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Ni Hao! Now in Chinese!

Welcome, Star Conquerors! We have noticed an interest in Master of Orion among our Chinese players, so have released a small patch with language support for the players from this region. This patch does not make any changes to the gameplay. This version introduces the following languages:

  • Chinese Traditional
  • Chinese Simplified
Lets conquer the stars!


[ 2020-03-12 17:31:46 CET ] [ Original post ]

Master of Orion – Patch Notes v55.1.1

Greetings Explorers, We have just released a minipatch that tackles the following ingame issues:

  • Fix for Special Abilities not working in Custom Races
  • Fix for espionage UI refreshing when switching selected agents
  • Fix for tactical combat freezes
  • Trilarian intro subtitles have been fixed
Conquer the Stars!


[ 2017-05-05 17:53:12 CET ] [ Original post ]

Master of Orion Patch Notes v55.1.1

Greetings Explorers, We have just released a minipatch that tackles the following ingame issues:

  • Fix for Special Abilities not working in Custom Races
  • Fix for espionage UI refreshing when switching selected agents
  • Fix for tactical combat freezes
  • Trilarian intro subtitles have been fixed
Conquer the Stars!


[ 2017-05-05 17:53:12 CET ] [ Original post ]

Master of Orion – Patch Notes v55.1

Greetings Explorers, Today we released an update that addresses certain issues present in the last build. Read on for the full list of changes:

  • Improved Performance: Turn processing has been greatly optimized. Turns now process up to 50% faster and scale linearly as the game progresses, making long matches in huge galaxies more playable.
  • Fixed a bug that caused the MIRV missile modifier to act erratically.
  • Added most bug fixes from Spud Dastardly and WhatIsSol Mods.
  • Fix for Gnolam doomstar design attempting to use the “Heavy Mount Modifier” for missiles. It has been modified to use “Heavily Armored Missiles” instead
  • Fix for AI making lopsided trades in order to get trade treaties from the player
  • Fix for Leader bonus not being added to defender’s armor value
  • Fix for incorrect population growth ratio
  • Fix for the inability to abort combat under certain circumstances
  • Fix for defender armor using the wrong constant
  • Fix for Leader bonus not being calculated correctly for the attacker
  • Fix for fighters consuming ammo too quickly and returning for resupply too often
  • Fix for attacking race's trait (beam defense was being added to the defender’s beam defense)
  • Fix for Leader bonus being calculated incorrectly
  • Fix for static defenses not healing
  • Fix for Leaders’ total cost re-displaying fleet upkeep costs
  • Fix for Leaders’ ships ground combat bonuses not having any effect
  • Fix for missing "ship repair" Leader bonus
  • Fix for missing "spy experience" Leader bonus
  • Fix for several malfunctioning achievements
Enjoy the upgrades and Conquer the Stars! Please Note: If you are playing with mod's enabled and run into issues with the new version, please patch to the 54.11 - Revenge of Antares branch to continue your game with the old mods.


[ 2017-04-25 19:24:54 CET ] [ Original post ]

Master of Orion Patch Notes v55.1

Greetings Explorers, Today we released an update that addresses certain issues present in the last build. Read on for the full list of changes:

  • Improved Performance: Turn processing has been greatly optimized. Turns now process up to 50% faster and scale linearly as the game progresses, making long matches in huge galaxies more playable.
  • Fixed a bug that caused the MIRV missile modifier to act erratically.
  • Added most bug fixes from Spud Dastardly and WhatIsSol Mods.
  • Fix for Gnolam doomstar design attempting to use the Heavy Mount Modifier for missiles. It has been modified to use Heavily Armored Missiles instead
  • Fix for AI making lopsided trades in order to get trade treaties from the player
  • Fix for Leader bonus not being added to defenders armor value
  • Fix for incorrect population growth ratio
  • Fix for the inability to abort combat under certain circumstances
  • Fix for defender armor using the wrong constant
  • Fix for Leader bonus not being calculated correctly for the attacker
  • Fix for fighters consuming ammo too quickly and returning for resupply too often
  • Fix for attacking race's trait (beam defense was being added to the defenders beam defense)
  • Fix for Leader bonus being calculated incorrectly
  • Fix for static defenses not healing
  • Fix for Leaders total cost re-displaying fleet upkeep costs
  • Fix for Leaders ships ground combat bonuses not having any effect
  • Fix for missing "ship repair" Leader bonus
  • Fix for missing "spy experience" Leader bonus
  • Fix for several malfunctioning achievements
Enjoy the upgrades and Conquer the Stars! Please Note: If you are playing with mod's enabled and run into issues with the new version, please patch to the 54.11 - Revenge of Antares branch to continue your game with the old mods.


[ 2017-04-25 18:29:12 CET ] [ Original post ]

Master of Orion: Conquer the Stars - Game Manual Update

Greetings Explorers, Today weve released a new version of the game manual, which can be found in the local files of Master of Orion (Game properties / Local files / Browse local files / Manuals). The updated version includes the Revenge of Antares features. Let us know what you think about it! We also want to inform you that a new stability patch is currently being worked on, and it should be released in the near future. Thank you for your ongoing support and for all the Conquered Stars!


[ 2017-03-17 17:28:25 CET ] [ Original post ]

Master of Orion: Conquer the Stars - Game Manual Update

Greetings Explorers, Today we’ve released a new version of the game manual, which can be found in the local files of Master of Orion (Game properties / Local files / Browse local files / Manuals). The updated version includes the Revenge of Antares features. Let us know what you think about it! We also want to inform you that a new stability patch is currently being worked on, and it should be released in the near future. Thank you for your ongoing support and for all the Conquered Stars!


[ 2017-03-17 17:28:25 CET ] [ Original post ]

Master of Orion – Patch Notes v54.11

Greetings explorers, Today we have released a hotfix patch for Master of Orion. Thanks for all the reports that have made it possible!

  • Fix for Leaders ships bonuses were calculated wrong on tactical battle.
  • Fix for the Move Fleet hotkey not always working.
  • Fix for Move fleet and Jump through wormhole swapped hotkeys.
  • Fix for Non-aggression pact needing an audience to be broken.
  • Fix for being able to destroy your own planet using the Stellar Converter when just invaded.
  • Fix for Blockade icon appearing on non-blockaded planets on Empire management screen.
  • Fix for Single Player Menu not appearing.
  • Fix for no information about bonuses on credits, research and command points tooltips.
  • Fix for tutorial block on the 5th turn.
  • Fix for too weak Plague event .
  • Fix for weapon tooltips moving around.
  • Fix for Ship name of a previous battle shown on current one
  • Fix for mind control description.
  • Fix for Telepathic perk description.
  • Fix for Revolt description that lead to it seeming endless.
  • Fix for Research bar shifting to the center of the screen when too many digits after the dot.
  • Fix for Anomalies not appearing when playing with the Elerians.
  • Fix for Buy button changing when sorting Empire screen
  • Fix for Player Retreat and Automatic Formation keybindings not working.
  • Fix for column sorting symbol overlapping column title on Leaders screen on Russian localization.
  • Fix for Race disposition marker going beyond the window borders when a race is destroyed.
  • Fix for Spies ETA being displayed as -1 after completing a mission.
  • Fix for Fleet popup moving to the top of the screen.
  • Fix for Trilarian, Gnolam and Elerian AIs not getting military ships at the start of the game.
  • Fix for seemingly random crash to the desktop.
  • Fix Tobii Eye selection.
  • Fix for being able to attack an allied race via clicking Enter on Battle screen.
  • Fix for Names of keys/buttons not being localized.
  • Fix for Minus being separated from numbers in some perks.
  • Fix for Missing space in core systems cost values
  • Fix for Unlocalized "Left Shift" and mouse buttons in Tobii controls.
  • Fix for Skip Fleet hotkey text (Russian localization).
  • Fix for ‘The race doesn't have any leaders' on Mission Success screen not being localized.
  • Fix for hard to read Asteroid Lab tooltip with research progress.
  • Fix for Prisoner exchange tooltip being repeated.
  • Fix for out of sync Subtitles.
  • Fix for incomplete investment tooltip.
  • Fix for Incorrect variables in mission success and failure notifications.
  • Fix for Colony Cession tooltip being repeated.
  • Fix for inconsistencies in Antaran ruin discovery VO/subtitles.
  • Fix for the empire name not being played in Ruin Сonstruction event.
  • Fix for Incorrect variables in mission success and failure notifications
  • Fix for Player being able to click Invest Button on Minor civilization diplomacy screen without protectorate under it.
  • Fix for the UI didn't show the experience that spies are really gaining per turn.
  • Fix for Technical text in leaders status (* UNASSIGNED *)
  • Fix for 'Success at' phrase when mission success being hardcoded for all languages except English.
  • Fix for Antarans fleet being not able to attack a player if the player blocks any planet on Antarans way.


[ 2016-12-29 18:54:26 CET ] [ Original post ]

Master of Orion Patch Notes v54.11

Greetings explorers, Today we have released a hotfix patch for Master of Orion. Thanks for all the reports that have made it possible!

  • Fix for Leaders ships bonuses were calculated wrong on tactical battle.
  • Fix for the Move Fleet hotkey not always working.
  • Fix for Move fleet and Jump through wormhole swapped hotkeys.
  • Fix for Non-aggression pact needing an audience to be broken.
  • Fix for being able to destroy your own planet using the Stellar Converter when just invaded.
  • Fix for Blockade icon appearing on non-blockaded planets on Empire management screen.
  • Fix for Single Player Menu not appearing.
  • Fix for no information about bonuses on credits, research and command points tooltips.
  • Fix for tutorial block on the 5th turn.
  • Fix for too weak Plague event .
  • Fix for weapon tooltips moving around.
  • Fix for Ship name of a previous battle shown on current one
  • Fix for mind control description.
  • Fix for Telepathic perk description.
  • Fix for Revolt description that lead to it seeming endless.
  • Fix for Research bar shifting to the center of the screen when too many digits after the dot.
  • Fix for Anomalies not appearing when playing with the Elerians.
  • Fix for Buy button changing when sorting Empire screen
  • Fix for Player Retreat and Automatic Formation keybindings not working.
  • Fix for column sorting symbol overlapping column title on Leaders screen on Russian localization.
  • Fix for Race disposition marker going beyond the window borders when a race is destroyed.
  • Fix for Spies ETA being displayed as -1 after completing a mission.
  • Fix for Fleet popup moving to the top of the screen.
  • Fix for Trilarian, Gnolam and Elerian AIs not getting military ships at the start of the game.
  • Fix for seemingly random crash to the desktop.
  • Fix Tobii Eye selection.
  • Fix for being able to attack an allied race via clicking Enter on Battle screen.
  • Fix for Names of keys/buttons not being localized.
  • Fix for Minus being separated from numbers in some perks.
  • Fix for Missing space in core systems cost values
  • Fix for Unlocalized "Left Shift" and mouse buttons in Tobii controls.
  • Fix for Skip Fleet hotkey text (Russian localization).
  • Fix for The race doesn't have any leaders' on Mission Success screen not being localized.
  • Fix for hard to read Asteroid Lab tooltip with research progress.
  • Fix for Prisoner exchange tooltip being repeated.
  • Fix for out of sync Subtitles.
  • Fix for incomplete investment tooltip.
  • Fix for Incorrect variables in mission success and failure notifications.
  • Fix for Colony Cession tooltip being repeated.
  • Fix for inconsistencies in Antaran ruin discovery VO/subtitles.
  • Fix for the empire name not being played in Ruin onstruction event.
  • Fix for Incorrect variables in mission success and failure notifications
  • Fix for Player being able to click Invest Button on Minor civilization diplomacy screen without protectorate under it.
  • Fix for the UI didn't show the experience that spies are really gaining per turn.
  • Fix for Technical text in leaders status (* UNASSIGNED *)
  • Fix for 'Success at' phrase when mission success being hardcoded for all languages except English.
  • Fix for Antarans fleet being not able to attack a player if the player blocks any planet on Antarans way.


[ 2016-12-29 18:54:26 CET ] [ Original post ]

Master of Orion – Patch Notes v54.8

Greetings explorers, Today we have released a hotfix patch for Master of Orion. Thanks for all the reports that have made it possible!

Version 54.8 Patch Notes


  • Fix for being able to engage multiple Antarans fleets in one battle when travelling to their dimension using a civilian ship
  • Fix for Antarans bringing more ships than expected to battles
  • Fix for russian DLC voice actors listed as English Voice Talent and DLC voice actors not being mentioned in the game credits
  • Fix for the wrong race appearing on an espionage pop-up
  • Fix for Advanced Jump Gate technology still appearing to be built
  • Fix for empty notifications appearing ingame
  • Fix for the game not being able galaxy to generate a valid galaxy under certain settings (i.e small and young with 5 opponents)
  • Fix for the mind control icon appearing empty in Colony screen
  • Fix for the Mind control icon missing on traits pop-up
  • Fix for Telepathic perk description in the custom race screen
  • Fix for a hardlock on battle result screen that showed the take command and auto-result buttons instead of the results
  • Fix for leaders showing up on every turn under certain match setting conditions
  • Fix for leaders of custom races not appearing in custom race matches
  • Fix for column sorting symbol overlapping column titles on Leaders screen
  • Fix for information about leaders’ bonuses on credits, research and command points not appearing in tooltips
  • Fix for the Main Menu missing in certain Linux configurations
  • Fix for Prisoner exchange tooltip repeating
  • Fix for subtitles synchronization with voiceovers
  • Fix for "Protectorate" appearing in notifications about colonizing a minor civilization
  • Fix for cost appearing even when investment into a minor civ was maxed
  • Fix for 'Independent planet discovered' message triggering every turn as a ship moves within the system
  • Fix for Minor civilization screen not refreshing when clicking Invest
  • Fix for minor civilization being mind controlled
  • Fix for invaded colonies not being taken into account by the minor civilizations for the dominant influence calculation
  • Fix for the Invest button not refreshing on the same turn
  • Fix for the empire name not being fully displayed on diplomatic icon
  • Fix for incomplete investment tooltip
  • Fix for a softlock when closing Espionage tab with LMB and RMB pressed simultaneously in Tutorial
  • Fix for the game not running in certain Linux configurations after previous updates
  • Fix for leaders popping up on every turn if match speed is changed
  • Fix for troops transports not disappearing after attack on or destroying a planet
  • Fix for the Elerian empress freezing during the economic victory cinematic
  • Fix for a softlock when pressing LMB and RMB to open a diplomatic negotiation
  • Fix for Advance Tactics giving both technologies no matter what was chosen


    [ 2016-12-19 18:52:08 CET ] [ Original post ]

  • Master of Orion Patch Notes v54.8

    Greetings explorers, Today we have released a hotfix patch for Master of Orion. Thanks for all the reports that have made it possible!

    Version 54.8 Patch Notes


  • Fix for being able to engage multiple Antarans fleets in one battle when travelling to their dimension using a civilian ship
  • Fix for Antarans bringing more ships than expected to battles
  • Fix for russian DLC voice actors listed as English Voice Talent and DLC voice actors not being mentioned in the game credits
  • Fix for the wrong race appearing on an espionage pop-up
  • Fix for Advanced Jump Gate technology still appearing to be built
  • Fix for empty notifications appearing ingame
  • Fix for the game not being able galaxy to generate a valid galaxy under certain settings (i.e small and young with 5 opponents)
  • Fix for the mind control icon appearing empty in Colony screen
  • Fix for the Mind control icon missing on traits pop-up
  • Fix for Telepathic perk description in the custom race screen
  • Fix for a hardlock on battle result screen that showed the take command and auto-result buttons instead of the results
  • Fix for leaders showing up on every turn under certain match setting conditions
  • Fix for leaders of custom races not appearing in custom race matches
  • Fix for column sorting symbol overlapping column titles on Leaders screen
  • Fix for information about leaders bonuses on credits, research and command points not appearing in tooltips
  • Fix for the Main Menu missing in certain Linux configurations
  • Fix for Prisoner exchange tooltip repeating
  • Fix for subtitles synchronization with voiceovers
  • Fix for "Protectorate" appearing in notifications about colonizing a minor civilization
  • Fix for cost appearing even when investment into a minor civ was maxed
  • Fix for 'Independent planet discovered' message triggering every turn as a ship moves within the system
  • Fix for Minor civilization screen not refreshing when clicking Invest
  • Fix for minor civilization being mind controlled
  • Fix for invaded colonies not being taken into account by the minor civilizations for the dominant influence calculation
  • Fix for the Invest button not refreshing on the same turn
  • Fix for the empire name not being fully displayed on diplomatic icon
  • Fix for incomplete investment tooltip
  • Fix for a softlock when closing Espionage tab with LMB and RMB pressed simultaneously in Tutorial
  • Fix for the game not running in certain Linux configurations after previous updates
  • Fix for leaders popping up on every turn if match speed is changed
  • Fix for troops transports not disappearing after attack on or destroying a planet
  • Fix for the Elerian empress freezing during the economic victory cinematic
  • Fix for a softlock when pressing LMB and RMB to open a diplomatic negotiation
  • Fix for Advance Tactics giving both technologies no matter what was chosen


    [ 2016-12-19 18:52:08 CET ] [ Original post ]

  • Master of Orion - Patchnotes v54.7

    Greetings explorers, A hotfix is now available for download, if it hasn't already updated for you. It addresses some of the issues you've reported since version 54.6 went live last week. Below you can find the patch notes.

    Balance


    • Reduce size of Augmented Engines to prevent temporary weak Mrrshan destroyer

    Bug Fixes


    • Fix for a hardlock occurring after hitting the “next turn” button under certain circumstances
    • Fix for custom race tooltips
    • Fix for population units disappearing during bombardment
    • Fix for captured spies outliving their empires
    • Fix for endless processing turn when invading a colony where one of your spies is assigned
    • Reduced maximum amount of minor civilizations on galaxy generation to prevent a softlock
    • Fix for Antarans fleet disappearing when they are about to attack a player's colony, after loading the savegame
    • Fix for duplicated tech icon (Survival and Battle Pods)
    • Fix for information displayed in the “show info tooltip”, when meeting the Antarans
    • Fix for a random crash when using assigning a location to one of your spies
    • Fix for missing Minor Civilizations in Cluster and Spiral galaxies
    • Localization update for “mind control”
    • Spanish LA translation update
    • Fixes for several typos throughout the game in English
    • Fix for missing notification key after colonizing a minor civilization
    • Fix for Identical key IDs for "Start Mission" and "Assign Mission"
    • Fix for truncated political status "Independent"
    • Fix for the “Mod update” option not working properly
    • Fix for “retro ship skins” option breaking the game if selected for any of the DLC races
    • Fix for specials’ tooltips showing incorrect information in tactical battles
    • Fix for the audience screen opening, when selecting AI again after clicking on Minor Civilizations.
    • Texts in “Custom Race” screen have been enlarged
    • Fix for a typo that was causing the Trilarian defeat assets to appear broken
    • Fix for minor civs protectorate race icon in Diplomacy
    • Planet names can now can occupy 2 lines.
    • Fix for a possible techtree UI breakdown when selecting “slow research” in Advance Settings
    • Added feedback to “leaders level up” selection to make the need for user interaction more noticeable
    • Fix for misaligned class type on minor civilization screen, in Russian language
    • Fix for the header not being fully displayed in the tutorial
    • Fix for wrong spy race pop up showing when a mission is cancelled
    • Fix for incomplete description in espionage pop-up and loss of "view planet" functionality
    Thank you for all of your reports, and please keep the feedback coming!


    [ 2016-12-07 16:13:26 CET ] [ Original post ]

    Master of Orion - Patch Notes v54.7

    Greetings explorers, A hotfix is now available for download, if it hasn't already updated for you. It addresses some of the issues you've reported since version 54.6 went live last week. Below you can find the patch notes.

    Balance


    • Reduce size of Augmented Engines to prevent temporary weak Mrrshan destroyer

    Bug Fixes


    • Fix for a hardlock occurring after hitting the next turn button under certain circumstances
    • Fix for custom race tooltips
    • Fix for population units disappearing during bombardment
    • Fix for captured spies outliving their empires
    • Fix for endless processing turn when invading a colony where one of your spies is assigned
    • Reduced maximum amount of minor civilizations on galaxy generation to prevent a softlock
    • Fix for Antarans fleet disappearing when they are about to attack a player's colony, after loading the savegame
    • Fix for duplicated tech icon (Survival and Battle Pods)
    • Fix for information displayed in the show info tooltip, when meeting the Antarans
    • Fix for a random crash when using assigning a location to one of your spies
    • Fix for missing Minor Civilizations in Cluster and Spiral galaxies
    • Localization update for mind control
    • Spanish LA translation update
    • Fixes for several typos throughout the game in English
    • Fix for missing notification key after colonizing a minor civilization
    • Fix for Identical key IDs for "Start Mission" and "Assign Mission"
    • Fix for truncated political status "Independent"
    • Fix for the Mod update option not working properly
    • Fix for retro ship skins option breaking the game if selected for any of the DLC races
    • Fix for specials tooltips showing incorrect information in tactical battles
    • Fix for the audience screen opening, when selecting AI again after clicking on Minor Civilizations.
    • Texts in Custom Race screen have been enlarged
    • Fix for a typo that was causing the Trilarian defeat assets to appear broken
    • Fix for minor civs protectorate race icon in Diplomacy
    • Planet names can now can occupy 2 lines.
    • Fix for a possible techtree UI breakdown when selecting slow research in Advance Settings
    • Added feedback to leaders level up selection to make the need for user interaction more noticeable
    • Fix for misaligned class type on minor civilization screen, in Russian language
    • Fix for the header not being fully displayed in the tutorial
    • Fix for wrong spy race pop up showing when a mission is cancelled
    • Fix for incomplete description in espionage pop-up and loss of "view planet" functionality
    Thank you for all of your reports, and please keep the feedback coming!


    [ 2016-12-07 16:13:26 CET ] [ Original post ]

    Master of Orion – “Revenge of Antares” and update v54.6 Patch Notes

    Greetings Explorers, Today 1st of December we are proud to present you what is one of the biggest game updates since the beginning of Early Access. As you may notice, this build has some obvious influences from Master of Orion II, but it is also the result of processing a lot of feedback that you have been provided since it all started. So once again, thank you for your input and support. https://www.youtube.com/watch?v=skHvOO9YUnc The new content can be divided in two parts:

    • “Revenge of Antares Race Pack” DLC


      We are bringing back the three iconic races that were first introduced with Master of Orion II: the elegant yet xenophobic Elerian, the peaceful aquatic Trilarian and the skilled traders Gnolam join the fight for Orion!
    • Update v54.6 highlights


      • The Antarans are back!
      • Leaders and Governors
      • Minor Civilizations
      • Ship profiles for Tactical Battles
      • A complete revamp to Espionage
      • Support for Mods in Multiplayer
    IMPORTANT NOTE: due to the heavy gameplay modifications, your old savegames won’t be loadable once you update the Master of Orion client. In order to allow you to finish your ongoing games we have enabled a Steam Branch which contains the build 51.3, you can access it by going to the game properties/betas and selecting the option “version51 — Pollution and Gravity Update” Also, please be advised that old mods may cause issues with the new version of Master of Orion, so you may need to update them (if a new version is available) or deactivate them. Read on for the full patchnotes, and as always we are eager to get your feedback!  

    Detailed Changes v54.6


    AI
    • Improved evaluation of planet rating for better deal evaluation
    • Improved invasion analysis and execution
    • Improved Opportunity Rating and Opportunity Threshold analysis
    • The AI is now better at handling its Command Points at an Empire level
    • The AI is now better at organizing its defenses
    • Decreased colony ship output
    • Improved war possibility factor analysis regarding economic considerations
    Balance
    • Pollution:
      • Pollution Processor cleaning effect increased from 10 to 15
      • Core Waste Dump cleaning effect increased from 100 to 150
      • Pollution absorption for Barren biomes increased to 60 (previous 30)
    • Rebalanced Peaceful and Militaristic traits.
    • Rebalanced Research speeds:
      • Research cell output increased from 2 to 3.
      • Techtree nodes cost increased by 33%.
    • Rebalanced share charts costs.
    • Creative perk research bonus increased to +50%
    • Pollution Processor moved to Molecular Compression Technode. Core Waste dump cleaning value increased
    General
    • Technologies that do not belong to a race’s techtree or are void because of Victory Conditions selection no longer appear in the techtree
    • Recyclotron structure added
    Tactical
    • Added Ramming
    • Improved AIs selection of opening moves when entering combat
    • Improved battlefield hazard generations better selection algorithm plus more quantity and diversity
    SFX
    • Added new charging sound
    • Added notification sounds
    • Intro sounds added for: Amoeba, Eel, Squid and Dragon.
    • Updated Warp sound
    UX
    • Economic Victory conditions graph improvements
    • The production queue is now fully functional
    • Added info during Cinematic battles for easier reference
    • Improved selection and formations visuals and feedback
    • New battle log with more information
    • Added Range Day indicator
    • Added "requires" field to Tech Applications
    • Added scientific victory requirement to scientific victory tech apps
    • Added and revised several tooltips
    • Use full empire name instead of race name in the title of espionage attack report
    • Hide view planet button in mission debriefing for empire missions
    • Integrated agent captured popup
    Bug Fixes
    • Blanding error at the end of "new tech added"
    • Fixed inconsistencies between a monster destruction event and text
    • Fix for bombing flow AI attacks player’s colony
    • Fix for Escape button sometimes not responding
    • Fix for the game locking up/infinite processing turn after encountering the first race
    • Fix for an unusual softlock in strategy mode
    • Fix for Blueprint changes not being saved
    • Localization fix for: Key for 'Toggle Auto-turn' not ticking Auto-turn checkbox
    • Localization fix for old Pollution Immunity perk description in custom races
    • Fix for Missing key at Empire selection pop-up
    • Fix for a grammatical error in notifications appearing after annual payment agreement ends
    • Fix for negotiate button taking the player to a normal audience
    • Fix for upgrade button disappearing when editing a blueprint name after unlocking an upgrade
    • Fix for the Upgrade blueprints button appearing even when there’s is nothing to upgrade
    • Added Imminent biome degradation notification
    • Biome degradation now happens at the correct time
    • Colony production grid distribution fixed
    • Fix for incorrect food delta in colonies when polluted
    • Pollution Cleaning structures now are shown in pollution tooltip
    • Fix for subterranean farms not updating tile value in food line
    • Fix for incorrect production values showing after building the neutron collider
    • Fix for production speed, now it affects production costs instead of productive output
    • Difficulty level (production bonus for AI) is now calculated properly. Added additional cleanup per AI difficulty
    • Fix for weapons not being selectable after selecting an enemy
    • Fixes for some issues on specials and squadrons info update
    • Fixed several issues related to selecting multiple ships and giving them orders
    • Fixed automatic toggle on weapons when receiving a general/weapon focus order
    • Fixed tooltips for modules that don’t have a weapon type
    • Fix for hotkeys being enabled in the tutorial that could guide the player into an incorrect flow
    • Autorepair achievement icon art fixed
    • Fix for tooltip displaying incorrect security level information
    • Fixed a bug that prevented the Amoeba from attacking in tactical battles
    • Fix for inconsistency in a tech bonus in two different languages


    [ 2016-12-01 19:07:47 CET ] [ Original post ]

    Master of Orion Revenge of Antares and update v54.6 Patch Notes

    Greetings Explorers, Today 1st of December we are proud to present you what is one of the biggest game updates since the beginning of Early Access. As you may notice, this build has some obvious influences from Master of Orion II, but it is also the result of processing a lot of feedback that you have been provided since it all started. So once again, thank you for your input and support. https://www.youtube.com/watch?v=skHvOO9YUnc The new content can be divided in two parts:

    • Revenge of Antares Race Pack DLC


      We are bringing back the three iconic races that were first introduced with Master of Orion II: the elegant yet xenophobic Elerian, the peaceful aquatic Trilarian and the skilled traders Gnolam join the fight for Orion!
    • Update v54.6 highlights


      • The Antarans are back!
      • Leaders and Governors
      • Minor Civilizations
      • Ship profiles for Tactical Battles
      • A complete revamp to Espionage
      • Support for Mods in Multiplayer
    IMPORTANT NOTE: due to the heavy gameplay modifications, your old savegames wont be loadable once you update the Master of Orion client. In order to allow you to finish your ongoing games we have enabled a Steam Branch which contains the build 51.3, you can access it by going to the game properties/betas and selecting the option version51 Pollution and Gravity Update Also, please be advised that old mods may cause issues with the new version of Master of Orion, so you may need to update them (if a new version is available) or deactivate them. Read on for the full patchnotes, and as always we are eager to get your feedback!

    Detailed Changes v54.6


    AI
    • Improved evaluation of planet rating for better deal evaluation
    • Improved invasion analysis and execution
    • Improved Opportunity Rating and Opportunity Threshold analysis
    • The AI is now better at handling its Command Points at an Empire level
    • The AI is now better at organizing its defenses
    • Decreased colony ship output
    • Improved war possibility factor analysis regarding economic considerations
    Balance
    • Pollution:
      • Pollution Processor cleaning effect increased from 10 to 15
      • Core Waste Dump cleaning effect increased from 100 to 150
      • Pollution absorption for Barren biomes increased to 60 (previous 30)
    • Rebalanced Peaceful and Militaristic traits.
    • Rebalanced Research speeds:
      • Research cell output increased from 2 to 3.
      • Techtree nodes cost increased by 33%.
    • Rebalanced share charts costs.
    • Creative perk research bonus increased to +50%
    • Pollution Processor moved to Molecular Compression Technode. Core Waste dump cleaning value increased
    General
    • Technologies that do not belong to a races techtree or are void because of Victory Conditions selection no longer appear in the techtree
    • Recyclotron structure added
    Tactical
    • Added Ramming
    • Improved AIs selection of opening moves when entering combat
    • Improved battlefield hazard generations better selection algorithm plus more quantity and diversity
    SFX
    • Added new charging sound
    • Added notification sounds
    • Intro sounds added for: Amoeba, Eel, Squid and Dragon.
    • Updated Warp sound
    UX
    • Economic Victory conditions graph improvements
    • The production queue is now fully functional
    • Added info during Cinematic battles for easier reference
    • Improved selection and formations visuals and feedback
    • New battle log with more information
    • Added Range Day indicator
    • Added "requires" field to Tech Applications
    • Added scientific victory requirement to scientific victory tech apps
    • Added and revised several tooltips
    • Use full empire name instead of race name in the title of espionage attack report
    • Hide view planet button in mission debriefing for empire missions
    • Integrated agent captured popup
    Bug Fixes
    • Blanding error at the end of "new tech added"
    • Fixed inconsistencies between a monster destruction event and text
    • Fix for bombing flow AI attacks players colony
    • Fix for Escape button sometimes not responding
    • Fix for the game locking up/infinite processing turn after encountering the first race
    • Fix for an unusual softlock in strategy mode
    • Fix for Blueprint changes not being saved
    • Localization fix for: Key for 'Toggle Auto-turn' not ticking Auto-turn checkbox
    • Localization fix for old Pollution Immunity perk description in custom races
    • Fix for Missing key at Empire selection pop-up
    • Fix for a grammatical error in notifications appearing after annual payment agreement ends
    • Fix for negotiate button taking the player to a normal audience
    • Fix for upgrade button disappearing when editing a blueprint name after unlocking an upgrade
    • Fix for the Upgrade blueprints button appearing even when theres is nothing to upgrade
    • Added Imminent biome degradation notification
    • Biome degradation now happens at the correct time
    • Colony production grid distribution fixed
    • Fix for incorrect food delta in colonies when polluted
    • Pollution Cleaning structures now are shown in pollution tooltip
    • Fix for subterranean farms not updating tile value in food line
    • Fix for incorrect production values showing after building the neutron collider
    • Fix for production speed, now it affects production costs instead of productive output
    • Difficulty level (production bonus for AI) is now calculated properly. Added additional cleanup per AI difficulty
    • Fix for weapons not being selectable after selecting an enemy
    • Fixes for some issues on specials and squadrons info update
    • Fixed several issues related to selecting multiple ships and giving them orders
    • Fixed automatic toggle on weapons when receiving a general/weapon focus order
    • Fixed tooltips for modules that dont have a weapon type
    • Fix for hotkeys being enabled in the tutorial that could guide the player into an incorrect flow
    • Autorepair achievement icon art fixed
    • Fix for tooltip displaying incorrect security level information
    • Fixed a bug that prevented the Amoeba from attacking in tactical battles
    • Fix for inconsistency in a tech bonus in two different languages


    [ 2016-12-01 18:31:03 CET ] [ Original post ]

    New Revenge of Antares DLC Magnifies the Universe of Master of Orion

    Wargaming Labs and NGD Studios Release Epic Expansion, Introducing New Alien Races and more


    November 18, 2016 — The battle to conquer Orion is set to become even more challenging. On December 1, Master of Orion’s anticipated “Revenge of Antares" DLC will become available, giving access to independent civilizations, a new victory condition and more. The expansion also introduces three new playable races to the massive galaxy. Arriving in the DLC expansions are the Trilarians, Gnolam, and Elerians — formidable aliens that will open up new paths to victory as commanders strive for dominance of the galaxy. “We’re excited to introduce new content for players of Master of Orion,” said Jacob Beucler, Publishing Product Director for Master of Orion. “They will find themselves in a new environment, filled with new challengers, adventures and new enemies to face off with or forge an alliance with. This content will add new dimensions to the game’s already robust lore.” Three of the newly available races (Trilarian, Gnolam and Elerian) can be purchased in a single bundle. With the addition of these playable races, the possibilities and strategy multiplies as players forge their galactic destiny in even more unique ways. Additionally, as a response to the dedicated Master of Orion player community, a free expansion will also be offered to all players. This expansion deepens the gameplay by allowing them the ability to recruit new leaders to their side, battle the fourth new, non-playable race; the Antarans and interact with independent civilizations. So, just who are these new alien races and what roles do they play in Master of Orion? The aquatic Trilarian are a peaceful race that has abandoned the concept of war. However, when a true threat presents itself, their resolute honor compels them to fiercely fight for their objective. The Gnolams are known as the most skilled traders in the galaxy, basking in the decadence that their wealth and luck brings them. This charmed race is the constant benefactor of good fortune, making them beneficial allies or cunning enemies. The elegant yet xenophobic race the Elerians, present an interesting and exclusive aspect to the game. They will trade and communicate with other races, yet reject any potential negative alien influence on the Elerian culture. This resistance to all outside cultures makes them uncompromising foes. The Antarans are a mysterious race genetically engineered by ancient and unknown masters. In time, they have become deeply war driven, bent on a fervent path of galactic expansion. Heavily militarized and despotic, the Antarans move through the galaxy bending all they encounter to their will. Master of Orion DLC will be purchasable for $9.99 via Steam For more information on Master of Orion visit: • http://masteroforion.com (North America) • http://masteroforion.eu (Europe) • http://masteroforion.asia (Southeast Asia) About Master of Orion Master of Orion is a modern rebirth of the critically acclaimed sci-fi strategy game. The forerunner of the influential “4X” style, Master of Orion builds on the iconic explores, eXpand, eXploit, and eXterminate, gameplay that the original game pioneered. This reimagined title stays true to its legacy, delivering on the promise of deep strategy, hard fought battles, diplomacy, and exploration—all with a healthy dash of humor. Players can expect a fresh perspective on the original 10 races, each offering different styles of play. Within thousands of ever-changing galaxies, hundreds of unique technologies, and dozens of ships waiting to be tested, no two games will ever be the same. Official website: • http://masteroforion.com (North America) • http://masteroforion.eu (Europe) • http://masteroforion.asia (Southeast Asia) About Wargaming Labs WARGAMING Labs is an organizational unit within Wargaming that acts as a breeding ground for new ideas and solutions. We believe that people and companies with great ideas should be given an opportunity to shine and those with talent should be nurtured. WARGAMING Labs is aimed at testing and implementing innovative projects created within Wargaming or shared with us. It will generate, evaluate, and launch in-house products that go beyond the company’s paradigm, as well as support external development teams in game’s creation and publishing. Here we experiment with new game mechanics, platforms, services; business models, and create new products at the company’s studios in cooperation with 3rd party developers. Wargaming will work with internal and 3rd party studios worldwide, publishing games across a number of platforms. We believe that good ideas become great when working together and are open for collaboration. To learn more about WARGAMING Labs and also submit your project, please visit: • www.Wargaminglabs.com Media Contacts For press enquiries, please reach us at: Alex Brewer Senior PR Manager press@wargaming.net


    [ 2016-11-18 18:56:02 CET ] [ Original post ]

    New Revenge of Antares DLC Magnifies the Universe of Master of Orion

    Wargaming Labs and NGD Studios Release Epic Expansion, Introducing New Alien Races and more


    November 18, 2016 The battle to conquer Orion is set to become even more challenging. On December 1, Master of Orions anticipated Revenge of Antares" DLC will become available, giving access to independent civilizations, a new victory condition and more. The expansion also introduces three new playable races to the massive galaxy. Arriving in the DLC expansions are the Trilarians, Gnolam, and Elerians formidable aliens that will open up new paths to victory as commanders strive for dominance of the galaxy. Were excited to introduce new content for players of Master of Orion, said Jacob Beucler, Publishing Product Director for Master of Orion. They will find themselves in a new environment, filled with new challengers, adventures and new enemies to face off with or forge an alliance with. This content will add new dimensions to the games already robust lore. Three of the newly available races (Trilarian, Gnolam and Elerian) can be purchased in a single bundle. With the addition of these playable races, the possibilities and strategy multiplies as players forge their galactic destiny in even more unique ways. Additionally, as a response to the dedicated Master of Orion player community, a free expansion will also be offered to all players. This expansion deepens the gameplay by allowing them the ability to recruit new leaders to their side, battle the fourth new, non-playable race; the Antarans and interact with independent civilizations. So, just who are these new alien races and what roles do they play in Master of Orion? The aquatic Trilarian are a peaceful race that has abandoned the concept of war. However, when a true threat presents itself, their resolute honor compels them to fiercely fight for their objective. The Gnolams are known as the most skilled traders in the galaxy, basking in the decadence that their wealth and luck brings them. This charmed race is the constant benefactor of good fortune, making them beneficial allies or cunning enemies. The elegant yet xenophobic race the Elerians, present an interesting and exclusive aspect to the game. They will trade and communicate with other races, yet reject any potential negative alien influence on the Elerian culture. This resistance to all outside cultures makes them uncompromising foes. The Antarans are a mysterious race genetically engineered by ancient and unknown masters. In time, they have become deeply war driven, bent on a fervent path of galactic expansion. Heavily militarized and despotic, the Antarans move through the galaxy bending all they encounter to their will. Master of Orion DLC will be purchasable for $9.99 via Steam For more information on Master of Orion visit: http://masteroforion.com (North America) http://masteroforion.eu (Europe) http://masteroforion.asia (Southeast Asia) About Master of Orion Master of Orion is a modern rebirth of the critically acclaimed sci-fi strategy game. The forerunner of the influential 4X style, Master of Orion builds on the iconic explores, eXpand, eXploit, and eXterminate, gameplay that the original game pioneered. This reimagined title stays true to its legacy, delivering on the promise of deep strategy, hard fought battles, diplomacy, and explorationall with a healthy dash of humor. Players can expect a fresh perspective on the original 10 races, each offering different styles of play. Within thousands of ever-changing galaxies, hundreds of unique technologies, and dozens of ships waiting to be tested, no two games will ever be the same. Official website: http://masteroforion.com (North America) http://masteroforion.eu (Europe) http://masteroforion.asia (Southeast Asia) About Wargaming Labs WARGAMING Labs is an organizational unit within Wargaming that acts as a breeding ground for new ideas and solutions. We believe that people and companies with great ideas should be given an opportunity to shine and those with talent should be nurtured. WARGAMING Labs is aimed at testing and implementing innovative projects created within Wargaming or shared with us. It will generate, evaluate, and launch in-house products that go beyond the companys paradigm, as well as support external development teams in games creation and publishing. Here we experiment with new game mechanics, platforms, services; business models, and create new products at the companys studios in cooperation with 3rd party developers. Wargaming will work with internal and 3rd party studios worldwide, publishing games across a number of platforms. We believe that good ideas become great when working together and are open for collaboration. To learn more about WARGAMING Labs and also submit your project, please visit: www.Wargaminglabs.com Media Contacts For press enquiries, please reach us at: Alex Brewer Senior PR Manager press@wargaming.net


    [ 2016-11-18 17:45:33 CET ] [ Original post ]

    Master of Orion - Patch Notes v51.3

    Greetings Explorers, Today we released a mini update to address some of the issues what you have reported since v51.2 was deployed. Read on for the notes, don’t hesitate to report if any other ongoing issue and please keep the feedback coming!

  • Fix for an endless processing turn related to a perk from the Sakkra’s.
  • Fix for an endless processing turn issue caused by AI bombardment/invasion.
  • Fix for an endless processing turn if Esc was kept pressed during voting in the Galactic Council.
  • Fix for the menu failing to display UI options on startup in Windows.
  • Fix for the game not working if it had mods installed with the old system.
  • Fix for “Get Mods” button not being clickable with certain video capture software running.
  • Fix for UI notification bar glitching where trying to close a notification.
  • Fix for Weapons/Specials with AutoCast turned off turning back on when manually used.
  • Fix for AutoCast not toggleable if Special/Weapon is cooling down.
  • Fix for Core system showing the last selected weapon on the preview.


    [ 2016-11-11 19:37:27 CET ] [ Original post ]

  • Sneak Peek of the upcoming DLC and free update!

    As you may know, we have heavily relied on your feedback since the beginning of the journey of Master of Orion. It has guided us through the whole development process, it has also helped us staying true to this legendary franchise and we really can’t thank you enough for that. Since the very first day of Early Access, we have been collecting your main concerns and requests, and making sure that they got implemented in the game through frequent updates. However, we have kept some Aces up our sleeve… we are talking about some major features that have been frequently requested and which required a big development effort. They have been on the works for a while now, and we are very close to unveiling them. We are very excited of sharing a sneak peek of a very impactful game update that we have planned for the end of this year. It will be divided in two parts:

    • All Master of Orion holders will receive a handful of -game changing- new features: if you played the old Master of Orion games, several elements on the list will sound familiar to you. And if you didn’t, don’t worry, they will definitely increase the depth of the game and enrich the gameplay experience.
    • 3 new races will be available via DLC: Just when you thought that you have met all the aliens out there, three new empires join the fight for Orion!

    Conquer the Stars


    [ 2016-11-11 10:55:01 CET ] [ Original post ]

    Master of Orion - v51.2 Patch Notes

    Greetings Explorers, As teased yesterday, during the 20th Anniversary of MOO 2, today we've released a new update for Master of Orion. It brings significant improvements in various fields, and it also introduces the highly demanded “mod support” feature.

    Main highlights of the update:


    • Mod support (Single Player)
    • New Pollution mechanics*
    • New Gravity mechanics*
    • Improved AI
    • New interface for Tactical battles
    *Explanation of the new pollution and gravity system with v51.2 Read on for the update notes, and be sure to visit the bugfixes link (English only): we had to post them on the forum due to the character count. As with every update, don’t hesitate to leave your feedback about the game, we can’t wait to see what you think about this new build.

    Master of Orion - Patch Notes v51.2


    Modding


    • Mods can now be used in the game to enrich the experience even more.

    General


    • New Gravity mechanics:
      • Races with Low-G tolerance have a -25% penalty in Normal-G worlds and -50% penalty in High-G worlds.
      • Races with High-G tolerance have a -25% penalty in Normal-G worlds and -50% penalty in Low-G worlds.
      • Races with Normal-G tolerance have a -25% penalty in Low-G worlds and -50% penalty in High-G worlds.
    • New Pollution mechanics:
      • Pollution is now generated by Population and Production output.
      • New ongoing effect: If pollution in a colony goes up, it pollutes the soil and reduces cells’ food output.
      • Pollution Cleanup project is no longer available.
      • Biome tolerance and Pollution cleaning from buildings are now flat values.
    • Pollution Processor moved to Molecular Compression Technode. Core Waste dump cleaning value increased.

    Galaxy Generation


    • “Planetary density” added to match options.
    • Tiny planets added (Updated size chances and Gravity table).
    • Galaxy generation improved to support the new gravity mechanics.
    • Monster quantity by galaxy size increased.
    • New Gravity Tolerance perk influences the player’s Home Planet’s gravity.
    • Tweaks to better support low gravity planets.

    Perks


    • Races with Low-Gravity tolerance now have the "Low Gravity Homeworld" perk.
    • Races with High-Gravity tolerance now have a "High Gravity Homeworld" perk.
    • Creative perk research bonus increased to +50%.

    Animations


    • Polished animations and blending of emperors and advisors

    Cinematics


    • Cinematics now play when defeated instead of the old pop-up
    • Removed the narrator and subtitles from Custom Race’s cutscenes.
    • Cinematic cameras, now uses real mesh distances in tactical battles.

    AI


    • Improved selection of defense points.
    • Improved evaluation of Declare War On.
    • Improved how the AI manages space pirates while being at war with other races.
    • The AI is now better at building bombers.
    • The AI is better at considering transports for other targets.
    • Expansionism trait improvements.
    • Improved invasion by allowing multiple invasion targets at once.
    • Improved invasion by building troop transports in advance.
    • Improved invasion by making troop transports move together with all military fleets.
    • New Planet Rating heuristic for civilizations, now uses estimated outputs.
    • Racial Grudge is now used in strategic analysis.
    • Re-balanced pacifist trait in General Strategy to make it more noticeable.
    • Refactored Racial Grudge so it has degrees and is not binary.
    • The AI now plays smarter in Cluster Galaxies.
    • The AI now plays smarter in Huge Galaxies.

    Tactical


    • Improved opening moves for the AI.
    • Automatic toggle on a weapon/s when receiving general/weapon focus order.
    • Tactical Weapons can now be fired manually.
    • Changed how the AI chooses and changes squadron formation.
    • New Auto-Pause option on screen.
    • Reduced cinematic "Missile Cam” occurrence.
    • Reduced time compression smoothness.
    • Back end now use the new system for focus fire.
    • Formations have been rebalanced to make them more meaningful.
    • New Plasma Web FX.
    • Clicking on a ship now selects only that ship, double-click selects the whole squadron.

    Tactical combat – Balance


    • Re-balanced Fighters:
      • Fighter Bay size reduced (40 -> 30).
      • Bomber Bay size reduced (50 -> 35).
      • Heavy Fighter Bay size reduced (60 -> 40).
    • Tweaked Tactical Battles Pacing:
      • Tweaked Hull Visual Scales
      • Increased Max Speed for Most Hulls
      • Reduced Rotation Speed for Most Hulls
      • Reduced tactical health scale
      • Increased CDs on all weapons to keep DPS and Battle Length similar to previous iteration.
      • Phasors Damage Nerfed 35 -> 30
      • Gauss Cannon Damaged Buffed 35 -> 40
      • Pulson Missile Damage Nerfed 50 -> 40
      • Zeon Missile Damage Nerfed 70 -> 60
      • Energy Absorber CD increased 15 -> 25
      • Shield Capacitor CD increased 20 -> 30
      • Removed a Redundant Instance of Cooldown on the Pulsar Entry.

    UX


    • Added Automatic Formation Icon.
    • Added pulsing animation to "Victory Is Nigh" notification.
    • Citizen transports can now be built in bulk.
    • New fully configurable ship mass production picker.
    • Limited bulk building to 5 ships max.
    • Added a “below max recommended player” count in the galaxy generation menu, to use as initial value of each galaxy size.
    • Disable Intro Video Option.
    • Set the recommended player count instead of the max count when a new galaxy size is selected.
    • Added Scroll and Close functionality to notifications.
    • Added new feedback for new pollution mechanics.
    • Added missing tooltips that add necessary information in the ship design menu.
    • Improved feedback for Blocking and Guarding commands.
    • The Guard order can now be issued anywhere.
    • Added new formations functionality, weapons and specials functionality in the tactical combat interface.
    • Added status effect icons in the tactical combat interface.
    • Added tooltip Auto-Pause for tactical battles.
    • Added Status Effects to the tactical combat HUD.
    • Numerous tooltips improvements.
    • Added cost, command points, attack rating, defense rating, armor penetration, and drones system tooltips in the Ship Design menu.
    • Added new feedback to Economic victory.

    Controls – Modifications for “Tobii eye tracking” devices


    • Cursor stays on planets when camera is shifting on extended view.
    • Improved gamepad warp by adding cursor clone.
    • Look at a planet and push left stick to see tooltip.

    GNN


    • Added intro animations for GNN
    • Added New Economic Victory GNN trigger


    [ 2016-11-01 17:05:30 CET ] [ Original post ]

    20 years battling at Antares

    Greetings explorers, Today – the 31st of October 2016 – isn’t any ordinary day. It marks the 20th anniversary of the release of Master of Orion II: Battle at Antares! This second, very popular entry of the saga is still considered to be one of the best 4X sci-fi titles of all times. Two decades after its birth the game continues to enjoy a large active player base worldwide. As a tribute to this amazing anniversary, we have prepared a features-packed update for “Master of Orion: Conquer the Stars”. Immerse yourself in the new pollution and gravity mechanics, the AI enhancements and the new tactical battles interface. Or, create your own game modifications with the brand new mod support! We have discounted all the Master of Orion bundles by -40% (including the Collector’s and Standard’s Edition of Master of Orion: Conquer the Stars, as well as the three vintage games). Don’t miss the chance to get your friends onboard and to explore and conquer the galaxy together! Happy Anniversary, dear explorers


    [ 2016-10-31 15:56:06 CET ] [ Original post ]

    Golden Joystick Nomination and Future Updates

    Greetings Explorers, It is a great honor to inform you that Master of Orion has been nominated for the prestigious Golden Joystick Award for PC Game of the Year. We are both proud and grateful to have received this nomination alongside so many other outstanding games! In order to celebrate this, we have updated the client today, adding the Golden Joystick logo and a brief text on the main screen. If you haven’t voted for your favorite games yet, just click on the logo and off you go! Alternatively, you can vote for Master of Orion on the official site: http://www.gamesradar.com/goldenjoystickawards/ Master of Orion’s nomination is not only a recognition of our work at NGD and Wargaming, but it also rewards all the input that you guys have been giving us since day 1 of Early Access. Without your precious feedback and your support we would not be where we are today, so we really want to say something that can’t be said enough times: Thank you, dear explorers! We also wanted to share some news regarding upcoming updates: an impactful (free!) update is planned and ready to be deployed soon. Closer to the release we will inform you of the specifics of this patch, but for now we wanted to give you a warning notice regarding how current saved games will work on the upcoming build. Old saved games will be loadable, but please be aware that due to certain modifications in gravity and pollution settings, some planets will see their value modified. That’s all we can reveal for the moment, expect more details in the following weeks. Conquer the Stars!


    [ 2016-10-25 17:57:29 CET ] [ Original post ]

    Master of Orion - Version 49.5 Patch Notes

    Greetings Explorers, Today we've released a set of bug fixes for Master of Orion. The development team continues to work on the next major patch, but we felt these fixes should not be held back until then.

    Master of Orion v49.5 Patch Notes


    • [AI] Fix for: The AI seems to ask for too much for a truce even when on the losing side of a war
    • [Audience] Fix for: Pressing the Enter key repeatedly when opening the trade table locks the accept deal option
    • [Tooltips] Fix for: Civilian ship construction tooltip not showing in the production queue for certain languages
    • [Tutorial] Fix for: switching all 3 colonists to production instead of 1 when the advisor asks to buyout the frigate breaks the tutorial flow
    • [UX] Fix for: Broken notifications due to missing information in old savegames
    • [UX] Fix for: The game can crash when double-clicking on a defeated race in the Diplomacy window
    • [UX] Fix for: The scrap widget disappears too fast in Colony Management


    [ 2016-10-03 17:46:24 CET ] [ Original post ]

    Hybrid Wars Now Available - Machines Engage!

    Hybrid Wars is locked, loaded, and ready to rekindle your love for chaotic shooters of the ‘90s. Extreme Developers and WG Labs bring you fast and furious action, vibrant open worlds to explore, challenging missions to put your mercenary skills to the test, and a small army of mechs for you to command. Hybrid Wars is available in 2 editions: The Standard Edition priced at $17.99, includes the full game, and the character, Alex Carter, a mercenary from a long lineage of distinguished warriors who’s determined to continue his family’s legacy. The Deluxe Edition is priced at $19.99 and includes the full game. On top of veteran merc Alex Carter, newcomer Jason Wood is ready for action. Jason’s a cybernetically enhanced super-soldier/stunt driver with a quirky little helper droid that’s ready to help him out of any tight scrape. The Deluxe Edition lands with the original Hybrid Wars soundtrack, a rocking blend of epic orchestral guitar work and futuristic synth melodies. Fans also receive the digital art book, where you can explore the history of Jason Wood, and discover the highly detailed world of Hybrid Wars. Two character DLCs are set to deploy for Hybrid Wars in the coming months, opening up new ways to tackle single-player mode and team up with your brothers-in-arms in multiplayer. The first DLC character is Yana “Tesla” Radovich, a self-taught genius and one of the best hackers out there. She’ll be backed up by the high-level tech-espionage specialist Yoko Takano. Both DLCs will be released in autumn 2016, priced at $4.99 each. If you want a discount on those aforementioned DLC packs, then the Hybrid Wars Season Pass is for you, retailing at $6.99. You can even enhance the Standard Edition to the Deluxe Edition at any time with the Upgrade DLC. However, if you truly wanted to be suited and booted for merc life, you can grab the Season Pass and the Deluxe Edition through a single gaming bundle for $24.99. In the future, you can expect additional multiplayer modes in several free post-launch updates. There’s also a bonus for all Hybrid Wars owners that link their Wargaming.net Account: an additional hero, Ivan, as well as 3 days of Premium Account for Wargaming’s “World of…” series of games. Choose your combat vehicle and start your fight for the future now. http://store.steampowered.com/app/411540


    [ 2016-09-29 19:33:25 CET ] [ Original post ]

    Master of Orion - v49.4 Hotfix Notes

    Greetings Explorers, A hotfix is now available for download, if it hasn't already updated for you. We're continuing to work on fixes for other issues that you've reported, so please keep an eye on the known issues thread. We'll be updating that as more issues are discovered and reported, and will get fixes for them out to you as soon as possible.

    Master of Orion v49.4 Hotfix Notes


    • Fix for: Star Base tooltip says that multiple Doom Stars can be built in certain supported languages
    • Fix for: Defense Rating displays wrong


    [ 2016-09-19 17:57:40 CET ] [ Original post ]

    Master of Orion v49.3 Patch Notes

    Greetings Explorers, Today we've published the first post-release update for Master of Orion. There are many "quality of life" improvements in this update, especially when it comes to the user interface and tooltip information. Read on for the update notes, and be sure to visit the bugfixes link--we had to post them on the forum due to the character count.

    Master of Orion - Patch Notes v49.3


    General


    • Added the option to rename a star system when colonizing first or when no other races have colonies in it
    • The first version of the Master of Orion Game Manual has been released in English. It can be accessed through your game library, or on the Master of Orion store page. Additional language support will be released at a later time.

    AI


    • Enabled extended empire heuristic with colonization information for better colonization decisions
    • Disabled over-conservative hostiles prediction of pirates in colonization rule so AIs don't stop colonizing for fear of non-existent pirates
    • AI will now better consider pirate settlements on all neighboring systems
    • Improved predicted hostiles firepower estimation in order to properly handle space pirates
    • AIs can now engage neutral fleets inside their empires (defensive engage)
    • Improved AIs defensive build-up and defensive war strategies
    • Improved estimation of hostiles presence by properly measuring incoming fleet ETAs
    • Improved pirates fleets spawning

    Multiplayer


    • Diplomacy: "Reminder/Support/Honor" events are now shown during Audiences

    Ship Design


    • Improved auto-update logic to avoid generating more weapon slots than the ones defined by hull

    Tactical


    • Autocast for Specials is now off by default when taking control. It turns on automatically when choosing Cinematic camera and reverts to its last setting when re-taking control
    • Updated intros

    UX


    • Added new tooltip to colony widget
    • Added Colony Events icons to tooltips
    • Added color coding to Research, Production, Credits, and Food strings
    • Mouse Cursor is no hidden during the intro movies
    • The "Confirm" button in the Briefing screen now launches the simulated battle
    • Diplomacy: Added double-click support to race's thumbnails. Double-clicking on them now launch an audience with that race
  • Espionage
    • Added double-click support to espionage missions selection
    • Inverted the order of parameters for sabotage report
  • Research: Added double-click support to nodes in the Techtree and Research Management screens
  • Strategy: New animation effect when splitting a fleet
  • Save Game: Extra info added to the save games including Big Bang Seed
  • Tooltips
    • Revamped tooltips texts to improve readability
    • Updated Colony Widget Tooltip style
    • Added more icons for tooltips

    Optimization


    • Several framerate optimizations
    • Fix for lag spike when zooming
    • The tech tree should now load faster the first time it is opened
    • Tactical: Optimized ships textures

    Visuals


    • Revamped stars' visuals to improve clarity

    Bugfixes


    Please visit this link for all 49.3 bugfixes: http://steamcommunity.com/app/298050/discussions/0/350542145690206655/


    [ 2016-09-15 18:10:46 CET ] [ Original post ]

  • Master of Orion - v48.4.1 Patch Notes

    Greetings explorers, We're releasing a new build today to fix some of the nasty bugs you've been reporting. Work is getting started on the game's first major patch, but we wanted to get these fixed as soon as possible.

    Master of Orion - v48.4.1 Patch Notes


    • It is no longer possible to play as a destroyed race in multiplayer by loading a save
    • Fixed an issue with corrupted save files that could prevent the main menu from loading
    • Fixed an exception when using TOBII and selecting a fleet
    • Fixed a crash caused by opening the in-game load screen after deleting all save files
    • Fixed an issue that displayed the last deleted save information after delating all save files
    • Fixed a crash during multiplayer games with custom races
    • Fix for a crash when playing the game with a touch enabled mouse
    • Fixed an endless turn processing loop caused by using the ESC key to exit any Espionage notification popup
    • Fix to properly handle invalid custom races
    • Fixed an issue that caused loss of conrol in Tactical Battles when fighting the Amoeba
    • Fixed "-1" victory chances when fleet is too powerful for target fleet
    • Fix for softlock when entering a planet at turn 3 in the Tutorial
    • Fix for an issue when the game tried to update an already destroyed ship
    • Added missing techtree tooltip icons
    • Fix for Tutorial hints not fitting the game area while game Interface is set to Russian
    • Fix for lobby crash issues related to player names
    • Fix for several issues in Empire Managment screen


    [ 2016-08-31 17:33:36 CET ] [ Original post ]

    Master of Orion - v48.3.2 Hotfix Note

    Greetings explorers, We just released a small hotfix to address an issue with the tutorial. This hotfix applies to the Windows operating system. We will release the hotfix for other operating systems as soon as possible. You can find the note below, and more details here. - Fixed an issue that prevented saving the match in tutorial matches that were loaded from previous tutorial saves


    [ 2016-08-26 22:10:35 CET ] [ Original post ]

    Master of Orion - v48.3.1 Patch Notes

    Greetings explorers, To coincide with the release of Master of Orion, we've published an update to the game. In addition to delivering the remaining content for Collector's Edition owners -- the digital art book, orchestral sound track and musical scores for three tracks -- we've also made further improvements to AI, the user interface, pirates and managed to get a highly requested feature implemented for release: custom races in multiplayer! Read on for the full patch notes, and please be sure to post your feedback in the Feedback & Suggestions section. As we said earlier this month, today is just the beginning -- there's plenty more to come, and your feedback will heavily influence what we do next.

    Master of Orion - v48.3.1 Patch Notes


    General


    • [Optimization] Several Turn Processing time optimizations
    • [Camera] Increased zoom distance before abstract view in strategy mode
    • [Score] New score system: details available in Path to Victory scorecard

    AI


    • The AI can now engage neutral fleets inside its empire
    • Improved how the AI prepares its defenses
    • Improved AI voting when faced with targets for improved relationships
    • General improvements in AI performance
    • Improved pathfinding
    • Improved population management
    • Improved threat analysis
    • Improved Production manager
    • Added alternative retreat locations for civilians and military fleets
    • If high priority targets are unreachable, fleets will fallback to retreat order to avoid idle in offensive mode
    • [Pirates] Improved pirate AI
    • AIs now don't pursuit Diplomatic & Economic Victories before their initial conditions are met
    • [Espionage] Improved defensive spy allocation for aggressive races
    • Improved Victory Condition Analysis
    • Now AI considers spy missions when deciding when to build things
    • [Galactic Council] AIs can now speculate about the election's result and vote accordingly
    • AI now takes into account more factor for colonization
    • AI is now smarter when rush buying if under threat or in a war
    • AI now takes into account Gravity Generators when building
    • AIs will now defend outside of their empire, and will fight for systems that they find interesting, for colonization or for strategic purposes
    • Reduced scouts preponderance

    Balance


    • [AI] Rebalanced Long term payment considerations
    • [Pirates] Improved pirate ships spawning
    • [Strategy] Repair feature tweaks & rebalance
    • [Pirates] Updated modifiers to take into account the match's Research speed, Production speed, and Difficulty settings
    • [Tactical] Special opening now requires a minimum of 8 ships to avoid unwanted results

    Cinematics


    • Added game intro video
    • Updated tactical intros: added planetary defenses

    Espionage


    • Added feedback report for successful espionage missions against the player
    • Security roll now guarantees different results for every mission, even on the same colony and turn

    Multiplayer


    • Added Custom Race option to multiplayer matches

    SFX


    • [Tactical] Added engine sounds to the intros for both sides
    • [Tactical] Increased volume to pre-combat music
    • [Tactical] Updated Cam Missile effects
    • [Music] Added situational music. War music added during war
    • Plasma sound added

    UX


    • [Tactical] Added tooltip to Enable AI checkbox
    • Improved Victory Conditions scorecards information in Path to Victory screen
    • Small tweak to ShipButton in FLEET CONTROLS, changing gradient to a solid background for better readability and consistency
    • Added blackhole icons
    • Added traits to match setup screen
    • Added RESET TO DEFAULT in Options
    • Added custom race icon
    • Added Accept/Decline titles in Diplomatic exchanges

    Bugfixes


    • Fix for The AI opens an empty negotiation box as an offer
    • Fix for The game keeps processing after finishing the turn
    • Fix for user names containing invalid symbols breaking custom race matches and GUI elements
    • [Achievements] Fix for achievements dependant on race being unlocked with custom races
    • [AI] Fixed Open Borders evaluation
    • [AI] Fix for 1 turn lag in actions after war declaration
    • [Controls] Fix for when the user changes gamepad configs and restarts the game. Clicking in-game objects with the mouse afterwards stopped working
    • [Gamepad] Spy orders, fleet scrap now respond to confirm button. Added confirm button on keyboard as enter
    • [Localization] Several localization updates (LA)
    • [Localization] Fix for Accept Embassy (LA)
    • [Localization] Fix for Mauler Device: Spanish translation (LA)
    • [Localization] Fix for Tank and Armor Barracks text confusion
    • [Localization] Fix for Inconsistencies in tutorial hints (LA)
    • [Localization] Removed star as possible destination in Exploration Advice
    • [Localization] Fix for Gravity Generators description update
    • [Localization] Fix for Subtitles selection not being saved
    • [OSX] Fixed resolution problems in OSX
    • [SFX] Audio manager fix for sources auto-stopping unexpectedly
    • [Tactical] Fix for the tactical ship visual target highlight
    • [Tactical] Fix for the pop-up for the first battle sometimes showing when it should not
    • [Tactical] Combat simulations between AI now run at slower to avoid incongruent results
    • [Tactical] Fix for health bar glitches during the first camera transition
    • [Tactical] Achilles Targeting System now only works for missiles (as intended)
    • [Tobii] Handle error when eye tracking is not connected
    • [Tutorial] Fix for Disabled options button in GuidedTutorial (Path to victory step)
    • [Tutorial] Fix for Stuck tooltip on Tactical tutorial
    • [Tutorial]Fix for Disabled hotkeys in tactical during guided tutorial
    • [Tutorial] Fix for Disabled camera zoom in guided tutorial
    • [Victory Condition] Fixed Tech Building value in Scientific Victory Condition Score
    • [UX] Fix for auto-turn label appearing untranslated for a few seconds in new matches
    • [UX] Placeholder icon added for Advanced Damage Control achievement
    • [UX] Deleted lines with % in the votes counting bar
    • [WG.net] Forced visible Cursor when the Login Screen shows loading state or the EULA
    • [Pirates] Improved Pirates initial spawn to avoid pirates wipping out races before they reach warp
    • Fix for Star Names not being colorized when colonizing
    • Fix for Options translation missing (SP)
    • Revised intro subtitles timing
    • [UX] Fix for Tooltip doesn't show for Big Bang Seed
    • Fix for Integrate infantry and armor upgrade unit icons
    • [WG.net] Fix for If trying to change region during registration, a player will be switched to Log in screen
    • Fix for Fix for planet tags not dissapearing
    • [Gamepad] Fix for Joystick events assigned for camera block settings does not work on Tech Tree window
    • [UX] Fix for Double Click not always working
    • [Espionage] Fix for Maintain espionage widgets updated when spy status changes
    • Fix for Switching from a Colony Manage Structure screen to a Navigation tool screen works wrong.
    • [WG.Net] Fix for CapsLock on/off detection
    • [Localization] Fix for Accept Embassy text
    • Fix for If the user discover a tech in the same turn that finds one in an anomaly, in the discovery screen will only appear the ones from the anomaly
    • Fix for If player disables his own race filter in Timeline Graph, in the next Graph visiting there will be no graph though race filter is visually enabled
    • Fix for Buyout button will disappear from Empire screen if there will be a project that cannot be bought out last in the production queue.
    • Fix for Sum of all GGP is less than 100%
    • Fix for Terran Emperor scenario
    • [Localization] Fix for Colonia de Humano in Latin American Spanish (SPA)
    • [UX] Fixed alpha for several items in diplomatic audience
    • Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
    • Fix for zoom showing very small colony widgets on Small Galaxy
    • Fix for Empire Rings showing in StarSystem view for the new zoom distance
    • Fix for There are 2 terraforming project in production selection screen
    • [UX] Fix for Stellar Converter is not available for use on Battle Screen after Planet bombardment. It is available after Battle Screen reopening
    • [UX] Fix for Sabotage notification does not fit
    • [Cinematics] Mrrshan economic victory fix
    • Fix for Close icon is overlapped by build button in Production queue
    • Fix for Economic Data info disappears from Empire Management screen if Player clicks any Planet and then returns to Empire Management screen
    • [WG.Net Login] Fix position in Error message helpers
    • [WG.net] Fix for Certain texts become barely visible on smaller resolutions
    • [AI] Fixed move and hold, declare war and attack in the same turn
    • Fix for Ship Model doesn't change
    • Fix for The total space used value doesn't refresh when the user clicks on the Battle Pods
    • [AI] Stop sending "Do not make deals with my enemies" warning if the player is trying to improve the relationship with this race
    • [AI] The AI's autobuild now considers lithovores when building food buildings
    • Fix for Missing key in a pollution notification
    • VerifyPath was returning passable paths that were actually blocked.
    • Fix for Formation in Tactical Battle not working correctly
    • [AI] Fix for colonization considering pirates in a galaxy without pirates
    • [UI] Fix for Mousing over some custom race perks does not trigger tooltip appearance
    • Fix for New icon added for Asteroid Mine
    • Fix for "Abstain" term breaks grammar rules in some languages
    • Fix for Accept Embassy could use the RACE NAME to avoid confusion
    • Fix for Incorrect label for Disengage functionality in fleet commands (EN)
    • Fix for key added "DEAL_ITEM_ACCEPT_RACE_EMBASSY
    • Fix for Ship list will go up if player scrolls the list which contain lots of units in Tactical
    • Fix for Missing keys in the Missions Pop-up
    • [Localization] Fix for Confusing tooltip for targeting (firing) range slider
    • [Localization] Fix for Illogical message in tech node popup (EN)
    • [Tactical] Fix for cloaking visual fx (hover, abstract view, etc)
    • [UX] Fix for Missing localization keys for ship weapons icons tooltip when mousing over frigate x5 and destroyer x5 weapon on Build screen
    • [Tooltips] Add treaty name in treaty tooltips
    • Fix for Upon clicking Show only flagged the list won't show flagged enemy planets
    • [WG.net] Fix for Text in some buttons is misalgned
    • [UX] Fix for Missing icon for Armor Barracks on the 'Colony assault at' screen. Also, small UI tweaks
    • [Galaxy Generation] Fix for Force orion's two moons
    • [UX] Fix for Races icons do not fit the hexagon in currently selected fleet window
    • [UX] Fix for Reuse of risk level keys in Spy Missions window causes grammar mistake
    • Fix for High-Energy Focus doesn't increase combat stats
    • [Tactical] Fix phasing cloak
    • Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
    • [Crashfix] Fix for When loading specific savegame
    • Fix for Steam cloud save cannot be loaded if there is no a local savegame
    • Fix for GNN for detected space monsters appears only for the very first one
    • Fix for Auto-Explore button becomes inactive between 7th and 8th turns
    • Fix for Tech tooltip should be shown when exchanging techs
    • [UX] Fix for Some modules stat icons are missing in Ship Design
    • Fix for Capitol tooltip image goes beyond the screen upon selecting it on Manage Structure interface on Colony Management screen.
    • [Tactical] Fix for pause overlay during intro
    • Fix for Multi-Phased Shields description is wrong
    • Fix for Total Hull points are calculating wrong if a player uses Reinforced Hull
    • Fix for There will be no weapon mini-images in blueprint information on Build screen when the blueprint is equipped only with weapon with modifiers
    • Fix for Visual displaying of monster weapon area of effect doesn't match to its facing settings
    • Fix for When Doom Star equipped with Stellar Converter and Troop Transport and min.24 Marines on board, textures overlap each other
    • [UX] Fix for Battle ships tags on galaxy map and in the Fleet window are slightly different
    • [UX] Fix for There is overflowing text on 'Don't colonize close to us' audience screen
    • Fix for Unpausing the game via increasing speed button does not remove 'Game Paused' insription
    • Fix for Inconsistency in the Pollution Icon and its tooltip
    • [UX] Fix for 'Upgrate All' button goes beyond 'Upgrade Multiple Blueprints' window for certain languages
    • Fix for Player is able to continue multiplayer game after technological victory achieving, if the last_multiplayer.save is loaded
    • [UX] Fix for There is incorrect text tip in Space Factory Build screen
    • [UX] Fix for Space cannot be pressed after the word in multiplayer game name
    • Fix for Disable autobuild when a colony changes owner
    • Fix for Space monster detected without being displayed.
    • [UX] Fix for The third digit in amount of ships is cut off on the top panel in Tactical Battle.
    • Fix for Display "-" sign when assimilation won't progress
    • [AI] Fix for defend sort that would not consider primary target at equal Defense quota
    • [UX] Fix for Fleets Management screen information is not updated in realtime
    • [UX] Fix for Empire Management screen overlaps Galactic Stock Market screen
    • [UX] Fix for The ship's name can overstep its boundaries
    • [Tooltips] Fix for Remove + sign in total security value if security rating goes negative
    • [UX] Fix for Cannot deploy more than 15 marine battalions
    • Fix for Players are able to construct buildings for Technological victory even if it is not present in default settings though it displays in Path to Victory. Victory cannot be achived though players can gather its points.
    • Fix for If a player loads a save that was made on 300+ turns it will become impossible to start a new game
    • Fix for an % appearing in the wrong place in some deals description at the trade table
    • [Controls] Fix for Multiplayer Chat doesn't lock input anymore, new approach implemented
    • [Cutscenes] Optimized intro video for faster playback
    • [Cutscenes] Fix for Escape key spamming causing issues during intro video
    • [Localization] Fix for localized keybinds not being shown
    • [Localization] Fix for "On" and "Off" appearing instead of "Prendido" and "Apagado" in some options
    • [Localization] Fix for Mrrshan Welcome Advisor typo
    • Fix for Scrap tooltip not appearing in the system view
    • [Tactical][Art] Fix for ships highlight
    • [Tactical] Fix for the pause overlay appearing during intros
    • [Tactical] Fix for the pause overlay appearing during intro
    • [Tactical] Fix for Combat chances against Space Dragon now correctly calculated
    • [UX] Fix for Audience screen becomes blurred


    [ 2016-08-25 17:11:04 CET ] [ Original post ]

    Early Access Infographic

    Greetings Explorers, We wanted to share some insights of the Early Access phase, as a way to say thank you for all your support, and for all the precious feedback that we've received (and continue receiving). We wouldn't be where we are without you. Enjoy!


    [ 2016-08-15 15:36:40 CET ] [ Original post ]

    Master of Orion - v47.0.1 Hotfix

    Greetings Explorers, This is a small hotfix, but an important one. - Fixed an issue that could prevent the game from loading based on the system language For the full patch notes from today's version 47.0 update, click the link below! http://steamcommunity.com/games/298050/announcements/detail/959650850589327501


    [ 2016-08-11 22:58:10 CET ] [ Original post ]

    Master of Orion - v47.0 Patch Notes

    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)
    • [Tactical] Improved Tactical mode selection for better feedback
    • [Tactical] Clearer feedback for the Move action
    • [Tactical] Camera can now be moved with keyboard arrows, and rotated with camera modifier key
    • [Tactical] Added cursors for camera pan and rotate
    • [Strategy] Added cursors for camera pan and rotate
    • [UX}[Advisor] 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
    • [Pirates] 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
    • [Tooltips] Added tooltip to fleet tab showing fleet details, ship types and amount
    • [Tooltips] Command points cost for Ship Blueprints are now calculated to reflect bonuses from structures in Build Pop-Up and tooltips
    • [Tooltips] Updated Technology Node tooltip changing content order. Unlocks info is moved before Cost
    • [Tooltips] Balanced Starting Game tooltip update
    • [Tooltips] Added Match Setup Tooltips


    [ 2016-08-11 17:44:27 CET ] [ Original post ]

    Release Date and Post-Release Plans

    Greetings Explorers, Over the past six months Master of Orion has been in Early Access on Steam and it has been an incredibly valuable experience. In this crucial time we've received an unbelievable amount of feedback on the game. Player passion for Master of Orion is exactly why we incorporated the Early Access route into the development process. It's been a long road with challenges along the way, but our mission from the start was to include your voice in any decisions we made during this phase and you have helped shape this game. https://www.youtube.com/watch?v=hzQqXv-9kHo

    Release Date


    We are excited to announce that on August 25th, 2016 Master of Orion will be officially launched. At that time the Standard Edition will become available for purchase at $29.99 USD (regional pricing varies).

    About the Standard Edition


    The Master of Orion Standard Edition has all of the core gameplay experience, including:
    • 10 races
    • Custom races
    • Tactical combat
    • Ship design
    • Espionage
    • Multiplayer
    • Diplomacy
    • All victory conditions
    The in-game content not available to players as part of the Standard Edition will be the Terran Khanate race and the Retro Fleets alternate ship models feature. However, if you enjoy the Standard Edition and would like to upgrade to the Collector's Edition later, we will be offering an upgrade option so there is no need to repurchase entire game.

    Post-Release Development Plans


    It is incredibly important for us to stress that Master of Orion leaving Early Access does not mean we will cease improving the game. There is still more work to be done, and we have a pretty large list of changes we're still planning to implement. We will release an update for August 25th with some of those changes, as well as balance adjustments and fixes for issues found in Early Access 6. Additionally, we have several post-release patches mapped out, which will be free updates to the game. The timelines on the release of each patch is still to be determined, but expect them very soon after August 25th. We'll have more details on the post-release patches as we get closer to release. But for now we want to be upfront with you about three of the bigger features included in post-release updates, just so we don’t leave you wondering about them.

    Multiplayer Custom Races


    This feature is currently in development and if not available by release, it will be part of a free update post-release. It’s just as big a priority to us as it is to you. Implementing this is not as simple as just enabling custom races for multiplayer; there are balance considerations in player-versus-player that you don't have to worry as much about in a single player experience.

    Minor Civilizations


    This feature is currently going through a redesign. The last thing we want to do is add a major feature into the game without proper testing. That’s sometimes okay for Early Access, but it’s not acceptable after.

    Mod Support


    Modding is more popular and prolific than ever, and the value it adds to 4X longevity cannot be overstated. It can take you from playing a game for 40 hours before moving on to playing for over 1,000 hours and never stopping. Supporting mods is, simply put, a no-brainer. In one of the first post-release patches we will enable modding support for YAML files. These are the files that include most of the gameplay data in Master of Orion. Some examples of things moddable will be:
    • Races
    • Ships / Units
    • Planets
    • Technologies
    • Structures
    In the future we plan to expand that in ways that allow you to create mods that add new features, or even alter existing features. We don’t want to get too detailed about it just yet, as we need to ensure the framework can support each potential type of mod, but you can expect more details on modding functionality when we’re closer to it being enabled. Those three features don’t even begin to scratch the surface of what we have planned for post-release patches. The backlog as it stands right now has at least 180 items that we plan to address and implement in updates, and more items are added constantly based on your feedback. Some are simple in nature--things like UI polish, minor tweaks to functionality, and new settings. Others are as extensive as a feature redesign, or adding brand new functionality to a feature that wasn’t planned before Early Access. Steam announcements have a limited character count, so we can’t get into heavy details on that list here, but as mentioned above you can expect more details on the initial post-release updates when we're closer to release. In closing, thank you for your support, honesty and passion during Early Access. You kept us honest and on track and we knew you were doing it because you care deeply about Master of Orion. Please keep sharing your feedback; the release might be approaching, but this journey is just getting started.


    [ 2016-08-11 09:46:10 CET ] [ Original post ]

    RELEASE DATE ANNOUNCED!

    SAVE THE DATE – MASTER OF ORION IS COMING OUT OF EARLY ACCESS AND IS HITTING THE GALAXY HARD ON AUGUST 25TH!


    https://youtu.be/hzQqXv-9kHo That's right, Master of Orion will be released on August 25th, so don't forget to mark your calendars. After additional phases of Early Access, now only a fortnight lies between you and the full release! At this point, we'd like to thank all of you for your participation in the Early Access and for giving us feedback which has helped us improve the game! However, our hard work doesn't end there: if you have any feedback to give after the release, please feel free to send it to us – after all, we want to make this game the best we can! Also, we're pleased to announce that the Standard Edition will be available for $29.99 / €27.99 on the day of release! And finally, some of you who are eagle-eyed may have noticed that there is an option to link your WG account in the Master of Orion options menu. Some of you have even taken to the forums pondering why do this. Well, you'll be happy to hear that when you link your WG account in Master of Orion, you will get a special bonus. Everyone who links their account will receive 1997's iconic RTS, Total Annihilation designed and produced by video game legends Chris Taylor and Ron Gilbert absolutely free! You can't say fairer than that!
    All you have to do is go from the Main Menu to Options and then Wargaming.net Account. Enter your details and link your account and you will receive your free key! We're excited to finally be releasing the game – we hope you are too!


    [ 2016-08-11 09:34:04 CET ] [ Original post ]

    Master of Orion - Patch Notes v46.4.1

    Greetings Explorers, Today we released a hotfix patch to address some of the issues you've reported since version 46.4 went live last week. Below you can find the patch notes. - Fixed a soft-lock that could be caused by the AI declaring war under certain conditions - Fixed a soft-lock that could be caused by hitting the ESC key in the Galactic Council - Fixed a bug preventing Tactical orders from being issued while the mouse cursor was moving - Fixed a bug that caused the player to lose control of their fleet in Tactical when ships were equipped with the Automated Repair Unit - Fixed a bug that caused the AI to stall when two different fleets bombard and invade the same colony - Fixed issues with colony management tooltips that caused them to display racial trait bonuses/maluses incorrectly


    [ 2016-07-26 17:39:28 CET ] [ Original post ]

    Message from the DEVs: EA6 is released!

    Greetings Explorers, As with previous updates, Master of Orion's Game Director, Andrés "Chilko" Chilkowski is back with the latest status update from the development team. Andrés covers some of the big changes that arrived with Early Access phase 6, as well as details on specific AI improvements. Visit the link below to read more and join in the discussion! http://steamcommunity.com/app/298050/discussions/0/359543951714677182/


    [ 2016-07-21 21:42:36 CET ] [ Original post ]

    Master of Orion - Patch Notes v46.4

    Welcome to Early Access 6! I have to keep this short because we're near the character limit, so read on for the patch notes! For the bugfixes, please visit this forum thread.

    Note: There is currently a CDN issue with Steam. Please see this thread for tips & workarounds.


    Master of Orion - Patch Notes v46.4


    General
    • Added gamepad support
      • Added options for Start button, new navigation bindings, tactical camera modifier L1 + right stick rotates tactical camera
    • Added Tobii eye-tracking support
    • Added profile for Logitech keyboards
    • Added Steam Cloud support for saved games
    • Race-specific civilian transports can now be built to improve assimilation gameplay
    • Added auto-turn option
    • Added 100 achievements
    • New and improved tutorial
    • Updated cluster galaxy visuals
    • Small improvement to planet rating regarding max pop. size
    • Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure
    • Updated logic for learning techs via perks
    • Blueprint limit is now increased when discovering a new blueprint
    • Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions
    Game Setup
    • Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options
    • Added perks validation when creating a custom race
    • Additional options added for Research, Production and Population Growth speed
    AI
    • Improved planet evaluation for colonization
    • Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't
    • Improved strategic analysis
    • Heat maps are now connected to memory system
    • Improved Share Charts evaluation to account for revealed colony information
    • Improved Alliance evaluation to consider alliances imply a vote in the Galactic Council
    • AI will now offer Share Charts in a smarter way
    • Improved Invasion by building closer to targets
    • Improved Bombard by considering invasion targets
    • Improved heat map by considering only dynamic FP (making the AI more aggressive)
    • Workers optimization for military outpost construction according to heat map. Now also considers war when settling colonies.
    • Fix for colonization and unreachable planets
    • The AI now focuses on colony expansion in their early stages before starting research
    • Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts
    • Production Focus will be set when building ships and at war, or terraforming
    • New colonization & civil transports heuristics and AI flow: Avoids low food production planets,
    • Optimized Needs for security and economy, better handling of pirates by AI races
    • Removed duplicated targets for blocking fleets
    • Rebalanced Alkari so that they build heavier ships
    Balance
    • Revamped combat victory chance heuristics
    • Shield & Armor Rescaling
      • Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11)
      • Increased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient)
    • Battle Pod changes
      • Added a Size Cost to Battle Pods (Base Size 0 -> 20, size Factor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls)
    • Guardian of Orion changes
      • Hull Space Reduced (3000 -> 2500)
      • Hull Points Reduced (3000 -> 2000)
    • Terraforming incremental cost factor reduced from 2 to 1.5
    • Fixed Gravity Tolerance costs
    • Balanced food requirements per planet size
    • Pirate spawn rates are now connected to game difficulty
    • Food requirement curve adapts to changing population limit instead of using final planet capacity
    • Rebalanced Share Charts so that it's not so exploitable
    • Rebalanced Accept Embassy option to make symmetric deals easier
    • Balance Tweaks:
      • CO Mod Cost & Size (0.5 -> 0.25)
      • Lightning Field Base Size (4 -> 2)
      • Augmented Engines Size (5/2.5 -> 4/2.2)
    • Fixed conservative rule about hostile systems that blocked the movement of scouts with auto explore on the presence of pirates
    • Nebula missile avoidance bonus changed from 100% to 50%
    Tactical
    • Changed strafing to look more natural
    • New abstract representation in zoomed-out view
    • Added specific Blueprints for each Race when played by AI
    • Ship health bars now display with mouseover
    • Pixel ships FX & Prefabs fixes
    • Battle results: Beam accuracy and PD accuracy changed
    • Trails are now solid lines instead of dotted
    • Added Battle Pods to Player Destroyer as an Improvement
    • Transition intro is now mirrored depending on which side the player is placed
    Diplomacy
    • Added confirmation before declaring war
    • Disposition changes are now highlighted in the UI
    Multiplayer
    • AI in multiplayer from load will now automatically connect
    UI
    • Colonies with a star base now have an icon in the galaxy view
    • New design for most buttons in game
    • Victory chance and power are now shown for colonies on mouseover
    • Diplomatic information toggle is now saved
    • Improved cell modifiers feedback in colony management
    • Improved planet degradation Feedback
    • [Ship Design] Added Upgrade All button
    • Added filter to selection of colony where to request invasion ships
    • Added Auto turn beside the TURN counter
    • Added colonize icon to colonize button
    • Improvements in audience screen
    • Flipping combat assets horizontally so they match the civilians assets facing left
    • New in-progress animation for planet and build popup
    • Now Population circle in Colony widget becomes red when starving
    • Renamed SHIP DESIGN button to BLUEPRINTS for consistency
    • Workers now show a "+" icon when the number is bigger than the one displayed
    • Added icon space factory in references of tech-tree
    • Fix for Equipped core system modules icons can overlap module scrap hint
    • Added notification for loading a game from main menu when a current game is in progress
    • Add new icons tooltip for tactical
    • Added confirmation dialogs for new game, load and exit if unsaved changes will be lost
    • Added notification for loading a game from main menu when a current game is in progress
    • Art pass for tutorial widgets and positions
    • New icon Anti-Gravity Harness for tech apps
    • Added diplomacy icon for empire top bar
    • Added icon for electronic computer in tech apps
    • Added bg to each button in the Empire top bar
    • Added URGENCY PULSING ANIMATION to Food widget when starvation occurs
    UX
    • [Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons
    Audio
    • Added sounds: Wormhole, Jump Gate, Ship Specials, Repair Beam and Pulsar Fire
    • Added Star Map click on planet
    • Added audio for Scientific and Conquest victory cutscenes
    • Added Audience Sounds for Bulrathi Emperor
    Visual
    • Updated background for cluster galaxies
    Localization
    • Subtitles language is now independent from UI and Voices
    • Subtitles added to research screen
    • Added demonyms keys
    • Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit)
    • Updated localizations
    • [RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version Victory subtitles synchronization (ENG/SPA)


    [ 2016-07-21 19:07:19 CET ] [ Original post ]

    Master of Orion Version 45.6 Patch Notes

    Greetings Explorers, After reading your feedback and careful consideration we are making additional adjustments to population growth. Here is a high level overview of the changes in today's update:

    • We've slightly increased food requirements for population growth in general and we doubled them when the colony is about to become full (to compensate for all the food/pop. growth structures on a mature colony)
    • We've balanced the production cost for the tier one structures to make the choice between them more balanced and meaningful
    • We added the Colony Base (+1 Food only) as a tech application on the second tier (Deep Space Exploration)
    • We slightly improved food output for Class A and Class B planets
    Please take a look at the patch notes below for full details.

    Master of Orion - Patch Notes 45.6


    Balance
    • +1 Food added to Colony Base
    • Colony Base is now a 2nd tier tech
    • Colony Ship now carries 2 Food units by default (Starting Food Suply set to 2)
    • Fungal Farms moved to Biotechnology
    • Population Growth min and max values re-balanced
    • Automated Factory, Hydroponic Farm, Research Lab and Biospheres production cost modified
    • Food multiplier factor increased for Ocean, Terran, Gaia and Uber biomes
    • Implemented asymmetric colony growth formula
    • Tweak for population growth values
    • Terran racial biases modified (AI-related change)
    Bugfixes
    • Refresh food output calculation on new colonies after their starting structures have been deployed
    • [CombatScreen] Victory Chance now uses the same (new) formula for both Defending and Attacking (before it was using the old formula if you were the defender)


    [ 2016-07-01 17:54:45 CET ] [ Original post ]

    Master of Orion Version 45.4 Patch Notes

    Greetings Explorers, Today we've released a hotfix patch to addres some issues that were discovered since version 45.3 released on June 24th. - Fixed bug that prevented Diplomatic Tone from being updated after gifting something to the AI - Fixed Open Borders and Offensive Pact checking the incorrect side of deal for Accept Embassy - Halved AI evaluation of Accept Embassy if the AI already has an embassy - Fixed Alkari Emperor tie animation in Galactic Council


    [ 2016-06-28 17:03:59 CET ] [ Original post ]

    Master of Orion Version 45.3 Patch Notes

    Welcome to Early Access 5! We have an update from the game director coming later today, so we'll keep this short and let you get right into the patch notes. Please note: While save files from previous versions should work with this build, we recommend starting fresh to fully experience the changes in this update. This is especially important when it comes to colony and empire management feedback, as there are some substantial balance changes--particularly in the early parts of the game.

    Master of Orion - Patch Notes v45.3


    General


    • Fixed combat chances so it is not affected by Civilian Ships
    • Changed retreat position to use the fleet's last Node filtered by canTravelTo
    • Added Stop camera re-focus during AI turn as an option
    • Added Timeline option to game setup to control how frequently the game is saved, including the ability to disable the Timeline
    • Pirates can now build Cruiser-class ships (Ravager)
    • Space Monsters will now roam within their star system and attack settled colonies
    • Added Victory Scenes placeholders
    • Pirate colonies now spawn near every major race, not only player controlled ones
    • 19 achievements were implemented
    • It is now possible to choose a random race and set your opponents to random in game setup
    • Easy and Extreme difficulties have been added
    • Excellence has been renamed Score to better convey the type of victory condition it is
    • Many additional technologies now require a decision
    • Custom race creation has been updated with new traits, and the point costs have been adjusted to coincide with 10 starting points, rather than the previous system's 100

    Artificial Intelligence


    • Colony ships will move and colonize in the same turn now
    • Additional improvements have been made to colony management AI
    • Personality now factors into colony needs
    • AIs now use heuristics when deciding in which colony to build System Unique Research Buildings
    • Refresh Strategic Analysis before evaluating a deal, to avoid strange behaviours
    • Updated General Strategy: if a civilization is still marked as Bad Relations or Opportunity, then continue war
    • Economy Manager now handles different reserves. Each AI transaction is validated against the specific reserve
    • Exposed Threshold for Cold War Disposition
    • Added Assist, useful for escorting civilian ships (Colony Ships and Transports)
    • Added Fleet: Destination pair matching algorithm with ETA Cache
    • Improved report on AutoPlay AI
    • Considers racial tech biases when trading techs
    • Improved evaluation of Offensive Pact, will now consider warInclination trait if ally
    • Allies will be twice as likely to accept an Offensive Pact
    • AI now builds Scientific Victory buildings and buyout buildings more smartly
    • Improvements for research evaluation algorithm, will consider blackboard requests with more importance
    • Updated Investment Strategy to try to stop others from winning
    • Ship building now considers war status.
    • Invasion will now consider hostiles in their path to destination, it will request assistance and assemble a convoy in order to complete its mission
    • AI will pick the one it's angriest at and is weakest, when picking bad Relations

    Balance


    • We have overhauled many race traits in the game and have introduced new traits for a number of races, including the iconic Creative and Uncreative
    • Trade Goods project is now available at the start of the game
    • Population growth has been adjusted
    • Maintenance cost removed from Colony Base
    • Colony Base no longer provides a bonus to Research, Food or Production
    • Deep Sea Cooling can no longer be built on the Swamp biome
    • Technology Victory formula modified. Now Research Score factor is 0.25 instead of 1
    • Made global balance factor RESEARCH_SCORE_FACTOR apply only to accumulated research points
    • Fixed gameplay rule, bombarding a colony will leave at least 1 population as the last possible target
    • Planet biomes have been overhauled to increase the disparity between biomes, particularly when it comes to available food
    • Reduced Silicoid growth rate further to bring it more inline with food-based growth rates
    • Updated Silicoid personality traits (primarily used by AI to determine how they interact with other races)
    • Rebalanced share charts
    • Command Points discount added to small ships
    • Research treaty cost changes
    • Toxic Processor, Gravity Generators and Planetary Radiation Shield buyout restriction removed
    • Added a global value for initial colony food supply, to avoid citizens dying in the first turn on unsustainable colonies
    • Restored Full Claiming of controlled systems, whether I have a colony in there or not to support the new Alliance system
    • Removed Food flat bonuses from colony base
    • Rebalanced Offensive Pact and Defensive Pact evaluation, considering strategic importance
    • Changed PEACE Diplomatic Status to NEUTRAL
    • Added NEUTRAL Diplomatic Status need for Non-Aggression Pact
    • Changed the way Combat Chances are shown to make them more predictable for the player
    • Changed research treaty cost
    • Production cost for Toxic Processor increased from 80PP to 160PP
    • Production cost for Gravity Generators increased from 100PP to 160 PP
    • Production cost for Planetary Radiation Shield increased from 145PP to 185 PP
    • Changed Economic victory so the condition takes into account the size of the galaxy and changes accordingly

    Tactical


    • Amoeba and Squid now approach within melee distance and try to stay at that distance
    • Behaviour: Orion's guardian tries to fight and Blink away to recharge his shields
    • Added special targeting options for the special modules
    • Power Boost Special for Military Outpost
    • Added Hold action
    • Basic intro transitions to avoid starting directly in abstract view
    • Fix for Weapon Ranges
    • Several UI updates to buttons and controls
    • Anti Cloaking device added
    • Added different deploy position for defenses/outpost structures and fixed opening move when the structure is an outpost
    • Rate Of Fire battle pacing revamp + AutoFire feedback improved
    • New Bomb Weapons for Space Monsters
    • Height projection lines not drawn if ship is concealed
    • Added Artemis System network, Phasing Cloak and Cloaking Device

    Diplomacy


    • When you end an audience, you are now sent back to the diplomacy screen rather than the galaxy screen
    • Reduced the rate at which the AI will offer gifts
    • Removed Colony Cessions from Deal Feedback in Trade Table, when not negotiating Cease Fire
    • Fear value now exists only if enemy is actually afraid
    • Afraid status is now set if race feels threatened
    • Unfair deals require a difference of at least 1000 credits before being evaluated as demands

    User Interface


    • When clicking on a victory condition in the Path to Victory, it now flips to a new pane that displays information on what is contributing to your score for that victory type
    • Espionage risk assestment is now indicated before a mission
    • Improvements for race skills icons
    • Workers can now be moved in bulk
    • Added armor count to bombing estimation
    • Added YELLOW color for "balanced" compare bar for combat chances
    • Hide Disposition and Info if Race is defeated
    • Added subtitles to GNN
    • Fixed tooltip context on uncolonized planets
    • Added Weapon Types to weapons descriptions
    • Added Resource tooltips
    • Added feedback for bombing and fighting in Starmap
    • Breakthroughs are now Tech based and can show multiple techs when stolen / found in anomalies / traded
    • New EULA design

    Localization


    • New Terran Emperor Spanish LA

    SFX


    • Ambient sounds for all races added to audiences
    • Fixes on Play/Stop Ambience Music in Audience

    Art


    • New shaders and new materials for holograms.
    • New Monsters modules added (Squid, Dragon, Eel, and Amoeba)

    Bug Fixes


    • Fix for LOC-264 System tags are empty in Korean localization
    • Fixed Czech not being selectable (title was overlapping the dropdown row blocking the mouse)
    • Fixed total Colonies in Score
    • Alliance Diplomatic Status being shown as Peace.
    • Fixed Very Hard difficulty not appearing in Match Setup
    • [Linux] Fixed materials for for Klackon & Alkari mentats
    • Fix for The "Ultraplanar Dimorphic Prospector is complete" has an error on it's key
    • Fixed several Blur issues
    • Fix for Clear unique buildings when a revolted colony returns to its civilization control
    • Fix for Mrrshan empress Council win fix
    • Fix for Klackon emperor council fix
    • Fixed Timeline issues
    • Fix for Long names overlap Multiplayer players amount
    • Fix for Race card changes to none on match setup
    • Fix for missing automerge action when user selects disengage in a node
    • Fix for Star Bases have no Weapons:
      • Reduced Hull Class on all Planetary Defenses (4/5/6 -> 4)
      • Increased Hull Size (300/450/800 -> 450/600/800)
      • Removed several Special Systems from Planetary Defense BPs
      • Estimated Effective Space for each Structure: 70/180/290 (After Drive, Shields, Specials and PDs)
    • Fix for severe fps drop in Ship Design screen
    • Fix for Retreat now analyzes its chances using ALSO the Shield Integrity, not just Hull Integrity
    • Fix for Capital tooltip text overlaps a button on Build at planet screen in Russian localization
    • Fix Candidates Controllers of Mrrshan, bulrathi, Darlok, Human and Terran Emperors. Tie animations on the left side weren´t working
    • Fix for Validation of share charts to read relationship in the right direction
    • Fix for Bad citizen allocation when dragging to blocked tiles
    • Fix for 4K display issues, Strategy Controls and Tactical Controls buttons scale wrong
    • Fix for Hull Capacity points do not refresh when removing weapon. Points are calculated using the previous values taking into consideration the weapon that was removed
    • fix for After using Active Specials you will retreat
    • Fix for Multiple combats on same turn by same races caused a SoftLock
    • Fix for Player is able to exploit 'Vote for' while trading with AI
    • Fixed EULAS
    • Fix to allow civilian ships to guard over nodes
    • Fix for incompatible perks.
    • Fix for Planetary stock exchange
    • Timeline/Path to victory bug fix
    • Custom Race - Lithovore trait cost
    • Fixed a crash in multiplayer after player leaved the game and replaced by AI.
    • Fix for All passive specials except Wide Area Jammer have Cooldown and Range in these special modules tooltips.
    • Fix for Troop Transport Description Update (English and Spanish LA)
    • Fix for colonial taxes no longer depend on the presence of a building, feature was disabled.
    • Fix for After Pirate Base destruction, Pirate Raider loses control and stays at the same place and do not perform any actions.
    • If no DLC defined, dlcs are available by default
    • Fix for Admiral Victory Chances evaluation for Retreat now uses REAL hull Integrity instead of Strategy's HP.
    • Fixed AI issue when ETA is 0 when calculating Building Score
    • Fixed AI issue with System Unique buildings not being properly considered when scoring them
    • Fixes for intro cinematics when colonizing
    • Fix for softlock when abandoning a battle
    • Fix for open Borders & Alliance will not allow colonization in systems where I already am
    • Fix for hide action buttons while fleet movement
    • Fix for Empire TopBar not becoming visible after Tutorial Match
    • Fix for Scientific victory building progression. Buildings of 2nd and 3rd stages now upgrades the previous one
    • Fixed Stealthy perk having the wrong value
    • Fixed Automated Repair Unit interceptors beams 'fire' at the center of tactical battlefront after passing the half of the battlefront
    • Fixed The ships models disappear after using the Timeline
    • Fixed It is possible to spin the ship model on the Blueprint Slot Editor screen
    • Fixed Disengage button still active after fleet movement
    • Get Chances Against now doesn't throw an error if provided with only civilian ships. Just returns a "0% winning chance"
    • Prevented Retreat to same node
    • Fix options issues for 4k displays
    • Fix for Colony Ship, Space Factory, Scout, Interplanetary Security transmitter and Global DNA scanner holograms


    [ 2016-06-24 18:40:58 CET ] [ Original post ]

    Update on Feedback-Driven Changes: EA 5 and Beyond

    Greetings Explorers, The next phase of Early Access draws near, so it’s time for our latest update on changes coming to the game based on your feedback. With most of the game systems now implemented the development team can focus on the bigger changes you’ve been asking for.

    Early Access 5


    Up next is phase 5 of Early Access, and it’s going to deliver the most changes of any phase so far. Some of them are very big, so we’re looking forward to hearing your thoughts on them as we continue to improve the game. Here’s what we’re planning for phase 5: Races
    • We’re implementing our first pass of a significant rework of race traits, including the way they’re presented to you and some of the traits available (e.g. Psilon now get Creative, which unlocks all “choice” techs rather than making you choose)
    Colony Management
    • It’s now possible to move multiple population between resource cells at a time
    • Tooltips have been added for specials and we’ve modified the way security is displayed to be more clear
    • Autobuild now uses the improved AI colony management logic and prioritizes infrastructure (food, production and research) before things like security and defense
    • The build window should no longer randomly reorder the icons each time you open it
    Tech Tree
    • We’ve added even more choices, not only to support the racial trait additions but also to add more meaningful decisions (e.g. Deep Sea Cooling and Soil Enrichment Facility are now choices in the same tech)
    Victory Conditions
    • Excellence has been renamed Score to be more clear in how you achieve that victory
    • We’ve added functionality to the panels in the Path to Victory screen that provides context to the actions / elements of gameplay that are generating progress for that victory condition (e.g. ship / structure contribution to Conquest score)
    Espionage
    • We’ve replaced “Reduced Duration” with “Reduced Risk” as a bonus that you can unlock in the tech tree (many of them are choice techs) to make Espionage missions easier to complete
    • Mission success chance will now display, giving you an idea of how difficult it’s going to be to complete the mission at a given colony
    Diplomacy
    • When exiting out of an audience that you’ve started, you’re now taken to the diplomacy screen rather than the galaxy screen
    Custom Races
    • We’ve completed a balance pass on trait costs during custom race creation
    Game Setup
    • It’s now possible to set your opponents to random
    • A Timeline setting has been added to specify how frequently the game should be saved, including the option to disable the Timeline feature completely
    • When choosing Pre-Warp, pirates will no longer spawn until a player has unlocked space travel
    Ship Design
    • When editing a blueprint, the changes to stats (e.g. Attack Rating) will update in realtime as you add/remove components
    Tactical
    • A “Hold” order has been added
    Empire Management
    • Columns for Pollution and Morale have been added

    More to Come


    Early Access 5 is just the next phase of development. Here are some of the items on the development team’s to-do list to be added after the next phase: Gameplay
    • It will be possible to view race traits within a match
    Ship Design
    • A “Clear All” button will be added to blueprint editing
    AI
    • Further refinements to colony management AI to reduce the usage of pop for research in early stages of colony growth
    • Refinement to AI expansion so that they do a better job of expanding to new star systems with each colony early on instead of colonizing multiple planets in the same systems
    • More focus on pollution structures for the AI instead of wasting valuable turns on the pollution cleanup project
    Espionage
    • Counterespionage will start automatically upon an agent’s arrival at one of your colonies
    Diplomacy
    • A confirmation popup will be added for war declarations
    Colony Management
    • More clarity on pollution, what causes it and how to manage it
    • Newly built colony ships will no longer be merged into a combat fleet that is guarding the planet
    Game Setup
    • More difficulty levels are coming
    • The Balanced Starting Conditions setting will be made more clear as to what it does
    Multiplayer
    • Custom Races!
    • The turn timer will have an audio cue added when it’s about to run out
    • The turn timer will be updated to display while you’re viewing other screens than the galaxy screen (e.g. ship design)
    • An indicator will be added to the chat window when it’s minimized to let you know there’s new messages
    Tactical
    • We will allow you to define a timer that auto-pauses combat at the desired intervals
    That’s not everything on the development backlog, but they are all changes coming to the game based on your feedback, and we’re intending to make even more changes before Master of Orion is finished. Early Access 5 will begin very soon, so be on the lookout for the update when it hits Steam! As always, thank you for playing and please keep your feedback coming. Early Access 5 would not be the same without it, and we can't wait to hear your thoughts on the update.


    [ 2016-06-23 17:10:12 CET ] [ Original post ]

    Version 44.4.1 Patch Notes

    Greetings Explorers, Today we've released a small hotfix patch for Master of Orion while the development team continues work on the next major update.

    Version 44.4.1 Patch Notes


    • Fixed issues with Automated Repair Unit that prevented it from working
    • Fixed issues with Meklar audio
    • Fixed output_log logging messages incorrectly
    Stay tuned later this month for more details on the next major update. In the meantime, please continue posting feedback on this phase of Early Access. The development team is currently reviewing the first round we've submitted to them, but more feedback is always helpful!


    [ 2016-06-08 17:18:10 CET ] [ Original post ]

    Early Access Phase 4: Development Progress

    Greetings Explorers, One of the great things about Early Access is the opportunity to interact with the development and publishing teams, as well as for the development team to provide progress updates that hone in on changes they are making based on your feedback. To coincide with the release of Early Access phase 4 (version 44.4), we have a progress update from Andrés Chilkowski, CEO of NGD Studios and Game Director on Master of Orion. I now turn the keyboard over to Andrés for the remainder of this article... As most of you know by now, Early Access is a looking glass into the development of a game. Making games is a complex process and what you witnessed with EA3 was a good example. EA3 was us trying to reach feature complete at all costs. Because of that, some features came into it very hot and lacked the necessary polish while other features (like, ahem, Minor Civs...) were not good enough. Now that the game is -almost- feature complete we can finally focus on making it better. Things like a smarter and more challenging artificial intelligence, a more streamlined UI and improved pacing and rhythm thanks to a more balanced game will start to catalyze from now on. Welcome to EA4!

    AI


    Although the balance and the mechanics still need more tweaking and improvements, we have now reached a point where we can really start to focus on AI. Our vision and objectives for the AI are the following:
    • The AI should play fair and use the same information as the human player
    • The AI should provide good feedback and a coherent narrative to the users through their actions and diplomatic interactions
    • The AI should be challenging
    • The AI should play according to their racial traits and characteristics
    Our development efforts towards the AI went into these 3 categories for EA4: Global Strategy, Management and Diplomacy.

    Strategic AI


    This is still a work in progress but we have improved the way the AI is placing its fleets and assessing the overall status of war.
    • Improved analysis to evaluate the war effort
    • Improved analysis to pursue different victory conditions
    • Improved overall threat awareness
    • Improved Offensive strategies
    • improved Defensive strategies
    • Improved specific tactics for invasion and bombing
    • Improved handling of space pirates

    Management AI


    • The AI is more efficient at deciding what structures to build and when according to the type of planet and the stage of progress of each colony
    • The AI is now much better at handling its finances allowing races to shoot for a bigger empire and armadas
    • Colonization rules are more aggressive if interesting planets are available
    • Now the AI can Terraform their planets and use the space factory to build new ones

    Diplomatic AI


    The game provides context and narrative, and good insight into the AI, through diplomatic interactions. Our efforts into the diplomatic AI are focused on making our characters more believable and pushing the player into making interesting decisions. The most important change is the AI taking into account Threat Awareness for potential enemies and allies. Now it will be much easier to understand the AI's intentions as they will sweeten a deal that they really want to make and they will react in a more reasonable way if they are afraid.

    Espionage


    Espionage was a highly anticipated feature and feedback seems to be positive in terms of the overall vision but the implementation in EA3 had several UX problems and required a great deal of micromanagement. With that in mind, we made the following improvements to Espionage for EA4:
    • Mission tree now allows to add missions to a queue
    • We improved the feedback for Spy selection
    • We removed the camera automatic focus upon selection to improve Target Colony selection
    • Acquire Data mission now reveals enemy colonies offering more colony targets
    • Decreased spawn rate for spies to improve the game’s rhythm and make the Espionage Training Facility more relevant
    • New mission added: Steal Charts
    • Revolt duration capped at 20 turns
    • Rebalanced duration for certain missions
    • Other minor UX improvements

    Tactical Battles


    We continue to improve balance for tactical battles according to your feedback. Some of the improvements that went into EA4 are:
    • We increased the size of the map to add strategic depth and open up more chances to perform maneuvers
    • We rebalanced weapons and shields to increase the survivability of ships
    • We added range dissipation, shield piercing and armor penetration
    • We improved overall performance to support even larger battles

    Ship design


    In EA3 we tried a different approach for Ship Design that wasn't well-received. So, we went back to the design board and combined the best elements of the old interface and the new one. We also fixed a lot of the annoying bugs that you reported. One of the most important improvements is that we finally were able to unify the flow of auto-upgrade with the ship design flow. This means that auto-upgrade will now happen inside the ship design screen, providing better feedback and allowing for more opportunities for you to edit your designs in case you don't like what auto-upgrade has in mind.

    Removal of Minor Civilizations (temporary)


    As they were implemented so far, they ended up as more of a hassle than an interesting strategic decision, requiring a great deal of attention for little reward. We decided that Minor Civs had to be taken back to the design board as this feature is not up to the standards of quality and design that we want for the game. Once we have a new design we will open it up to you to gather your feedback. That's all we have for now, you can see a detailed list of changes in the patch notes: http://steamcommunity.com/games/298050/announcements/detail/939377342248357116 We hope that you enjoy this version. We are anxious to get your feedback and continue to work to make this a great Master of Orion game. Best, - Chilko & the NGD Studios team - WG Labs


    [ 2016-05-24 18:40:48 CET ] [ Original post ]

    Master of Orion - Version 44.4 Patch Notes

    Greetings Explorers, Today marks the release of version 44.4, known as Early Access phase 4. The focus of this build was polish and improvements based on your feedback, so read on for the patch notes! We also have a progress update from the dev team, which you can read here: http://steamcommunity.com/games/298050/announcements/detail/939377342248576449

    General


    • Starting Age option added to match setup (Options: Pre-warp, Post-Warp and Advanced)
    • Production speed and Population growth speed options added to Advanced section of match setup
    • Savegames are now ordered by date
    • Added new galaxy model to reduce brightness of the core
    • Removed mouse drag in match setup
    • Added new text to the GNN news ticker
    • Added Host Migration timeout (15 seconds) to multiplayer and an error message to allow players to continue the game in single player mode
    • Optimized batch rendering; Reduced vert counts drastically improving performance in lower end systems
    • Fixed issue where Quick match AI players were not being properly loaded, resulting in only AI present regardless of Galaxy size
    • UI tweaks for both tactical and ship design tooltips
    • Added graphical indicator for non-assimilated pop in colony management
    • Minor Civilizations have been removed from the game temporarily

    Linux


    • Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode.
    • Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution).

    Gameplay & Balance


    • Colony ship, Troop Transport, Civilian Transport and Space Factory blueprints are now auto-upgraded.
    • Moved one of the Technological Victory buildings from Moleculartronics to Multi-Dimensional Physics technode
    • Re-balanced planet composition (improved algorithm for diminishing returns)
    • Silicoid Population growth speed reduced
    • Uber-planets have been adjusted to play more like the Gaia biome
    • Races with Uber-planet perk now start the game in a planet with the Biome they can Uber-terraform
    • Additional wormholes added to Circular Large and Circular Huge galaxies
    • Troop Transports no longer remove marines from the colony
    • Increased minimum number of shares desired by races for better balance of the GMF

    Diplomacy


    • Diplomacy balance update to improve strategic decision-making of AI
    • Made it less likely that the AI will reject reasonable deal proposals
    • Tech trades: Made it less likely that the AI will also offer credits as part of trade
    • Improved analysis for Candidate Ally selection (both Defensive & Offensive)
    • Tech trades will only be offered by races with which you have a good disposition

    Espionage


    • Acquire Data mission now reveals all current colonies of target
    • New mission: Steal Charts
    • New functionally allows queuing future missions
    • Added queue info to spy mission description
    • Overall missions duration adjusted
    • Revolt mission effect now last 20 turns
    • The camera no longer automatically changes zoom level or centers on a spy when selecting them
    • A "spy location" button has been added to the Espionage window allowing you to quickly switch the camera to the colony the spy is located at

    Artificial Intelligence


    • Improved efficiency for Production
    • Improved offensive and defensive strategies
    • Improved planetary ratings and potential colonization awareness
    • Improved Engage command to allow for multiple actions in the same turn (i.e. Engage and Bombard)
    • Defensive fleets now take into account immediate hostiles and empire under threat scenarios
    • Uses radars to determine settlement orbital defenses if possible
    • Added Blockade and EngageToBlockade targets
    • Changed engage distance for bombarding pirate settlements from Distant to Neighbors

    User Interface


    • New multiplayer top bar added
    • Improved Match Setup screen
    • Improved Ship Design Screen
    • Race information panel added to Audience screen
    • Improved Espionage screen
    • Improved Invest pop-up
    • Fixed Build pop-up alignment and added minor improvements
    • Establish Embassy deal renamed to Accept Embassy

    Tactical


    • Range Dissipation and Armor Penetration now affect Weapon Damage
    • Increased the size of battlefields
    • Fixed multiple bugs and Improved Overall performance
    • Fixed several modifier bugs and reworked the Continuous Fire mod
    • Added a simple Tactical Tutorial
    • Implemented AI Groundwork for Opening Moves and added new Targeting Profiles
    • Fixes and tweaks on tactical intro
    • Ships no longer attempt flanking maneuver against structures
    • Reduced size of Pirate Ship collision box by 50%
    • Fix for collision check parameters for asteroids and added a safeguard condition to choose which behavior to use
    • Added a base accuracy for energy weapons
    • Re-balanced DPS and Ship Survivability

    Ship Design


    • Tooltip upgrade showing HULL SPACE USED.
    • Fix for creating new ships, now the screen handles the info properly
    • Fix for attack rating scale factor
    • Fixed typos and made improvements in weapon and module descriptions

    Localization


    • Several fixes on dialogues and descriptions

    Sounds Effects


    • Meklar Emperor SFX added
    • Emperors' audience SFX added
    • Audio notifications for Spies added
    • More audience sounds added and updated for all races

    Notable Bug Fixes


    • Fixed exception caused by selecting Build on a Worker Ship when is about to merge with another ship.
    • Fixed softlock when ordering a Spy to Hold.
    • Fixed a softlock in the tutorial after switching planets with the keyboard arrows.
    • Fixed the Buy button not always working properly.
    • Fixed freeze when trying to use the "Stasis Field" special (special not yet implemented)
    • Fixed the battle with the Orion Guardian lasting forever when simulating certain scenarios.
    • Fixed the emperor's voice not stopping when skipping the Council
    • Fixed bug in Tech tree that caused some Tech Nodes to appear as locked when they were in fact available
    • Fix for tactical weapon tooltips and combat speed tooltips from enemy ships
    • Optimization fixes to Navigation Caches and AI_CanTravelTo/Fleet's FindPath
    • Fix for items missing when upgrading blueprints
    • Fixed incorrect Pollution perks descriptions
    • Fix for a blueprint sometimes becoming overweight after autoupgrading
    • Fixed two AI asking for Share Charts at the same time
    • Fix for diplomatic deals spamming when the first one is invalid
    • Fixed update for blueprints not showing when discovering a new computer
    • Crash on early game when reaching unknown civilizations
    • Fixed biological bombs so they don't affect Attack Rating


    [ 2016-05-24 17:13:48 CET ] [ Original post ]

    Early Access SitRep: You Spoke, We're Listening

    Greetings Explorers, Feedback is the most important aspect of our design philosophy for Master of Orion. And with the last Early Access you spoke loud and clear. You filled the forums with your feedback and while it was painful to hear about the things you were unhappy with, it also stoked a fire within us to make sure we were addressing all of it. The good news is that our Early Access sessions will continue, offering up not only the chance for us to work and improve the game, but also for you to keep sending us your feedback about what you like, don’t like, or think needs to be fixed. We announced some of the first steps to that already in our feedback-related changes update and the removal of Minor Civilizations. The next step in this process is to deliver another major update to you later this month for additional feedback. This build will include bug fixes, balance adjustments and improvements to core features like Espionage, Ship Design and Tactical Battles. We’ll have more details on the build as it gets closer to release, including a status update on artificial intelligence and other changes direct from the development team. Thank you again for your support and your feedback!


    [ 2016-05-17 15:55:58 CET ] [ Original post ]

    Removal of Minor Civilizations

    In the next major update we will be removing Minor Civilizations from Master of Orion. This is based on your feedback, as well as our own play experiences with it since the feature was added. While this is an Early Access game, ensuring the core gameplay works well is critical to players being able to properly assess and give feedback on features. We believe that Minor Civilizations in its current implementation is working against that core gameplay. It’s important to stress that this feature is not being removed permanently at this time. Instead the priority of the feature has been lowered while we work to address other more important issues. We will spend additional time working out the bugs associated with it and also providing a little more polish before adding it back to the game. We’ll have more details on that at a later date. Thank you again for playing and please keep the feedback coming.


    [ 2016-05-10 15:57:36 CET ] [ Original post ]

    Update on Feedback Changes

    Six weeks ago we published a development update touching on changes we were planning to make to Master of Orion based on your feedback. Some of those changes started making their way into the game with Early Access 2, while others followed in Early Access 3. We’ve seen requests for a status update on these changes, so we’ve put that together below. This is not every change we’re planning, but instead a recap of what we’ve done so far and what we have planned for the next major update. You can expect these status updates to come more frequently in the future.

    Completed as of Early Access 3:


    The following changes were completed in either the second or third phase of Early Access. We’re still following feedback on this list, so please don’t take “complete” as a sign that we won’t make additional changes if necessary. Balance/AI - We adjusted research pacing to smooth it out and make unlocking technologies feel more meaningful - We made adjustments to races with perks that were weaker in multiplayer - Miniaturization was introduced, allowing older weapon systems to get smaller over time and become cheaper to produce - Diplomacy AI was improved to allow more positive interaction with races - BC income was adjusted so that late-game was not trivialized by easily rushing production every turn Tactical Battles - Tactical battles now start paused by default, allowing you to get a feel for the battlefield before the action begins - Formation bonuses were introduced - Civilian ships were added to the battlefield - A retreat option was introduced - Additional special systems were added to provide more variety in ship design options Ship Design - The ship design interface was updated - Ship designs and ships already built are no longer linked, meaning when you delete a design it no longer scraps the ships - Default AI behaviors have been added for range, aggression, focus, etc. Diplomacy - AI was improved to propose more intelligent exchanges, such as tech for tech - Disposition impact was adjusted for many diplomatic actions to reduce the overall negative effects most actions had on longterm relations - Emperor personalities were improved and default disposition was implemented so that some races already have disposition levels with others from the beginning of the game Colony Screen - A scrollable structure list was introduced in addition to the planet view Build Screen - Command Point and Upkeep costs now update to reflect the number of ships being produced - Civilian transports were made cheaper Research Screen - Weapon tooltips have been improved to provide more clarity on effectiveness - Weapon Mods were added to the tech tree - Jump Gates were moved to an earlier location in the tech tree Game Settings / Setup - The galaxy seed is now randomized by default each time you start setting up a new game, rather than starting at 0 - It is now possible to disable GNN while still getting important updates - It is now possible to mute advisors while still retaining other VO Miscellaneous - A turn timer has been implemented for multiplayer - The UI lock once you’ve ended your turn in multiplayer has been removed

    In progress as of Early Access 3:


    The following are either ongoing or partially implemented as of the start of Early Access 3. Most of this list will be considered complete in the next major game update. Balance/AI - Late-game pacing is still a work in progress, but we’ve made changes to food structure progression - Our first pass of pirates is complete; we’ve improved their AI and adjusted their strength early on - We will continue to assess racial perks and make changes where necessary to improve distinction between the races - Biome and other planet adjustments started with the increased population caps; we will continue to iterate on this Usability/Interface - We continue to add and improve tooltips throughout the game

    Planned for the next major update:


    Below are the items we haven’t implemented in an Early Access build yet but expect to be implemented in the next major update. We will also iterate on the items above that are listed as in progress. Ship Design - The character limit for ship names will be increased Diplomacy - We will make more diplomacy info available while holding an audience with a leader Build Screen - Detailed combat stats will be displayed for ships on this screen Empire Screen - A heading for Morale and a Pollution column will be added - Production buyout buttons will be added for each colony - The flag feature will be expanded Galaxy Screen - More than two wormholes will be possible during galaxy generation - Additional icons will be added to make it more clear when planets are working on certain projects (i.e. pollution / trade goods) - Population display will be changed to show current and maximum Game Settings / Setup - Additional “game speed” options will be added, similar to the Research speed option introduced in Early Access 3 Miscellaneous - When the Galactic Council is formed, an explanation of what it is will display - Special resources will be better explained As you can see, there is still more work to be done, but we have quite a few changes planned for the next major update, and anticipate additional changes in the future.


    [ 2016-05-06 15:18:14 CET ] [ Original post ]

    Master of Orion Version 43.6 Patch Notes

    Greetings Explorers, Today we've released a patch for Master of Orion that addresses many of the issues you've reported since Early Access 3 began on April 22nd. Please keep the feedback coming, and let us know if you're still experiencing issues with the game after today's patch. General - Increased the size of Circular Huge galaxies (95 stars to 125) - Fixed soft lock when invading a colony with only transports - Increased perceived value of Shared Charts and Trade tech - Beams were behaving erratically after optimization - Fixed a bug that lowered Minor Civilizations disposition when colonizing anywhere - Mac: Fixed a Fatal Error when clicking the Invest button in the Empire Management Screen - Fixed the local security bonuses formula - Removed pirates around AIs until anti Pirate tactics are implemented (Temporary Fix) AI - Fixed several bugs that prevented AI from building the most appropriate class of ships as required - Diplomatic AI will accept deals that have a net 0 effect - Diplomatic AI will use same primitive to estimate how many stars as the Audience module to determine if it's available or not for Shared Charts treaty - Improved afraid status evaluation during negotiations Visual Improvements - Gas clouds and Asteroids FX revamp - Replaced colony ships during intro cutscene - Replaced Silicoid home planet for intro cutscene - Fixed Silicoid Crystal shader blur - Fixed Silicoid lighting in Diplomacy Screen Diplomacy - The AI now correctly judges deals that it proposed with the "What will make this deal work" option - The AI now will accept fair deals with 0 net effect - Fixed null WarInfo and LogError messages - Fixed afraid enemies accepting all trades for only 1 BC Espionage - Fixed stealing technologies message showing to all races and not just the thief - Fixed tech stealing showing techs from the player instead of the enemy - Updated espionage targeting reticle - Different input schemes for selecting agents and giving orders Tactical Mode - Several performance optimizations - Increased overall pirate weapons DPS (it was yielding 0 Att Rating) - Slightly buffed Pirate Frigate HP - Fixed the Missile Camera endless looping sound Ship Design - Fixed issue where excluding modifiers where selectable - Fixed Ship Designs list not docking correctly leaving the last designs out of the screen - Module list scrollbar was not positioned correctly and was overlapping the modules info Multiplayer - Fixed unachievable economic victory in two player skirmishes - Fixed empty tooltip for allies when war is declared to a member of an alliance - Fixed game loading issues User Interface - Added full GMF Shares Exchange functionality to Audience screen. - Added new targeting reticule for selecting planets. - Fixed top bar not showing in the Research Screen. - Fixed soft lock when using Right and Left Keys to cycle in the Planet Screen. - Fixed Shares graphic not showing the right info on Invest pop-up. Localization - Fixed several GNN dialogs in Russian.


    [ 2016-04-29 14:43:36 CET ] [ Original post ]

    The Survey Team - A Silicoid Short Story

    A Silicoid survey team finds a Gaia planet with the potential of rich mineral deposits. While assessing this find they encounter and interact with the local natives. Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of The Survey Team in all its glory. Click here to read the full story, and feel free to ask questions about Silicoid lore. We'll pass them on to our loremaster for answers.


    [ 2016-04-27 00:51:01 CET ] [ Original post ]

    Economic Victory Primer

    As we roll into a new phase of Early Access, we’re releasing a new victory condition: Economic. This is easily the most complex victory condition in the game, so we wanted to make sure to provide an explanation to how you achieve it. That said, it’s also a fun new way to approach the game for players that enjoy building large, sprawling empires (not just wide, tall is probably more important here) and aren’t as interested in combat or diplomacy. The new minor civilizations feature works quite nicely when taking this path, as some of them will periodically gift research and credits, and once ally, will contribute their GDP (more on that below) to yours. When you first hear “economic” you might think that piles of BC are the key to success. While they do help, that is not the only thing you will need to focus on to accomplish economic dominance. There are three prerequisites that must be met before being deemed winner by economic victory:

    • The Interstellar Stock Exchange must have been active for at least 10 turns
    • You must control at least 50% of the active shares in the Galactic Monetary Fund
    • You must control at least 50% of the Galactic Gross Domestic Product for 10 turns
    Now let’s break those three requirements down a bit more…

    Interstellar Stock Exchange


    This is unlocked once at least one race has constructed a Planetary Stock Exchange (PSE). This structure is unlocked via the Galactic Economics technology. Be careful here, as this is a choice tech, meaning you have to choose either the Planetary Stock Exchange (+2 BC per pop, System Unique) or Advanced City Planning (+5 tiles in all colonies). Of course, you can also gain access to the PSE by trading for the tech in diplomacy or stealing it with espionage. Once the ISE is active all races can begin purchasing shares of the Galactic Monetary Fund.

    Galactic Monetary Fund


    Also fairly straightforward, this element of the economic victory requires purchasing shares on the Interstellar Stock Exchange. These shares fluctuate in price--they have buy and sell values each turn--based on 1% of the combined Galactic Gross Domestic Product (GGDP). Share prices will increase gradually over the course of the game, with some variation based on purchase activity over the last two turns, but can also decrease in cases where large colonies are destroyed--thus resulting in a dip in the GGDP. All players can purchase shares of the Galactic Monetary Fund, even those not focused on the economic victory. This will be important to keep an eye on as you can use your excess BC to prevent opponents from achieving victory.

    Galactic Gross Domestic Product


    Here’s where the complexity comes into play. The Galactic Gross Domestic Product is the combined Gross Domestic Product (GDP) of all races in the galaxy. A race’s GDP is not just about BC generation--it’s influenced by multiple factors. For those into the mechanics under the hood, here is what makes up the GGDP: GGDP = Total Population (including Minor Civilizations) + Total Income (before expenses and operating costs) + Total Production + Total Structures (including orbital defenses) Your GGDP contribution can be increased by doing the following:
    • Increasing your BC generation--not just how much profit you make each turn
    • Increasing your population
    • Focusing population on production
    • Completing structures
    As you can see, this victory condition is more about building a strong empire infrastructure rather than rapidly colonizing worlds. Build tall, complete your structures and make sure to keep your population focused on production whenever you’re able. Get your Morale structures up and increase your tax rate. Working with minor civilizations proves valuable here, as they gift BC periodically and contribute their GDP to yours once ally. Trade treaties with friendly races will also be very valuable, so be sure to keep them active whenever you’re able. Utilize the Trade Goods project as much as possible to provide a buffer for purchasing GMF shares, buying out structures in the future, gifting BC to minor civilizations, forming trade treaties or to use BC as lump sum payments to races to improve disposition. Keep your GDP above everyone else’s and you’ll be on the fast track to conquering the stars with the new economic victory condition.


    [ 2016-04-22 22:54:25 CET ] [ Original post ]

    Master of Orion Version 43.4 Patch Notes (Early Access 3)

    Welcome to Master of Orion, Early Access 3! Need to keep this short and sweet because the patch notes take up all the characters! A note from the development team before we dive into the changes: [quote]After a lot of work we are proud to present this massive update. As you will see this version is packed with important new features, new playable races and several improvements. We want to thank you all for your amazing feedback that is helping us improve the game. Please remember that MOO is still in development; some of these changes may be subject to further review. As always, we are eager to get more of your feedback![/quote]

    IMPORTANT NOTICE ABOUT OLD SAVED GAMES: Because of significant changes going into EA3, your old saved games from EA2 or earlier will not work with this version of the game. We are setting up a new BETA branch of the game with the previous build (Windows and Mac only) so you can continue any pending attempts to conquer the stars. This branch is called "earlyaccess2" and can be accessed via the Betas tab in Properties.


    Highlights:


    • New playable races: Silicoid and Darlok
    • Espionage: Train spies and assign them to offensive and defensive missions
    • Minor Civilizations: interact with non-starfaring races to gain rewards, including influencing your diplomatic and economic victory paths
    • New Victory condition: Fill your coffers and claim economic supremacy by controlling the Galactic Monetary Fund
    • Weapon Miniaturization: Improve your legacy weapons by making them smaller and cheaper
    • Support for Linux and SteamOS
    • New galaxy size: HUGE
    • More AI improvements
    • Improved Multiplayer
    • Improved Tactical Battles
    • Improved overall balance: Better suited for both tall and wide empires and with a smoother progression in the late game
    • Improved performance (faster turn processing and less hickups when zooming in and out of the galaxy)
    • New and improved GNN gags
    • By popular demand, we added the option to mute your advisors while still retaining other voiceover audio
    • Over 400 bug fixes

    Detailed list of changes:


    General


    • Improved GNN animations and environment
    • New GNN Events added
    • Miniaturization added for all weapon types and bombs
    • Replaced Military Power score with Attack (average DPS) and Defense (effective hit points) ratings
    • New Espionage feature added
    • Security (Espionage-related) added to Capitol and Government Support Facility
    • New Tutorial Match added
    • Improved weapon modifiers are now unlockable through the tech tree progression
    • Improved performance: Turn processing
    • Improved performance: Diplomacy audiences
    • Improved performance: Memory management
    • Improved performance: Framerates
    • Added support to show multiple GNN events in same turn
    • Several diplomatic dialogues updated
    • Blockade income is no longer affected by empire modifiers

    Visual Improvements


    • Added new Stellar Converter cutscene for destroying a planet
    • Improved emperor holograms on Diplomacy Screen
    • New ship models for transports and colony ships added for each race
    • New ship models for transports and colony ships on the galaxy map

    Gameplay Balance


    • Planet population capacity increased by 4 for each planet size
    • Rebalanced planetary Biomes (adjusted: total food, available cells and diminishing returns)
    • Rebalanced planetary mineral richness (adjusted: total production output, available cells)
    • The multiplier for successive terraforming projects on the same planet has been increased, making it more difficult to terraform the poorer biomes to Terran and Gaia
    • Introduced many additional “choice required” technologies in the tech tree
    • Redistributed food buildings along the tech tree to smooth out progression and make food more important in late stages of the game
    • Rebalanced Galaxy ages
    • Uber Planets have been rebalanced to be more similar to the Terran biome
    • Colony ship production cost increased for improved pacing
    • Races with Uber Planet trait now start the game on their corresponding Uber Planet

    Racial Traits


    We’ve completed a major balance pass on racial traits. Below are the traits for each race as of Early Access 3. Alkari
    • Homeworld specials: Artifacts
    • +25% Beam defense
    • Ship combat speed bonus
    • Ship travel speed bonus
    • Physics starting tech
    Bulrathi
    • Large homeworld
    • Rich homeworld minerals
    • +25% ground combat rating
    • High Gravity tolerance
    • +25% Beam defense
    • Physics starting tech
    Darlok
    • -25% assimilation power
    • +10% Security
    • -10% Mission duration
    • Ship improvement: Stealth (ships can get closer to enemies before being detected)
    • Government starting tech
    Human
    • +10% security
    • +25% BC from Trade Treaties
    • +25% BC from Trade Goods
    • Improved Negotiations
    • Improved Disposition
    • Government starting tech
    Klackon
    • Cavernous homeworld
    • Uber Planet: Cavernous
    • Poor homeworld minerals
    • +50% Food from population
    • +25% Production from population
    • Biology starting tech
    Meklar
    • -50% Food consumption
    • +25% Production from population
    • +10% Morale
    • Ship auto-repair enabled
    Mrrshan
    • Large homeworld
    • Grassland homeworld
    • Uber Planet: Grassland
    • +25% ground combat rating
    • Extended Barracks
    • Engineering starting tech
    Psilon
    • Small homeworld
    • Homeworld specials: Artifacts
    • +50% Research from population
    • -25% ground combat rating
    • Low Gravity tolerance
    • Government starting tech
    Sakkra
    • Tropical homeworld
    • Uber Planet: Tropical
    • -25% Research from population
    • +25% population growth
    • -25% Pollution generation
    • Biology starting tech
    Silicoid
    • Large homeworld
    • Inferno homeworld
    • Uber Planet: Inferno
    • -25% Research from population
    • Does not consume Food
    • Does not generate Food
    Terran Khanate
    • -20% ship cost
    • +25% Beam attack
    • Increased Marine training rate
    • +20% Command Points
    • Engineering starting tech

    Artificial Intelligence


    • Improved Research AI efficiency
    • Improved Production AI efficiency (Better handling for new colonies)
    • Improved Deal evaluation
    • Improved threat evaluation
    • Local War AI: Now your enemies will decide to go to war for strategic targets
    • Improved invasion tactics
    • Colony ships are now escorted by military ships when threats are nearby
    • Changed colonization logic so that it considers shared systems
    • Improved Space Pirates AI

    User Interface


    • Production queue visibility is now stored in saved game
    • Improved Ship Design screen
    • Added Disable Advisor option in options menu
    • Production queue visibility is now stored in turn info
    • Several fixes and tweaks for tactical UI
    • New NEW YEAR animated notification when starting a new turn
    • Updated colony ships thumbnails
    • Scrollbar has been re-skinned
    • Base icon for fleets now scale with camera distance (like ship icons)
    • Added many new tooltips across UI elements in the game
    • Added new icons to Notifications
    • Added Income from blockades on Empire Economy tooltip
    • Several minor UI tweaks

    Tactical Mode


    • New special systems: Lightning Field, Plasma Web, Tractor Beam, Warp Dissipator and Wide Area Jammer
    • Improved Admiral AI (now uses match speed, and takes into account planetary defenses)
    • Improved fleet deployment
    • Auto Upgrade now considers modifiers in weapon slots
    • Added abstract representation for clearer understanding of the battlefield when zoomed out
    • New option added: reset camera on pause (on by default)
    • New hazard: Nebulae (jams missiles but blocks shield regeneration when ships are in them)
    • Combat Numbers revamped
    • Added Automated Repair visual effects
    • Blackhole now affects asteroids
    • Missile Accuracy now configurable on a per-missile basis
    • Improved balance on range dissipation damage for lasers and beams
    • After-battle combat briefing now animates damaged/destroyed ships
    • Added bombard and invade validation (specially for multiplayer)

    Multiplayer


    • Removed UI lock while waiting for players
    • Turn time limit added (this is a work in progress)
    • Enabled Invite Friends button in match setup
    • Several stability-related fixes

    SFX


    • New ambience sounds for colonization cutscenes
    • Added Terran Khanate audios for GNN
    • Asteroids sounds added
    • Various sound effects added to UI

    Notable Bug Fixes


    • Bugfix on Galactic Council vote value
    • Bugfix for endless Processing Turn occurs when submitting turn after having max Pollution value on Uber Planet
    • Trade treaties now will deduct the cost on both parties
    • Softlock Bugfix when the AI attacked even after peace treaty was accepted
    • Bugfix on memory attacked on War Declaration
    • Bugfix when AI evaluate offer or demand deal Items on deal
    • Bugfix when being in Truce with a race AI is still cable to threaten to attack demanding something, howeveriIf player declines the demand the war won't be declared
    • Fixed combat screen sending results multiple times
    • Bugfix: when game goes into a softlock after retreating
    • Bugfix: Bombarding unfinished outposts
    • Bugfix: Softlock when Enemy AI invades player
    • Bugfix: ESC during tactical battle
    • Bugfix: Using time compression resulted in some out of syncs
    • Bugfix: A player is able to destroy other race's ships without declaring war
    • Multiplayer
    • Bugfix for locked multiplayer next turn button
    • Bugfix on match setup when updating game information for lobbies
    • Crash fix on match setup


    [ 2016-04-22 22:33:10 CET ] [ Original post ]

    Minor Civilizations Overview

    When exploring during the next phase of Early Access, you might discover that not all worlds are inhabited by species looking to take command of the galaxy for their own desires. In some cases you will come across a new feature being introduced to Master of Orion: Minor Civilizations. Minor Civilizations (MC) are non-spacefaring, non-fleet building races that can be discovered as you explore the galaxy. When encountered they tend to be located on desirable worlds but the player must make the decision to invade or work to make them an ally over time. Making a MC into an ally can bring long term benefits that far exceed conquering the planet itself.

    Generation and Discovery


    Minor Civilizations are generated randomly at the rate of approximately 1 MC per 2 major races (rounded up). MCs will not spawn in a player’s home system and will be distributed in a balanced manner across the galaxy. Similar to pirate bases or anomalies a MC will give off a “pulse” when first encountered with your advisor also displaying a message. Once you discover the planet for the first time a greeting pop-up will occur to let you know which MC race you have encountered. To view additional information on this race click the VIEW button to see race name, disposition, available quests, and other information.

    MC Race Interaction


    Once you've encountered the MC you have a number of options available:
    • Ignore – You may simply bypass the Minor Civilization and not respond to quests.
    • Conquer – You may invade their system, colonize their planets and even conquer their homeworld.
    • Interact – You may complete quests and gift BC to raise your disposition and, ultimately, make them an ally.
    When discovered a new race will be neutral in their disposition to you. Through your actions, or even inactions, this disposition can be increased to ally faction or decreased until you become hated. For every action that affects a MC negatively you will receive a warning message. You may accept or cancel your action at this time. If accepted your disposition will decrease. If you decide to raise your disposition, to include raising any negative disposition, you may use a number of methods. Many of these will involve quests that the MC itself will request of you periodically during the game.

    Minor Civilization Quests


    Quests are the means by which your disposition can be improved. Ignoring quests will cause a negative to your disposition. Note that as your disposition increases or decreases some quests will become unavailable while others will become available.
    MC quests are as follows:
    • Gift Technology - You will be asked to unlock a specific technology for the MC
    • Eliminate Pirate Base - A pirate base in a nearby system will need to be removed
    • Eliminate Space Monster - You must destroy a space monster in a system near the MC
    • Eliminate Blockade - You are asked to remove a blockade over the MC
    • Eliminate Enemy Major Race - You are tasked with removing a major race from the game
    • Destroy Intruder Colony - Another major race has colonized one of their worlds against their will
    • Colonize in Our System - You are asked to colonize a planet within the MC's system
    • Claim Our System - You must build military outposts at each of the warp points leading out of the MC’s system
    • Gift Cloning Center - You are asked to gift the Cloning Center to the MC
    • Build Interplanetary Administration at System - You are asked to build the Interplanetary Administration in one of your colonies within the MC's system
    In addition to this, you may also gift BC periodically in 50, 100 and 200 BC increments until you've reached Friend status. The higher the BC gift, the more disposition impact it has, though it will diminish over time with continued BC gifts. When MCs request you to complete a quest a new button will appear where the NEXT TURN button is located. You may not continue your turn until you have accepted or declined the MC’s quest. If a quest has been accepted the MC planet will appear with an exclamation mark over it.

    Minor Civilization Disposition Rewards and Penalties


    As you increase your disposition with an MC benefits will begin to be realized. These can include:
    • Friendly Disposition
      • Researcher class will contribute Research points to your empire periodically
      • Trader class will contribute Credits to your empire periodically
      • Warrior class will contribute Marines to a random colony in your empire periodically
      • Request colonization of planets in their system except for their homeworld
      • Request claiming their system (must build a military outpost at a warp point)
    • Allied Disposition
      • Will become Hated toward any race you are at war with
      • Will vote for you at the Galactic Council (Diplomatic Victory)
      • Their GDP is added to yours (Economic Victory)
      • Gifted Cloning Center will send a random POP to one of your planets periodically
      • Building Interplanetary Administration within Ally system will export production and food to your in-system colony with the administration constructed
    MCs may be Friend disposition and below with any and all of the major races. However, they may only ever have one Ally. If you or your opponent has reached maximum disposition Ally status cannot be taken unless the disposition is lowered. If you maintain a negative disposition of angry or hated it becomes increasingly difficult to raise your disposition. When Hated the MC may also call on other major races to eliminate you. Also if you attempt to turn a MC with Ally status from an AI controlled major race that major race will look upon it unfavorably. In general it is recommended to seek out and secure systems near Minor Civilizations early in the game, particularly if you are going for economic or diplomatic victories. You never know how the other major races will treat them, so there is always the potential of losing a valuable ally if you do not plan accordingly to protect them. We hope you enjoyed this early look at Minor Civilizations, and can't wait to hear your feedback on this new feature being introduced with Early Access 3.

    Disclaimer: This is from a development version of Master of Orion. Information is subject to change.



    [ 2016-04-21 16:50:16 CET ] [ Original post ]

    Espionage Feature Overview

    The might of your armada, the intellectual prowess of your scientists and the cunning of your diplomats are not the only ways to conquer the stars in Master of Orion. Beginning with the next phase of Early Access, you will have an additional avenue to wreak havoc on the galaxy: Espionage. This overview article is intended to provide a glimpse into this new feature and the functionality that comes with it.

    Getting Started


    Espionage is not available right away; you’ll need to unlock a specific technology within the tech tree—Xeno Relations—to get started down your path of subterfuge. Unlocking this technology will grant access to the Spy Center, the building required to train spies. The Spy Center is Empire Unique, meaning only one can be built across your entire empire.
    Completing the Spy Center will immediately grant you one spy (“Alpha”) and begin training additional spies. New spies will become available roughly every 15 turns until you’ve reached a maximum of 10 spies. Traits and technologies can reduce the time it takes to train spies, as well as increase the maximum number of spies you can have at any one time. If a spy is lost on a mission, their space will be freed up and another spy will be trained to replace them. If the Spy Center is destroyed, your existing spies remain available but no additional spies are trained until the Spy Center is reconstructed.

    Spy Management


    Managing your spies is done via the new Espionage window, which can be accessed by clicking on the Espionage icon in the top-right menu, third from the left between Research and Ship Design.
    From this window you can see what your spies are up to at-a-glance, and clicking on a spy gives access to controls for that spy.

    Your Mission, Should You Choose To Accept It


    The core gameplay behind Espionage is to send spies to carry out missions on enemy colonies. This takes place across a branching mission structure that starts out simple and can result in some fairly dramatic, gameplay-changing events. Here is an overview of the mission options available to you:
    • Acquire Data: The most basic espionage mission, this allows you to unlock additional information about a colony including Population, Credits, Defense, Morale and Pollution.

    Once you’ve acquired data on the colony you unlock four new missions to choose from:
    • Infiltrate Cybercrime: Reveals Research generation, Research structures and the technology currently being researched. It also unlocks the following missions:
      • Hacking: Prevents the target colony from generating Research points for a specific number of turns.
      • Steal: Steals a random technology from the target race.
    • Infiltrate Agronomy: Reveals Food generation and Food structures. It also unlocks the following missions:
      • Famine: Cancels any food surplus on the colony for a specific number of turns.
      • Contaminate: Causes food poisoning, reducing the colony population by a minimum of 1.
    • Infiltrate Trade Unions: Reveals Production generation and Production structures, as well as the current item in the Production queue. It also unlocks the following missions
      • Strike: Prevents Production generation by population for a specific number of turns.
      • Sabotage: Destroys a random structure. The chance of a structure being selected for destruction is proportional to its cost.
    • Infiltrate Diplomacy: Once complete it unlocks the following missions:
      • Destabilize: Lowers disposition for the target race with other AI races.
      • Revolt: Causes a colony to revolt, rendering it useless until the target race invades with Marines to restore order.
    As long as missions are successful the Acquire Data mission does not have to be repeated. Once you’ve unlocked the end-tier missions, you also don’t have to infiltrate again unless your spy is discovered. Keep in mind that the greater the reward, the higher difficulty it will be to complete a mission.

    Spy vs. Spy


    Defending against spies will be an important part of gameplay even if you’re not using the Espionage system offensively. To that end, a new attribute has been introduced for colonies: Security. Each turn there is a chance that a spy will be discovered and their mission deemed a failure, and this is based on the Security rating of the colony. If a spy is discovered, there are two possible outcomes:
    • They can be deported, which simply resets all mission progress at the colony and sends them back to the colony with the Spy Center
    • They can be eliminated, which removes them from your spy pool and requires training a new spy to replace them

    Security can be boosted in multiple ways:
    • Structures like the Global DNA Scanner (+6 Security)
    • Assigning a spy to a colony on the Counter Espionage mission
    • Achievements unlocked in the tech tree like Neural Scanner (+8 Security for all colonies)
    In general it is recommended to use a mix of spies for Counter Espionage and offensive missions. Your most important colonies will be big targets for Espionage, so deploying spies to increase their security will be critical to retaining full control. We hope you enjoyed this preview of Espionage, and look forward to hearing your feedback on the system once you’ve had a chance to try it out in the next phase of Early Access.

    Disclaimer: This is from a development version of Master of Orion. Information is subject to change.



    [ 2016-04-20 16:58:06 CET ] [ Original post ]

    Master of Orion Panel at PAX East!

    Calling all 2016 PAX East attendees and Master of Orion “explorers!” Save the date of April 23 at 3:00 pm for Master of Orion: Bringing Back the Legend!


    This exclusive panel will combine the insights of the Master of Orion vision team and the stellar talents of the game’s voiceover cast to give a truly unique look at the process of bringing back the beloved 4X game! Add to the panel a limited edition (1,500) exclusive Master of Orion “Pinny Arcade” pin available only to this panel’s attendees, and you have a PAX East panel experience that must not be missed. Moderated by the Nerdist’s video game editor Malik Forte, this holistic view of the game’s development will be led by Wargaming Director of Product Vision Chris Keeling and Master of Orion Creative Writer Kelsey Howard. Joining the team will be cast members Alan Tudyk (Firefly), Dwight Schultz (Star Trek: The Next Generation) and Nolan North (Uncharted 4) to share their approach for creating the personalities of Master of Orion’s most iconic aliens and robots. Immediately after the panel, be sure to join the panel participants at the PAX East Autograph Area (Queue Room) for a signing of a PAX exclusive Master of Orion poster by the game’s cast and development team. Watch from home on the PAX official Twitch channel live 3:00 PM ET


    [ 2016-04-07 23:09:20 CET ] [ Original post ]

    Identity Crisis - A Darlok Short Story

    A man wakes up in a hospital bed and struggles to remember who he is. It doesn’t take long before he realizes that everything may not be as it seems. Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of Identity Crisis in all its glory. Click here to read the full story, and feel free to ask questions about Darlok lore. We'll pass them on to our loremaster for answers.


    [ 2016-04-07 18:42:51 CET ] [ Original post ]

    Master of Orion Version 42.8 Patch Notes

    Greetings Explorers, Today we're releasing a new version of Master of Orion that includes a number of fixes to issues you've reported since the latest phase began on March 25th. This update should download automatically depending on your download settings. Read on for the notes, and please keep the feedback and bug reports coming!

    • Fixed a crash in tactical combat when there is a large numbers of ships participating
    • Fixed: the player is now able to retreat during tactical battles
    • Fixed several issues with the Weapon Modifiers not working or not showing the appropriate feedback
    • Fixed: Production carry-over not working after buyout
    • Fixed a soft-lock when pressing ESC while seeing Orion's defeat dialogue
    • Fixed: discovering "Mega Fluxers" now upgrades the ships designs correctly
    • Updated the Custom Race button
    • Fixed: Several localizations
    • Fixed: Added a fade in for the Terran diplomacy screen
    • Fixed: the branch-able tech node was showing null tooltips
    • Fixed: the FLAG checkbox was not working and was overlapping with the planet info
    • Fixed: removed "Heightened Intelligence" research bonus when population is on strike
    • Improved Terran and Human Diplomacy background effects (holograms)
    • Fixed issues with Terran race's materials


    [ 2016-04-06 14:17:24 CET ] [ Original post ]

    Master of Orion Version 42.6 Hotfix Notes

    Greetings Explorers, We hope that you are enjoying the second stage of Master of Orion Early Access! We found some issues that we wanted to fix as soon as possible so we worked hard to do a quick Hotfix today.

    Fixed Issues


    • Fixed Support for offline mode on Steam
    • Fixed endless black screen where loading save games for the first time without launching a match beforehand
    • Fixed broken diplomacy screen on some configurations
    • Fixed issue where a significant FPS dropdown occurs during turn submit processing on the Large map size on certain game phase
    • Fixed several issues and exploits regarding loading and the excellence victory condition
    • Pressing Tab during tactical while AI fleet no longer makes control panel of the selected ship to appear
    • Fixed an error that seldom appears when attempting to join a multiplayer lobby
    • Fixed In-game EULA Overlapping
    • Fixed multiple cases of "endless processing turn" that occurred
    • Fixed: Monsters do not spawn on asteroid belts anymore

    Known Issues


    • Battle briefing screen may contain wrong information when a pirate fleet attacks a player's planet
    • A player might be able to see an anomaly but not be able to travel to it the required system is not revealed
    • A fleet is able to move after performing Destroy a planet action


    [ 2016-03-25 23:07:32 CET ] [ Original post ]

    New Tactical Combat Options

    Greetings Explorers, With version 42.4.1 we've added new control options to tactical combat. These options are very much a first pass, so they do not all include descriptive tooltips yet. Because of that, we've put together some detailed information on what each option does.

    New Controls on Tactical Combat


    Two new sliders and three buttons have been added to the Tactical Combat controls, allowing for finer control over your squadrons.

    The Throttle Slider


    The single-knob slider on the top, allows the player to control the speed of the selected squadrons. All selected ships will move at a percentage of their top speed, as indicated by the slider position. Placing the slider at the leftmost position will make all ships move at a dead slow pace, while the rightmost setting makes them all move at full speed.

    Match speed Button


    Right next to the Throttle is the "Match Speed" button. Pressing this button will adjust each selected squadron's Throttle gauge so that all squadrons match the speed of the slowest vessel (Useful for creating escorts for larger, heavier ships and for delaying your frigates and destroyers from running headlong into the enemy). This button only becomes enabled when multiple squadrons are selected.

    Threatened Area Slider


    Beneath the Throttle control there is a double-knobbed slider to control the squadron's threatened area. This is the distance where the squadron will attempt to keep its target. Moving either knob will display a colored area bewteen two circles around the ship (The left knob controls the inner circle, the minimum distance, while the right slider controls the outer limit, the maximum distance). The squadron will maneuver in order to keep its current target closer than the maximum distance, but will attempt to distance itself from the target if it comes closer than the minimum distance. Bear in mind that max range caps at the squadron's longest range weapon, but it does not take into consideration shorter ranged weapons (So you may effectively be denying your squadrons the posibility of using their short range weapons if you set the threatened area too far out). Also worth noticing is that the threatened area does not prevent the vessel from taking potshots at other targets within range, it only factors while maneuvering against the current target - So even if the threat area is set at max range, the squadrons' shorter range weapons will fire against enemies that strafe close by.

    Cease Fire Button


    Next to the Threat Controls is the Cease Fire button. This command forbids the squadron from taking any offensive action until disabled or the squadron is given a direct attack order by the player.

    Retreat Button


    The last button added on this version is the Retreat button. This control issues an uninterruptible order to the squadron to abandon the battle. The squadron will commence maneuvers to face away from battle (Back towards the player's side "Starting Area"), and after a few moments will warp out of combat, surviving the battle even if the player's side is defeated. Keep in mind the ship is extremely vulnerable while preparing to escape, so use this command wisely.


    [ 2016-03-25 20:03:30 CET ] [ Original post ]

    Master of Orion Version 42.4.1 Patch Notes

    Greetings Explorers, Master of Orion Early Access 2 is now live. Read on for the patch notes, but first here is a note from the development team: [quote=NGD Studios]Hello Explorers and welcome to Master of Orion, Early Access - Stage 2! We are very happy to release this update, and move forward in our Early Access program. As you will see this version is packed with a lot of improvements, many of which were only possible thanks to your amazing feedback. Again, please remember that our game is still in development, some changes may be subject to further review. We are eager to get more of your feedback![/quote]

    Highlights


  • Three new playable races: Klackon, Meklar and Terran Khanate
  • Improved Artificial Intelligence
  • Difficulty levels introduced
  • Custom Race creation enabled
  • Improved and rebalanced racial perks
  • Improved tactical battles
  • New victory condition: Technological
  • Revamped combat screen
  • Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
  • Text localization support for: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese
  • Over 350 Bug Fixes

    Detailed Changes


    General
    • Three new playable races: Klackon, Meklar and Terran Khanate
      • Klackon Traits (Tireless, Uncreative, Hive-minded)
        • Homeworld Minerals: Poor
        • Uber Planet: Cavernous (transforms from Arid)
        • +50% Food from Population
        • +25% Production from Population
        • Starting Tech: Biology
      • Meklar Traits (Industrious, Erratic, Unpredictable)
        • -50% Food Consumption
        • +25% Production from Population
        • Ship Auto Repair Enabled (instantly repairs after combat)
        • Starting Tech: Physics
      • Terran Khanate Traits (Hard, Determined, Violent)
        • -20% Ship Production Cost
        • +25% Beam Attack
        • +20% Command Points
        • Starting Tech: Engineering
    • Support for Mac OS X (Not optimized yet, please take a look at our recommended specs)
    • Custom Race creation enabled
    • New victory Condition: Technological Victory
    • Improved ship auto-upgrade
    • Improved tooltips for morale
    • Added missing holograms in Breakthrough (research) screen
    Gameplay Balance
    • Racial Perks have been re-assigned and re-balanced
      • Alkari - New trait: Ship Combat Speed Bonus
      • Bulrathi - New trait: +25% Ground Combat Rating
      • Human - New traits: +25% Trade Treaties bonus; Improved Disposition from diplomacy
      • Psilon - New trait: -25% Ground Combat Rating
      • Sakkra - -25% Food Consumption trait replaced with +50% Population Growth
    • Research progression and pacing has been rebalanced, especially for the midgame and endgame
    • Deep Sea Cooling research bonus changed from +25% to +3 and moved to Advanced Engineering (tier 3)
    • Moon Laboratory research bonus changed from +4 to +6
    • Improved galaxy generation to increase differentiation of star colors and planets over different galaxy ages
    • Ships are now upgradable and repairable when orbiting all owned colonies and outposts, as well as allied colonies
    • Added difficulty levels: Easy, Average, Hard and Very Hard (Average being the one where the AI is playing with the same economical benefits as the human player)
    • Improved Jump Gates: now built by Space Factory at Warp Points, moved earlier in the tech tree (from tier 7 to tier 6), and travel speed when using them doubled
    • Re-balanced Racial Biases
    • Vast improvements on differentiation of races (bonus/malus, strategy, diplomacy, etc.)
    • Enabled 8 races for Circular Large galaxy (was 6 because the races restriction for EA1); Spiral currently remains limited to 6
    • Music and Voice Over has been properly balanced
    Artificial Intelligence
    • Fixed bug in AI asking for invalid technologies
    • Fixed OffensivePact send WarDeclaration in Client and DespiseBreakPromise check
    • Improved colonization behavior: Now the AI is able to manage multiple Colony ships at the same time and its colonization schemes are not hindered by its war efforts
    • Improved war preparation: Defensive and offensive analysis has been improved
    • vastly improved production
    • Improved Strategic analysis: AI will make more decisions based on chances of obtaining different victory conditions
    • Improved Strategic analysis finetuning of potential targets for war
    • Improved handling of multiple war fronts
    • Performance optimization in engage task
    • Improved combat analysis: New formula for estimating relative fleet strength
    • Defensiveness personality trait now used in defense formula
    Tactical Mode
    • Monsters collision/avoidance boxes fixed
    • Fixed Space Dragon 3D mesh
    • New Combat Screen with detailed information on fleets
    • Pause as a mechanic: Tactical battles start in paused mode in order to make the important initial tactical decisions
    • Fixed range feedback on tooltip and overlay
    • Size of pirate ships has been Increased
    • Added civilian ships to tactical battle: They hold their ground at the back of the battlefield and flee if they get attacked
    • Added Retreat option: Ships must reach the edge of the battlefield and warp out to successfully retreat
    • Several fixes for tactical UI
    • “Tactical” button replaced with “Take Command”
    • ”Simulate” button replaced with “Auto-Resolve”
    • Added Speed and Range Controls (Implementation, Integration into the game)
    • Added Tactical Options (Pause on Options, Esc brings Options, Confirm Simulate on Leave, Populate Options Menu accordingly).
    • Added Persistence to tactical options
    • Fixed Facing, size and modifiers costs
    • Intro improvements
    User Interface
    • Changes in arrow icon and jump gates
    • Animation changes on Main Menu and Single Player
    • Added buildings list to manage structures
    • Added UX components for speed and range controls
    • Updated Invasion/Bombardment UI
    • Added buttons to specify how many Troop Transports should be used on a given invasion
    • Tactical
      • New Icons added
      • Animated Auto-cast feedback added
    • GNN
      • Fixed a bug where the race name would repeat in the headline
    Diplomacy
    • Fixed trading: Player is unable to request Exchange Tech when the player does not have technology for Exchange Tech
    • Fixed State Machine: Some lines of dialogue where not being triggered as intended
    Localization
    • New localizations: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese
    • Updated Localizations
    • New changes on Game Credits screen
    SFX
    • Improved Audio Manager
    • Improved Tactical mode sounds
    • Improved Strategy mode sounds
    • Several mixer updates, general click sound updated, "upgrade" button sound added and GNN music loop-able

    Dev Diary #2


    In support of the release of Early Access 2, we've also published the second dev diary with NGD Studios. Note: Footage captured on a development build; race traits shown do not represent the final race traits for Early Access 2. https://www.youtube.com/watch?v=G-41JxaOA7o


    [ 2016-03-25 17:00:05 CET ] [ Original post ]

  • Early Access 1 Recap Early Access 2 Release Details

    Greetings Explorers, Master of Orion’s Early Access started about a month ago, and we’ve been thrilled with your response. We know we have a lot of work ahead of us, but we’re staying focused on the two areas that matter: getting the remaining features implemented and making changes based on your feedback. First, let’s get the exciting news out of the way: Early Access phase 2 begins tomorrow, March 25th. The update will go live at approximately 10am PDT and may download automatically depending on your update settings. With that out of the way let’s cover what we’ve done, where we’re at now and where we’re going.

    The Past


    Here’s a timeline covering some of the bigger Early Access moments:
    • Feb. 18th: We revealed the voice cast for Master of Orion and the official start date for Early Access
    • Feb. 23rd: Streamers began broadcasting their play sessions on Twitch, and YouTubers started releasing “Let’s Play” and impressions videos
    • Feb. 25th: We soft launched on Steam and immediately saw a spike in activity
    • Feb. 26th: Early Access officially kicked off, with tens of thousands of you purchasing the Collector’s Edition and launching your campaigns to conquer the stars
    • Feb. 29th: We sent the first round of feedback you had to the development team, covering more than 100 topics ranging from pacing, combat controls, race balance and the dreaded turn limit
    • Mar. 4th: The first update for Master of Orion, 40.13, went live and included the option to disable the turn limit by turning off Excellence, or setting the turn limit yourself if you left it on
    • Mar. 8th: We compiled and sent another round of feedback to the development team, identifying another 30+ topics
    • Mar. 11th: We published our “response to feedback” post to let you know we’re listening and will be making changes

    The Present


    Here we are: our first major patch of Early Access, what we’re calling “phase 2.” This patch introduces some new features and races that we had already planned, as well as a number of changes you’ve requested. Here’s what was already planned and will be going live with the patch:
    • Three new races: Klackon, Meklar and Terran Khanate
    • New victory condition: Technological
    • New feature: Custom Races
    • New operating system: Mac OS X
    • New language support for text localization: German, French, Polish, Czech, Turkish, Spanish, Portuguese, Korean and Japanese
    That would be a pretty awesome patch on its own, but it doesn’t address most of the core concerns you’ve had. We’re also making a lot of changes that are entirely driven by your feedback. Here are some of the highlights; we’ll have the full patch notes available tomorrow along with the release: Game Setup
    • Difficulty settings have been expanded from Average to: Easy, Normal, Hard and Very Hard
    • Galaxy generation has been altered so that biomes, richness and gravity are more consistent with the star systems they are found in (i.e. Red, Orange, Yellow stars, etc.)
    Balance
    • Initial pass on race traits to improve diversity; this will be ongoing for the remainder of Early Access
    • Tech tree progression has been adjusted, particularly for technologies in the mid and late game; on average it should take longer to progress through the tech tree
    AI
    • Significant improvements to AI behavior, particularly when it comes to diplomacy, colony management and expansion
    • AI now does a better job utilizing ship upgrades—not just hulls, but systems and weapons as well
    Ship Design
    • Blueprint upgrade logic has been improved and will receive further improvements in future patches
    • Ships will no longer be scrapped if you decide to scrap a blueprint
    Colony Management
    • A structures list has been introduced that includes by-type filters (i.e. Food, Research, Production, etc.); this list can be accessed by clicking the “View” button to the right of Manage Structures
    • Auto-build logic has been improved
    Tactical Combat
    • An option to start battles paused has been added to the Gameplay section of Options
    • An option to disable AI by default has been added to the Gameplay section of Options
    • An option to start battles in the Cinematic camera mode has been added to the Gameplay section of Options
    • We’ve improved the design of the pre-combat UI
    • We’ve changed the names of the combat buttons in pre-combat to:
      • Tactical -> Take Command
      • Simulate -> Auto-Resolve
    • A ship speed slider has been added, allowing you to adjust the speeds (in percentage) for ships
    • A “match speed” button has been added that when selected will match the speeds of all of your ships
    • A range-to-target slider has been added that will allow you to specify minimum and maximum ranges for your ships’ weapons; no more in-your-face combat unless you want that
    • A retreat button has been added; ships must reach the edge of the map and then spend a few seconds warping out before they can retreat successfully
    • Formation bonuses have been introduced that provide unique bonuses based on the formation(s) your ships are flying in
    Invasions/Bombardment
  • We’ve added a visual display for marines in the pre-invasion UI
  • It is now possible to specify the number of troop transports you want to commit to an invasion

    The Future


    We still have a lot of changes planned; not everything you’ve requested will show up in this phase of Early Access. Many of the changes will be ongoing as we continue development. We appreciate the time you’ve spent with Master of Orion so far, and look forward to hearing what you think of this new phase. We’re especially interested in the changes we’ve made based on your feedback; let us know if they’re working well, if you think more could be done, or if we’ve missed the mark entirely.


    [ 2016-03-24 10:04:11 CET ] [ Original post ]

  • The Towers - A Terran Khanate Short Story

    Celeus, an exiled scientist from the Terran home world, brings an infamous secret of Terran society to light while trying to expand the Khanate’s reach. He is forced to rejoin the Hunt, the kill-or-be-killed politics of Khanate society… whether he likes it or not. Due to character limits we're not able to post the full story in this article, but we've created a discussion thread in the community hub with the tale of the The Towers in all its glory. Click here to read the full story, and feel free to ask questions about the Terran Khanate lore. We'll pass them on to our loremaster for answers.


    [ 2016-03-23 16:57:50 CET ] [ Original post ]

    Master of Orion
    NGD Studios Developer
    WG Labs Publisher
    2016-08-25 Release
    Game News Posts: 61
    🎹🖱️Keyboard + Mouse
    Mostly Positive (6911 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Master of Orion Linux Depot [10.44 G]
    Available DLCs:
    • Master of Orion: Terran Khanate
    • Master of Orion: Retro Fleets
    • Master of Orion: Art Book
    • Master of Orion: Trilarian Shoal
    • Master of Orion: Elerian Fiefdoms
    • Master of Orion: Gnolam League
    Master of Orion – Conquer the Stars

    The ascendant spacefaring 4X strategy game returns! A new chapter in the epic Master of Orion saga is poised to once again capture the imaginations of millions of gamers.

    Diehard fans of the first games will be ecstatic to know that this revival is being built under the watchful eyes of members from the original development team, in conjunction with NGD Studios in Buenos Aires!

    Discover Master of Orion as it was always meant to be: A fully orchestrated score, interstellar warfare and exploration against the backdrop of beautifully animated far flung galaxies. Confront hostile civilizations, negotiate with mysterious aliens, share knowledge with allies and uncover this newly imagined universe.

    Just a sampling of the features you will find at launch:
    • All 10 original Master of Orion races, brought to life through compelling AI and award-winning voice acting talent
    • Over 75 researchable technological advancements
    • Vast galaxies featuring up to a 100 different solar systems, each composed of myriad planets and stars
    • Customizable ships with diverse styles for each race
    • Multiple ways to win – including conquest, technological, diplomatic, and more
    • Enthralling gameplay that will have you saying “just one more turn” again and again

    MINIMAL SETUP
    • OS: Ubuntu 14.04 64-bit or newer. SteamOS
    • Processor: Intel Core 2 Duo 2.0 GHz or AMD Athlon X2 2.2 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: NVidia 240. ATI 4650. Intel HD 4000 or better
    • Storage: 15 GB available spaceAdditional Notes: Minimum Video Memory: 512 MB
    RECOMMENDED SETUP
    • OS: Ubuntu 14.04 64-bit or newer. SteamOS
    • Processor: Intel i5 2.8GHz or AMD Athlon X4 3.0GHzMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVidia 560. ATI 5870 or better
    • Storage: 15 GB available spaceAdditional Notes: Recommended Video Memory: 1 GB
    GAMEBILLET

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