Horizon [1.0.2.147] - Latest Notes

June 23, 2016v1.0.2.147We have a quick Summer update from feedback gathered that we hope will improve the game experience for new and veteran players.* The penalty for exceeding Command Points for the player has been reduced on Very Easy/Easy difficulty settings* The AI aggressiveness toward the player has been reduced on Very Easy/Easy/Normal* Research speed beyond level 5 now scales based on the Quantity of Stars in the game (Galaxy size)* The base chance to hit with missile weapons has been increased* Stealth Device will no longer function when a ship's power generators are destroyed* Winning the Galactic Council vote now requires a simple majority (51% instead of the previous 60%)---May 30, 2016v1.0.2.146A minor fix: Completing the Lezgoon quest line will now display the correct reward info in Race Stats.---December 26, 2015v1.0.2.145This year-end small update has some balance changes and a few fixes thanks to your feedback. We also want to wish you happy holidays! It's been great interacting with you for the past year and we hope to continue in 2016!Changes:- Fighters effectiveness in combat has been improved. They now begin with two attacks per round and gain a third one at higher levels.- Starbases and planets will now get their turn to attack before most other units (their combat initiative was lowered).- Conquered systems under assimilation or subjugation will no longer count toward 'reckless expansion' for the purposes of others demanding that you stop expanding.- Effectiveness of the cloaking device has been improved. Cloaked ships will no longer lose "invisibility" when getting hit so long as they don't fire back or the cloaking device isn't damaged.Fixes:- The Kor'tahz missions final step will no longer cause a downgrade in relations if you are already allied with them.- The survey system order will now allow you to cancel and set it back again on unexplored systems with only gas giants.- Invasions with more than 2 billion troops will now calculate the correct strength for soldiers.---December 05, 2015v1.0.2.144A small update with the following changes:* Launched missiles that no longer have a target will now expire immediately instead of waiting to run out of fuel before disappearing.* After a won battle, ships with ground troops that retreated (on the winning side) will now be considered for the purpose of showing the Invasion Prompt option. Previously if none of the remaining ships had ground troops the prompt would not display.---November 17, 2015v1.0.2.143* This minor patch fixes a very rare issue where fighters or planetary beam defenses could end-up with the wrong beam weapon when their designs are automatically updated.* Links in the news feed section of the game launcher will once again work.---October 10, 2015v1.0.2.142* Races native to Barren/Volcanic and Metallic types will no longer be able to colonize Oceanic and Toxic planets without Terraforming or special abilities. Terran and Arctic planets are also much less hospitable to them than before (reduced Habitable area). This change will not affect games started in prior versions.* Default Ship Design names can now be customized for each race.* Improved some German text in Random Events and elsewhere (contributed by Xyquas)---August 17, 2015v1.0.2.141* Added a Hotkey for the Planet Management List (Alt+F9)* The cooldown for unloading troops to a planet will now carry over if the troop ship splits off to another task force* The Turn Event Message for refitting planetary defense platforms will no longer repeat---August 8, 2015v1.0.2.140Minor Improvements* Ground troops already landed on a planet will now display in blinking text on the map before combat prompts* Added extra tooltip info on the Galactic Council screen when it is the player's turn to vote - explaining all available choices* Boarding ships will now give experience even when the boarded ship self-destructs* Automatically retreating ships will now move away from the battle in the round prior to their exit from the battlefieldMinor Fixes* AI ships will now try to retreat more consistently when severely outnumbered* The Invade prompt will now be shown for non-combatants as well if they engage in battleModding* Race Holograms and their framecount can now be modded similar to all other game assets---July 28, 2015v1.0.2.138Starbases, Planetary defense bases are once again manually controllable in instanced combat. They were being automated with the last update.---July 12, 2015v1.0.2.137This update makes ships and other vessels less fragile for a better combat experience in mid-to-late game. We hope you enjoy this and the other improvements noted below!* Armor Absorption rates have been increased across the board* Bio-mechanical Armor repair rate increased* Bio-Energy Armor will no longer be affected by armor-piercing effects* Shields strength gains per level increased, recharge rate slightly reduced* Vorpal weapons (Neutrino and Crystal cannons) chance for double hull damage has been decreased* Colony Missile and Beam Defense weapons quantity will now increase due to weapon level miniaturization* Non-combatant player ships will now automatically try to retreat in tactical combat so the player can focus on managing only combat ships* The Legend map for races now indicates friendlies in green and hostiles in red, tooltips have also been added to indicate their current relations with the player* Colony workforce distribution will no longer assign scientists if all research technologies are at maximum level* Losing a game due to bankruptcy now shows a custom News Bulletin indicative of the event rather than the generic loss version* A fix has been put in for a rare issue where ships could get stuck in a space flux unable to move for some time-----Friday June 12, 2015v1.0.2.136With this update the crew of ships and other vessels will now gain experience points from combat which can increase crew rank. The ranks can be seen on ship stats plus their XP toward the next level. There are 5 ranks (Novice 0-10 XP, Veteran 10-30 XP, Elite 30-100 XP, Heroic 100-500 XP and Legendary 500+ XP). Ranks provide bonuses in combat to ships toward targeting, defense, critical strikes and boarding combat.* Invade orders will no longer count or use troops from other task forces in the same system if they have different invasion targets.* Non-combatant ships will now flee from their own systems if their side is losing the battle.* On Invasion a colony's native race will now be shown correctly instead of the occupying race.* Overtaking an outpost from another race without a population will now set the native race to the occupying race if they can live on the planet.* Embargo pacts are now cleared automatically when relations turn non-hostile* Colonization orders will now display an ETA if the target planet is in a different sector* Expiring armistice pacts will now give a turn message* Newly built ships will no longer count toward defending a planet (annulling a blockade check) until a full turn has passed.-----Friday May 1st, 2015v1.0.2.134Another batch of minor improvements based on community feedback/reports. Have a good weekend everyone!* Taking over colonies via Invasion now sets them surveyed similar to colonizing planets* Troop ships with the Invade order will no longer abort their order if unable to land troops on the first attempt (if the planet is protected) and will keep re-trying* Retreating troop ships from a battle will now be considered for landing troops as long as the battle is won for their side* Immaterial and Quasi-Immortal racial effects will now be checked based on the planet population race and not the occupier* Allied ships will no longer continue firing on player captured (former enemy) ships during a battle, immediately recognizing who has taken control of the ship* Fixed a minor bug which allowed the player hovering over a cloaked/invisible ship to be able to attack it even when it was undetected* Added a combat log message when ships are destroyed* Added non-combatant count on the combat prompt tooltip detailing each side's fleet composition-----Friday March 27, 2015v1.0.2.133We have some small improvements based on community feedback. We hope you have a good weekend!* Attack and Defend colony pacts will now expire after 20 turns (displayed beside the pact)* Surrendering a colony or system will now set it surveyed for the new owner if not already done* The number of turns remaining for refit orders are now displayed on the task force info panel and on the fleet management lists* AI ship designs will now take advantage of increased available space due to miniaturization or modding* A split task force with some ships in hyperspace will now regroup at the destination rather than wait* An ambassador getting tired from diplomatic negotiations will no longer mention it if the player clicks end communication* When an AI race exterminates a player colony population the turn message will now display correctly the perpetrator and the victim* Fixed an issue where in some cases after a successful allied invasion the number of remaining soldiers would not show correctly-----Friday March 13, 2015v1.0.2.132* The Fleet management list will now display task forces undergoing a refit with the corresponding 'refit' order instead of 'awaiting order'* Construction and Weapon tech fields will now clear focus automatically if all techs have reached the maximum level, as is with other tech fields* Fixed an issue where re-loading a saved game repeatedly could in some rare case cause a memory fault on the next turn* Russian language dialogue and text improvements-----Monday February 23, 2015v1.0.2.131* Added Russian language version, long awaited and many thanks to Geolion and our russian speaking players to help make this happen* Fixed an issue where in rare case camera could lock-up in combat when assisting an ally and would not display combat summary-----Thursday January 15, 2015v1.0.2.126NEW CHANGES* Ships with Survey Instruments will now automatically survey a system when they have no other orders* Improved how the AI fleet manager handles sending troop transports, it should result with larger more even strength forces before invading* Ships queued for construction will now be displayed in the Command Points tooltip summary* Replenishing Troop transports will no longer be instantaneous, instead it has been changed to one troop pod per turn per ship* The power requirement for cloaking device has been reducedFIXES* Fixed an issue where the movement grid would not update correctly if a ship was out of power for multiple rounds* Fixed a crash on completion of the Har'kan mission if that empire was not an active race (disabled race)-----Wednesday Jan 7, 2015v1.0.2.125NEW CHANGES* Improved target selection for player during combat when missiles, fighters or ships are sometimes overlapped and would not allow you to target the hostile unit* Improved camera (drag and speed) to provide more precise control when panning with the mouse in tactical combat* Reduced excess camera movement on the Galaxy Map during turns* Planetary missile and beam defenses will now use the highest weapons tech available to the player and display weapon type and level info in tooltips* Fighters will now use the highest weapons tech available to the player* Added a tooltip on colony view for Ground troops to show a breakdown of soldier strengthFIXES* Fixed an issue with auto-building (governors) which would sometimes overspend beyond the available treasury* AI fleet manager made a little smarter and fixed several minor bugs that could make it erratic at times* French localization version changed "combattants" to "chasseurs" and related words-----Saturday Jan 3, 2015v1.0.2.124We greet the new year with some minor but important improvements and fixes. Thanks to all your suggestions and reports as usual!* Improvements made to AI planning for attacks on planets. They will be much more likely to destroy colonies now when invading isn't a good option* Colonies to be considered defended now only require a ship with attack capability in the same system (in instanced combat mode only) and no longer require to be in orbit range* During tactical combat player ships that have spent their weapons or are out of power will automatically end their turn (to reduce having to click done)* Allied ships and task forces will now be visible on the galaxy map panels at all times, and so will allied orbitals in preview mode* Colonization video caption will now display the planet name and will only require one click to exit* Fixed an issue when a destroyed ship in some cases would not clear all it's data properly, causing unexpected game behavior due to invalid data* Cloaked orbitals out of detection range will no longer flicker and be visible during nearby ship movement-----One more update before the Holidays and Christmas!v1.0.2.123* Added a generic governor template and improved the other specialized templates to reserve cap space for the appropriate buildings (improves colony specialization)* Improvements made to how the AI manages colony builds and ship build queues in mid-to-late game* Ancient worlds and some other special worlds will now provide bonus capacity for additional buildings* The probe in the tutorial will now disappear once the mission is finished* Already discovered techs through archaeological digs will now display the appropriate tech field boost message* Fleet list window content will now correctly fit at 5:4 resolutions (eg: 1280x1024)* Ordering a survey system to another sector will no longer reveal the star name before arriving* Fixed a rare issue where the game could crash during a survey system* Unloading troops to your own colonies will now incur a 10 turn delay before the ship can receive fresh troops. You can still use the load troops to transfer back from the colony.* Reduced the Ghostship weapons quantity to make it a bit more balanced* Fixed an issue where a split task force could cause the combat instance to happen in the wrong sector* Fixed an issue with instanced combat requiring the player to press auto (space) to exit after a battle has ended* Fixed an issue where a colony population would not grow if it was reduced to zero and the planet conquered without destroying it-----v1.0.2.122HOTFIX* Refitting already refitted ships will no longer give credits back with Totalitarian and Unification governments------v1.0.2.121HOTFIX* Fixed an issue with instanced combat that under certain circumstances would cause the fleet to appear at the wrong location during the next combat engagement------v1.0.2.120* Government types will now apply the correct build cost reductions (Totalitarian and Unification only)* Improved Governors to queue up level one buildings simultaneously when possible to speed up early development* Fixed a bug that could prevent some hostile sectors from being processed for instanced combat when not manually engaged* Fixed an issue that could cause the game to crash during the re-loading of the same saved game on Windows XP* Fixed a rare display issue with L4 buildings and the rushin' roulette event* Fixed a rare bug with manual refit not completing properly if another shipyard/starbase belonging to the race was destroyed during the same turn* Halved the production of new soldiers and the maximum size of planetary barracks* Default player ship designs will no longer start with negative space if non-standard techs are selected during race customization* listArmors in tech_stats.xml will now be read into the game correctly-----v1.0.2.119* Logistics technology Command Points base and per level bonus doubled, Starbase command points bonus factor added* Command Points cost for going negative is now exponential. Lowered the base cost of going negative (less costly until -10 points)* A Negative command points warning message has been added when a new ship is build and the balance is negative or if the empire treasury falls in the negative* Worker and Research production ratios are now affected by the game difficulty setting* The AI will now expand much faster at higher game difficulty settings* Total command points used by a task force is now shown on the task force info panels and on the fleet list* Command Points (icon with tooltip) are now available on the Ship Queue panel in colony view* Fixed a bug where Exterminating a colony population while the autobuild is turned on could cause building repair costs to repeat for multiple turns* Fixed damaged buildings sometimes not being repaired with the autobuild turned on* Fixed combat outcome predictor tooltip not showing a message when ratio was 100% in favor of one side* Har'kan race template modified to start with agriculture building* Pressing the Next Colony button will now cycle through colonies in the same system when no other systems are colonized* Trying to refit The Ghostship will no longer cause a crash* Fixed particle cannon displayed damage range in the tech description* Ship_design_stats.xml and tech_stats.xml now contain additional tech and ship details for modders* miscellaneous_stats.xml added for modding the available points for Race customization* Modifying race04 template will no longer default to the preset sol system for humans, if either the NumberOfPlanetsInSystem or PositionFromTheSun is changedHave a good weekend!- Horizon Team------Saturday Nov 22, 2014v1.0.2.118* Added a chance to discover advanced buildings including Stargates and Beam Defense through successful invasions of races who have built or have knowledge of the buildings* Added cheat keys for modders! (ctrl+shift+S = shows all stars, ctrl+shift+T = shows all task forces, ctrl+shift+E = adds 10bc to treasury, ctrl+shift+R = gives a tech boost to all tech fields and unlocks stargate and beamdefense)* Fix for a rare scenario where the game could lock-up during manual combat if planet had no defenses* Fixed a minor issue with the AI fleet manager when organizing ships for attack missions* Fixed some messaging not displaying when discovering building advancements through digs after the last patch* Warrior race trait benefit to command points slightly reduced to 4* Some minor tooltip, tutorial text and combat UI improvements. English manual updated.--------Wednesday Nov 19, 2014v1.0.2.117* A small fix to improve the precision of rotating ships (when right-clicking toward a direction) in tactical combat when zoomed-out.Tuesday November 18, 2014v1.0.2.116* Saved games prior to the major update will no longer have command points re-enabled after saving/re-loading with the current version* Fixed a minor UI issue with the Governor menu staying visible when returning to the galaxy map using the locate button* Fixed a rounding issue that could cause the economy/production of a colony to spike up temporarily when finding ruins with damaged buildingsv1.0.2.115The random crashes some players have been experiencing after the new update while giving task force orders on the galaxy map (such as Survey system) should now be resolved with this patch. Our apologies for this bug slipping through.To receive the update a restart of your Steam software may be required.----------Monday November 17, 2014v1.0.2.114 - MAJOR UPDATE / ADD-ONWe are excited to announce that Horizon's 3rd major post-launch update is now available! Many thanks goes to our community for providing so much great feedback and your continued support. We have implemented as many of your suggestions as we could fit in this update and we hope you will enjoy the game with these new changes and additions!This update introduces Command Points (a game option enabled by default for new games, existing games can be continued but won't have this feature enabled). We have also added more random events to spice things up and opened the game to Modding. There are also many optimizations for speedier turns and various other improvements noted below in the changelog.- Raf / Horizon Team* A Command Points system has been added to the game which affects fleet sizes based on empire logistical capability. The option is enabled by default for new games, old games will have it turned off.* Full modding support has been added including the ability to create quests via script. Documentation and more info is available on the Horizon wiki/forums* 8 new random events have been added from the original contest selections* A configurable Governor system has been added to easily manage the development of planets (automation) for late stages of a game* A sample mod has been added which enables playing the 3 ancient races in the game previously locked* A convenient user interface has been added for mass refitting ships and Starbases to a new design* Players now have the ability to continue playing the game (as an option) even after winning the game* Many optimizations for super-fast turns in late games on very large galaxies* Management Lists (colonies/fleet/planets) have been reworked for performance and should be a lot more convenient to use, sorting has been improved. Usability improvements such as keyboard shortcuts for scrolling, list size and colonize buttons. The colony list will now highlight the selected colony in colony view* Added a button to cycle through Idle ships on galaxy view and a button to open the planets management list directly* Added a next colony button in colony view to cycle through colonies quickly* The Journal will now distinguish unread entries in a different color and the button will blink until all entries have been viewed* Added a random events icon and a tooltip on the planets panel and screen* Added a treasury warning icon on planet view when expenses are greater than the empire treasury* Tactical combat Camera zoom level increased by popular request* The camera can now be moved during auto mode and during other ships turn with mouse dragging* The Council view will now visibly cycle through the candidates to better distinguish each voting option to the player (including nominating themselves)* Task forces that have completed their Invade orders will now display 'awaiting orders' on their info panel* Task force Patrol orders will now display a movement vector and their destination when ordered to patrol other systems* Additional Autosaves are now available from the load menu by toggling the autosave button* Many other improvements to various parts of the game including the AI and nice-to-haves requested by players* Torpedoes and Missiles space use has been adjusted to bring it more in line with other types of weapons* Missiles fuel range will now last for an extra turn before expiring* Races now start with one or more scouts and colonizers based on galaxy size settings* Ships with no combat capabilities are considered non-combatant and won't use command points* Homeworld planets now have a much higher civilian buildings cap and start with higher building levels and a Starbase* Terraforming planets now have a cost/turn based on the planet size, also the bonus per level of the tech has been reduced** Planet special bonuses will now apply once the appropriate building (shown on tooltip) has been built regardless of workforce distribution* Tribute effect on refusal or cancellation will now incur a much higher tolerance penalty* Diplomatic threats now have a hit on race tolerance* Several improvements to how the AI manages it's fleets for attacks and defense* The shortcut key 'A' for the optional Attack button during combat has been restored* Fixed a loophole where during instanced combat mode the player could attack other colonies in the system* The Fleet score will now exclude stationary defenses (planetary defenses and orbitals)* Fixed a bug that occasionally could cause a diplomacy event dialogue which happened many turns ago to repeat after saving/loading a game* Techfield ratio/research distribution is now transferred to the other techfields when all techs in that category have reached their maximum level* Barsig Junkyards bonus will now provide a larger boost for research breakthrough chance* Creative race trait will now work correctly and apply the displayed bonus* Civilian Buildings cap is now affected by condition of building* Independent faction and mission mobs will now regenerate health between turns* Fixed a bug where AI races colonies would have no pollution* Fixed orbitals displaying the wrong estimate for completion once shipyards were built* Industry capacity (cap) will no longer show shipyards bonus (which only apply to ship building)* Fixed galaxy background not updating when loading or creating a game after the first time it's loaded* Gold and Gem deposit bonuses will no longer be affected by other factors and will always provide the stated bonus* Intelligent life forms bonus will now require the world to be a research colony* Tech research related achievements are now active on Steam and can be achievedEND=============================v1.0.1.108Improvements:* Hovering the cursor over a planet's center will now allow the player to fire weapons without requiring to press the attack button first (pressing attack remains helpful if there are ships overlapping). As an added benefit to this attacks will no longer automatically set the attack button, remaining context sensitive.Fixes:* Fixed a scenario where during instanced combat the player could not act if the enemy was invisible (cloaked)* Fixed a couple of Turn events messages (task force solders resupplied, task force fighters resupplied that were not displaying their location at times----v1.0.1.107* Added the ability to rename colonized star systems at any time by going to Colony View* Research progression adjusted so it is slower to level beyond level 6* The Auto End Turn game option will no longer advance turns if there is a mission dialogue prompt* Mission combat encounters now always wait for the player to close any dialogue prompts and make the first move-----v1.0.1.106* Fix to address a rare crash with the combat prompt while multiple sectors are selected* Improved combat animation timing to stay consistent at high fps with vsync off-----v1.0.1.105Today's minor update is preparation for Modding support and a couple of fixes. Also game font now supports Russian characters.Minor bug fixes* Fixed an issue with the Barbeck quest line where the location of Star Trillium would not display* Fixed a combat prompt issue where the player would be prompted to assist an ally with immobile ships or colonies-----v1.0.1.104Instanced Combat mode related* Significantly improved performance between turns in Instanced Combat mode* Fixed invasion troops count sometimes showing the incorrect amount on end-of-combat prompt* Fixed an issue where pressing enter repeatedly on the galaxy map could switch to the loading screen* Turn progress bar will no longer display during cut-scenes and other screensOther Improvements* “Survey system” order will now set a movement vector on the map to indicate it’s destination* Turn events messaging for refits/upgrades will now more accurately reflect changes* German localization text improvements (contributed by Xyquas)-----v1.0.1.103We have issued a minor update and some important fixes to last week's major update. Slow research progress has been fixed which should make the game flow at a much more reasonable pace once again.New additions and improvements:* Added an outcome prediction bar to the combat prompt, race relations are also shown* Added a ‘Destroy Colony’ option to the combat prompt for colonies, removed from orders list* Invasion troop levels are now displayed on the after-battle Invade prompt* Added Orbitals and Missions icons on the Galaxy Map (and to the Legend filters).* Reduced by a factor of 2.5 the amount of soldiers that barracks can produce each turn* Universal translator check will now work the same for player and AI races. As long as one side has it both sides can understand each other and make deals* Space requirements for Survey Instruments and Supply Bays have been reduced. The former can now be fitted on small sized ships* Hit Points for small sized ships were doubled (actually changed with the major update but not noted)* Game difficulty settings “easy” and “very easy” now further reduce starting race levels in scenario modeFixes* Fixed an uncommon crash bug related to the combat prompt system* Fixed a combat prompt scenario where it would include the same colony twice* Research buildings will once again receive the base amount of research. This was removed by error during the major update----v1.0.0.102Fixes* Switch ship selection on mouse click will no longer cause a crash in instanced combatv1.0.0.101Improvements* Adjusted the distance between attacker/defender fleets when pulled into combat and their position after it ends* Adjusted some text for German localized versionFixes* Fixed an issue with the advanced Refit window behaving abnormally and go off screen----v1.0.1.100We are very happy to announce that our 2nd post-launch update is now available. We hope you will enjoy the new features! – Horizon TeamThe update introduces a new combat management system, allowing players to better manage each and every battle. Battle engagements are now individually presented on the galaxy map for players to make quick and informed decisions to engage, retreat or auto-resolve. An after battle report summary is also displayed with the results. The system also enhances the participation of allies which can join the battle on either side.* A new instancing mode, allows the player to control every combat synchronously one at a time. If the player is involved in a battle - a prompt is shown with choices to engage/flee/auto-resolve or do nothing* Engage sector can now be set to multiple sectors, it is necessary for attacking non-hostiles and quest/missions related monsters/ships. In all other cases the prompt will appear automatically at the end of movement if sector has not been engaged at the start of Turn.* Allied ships can participate in instanced combat on either side* When the battle begins ships in combat are already in close range of each other to allow for quicker engagements with less ship movements to manage* The Galaxy map pinpoints every battle location before combat. While an after report summary is displayed after combat has ended. Orders such as Invade are now available immediately before combat ends to facilitate things.* AI Ships have gained a new instinct mode that is used to assess when to retreat from battles. A new ship retreat and a group mass-retreat button has been added for the player’s benefit as well* Retreating ships are given a move order to their nearest base/colony if the battle is lost* The number of combat rounds has been increased to 50 and ships are automatically resupplied after combat* AI boarding now uses the new instinct system making boarding more common when ships are vulnerable* We have added to and improved boarding combat messages to provide better progress info* Ship scans will now reveal on-board marines (their own, as well as from allies and hostiles)* Stealth, cloaked and weapon de-buff effect icons are now shown with tooltip info in tactical view* Ship status panel info will now persist during attacks if player or an ally is involved during tactical combat showing their status during attacks* Life-forms (such as monster) attacks now have appropriate names. Their attack types have also been improved and are much more powerful* A Fast-resolve mode has been added for invasions, clicking on the screen during the combat phase will speed things up for quick results* Relations are now shown for non-player ships and task forces when scanned or on the galaxy task force panel to identify more easily friend from foe* Cloaked ship thrusters will now correctly fade along with the ship* Fixed an issue where combat animation speed would not match the speed button setting due to accumulated frames buffering* Fighters will no longer launch from carriers during attacks vs. planets* Ship design limits for weapon refills and emplacements have been increased to allow for more configuration options* Auto-repair bots technology has been buffed up - repairing ships to full after combat and to a lesser extent during combat* Advanced refit will now set the colonizer role for ships that gain colonizer pods, fixing an issue where they could not execute colonize orders* Race Report on Diplomacy now clears extinct races from each race's ally/enemy lists* The “reckless expansion” controversy threshold is now dependent on the game difficulty setting* Reduced the Diplomacy AI advisor’s chance to offer systems to other races* An armistice treaty will now work better with other checks like blockades etc. being suspended while the treaty remains active* Cancel armistice will now work correctly by immediately cancelling the treaty effect* Galactic council (classic mode) will now convene with a minimum of 3 races. The first council vote will also happen immediately once the player has discovered all races and at least 100 turns has been played* The colony “civilian buildings” cap is now shown on planet view details before colonization* The tutorial journal entries have been improved to make it easier to follow* Several quest journal entries, clues and hints have been improved to provide better info* Fixed the scroll-bar not showing correctly sometimes with multi-line text on Last Turn Summary* Fixed dig completion messages sometimes being repeated in the same turn* Fixed an issue with Unload troops order that could cause a crash if the colony didn’t have barracks or any soldiers* Fixed an issue where decimals were sometimes showing for whole units* Split task forces will no longer get stuck waiting if any ships are stranded in hyperspace during Stargate travel* Improved ETA precision for hyperspace / Stargate travel* ISN news will no longer cull normal priority messages even when there are higher priority messages. Low priority messages will still be culled. This is further adjustable through GameEND NOTES FOR THIS UPDATE-----Tuesday May 20, 2014v1.0.0.95Improvements* The journal will now open and display the pertinent goals/hint for each step as the player advances through the Tutorial and Probe missions* The journal entries sort order will remain consistent when new entries are addedFixes* Fixed a memory issue with French localization due to long text* The Max Population icon tooltip will now display correctly in all instances on the planets list* Some minor cosmetic UI adjustments-----Saturday May 10, 2014v1.0.0.94Changes:* The base chance for regular and heavy mount weapons has been increased to the same level as light mounted weapons* Targeting Systems tech base hit chance slightly increased* Added a minimum chance to hit for all weapons based on the level of the weapon* Improved hover over selection on colony/fleet/planet listsFixes* Fixed a bug when a race is eliminated that could cause unintended behaviour to other races in rare circumstances* Fixed an issue with random events sometimes not displaying the planet name during reports or turn messages* ISN reports about top expansionists list will now show the colony count instead of the score as does the graph* ISN reports about highest economy (gross income of an empire) will now show the correct unit* Fix for refit screen not remembering the original design slot and defaulting to the first one* Communications range check on Diplomacy relations view will now match the galaxy map (even in extreme edge cases)Localization* Number formatting, decimal symbol and digit grouping symbol is now based on the PC's Windows region setting* German localization text improvements, many thanks to Xyquas-----Friday May 2, 2014v 1.0.0.93* Projectile weapons will now always hit when fired on planets* Race tolerance will no longer be reset on treaties that affect relations, if the existing relation was the same as the target relation* Weapon burn effect / bleed damage (e.g.: Neutron Streamer ability) will now display the damage on consequent rounds until it expires* Added a visual FX to display more clearly the weapon hit location on target* Fixed an issue where the turn message relating to player being attacked would not link to the correct sector on the map* Some performance improvements when loading games-----Thursday April 24, 2014v 1.0.0.92* Fixed an issue where a hostile planet could not be targeted in manual combat if you had colonies in the same system in inner orbit-----Monday April 21, 2014v 1.0.0.91* Fixed a bug with Eremai Weapon s/fx which could cause a crash in combat-----Saturday April 19, 2014v 1.0.0.90* Fixed a logistics issue where a ships supply range would not immediately get updated after colonizing a new colony-----Wednesday April 16, 2014v 1.0.0.89Some minor fixes:* Fixed an issue where some function keys (shortcuts) would not work on the galaxy map directly after race customization.* Colonization of planets with zero habitable area will once again work with the Terraforming technology. (excludes gas giants)* Terraforming details updated to reflect the actual effect of refinement which increases the rate of terraforming.-----Horizon major update/add-on released – Monday April 14, 2014v 1.0.0.88Today we are releasing a new update to Horizon with numerous changes, improvements and additions. Previously saved games remain compatible with the new update but to fully experience the changes requires starting a new game. We hope you enjoy the new changes!New Features, improvements and changesAI and gameplay* AI improvements made to fleet management allowing them to rally to the defence of colonies when a threat is detected* AI improvements with expansion (digging, colonization and surveying) of planets in a more efficient manner* AI diplomacy improvements - will now consider cancelling treaties, making demands or declaring war when there are controversies with another race* Racial tolerance system improved and effects adjusted, shifts for some actions will now also occur over -time instead of immediately, slowing down relation changes* Economy balance changes - income generated has been reduced but bonuses from buildings have been made more linear and straightforward, ship maintenance costs have been reduced to align with these changes* Reduced the research points required for tech refinements* Gold Deposits and Gem Deposits will now require the colony to be a mining colony (industry based colony) as per the description to receive the added bonuses* On First Contact not all colony locations will be shared between races and still require further exploration of the map to discover them. This also affects intelligence sharing treaty, only known colony and territory information is shared* Travel between Stargates now takes 1 turn in hyperspace instead of 2. The time to reach the Stargate if any is in addition to this* Travelling through anomalies and nebulae will now apply harsher penalties* Diplomacy demand ‘Surrender a system’ is now available with friendly relations* Diplomacy threat ‘Stop expansion’ is no longer available between allies* Reduced the amount of population killed on colonies during attacks to destroy its defences, this is to prevent the accidental destruction of colonies. Once the defenses are down, continuing to bombard will eventually destroy the colony* Ships with troop pods will now refill soldiers to full in one turn during refits as long as there are enough soldiers at the colonyShips and technology* You can now fully retrofit existing ships and starbases by applying a new design from the taskforce orders panel. Shipyards or a Starbase (slower) is required to refit ships.* Scanners range now increases based on the technology level, allowing the detection of ships farther out on the galaxy map* Deep space scanner technology added - this tech is available for ship design and by default is outfitted on starbases* Logistics technology added - this tech will affect a fleet’s supply range from their nearest colony. Ships are no longer able to travel beyond supply range. Task force ships can still be fitted with Supply Bays to extend their normal range* Auxiliary pods technology added, this tech is available for ship design and allows for additional space for components at an increased ship build cost* Survey Instruments technology added, this tech is available for ship design and allows faster surveying of planetary systems* Armor resistance and vulnerabilities have been added* Engines technologies have been made more distinct with updated descriptions, we’ve also added a maneuverability factor that affects a ship’s initiative and rotation costs, power generators coupled with the right engines now provide a set bonus* Detection of cloaked ships added to Scanners technology at high level. This allows the chance to detect ships beyond weapon firing range* Bio-Energy armor can no longer be coupled with Shields technology* Neutron Streamer burn effect ability damage significantly increased* Increased ship related tech build costs and power costs for weapons* Energy condensator technology bonus increased* Xenobiology diplomacy favor bonus reduced* Base critical hit rate for weapons is now adjusted further by ship crew experience level* Race template customization – Terraforming is no longer available as a pick. Race specific techs such as Engines/Power generators/Armor/Beam weapons are now locked to their respective racesUI and other options* Planetary reports, resources, quest item locations, population and ground troops icons with tooltips have been added on the planet panel on the galaxy map for easier viewing* Diplomacy tooltips have been added explaining treaties and pacts* Colony view - Orbitals tooltips updated to provide more details* Galaxy map task force vectors are now drawn from the task force instead of the center, also other races task forces vectors will now display if hovered on or if they are hostile and coming to your system as long as in detection range* ETA is now displayed on task force movement vectors* Movement range has been reduced when travelling vertically to match the correct map perspective* Starbases are now displayed in the taskforce panel on the galaxy map* Galaxy map drawing has been significantly optimized to improve frame rates by 5 to 10x with very high number of stars and many ships on the map* Turn messages regarding discoveries now link to the sector on the galaxy map, rather than going to the planet view, so an order dig be selected if desired* Random events and some mission related Turn messages (e.g.: Don Barsillio) are now set as low priority* Orbital maintenance cost, ship supply range are now shown during Ship Design* If a ship carries Fighters, it will now display below weapons in tactical combat* Added an auto-end turn option – multiple turns are processed until a message or event occurs* Auto 'idle' ship selection preference option now only includes Idle ships without ordersGraphics / Languages / Credits* Added race specific government buildings animations* French language support now available, Polish and others updated* Credits with early supporters who registered their names are now available to view in-gameOther Fixes* Fixed an issue where encroaching on another race’s territory would cause the wrong race to be blamed* Fixed a display issue with Random Events where the reported amount of bonuses was different than the actual bonuses provided* Fixed a display issue with a few instances where Journal entries details did not reflect the new mission info* Story missions rewards – ‘Kontari officers’ and ‘How to fight legends’ should now provide relevant bonuses* In classic mode the ‘Lezgoon race’ will no longer start in a weakened state* Warrior abilities – Soldier growth rate, barracks size, +1 crew level will now apply correctly* Task force ships can no longer be split up when entering/exiting Stargates* Fixed right-click to remove ships from a task force after scrolling* Begging for mercy through Diplomacy (if accepted) now enforces an armistice pact on both parties* Low Power will now display when a weapon can’t fire due to lack of available power* Diplomacy requests to attack/defend colonies should now work better* Fixed an issue where the shield piercing weapon ability would work even before unlocking it at level 5END of update notes---------------------------------Hello everyone, today's minor patch is an interim update that we did not want to hold off any longer until the next significant update to Horizon which we expect to have ready in a couple of weeks. Have a good weekend!Version 1.0.0.82:15 March 2014Changes:* Artifact survey messages are now cleared in planetary survey reports once a race digs the planet* Tourism Income is now affected by game difficulty level (similar trade income)* Interstellar com will now account for anomalies correctly* Transferring colonies to another race now resets previously selected builds* Transient ability will no longer affect missiles* Minor corrections made for Spanish LocalizationFixes:* Fixed an issue where the AI would erroneously detect another opponent encroaching on its territory causing relations to deteriorate* Fixed an issue where Assimilation and Colony Morale would not be updated* Fixed a case where a very low number of invasion troops could become invincible* Fixed a rare scenario where an eliminated race would continue on after losing it's last colony causing a late game crash* Fixed an issue where the camera would switch to another sector (with player ships) while engaged in Sol during the probe quest------Version 1.0.0.81:26 Feb 2014Changes:* Fleet/Planet lists sort order is now preserved during each game session* Reduced the parallax effect in tactical combat, this should make targeting planets easier* Shields strength has been reduced to bring it into balance with weapons* Bombard order has been changed to Destroy to more accurately reflect its purpose* Tactical movement grid accuracy improved* Ship power meter will now indicate in red if ship is completely out of power* Many Polish and Spanish localization improvementsFixes:* Fixed a pathing issue with task forces when using Stargates to travel* Fixed shields remaining offline when under cloak and getting hit by enemy first* Fixed an issue with fighters sometimes doing more damage than they normally could* Starbases will now display accordingly when cloaked------Version 1.0.0.80:21 Feb 2014Changes:* AI fleets will now attack more regularly when planning an attack or invasion* Improved combat unit AI targeting when carrying different types of weapons vs. multiple targets in firing range* Last Turn Events now hides on external click such as on the map* Added game preference option “Switch Ship Selection on click”* Added ‘advanced race’ creation option (for modding purposes) when the corresponding flag mod_allowAdvancedRaces=True is set in ‘Horizon.ini’ in My Documents, Horizon Game* Reduced the available hull space on Space Stations (takes effect for new games and with new designs)* Regular mount weapons will no longer always miss when fired on planets* Torpedoes firing arc has been changed to 360 degrees* Weapons with a single refill will now fill correctly on resupply* Adjusted Assimilation/Subjugation/Extermination effects on workforce, morale and colony buildings* Improved display of some text in polish language* Adjusted font size on low resolutions during news reports to fit text betterFixes:* Fixed an issue with the legend window not opening or in some cases causing instability* Fixed a case where de-cloaking ships would stay invisible until they moved causing auto-mode to disengage* Fixed an issue in tactical preview mode where ship scan tooltips would not always display* Fixed an issue where eliminating a race through invasion could sometimes cause the game to lock up------Version 1.0.0.78 & 79:* Polish and Spanish localized versions of the game are now available via the language tab in Steam.* Texture quality setting is now available in Video Options* Added new checks when loading games to check integrity of data and correct it to improve any stability issues* Fixed an issue where changing opponents race relations at the start of the game and re-entering the race customization screen would cause unexpected behaviour in diplomacy during play* Fixed an issue where damaged buildings repair cost was using the upgrade cost instead for calculations------Version 1.0.0.77:13 Feb 2014We have added support for different texture quality video settings for different range of PCs.In its current default setting Game memory usage has been reduced significantly (~25%) and should help overall game load time and performance for all but especially low/Medium range PCs. Low and High quality options will be made available in the next update.Changes:* Building purchase costs when speed buying is now based on the level of the building. Level 1 is unchanged but for every level after that it will increase the multiplier by one* Income from Tourism and Trade traffic at very high levels has been slightly reducedFixes:* Fixed Starbases launching a large amount of fighters which was causing turns to slow down due to the very high number of ships in late games* Fixed an issue where fighters would not land immediately upon being recalled to their carrier* Fixed an issue where sharing intelligence (treaty) could cause a crash* Colonizing a previously occupied colony will have previously selected builds/upgrades cleared until the player chooses to build/upgrade (existing buildings are left intact)------Version 1.0.0.76:12 Feb 2014* The AI can now choose to destroy enemy outposts instead of always overtaking them with troops* Carrier Ships/Starbases will no longer replenish new fighters above their capacity based on Fighter Bays* Launch Fighters audio will now only play if the carrier ship is in player's view* Planet view info will now properly display maintenance when choosing non-terran homeworlds* Fixed a bug that could cause the game to crash after exterminating a colony with a hostile environment (to the player race)* Fixed an issue where some text in dialogues (missions) would be truncated at certain resolutions* Fixed an audio issue with Eremai Device that could cause the game to crash* Small update to Error Reporting Tool------Version 1.0.0.75:10 Feb 2014* Improvements made to the Planet/Fleet/Colony lists memory usage, this should help low memory related issues some players have been experiencing* Task force ships will now stay in close formation during combat* Improved task force ships movement while travelling* Launched Fighters will now stay in close proximity of their mothership* Made several improvements to the camera view in tactical combat when ships are in movement* Non-hostile AI ships passing through a player system will no longer be shown unless in camera view* Player ships moving in their own territory will no longer display needlessly if out-of-view, sector is not engaged and there are no hostiles* AI ships will no longer send ships to dig planets in hostile territory (exploration and colonization already did this check)* The correct tooltip will now display on colonies when hovering over empty buildings* Fixed a crash on game-start if special characters were used as Custom race template names* Fixed a case where the game allowed duplicate race Template names------Version 1.0.0.74:09 Feb 2014* Fixed a bug that was causing a quest message to appear without player interaction* Fixed Barbeck race ships not receiving supplies* Planetary missiles bases will now reload ammo to full* The race special ability Eco-Adaptive will now display its bonus - Can build a colony on any type of planet* Quasi-Immortal and Immaterial race ability bonuses have been adjusted accordingly------Version 1.0.0.73:09 Feb 2014* While the Tutorial is active the AI races will no longer pose a direct threat to the player until it’s completed or at least 75 turns have passed* Ancient races expansion rate has been curtailed early in the game------Version 1.0.072:08 Feb 2014New:* 23 New Achievements added* Economy - Tourism and Trade income has been adjusted to provide a much greater benefit at lower traffic values and an overall boost to the treasury early to mid-game. Game difficulty setting (when starting) a new game further affects these values.* In tactical view the camera will no longer snap back and forth to another sector if there is no combat* In tactical view the camera will now center on planets correctly* The launch fighters sound will no longer play for non-player ships* On the Galaxy Map the Move order vector will now display when management lists are open* Fixed an issue where players could not switch the game language through Steam menu* Fixed an issue in Ship Design with the tooltips not displaying correctly when the help window is open* Fixed an issue where some mission steps would be triggered without meeting the right conditions* Fixed race customization aptitude points not displaying the correct values* The final step in the Varaian mission line can now be completed------Horizon Release version:04 Feb 2014Full Notes: http://forum.l3o.com/viewtopic.php?f=18&t=983