearby allies target the drone instead", not very unlike the special mechanic of the Youngling Weasel (or Decoy Drone).
The capturable Advanced Factory, Advanced Starship Constructor, and Fabricator structures have been buffed in two important ways: mapgen will now put them in more defensible positions, and they now work much better with human intra-galactic warp gates. Now the MkIV ships produced from the Advanced Factory and Advanced Starship Constructor (and the Mercenary Space Dock, while we were at it) only get 4 or 8 seconds of paralysis instead of 1 or 2 minutes (the longer time being used on non-friendly planets). And the ships produced from the Fabs experience no post-warp paralysis at all. Our hope is that this will help these structures be more attractive to the player due to the reduced logistical difficulties. There are still issues with defending these on games with exo-sources, but that's a trickier problem (even in determining whether it _is_ a problem) and can be addressed later.
If you've been bashing your head on the desk over the recent buffs to the normal AI guard posts, don't despair, we've fixed a balance oversight where they were countering their triangle-counters. So now when you bring in the countering triangle type you won't take nearly so many casualties. Of course you don't always have the luxury of having the right type on hand or leaving everything else behind, but that problem is left as an exercise for the reader. In addition, we fixed a longstanding issue with mapgen that was preventing the internal planet-strength-differentiation logic from really having any impact on guard post count. Not that it mattered much before the buffs, but now that guard posts can actually hurt you it's nice when normal AI planets don't all have the same number of guard posts. For that matter, if you want to just path through the lower-post-count planets on your way through, that's now possible in many cases.
Speaking of pathing, we've added a long-requested option to the per-planet controls: "Avoid Pathing Through This Planet". We hope this will save much frustration from galaxy map movement orders sending entire fleets through the wrong (but quickest) wormhole only to be swallowed by a small dog (or a not-so-small superfort).
If you're curious about the rest of the changes, have a look at the release notes :)
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
The "Deflector Drone" bonus fleet ship has been renamed to "Attractor Drone" along with a number of buffs to bring it back from the realm of infamy. The name change is due to our replacing its "reduce all laser damage to nearby allies by 75%" mechanic with "all laser shots fired at nearby allies target the drone instead", not very unlike the special mechanic of the Youngling Weasel (or Decoy Drone).
The capturable Advanced Factory, Advanced Starship Constructor, and Fabricator structures have been buffed in two important ways: mapgen will now put them in more defensible positions, and they now work much better with human intra-galactic warp gates. Now the MkIV ships produced from the Advanced Factory and Advanced Starship Constructor (and the Mercenary Space Dock, while we were at it) only get 4 or 8 seconds of paralysis instead of 1 or 2 minutes (the longer time being used on non-friendly planets). And the ships produced from the Fabs experience no post-warp paralysis at all. Our hope is that this will help these structures be more attractive to the player due to the reduced logistical difficulties. There are still issues with defending these on games with exo-sources, but that's a trickier problem (even in determining whether it _is_ a problem) and can be addressed later.
If you've been bashing your head on the desk over the recent buffs to the normal AI guard posts, don't despair, we've fixed a balance oversight where they were countering their triangle-counters. So now when you bring in the countering triangle type you won't take nearly so many casualties. Of course you don't always have the luxury of having the right type on hand or leaving everything else behind, but that problem is left as an exercise for the reader. In addition, we fixed a longstanding issue with mapgen that was preventing the internal planet-strength-differentiation logic from really having any impact on guard post count. Not that it mattered much before the buffs, but now that guard posts can actually hurt you it's nice when normal AI planets don't all have the same number of guard posts. For that matter, if you want to just path through the lower-post-count planets on your way through, that's now possible in many cases.
Speaking of pathing, we've added a long-requested option to the per-planet controls: "Avoid Pathing Through This Planet". We hope this will save much frustration from galaxy map movement orders sending entire fleets through the wrong (but quickest) wormhole only to be swallowed by a small dog (or a not-so-small superfort).
If you're curious about the rest of the changes, have a look at the release notes :)
Enjoy!
This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.
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