Archiv der Kategorie: Game News

#43 „Ocean Districts & Trade Discounts“

Dear Colony Managers,
prepare yourselves to build some beautiful ocean districts for your people! In addition there are loads of detail improvements that give the overall playability a huge boost! Mostly based on testing and your highly appreciated feedback. Special thanks to Johannes for improving our german translation!

TL;DR

  • Display info icons during colony placement
  • Trade discounts and surcharges
  • Ocean district
  • UI improvements for research, colony shares and workshop
  • List of gameplay improvements
  • New rendering system for buildings and world objects

Colony Placement

Placing a new colony or frontier building now displays icons on the surrounding fields. The represent the quality of the area by highlighting deserts, fields with high fertility, fossil or rare resources and more.

Trade Discounts

The price of resources and items always depends on who you are trading with. Space merchants and tech traders will charge a fee that makes buying more expensive and selling less lucrative. Natives and midras on the other side don’t know a lot about space market prices and often sell stuff very cheap.

Other colonists, finally, link their pricing to your diplomatic relation. This means it can be very powerful to have a good relation towards another company.

Ocean District

This new district is now made available in the Lorian mission.

The ocean district can be built on coast fields and the open sea. Districts have to be linked to others who connect with the shore.

Microplastic collectors clean the seas and recover goods by filtering floating plastic, other waste and impurities from the water.

Ocean thermal energy conversion uses the temperature difference between cooler deep sea and warmer surface water to meet part of the energy demand.

UI Improvements

Research

  • Only display elements of buildings that are already available (the buildings don’t have to be licensed, though)
  • Highlight research options by improved category: energy, food, goods, income, emissions

Colony Share Trading

  • Take-over of a city no longer needs at least 50% of shares
  • Clearly display the player’s stake in another colony
  • Tooltip with transaction fee and expected dividend

Workshop

  • Unite different item categories in single panel with scroll bars

Other UI Stuff

  • Added „mission failed“ dialog to competitions
  • Highlight when an opposing faction is almost winning the competition
  • „Back“ buttons in game are now called „resume game“ to make it more clear
  • Infrastructure buildings now have gray icons

Gameplay

  • In competition and free play other factions will no longer wait until you have placed your first city center
  • Forests and other plants regrow much faster now after being harvested or burning
  • Nitroskirlid-pumpkins grow bigger in most areas now
  • Increased number of default tech licenses in competition and free play

Graphics & Tech

We have completely rewritten our rendering system for buildings and other world objects:

  • Improved render performance
  • Much nicer animations
  • More powerful particle effects

#42 „Equity Crash, Riots and Security Complex“

Attention colony managers,
you may have expected the „Answer to the Ultimate Question of Life, the Universe and Everything“ from update 42 or have you newer sheltered a passing hitchhiker in one of your outposts?

Anyways, what you get instead is of course just another bunch of problems which will make the colonizing business so much more interesting…

TL;DR

  • Catastrophes let colony shares drop
  • Riots in cities and native camps
  • Security Complex
  • New item: Soma
  • New city center animation
  • Anti-aliasing
  • Biome & forest diversification
  • Fixes & improvements

Catastrophes Let Colony Shares Drop

For example a persisting epidemic in another companie’s colony is lowering their colony’s stock price. Use this opportunity to buy their shares at a discount!

Riots, fires, hackings, flood, tornadoes, asteroids, meteors and other incidents have similar effects. Also threats like Assimilators or Xrathul will cause a drop.

Your ability to artificially trigger these natural catastrophes through temples and items makes price drops an interesting prelude to the next strategic equity buying spree and the takeover of other colonies. The free market makes it possible.

Riots in the Colony

Riots are now a real threat to your colony! This is what happens when your colonists are unhappy for a long time. Under-supply of resources or negative external influences lead to a poor quality of life. If these circumstances continue for too long, people’s misfortune increases to anger and a riot develops. It’s too late to fight the causes of the uprising as soon as it breaks out. A riot can be pacified with the use of Soma and prevented by a security complex or a frontier tower. But the easiest thing to do is to provide good colony living conditions in the first place.

Security Complex

This building stations police units to maintain order in the colony. Riots of dissatisfied colonists in the surrounding area are prevented. This ensures peace and quiet, although this is associated with additional costs.
The facility monitoring upgrade scans production facilities in the surrounding area and prevents incidents.
The cyber security upgrade monitors the information networks in surrounding buildings and prevents hacker attacks.

Soma

We could finally synthesize Soma, the famous drug from Aldous Huxley. This is what the packing slip says: „To avoid major mood swings that can lead to negative moods, people regularly take Soma, a drug that has a mood-lifting and stimulating effect and is also used as an aphrodisiac. Unlike alcohol, it has no side effects at the usual dosage and is produced synthetically.“

To sum it up: it’s raising the general life quality and helps against riots.

New City Center Animation

A new age of ingame animations awaits us! Starting with the colony center base which is expanding in various parts that screw, bend and turn out of the ground when the landing capsule is coming down. The worker drones are now stationed on landing pads from which they will lift off to build and repair.

Anti-Aliasing

Might sound a bit weird but we had to disable this basic graphics feature for ages due to framework issues. But what it adds to the game’s look is awesomely amazing. Lovely, calm and soft edges everywhere especially when you zoom out from the planet, have a look.

Biome & Forest Diversification

Ralph sent us a very detailed feedback with improvement suggestions to make the environment and nature more realistic (Thanks!). Based on this we decided to further diversify the biomes and forests:

  • Forests in fertile areas are often better at binding CO2. This is for example the case for rain forest and bog forest
  • Big fish swarms are more common in cold areas
  • Industrial farming and fishing reduce fertility
  • Steppe is bad ground for forest growth, but quite good for farms and especially resistant, so fertility is only slowly decreased
  • Rain forest ground in contrast is easily damageable and loses it’s fertility fast

Fixes & Improvements

  • Added achievements for Edora, Iqunox and Thera and when reaching 40 points in the campaign
  • Workshop queue is only available for workshops of level 2 now
  • Camera position is restored when loading a savegame
  • Priorization stores at least 10% of a resource’s production. This amount is now shown in the list of consumed resources
  • Fossil resources below 10% will decrease a fossil power plant’s productivity (up tp 20%)
  • Fixed bugs in highscore list
  • New unlocked items are highlighted in the inventory
  • Switched background music compression from ADPCM to WMA streaming
  • Fixed game freeze and window disappearing problems

#41 „Colony Interface & Desertification“

Welcome back colony managers,

here comes a set of awesome new features improving your space colonization systems.  This month we spent a lot of time into pimping the user interface of the game into it’s 4th evolution and making it 4k ready by the way.

With the remediation center a very important infrastructure building made it into this release and also the logistic center got a workover enabling you to fully automate repairing and cleaning processes. And there’s more…

TL;DR

  • New user interface
  • Remediation center & carbon sequestration
  • Logistic center is now maintenance station
  • Desertification threat and temple power
  • Solar park and wind farm alignement
  • Mountain variations
  • Fixes & improvements

New User Interface

The existing user interface clearly did not meet the demands of our colony & planet simulation. It was very clumsy and reminiscent of a casual mobile phone game.

So we rebuilt it, using the smaller and much clearer Roboto font for all text elements, while keeping our futuristic fonts for headers and elements that need highlighting.

The new interface now has become much easier to read while taking less screen space and thisway giving even more focus to the planet itself.

If you are using a relatively small screen with a high resolution you can still zoom the interface up to 150% in the options.

A side effect of our work is that the new user interface has a higher resolution and thus is ready for your 4K display.

Remediation Center & Carbon Sequestration

The new building remediation center comes with an additional worker drone and uses this drone to automatically start the clean up process for nearby fields.

An powerful upgrade for the center is carbon sequestration – the technical separation and storage of CO2 emissions from surrounding buildings and power plants. Thanks to underground compression, the exhaust gases do not enter the atmosphere.

The second ugrade for this building is „Advanced Remediation Process“ it halves the cost of soil clean up in the area.

Logistic Center is now Maintenance Station

The logistic center is now called „Maintenance station“ and automatically repairs nearby damaged buildings by default. It’s upgrades are the fire station and „Advanced Repair Process“, which halves the cost of repair processes in the area.

Desertification Threat and Temple Power

In the course of global warming there will be new deserts emerging next to others. Thereby the infertile wasteland is growing. The only way to prevent this is to plant forests onto desert fields so it can’t spread. Trees will effectively stop the process of desertification.

In the illuminati temple you can use gaian energy to create a field of desert anywhere around the world. Except on fields with forests on them.

Solar Panels and Wind Farms

They are aligning to the sun and the wind direction now.

Mountain Variations

Each mountain has two versions now to bring more variety into the game’s look.

These two versions are now put to the three edges of big mountains as well to make it easier to see whether a field is blocked by mountains.

Fixes & Improvements

  • Fixed animation problems: we had some seriously strange problems with sub models and animations. Mystery finally concluded!
  • Ships and oilplatforms no longer visible under water, while being built.
  • City expansion now also needs drones.
  • Show diplomatic relation progress as ring (full ring reaches next diplomatic level)
  • Fixed orientation angle of volcanoes and huge mountains on small planets
  • Sandbox category for mushroom forests

As always we wish you a good fun and hope you let us know if anything comes to your mind about the new features!

Jens & Martin

#39 „Thera“

Fellow space colony managers,

we recently discovered a new planet – say hello to Thera. In addition, our world management system needed some adjustments. All building upgrades were rebalanced and the resource simulation was revised. And of course there is so much more…..

TL;DR

  • New bonus mission on planet thera – a planet like earth
  • New vegetation graphics
  • Upgrade balancing
  • Resource simulation revised
  • Assimilators & Xrathul Harvester interaction with bombs
  • New trailer voiceover
  • Other improvements

Thera – a Planet Like Earth

The latest planet that you can unlock in the bonus galaxy is Thera. It might remind you of another planet you left long ago, right where you grew up before you joined the colonization business and started building a better future in space. Make sure that history wont repeat itself on this planet…

Organic Flora

We added some edge modells to forests so they look more organic and more round than triangle. As simply as this is said as astonishing it does look in the game.

Upgrade Balancing

All the upgrades in the game have been revisited and rebalanced. We mostly made them cheaper and more powerful to increase their strategic value.

Furthermore the visualization has been improved so you can see the most important numbers at a glimpse.

Resource Simulation

In order to make the upgrades more significant, we also had to adjust the complete resource simulation.

Let’s have a look at the most important change: The production and consumption values of all buildings are now per space minute instead of per space second.
For example the tax value of a district now represents what is collected within a full space minute. 1/60 of the amount will be added to your budget ervery space second.
If your colony makes a profit of +300€, it will take one space minute until the full amount is added to your budget. This equals +5€ per space second.

This allowed us to increase the production and consumption values of all buildings which makes them easier to read and compare.
Money related values have been increased by factor 10. Energy, food, goods and rare resources have been increased by factor 2-4. The same goes for emissions and field pollution.

In addition it allowed us to halve prices and money budget and to reduce the size of a resource cargo from from 1.000 to 100 units. These values are now easier to read and compare with the production as well.

Assimilators & Xrathul Harvester Interaction

These flying enemies are now attackable with ideon bombs and explosive devices, which will be thrown on them by your drones.
To do so you can simply hover and click the flying enemy unit and pick the item of your choice. Thisway you also get a context info about their motives and vulnerabilities.

New Trailer Voice Over

As you can hear the game features and mechanics are now explained by a native speaker with a compelling voice. As soon as we find time to redo the intro/trailer we also want to have this voice for Lima, the leading character in the game.

More Stuff

  • The inventory is now accessible through the tool ring for fields where it makes sense to use items. In addition you can open the construct ring with a right click any time.
  • Tower upgrades are also constructable through the tool ring when you have bought the corresponding item from a trader.
  • No distorting ringing sound for infos anymore.
  • Joe’s 50k Sales Goal on Mission Joma is only triggered when Joe was not already fired by the boss… oups, that was a spoiler ;D
  • On Planet Iqunox you have to craft medicine now instead of just selling medical substence harvested from corals.
  • Rounos Native Quest now tells you to build towers to repress uprisings of angry natives.
  • Mission Joma: We added a „Buy Scanner“ goal to make more clear how to proceed in the mission.

Grafix

  • The fieldmarker was redesigned to look better!
  • Tons of forest models have been optimized and graphics reworked.
  • Underwater build animation got fixed.
  • Hospital icon fixed, pumpkin shadow fixed.
  • Rooftop of the saw mill construct fixed.
  • Palms bigger and bump map fixed.
  • Reconstruct icon fixed.

#38 „Mushroom Worlds“

Dear Space Colonists, our monthly update of Imagine Earth this time adds a background story frame to the campaign and a new additional vegetation set.

TL;DR

  • Mushroom Vegetation
  • Epic background story
  • Resource Storage
  • No More Fake AI on Rounos
  • New Flashy Quest Icons
  • Other improvements

Mushroom Vegetation

Maybe you where one of those who perceived our planets as a bit too normal and not very alien-like. We had the same feeling for some time and saw chance to try something new in terms of vegetation. The whole set of forests (8 bioms + 1 underwater) is now being replaced on two of the six campaign planets to make their themes more diversified. It also triggered us to do another set of vegetation besides trees and mushrooms. Could be giant ferns or totally alienated, glowing crystal plants. Any ideas?

Epic Background Story

We heard it from time to time and felt the same way. The campaign was lacking a bigger context for the story. We have added this now  in the form of cut scenes told in the campaign screen. This links all the missions to a big picture and a real goal that is followed by you and the other companies.

Resource Storage

A minimum of 10% goods will always be put into storage if you prioritize a certain resource. That keeps you from waiting for a resource package you wanted to store when the production value of the resource is low.

No More Fake AI on Rounos

On the Rounos mission we had a scripted enemy which could finally be replaced by our AI. In addition we have polished the mission on planet Rounos. There were serious balancing issues that are hopefully working out much better now.

New Flashy Quest Icons

You can recognize much easier when there are important events somewhere on the planet. Quest icons have pulsing markers around themselves. In addition these quests are arranged in an own line in the bookmark panel. You can jump to these Events simply by pressing TAB.

 New Features

  • New resource warning icons
  • Achieved goals will be shown and highlighted in cut scenes
  • AI cares about food & goods diversity
  • Traders will trade craftable Icons only occasionally
  • Fires won’t spread so fast anymore

Fixed Bugs

  • Forest had plus on themselves
  • pollution effects were to high
  • Improved pest and epidemic particle effects
  • AI relied too much on oil platforms
  • No AI enemies where spawning in competition mode
  • Natives mood and goods usage
  • Native camp model had reflected surfaces
  • Fishery reduced its own productivity
  • Game crashes with access denied folders

#37 „Fusion Reaction“

Dear Space Colonists, our monthly update of Imagine Earth this time focuses on improving the visualization of building productivity and quality of life for cities.

TL;DR

  • Joma Extended & „Healing“ for Temples
  • Fusion Reactor
  • Fire Station
  • Money and Tax Balancing
  • New UI for Details on Productivity and Quality of Life
  • Other improvements

Joma Extended & „Healing“ for Temples

It’s now possible to donate items and resources to other colonies. For now this has only relevance for the missions, but in the near future we will be working on a diplomacy system.

We have extended the Joma mission to make use of this feature with respect to the epidemics and Birons.  This gives you the chance to take a decision at one point that will have influence to a later part of the mission.

The cure spell that is now available in temples neutralizes pathogens that can pose a threat to more complex forms of life on site – in other words, you can use it to heal epidemics.

Fusion Reactor

This new building is introduced in the Rounos mission.

The fusion reactor generates thermonuclear energy of nuclear fusion. Lithium is needed as a raw material, which can be extracted from asteroids on most planets. There is only relatively little radioactive waste and the reaction can be aborted safely at any time.

The „divertors“ upgrade improves binding of impurities from the plasma and reduce maintenance and disposal costs. The „reactor extension“ upgrade expands the reactor so that additional energy can be produced.

This building most likely will need some additional balancing, since it’s the first time a building consumed rare resources.

Fire Station

The fire station is an upgrade for city districts and the logistics center. It ensures that fires in the vicinity are automatically extinguished by a drone. In addition, the probability of forest and building fires is halved.

Money and Tax Balancing

Currently you always have loads of money in the long term. We are trying to improve the balancing of this a bit. In the first step we have increased the start budget and decreased tax income. At the same time we have increased the tax bonus you receive when your people have a high quality of life.

New UI for Details on Productivity and Quality of Life

Over the course of the last years Imagine Earth has become a quite complex game. A part of this complexity is how productivity is influenced by nearby buildings and local factors like ground fertility.

With this update we are introducing a new info panel that is shown when a building is clicked. It sums up the productivity and lists all the influencing factors and their strength. This will make it a lot easier for you to understand what is going on and how to increase the production output of your colony.

The second part of this is how the quality of life in cities is influenced. A high quality of life will give you a tax bonus and a low quality will decrease your income.

Buildings like the park district, health district and campus district increase the quality of life in surrounding districts. Other factors will decrease it. The new info panel lists the details on this, so you always know what’s going on.

Finally the former building info panel in the bottom left of the UI is replaced with a minimal version that shows the building’s / object’s name for the selected field and its production value / remaining resources.

Other improvements

  • You can open the build ring by right-clicking on any field now
  • Added explanations for epidemics
  • Bookmark panel no longer „clicks through“
  • Research and development panels no longer change the planet zoom level
  • Visualization for items received during the mission
  • Changed influence area visualization for cannons, shield, fire stations and more
  • Fixed city car animation problems

#36 „Epidemic on Joma“

Dear Space Colonists, our (almost) monthly update of Imagine Earth this time focuses on a remake of the Joma mission that introduces new buildings, items, threats and a new race – the Birons.

TL;DR

  • Birons on Joma
  • Trade with other colonies
  • Warehouse level 2
  • Epidemics, medicine and health district
  • Chemical plant
  • Meteor shower (new threat)
  • Worker drones
  • Seed bombs
  • New AI features and other improvements

Birons on Joma

The Joma mission was last mission from the old days of Imagine Earth. We decided to rework it and add some new goals and story to it, to make it more interesting. All the new features mentioned below are introduced in the mission.

The Birons are a new race that are introduced on Joma and are the first contact with another colony on a planet in the course of the campaign. They build small colonies and are focused on producing resources and items and trade these things.

Trade with other colonies

Other colonies are now ready to trade overproduced resources, harvested rare resources and items with you. They pay less than the merchant would, but are willing to trade any time.

Warehouse level 2

The warehouse can now be upgraded to level 2, after this has been unlocked in the research system. It doubles the storage for rare resources and adds a second harvester drone to the warehouse.

Epidemics, medicine and health district

Epidemics are a new threat that can occur anytime. The probability is increased by local pollution, high temperatures and buildings like the cattle breeding or chemical plant and mushroom forests.

You can cure the epidemic with the new item „Medicine“. It can either be crafted using chemicals and corals or bought from the trader.

The new health district improves the quality of life of the surrounding districts. In addition, the spread of epidemics is prevented and the probability of an outbreak is halved.

It’s medical lab doubles population growth in surrounding districts and the university hospital increases the radius of the health center in which epidemics are prevented, the quality of life is improved and medical laboratory affects population growth.

Chemical plant

The chemical plant produces all the chemicals needed in society. Production is increased by gas deposits as well as neighboring chemical plants. Inconspicuous, for example, for medicine and fertilizer production.

Fiber-reinforced plastic reduces the maintenance cost and risk of an incident by using fiber-reinforced plastic instead of metal. This avoids corrosion. Laboratory optimizes the production process and reduces quality-related production losses.

Meteor shower (new threat)

Meteor showers are a new force of nature. They come down as a burst of 3 to 6 small meteors that cause about 40% damage to normal buildings.

Single meteors can be shot by laser and pulse cannons or stopped by a city center or frontier tower with shield generator.

Worker drones

All basic maintenance and incident works are now done by worker drones. This includes shipping the construction site for a new building, relocating existing buildings, repairing damaged buildings, extinguishing fires and dropping items like explosive device or seed bomb.

To make sure you always have enough worker drones available, the logistics center comes with an additional drone.

Seed bombs

The seed bomb is a new item that grows the optimal forest on any field. This field can be located within or near your colony. The item can be crafted using nitrokirlide and timber.

New AI features and other improvements

  • New outro soundtrack
  • Mouse-wheel zoom now also rotates the planet towards a selected field
  • Research: Frontier tower level 2
  • Fixed quickload/-save (F4 and F5)
  • Ocean now starts to rise at 25% global warming (previously at 50%)
  • Colorize buildings by their type (navigation menu)
  • New animation for constructed buildings
  • Improved ideon crystal graphic
  • AI: Use cannon and shield to defend against Xrathul harvesters
  • AI: Craft items if needed or resources available
  • AI: Buy tech license if needed

#35 „Atmosphere“

Dear Space Colonists. We have released our monthly update of Imagine Earth. In the next days we will also update the Demo version to the latest state.

TL;DR

  • Atmospheric scattering shader
  • Hover cars add some life to cities
  • More variety for assimilator battles
  • Reworked and extended mission on Bora
  • Outro
  • Temple sacrifice logic changed
  • Loads of detail improvements

Atmospheric Scattering Shader

This release is foremost a beauty and game atmosphere update.

We have implemented a new atmospheric scattering shader that puts every planet into a unique light color situation.

Hover Cars

Hover cars fly through the skyscraper canyons of your cities and show how full districts are. They bring some visual life into the so far empty city districts and the whole colony environment at all

This is only the beginning – we plan to have cars driving to all of the supply buildings as well.

Bora Mission & Assimilator

It got totally reworked to make the end boss more understandable and assailable. The robotic entity is now attackable not only with astroid strikes but also with gaian fire, volcano eruptions from the temple and bombs as well.

The companions are constantly giving you tips how to attack the assimilators.

In addition we put a lot of work into rounding up the storytelling of the mission. Plus there is now a proper outro sequence thanking you for your great efforts to make it this far 😉

Temple Changes

We also had to redesign how temples work. Spells are now available from the beginning as you have to sacrifice anyway to get the construct loaded with gaian energy.

You can now queue sacrifices and load up to four tons of gifts into it that will slowly be turned into gaia one after the other. This makes spells much more accessible and the temples therefor much more use- and powerful.

More Improvements

  • Tutorial now points out the hotkeys and control hint panel that you activate by pressing F1
  • Build shortcuts are working again: Q,W,E,A,D,Y,X,C will directly take you into the several building categories
  • Fixed overlapping button icons in sandbox mode
  • Stoniness will no longer be seen in the navigation view options as it is a thing that is changing the landscape only visually and indirectly influences the fertility of a field.
  • Corals and seegras will no longer burn.
  • You can again save your self-made planets from the sandbox mode.
  • No more sounds looping when game is minimized
  • Merchant was given more importance by letting him sell landing permits and development licenses exclusively
  • Midras: Item and resource availability and food demand have been optimized in their visualization.
  • Illuminati now sell gaian containers
  • Claiming land costs less next to towers
  • Cannons on frontier towers will no longer shoot each other
  • Fixed AI behavior in case of climate change
  • Smart styled mailing list form: http://eepurl.com/3w7iH
  • Mission, info and housing icons reworked
  • Fixed company score calculation
  • Fishing boats float on the surface of the ocean again
  • Editor: special field types can be overwritten again

Links

Alpha 34 „Blow it up“

We wrapped up the most important changes of release 33 and 34 in a devlog clip on Youtube again.

TL;DR

  • Electronic Employee is now called Assimilator and comes with a floating drone
  • Laser und Pulse Cannon can now both be used against asteroids, Xrathul harvesters and Assimilator drones
  • Ideon Bomb and Explosive Device can be used in new ways – even against the Assimilator
  • Blow up mountains to get more rare resources
  • New campaign bonus mission on ice planet Iqunox
  • Wake up sleeping volcanoes with ideon bombs
  • Added second main objective to Tuto mission
  • Electronics Factory

Assimilator Drone

This first point is partly a spoiler. So jump right over it, if you haven’t played the Bora mission yet.

As you know the Bora mission introduces a threat that is kind of an end boss for the campaign. This „Assimilator“ (previously „Electronic Employee“) spreads its cables from field to field to reach your City Center in order to assimilate it.

The assimilator now comes with a floating drone monstrosity that increases it’s territory field by field. You can use frontier towers with laser or pulse cannons to defend against it.

Be careful though – the assimilator drone will fight back with a small laser cannon and thus might destroy your defense. And your cannons will only allow you to stop the assimilator from expanding. Meanwhile costing money and your precious attention.

There are several ways to get rid of it. Use asteroid strikes or volcano eruptions. Or expand your territory and apply explosive devices or an ideon bomb.

Laser and Pulse Cannon

The laser and pulse cannon now attack all enemies and dangers that approach you. We have change the values for fire and reload duration and damage and defined how each cannon interacts with the different targets.

E.g. the laser will do triple damage to asteroids and thus destroy it with one shot – just because it is optimized for this purpose.

Towers no longer take fire when being damaged and health is over 25%. You can repair them and they go on shooting.

Ideon Bomb and Explosive Device

We have put some work into improving our blasting items. Both are now dropped by one of the drones starting from the City Center.

The Explosive Device allows the immediate blasting of mountains, rocks, buildings and ruins in your area and on all fields directly adjacent to it – the later one is especially helpful to defend yourself against Assimilator.

The Ideon Bomb has multiple times the effect of an explosive device on an area of four fields. It also disintegrates big mountains and wakes up sleeping volcanoes.

Blasting single field and big mountains will leave the fields with rocks that may contain the rare resources gold and titanium.

Ice Planet Iqunox & Sleeping Volcanoes

We have added the third bonus mission to our campaign.

Since the outbreak of the pan-galactic plaque in this sector of the Udoxia Galaxy the demand for an antidote has skyrocketed.

On planet Iqunox which was known only for its cold and miserable living conditions, giant coral deposits have been discovered.

You will be one of three contractors who are send to extract the coral antidote for the U.S.U.

Sleeping volcanoes are spread all over the planet. You can use Ideon bombs to wake them up and increase the temperate on surrounding fields a few degrees – enough to get rid of the snow and grow food more effectively.

The Iqunox mission also adds the „Emission balance“ as a new victory point type: It starts tracking from 20:00 onward. The leader needs to surpass others by at least 40.

Rare Resource Goal on Tuto

Planetary colonization is foremost about making a backup of humanity and populating new worlds. But there is another important goal: Exploiting resources!

To reflect this point we have added a second main objective to the first mission on planet Tuto. It introduces all the recently added gameplay mechanisms for rare resource harvesting, item crafting and blasting mountains.

Electronics Factory

The Electronics Factory replaces the existing Mall. It produces complex electronics and needs trained staff. For that reason it is more efficient next to city parts and research districts. It features „Chemical Filters“ and „Entertainment Devices“ as upgrades.

The Factory has been renamed to Machine Factory to make it easier distinguishable.

Other

  • Fixed a hovering problem of the bookmark panel
  • Storage upgrades for warehouse have been removed from the research system
  • Removed asteroid explosion graphic bugs on start of freeplay and competition matches
  • Show asteroids in bookmark panel (top right of the screen)
  • Reduced price for asteroid strikes to 65.000€