Egosoft is thrilled to announce the launch of the 7.00 Public Beta for X4: Foundations, marking a significant milestone in the evolution of the X Universe. Accompanying today's announcement is a comprehensive trailer, showcasing some of the new features and enhancements, and the futuristic universe that awaits both veterans and newcomers alike. Please join the 7.00 Public Beta and accompany us on our way to its full release later this year. https://www.youtube.com/watch?v=9dumQL9dK-c [quote]How Do I Take Part in the Public Beta? Every player who owns X4: Foundations has the opportunity to download the new 7.00 Public Beta version. In order to ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum, where they will find the rules and disclaimers, as well as practical instructions for participating in the beta. Follow this link to our forum - no registration required - to find the relevant information.[/quote] With the latest update to X4: Foundations, players are invited to experience the most comprehensive evolution of the game yet, with enhancements spanning content, gameplay mechanics, usability, accessibility, and technical performance. This new chapter introduces a series of transformative updates and features designed to deepen the immersive experience of exploring the vast reaches of space, engaging in dynamic encounters, and navigating the intricate economies and political landscapes of the X4 universe.
A Wide Range of New Content
The universe of X4: Foundations grows more intricate and vibrant with the introduction of reimagined Teladi and Argon Capital Ships. These iconic vessels have been meticulously overhauled, featuring designs that add a new layer of depth and intrigue to space encounters. As commanders take the helm of these majestic ships, they'll find each battle and exploration endeavour imbued with a renewed sense of awe and strategy.
The expansion of the universe also introduces players to new sectors and landmarks, beckoning them to venture into previously uncharted regions. These fresh discoveries promise to expand horizons and opportunities, offering new adventures and mysteries waiting to be unraveled. Complementing this expansion is the introduction of race-specific managers' offices, providing a unique cultural insight into the various factions populating the universe, and allowing players to further personalise their spacefaring experience. See the cosmos like never before with the new Observation Deck module, offering breathtaking views of the universe from the comfort of your space station.
New and Redesigned Xenon Ships
The 7.00 update will introduce several new ships to the universe, and we want to highlight a very special addition. We're thrilled to reveal the awe-inspiring, redesigned Xenon models PE and SE, which will gradually replace their previous models (P and S) in the open universe, just as the redesigned capital ships did back in 5.00. Equally exciting is the debut of several Terraformer ships. These ships delve into the legacy of X: Beyond the Frontier (1999) to celebrate this year's 25th anniversary of the X series. These new models, reminiscent of their predecessors, can be encountered in the open universe. Get ready to explore these unique designs!
Flyable Xenon Ships for the First Time in X4
Hold on to your pilot seats, because there's more! With the 7.00 update, we are enabling you to actually fly selected Xenon ships. Both the redesigned Xenon models (PE, SE) and the new Terraformer models introduced in 7.00 can be boarded and flown, just like any other ship in your X4 fleet. Get on board to discover how they've been adapted for you to take control, offering a whole new perspective on the X universe.
Gameplay Innovations
In addition to all this new content, the 7.00 update also includes significant gameplay enhancements, such as the introduction of the "Existential Crisis" endgame challenge for veterans. This daunting confrontation pits players against a faction that spares no effort in its aggression, offering a thrilling new dimension of strategy and resilience. For those who prefer a more serene journey through the stars, this challenge can be opted out of, ensuring a tailored experience for every commander. A fundamentally improved and more intuitive external camera system also debuts, enhancing the way players view, and more importantly, interact with the universe, almost making it feel like a new game. Alongside this, AI improvements across the board make for a more dynamic and realistic universe. Ships now utilise Travel Mode more effectively, enter and exit it with greater consistency, and exhibit improved navigation through jump gates and in combat situations. These enhancements are complemented by reworked and expanded tutorials, ensuring both new and veteran players can fully engage with, and understand, the depth of the game's mechanics.
Usability and Accessibility Focus
With an emphasis on making the game more accessible and enjoyable for all, this update introduces enhanced button remapping and ready-made control profiles to match your steering needs in space. It also provides an FOV slider and new options for colour-blind players with customisable UI colours. Additionally, the update brings audio and text feedback for various actions to further assist players in understanding the game dynamics and making informed decisions. Furthermore, a reduced speed mode has been introduced for those who find the pace of the action a bit too hectic, allowing for a more controlled and leisurely gameplay experience. These features are designed to offer players the flexibility to tailor their gameplay experience to their preferences and needs. The introduction of Visual Enhancement Goggles that let you zoom in on the action, along with a customisable radial menu for quick access to in-game actions, and reworked shaders in scan mode, further enriches player interaction and immersion. These improvements ensure players have the tools they need to navigate the complexities of space warfare and exploration with confidence.
Technical Advancements
At the core of the update are the significant technical enhancements made to the XTECH 5 Engine, delivering smoother and more stable gameplay. Players will notice the difference these improvements make, among them the temporal anti-aliasing that brings crisp visuals and the enhanced shadows that add depth and realism to the universe.
This monumental 7.00 update to X4: Foundations underscores our unwavering dedication to the evolution of X4, aiming to deliver an experience that is richer, more immersive, and more accessible than ever before. The excitement within our team is palpable as we prepare to share the extensive enhancements of 7.00 with you through our Public Beta. In keeping with the tradition established by previous significant updates, our work doesn't stop here. The feedback phase is crucial, and we are eager to refine the update further, drawing on both our own creative insights and, importantly, the invaluable feedback you provide during the Public Beta. We encourage you to share your experiences and observations in our Public Beta Feedback Forum, helping us to fine-tune and perfect the gameplay experience. As you delve into the vast changes introduced in 7.00, our team is already looking ahead, diligently working on the next addition to the X4 saga, X4: Timelines. Rest assured that more information on this brand new, very different expansion will be shared as soon as possible. In the meantime, we can confirm that we are on track for the release of both X4: Timelines and the 7.00 update to X4: Foundations later this year, continuing to expand and enrich the universe we've all come to love. Stay tuned, commanders. The journey through space continues, and the best is yet to come. https://store.steampowered.com/app/2700340/X4_Timelines/
7.00 Public Beta 1 Changelog
(please visit our forum for the complete changelog)
- New Feature: Reimagined Teladi and Argon capital ships.
- New Feature: Redesigned Xenon PE and SE ships.
- New Feature: Flyable Xenon ships (selected ships only).
- New Feature: Historic Terraformer ships.
- New Feature: Observation Deck module for stations.
- New Feature: Additional sectors and landmarks.
- New Feature: Race-specific managers' offices.
- New Feature: Improved AI.
- New Feature: Reworked, improved and expanded tutorials (work in progress during Public Beta).
- New Feature: Late-game crisis for advanced players.
- New Feature: Customisable radial menu for quick access to actions.
- New Feature: Extended input mapping options.
- New Feature: Enhanced external camera system.
- New Feature: Visual Enhancement Goggles.
- New Feature: Improved explosion effects.
- New Feature: FOV slider.
- New Feature: TAA support.
- New Feature: Enhanced shadows.
- New Feature: New accessibility options.
- Added gamestart recommendations for new players.
- Added option to choose default camera when piloting ships.
- Added possibility to customise external camera position per ship model.
- Added means to rescue people who are stranded in space suits, with options for player to request rescue.
- Added crew bailing out of player-owned ships that are destroyed.
- Added player character to list of things Live Stream camera can showcase.
- Added auto-targeting of next hostile or next surface element on destruction of current target.
- Added target type identification voice feedback for surface elements.
- Added visual effect when hovering over HUD target elements.
- Added icons to Data Vaults to indicate unlock progress.
- Added icon on Map for orphaned build storages with wares to sell.
- Added cover status information to message ticker.
- Added weapon and turret range of ships to Object Information menu.
- Added full equipment and module names to mouse-over texts in Ship and Station Configuration menus.
- Added number of available missiles or bombs in Ship Interactions and Ship Loadout menus.
- Added new weapon modes and renamed some old weapon modes for clarity.
- Added faction filter to Station Configuration menu shuffle function.
- Added lock range, lock time and resilience against countermeasures to missiles in Encyclopedia.
- Added link to Encyclopedia in Ship Information menu, and in Module context menu in Station Build menu.
- Added full module names to search in Station Build menu.
- Added visual hint to indicate which categories contain searched items in Station Build menu.
- Added checks for missing equipment blueprints to construction plan selection in Station Build menu.
- Added separate default options for Global Standing Orders for military ships.
- Added option to disable transform gizmo in Station Build menu.
- Added ability to show external target view for ships in highways.
- Added ability to move orders immediately to start/end of order queue in Object Behaviour menu.
- Added information about automatically calculated buy amount to Station Overview resource boxes.
- Added fleet and sector names to Map menu searches, and provided suggestion box.
- Added skip buttons to sliders in menus to immediately set them to their limit.
- Added ticker history to Logbook.
- Added ability to select options in dropdowns by typing.
- Added mouse-over texts explaining mission difficulties.
- Added Interact menu of station or ship when interacting with surface elements.
- Added Deposit Inventory order for multiple selected ships.
- Added reset buttons to Global Standing Orders menu.
- Added option to mark Build Storages as hostile.
- Added mission arrow to HUD for multiple mission targets that are close together.
- Added shield bar animation when receiving damage or boosting.
- Added wiggle animation to hull and shield bar when being attacked.
- Added visualisation for projected weapon heat after next shot.
- Added up-arrow button above tab icons to close top level menu and hide icons.
- Added warning about removing unavailable equipment when applying presets in Ship Configuration menu.
- Added warnings about missing military or mining equipment to Ship Configuration menu.
- Added warning when removing last controller input from certain important menu navigation controls.
- Added support for customisation of keyboard modifiers and remapping of Shift and Ctrl keys.
- Added feedback for input actions.
- Added Numpad-5 as an additional input to reset map view.
- Added wider range of ready-made input profiles.
- Added Menu Width Scale option to adjust menu widths in, e.g. multi-monitor setups.
- Added HUD scaling.
- Added glow option for UI.
- Added colour-blind options to accessibility settings.
- Added Reduced Speed Mode accessibility option.
- Added more achievements.
- Changed placement of station target elements to be in visual center of stations.
- Changed appearance of mission targets that are relative to objects.
- Changed target speed display to use more appropriate units.
- Changed option to reset Global Standing Order responses for all ships to be on dedicated button.
- Changed Object List and Property Owned menus to show stations under construction in same way as station entries.
- Changed order of Dock Areas in station elevator menu to prioritise current location and ship dealerships.
- Changed Map menu trade ware and storage type filter from being persistent per player/account to being persistent per save.
- Changed discovered Data Vault icons to remain on Map even outside of live view.
- Changed Laser Towers to show up as "ping" on map after long range scan.
- Changed messages in ticker to no longer disappear while game is paused.
- Changed faction colours to be more distinct.
- Changed colour of collectable HUD elements that cannot currently be collected.
- Changed hull bar colour in Map and radar from green to white to match HUD representation.
- Changed missile reload bar to animate from full to empty.
- Changed SSAO quality settings and added Ultra option.
- Removed interaction icons for NPCs that are not your current target.
- Removed option to minimize Map menu.
- Removed mouse HUD mode.
- Improved balancing of mineral and gas region yields across whole map.
- Improved balancing of drop rates, types and amounts for ships and lockboxes.
- Improved balancing of seminar prices to match equivalent NPC hiring fees.
- Improved balancing of stellar output across all systems to match stars and locations.
- Improved balancing of storage volume for S and M storage modules.
- Improved ware allocation for wharfs, shipyards and equipment docks.
- Improved Find Resources mission to have more variation and to take into account new resource regions.
- Improved fleet composition of Terran Protectorate.
- Improved spacesuit manoeuvrability.
- Improved character appearance when moving and performing certain activities.
- Improved mission guidance and NPC pathfinding in large walkable areas.
- Improved presentation of NPCs greeting passers-by in certain situations.
- Improved behaviour of collisions between capital and S/M sized ships.
- Improved tolerance of turret friendly fire between player and non-player factions.
- Improved friendly fire handling between non-player factions.
- Improved flee behavior of S or M ships under attack by capital ships or stations.
- Improved boarding pod launch velocity.
- Improved flight behaviour of guided missiles.
- Improved missile hit detection.
- Improved docking guidance.
- Improved precision of target guidance in space.
- Improved AI flight by not interrupting travel mode due to small course changes.
- Improved AI flight while moving to jump gates.
- Improved capital ship movement when approaching and exiting gates, accelerators and highways.
- Improved undocking behaviour of S/M ships on stations such as Teladi Trading Station.
- Improved combat behavior of missile-armed fighters attacking large targets.
- Improved combat approach for capital ships attacking very large, very slow or immobile targets.
- Improved boost usage of ships in fleets that are traversing jump gate to attack.
- Improved capital ships approaching gates prior to sector transition.
- Improved fleet gate traversal to sectors with hazardous regions.
- Improved long-distance movement to moving objects.
- Improved gate transition for very long NPC ships.
- Improved ships with mining orders avoiding asteroids they are not currently targeting.
- Improved free traders finding trades when operating over multiple sectors.
- Improved miner decision-making involving mining in distant sectors which are contested by hostile factions.
- Improved manual mining order for solid resources.
- Improved manual mining order when cargo is already full.
- Improved reliability of capital ships getting supplies.
- Improved reliability of construction ships building stations in owned faction space.
- Improved repair and resupply for ships with repeating orders.
- Improved repair and resupply by allowing player-owned ships to use player-owned equipment docks, wharfs and shipyards.
- Improved damage calculations for certain weapons when player not nearby.
- Improved response to being boarded.
- Improved price balancing for several MK2 weapons.
- Improved voice feedback for repeated target selection.
- Improved fighter pursuit of very fast, large targets.
- Improved fighter pursuit of targets when player not nearby.
- Improved Flee order, particularly when fleeing from ships attacking head-on.
- Improved behaviour of NPC ships regaining lost subordinates.
- Improved reliability of carrier-based fleet subordinates.
- Improved subordinates with Mimic to inherit commander's default behaviour when promoted if commander is destroyed.
- Improved fight-or-flight decision making for subordinates in fleet with Carrier or Fleet Auxiliary Ship in combat.
- Improved stations set to sell excess resources in logical overview to no longer reduce automatic buy amount.
- Improved redistribution of NPC military ships from long-standing quiet areas to potentially troubled ones.
- Improved delivery of scrap to processing modules.
- Improved order to deploy satellites to show radar range of satellite before deployment.
- Improved messages for stations reporting friendly ships being attacked close to station.
- Improved relation penalty on issuing attack order so that penalty is removed if attack order is cancelled before shooting has started.
- Improved station deconstruction by transferring remaining cargo to build storage.
- Improved Live Stream view target selection logic.
- Improved ticker message when picking up crates or asteroid chunks.
- Improved selectability of small target elements in HUD.
- Improved look and feel of mouse interactions in space and on radar.
- Improved visuals of communication channel video feed.
- Improved display of effective countermeasure resilience for missiles in encyclopedia.
- Improved Controls settings menu layout.
- Improved mapping of mouse buttons and mouse movement with Shift/Ctrl modifiers.
- Improved conflicting controls popup when remapping is not possible.
- Improved range of control mapping options.
- Improved support for DualShock and DualSense controllers.
- Improved performance of Player Info menu under certain circumstances.
- Improved cockpit visuals for Irukandji.
- Improved historical accuracy of broken Terran jump gate model.
- Improved presentation of loadout editor for Boron ships.
- Improved structure of Options menu.
- Improved visuals for Thermal Disintegrator bullets.
- Improved appearance of stardust effect.
- Improved lighting in Station and Ship Loadout menus.
- Improved flickering of object lights when transitioning between functional and non-functional.
- Improved visuals for scan mode.
- Improved consistency of glow with different anti-aliasing and upscaling modes.
- Improved readability of weapon heat bar on bright backgrounds.
- Improved subtitle readability.
- Fixed some pirates not being active in Kingdom End expansion sectors when gate opens.
- Fixed missing default paint theme when at high reputation with Queendom of Boron.
- Fixed Leda We being placed in same spot as Boron marine in The High Road mission.
- Fixed Godrealm of the Paranid and Holy Order of the Pontifex being present in some Split sectors after Paranid unification.
- Fixed Boron story sometimes getting stuck if Boron Shipyard is destroyed.
- Fixed A Matter of the Utmost Gravity mission getting stuck if conversation with Kromancketslat's lieutenant is interrupted by opening Map.
- Fixed Trinity faction not able to rebuild wharfs, shipyards and other major stations.
- Fixed stereo audio issues in some cutscenes of Boron story.
- Fixed incorrect countdown in Casino welfare module research time trial.
- Fixed mission-only module blueprints being unlocked in Station Design Simulator.
- Fixed missing animations when selecting New Game under certain circumstances.
- Fixed ships not using travel mode when ordered to attack target in distant sector.
- Fixed several situations where ships could fly through station or carrier while docking.
- Fixed dock assignment and ship hologram persisting when stopping control.
- Fixed various issues with retrieving ships from internal storage.
- Fixed various issues with player docking requests.
- Fixed NPC subordinates sometimes docking indefinitely.
- Fixed some pilots finding it hard to land on Boron Wharfs.
- Fixed Mk2 Laser Towers getting stuck in docking bay on launch.
- Fixed player-owned police ships continuing to police old sector after player loses control of all sectors.
- Fixed free traders sometimes not finding trades, particularly when only working with one ware.
- Fixed capital ships sometimes repeatedly trying to trade with stations they cannot dock at.
- Fixed frigates, destroyers, and battleships sometimes not launching defence drones when they should.
- Fixed frigate-based defence drones sometimes escorting their frigate indefinitely rather than engaging hostiles.
- Fixed ships tending to repeatedly switch targets if faced with multiple small targets in close proximity to one another.
- Fixed non-capital ships in combat tending to always prefer to target individual ships rather than capital ships or stations.
- Fixed NPC ships sometimes unintentionally initiating hostilities against neutral or friendly ships or stations.
- Fixed ships performing queued Coordinate Attack orders trying to attack wrecked targets.
- Fixed participants in Coordinated Attack pursuing targets to adjacent sectors.
- Fixed Attack orders sometimes generating failure messages even if order resulted from automated behavior.
- Fixed attack subordinates sometimes getting distracted by other targets far from their commander.
- Fixed attack subordinates attacking targets other than their commander's without provocation.
- Fixed ships attacking targets that are being boarded by non-hostile faction.
- Fixed capital ships sometimes approaching too closely in combat.
- Fixed ships re-engaging in combat after being ordered to disengage or being given a move order.
- Fixed Coordinate Attack including subordinate groups that have been set to Docked.
- Fixed ships sometimes not considering other ships in front of them and therefore not slowing down.
- Fixed ships sometimes spiraling around carriers while trying to dock when player not nearby.
- Fixed ships sometimes flying backwards in Travel Mode after changing current orders.
- Fixed subordinates wanting to undock if docked at commander that is further up their command hierarchy.
- Fixed many cases of ships stopping abruptly upon destruction.
- Fixed ships being forced out of highway when colliding, and several other cases of ships getting stranded beside highways.
- Fixed AI-controlled ships with player passenger sometimes appearing in wrong position after gate transition.
- Fixed large ships getting stuck when trading with build storage while station build plot size is changed.
- Fixed unprotected player-owned miners mining in sectors with hazardous regions if no other regions with resources are found within range.
- Fixed Construction Vessels sometimes idling next to gates to enemy sectors.
- Fixed Construction Vessels with no drones having no efficiency penalty.
- Fixed mining ships sometimes shooting empty asteroids when player is nearby.
- Fixed mining nodes on asteroids being randomised when turning scan mode off and back on.
- Fixed free-flying police scanning space suits.
- Fixed friend/foe mines launched during dogfights sometimes not being hostile to their target.
- Fixed guided missiles not properly targeting stations and build storage.
- Fixed missiles sometimes not leaving launcher in forward direction.
- Fixed turret control acquiring only one missile per missile swarm.
- Fixed ships launching countermeasures against unguided missiles.
- Fixed trade discounts not being taken into account when traders are looking for trades.
- Fixed stations not selling resources to their build storages under certain circumstances.
- Fixed certain trading stations no longer buying or selling certain wares after changing ownership during story.
- Fixed stations that are starved of resources sometimes not paying high enough price.
- Fixed equipment on destroyed ships and station modules not contributing properly to scrap value.
- Fixed trading stations sometimes deviating from average price for certain wares when they shouldn't be.
- Fixed inconsistencies in M turret pricing.
- Fixed beams and ricocheting bullets distorting accuracy stats.
- Fixed player being personally blamed for some hostile actions by other ships belonging them.
- Fixed player-owned ships worrying that player will be stranded when player is on their own ship.
- Fixed ship repair taking longer than it should with crew aboard.
- Fixed ships sometimes oscillating between two positions, e.g. when approaching player or while docking.
- Fixed ships sometimes changing directions very abruptly.
- Fixed ships disappearing during docking animation.
- Fixed collision with invisible walls on some wrecked objects.
- Fixed capital ships sometimes reacting too strongly to collisions.
- Fixed force effects, e.g. of anomalies, not working after exiting superhighway.
- Fixed outdated game start image of Boso Ta.
- Fixed dock areas not having any props.
- Fixed not being able to select all objects from Kalis, Sunder or Incarcatura cockpit.
- Fixed excessively dirty cockpit glass in XL Argon ships.
- Fixed incorrectly rotated shield impact effects.
- Fixed ship ID being cut off on Syn and Guppy.
- Fixed logo being cut off on Thresher and Dolphin.
- Fixed logo and ship ID being cut off Heracles.
- Fixed logo and ship ID on Yasur disappearing at certain view angles.
- Fixed missing logo on Osaka lower left hull.
- Fixed flickering surface on Yasur.
- Fixed missing geometry on Asgard and Peregrine.
- Fixed incorrectly placed elements near the docking area on Nomad.
- Fixed space suit dock not being visually integrated into the Boron luxury dock.
- Fixed floating geometry on Barbarossa.
- Fixed floating geometry on Kalis fighter in ship build menu.
- Fixed landing gear of Lux being out of place.
- Fixed cockpit ramp of Shih clipping out of ship while in flight.
- Fixed Ion Pulse turret bullets clipping into ship hull on launching.
- Fixed certain small weapons not firing straight ahead.
- Fixed floating turrets on Terran defence tube.
- Fixed turrets of Scrap Recycler being inside module.
- Fixed turret positioning issue on Magnetar.
- Fixed shield generator positions on Donia, Yasur and Shark.
- Fixed shield generator on Shark being located inside ship hull.
- Fixed missing flame animation in Teladi S all-round engines.
- Fixed incorrectly positioned engine flames on small Xenon ships.
- Fixed multiple cases of out of place hologram in airlock.
- Fixed transporter room doors on small ships not closing properly.
- Fixed black surface appearing on Kyushu when viewed from further away.
- Fixed hole in Split corridor.
- Fixed invisible keyboard in manager's office.
- Fixed paint mods not affecting cockpit frame on Kestrel and Guillemot.
- Fixed visual glitch on capital ships under construction.
- Fixed incomplete wreck for Falcon.
- Fixed missing wreck for Jian.
- Fixed missing wreck for collectible containers.
- Fixed incorrectly textured wreck for Magpie.
- Fixed incorrectly positioned wreck for Chimera.
- Fixed incorrectly positioned wreck for Teladi small container storage module.
- Fixed colliding with invisible wall when undocking from bay 6 on Boron luxury dock.
- Fixed imprecise collisions with Asgard main weaponry.
- Fixed imprecise collisions with derelict station in Duke's Haven.
- Fixed incorrect snap connections inside Terran Trading Station Hexa-Dock Pier.
- Fixed incorrect rotations of station modules under construction after loading.
X4: Foundations
Egosoft
Egosoft
2018-11-30
Simulation Singleplayer
Game News Posts 219
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(18002 reviews)
https://www.x4foundations.com
https://store.steampowered.com/app/392160 
X4: Foundations Main Linux [50.72 M]
Freedom to personally fly all ships:
X4 will allow you to fly all ships personally. From small scouts over a wide range of ship classes up to the biggest carrier, everything can be piloted from the cockpit or an external view.
A big focus in the development of X4 has been to achieve a seamless and immersive experience when moving between ships. You can leave a ship, climb down a ladder, walk over the dock of a large space station into another ship you may have parked there and replace the pilot that was working for you just by clicking on his chair.
Modular stations and ship upgrades:
Building space stations and factories has always been a foundation of the X games. After gaining enough money through fighting or trading, most players want to establish their own economy and start influencing the universe on a larger scale. In X4, it is now possible to be completely free and creative. Stations can be constructed from a variety of modules, be it production modules, living sections, docks or many other types of parts. The powerful new map system allows you to drag and connect modules using a connection system to design your own unique creations.
Ships also offer a variety of upgrades. Engines, weapons and other equipment can be added in a graphical editor and actually seen on the ship.
Most dynamic X universe ever:
X4 will be the first X game to allow our races and factions to freely build and expand their empires; the same flexibility the player enjoys in creatively designing space stations from modular building blocks is also available to them. Races expand their empire based on supply and demand, which leads to an extremely dynamic universe where every action the player makes can influence the course of the entire universe.
Managing your empire with a powerful map:
Once you have more ships and many NPCs working for you as pilots, crew or station managers, the map will be your preferred method of managing it all. Ships can be ordered with simple clicks and through drag-and-drop operations to set their future path and commands.
Graphically plan your trade routes, coordinate attacks with your entire fleet, manage the hierarchy or send ships on remote exploration missions.
Most detailed X economy ever:
One of the key selling points of X games has always been the realistic, simulated economy. Wares produced by hundreds of stations and transported by thousands of ships are actually traded by NPCs and prices develop based on this simulated economy. This is the foundation of our living and breathing universe. Now with X4, we have taken another, massive step. For the first time in any X game, all parts of the NPC economy are manufactured from resources. Ships, weapons, upgrades, ammo and even stations. You name it. Everything comes out of the simulated economy.
Research and Teleportation:
The seamless change from ship to ship and from NPCs controlling your empire for you continues on a higher level. Once you own a larger fleet, you will be very interested in researching a technology from your HQ: Teleportation. Once you've unlocked teleportation, you can jump from ship to ship a lot quicker and experience all the critical situations your NPCs encounter first hand.
Every order you have given to a ship before turns into a mission objective when you pilot the ship yourself. The moment you leave again, your pilot takes the helm and continues with their previous orders.
Get into the game:
In X4, you can start your journey from a number of different gamestarts and as a number of different characters, each with their own role, set of relationships and different ships and technologies to start with. No matter how you start, you are always free to develop in any other direction. Focus on exploration, make money with illegal trading and theft, command large battle fleets or become the greatest entrepreneur ever. It's all up to you to decide.
- OS: SteamOS (64-bit) or Ubuntu 18.04 (64-bit)
- Processor: Intel i5-4590 3.3GHz or AMD equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 780/970 or AMD equivalent (Vulkan support required)
- Storage: 35 GB available space
- OS: SteamOS (64-bit) or Ubuntu 18.04 (64-bit)
- Processor: Intel Core i7-6700 or AMD equivalentMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Nvidia GTX 1070 or AMD equivalent (Vulkan support required)
- Storage: 50 GB available space
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