Unending Galaxy Changelog

What's new in Unending Galaxy 1.1.5 Basic Edition

Jan 11, 2016
  • AI:
  • Faction AI can send military defense ships in foreign/pirate territory if it has assets there
  • Building AI will favor docks from main tech group when it has the choice between several docks
  • Building AI put a much higher focus on building ship part factories (until it reach a decent ratio)
  • Content Patch [Deluxe Edition]:
  • Added Ceridan faction and playable tech group (unique ships, buildings, wares)
  • Added “Besieged” large symetrical map
  • Added “Ore Belt” medium map
  • New, rare, titanium ore
  • Added “Ceridan Invasion” special event
  • Added Ceridan starting scenario
  • Gameplay:
  • Siraks and SPQR can no longer build capital type colonies on rocky and acid planets
  • Added high risk / reward mission to destroy Swarm Hives
  • Minor changes to some colony imports/exports
  • Minor price changes for various goods
  • Swarm spores “gun slot” reduced from 2 to 1; HP from 3000 to 2500
  • SPQR event “window” larger (can happen sooner/later in the game)
  • Can no longer build balanced colonies on volcanic worlds
  • Slightly increased power generation of the Man-o-War
  • Game Settings:
  • Added 90 FPS setting
  • Added ability to enable/disable menu antialiasing
  • Added ability to set the nebulae transparency level (for those who find them too colorful)
  • Graphics:
  • Added some pilot portraits variations to niliths, siraks, humans
  • Made AI Core carrier and battleship slightly bigger
  • Replaced computer plant by better looking building
  • Added volume to pirate bases and other buildings
  • Replaced a few AI Core buildings
  • Nilith shipyard, power plant, military and trade stations are pulsating
  • Modding Tools [Deluxe Edition]:
  • Map Editor : Added visual indication of nebulae and solar systems when appropriate paint modes selected
  • Map Editor : Easier to know which solar system names have already been used on map (star in front of name)
  • Performances / Code Stuff:
  • Upgraded graphic library
  • Misc small code changes & improvements
  • Smoother movement in higher refresh rate
  • Improved list management in Sector Info Panel
  • Slight changes to savegame format
  • User Interface:
  • Made the “dark” sectors on the galactic map clickable to make exploration of new sectors easier
  • Added “My Assets” filter to Sector Info Panel
  • Drag and dropping weapons and shields works in ship equipment type menus
  • Increased Dock Scanner menu width
  • Galactic Map : One click to select a sector, 2 clicks to enter a sector
  • Galactic Map : Sector Info panel tied to selected sector when map open so you can move the mouse without canceling current selection
  • Galactic Map : Top right info popup still tied to the sector your mouse is over, made visible even if sector info panel is open
  • Galactic Map : “My Assets” filter made more useful: lone ships are easier to locate, added numerical value.
  • Resized save/load menu
  • Made bounties in bounty board easier to read
  • Bug Fixes:
  • Falling Letters / Matrix bug (hopefully)
  • Take control button doesn’t work in asset list
  • Incorrect thread timings
  • Small display issue with popup on galactic map
  • Closing the game with empire manager open and money management selected could cause a problem
  • Nilith primary planet type should be oceanic
  • Couple of small design mistakes in Imperium and Hiveworld maps
  • Couple of error messages in map editor
  • Spaceflies (and potentially other neutral objects) registering as “foes” to AI Core and Swarm
  • Given enough time and resources, swarm queens could bypass their hangar limits
  • 2 mouse cursors visible when some menus are open
  • Buying equipment in a dock with said equipment in cargo bays lead to buying the wrong amount of equipment
  • Moving cargo around causes the profit/loss indicator to go bonkers
  • Access violation under specific case in trade menu
  • Wrong font on Shipyard’s buy button
  • Stats not always showing properly when a game ends
  • Sector Info panel and Galactic map showing data that should be hidden by fog of war
  • Animation frames could appear in the wrong order
  • Game Editor – potential crash when refreshing database
  • Potential crash in alien name generator
  • Finite resource button not working as expected
  • Incorrect framerate when capping fps
  • Selecting a fleet and then a single ship would not deselect the fleet
  • Order to build a trade station can fail
  • Exception if a faction has no military ship to assign to an attack fleet
  • Problem that may cause a faction to not build a specific mine it needs
  • Exception related to asteroid deletion
  • Some accepted missions wouldn’t be listed in the mission tab of the empire manager
  • Special events couldn’t occur while a plotline is active
  • Player owned sector can be marked as hostile on the galactic map popup
  • Changing faction using the cheat menu wouldn’t stick across savegames
  • Starting a new session wouldn’t reset changes made to CPU factions’ traits and behaviors during previous game.

New in Unending Galaxy 1.1.0.6 Basic Edition (Dec 2, 2015)

  • Changes:
  • Reskin of the menu tabs
  • Funds are issued as soon as a build order is given
  • You can set/unset home sector settings for multiple ships simultaneously
  • Player no longer an ally of the AI Core in Rigellian Empire scenario
  • Colony List indicates when you have no colonies instead of just displaying a blank list
  • Game Settings:
  • Added DirectX9 Legacy Mode setting to graphical options
  • Added option to cap the FPS to specific values instead of the monitor refresh rate
  • Added option to disable nebulae completely
  • Bug Fixes:
  • Crash caused by player ships following each other
  • Crash before loading a game / restarting a sessions without quitting
  • Longer games end up with no asteroids on the map regardless of settings
  • Multiple savegame related issues
  • Error message in multiple ship setting edition
  • You could assign the same keyboard shortcut to two different commands
  • You could assign [Esc], [Shift] and [Ctrl] keys to commands
  • Potential error in the trading interface
  • Item selection isn’t consistent between buying and selling
  • It was possible to go to a disabled colony management screen in the basic edition

New in Unending Galaxy 1.1.0.3 (Nov 30, 2015)

  • It fixes a couple of errors introduced by last 1.1.0.2 release. Namely a freeze in the factory setup menu and an error message in the trading menu. Sorry about those two errors, they were a side effect of upgrading a major library at the last minute. Also, your automated dock builders shouldn’t try to build stations and factories in foreign territory anymore.

New in Unending Galaxy 0.9.8.5 Beta 5 (May 25, 2015)

  • AI - Factions:
  • Factions will no longer try to defend worthless sectors if outnumbered
  • Factions should be a bit better at expanding
  • Factions are better at evaluating the swarm's threat level
  • Factions can back down from an invasion if enemy is way too strong
  • Swarm docks offer a bit less supply (reducing how fast the swarm can grow)
  • AI - Pirate Bases:
  • No longer take gates into account when checking for target (increased base range, though)
  • Combat:
  • Support for new weapon damage types
  • Shields can have resistances to specific damage types
  • EMP weaponry: damage energy generator
  • Flak weaponry: high damage vs small, low damage vs big
  • Diplomacy:
  • Added non aggression pact
  • Tweaked values, you won't get unlimited free money anymore
  • Faction: Nilith Republic **New**:
  • A new active faction with its own theme
  • Unique weapons, shields, ships and docks
  • Faction: Titan Corp **New**:
  • A new passive faction of energy and weapon producers
  • Unique ships, docks, weapons
  • Game Data:
  • Updated maps to take new factions into account
  • Added 2 unclaimed solar systems to Imperium map [Deluxe Edition]
  • Added starting scenarios with the nilith tech group [Deluxe Edition]
  • Removed free ship parts from many starting scenarios
  • Added Flak, Emp, Disruptor damage types
  • Added EMP Missiles
  • Made Core shields resistant vs particle damage but weak vs EMP
  • Updated a few icons for goods and equipments
  • Added support for energy factories with resources
  • New planets and backdrops, also fixed a lighting issues on some planets
  • Updated default Galaxia map (more systems, better initial balance, asteroids moved around..)
  • Max ships and weapons' speed reduced by 15%
  • Rebalanced cost and strength of all ships
  • A new very large hand crafted map [Deluxe Edition]
  • Gameplay:
  • Reduced time between jumps from 60 to 30 seconds
  • Reduced jump prep time from 8 to 6 seconds
  • Taking over all planets/suns in a system converts all unclaimed sectors to the new owner
  • Ships (bigger than frigates) have a chance to drop ship parts when killed
  • Increased time needed to build ships at shipyard
  • Increased factory building time by a 33%
  • Trade stations, military bases, shipyards and gates take longer to build than factories (2 times)
  • Modding [Deluxe Edition]:
  • Added native mod support
  • Added mod manager to launcher
  • Added "Damage Type" editor to the toolkit
  • Added option to change initial parts and war weariness to scenario editor
  • Added option to show/hide factions in diplomacy and statistics menus
  • Added damage multiplier vs damage type in shield editor
  • Added option for ships to dodge bullets based on weapon size
  • Added import/export, techgroup and additional stats data to colony files
  • Added option the change ship and bullet speed globally
  • Added option to automatically calculate price, manpower and military strength of ships
  • You can add new or alter existing sectors directly with a selected faction and solar system in the map editor
  • Optimization:
  • Massive improvement of all cpu cost related to pathing and distance calculations
  • Reduced CPU cost of energy generators, shield systems and other components
  • Reduced CPU cost of faction AI when deciding where to colonize or build mines
  • Massively reduced cost of most trading operations
  • The graphic engine no longer render the scene when the game's window isn't focused
  • Docks fully cache their sell/buy lists
  • Misc other optimizations
  • Procedural Map Generator **New**:
  • Maps can be procedurally generated
  • Last procedural map is saved into a file that can be used again or edited in the map editor
  • ... work in progress ...
  • Trading:
  • Added option for miners, scavengers and free traders to ignore pirate controled sectors
  • Colonies can import and export goods granted there's a TS in the sector
  • UI - General / Main Screen:
  • Added bottom bar with menu, target and health info
  • Removed old main menu
  • Screen centered most menus, and made them a bit larger
  • Updated weapon, shield, and ship info panels everywhere
  • Added loading percentage to jump button
  • Panel pining works properly
  • Added game paused/resumed messages when pressing active pause key
  • Changed some default keyboard keys (quicksave/load and camera)
  • Resized many dropdown lists so it's not necessary to use the scrollbar
  • Multiple other minor improvements
  • Increased fleet panel's height (when open)
  • Added "buy the deluxe edition" button to game launcher
  • UI - Cargo:
  • Using the "Jettison" button on a docked ship will transfer the goods into the object it's docked in
  • Double clicking the trackbar in the jettison menu will set the value to max
  • UI - Dock Scanner **New**:
  • Works on any visible dock no matter the distance
  • Display trade information (buy/sell goods and prices)
  • Display health and module information
  • UI - Empire Manager:
  • Diplomacy tab more responsive in empire manager (less CPU hungry too)
  • Added player strength/war weariness info converted to string to Empire menu
  • Added option to automatically pay bounties
  • Asset list way more responsive and less cpu hungry when you have huge amount of ships
  • UI - Shipyard:
  • You can choose what weaponry will be installed in your ships (cost additional ship parts)
  • Double clicking an item in the queue will remove it
  • Added preset editor tab
  • Added help tooltips
  • Fixes:
  • Fixed: The jaggy ship movements / display glitch (finally)
  • Fixed: Potential crash in diplomacy tab
  • Fixed: NPC assets could temporarily appear in the asset list
  • Fixed: Potential crash in ships' order manager (clear orders on issue)
  • Fixed: Civilian miners have a hard time selling their goods
  • Fixed: Possible access violation in weapon editor [deluxe edition]
  • Fixed: Empire manager and ship order menu overlap
  • Fixed: Not all datacache access is secured
  • Fixed: Order menu not being refreshed when the map is open
  • Fixed: Your ships defending themselves when you're firing at them
  • Fixed: Some faction infighting
  • Fixed: Pressing hotkey and selecting from fleet panel doesn't select the same
  • Fixed: Bug causing very slow savegame loading in some cases
  • Fixed: Factory setting "do not sell to other factions" sometimes ignored
  • Fixed: Factory setting "do not buy from others" always ignored
  • Fixed: Factories that sell nothing would give random, sometimes buggy, results
  • Fixed: Bug making difficult to takeover sector with ships (ships not being flagged as military when built or AI is reset)
  • Fixed: Small issues in diplomatic logic
  • Fixed: Extremely poor performances when selecting a sector on GalMap
  • Fixed: Objects with same name/location move at random in Asset List
  • Fixed: Objects with same name/location move at random in Bookmarks
  • Fixed: Many grammar/syntax issues
  • Fixed: Rare pathing bug, may cause random issues
  • Fixed: Contextual buttons (scan/use) not being updated when selected object isn't in same sector as camera
  • Fixed: Free traders and other automated ships could go (and die) into territory marked as hostile if it's in their area of action
  • Fixed: Some messages in the bottom log are invisible
  • Fixed: Swarm docks not counting as mines, causing possible infinite swarm docks as other AI gets their mines eaten
  • Fixed: Cache not updated at actual game start/restart causing temp pathing issues and slowdown
  • Fixed: Crash in save/load game menu if one of the save files is corrupted
  • Fixed: Automated and AI ships getting settings corrupted on saving/loading of a game (should fix ships having way too many escorts and similar issues)
  • Fixed: The "J"ump shortcut doesn't work until the galactic map has been opened once
  • Fixed: Issue in pathing related functions causing slowdowns and random bugs
  • Fixed: Crash on exit when moving the mouse over a button that has a tooltip
  • Fixed: Exploit with ship presets where you can equip higher class weaponry than a ship can carry
  • Fixed: Exploit with ship presets where you can equip unavailable weaponry
  • Fixed: It was possible to "eject" the cargo of a docked ship
  • Fixed: Any order involving selecting a dock not working in standard view
  • Fixed: Player shipyard menu dropdown not closing properly when CPU is busy
  • Fixed: Ships occasionally failing to find a path toward a another sector
  • Fixed: Corrupted ship orders could crash the asset list
  • Fixed: Potential crash in savegame if debug log is enabled
  • Fixed: Multiple functions made thread-unsafe calls causing all sorts of random issues
  • Fixed: Potential issue when a ship is built directly by the faction AI thread
  • Fixed: Potential issue when a ship is moving from a sector to another handled by a different thread
  • Fixed: Same ship (on very rare occasions) is added twice in a row to a location, crashing the game if the player access/look at said location
  • Fixed: Game's cache exception
  • Fixed: Asteroid deletion code thread unsafe when a game runs with the "no asteroid respawn" setting
  • Fixed: AI Core tech has no access to mining weapon causing issues in a scenario [deluxe edition]
  • Fixed: Faction AI thread could "hang" under specific conditions and use a full cpu core at 100% until the game is reset
  • Fixed: AI/Automated ships trying to buy escort in hostile territory
  • Fixed: Dock traders trying to go to neutral/friendly stations in hostile territory
  • Fixed: Raiders suiciding themselves in hostile territory
  • Fixed: Spacefly hunters not caring for hostile sectors / factions

New in Unending Galaxy 0.9.5.1 Beta 4.1 (Apr 22, 2015)

  • New: Made dock traders better at deciding which resource is the most needed
  • New: Price for factory supplies is dynamic
  • New: Reassigned thread priorities, game should feel less laggy when lots of things are happening in the galaxy
  • Fixed: Factories stopping production before their cargo space is full
  • Fixed: Too many trade missions are energy related
  • Fixed: Bug in some scenarios causing badly named player ships and docks

New in Unending Galaxy 0.9.0 Beta 3 (Mar 18, 2015)

  • AI - Factions:
  • Multiple changes to where and how factions build their docks
  • Added ability for factions to colonize nearby planets, suns and asteroid belts
  • Factions with alliances will be frowned upon by non allies (to prevent the "everyone is allied" behavior)
  • Factions no longer build trade stations outside of solar systems
  • Less likely to ally / maintain alliances when war weariness is high (so they're not dragged into war against their will)
  • Factions no longer need to have colonized all neighboring sectors before being able to declare war
  • Factions become less aggressive once they occupy a given % of the claimable map
  • Factions more likely to make peace if they only have one capital sector left
  • AI - Free Trader **New**:
  • Free traders buy and sell wares for profit
  • They can be tied to a general location or a specific solar system (depending on homesector)
  • The player can use the asset list or ship setup menu to set a ship to free trading mode
  • AI - Pirate Bases:
  • Pirate bases can change preferential target faction over time
  • AI - Ships:
  • Patrol ships can target and attack factories (they were only handling stations before)
  • Communications & Pilots:
  • Calculations deciding if a ship will surrender its cargo takes more things into consideration (current sector, relative fleet strength, pilot traits)
  • In general, cargo ships are less likely to surrender loot
  • Economy:
  • Trading stations in a territory occupied by another faction give away 15% of benefits
  • Dock traders from factories in occupied territory also give away 15% of benefits on sells
  • Various changes to trade related data (wares, production, trading)
  • Passengers "price" heavily increased so collecting them is more compelling
  • Reduced amount of factories supported in non system nebulas by 1 (from 2 to 1)
  • Engine Settings **Important**:
  • Full menu redesign
  • Bloom shaders can no longer be selected if full hardware acceleration is disabled
  • Refresh rate is correctly applied when the game is in windowed mode
  • Screen resolutions are no longer displayed multiple times
  • Removed auto detection of screen settings if the player has not set a resolution before launching the game
  • Made sure that default settings are something everyone can run [1024x768 60Hz in windowed mode]
  • Removed useless general sound volume settings (music & effects is enough)
  • Rewritten some help tool-tip
  • New default keys
  • Event System **New**:
  • At irregular intervals global special events happens (multiple rifts spawning swarm units, increased pirate activity, ...)
  • SPQR no longer locked in permanent war with federation after related event (only a long war + permanent bad relations)
  • Events are posted in global news
  • Faction: The Swarm **New**:
  • Added Swarm Gargants and Hives
  • Swarm Queens can "take over" mines built by other factions
  • Hives produce additional Swarm units (within limits) and act as typical "farms" in RTS
  • Hives heal nearby swarm units and fire at hostiles.
  • Sectors can be lost to the swarm or taken back by force
  • Swarm creatures drop rare and expensive loot.
  • Game Data:
  • Colonies aren't hardcoded anymore, added relevant tools to the game modding tools
  • Swarm units are considered lifeforms now
  • New ships and life forms
  • Added different loot drops for each life-form
  • Increased range of all non beam weapons
  • Increased manpower cost of all big ships by 50% (effectively reducing army sizes)
  • Misc changes to Galaxia map to accommodate new features
  • Added Warg Mine, and Chemical factories to pirate faction
  • Added 2 new factories to the Asterian Empire
  • Multiple small fixes (typo, small stats changes, naming issues)
  • Updated Galaxia map: rebalanced a bit and added a large nebula
  • Slight rebalance of the Imperium map (Deluxe Edition Only)
  • Added 4 new starting scenarios (Deluxe Edition Only)
  • Added backdrops to some map locations (star clusters, black holes, far away galaxies,...)
  • Gameplay & Misc:
  • Improved hit/collision detection significantly
  • Sector owner is who has the most docks there
  • Spawn sector when starting a new game selected at random between possible capitals
  • Time before shields recharge after a hit increased from 1.5 to 2 seconds
  • Ships more likely to face the proper direction when undocking
  • weapon slots anchored on specific locations so bullets are no longer stacked (especially visible with lasers and small weapons)
  • The camera follows ships after they dock instead of staying centered on the dock
  • You no longer get a bounty on your head for ships killed in lawless sectors (pirates, core, unclaimed)
  • The higher a faction's war weariness, the slower its shipyards will be to produce ships
  • Graphics:
  • Factories and stations can be animated (added tools in the editor)
  • Added basic animations to some stations (blinking lights)
  • New sprites for most sirak ships and some stations
  • Replaced AI Core military base with a bigger, animated model
  • Recolor of main spqr stations to follow the gold/red theme
  • Resized some AI Core stations so they are on par with the others
  • Added map icon for lifeforms
  • Added slight alpha variation to upper fog layer in nebulae
  • Background sky is lighter around suns
  • Added specific loot container for lifeforms (replacing the metal box) and renamed to "Remains"
  • Added support for background objects that aren't suns or planets
  • Mission System:
  • New military mission "destroy enemy military base"
  • Performances & Code:
  • New object cache system improving performances dramatically (especially in late game)
  • Massively improved savegame loading speed by multithreading it
  • Reduced disk space needed to load a savegame
  • Improved display performances when a lot of ships are selected on screen
  • Gates calculate possible destination once a 'turn' instead of each time they are asked to
  • Dramatically improved Galactic Map performances when a filter is enabled
  • Major optimizations in the trading engine
  • Major optimizations in the Faction AI
  • Much less likely to trigger exceptions (while handled, they can still cause micro pauses)
  • Spacefly hunter AI is much, much less CPU intensive (50x)
  • Misc minor optimizations
  • New low level memory manager, should make the game a bit more lightweight
  • UI - Diplomatic Menu:
  • Full menu redesign
  • Displays alliances, wars and cease fire agreements for selected faction
  • UI - Empire Manager:
  • Removed the, now useless, "declare independence" button
  • Removed the, now useless, "auto expand" manager
  • Added default news to galactic news and journal to explain the purpose of those tabs
  • Added short how-to message when selecting war target
  • UI - Empire Manager: Asset List:
  • List is refreshed in real time
  • Assigning AI package to ships made much easier
  • UI - Factory Setup:
  • Added production countdown
  • UI - Galactic Map:
  • Added population (object count) filter
  • Filters are a bit better looking
  • Added background to galactic map
  • Hides station icons when zooming too far away to improve performances
  • UI - Main User Interface:
  • Added "Collect all loot in current sector" to order menu bar
  • UI - New Game Menu:
  • Displays information about each tech group
  • Removed confusing/useless settings from the menu
  • UI - Pirate Tab:
  • New guild service: Clear a bounty with (less) credits or with IP
  • UI - Ship Scan:
  • Hangar tab no longer shown if the target has no hangar
  • UI - Ship Setup:
  • Hangar tab no longer shown if the target has no hangar
  • Added option to set ships as free traders
  • Added short how-to message when setting homesector
  • UI - Trade Menu:
  • Fully redesigned the buy and sell tabs
  • Bug Fixes:
  • Fixed: Exploit where buying and selling stuff at the same station would generate infinite money
  • Fixed: Spaceflies don't spawn (due some speed optimizations in B2)
  • Fixed: Bug in spacefly AI where flies wouldn't fly properly
  • Fixed: Patrol order not detecting hostile ships properly (typo in beta 2 code)
  • Fixed: Some pirate bases spawning with more ships than they should carry
  • Fixed: Custom ships with hangar bays without being labeled as carriers could cause a crash
  • Fixed: Some issues with animated objects
  • Fixed: Laser beams starting point could not always be aligned with shooter perfectly
  • Fixed: Very rare display issue with lasers fired from an already destroyed object
  • Fixed: playership not facing the direction it's heading when player alternate turn left/right
  • Fixed: Hit detection and other functions would be disabled in one or multiple sectors if a police ship is in the vicinity
  • Fixed: Possible crash if a faction has no capital sector left (under very specific conditions)
  • Fixed: Ship setup menu not reset to first tab when looking at a new ship
  • Fixed: Possible issue when retrieving what is sold at a station
  • Fixed: Gates not always of the same faction as the sector's owner
  • Fixed: ships/creatures which can't use gates still take them into consideration when calculating distances
  • Fixed: Some issues with Swarm Queen AI
  • Fixed: A factory related and cpu consuming function was called twice per cycle (effectively doubling cpu cost of factories' job)
  • Fixed: Dock traders hoarding most of the money instead of giving it back to faction
  • Fixed: Small memory leak linked to animated objects
  • Fixed: Some factions able to build power plants with no regards to sector limits
  • Fixed: AI factions spam military bases and trade stations in late game
  • Fixed: Space creatures can call the police for help
  • Fixed: Game unable to close if Alt-F4'ed during loading screen
  • Fixed: Multiple potential / silent minor bugs
  • Fixed: Ships continuing to fire at target after a Halt order
  • Fixed: "pay tribute" comms dialog not stopping RaiderAI/PoliceAI ships from firing
  • Fixed: it was possible to ask a faction what it thinks of itself
  • Fixed: Borders of gal map popup when full hardware acceleration enabled
  • Fixed: Crash if the map has no legit spawn location for selected start scenario
  • Fixed: Shots that can go through ships (drath unique weapon) won't hit the same ship each AI cycle anymore
  • Fixed: Escort ships may attack their leader if it manages to hit itself (which can happen with AoE weapons)
  • Fixed: AI package selector in ship setup menu glitch making selection impractical
  • Fixed: Buy/sell prices were issued after the transaction was done (AI ships) messing with what the traders should gain/loose
  • Fixed: Duplicate OrdersAsText function -> different text in different menus when listing ships' orders
  • Fixed: Several cargo ships have the same name / stats and shouldn't
  • Fixed: Effect of "Coward" and "Hothead" pilot traits inverted when asked to surrender cargo
  • Fixed: The "Lost Fleet" starting position had the wrong description
  • Fixed: Scenario name appearing instead of pilot name in scenario selector
  • Fixed: Galactic Map filter and jump buttons not always displayed at the right time
  • Fixed: Refresh rate not applied when the game is in windowed mode
  • Fixed: Resolutions displayed multiple times
  • Fixed: Buggy display settings with some screen resolutions
  • Fixed: Always hostile objects' IsFoe function not reliable
  • Fixed: Objects flagged as "always hostile" not recognized as such when calculating threat level of a sector
  • Fixed: Swarm Queens could eat asteroids used as spacefly spawners
  • Fixed: Standard factions declaring war on the "Unknown" after savegame loading
  • Fixed: Factions forbidding foreign assets in their territory unable to use their own gates properly
  • Fixed: Mission Manager not cleaned when ending a game often causing a crash when starting a new game
  • Fixed: Misc issues with savegames
  • Fixed: Neutral Trader scenario had reputation and rank bonuses with pirates instead of ISA
  • Fixed: A bug where shooting at self (or something at the ex

New in Unending Galaxy 0.8.5 Beta 2 (Jan 29, 2015)

  • A combat focused update with new ship physics, new missions, weapons, a pirate guild, a bounty board and many other stuff.

New in Unending Galaxy 0.8.0 Beta 1 (Nov 24, 2014)

  • AI - Factions:
  • Factions are much better at handling their money
  • Made shipyard building higher priority than military bases
  • Factions can transfer money between accounts when needed
  • Not all factions manage their money the same way (siraks send more money toward military, the federation toward diplomacy, ..)
  • Some factions (siraks and pirates) can spawn civilian scavenging ships
  • Bounty hunter and scavenger spawn cap proportional to amount of capital sectors (instead of total sectors)
  • AI Core doesn't use money anymore (docks are free, otoh they cannot convert money into ship parts)
  • Factions with a territory >1/3 of the map will become less aggressive
  • AI - Ships:
  • New AI : Scavenger Ship (collect loot dropped by others and sell it)
  • New AI : Spacefly
  • New AI : Spacefly Hunter
  • Most individual ship AI can flee and seek repairs
  • Reduced amount of time some AI ships can stay docked doing nothing
  • Police forces (and some other categories) will follow offenders until they leave their solar system
  • Fixed some cases were 2 military ships would fight despite peace time (caused by call for help from 3rd party)
  • Communications (ship to ship):
  • Added option to ask pirate for the nearest pirate base
  • Added option to sell your cargo to traders who are looking for it
  • Added option to ask a ship to surrender its cargo (if any)
  • Diplomacy:
  • Added option to request a tribute from another faction
  • War weariness (when very high) has a bigger impact on the decision to make peace
  • Effectiveness of bribes varies from faction to faction.
  • New negative relation modifier: dislike of big empires (>1/3 of the map)
  • Economy:
  • Balanced pricing of weapons, shields, docks and ships
  • Building stations cost money
  • Factions receive more initial money to cover for said building costs
  • Factions use separate account for diplomacy, military, building and general matters
  • Good transport between factories of same faction no longer require money
  • Construction speed of docks (default speed) doubled
  • Military bases will accept to buy all ship equipment (including foreign ones)
  • Improved trading jobs dispatch
  • Civilian pay taxes when they make a profit instead of getting a % removed periodically from their total funds
  • Fog of War ** New **:
  • Added ability to hide objects in sectors the player don't have assets in
  • Stations, once revealed stay revealed, but ships don't
  • FoW is optional and can be disabled when starting a new game
  • Game Data:
  • Slight weapon and shield tuning
  • Several new ships (mostly pirates)
  • Ships turn rate heavily increased to improve how movements look
  • Adjusted price of some wares
  • Updated all maps
  • Changed Sirak flag
  • Gameplay & World:
  • Added extremely basic "declare independence" mechanism
  • Added initial cease fire timer to factions so maps with full fledged empires won't fall into chaos immediately
  • Asteroids renamed to "Rocks (iron ore)", "Rocks (crystal)" ..
  • Destroyed ships can drop passengers
  • You can sell passengers to slave pits (money gain)
  • You can bring back passengers to the safety of a trade stations (50% money gain + reputation)
  • Ships "glide" longer when their engine is off
  • Renamed "Constructor" to "Dock Builder"
  • Renamed "Loot!" to "Cargo Pod"
  • Renamed asteroid miners to "mining" ships (instead of "civilian")
  • Sectors linked to solar systems and named accordingly
  • Implemented random name generator for pilots of all 3 races (no more John Doe XYZ)
  • Improved hitboxes of small ships
  • Spaceflies spawn in a few rare ore belts.
  • Some factions (pirates, isa, federation) will spawn spacefly hunting ships
  • Added some more stuff ;)
  • Graphics:
  • Bloom shaders should work as expected and with much less impact on FPS
  • Added some new nebulae and planets
  • Replaced Sirak transport with one more consistent with other Sirak ships
  • Made asteroids bigger
  • Better sprites for many factories
  • Better sprites for drath, sirak and human specific stations
  • Added many new icons
  • Added custom crosshairs
  • Interpolation (video) settings working as intended
  • Independence ** New **:
  • Added option to transition from pilot to empire leader
  • Option available in the empire manager
  • All sectors with a player trading station / military base / shipyard will be given to the player
  • All factions who lost a sector will declare war on the player
  • Map Settings:
  • "Hide unexplored sectors" setting is now working properly
  • Undiscovered sectors next to explored ones appear in transparency / darker on the galactic map
  • Initial expansion setting is now working
  • Added option to start with a large player empire
  • Added option to set a military manpower multiplier
  • Added option to set initial amount of resources given to factions
  • Added option to set the pacing of the game (build times, expansion, production...)
  • Mission System:
  • Added highlight of target object for cargo missions
  • Opening the mission tab in empire manager will highlight the current mission
  • Optimizations:
  • Massive performance improvement in very populated maps / long games
  • halved physics threads CPU cost (wasn't high to begin with)
  • Reduced AI threads CPU cost by a tiny bit (still lot of work to be done)
  • Some very often used combat related functions are less CPU consuming
  • Cached current order and target of ships to get better performances in many critical parts
  • Cached sector's GetMilitaryStrength (may speed up pirate ship AI and faction AI a bit)
  • Other misc code optimizations
  • Changed the way components are stored so access and addition are faster
  • Saving the game takes much less time
  • Cached asteroid list (reducing cpu cost of miners, spaceflies)
  • Sound:
  • Option to set the volume for sound effects is now working as intended
  • Added weapon sound effects (for the ship the camera is on) and explosions
  • Added menu opening sound effects
  • Added "Jump" sound effect
  • Added sound for the ship's engines
  • Setting sound/music volume to zero will prevent sounds from playing instead of muting (less cpu usage)
  • UI:
  • Holding down [Shift] show the overlay (health and name) of all ships and docks
  • Said overlay's look has been improved
  • "Exit to main menu" go back to the main menu instead of the splash screen
  • Added solar system information to relevant menus
  • Text displayed when changing sector shows system and uses owner's color
  • Improved log at the bottom, can show up to 4 lines and use colors (red = bad event, green = good event)
  • Trade/Comm button (and keyboard shortcut) become a contextual "Use" button (comms, trade, loot, use wargate)
  • Trade/Comm button's icon change according to context
  • Jump button moved to the galactic menu bar
  • Added more help tooltips / updated existing ones
  • Slight redesign of the left menu bar
  • Added "get repairs/resupply" to individual ship command menu
  • Unpausing the game no longer reset the view mode to standard
  • The cargo tab used in many menus has been improved
  • UI - Bookmarks ** New **:
  • Added "bookmark" widget (similar to the fleet one) to keep track of important player ships/docks
  • Double clicking an item in the list open its setup menu
  • Left click only select the object
  • Bookmarks sorted by class > name
  • UI - Cargo Transfer ** New **:
  • Menu used to transfer cargo between player owned ships (and stations)
  • The two objects need to be close by
  • Double click an item to quickly transfer it
  • Use the trackbar for a more precise transfer
  • UI - Communication Channel:
  • Redesign of the menu with more colors and information
  • Added pilot's name, sex and race info
  • Added pilot's portrait (not a lot of them, but better than nothing)
  • UI - Dock Building Menu ** New **:
  • New menu used to build docks and stations
  • Show list + stats, price, description and image for all stations / docks
  • Tells why a specific dock can't be built
  • UI - Empire Manager:
  • Double clicking in asset list open settings menu for the selected object
  • Added money account management options
  • Added ability to transfer money between accounts
  • Asset count show ship and dock counts instead of total number
  • Added "Stats/Graphs" tab
  • Added button to declare independence
  • UI - Factory Settings:
  • Applied the same style as in the other menus
  • Added count of inbound traders and hostiles
  • New button: apply current settings to all factories of the same type
  • New button: apply current settings to all factories
  • UI - Galactic Map:
  • When shown the GalMap is centered on the current sector on camera
  • Pressing the [J]ump key toggles between world map and jumping mode
  • Holding [Shift] shows your relation with other empires
  • Added menu bar to choose between various overlays
  • Military Overlay : Display amount of military assets in sectors
  • Diplomatic Overlay : Relations between owner of a sector and player
  • Asteroids Overlay : Amount of asteroids in the sector
  • UI - Game Over Screen ** New **:
  • Shown by the player has no assets left
  • Display power/money/territory graphs for each faction
  • Details about player's empire with total score
  • UI - Order Menu Bar ** New **:
  • Replaces the weird and hard to use "individual ship order" menu
  • Appear when one or multiple player owned ships are selected
  • Used to give quick orders like "move", "attack", "protect", "build", "get repairs", and so on
  • UI - Sector Map:
  • Stations are highlighted by default
  • Holding shift highlight all ships and docks
  • Only show names for docks and selected ships (to reduce name clutter)
  • Ships do rotate
  • UI - Ship Settings:
  • Replaced role and defense grid options by AI package selection
  • AI Packages are : Military, Police, Miner, Scavenger, Spacefly Hunter, and Manual Commands
  • UI - Statistics ** New **:
  • Added game statistics menu used in Empire manager and gameover screens
  • Graphs with military power, sector count, assets and money filters
  • Ability to filter by faction
  • Kills, losses, damages, station builts total money spent and earned counters
  • Added score counter
  • UI - Trade Menu:
  • Added bounty info and a way to pay it from the trade menu
  • Added reputation to trade menu
  • Added option to release passengers in your cargo hold
  • Removed Galactic news (no more room in menu and it's a duplicate with empire manager)
  • Bug Fixes:
  • Fixed: Rotating bullets (0.7.4 bug)
  • Fixed: [Potential crash when moving the mouse over the fleet widget when the game is closing
  • Fixed: Potential exception if Swarm Queens are enabled and there's no asteroids on the whole map
  • Fixed: GetDistance was not thread safe causing exceptions and slowdowns
  • Fixed: GUI crashes when the player has a ship without shield systems
  • Fixed: Duplication of some objects during the save process causing all sorts of issues
  • Fixed: Savegame crash if a ship has too many orders stacked
  • Fixed: Pressing [Esc] on "credits" menu crashes the game
  • Fixed: Shield size changing with ship rotation
  • Fixed: Changing the target of an invasion could confuse the military fleets' AI
  • Fixed: Law "tolerate piracy on 3rd party" not working as intended
  • Fixed: Relation with factions not reset properly when restarting a game in same session
  • Fixed: Mission highlight stroke sometimes too large
  • Fixed: Potential case where police ships could help pirates
  • Fixed: Taxes paid by bounty hunters and miners not going to the factions
  • Fixed: Adding a ship to the defense grid doesn't work if it's not identified with a military role too
  • Fixed: [space], [enter] keys set as shortcuts could cause issues with widgets and buttons on main window
  • Fixed: Hull could sometimes go below 0 without getting the object destroyed right away
  • Fixed: Bug that would often prevent ship AI to find a base where to get repairs
  • Fixed: Player receiving money for mission he didn't accept
  • Fixed: Sensor.GetFollowers resulting list may not be correctly sized
  • Fixed: Dock traders from factories which got destroyed aren't dealt with
  • Fixed: Ships/missiles unable to choose between two rotations/angles
  • Fixed: Ships standing still after they flee from a foe
  • Fixed: Minor errors in movement component
  • Fixed: Factions refusing to make peace against player without empire
  • Fixed: Tooltips not properly aligned
  • Fixed: Jump button not always properly updated
  • Fixed: Some video recording software couldn't record the "New Game" menu
  • Fixed: Some FSM states stack orders incorrectly
  • Fixed: Police ships wouldn't update their orders if target ship is docked
  • Fixed: Highlight of mission targets for missions that have not been taken by the player
  • Fixed: Graphical component for mines and missiles created twice wasting memory & cpu
  • Fixed: It was possible to add zero quantity of an item to a cargo.
  • Fixed: Raiders collecting a random loot instead of their own
  • Fixed: Relations between factions not reset when playing multiple games in 1 session
  • Fixed: It was possible to trade with hostile stations
  • Fixed: It was possible to talk with space critters and AI core
  • Fixed: Possible crash on save load during game caused by jump animations
  • Fixed: Savegames not getting all components properly (local objects ignored)
  • Fixed: Another savegame potential crash
  • Fixed: Resupply order could give too many ships to carriers if current wing not docked
  • Fixed: Quitting the game could cause a "pointer" error that would prevent the game from exiting
  • Fixed: Pirate bases not buying illegal and pirate produced wares
  • Fixed: Quitting Trade and Comms menus by opening another menu wouldn't unpause game
  • Fixed: Splash screen closes too late
  • Fixed: Some oddities in comms (pirates asking for help against cargo, player ships giving missions, ...)
  • Fixed: AI Core ship part production facility was still producing nominal amount of parts (pre shipyard related update)

New in Unending Galaxy 0.7.4 Alpha (Oct 15, 2014)

  • Save menu with several slots + quick save/load keyboard shortcuts
  • Customize your own faction with tech groups, traits and laws
  • A whole new large and symmetrical map
  • Many improvements regarding the user interface
  • Rebalanced all existing weapons and shields, added new ones too.
  • Improved graphical effects (new bullets, better rotations, denser nebulas …)
  • Proper game installer and uninstaller.

New in Unending Galaxy 0.7.0 Alpha (Sep 16, 2014)

  • A very large update that mainly focus on the diplomatic and warfare parts of things. However there’s a large chunk of improvements that have been made in other areas as well. As usual, the full article will go into the details, but here are the most important bits:
  • Diplomacy between factions with alliances, cease fires, and more
  • Heavily improved how factions handle their military fleets
  • Military production depending on the economy
  • Proper solar systems with planetary colonies bringing bonuses
  • Rebalanced the ships and weapons and added new ones
  • A new faction (Neo-SPQR) and a new huge map (Galaxia).
  • Faster navigation thanks to the new short range jumpdrives
  • Much better performances and stability

New in Unending Galaxy 0.6.3 Pre-Alpha (Aug 11, 2014)

  • Gameplay:
  • Added game profiles (3 game starts are currently available)
  • Made bullet speed and range proportional to ship's movement
  • Attack fleets should reinforce as needed
  • It's possible to sell/buy weapons and shields at shipyards, mil.bases and pirate bases
  • General:
  • Added proper starting and game loading screens
  • Display your current funds in buy tab of the trading menu
  • Added size to weapons/shields in buy trade window
  • Game Engine:
  • Updated DirectX Engine for DX9 to DX11 support
  • New bug report system
  • Colors of factions are hardcoded to prevent weird exception
  • Cleared loads of warnings
  • Moved back from cardinals to integers to avoid conversion on the fly
  • Bugfixes:
  • Fixed: Some user settings not applied until game restart
  • Fixed: Another small memory leak
  • Fixed: Save system class not deleted on game end
  • Fixed: Windows 8 rendering issues
  • Fixed: Exception when scrolling journal while a new item is added
  • Fixed: Exception if a follower deletes his order before his leader is killed
  • Fixed: Ships going faster than the bullets they are firing
  • Fixed: Weird issue in wing management allowing for a same ship to be included multiple times
  • Fixed: Trade window crash if no image assigned to a ware
  • Fixed: Trackbar in buy tab going over the amount of ware the station has
  • Fixed: It was still possible to pick up loot from anywhere
  • Fixed: Never ending wars due to reinforcements
  • Fixed: Weird new rare exception (probably caused by engine's update)

New in Unending Galaxy 0.6.0 Pre-Alpha (Aug 4, 2014)

  • Load and Save your game
  • Ability to play music
  • Nearly completed user interface
  • Mission system and ship to ship communications
  • Many AI related improvements

New in Unending Galaxy 0.5.5 Pre-Alpha (Jul 1, 2014)

  • Ship AI:
  • Added Miner AI (finite state machine)
  • Added Bounty Hunter AI
  • Added Raider AI (still a bit buggy / barebone at the moment)
  • Ships with MinerAI will autoequip mining weapons
  • AI Ships can hire escort ships if rich enough
  • Added 'Suicide' order to remove irrelevant ships from the galaxy
  • Should have made things easier for ships to attack/follow a target that is docking often
  • Pirate Bases can target miners
  • Factions, War and Diplomacy:
  • Added cap to "You destroyed our assets" diplo modifier
  • Added spawn Miners and Bounty hunters flags to faction data files
  • Added War Weariness setting to factions
  • Loosing military ships or sectors during a war increase war weariness
  • Factions need low war weariness to declare a war
  • Added taxation flags to faction data files
  • Factions need bad relations to declare war on each other
  • Added "we want this sector" negative diplomatic modifier (increase over time)
  • Wars last until too high war weariness or fleet destroyed
  • Invasions Fleets handled via Wing manager
  • Invasion fleets are better coordinated and fight as a whole
  • Economy:
  • Dynamic price of trading wares (in trading stations only)
  • AI Ships have personal accounts and can pay taxes
  • Factories always buy/sell at average price (until we get something better)
  • Faction AI should 'collect' ship parts now
  • Altered bounty reward system to allow pay for pilots
  • "Ware decays" in trade stations gives money to the faction
  • Completed trading system so payements happen instead of letting ships buy and sell freely
  • Starting stations come with preloaded wares
  • Added a few random factories in starting territory of each faction
  • User Interface & Graphics:
  • Fullscreen support
  • Support for any resolution and refresh rate supported by your monitor
  • New integrated galactic map with zoom and moving around features
  • It is possible to jump from the new galactic map
  • It is possible to look at any sector (sectorview) from the galactic map
  • New sector info popup when selecting a sector from galactic map
  • Added and completed some galactic news
  • Added stars in the galmap's background
  • Improved the Empire Manager's diplomacy tab
  • Improved the Trade window lists
  • Updated trading window to take dynamic prices into account
  • Reduced intensity of background color
  • New Fleet manager panel (list "fleets" linked to your 0-9 hotkeys)
  • Ability to switch camera to any fleet leader
  • Ability to select and manage ships across multiple sectors
  • Inverted shield/hull lines on selection overlay for consistency with GUI
  • Shields are displayed on stations (same way as ships)
  • Use the new "skin" for the news
  • Added categories to news
  • Ability to select military ships only ([ctrl]+select all)
  • Most recent news on top in news viewer
  • Moved target info to the top right'ish so it doesn't overlap
  • Weaponry and Equipment:
  • Added support for different weapon and shield slot sizes for the same ship
  • Weaponry and targeting moved into its own component
  • Damage types are taken into account when calculating damages
  • Added "Mining" Damage Type (200% vs Roid / 30% vs other)
  • Different fire modes for different situations
  • Slightly improved how targets are selected
  • Misc Changes and Improvements:
  • Factions need a fleet in an enemy sector to take over it
  • Made asteroids destructibles (and explode on death)
  • AI, Cargo, Weapon, Pilot, Bounty made into components pluggable on most game objects
  • Asteroids can respawn
  • MoveToSector will fall back correctly to the owning sector if target is a hangar
  • IsFoe should handle stations now (ships can now determine by themselves if a station is a foe or not)
  • Trading stations will post "buy" missions only if below max ware amount
  • Added min/max prices and max storage to ware data
  • Performances & Refactoring:
  • FPS cap now handle monitors with a refresh rate different from 60Hz
  • Reduced CPU usage of weapons by caching the list of objects that can be hit
  • Increased uncapped fps delay by 1ms to reduce input lag
  • Changed weapons time to live from AI cycle to time spent to prevent accumulation of bullets in large battles
  • Laser objects reused instead of being rebuilt each few milliseconds
  • Culling of out of view sectors in the galactic map
  • Moving away from oriented object programming toward a more modern Container / Component approach
  • Made a frame to display news
  • All tabs displaying news are using the frame
  • Increased uncapped fps delay by 1ms to reduce input lag
  • Removed old GalMap window completely
  • Somewhat improved WeaponSystem performances (caching max/min range)
  • Parked ships updated through the Hangar component's update function
  • Cleaned up most code compilation warnings
  • Added failsafe to thread killers
  • The shield system is a component now
  • Shield and weapon auto equipment moved into respective components
  • Delayed removal of ship objects to avoid exceptions
  • Graphical part moved into it's own component
  • Refactored some code to remove stuff that's now useless
  • The shield system is a component now
  • Shield and weapon auto equipment moved into respective components
  • Graphical and "Find Stuff" part moved into their own components
  • Loads of small code changes
  • Fixes:
  • Fixed: Issue on DirectX9 cards than may cause massive framerate issues
  • Fixed: 99% of exception related crashes
  • Fixed: Exception when selecting in an empty sector
  • Fixed: Sector takeover "ping-pong"
  • Fixed: Factions spawning miners when they don't control sectors with ore
  • Fixed: Another "playership is dead" exception
  • Fixed: A* pathing crash: SetDirection was pointing to a sector that doesn't exists
  • Fixed: Factions unable to clear enemy military bases in their territory
  • Fixed: Idiotic bug causing laser to be displayed at the wrong place
  • Fixed: Factions with KillEnemyStationsOnInvade not checking ownership of stations
  • Fixed: Adding ships to a wing was making duplicate entries in the list
  • Fixed: Receiving relation bonus for being at war against an 'always at war' faction
  • Fixed: Ship.MoveToSector toward somewhere that doesn't exists anymore caused issues.
  • Fixed: Police/military helping people with a bounty
  • Fixed: Player faction still building stuff if set to no AI
  • Fixed: Gates and Factories changing hand not changing color / name
  • Fixed: Thread related "I don't want to close" bug
  • Fixed: Thread sometimes not quitting correctly
  • Fixed: TimerThread Exception on factory destroyed
  • Fixed: Issue in autoequip
  • Fixed: no check for class in GetMyShips
  • Fixed: No failsafe in Environment.KillEverything
  • Fixed: GetHostileList not getting enemy docks into account
  • Fixed: Small logic issue in AttackSame
  • Fixed: Escort ship without orders when the leader dies
  • Fixed: Weapon system able to target self
  • Fixed: Stations not using game's data to determine what they should trade in
  • Fixed: Bug when a station has "use local ware" set to false
  • Fixed: Many windows are too tall in large resolutions
  • Fixed: Loot drop has no "die" method
  • Fixed: Sell Panel in Trade window don't take dynamic price into account
  • Fixed: Protect / AttackSame orders stopping on docked ships
  • Fixed: Bug in GetShipByAI
  • Fixed: Hangar.SendWingAgainst not checking if target is alive
  • Fixed: Not possible to select your own ships out of sector
  • Fixed: Stuff can't be selected in a sector looked at from the map
  • Fixed: weapon system ignoring energy limits
  • Fixed: Docks not refreshing their components
  • Fixed: Exception on quit if Empire Manager is open
  • Fixed: Some rare cases where a faction would fail to get a new target sector
  • Fixed: Defense grid overriding invasion fleet orders
  • Fixed: Testing for 'nil' instead of using assigned in Exists/IsClass functions
  • Fixed: Ships not properly removed from wings on death
  • Fixed: The player can take over civilian ships (conflict with AI)
  • Fixed: Patrol and Kill All orders can't be queued
  • Fixed: Exception on quit when galactic map is selected
  • Fixed: Fullscreen crash on exit

New in Unending Galaxy 0.5 Pre-Alpha (May 19, 2014)

  • Warpgates for fast travel between star systems
  • Bounty system, hunt ships for money
  • New improvement shipyard menu allowing ship customization
  • Pirate bases and new behaviors for the pirates
  • Player empire and diplomacy

New in Unending Galaxy 0.4.5 Pre-Alpha (Apr 10, 2014)

  • Added animations (explosions, weapon hits,…)
  • New weapon behaviors (mines, area of effect, …)
  • New ‘pause’ and ‘comms’ menus
  • Several UI improvements
  • Improved graphics (nebulas, planets, stations)

New in Unending Galaxy 0.4.2 Pre-Alpha (Apr 1, 2014)

  • Missiles look like actual missiles and rotate
  • Sectors should look a little nicer
  • Nebulas
  • Destroyed ships can drop loot!
  • Many improvements to the user interface
  • Lots of small glitches to big crashes fixed