Galaxicus Update: Patch Notes, New Features, and Roadmap to Launch
Greetings, Galaxicus Commanders! The universe of Galaxicus continues to evolve with our latest update. Weve made significant changes and improvements to enhance your gameplay experience. Below, youll find the detailed patch notes, along with a brief overview of the exciting new features weve introduced. [hr][/hr]
Patch Notes
Gameplay:
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Game Menu: [olist]
- Fixed an issue where the Game Menu would be off-screen after typing "end." The menu should now stay anchored and visible.
- Resolved a bug where the message "Starting the instance" remained on the screen after typing "end." [/olist] Corporate Planets: [olist]
- Reduced the number of corporate planets generated during universe creation to better align with their intended purpose. [/olist] Corporate Ship Abilities: Each corporation's ship model now has distinct abilities and bonuses: [olist]
- StardustTech - PoleaxMKII: Enjoy an additional 20% armor and 20% troop carry capacity.
- Aurora Corp - Pathfinder: Increased probe speed to a max of 17 LY (up from the standard 14 LY). Your ship will automatically probe all systems within 30 LY.
- Iron Leaf Trading CO - Tortoise: Gain an additional 20% cargo space and reduce fuel usage by 50%.
- One Star Security - Mako: Achieve a max warp speed of 15. Your ship is also immune to critical laser damage.
- Qhiegel - Q1: Benefit from 20% shield damage mitigation and 20% bonus torpedo damage. [/olist]
Drydock:
- Moved the "Exit" button to the top-right location for better visibility.
- Fixed text arrangement issues where the "Life Support" text was partially covered by the troop image.
- Relocated ship notes to a new window to prevent them from covering parts of the letters.
- Corrected the alignment of the "Owner" label.
- Unified font sizes to avoid overwhelming text in the Drydock UI.
- Fixed the issue where aft lasers and shields were abbreviated incorrectly as "Aft Las" and "Aft Shie."
Planet Management (PM):
- Adjusted the drop-down window to prevent it from blocking game info in the top left corner.
- Unified labor screen column headings for better alignment.
- Removed the unnecessary "Warehouse" tag that appeared when switching from the warehouse to other items like Labor.
- Widened the PM UI window to accommodate proper font size and ensure text remains on one line.
- Adjusted font size and anchors in the PM window to prevent text from being covered by graphics.
- The base status icon now changes color according to the base status, addressing confusion caused by the previous "Triforce" lookalike icon.
- Uniformed the anchors and text size in the Labor menu to ensure items line up correctly.
- Configured labor setting values to automatically update when changed, without needing to press "Enter."
- Corrected the planet name label to reflect the actual planet name rather than the player's name.
- Improved the readability of warehouse item lines by adjusting the color and font.
- Standardized the sizing and emphasis of labor item categories to avoid overly emphasized sections like "MINING!"
- Reworked the planet management and planet orbit panels to support High Definition fonts.
- The UI can now be scaled to fit your preferences. The UI scale is set to 80% by default and can be accessed via the options menu.
- Corrected material used for the Auto-nav hyperspace highlight ring. It should now be visible at any distance.
- Updated many UI windows to support the tooltip system, allowing players to hover over an icon to learn more about the game and systems.
- Created many new icons to help visualize information presented by the UI.
- Overhauled the Dry Dock UI: Centralized important information and listed stats with relevance to other stats in mind.
- Created a new visually immersive HUD.
- Visually unified nearly all UI windows: Matching headers, colors, fonts, backgrounds, etc.
- Redesigned the Helm UI HUD for less screen space and a more comfortable layout for ship control.
- Added the ability to hide or show the "Ship status window." Currently, the button is hard assigned to the "U" key but will be converted to a configurable hotkey in the near future.
- The Favorite System UI is now labeled "Favorite Planets" to properly express its function.
- The Fire Missile Button was layered underneath the Fire Laser button, causing it not to function when attempting to fire a missile. This has been corrected.
- Realigned the Colony and Abandoned Selection Slider in the Systems Library Page.
- Updated the Trading post to match the rest of the UI.
- Reapplied the "Tune" radio button. It should now function as intended.
- Fixed the issue where aft lasers and shields were abbreviated incorrectly as "Aft Las" and "Aft Shie."
- Moved the "Exit" button in the Dry Dock to the top-right location for better visibility.
- Adjusted the drop-down window in the PM screen to prevent it from blocking game info in the top left corner.
- Unified labor screen column headings for better alignment.
- Removed the unnecessary "Warehouse" tag that appeared when switching from the warehouse to other items like Labor.
- Widened the PM UI window to accommodate proper font size and ensure text remains on one line.
- Adjusted font size and anchors in the PM window to prevent text from being covered by graphics.
- The base status icon now changes color according to the base status, addressing confusion caused by the previous "Triforce" lookalike icon.
- Uniformed the anchors and text size in the Labor menu to ensure items line up correctly.
- Configured labor setting values to automatically update when changed, without needing to press "Enter."
- Corrected the planet name label to reflect the actual planet name rather than the player's name.
- Improved the readability of warehouse item lines by adjusting the color and font.
- Standardized the sizing and emphasis of labor item categories to avoid overly emphasized sections like "MINING!"
New Additions and Upcoming Plans
This update brings a host of new features that add depth and strategy to your spacefaring adventures. Each corporate ship model now has distinct abilities, further diversifying the tactics you can employ in your quest for dominance. Whether its the rugged durability of the PoleaxMKII from StardustTech or the unmatched stealth capabilities of One Star Securitys Mako, these new abilities will redefine how you approach both exploration and combat. In addition to these gameplay enhancements, weve also fine-tuned the user interface and fixed several bugs that were affecting the overall experience. Our goal is to create a seamless and engaging universe where your decisions truly matter.
Looking Ahead:
As we continue to improve Galaxicus, we are excited to announce that we will be more active on Steam, engaging with the community as we work towards our goal of leaving Early Access later this year. The game has seen significant improvements over the past year, and we believe now is the perfect time for both new and returning players to dive in. [hr][/hr]
Join Us in the Steam Space Exploration Sale!
Were thrilled to announce that Galaxicus has been selected to be featured in the Steam Space Exploration Sale, starting on Monday, September 2nd. This is a fantastic opportunity for new players to join the ranks and experience the vast universe weve been building. If youve been on the fence about trying Galaxicus, now is the perfect time to jump in and see what all the excitement is about. Thank you for your continued support, and we look forward to seeing you in-game! - Team [color=red]Crimson [/color]Leaf
Updated the graphics Simplified the system by removing the tabs The launcher automatically closes after one minute of launching the game saving CPU cycles
This will be the last war with version 1.03 All planets established until Monday 12/25 at 9pm EST will receive a growth bonus We will begin Beta 1.04 testing on Tuesday Night watch for an announcement with the details of the version changes.
The Mac OS version is ready for download Linux is being tested and should be ready for download by 10/14
- The issue with creating a new ship in the ship manager has been fixed - In the trading post troops no longer have a minimum and all troops can be sold - The cargo is displaying correctly - The imperial bases in all core systems are open for business - the [mis]sile command with no parameters will cause the missile to self destruct --- Further testing needs to be tested with player vs player to ensure its working --- V1.04 may have a button - Trading post - ammo trade would sometimes give an error 'not enough MU on ship' this has been fixed - other minor changes for stability have been addressed
A new war will begin at 9pm EDT on 8/30/2019 The universe has been prepared using Version 1.03.08 Come join us for the fresh start and establish boosted planets until Monday night at 9pm EDT
- Increased the Ship Manager max ships to 100 - The badge manager has been disabled so it does not interfere with 1.04 - Hull space in ships has been increased. - Guardian buy prices have been increased 4x and there are no changed the sell prices - Abandons scream on radio channel 1 - Guardian prices do not change during a war once they are created - Abandons are now producing items - Systems 1,2,3, and 4 are 90+/90+ - Core Imperial bases are owned by Dark Helmet
- After 14 hours of good CPU and memory usage on the server it appears all of our known lag issues have been addressed. - The region map's jump gates were not working if the screen was resized. - When a dialog was open the stars in hyper space were still active allowing for probes to be sent. When a dialog is open the stars are no longer select able.
- Added a team survey text block near the ship library - Created new events for both the first visit of a system of a team mate and surveys of colonies - These events are displayed in the position dialog area just below the region type. - These events are sent to all team mates in space
- Ship library is now updating correctly - Ship library combo box list is much larger - Planet management the combo box list is much longer - Team list crash has been fixed
1. Systems 1,2,3 and 4 will continue to score. 2. Regions M50, G50 and T06 will start the game with Imperial bases with the MWIII defenses and size. - These will be the only Dark Helmet planets in the galaxy. - These 12 systems will be the ONLY Imperial public hullers - These 12 systems will be the ONLY banks in the galaxy - If these 12 systems planets are captured, the public huller will remain and team members will pay normal Imperial prices 3. Systems 1,2,3 and 4 are no longer 100/100 planets they will have random values 90+h/90+m 4. Systems 1,2,3 and 4 will continue to be capture points - These captured bases will give 1% bonus to production to all team planets in the region - Capturing all four will give a 5% bonus to all team planets in the region. - Votes will be given to the team owning these capture points at 25% each of the regions votes 5. When a region is opened no additional Imperial bases will be created. 6. Regions will be opened when there are 10 player owned colonies. 7. Closed regions 1.2 colonists per house 8. Open regions 1.3 colonists per house 9. Qhigell bases have been rebalanced 10. Dry dock display issues have been addressed 11. Ship Management issues with warp, cash, impulse and cargo have been fixed. 12. Guardians prices have a chance of changing throughout the war. 13. Plunder has the first set of changes
A new war begins 7/26/2019 at 9pm EDT We have made several changes to the way the game works thanks to the input from the current player base. Come join us tonight - any planets established during the first 48 hours get a growth bonus so no planets are left behind.
Pre-Sales keys have been sent to all who purchased packages from the website - please check your email. We created a founders role in discord to recognize your early financial support in the project. Let us know if you need to re-create your discord login. Thank you your support!
- Region Map - the current map now updates the regions map with the correct region - New Icon Graphics - The current ship name is located by the game timer - Ship Management - ships could be left at the wrong planets - Game Settings -- A graphics quality setting is available -- Audio engine sound volume can be changed
The tutorial series is complete and available in this play list https://www.youtube.com/playlist?list=PLSdzLhoYF1EgQv3OFZcdg1AwVxB_E4YuW The list is also linked under our Video section on Steam. Good Hunting
- Memory management changes decreased the server foot print by 300mb -- Planet survey decreased the time from 4ms to 0.9ms -- Ships in space - added a memory cache -- Star systems are contained in a new class -- Ships not in motion have their distanced packets are contained in the ship's data saving constant recalculation
- Aligned the warehouse input boxes on the PM page - Aligned the owners on the ship library - Added Date and Scouted by for teams - this will take an Update to activate - Loan has been added to the Drop dialog - The error messages 1,2,3 or 4 about jumping have been removed - The planet management scene has the Loan on left panel - The known Jump Gate systems are displayed on the local region map - Region Map - clicking on the map should fly the ship to that system Except for 1,2,3 and 4 - soon - When in orbit of at planet and Manage is selected the planet is now displayed - When hovering over a planet icon - the Owner and Name have been separated - Abandoned planets now say Independent Colony - Swapped the metal and hab ratings on the city view page because every where else its Hab/Met - on the PM page it was Met/Hab - Fixed distance for mouse over planet icon - if the distance = 0 it is not displayed - Added a Ship Management System -- Navigate to an Imperial Colony and enter orbit -- There is a Create Button - it will store your current ship and create a scout. -- Ships can only be activated from the colony they were stored -- Ships cannot be changed if in Combat -- Currently 10 ships can be stored. - Added several new tunes to the audio mix
- Trading post was simplified both on the warehouse and the internal code. -- Many of the values have been removed to simplify the UI -- Quick buttons have been added for quick assignment of values -- note: the input boxes are not aligned properly and look stupid - next patch -- Team pricing has been removed, team mates buy and sell at 0 - Jump gates cache was not being updated properly, this has been fixed. - The region cache appears to have been the source of the lagg we experienced yesterday, the cache has been modified to use time vs quantity as the clearing method - We were experiencing lag because a planet cache was failing, this has been fixed. - Team databases are now working, the ship library will need a modification to include the Date and player who visited the system last.
Galaxicus
Crimson Leaf LLC
Crimson Leaf LLC
2019-06-28
Strategy MMO Coop EA
Game News Posts 18
🎹🖱️Keyboard + Mouse
5 user reviews
(5 reviews)
http://www.galaxicus.com
https://store.steampowered.com/app/1019820 
You and every other player begins each four-week Galaxicus war the same: you use a scout-class spaceship to explore the galaxy. By leaving the safety of the Imperial system, you build your own unique empire by exploring, establishing planetary colonies, and capturing colonies begun by rival players. Anyone you encounter within the game will become an ally, a rival, or possibly, in time, a vital teammate.
Galaxicus has three regions and each defines your level of commitment to the game:
1. In CORE SPACE, you play a game that requires minimum commitment (ideal if you have a life outside of Galaxicus).
2. In RIM SPACE, a lot more happens. Weapons are hot, ships can attack you, and you can pillage planets, but not capture them.
3. In FRONTIER SPACE, you’re ALL IN. Leave your free time at the airlock!
Regardless of the region you choose to play in, there’s a universe of stars to explore and each contains planets that you can orbit (or bypass). You can colonize or mine planets; maybe do both. It’s up to you. You can trade goods, rebuild your ship, and bank resources at any of the four Imperial bases that exist in each region.
Your ideal goal is to balance space combat and colony building. That’s how you build your empire. You balance your fleet of ships by using modular components to construct combat ships, freighters and carriers. Your registry of ships lets you carry fighters and personnel to plant your banner on distant star systems. However, don’t forget to leave builders, miners, and harvesters back home or your attackers will run low on vital resources.
You will quickly find that playing Galaxicus as a team makes it the best game going. Teams can more quickly explore space and evenly distribute the diverse knowledge gained. Strong members help less experienced colleagues to rapidly pick up valuable skills. History shows that a well-balanced group playing the game as a team stands a much better chance of entering and winning the annual War of the Galaxies competition.
- OS: Ubuntu 16.04+
- Processor: CPU: SSE2 instruction set support.Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 2 GB available space
- OS: Ubuntu 16.04+
- Processor: CPU: SSE2 instruction set support.Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 2 GB available space
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