Maintenance Update out now

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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sofia12
Posts: 31
Joined: Fri May 24, 2024 7:46 am

Maintenance Update out now

Post by sofia12 »

The Maintenance Update, the latest major update for Distant Worlds 2, is out now and ready for you to discover.
It's mainly focused on fixing issues that have been reported since the release of the Return of the Shakturi expansion, but also includes many other improvements. See here the full article:
https://store.steampowered.com/news/app ... 6529417604
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MaximKI
Posts: 1833
Joined: Thu Oct 20, 2022 12:29 pm

Re: Maintenance Update out now

Post by MaximKI »

You can download the update through this link HERE or by going to the File Downloads page for DW2 in the My Page section of the store.

Full changelog below:

Changes in 1.2.7.7 (November 26th, 2024):

CRASH FIXES
- Rare Timing Issues: added game setting to allow changing how time progression works in-game. Can be used to fix crashes and timing issues on some CPU/hardware configurations. If you are experiencing otherwise unresolved crashes, especially if you see timing mentioned in the crash log, please use the setting 'Game Timing Mode' at the bottom of the General section to switch to 'Always Use Safe Mode'
- fixed rare crash when binding messages
- fixed rare crash when loading a game
- fixed crash when progressing Shakturi rift destabilization
- fixed crash when checking Shakturi story victory conditions
- fixed crash when resolving tradeable research projects
- fixed crash when selecting design components
- fixed crash when reviewing empire's planetary facilities
- fixed crash when drawing race summary with faulty component data
- fixed crash when initializing game
- fixed rare crash when drawing Colonies list
- fixed rare crash when drawing Selection Panel
- fixed crash when selecting government for empire while generating galaxy
- fixed rare crash when determining whether a ship is targeted by incoming weapons
- fixed rare crash when rendering button
- improved handling of invalid display adapter settings when resolving screen display mode
- fixed crash when calculating system visibility level
- fixed crash when updating known system data
- fixed crash when reviewing construction of new planetary facilities
- fixed rare crash when determining location visibility
- fixed rare crash when calculating research project score
- fixed crash with Establish Outpost task
- fixed rare crash when performing exploration
- fixed issue with ending wars with vassals
- fixed crash when applying game setting changes before starting/loading a game in the session

PERFORMANCE IMPROVEMENTS
- altered background game processing so that some higher-priority tasks happen more frequently: delayed game events, Shakturi story logic, research progression
- improved performance of galaxy generation

SOUND AND VISUAL EFFECTS
- fixed issue that could cause some sound and visual effects to not play during combat

GALAXY SETUP
- fixed Colony Event setting in Start New Game screen so that when disabled it properly turns off disasters and randomly-initiated plagues
- fixed planets and stars for some story locations sometimes being invisible

SHAKTURI CRISIS
We have improved a variety of cases to make the crisis and story progression more robust and make sure that victory is achievable. Many of these are related to the path where the player joins the Shaktur Axis or does not join either alliance.
- ensure fallback option to provide planet destroyer tech to all members of both Freedom Alliance and Shaktur Axis occurs even when player is not a member of the Freedom Alliance
- when part of Shaktur Axis, you can propose votes, but vote outcome will be immediately decided by Shakturi (they are the only ones who actually get a vote in the Shaktur Axis)
- if player joins Shaktur Axis at any point then prevent any further event messages relating to Ancient Guardian communications
- when player is member of Shaktur Axis then modify the message relating to the arrival of Shakturi planet destroyers so that player sees this as a welcome development, and is not instructed to destroy them
- Shakturi Rise Again messages now also tailored for situation where player is either in the Shaktur Axis or neutral (not a member of Freedom Alliance or Shaktur Axis)
- when an empire joins the Shaktur Axis the Shakturi immediately gift them the cure for Shakturi Psionic Virus
- disable 'Trouble in the Fleet' events when empire is a member of the Shaktur Axis
- now always get proper welcome message when join Shaktur Axis or Freedom Alliance
- Shakturi no longer care about diplomatic envy of others power, thus allowing them to better add members to the Shaktur Axis
- event chain where Shakturi approach Boskara to establish Shaktur Axis no longer fires when Boskara and Shakturi are already at war. Will also stop if war breaks out during negotiations
- Shakturi story event 'Capture a Beacon' will no longer trigger when player is member of Shaktur Axis
- now check for early Shakturi defeat where they lose all colonies, outposts and colony ships prior to start of Shakturi war. Send message to player if achieved
- ensure Shakturi Wormhole effects are removed from beacon location when beacon is destroyed, even when planet is destroyed
- fixed EndColonyEvent game event action so that selects correct colony event. This ensures that 'Beacon Impacting Research' and 'Beacon Heavily Impacting Research' colony events are properly cleared during the Shakturi story
- locations of Shakturi rifts and beacons are now further away from player than previously
- prevent Shakturi empire from reappearing in Diplomacy screen after has been eliminated
- ensure cannot expel 2nd to last member from Freedom Alliance so does not disband alliance
- moved Biowarfare virus deployment projects to TL5 and added a prereq path from their respective virus cure projects (requires a new game)
- revised Neutralize Shakturi beacon event to remove reference to the beacon core artifact
- altered Shakturi Research war missions to be select more achieveable projects

WAR MISSIONS
- Shakturi war mission to destroy Shakturi beacons now calculates victory bonus amount based on remaining number of beacons that Shakturi control. This alleviates problems in some cases with getting to 100% victory for the Freedom Alliance where Shakturi only obtain control of some of the beacon locations, thus providing less opportunity to earn victory bonus using previous static values per beacon.
- prevent sometimes getting duplicate war missions for same facility target (e.g. same Shakturi Beacon)
- improved removal of war mission events at end of war so that not improperly triggered later
- ensure all war mission completion messages honor 'Suppress All Popups' setting

UI IMPROVEMENTS
- added Upgrade Facility button directly to list items in Planetary Facilities list when upgrade option available
- added new filter to Planetary Facilities list: Upgrade Available, which shows facilities that can be upgraded
- added extra filter options to Known Ruins list for various bonus types (Empire, Research, etc.)
- messages relating to recovered navigational coordinates (e.g. from ruins or salvaged debris) now also usually includes the name of the nearest location (when known to the player)
- remaining number of Outposts your empire can establish is now displayed in tooltip for 'Queue Outpost' buttons in New Colonies and Outposts list
- added extra detail to button tooltip when cannot upgrade an Outpost to a Colony
- Galactopedia topic on Outposts now has explanation on upgrading Outposts to Colonies
- Queue Establish Outpost button now properly disabled when already at limit of one Outpost per Colony (with explanation in tooltip)
- split out display of empire vs location bonuses in Artifact summary
- added warning to tooltip for 'Queue Resort Base' button when there are no nearby tourism sources (large, well-developed colonies), thus making the location unlikely to be viable for a Resort Base
- fixed Form Alliance button sometimes being incorrectly disabled when in game with Shakturi story disabled
- fixed incorrect game star date in preview panel in Load Game screen
- added list of installed DLCS to top-right corner of main menu screen
- war score in main view header bar now shown as millions once above 10M or below -10M
- fixed Combat Map Overlay button sometimes retaining highlight color when toggled off
- added description of migration status for each colony in Population screen from Selection Panel. Shows how likely population is to migrate away from or towards colony
- added sorting options in Colonies & Outposts list for Migration status
- New Mining Stations list (and other lists for new bases) now properly disables 'Queue Base' button and shows missing construction resources in tooltip when have no spaceports and even colony does not have adequate construction resources

DIPLOMACY TRADE VALUATION
- increased amount player pays for items in diplomacy trade deals (relative to other empire)
- fixed pirate factions sometimes overvaluing Hyperdrive tech in diplomacy trade deals
- fixed some research projects being valued too low in diplomacy trade deals
- doubled value of territory and galaxy maps in diplomacy trade deals
- fixed diplomacy trade deals not properly evaluating territory/galaxy maps and territory/galaxy map sharing treaties when offered together (territory maps should be valued at zero if galaxy map also included, galaxy maps should be valued at zero when galaxy map sharing treaty also included)
- reduced value of ruins in diplomacy trade deals when have special research bonuses or are otherwise rated highly
- halved value of independent colony locations in diplomacy trade deals
- halved value of ruins and other special locations in diplomacy trade deals
- altered value of Contact Empire items in diplomacy trade deals so that very large empires are not dramatically different from smaller empires

DIPLOMACY
- fixed First Contact messages often having blank empire and race names
- fixed diplomatic relation incident values sometimes being reset to zero when very large intervals between updating
- diplomatic offers to vassalized empires are now properly discarded (no independent diplomacy) so that not incorrectly responded to later once empire is no longer a vassal (e.g. gifts and treaty offers)
- vassals are also included when war ends between empires, i.e. when two empires agree to end war, their vassals will also end the war

CHARACTERS
- improved character location selection so that more spread out and less location churn
- improved distribution of ambassadors to foreign empire capitals where diplomatic strategy is aiming for ally status with high-level treaties

ALLIANCES
- fixed cases where the player was unable to manually respond to 'Join Alliance' offer messages
- ensure all members of same alliance use diplomatic strategy of Close Ally with each other

FLEET AND SHIP BEHAVIOR
- extended 'Investigate Dangerous Location' missions to also include Defend fleets, however will not assign Defend fleets when your empire is at war
- improved ability of fleets to remain in place to defend locations against incoming enemy fleets (avoid taking on other missions or going after creatures)
- ships and colonies now properly auto-respond to attacks from foreign ships when not at war with the attacking faction
- increased default Defense fleet engagement range from 50M to 100M
- improved automated selection of Defense fleet home bases so that better distribution throughout empire territory, with less clustering or overlap
- added new fleet mission: Refuel from Fuel Tankers. Select fleet and right-click for pop-up menu option. Fleet will be refuelled at current location by fuel tankers. Fleet must have available fuel tankers
- now properly check whether foreign Assault Pod is hostile before intercepting with tractor beams (may be ally assisting with colony invasion, raid or capture)
- improved fleet responsiveness to investigating dangerous locations, both queued and non-queued. fixes a long-standing but difficult to find issue which caused many of the situations where some queued dangerous locations or targets outside of jump range but within engagement range were not being assigned a fleet.
- fixed independent colonies sometimes being automatically invaded (or blockaded, bombarded, etc) despite diplomatic strategy of 'Diplomacy leading to peaceful Colonization'.
- ships now better at avoiding dangerous and enemy locations when determining waypoints in jump path
- fixed raiding pirate ships sometimes getting confused about mission when switch from base to ship for target (should not raid ships)
- when fleets are evaluating an attack against a base at a colony, they are now more careful to include the defensive strength from the colony itself (fighters, weapon facilities)
- fleets are more careful to include colony defensive strength (fighters, weapon facilities) when considering whether a fleet will retreat from a location when attacking
- Planet Destroyer ship strength is now evaluated much lower (because damage consideration for super weapons is capped), thus making fleets much more likely to consider them viable targets and attack them

SPACE CREATURES
- Vordikar creature strength now factored higher to ensure more fleet strength assigned to attack

SHIP DESIGN
- fixed situation where automated ship and base designs may very rarely not be refreshed upon researching new tech

STARFIGHTERS
- fighters now more careful to avoid selecting targets that are nearby, and never outside current location
- fighters will now stop automated attacks against a target if it is being boarded, thus better allowing capture missions to succeed

TROOPS
- RecruitedTroopStrength bonuses now properly apply when recruit new troops

BOMBARDMENT
- characters and artifacts are now much harder to destroy via bombardment
- ensure artifacts destroyed in colony bombardment do not respawn

PLANETARY FACILITIES AND RUINS
- fixed planetary facility values for Bombardment Resistance and Ground Combat Resistance. Previously the values were improperly inverted where 0.2 was displayed as 80% resistance. It turns out this was incorrect and has now been changed so that 0.8 = 80% resistance. All data files have also been updated
- tweaked logic so that facility building automation works better for some facilities which were incorrectly being treated as wonders (e.g. Special Operations Barracks and Planetary Defense Center)
- all generic ruins now have values added for Bombardment Resistance and Ground Combat Resistance
- fixed Ruins summary sometimes showing details when ruins not properly known
- fixed some filters in Ruins list improperly evaluating unexplored ruins as known
- most Ruins bonuses are now empire-wide instead of location-specific (but with lower amounts), thus making them more appealing as Outpost targets

ECONOMY
- state base building at colonies (e.g. spaceports) now also considers large cash on hand as potential cashflow when considering whether to build new bases. This mirrors what happens with construction of state ships and potentially allows construction of first spaceport when Refugee Fleet colonizes first world but has low income due to low population

TOURISM
- rebalanced Tourism income so that better return from Resort Bases. The scenery bonus amount at the location is also now a more important factor for income

COLONIZATION
- fixed Colony Ships repeatedly loading/unloading population when queued colonization target can no longer be colonized because has since become part of another empire's territory

INTELLIGENCE MISSIONS
- auto-assigned spy missions for 'Infect Colony with Plague' now preferentially selects known colony targets with populations that are susceptible to the plague used (for example, using the Xaraktor virus on primarily Shakturi-populated worlds)

RESEARCH
- increased research priority for super weapons and planet destroyer hulls

MODDING
- re-enabled full Chinese language support by updating both DW2 and the DW2ChsPatch mod. These changes further enable Harmony modding in DW2
- the Chinese language mod can serve as a template for other languages that use custom character-sets and fonts, e.g. Cyrillic languages, Japanese, Korean, etc
- Localization modders: please ask if you'd like support to get this working for your language

DATA
- fixed some issues with incorrect Ship Hull component bay sizes for hangars and general bays in a few ship and station hulls
– corrected typo giving Medium Space Ports too large a targeting bonus
– increased bombardment resistance slightly for planetary shield facilities
– greatly increased bombardment resistance for planetary bastion facilities
– increased empire bonus for recreation tech tree facilities
– improved Zenox Galactic Archives wonder
- Increased Mortalen growth rate by 1%
- reduced size of Mortalen Block Armor and improved its reactive rating
- strengthened bonuses for all Spaceports, Defensive Bases and Carriers
- buffed Ion Shield components to increase ion defense
- fixed game events 'Ancient Clone Planet Chain' and 'Lost Teekan Colony' so that no longer artificially inflate planet quality

QUAMENO AND GIZUREAN DLC
– Gizurean penalty to All Research changed to -15% (from -10%)
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