GeneralDirection, on 24 May 2016 - 12:17 PM, said: Greetings Explorers,



Today marks the release of version 44.4, known as Early Access phase 4. The focus of this build was polish and improvements based on your feedback, so read on for the patch notes! We will have a progress update from the dev team later today, so stay tuned for that.

General Starting Age option added to match setup (Options: Pre-warp, Post-Warp and Advanced)

Production speed and Population growth speed options added to Advanced section of match setup

Savegames are now ordered by date

Added new galaxy model to reduce brightness of the core

Removed mouse drag in match setup

Added new text to the GNN news ticker

Added Host Migration timeout (15 seconds) to multiplayer and an error message to allow players to continue the game in single player mode

Optimized batch rendering; Reduced vert counts drastically improving performance in lower end systems

Fixed issue where Quick match AI players were not being properly loaded, resulting in only AI present regardless of Galaxy size

UI tweaks for both tactical and ship design tooltips

Added graphical indicator for non-assimilated pop in colony management Linux Fixed an issue in Ubuntu that prevented the user changing resolution when in windowed mode.

Fixed an issue with Ubuntu that prevented users to switch to full screen (this is a partial fix as Full screen is only working at the monitor's native resolution). Gameplay & Balance Colony ship, Troop Transport, Civilian Transport and Space Factory blueprints are now auto-upgraded.

Moved one of the Technological Victory buildings from Moleculartronics to Multi-Dimensional Physics technode

Re-balanced planet composition (improved algorithm for diminishing returns)

Silicoid Population growth speed reduced

Uber-planets have been adjusted to play more like the Gaia biome

Races with Uber-planet perk now start the game in a planet with the Biome they can Uber-terraform

Additional wormholes added to Circular Large and Circular Huge galaxies

Troop Transports no longer remove marines from the colony

Increased minimum number of shares desired by races for better balance of the GMF Diplomacy Diplomacy balance update to improve strategic decision-making of AI

Made it less likely that the AI will reject reasonable deal proposals

Tech trades: Made it less likely that the AI will also offer credits as part of trade

Improved analysis for Candidate Ally selection (both Defensive & Offensive)

Tech can now only be traded with races with which you have a good disposition Espionage Acquire Data mission now reveals all current colonies of target

New mission: Steal Charts

New functionally allows queuing future missions

Added queue info to spy mission description

Overall missions duration adjusted

Revolt mission effect now last 20 turns

The camera no longer automatically changes zoom level or centers on a spy when selecting them

A "spy location" button has been added to the Espionage window allowing you to quickly switch the camera to the colony the spy is located at Artificial Intelligence Improved efficiency for Production

Improved offensive and defensive strategies

Improved planetary ratings and potential colonization awareness

Improved Engage command to allow for multiple actions in the same turn (i.e. Engage and Bombard)

Defensive fleets now take into account immediate hostiles and empire under threat scenarios

Uses radars to determine settlement orbital defenses if possible

Added Blockade and EngageToBlockade targets

Changed engage distance for bombarding pirate settlements from Distant to Neighbors User Interface New multiplayer top bar added

Improved Match Setup screen

Improved Ship Design Screen

Race information panel added to Audience screen

Improved Espionage screen

Improved Invest pop-up

Fixed Build pop-up alignment and added minor improvements

Establish Embassy deal renamed to Accept Embassy Tactical Range Dissipation and Armor Penetration now affect Weapon Damage

Increased the size of battlefields

Fixed multiple bugs and Improved Overall performance

Fixed several modifier bugs and reworked the Continuous Fire mod

Added a simple Tactical Tutorial

Implemented AI Groundwork for Opening Moves and added new Targeting Profiles

Fixes and tweaks on tactical intro

Ships no longer attempt flanking maneuver against structures

Reduced size of Pirate Ship collision box by 50%

Fix for collision check parameters for asteroids and added a safeguard condition to choose which behavior to use

Added a base accuracy for energy weapons

Re-balanced DPS and Ship Survivability Ship Design Tooltip upgrade showing HULL SPACE USED.

Fix for creating new ships, now the screen handles the info properly

Fix for attack rating scale factor

Fixed typos and made improvements in weapon and module descriptions Localization Several fixes on dialogues and descriptions Sounds Effects Meklar Emperor SFX added

Emperors' audience SFX added

Audio notifications for Spies added

More audience sounds added and updated for all races Notable Bug Fixes Fixed exception caused by selecting Build on a Worker Ship when is about to merge with another ship.

Fixed softlock when ordering a Spy to Hold.

Fixed a softlock in the tutorial after switching planets with the keyboard arrows.

Fixed the Buy button not always working properly.

Fixed freeze when trying to use the "Stasis Field" special (special not yet implemented)

Fixed the battle with the Orion Guardian lasting forever when simulating certain scenarios.

Fixed the emperor's voice not stopping when skipping the Council

Fixed bug in Tech tree that caused some Tech Nodes to appear as locked when they were in fact available

Fix for tactical weapon tooltips and combat speed tooltips from enemy ships

Optimization fixes to Navigation Caches and AI_CanTravelTo/Fleet's FindPath

Fix for items missing when upgrading blueprints

Fixed incorrect Pollution perks descriptions

Fix for a blueprint sometimes becoming overweight after autoupgrading

Fixed two AI asking for Share Charts at the same time

Fix for diplomatic deals spamming when the first one is invalid

Fixex update for blueprints not showing when discovering a new computer

Crash on early game when reaching unknown civilizations

Fixed biological bombs so they don't affect Attack Rating

I logged in after the patch, hoping... HOPING that you made some changes to the races, but sadly their stats remain the same. Please if you have the time review the post regarding Core Race Traits. There are many solid ideas that can help bring uniqueness to the races. Once again, Mrrshans DO NOT have +50% beam offensive which is something that is stated on your own main page about them being the BEST gunners in the galaxy (this means they are better then Terrans +25% beam offensive). I know I sound like a broken record but please correct this. I am assuming that this patch doesn't address racial traits yet. If this is the final verdict on races, please reconsider as it will be a deal breaker for many players and many have voiced their opinion about this.