(INSIDERS BUILD ONLY) v2.9 Starview Update Changelog

Hello, 

We are working on an exciting 2.9 Release that includes new Yor ship designs, immersive Shipyard and Starbase screens, and improved efficiency in both the Civ Policy Screen and on the Main Dock. To enable the patch, please do the following: 

 

Steam 

  • Select Galactic Civilizations IV from your Steam Library list. 

  • Right-click and select "Properties." 

  • Select the BETAS tab. 

  • From the dropdown, select "Insider" and click Close. (if you don't see this option, restart Steam.) 

Steam should pull down the changed files; if you ever want to return, do the same as above but select "default." 

 

Epic 

  • Open the Epic Launcher 

  • Select "Galactic Civilizations IV: Supernova - Insider's Edition" 

  • Install and play! 


Please note: The opt-in (Insider Build) is an early preview of the next update, and you might experience bugs or other issues. 

Key Features  

  • Updated the Yor Ship Design visuals (old Ship Designs are still available as "Classic Yor")  

  • Polished many artifacts effects and events for balance, consistency, and fun.  

  • The Shipyard and Shipyard screens have had their fixed backgrounds removed and now display the galaxy behind the UI from their location in space.   

  • Updated Starbase Screen so that the Module, Targets, and Effects have been reconfigured to be cleaner and easier to parse 

  • Updated Civ Policy Screen and Main Dock to streamline the UX of Rally Point flow, Tax Rate control, Trade Routes management, and Fleet Commands. 

September 30th, 2024 Changes


Core

  • Fixed Multiplayer desync when on player on a Shipyard screen and the other is not when the turn ends

  • Fixed Multiplayer desync when on player on a Starbase screen and the other is not when the turn ends

Localization

  • Fixed text clipping across languages on the Starbase Modules tech

  • Fixed untranslated Custom Civilization trait in Chinese

  • Fixed Chinese Custom Civilization portraits from not displaying

UI

  • Battle Viewer HUD

    • Battle Viewer HUD now displays HP of units again

  • Fixed overlapping text regarding “Destination” and “Tiles” in the Rally Point Set Ship Destination window

  • Fixed text overlap in lower right-hand corner in Multiplayer when player enters the new Shipyard and Starbase screens

  • “Stored Goods” stat is now available on the military stat tooltip in the Shipyard Screen

Changes 


AI 

  • Fixed an issue where the AI was not upgrading Starbases and building orbitals on planets 

Art 

  • Updated Tech Icons 

Gameplay 

Artifacts 

  • Updated text to better match their effects.  

  • “Echoing Heartstone” effects now appear in tooltip 

  • “Broadcast Culture” now appears in tooltip 

  • “Neural Link” now awards EXP 

  • “Chaos Beacon” now adds Crime 

  • “Prototype Warhead” has been debuffed to match Alt-weapon type equivalents 

  • “Tactical Thruster Upgrade Module”  was changed from +1 to +25% 

  • “Enemy Destabilizer Module” now adds Crime 

  • “Modify Planet” is now Colony specific 

Executive Orders 

  • Formatted and added effect durations to descriptions. 

  • “Illicit Deals” - now gives the correct Crime Effect.  

  • Fixed Mitosis constantly spawning Containment Citizen and not player species to work with Custom irradiated species 

  • Adjusted balance for Exploit Population: 

  • Reduced +200% to +150% 

  • Added 15 Turns of -10% Approval 

  • Raised Control Cost from 20 to 30 

Events 

  • Updated many events for balance and to fix bugs 

  • Fixed all effects that were mis-scoped or mistargeted 

  • Corrected inaccurate descriptions/tooltips 

  • Standardized Influence Growth across Citizen Traits 

Leader Traits 

  • “Dreadful Melody Leader” -- “Diplomatic Trade Offer” reduced from 0.9 to -0.1 

  • “Nemesis Legacy Leader” -- “Diplomatic Trade Offer” reduced from 0.75 to -0.25 

  • Corrected traits with Control effects, giving flat bonuses instead of per turn. 

  • Reworked Leader/Citizen Traits to reflect their effects more clearly. 

Tech  

  • Eliminated deprecated Techs from appearing in the Tech Tree and Search Bar/ 

  • Starship Refits now has an adequately scoped Movement effect  

  • Political Capital now gives Diplomatic Capital  

  • Interstellar Investments now gives Diplomatic Capital  

  • Interstellar Markets now gives Diplomatic Capital  

  • Colonial Capital Refit now adds the missing population effect              

Ships and Ship Component 

  • Updated the Yor Ship Design visuals 

  • “Shield Generator” shield strength reduced from 10 to 8  

  • “Barrier Field” shield strength increased from 8 to 10 (swapping these to match the Tech Tree progression)  

Species 

  • Added +2 Stat Bonus to Intelligence and adjusted Raised Expectations from +10 to +15 for the Phamysht Species. 

Localization 

  • Implemented fixes to improper spacing for Chinese  

  • All new and edited content has been localized in all available languages 

Text 

  • Updated Tech Descriptions  

  • Fixed French ship class names 

  • Starbase Descriptions Updated 

  • Removed unused Starbase Descriptions  

  • Corrected some language regarding the Influence of Egalitarianism 

UI 

Civ Policy Screen 

  • Changed the preset Tax Rates to a Tax Rate slider, allowing players to fine-tune and find a balance between income and approval for their civilization. 

  • Removed the Trade Route Breakdown and Fleet Wide Command buttons.  

Fleets Details Screen 

Update the look and feel of the Fleet and Ship details screen. 

Rally Points 

  • Updated the Rally Point window to fix clipping issues and match the updated style. 

  • Added a Rally Point button between the Galactapedia and Strategic View Settings buttons. 

  • Added a default “P” Rally Point Hotkey 

Shipyard and Starbase 

  • The new Shipyard and Starbase screens display each design inside the actual Shipyard from its location in space. 

  • The display of each Module, Target, and Effect has been reconfigured to be cleaner and easier to parse. 

  • Players can cycle between Starbases. 

  • Starbase Context Window updated with added decommission Starbase functionality. 

Misc 

  • Players will have access to Trade Route Breakdowns and Fleet Wide Commands under a Trade Route and Automation button on the hot bar, respectively.  

  • Lowered opacity of Vignette on Main Map. 

  • The Fleet tooltip now displays maintenance as a rounded float rather than reducing it to an integer. 

 

17,938 views 16 replies
Reply #1 Top

Why was the planet status replaced with research status on the Shipyard screen?  

It's probably because you're using the galaxy background and the research status is part of that screen.  Please figure out a way to return the planet status to this screen.

Reply #2 Top

Quoting scifi1950, reply 1

Why was the planet status replaced with research status on the Shipyard screen?  

It's probably because you're using the galaxy background and the research status is part of that screen.  Please figure out a way to return the planet status to this screen.

Okay, once I assign a project to the planet the right hand box (red arrow on second slide) shows the planet status.  You might want to add this to UI changes.


Reply #3 Top

Early thoughts...

Some small nice changes/additions/bug fixes nothing hugely exciting if I'm honest but it's patch between DLC/expansions that's standard I guess (not a criticism).

Issues and wish list...

I really dislike the slider, it's a micromanagement time sink reminiscent of the awful wheel system in GCIII.  A couple of extra buttons options would have been nice/fine I didn't really have any major problems with the old system.  With the slider I'll end up tweaking it every turn for little benefit, very annoying.

There been some changes to the rally system a new button added.  Personally while I use rally points a lot, I don't use the "go to" orders because the ships gain a 50% move bonus when within your territory but with the existing "go to" orders ships often end their move outside of your borders frequently meaning they lose the move bonus and take longer to get to a destination.  If you could set a ship to move to a rally point and then immediately have them move to another rally point automatically on reaching a rally point I would use the rally feature extensively and be very grateful for it as it would be a huge time saver.  Currently if you use "go to" orders especially over long distances you have to forgo playing optimally.

Speaking of ship movement in 2.8 I'm sure the +3 movement finisher was bugged it works once but doesn't stack on future researching.  Bit of an issue on the crazy size maps I like to play.

I didn't see anything regarding a post Warlords AI update.  The AI only builds fighter, bombers and cruisers (no Corvettes, Destroyers etc.) and I think the battleship very late into the game.  Each ship type always uses the the same tactics and targets making them 100% predictable and easy to counter.

If each AI was building every ship type available to it and each AI favored certain tactics and targets and equipment it would make the game so much fun an interesting to play. 

It's great giving the player cool new things to exploit but if the AI can't or won't use them it's actually a big issue.  The AI is at a huge disadvantage currently in this area to a barely competent player.

More options in the galaxy setup screen.  I'd rather not have to resort to modding to generate the galaxies I like to play.

No buildings that can't be destroyed (annoying) and a way to filter the buildings in the planetary menu.  Also a show tiles switch without any buildings, it's hard to tell what's underneath when something is built on a tile.

Thanks/Diolch

 

Reply #4 Top

Quoting MacsenLP, reply 3


There been some changes to the rally system a new button added.  Personally while I use rally points a lot, I don't use the "go to" orders because the ships gain a 50% move bonus when within your territory but with the existing "go to" orders ships often end their move outside of your borders frequently meaning they lose the move bonus and take longer to get to a destination.  If you could set a ship to move to a rally point and then immediately have them move to another rally point automatically on reaching a rally point I would use the rally feature extensively and be very grateful for it as it would be a huge time saver.  Currently if you use "go to" orders especially over long distances you have to forgo playing optimally

 

 

Hey, thanks for the extensive feedback!

So if I understand correctly, your "go to" orders would be within your territory, but then you'd also want for the ship to skip a turn, in order to gain the movement bonus, right? Cause if it was to immediately move towards next "go to" point, there would be a chance for no bonus to trigger.

Thanks for the AI feedback, it's very helpful.

Also could you expand on galaxy setup screen? While it's a common request, everyone wants something specific, heh :)

Reply #5 Top

There are some issues in the XML files that I will post in a followup.

One thing I noticed when reviewing changes is the unneeded introduction of tabs in the XML files.  :(

This has to be annoying even for the other devs who work on the code base.

Reply #6 Top

The following is in LeaderTraitText.xml.

'HS=HS_ColonyGrossIncomess' should be:

'HS=HS_ColonyGrossIncome' instead.


Reply #7 Top

+3 Control Per Turn is too much for a leader/unit trait attribute.  I suspect it was meant to be +1 instead.


Reply #8 Top

The following need to be corrected.  I submitted fixes to grammar issue previously, but appears these remained uncorrected.  The " to," should be removed as it is an improper use of a preposition and the comma is rarely needed before "and".


Reply #9 Top

Quoting Zabik_2, reply 4

So if I understand correctly, your "go to" orders would be within your territory, but then you'd also want for the ship to skip a turn, in order to gain the movement bonus, right? Cause if it was to immediately move towards next "go to" point, there would be a chance for no bonus to trigger.

Say you have a large but oddly shaped territory, you want your ships to move through your space as much as possible to get the 50% move bonus each turn on reach to their final destination e.g. front of a major conflict.  Say you have a ship with 35 movement.  On the turn it is built it leaves the shipyard and moves to the first rally point 10 tiles away still within your territory.  On reaching that rally point tile on the same turn it immediately would move to a 2nd rally point say 15 tiles away (it does this because you have set orders for ships reaching a certain rally point to move to another.  On reaching the 2nd rally point it would move immediately on the same turn towards a 3rd rally point which is 20 tiles away.  (also because you had set up rally orders).  It would continue moving between rally points until it runs out of movement that turn or runs out of orders for each rally point upon reaching the final rally point tile in the sequence.  You would be able to setup chain of rally points to navigate through the map quicker. The bonus movement is only lost if the ship ends a turn outside your territory so good placement of the rally points is necessary.  On the bigger maps you could save considerable time doing this and get your ships where you want them a lot faster.

Quoting Zabik_2, reply 4

Also could you expand on galaxy setup screen? While it's a common request, everyone wants something specific, heh

More options to choose sectors and sector sizes and connection points between sector.  Make the existing options less opaque than they currently are.  Be able to determine the amount of races per sector.  Allow some sectors to be empty should the player wish.  Bigger sectors should have more civilizations starting in them. If the player expects the settings to produce one type of map and gets something radically different then there are issues I feel that is the case currently.  You could use an advanced settings tab to hide away all the gory details from more casual players who just want a quick no nonsense small map game.

Reply #10 Top

There is something hosed with the ship builds again.

The Piercing Breeze (beam weapon) ships are not showing up in the build queue.  :(


This is a case where I am intentionally researching beam tech over kinetic or missiles.  But the beam ships never show up in the build queues.


 

Reply #11 Top

Reply #12 Top

T66 and none of the Beam Weapon ships are showing up in the build queue.   Not one during the entire game.  :(

no - Piercing Breeze

no - Point of Light

no - Cutting Principle

 

Reply #13 Top

T67 Cutting Principle finally showed up.

I purchased 2 Elerium from the market on T66 as I have not had any this entire game and suspected that this is a factor.

Something appears broken in this build as Piercing Breeze uses the CutterBlueprint blueprint and the only component "required" is BeamWeapon.

Yet, even when having ability to build BeamWeapons, it never shows up in the build queue.


Reply #14 Top

Customized ships using the wrong default ship design name.

For example, when attempting to customize "Cutting Principle", it is using "Concluding Words M15" as the default ship design name:


 

Concluding Words comes from:

    <StringTable>
        <Label>AltarianPaladin_Name</Label>
        <String>Concluding Words</String>
    </StringTable>
    <StringTable>
        <Label>AltarianPaladinEnhanced_Name</Label>
        <String>Concluding Words</String>
    </StringTable>

Cutting Principle comes from:

    <StringTable>
        <Label>AltarianCorvette_Name</Label>
        <String>Cutting Principle</String>
    </StringTable>
    <StringTable>
        <Label>AltarianCorvetteEnhanced_Name</Label>
        <String>Cutting Principle</String>
    </StringTable>

 

These names are associated with 2 different sets of ShipClass and BluePrintDef and should not be getting mixed.

If I customize a "Cutting Principle" ship design, then I want it to keep the same name, by default.

Not make me cancel and redo it just to confirm the inappropriate impromptu name-swap that just occurred and get the correct default name.

:(

Reply #15 Top

Thanks for the detailed bug description Dorian!

Did your Cutting Principle blueprint use elerium based beams, once it appeared?

Reply #16 Top

Quoting Dorian, reply 14

Customized ships using the wrong default ship design name.

For example, when attempting to customize "Cutting Principle", it is using "Concluding Words M15" as the default ship design name:





 

Concluding Words comes from:

    <StringTable>
        <Label>AltarianPaladin_Name</Label>
        <String>Concluding Words</String>
    </StringTable>
    <StringTable>
        <Label>AltarianPaladinEnhanced_Name</Label>
        <String>Concluding Words</String>
    </StringTable>

Cutting Principle comes from:

    <StringTable>
        <Label>AltarianCorvette_Name</Label>
        <String>Cutting Principle</String>
    </StringTable>
    <StringTable>
        <Label>AltarianCorvetteEnhanced_Name</Label>
        <String>Cutting Principle</String>
    </StringTable>

 

These names are associated with 2 different sets of ShipClass and BluePrintDef and should not be getting mixed.

If I customize a "Cutting Principle" ship design, then I want it to keep the same name, by default.

Not make me cancel and redo it just to confirm the inappropriate impromptu name-swap that just occurred and get the correct default name.

:(

This update was pushed live today, can you confirm which issues reported here are still present in the build?