Hello everyone,
Interstellar Space: Genesis Alpha 1b is released! This update fixed several important bugs and added a considerable amount of balance changes which resulted in a much better experience than Alpha 1a, especially on the late game.
If you are on Steam, your game will update automatically. If you opted for testing out Alpha 1b when it was in the “unstable branch for testing”, you just need to go to your Steam “Beta tab” and select “NONE – Opt out of all Beta programs”.
If you’re on Humble, just download the game from your personal download link (check here if you can’t find it), and download from the “main” branch, which is the branch that is not tagged as “unstable”.
Save compatibility: Savegames from Alpha 1a (and from Alpha 1b under the unstable branch) may work on this release, however you will need to start new games to benefit from all the fixes and improvements. Therefore, we strongly advise that you start new games to play this build.
You can find the list of changes below.
As always, thanks a lot to everyone who has been playing and providing feedback! If nothing major comes up this will be the game’s build for a while as we prepare to do major changes in our road to beta.
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. 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 and soon you will Discover the Unknown. Thanks!
In the meantime, please wishlist the game on Steam!
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Alpha 1b (Release Note)
(in blue the changes from Alpha 1b “unstable testing branch” to this Alpha 1b official release)
NEW
- New “Overcrowding” modifier affects colony morale: -2% Morale per POP above 15 in colony.
- New race customization special ability: Small homeworld (player starts with a small homeworld planet instead of a medium-sized default one).
BALANCE
- The more experienced leaders now request a bigger salary at the start. This was a small adjustment (e.g. where was 6 before now is 8 BC per turn, etc).
- Envious leaders now don’t request for the dismissal of the same leader as often.
- United Federation space culture perk now grants +10% bonus to morale (was +15%).
- “Protector of System” leader desire met bonus reduced from +10% morale to +5%.
- Garrisons with Dictatorship government now provide +10% morale bonus instead of +15%.
- Wan Ironshard leader is now an advanced Spiritual leader, instead of expert (provides +10% morale instead of +15% at the start).
- Deep Core Mine facility now costs +50% production to build and its maintenance was increased from -7 to -10.
- Subterranean race trait now costs 6 picks instead of 5.
- Low-G special ability now costs -7 picks instead of -6.
- Civil and Aerospace engineering infrastructure perks now provide +20/40/60% bonus to buildings and starships construction, respectively (previously was +25/50/100%)
- Prevalence of Asteroid belts reduced slightly (10% less than before); and less large and medium asteroid belts now.
- Lower level Planetary Shields power increased: Planetary Defense Shield bomb drop deflection chance increased from 10% to 20%. Planetary Deflector Shield from 25% to 35%.
- Airspace support facilities more powerful now: Airspace Support Facility ground combat strength (GCS) increased from 1 to 3 and Ship Defense bonus of friends in orbit increased from +10% to +20%, Airspace Combat Telemetry from 2 to 5 GCS, +35% Ship Defense instead of +25% and Ship Attack from +10% to +25%; Airspace Defense Nexus from 3 to 10 GCS, Ship Defense from +50 to +75% and Ship Attack from +40% to +50%.
- Ouroboros legendary leader now appears later in the game.
- Greedy and Trusting leader traits now appear less often.
- Meeting a leader’s “Building request” desire now provides only +1 to Labor (was +2 before).
- Corporate and Administration bonuses from “Colonization request” leader desire changed from +3 to +2.
- Adamantium Armor, and the other unique super techs found in ruins now cost more in “An offer you can refuse” event. Also, Adamantium Armor appears a bit later in the game.
- Minor tweak on the amount of XP leaders gain when completing certain projects, nothing too serious.
- Cruisers and battleships unique ships found in ruins now appear a bit later in the game. In the early game only destroyers and frigates will be found in ruins.
GAMEPLAY
- Asteroid production exploitations now give +20/40/60 flat production to colonies from small/medium/large asteroid belts instead of previous +0.5/1.0/1.5 production per pop on colony.
GRAPHICS
- N/A
PERFORMANCE
- Fixed an issue that was causing major slowdown in the “New Game” setup screen when many custom races were being created.
AI
- N/A
UI
- When creating a custom race, the description there does not crop the original race description now. Also, 1250 chars max for the custom race description (was 750 previously). Note: Scrollbar not available there yet.
- The Options title (events on/off, random tech trees on/off) in the “New Game” UI screen now has a bigger font and the same color as the other titles in that screen.
AUDIO
- N/A
BUGS
- Fixed a bug that was causing a Star Base to remain as a separate building in the sky alongside the Battle Station when the Battle Station tech was discovered (the same for when unlocking Star Fortress tech).
- Fixed a bug that was allowing to scrap and get salvage from a star base repeatedly for an infinite amount of BC as long as you’d not leave the colony screen.
- Fixed a bug that was allowing more than 8 players to be set at game set up.
- Fixed a bug that was causing recently found races to say they were happy because they’ve been at peace with us for a long time, which clearly was not the case. This only happened in the special case the recently found race had had previous wars with other empires.
- Fixed an issue that was causing a recently terraformed planet to not change its terrain graphics immediately.
- Fixed an issue where a recently conquered colony would not be fully explored upon invasion. Now the planet with the colony is explored fully as it should.
- Fixed an issue with the “blue selection highlight” UI effect when assigning an asteroid production exploitation. Now it shows the highlight on all colonies and not only around the previous 4 or 5.
- Fixed an issue where the “Emphatic Diplomats” space culture perk was being described as “Empathic Diplomats”, and “Empathic Leaders” was being mistakenly described as “Emphatic Leaders” (the correct is Empathic leader trait and “Emphatic Diplomats”). A subtle but important difference
- Fixed the Jump Gates technology description to read “ALLOWS INSTANTANEOUS TRAVEL…” instead of previous “CAN CONSTRUCT JUMP GATES FOR INSTANTANEOUS TRAVEL…”. Jump Gates are automatically built once the empire improvement is finished, so it was misleading to say the player could construct jump gates, leading to believe a Jump Gate would need to be constructed in each colony.
- Fixed an issue that was causing Colony Leaders to be mistakenly described as “Ship Leader” when the leader had a new desire.
- Fixed a typo where it read “PLANETARY ENGINNERING” now is “PLANETARY ENGINEERING.
- Fixed a typo where we could read “TOP leader” is now “HIGH-TIER leader” since “TOP” could confuse what type of leader it was.
- Fixed a major bug that was allowing the AI to equip more than one spinal mount modification on their Titan class ships. Only one spinal mount is allowed to be equipped in a Titan (note that only the Draguul and Moltar, or same affinity custom races, can equip a spinal mount on their Titans, for kinetic and beam weapons respectively. Soon, the other races will also have exclusive Titan powers.
- Fixed a major bug that was causing “ghost” outposts to be left behind after the player razed an outpost belonging to the AI.
- Fixed a bug that was not allowing a rogue planet to be colonized. A colony ship was present with the right tech but an issue in the way the rogue planet was being presented prevented it from being colonized.
- Fixed a bug that was causing battles involving only AIs with assault ships to be witnessed by the player (battle encounter was appearing involving only AIs).
- Fixed an issue that was causing the Race customization UI screen to not scale according to the monitor resolution, causing it to become tiny in 4K resolutions.
- Fixed an issue that was causing the “special systems” ship design screen to be tiny in 4K resolutions (that screen was not scaling with monitor resolution size).
- Fixed a typo on the Culture tooltip on the Race customization UI screen. Was “socieaty” now “society”.
- Fixed an issue where the original race names were being displayed in all upper case in the “New Game” UI screen while only having the first character in upper case elsewhere.
- Fixed an issue where the overall damage in the ship design sometimes showed a decimal at the end. Now it shows the full numbers.
- Fixed an issue where pressing the ESC key in the main menu was causing the game menu to appear on top of the “New Game” UI screen.
- Fixed an issue where the “New Game” UI Options tooltips had a gap (stopped being shown) between the text and the checkbox.
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Instructions on how to download the latest build can be found here.