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After some serious delays (thank you for your patience) we have finished putting together all the new content and features for our v1.1 patch! We're very excited to bring this to everyone.
While not the highlight of the patch, you'll definitely notice a host of balance changes when first booting up the game again, we think you'll find these changes enhance the mid-game gameplay quite a lot and allow you to explore that portion of the game in more detail, which we've heard lots of complaints about prior to this patch.
The biggest changes to ITC in 1.1 are the addition of generation ships and warp gates. These both enhance the late game substantially. Generation ships will spawn for interstellar colonies with very high habitability and high water availability. Carrying 100 million passengers, they instantly create a new interstellar hub, adding an entirely new dynamic to the interstellar phase of the game!
Warp gates are an end game technology that will allow your ships to travel between star systems instantaneously. These can only be constructed around gas giants as they require large gravitational fields to function. Ships still need to spend dilithium fuel to make the journey. This is an excellent addition that we've been wanting to add for quite some time!
There are many dozens of other fixes and improvements (some of which you can see listed below in the patch notes). Please feel free to leave us any and all feedback. Thank you again for your continued support and enjoy all the new features!
Patch notes:
-Added 5 new techs to the tech tree
-Added buildable warp gates for ships to warp to other systems
-Added "deliver and distribute" delivery rule for setting up distribution hubs
-Added seed value option for custom galaxy generation
-Added generation ships to advance interstellar colonies into new earths
-Added pad locking options, unlocked, ship only or rocket only
-Removed ability to exploit spaceport size increases and rebalanced gate prices
-Tweaks to order ship screen to make things more logical
-AI will now build research stations at all planets it can if it makes sense.
-Increased research point cost of many mid-game technologies
-Decreased effectivness and efficiency of higher tier research stations
-Rebalancing of delivery prices for Rare Resources, Machinery, and Consumer Goods
-Slight rebalancing of delivery and ship prices
-Added dev console for sandbox mode commands
-Added random names loading from file
-Added translations loading from file
-Fixed a bug where passengers would not route through third hops
-Fixed a bug with empty drones getting sent in error
-Fixed a bug with ai sending ships to planets with no owned gates
-Fixed a bug with deliver and hold
-Added more missing strings to improve translations
-Console command tweaks
-Spaceports screen tweaks
-Plant view colour blind tweak
-Order ship screen unresearched ship tweaks
-Fixed bug where you could lock other company pads
-Fixed bug effecting drone counter
-Updated translations sheet
-Many other small UI tweaks, bug fixes and improvements
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