The Starforged Update: New mission, commander portraits, AI improvements and more!

The Starforged Update (V1.4.0.0) has now gone live on Steam, adding the next step in the singleplayer storyline and bringing some much-needed improvements for our favourite Robotic race. We’ve improved the AI under the hood of Predestination to address balance and fairness issues players reported in the late game, and started work on some diplomacy AI improvements. This update also adds commander portraits and improvements to ship captains and planet leaders, a lot of small improvements, and a ton of bug and crash fixes.

Starforged Mission concept art by Travis Morrow

At the end of Mission 4, we got our first taste of the robotic Starforged race as they barged into a secure communication channel in search of their creators. We’ve now released Mission 5 of the Before the War story arc, telling the tale of the emergence of the Starforged as a sentient species and what led them to join the galactic discourse. As the sole survivor of the crashed United Colonies Starliner Prometheus, cyberneticist Dr Elias Breen finds himself stranded alone on an icy planet with only the robotic soldiers of the United Colonies 5th Mechanised Infantry for company and a whole lot of time.

We hope you love playing through this mission and learning about the history of the Starforged as much as we loved making it! As part of this mission, we’ve made a few improvements to the Starforged as a race as they felt a bit underpowered in some circumstances:

  • We gave the Starforged an additional +25% metal production bonus. In exchange, their base research rate is now -15% (previously -5%). Since percentage stat bonuses are additive, this penalty isn’t as harsh as it seems as adding one ancient ruin to the city will still bump it up to +85%. This also makes it less effective to brute-force build research cities on planets without ruins, which was a viable tactic since the Starforged don’t need farming colonies.
  • The Antivirus Tower is no longer limited to 1 per city. This makes it far more feasible to have large populations for those who use the distributed bytecoin mining or research forge patches.
  • Robotic races now require only 400 base staff per infrastructure to run them, down from 500. This helps counteract the fact that they have to spend metal to build new citizens and don’t get a tax benefit. This can still be reduced further with technologies.

We’ve added some cool new portraits to the lost ship captains and former planet leaders who periodically appear and offer their services to your empire. We took a little time to flesh these out, buffing most of their stats upward to reflect the late stage of the game they appear at and ensuring each one has backstory that fits their style.

We’ve also adjusted how the AI uses commanders, and improved some of the endgame commanders that can appear after 600 turns. We plan to add more commanders in a future update, so expect them to start having a bigger impact on the game.

We’ve overhauled the AI research system in response to your feedback. The old system often had races sneakily trade techs in the background as a way to maintain game balance against a powerful player, which felt cheap. AI races will now naturally prioritise research when they’re far behind in tech, and other things when further ahead.

The difficulty setting will now influence AI behaviour, with higher bonuses making them more ruthless when it comes to acquisition of technologies. Expect enemies in higher difficulties to try to outpace you in tech, while easy mode enemies may focus less on keeping up with you. The AI will also now be more discriminating with what Legendary Commanders it selects. You may see some commanders remain in the pool for a longer time in some games before they are snatched up.

The strategic Galaxy AI has been significantly improved and can now strategically manage its command points. It will scrap underpowered ships and use the command points to build more powerful ships or colony ships, and will now always prioritise colony ships if it’s in an expansion or consolidation goal phase. Previously the AI would wait for its old ships to be destroyed in a war before upgrading, so now they will stay up to date more easily. Certain races still prefer frigates over larger ships.

  • The game will now automatically adjust to your screen resolution on startup, so you can change resolution within your PC and it’ll end up fullscreen at that resolution.
  • The game will now automatically centre itself on the screen on any resolution.
  • Added a new “keepScreenSize” flag to the ini file. Default is false, and if set to true it will not automatically adjust screen resolution within your pc.
  • The game now supports one race owning an orbital that uses a ship design belonging to another race. We could use this for example to have an orbital Revenant cannon as one of the techs you can uncover.
  • Reduced the time before the first Legendary Commander appears.
  • Building files for missions now support a simple way of replacing one building with another.
  • Rearranged some of the tech trees to make certain techs available earlier, as in small maps you will need them when meeting other races.
  • Technologies can now be given UniqueIDs so that two techs that do the exact same thing can be recognised as separate techs, or two completely different techs will be recognised as the same thing.
  • Elite crew now start with higher XP and level, increasing their bonuses.
  • Slowed down the text chirp rate in the mission dialogue for slower readers. You can still click to skip.
  • Added Autosave at the start of each mission stage.
  • Autosave now kicks in on the Planet Screen as well as the Galaxy Screen. Previously it waited for you to open the Galaxy Screen.
  • Fixed a MAJOR bug causing the AI to get far ahead of you in tech if you start in the Pre-Warp stage. The AI now correctly enters space at the same time as you and with roughly the equivalent tech level.
  • Fixed an infinite loop bug that could stall the EndTurn code on 2D maps when no valid Temporal Rift locations are possible.
  • Fixed a crash with commanders that could happen if the Revenants tried to recruit a commander after recapturing their homeworld.
  • Ships destroyed, scrapped, or otherwise deleted that had a captain on them at the time will now always recover the captain.
  • Fixed a crash that could happen if a race didn’t have a homeworld when the Galactic Council was formed.
  • Fixed a bug where mission-specific buildings and technologies could accidentally be retained when starting a sandbox game.
  • Starbase global scan range reduced from 15ly to 5ly. This is increased to 25ly with Space Sensors anyway as you get space sensors before starbase but it interfered with the latest mission.
  • Building, Weapon, and Module lists are now correctly re-loaded from scratch when starting any new mission, creating a sandbox game, or loading a saved game.
  • Fixed a bug with the Music system that would cause race music to play for a few seconds after the research jingle.
  • Race music no longer stops and re-starts from the beginning when in the conversation screen in a mission. This makes it much less repetitive when conversations go back and forth.
  • Fixed a rare crash with UpdateFleetLinesSubConstructLines when fleets incorrectly calculate zero or infinite speed to the target destination.
  • Fixed a bug where two races couldn’t find a commander on the same turn.
  • Fixed a bug that sometimes allowed you to select the Synergies trigger technologies. These are supposed to just unlock when you get the associated tech.
  • Fixed a number of small graphical issues throughout the game
  • Fixed a number of tutorial and timing bugs
  • Fixed a rare technology loading crash
  • Fixed a bug where the AI could get stuck in its home system because it built too many warships too early and can’t build any colony ships. The AI will now always prioritise colony ships if it needs them.
  • The “Skip” button is no longer present when a mission is loading. This confused a few people, as this part can’t be skipped.
  • Fixed a rare conversation screen crash when you clicked the button to skip dialogue
  • Mission technologies now correctly unlock if they are Synergies, previously they would not unlock in the tech tree.
  • Fixed a graphical bug in the popup for hiring commanders in some resolutions

V1.4 is now live on Steam, so if you’ve sent in a key request recently we’ll be processing that ASAP. If you have any issues with it or feedback, please feel free to send it to us directly at support@brainandnerd.com.

Cheers,

— Brendan, Lead Developer

Dev Update: V1.2 & V1.3 released – Ship models, optimisations, story missions, ancient ruins, AI improvements, diplomacy changes, and more!

Hey everyone! The V1.2 update has been in people’s hands for a while now and we’ve deployed 7 follow-up patches with bug fixes and small changes since then. We’ve just released V1.3 and want to get everyone caught up with the latest developments. These updates contained the final 3D ship part models for all races, huge optimisations in the map generation and End Turn code, two new story missions (with two more coming this month), Ancient Ruins improvements, AI improvements, some Diplomacy changes, and a series of small features and bug fixes.

The biggest feature in V1.2 was the release of all the 3D ship parts for all races. The Sauros have gold and sand coloured components with ornate wings, the Starforged have huge utilitarian blocks with pipes and grills, and the Kazzir have brightly coloured racers with floating cameras and completely unnecessary wings and spoilers. We’ve also added a default Dreadnought ship design for each race, and unique new models for the Revenant ships. Check out the screenshots below for more:

The V1.2 launch update included a series of major optimisations to speed up the game. We added a Planet cache system with hundreds of pre-generated planets of all types and sizes, drastically speeding up planet generation times in exchange for the game taking up 2gb more hard drive space. This completely eliminated the delay when opening a planet for the first time, and cut down Space Exploration and Space Colonisation era map generation times by over 70%.

We also extended this to add a Homeworld Cache for each race, with a collection of pre-generated homeworlds for each race. This reduces sandbox game generation times by up to 90% depending on settings as the most resource-intensive part of generating a new map is colonising the AI homeworlds. It used to do that completely from scratch every time even though the outcome is always about the same, and now it just uses one of 100 pre-generated planets and makes small changes.

A series of AI optimisations reduced AI processing time down from 200-500ms per turn to 0-10ms, which in turn allowed us to run the AI code on every race each turn to make them smarter. Previously the AI took turns executing some of their more complex tasks, and this could delay their response to a threat. Multithreading the planet End Turn code also yielded 25-50% performance increases, but we have disabled this feature temporarily as it prompted a number of unusual edge case crashes.

Story Mission: The Z’loq Emerge: “Having conquered the oceans of its homeworld, the Z’loq empire is now facing overpopulation in the Coral Spire. The legendary Z’loq Chieftain Grizn’q has demanded that additional spires be built and the planet’s oceans be exploited to their fullest potential. As the population grows, the Z’loq now look for new territories to explore … or to conquer.” This story mission is complete and released.

Story Mission: The Colonies Unite: “The colonies of Earth have united under a single banner and begun an era of space exploration and colonisation. Mysterious ancient ruins found on Earth have given hints of powerful technology scattered throughout the galaxy, and the new United Colonies Technocracy aims to find them all.” This story mission is complete and released.

Upcoming Story Mission: Renegade Republic: “The United Colonies of Earth have plundered ancient ruins throughout the star cluster and unwittingly awoken the ancient Revenant threat. As word of the United Colonies’ part in the disaster spreads, support for a new Renegade political faction is growing and the colonies are fracturing.” This story mission is releasing later this month.

Upcoming Story Mission: We Are Starforged: “Abandoned on an icy world, a United Colonies troop transport filled with Robotic AI soldiers has become the seed of new race: The Starforged. Trapped on the planet, these robots have adapted themselves to run on fossil fuels and are now emerging into sentience.” This story mission is releasing at the end of this month.

We improved the ancient ruin excavations system. Ruins on the homeworld now always give you a piece of ancient infrastructure when excavated, and ancient ruins or crashed ships further from homeworlds get more powerful technologies. We’ve added some more powerful pieces of ancient infrastructure such as the Ancient Robotic Lab, Ancient Robotic Factory, and Ancient Robotic Farm.

Crashed Ships can now yield Ancient Ionising Beam (beam weapon), Ancient Ionic Missile (missile weapon), or Ancient Ion Cannon (projectile cannon) techs. They can also give Ancient Alloy Design (+10% armour HP), Ancient Shield Design (+25% shield regen), or Ancient Thruster Design (+1 combat speed). More powerful crashed ships can give +25% beam, projectile, missile, or drone damage.

In V1.30 we also fixed a major bug causing ancient ruins and crashed ships to be deleted when colonising the planet in some circumstances, and made them more likely to spawn on uninhabitable planets (Barren, Molten, and Toxic).

When you reach the First Contact tech era and haven’t met another race yet, you used to get a popup saying you received a transmission from deep space, but nothing actually happened. Now you will automatically make contact with the closest alien race when the transmission is received. When the Galactic Council is formed by any race, all races who haven’t made diplomatic contact with each other will also automatically meet each other.

This helps maintain the diplomatic pacing throughout the game, especially in large maps where you might not meet everyone quickly enough. We’ve also sped up the council voting animations based on feedback and the vote now takes place on the planet of the person who proposed the vote as that made more sense.

We made some big improvements to the AI in order to make them create better empires. The AI will now colonise non-habitable planets using biospheres and can set up trade routes between planets to supply them with food, which in turn allows you to passively harm their empire by sending ships to blockade the trade route.

The AI also now explores temporal rifts for bonuses, and it can now rush production on ships for money just like the player when it comes under threat. The value the AI places on money in diplomacy will now depend on how much money you have, and money is now traded in increments of 100 as the previous increment of 10 was insignificant and could still trigger the “gift” response from AI.

Portable switch: Adding a portable.txt file to the Content folder will enable a new portable mode where the ini file and save game files are relocated to within the game folder rather than in your AppData folders. This would be useful if you wanted to run the game off a pen drive and keep your saves with the drive so you can bring them to any PC. If you disable the portable switch, the game will automatically try to copy your local save games into your appdata the next time you launch the game.

Technology Tree changes: We realised that the pacing was off for players who wanted to conquer alien worlds more than colonise heavily, so we moved the Troop Pod technology to the start of the Space Colonisation tech era. This let us expand the First Contact tech era with a series of spying technologies.

Left Handed Mouse: We added left-handed mouse support to the game, which works automatically depending on your system settings. Before this version, left handed mouse users would have broken radial menus and some buttons wouldn’t click properly.

Tax Changes: The default tax rates are now automatically set to 30% Citizen Tax and 30% Industrial Tax when you start a new game.

Ship Shaders: Each race now has its own ship shader and shader variables, which are loaded in from moddable files. They allow us to add some animated effects etc to the ships, for example the blue parts on the United Colonies ships now pulse with light and the red crystals on Sauros ships now glow with a cloudy burnt orange light.

Star/Fleet Selector: When clicking on a Star or a Fleet on the Galaxy Screen, the game now opens whichever is physically closest to your mouse pointer on the screen. This should help you sellect fleets that are near stars more easily and stop the UI from getting stuck.

Text Updates: We’ve added the credits screen and dedication, final crew names for all races, star names, and nebula names.

The number of bugfixes we made in V1.2, V.13 and all the intervening patches is too long to list, but a few headline fixes include:

  • Ship Designs will now save correctly in computer systems that use commas as thousands separators.
  • We implemented a new music fade system to combat a problem where the game could rarely end up with two pieces of music playing at the same time.
  • Singleplayer missions now correctly update their progress when you close the Score screen at the end of the mission. You no longer have to quit and restart the game to see your rating appear in the mission list.
  • The Singleplayer Mission UI will no longer be drawn on top of the Fleet Combat or Diplomacy screens.
  • Fixed a large number of crashes. Thanks to everyone sending in those crash reports, please keep them coming any time the game crashes.
  • Fixed a SlimDX DLL problem that happened on some people’s games where the game would just crash on launching when trying to load the ship 3D models.

Cheers,
— Brendan, Lead Developer

Dev Update: V1.10 released. Simple Ship Designer, Refitting, Star Claims Overhaul, Asteroid Belts, Fleet Combat UI Overhaul, Race Iteration, and tons more!

Predestination V1.10 has now gone live on Steam! This is the first major gameplay iteration since we officially entered beta and it revamps a large number of gameplay systems, so this is going to be a massive dev update article. The 3D ship designer has been improved with the promised Simple Editor Mode, and shield, armour, and engine modules have been rebalanced across all ship classes. We’ve also implemented ship refitting, ship crew bonuses, and the ability to rush ship production by spending BC.

The Star Claims system has been completely revamped into a much more useful version and a new galaxy map option will let you see claimed star systems. Asteroid Belts can now be found in star systems across the game, and the economy gameplay has been completely rebalanced to give players plenty of options for generating wealth to spend on ships. All races have now been rebalanced, each one has been given two unique technologies that tie into its play style, each now has a useful special trait, and new AI Behaviours will modify how each AI plays.

The user interface has been pretty high priority for this update, with the Fleet Combat user interface being completely redesigned and the City Stat and Planet Stat tabs on the Planet Screen being graphically overhauled. New right click Radial menus on the Galaxy and Fleet Combat parts of the game now let you quickly toggle various visual options, and new scrollbar and smooth highlight systems have improved the UI all across the game. The few remaining building models are now in-game, new building base graphics add some visual polish to cities, and several buildings have been rebalanced.

Read on for a full breakdown of everything in this enormous update, screenshots of new or changed gameplay, and details of other changes and major bugs fixed as part of the update.

Read More

Dev Update: Major iterations on the way for Economy, Race Bonuses, Star Claims, Random Events, Asteroid Mining, Planets, Ship Designer, and AI!

It’s been some time since the last major dev update article, so this is going to be a big one as we have a lot to catch everyone up on! First I’d like to say thanks to all the people who offered words of support recently when I mentioned on Steam that my dad had passed away. We’ve been working hard on the game since then and the big news is of course that we hit a major milestone with the release of V1.0, which marked the point at which Predestination officially left alpha and entered the beta release stage.

All of the gameplay is complete in V1.0, and we began a series of iterations and overhauls touching on almost every part of the game using your feedback. We’ve already deployed several hotfixes and our first gameplay iteration on the Resource system, and have started a whole series of other iterations across the game that should make it a lot more fun and cohesive. The upcoming V1.1 major iteration update will contain a total economy balance overhaul, new economic options, a sweeping rebalance of race bonuses, an overhaul to the Star Claims diplomacy gameplay, random event improvements, asteroid mining, planet gameplay improvements, a ship design overhaul, major AI improvements, and more.

In this dev update, we’ll briefly break down all of the improvements made in V1.0 and the subsequent V1.01 to v1.03 hotfixes. Then we’ll delve into the details of major iterative improvements we’re working on or considering for each area of the game.

Read More

Dev Update: Upgrade to MonoGame, Score Screen, Diplomacy Voice Recordings, Challenge Maps, Fleet Combat Overhaul, and more!

Recently we released the massive V0.9 update to Predestination, our second last major update before we hit V1.0 and officially enter our final beta phase, at which point we can start delivering all of the remaining content (singleplayer missions, kickstarter backer content etc) and heavily polishing the game up for full release. We’ve been busy working on V1.0 and on a few unannounced things since V0.9 went live, and in this Dev Update we’d like to share details of all of that with you along with an updated estimate on the impending release of V1.0.

The biggest change is that we’ve upgraded the Predestination engine from using parts of the old XNA 3.1 framework to using the newer MonoGame framework. This took considerable work but is now complete and will lead to performance improvements, 64-bit compatibility, memory problems solved, more scope for modders, and possibly even cross-platform support. We’ve also recorded voice lines to spice up the Diplomacy system, added a Score screen after each game to let you know how well you did, and we’re part way through developing the first Challenge Map. Also on the agenda for V1.0 are major improvements to fleet combat (both gameplay and graphics improvements), graphical improvements to weapons, new sound effects, notification improvements, building models, and AI improvements.

Read More