Development News, Releases

Alpha 1a Released!

Hello everyone,
we’ve just released Alpha 1a, a hotfix for the Alpha version released on November 29th, 2018.
This version fixes several issues, including a few major bugs. We also made several balance changes and some important AI optimizations. The AI is less cautious now and should provide a bigger challenge, especially on the higher difficulty levels.
Compatibility: Saved games from previous versions may work in this new version but we strongly advise that you start new games to benefit from the new changes and bug fixes fully.
What’s next?
With Alpha 1a out, with its fixes and enhancements, we’ll see into moving to closed-beta, where we intend to finish the game, by adding all the missing content and improvements with a release date set to Q2 2019. So, if nothing critical comes up, Alpha 1a should be the game’s version for the time being.
I remind everyone that the Steam store page is already up, and you can wishlist and follow the game there. Very soon, you’ll be able to play the game on Steam as well, in case you wish it. For that you just need to pre-order the game now. I remind everyone that pre-orders will close on December 16th, 2018 (that’s next Sunday!). Everyone who pre-ordered the game so far will be asked if they wish to receive a Steam key very soon.
Now please enjoy ISG Alpha 1a, and let us know what you think. As always, thanks a lot to everyone who has been playing and giving feedback. Every suggestion and bug report you made has helped the game immensely.
Thanks!
Adam Solo & MalRey
Praxis Games
Interstellar Space: Genesis is a new turn-based space 4X strategy game currently under development by Praxis Games. The game is currently at Alpha and pre-orders with instant access are open! Feel welcome to open threads and discuss any topic you’d like in the game forums.
We’re making the most complete and comprehensive Turn Based Space 4X ever developed, and we count with your support to make it happen! So, please tell your friends about ISG, people who loved Master of Orion but also space 4X games or strategy games in general. Pre-order and play ISG today, and soon you will Discover the Unknown. Thanks!
Alpha 1a (Release Note)
NEW
  • New color code information in planets in the system view provides gravity and biome habitability at a glance (replaced old “IDEAL / HOSTILE” reference and now breaks down habitability by both biome and gravity)
  • New habitability color code for gravity and biome also provided in the colony screen.
BALANCE
  • Hurry production costs reduced slightly and the penalty effects also reduced from 25% morale penalty for 5 turns to 15%.
  • Trade Treaties nerfed. Trade Treaties base output (before modifiers) now provides only 25% of what they used to.
  • Titan class ships now cost 7 Ship Support Points (SSPs) to maintain (previously was 5).
  • Battleships now cost 5 SSPs instead of 4.
  • Med-Bay facility now grants a +15% morale boost instead of the previous +20%.
  • Research now costs more in the higher tech levels.
  • Leaders now ask for more money on raise requests.
  • Activist leader skill (that provides extra culture points) nerfed from +20/40/80 to +10/20/40 extra SCP. This skill was generating too many space culture points.
  • United Federation space culture perk nerfed from +25% morale boost on empire to +15%.
  • Helium-3 strategic resource less abundant now.
  • Early-breakthroughs now possible when there’s 3 turns left (or 2) to unlock a tech where previously it was possible to breakthrough at turn 4, 3 and 2.
  • The Harbinger event, that unlocks Ouroboros (a top tier leader) now triggers a bit later in the game.
GAMEPLAY
  • N/A
GRAPHICS
  • N/A
PERFORMANCE
  • N/A
AI
  • AI now tends to research armor tech a bit more.
  • AI less cautious now, should attack a bit more, especially in higher difficulties.
  • The AI now builds more space elevators.
  • Several optimizations made on how the AI builds ships should produce a more balanced mix of ship classes.
UI
  • Titan Construction tech now displays the Ship Support Points (SSPs) required to build and maintain a Titan class ship.
  • UI fade effect option now persists in the game configuration.
  • UI fade effect now disabled by default in Low graphics quality on the game’s first launch (the fade effect can be enabled afterwards if needed).
  • Combat Encounter panel now has a “Done” button.
 
AUDIO
  • N/A
BUGS
  • Fixed an issue where a Robotic Factory would remain in a queue when we got one for free via the Secret Entrepreneur event. Now, any Robotic Factory in the queue is removed when that event choice is made.
  • Fixed an issue where the old gravity was being presented in both the system view and colony view when a planetary gravity generator or anti-gravity generator was built on the colony. Now the new and correct gravity is displayed everywhere.
  • Fixed a bug that was causing ships to equip Shields Class III instead of the latest Shields Class IV.
  • Fixed a major bug that would corrupt the game state after the AI invaded an outpost that was just razed by another player the turn before.
  • Fixed a crash when continuing to play (“Just one more turn”) after winning the game when the galactic council would go up but you were the only empire left.
  • Fixed an issue where the image in the victory screen for the winner was skewed/distorted.
  • Fixed a bug when discovering new engines the ships were not updating their engines when they were stationed but only they travelled and reached their destination.
  • Fixed an issue that was allowing the player to click and open game systems during the turn processing which could corrupt the game’s state (e.g. “Switched me from Human to Draguul” bug report).
  • Fixed an issue that was allowing the player to pick a unique ability, open the space culture panel and pick a space culture perk when a combat encounter was up. Now these functions are blocked until the turn processing ends.
  • Fixed several typos and grammar on espionage (e.g. FRAMMING OPPORTUNITY is now FRAMING OPPORTUNITY and “Choose who shall <LEADERNAME> frame” is now “Which empire should <LEADERNAME> frame”, etc.
  • Fixed a typo in the “Dismiss Leader” leader desire where before was “my utter displease” now reads “my utter displeasure”.
  • Fixed a bug where the espionage information obtained from Deep Cover would not show up when the game’s zoom level was too high.
  • Fixed a bug when consulting an opponent tech tree using the Deep Cover espionage ability which would corrupt the player’s tech tree where some items would be merged between the AI’s tech three and the player’s.
  • Fixed a bug when showing the AI empire status information that would cause all character portraits in the diplomacy screen to show the wrong graphics.
  • Fixed a bug that was allowing a planetary assault to commence on a colony even if no star base was there and the attacking player had no assault ships or bomber ships (the planetary assault would not show and the game’s state became corrupted).
  • Fixed an issue where the UI was saying a planetary assault on a colony with a defending star base was possible when the player attacked with just assault ships (assault ships cannot attack star bases alone).
  • Fixed a bug where sometimes the AI ships would rotate twice in combat, negating a previous defensive rotation. Now the AI ships rotate only once when they want to do defensive rotations.
Instructions on how to download the latest build can be found here.