Distant Worlds 2

Distant Worlds 2

ERutins  [developer] Aug 26, 2022 @ 7:56am
1.0.8.3 Public Beta Update Available
Hi Everyone,

Our new beta is available to download now.

You can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing "beta - v.1.0.8.3" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.8.3 listed as your version in-game on the bottom right.

As with the official 1.0.6.4 update, the Core game engine has been upgraded to use the latest version of Stride. (4.1.0.1)

Due to this; Net6.0 is now required to run the game. Steam should start to install it automatically. If your Steam client does not start the install, please Exit Steam and try again. This should hopefully refresh the client and force it to do so.
- If the prompt with .Net6.0.5 doesn't start/appear. Please download dotnet from the link below. Then restart your PC.

.Net 6.0
https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-6.0.5-windows-x64-installer

IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option below to switch back to DirectX 11. Integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe

Changes in 1.0.8.3 (October 27th, 2022):

CRASH FIXES
- fixed rare crash when determining jump path time to destination star system
- fixed rare crash when determining docking bay parking spot
- fixed rare crash when calculating docking position offset

SOUND DESIGN
- Thanks to generous work by Jeff Dodson of rainfall.tv, we have added new significantly improved and rebalanced sound effects for most components and weapons, explosions, etc.

DIPLOMACY AND REPUTATION
- fixed invading independent colonies increasing reputation (should decrease reputation)
- fixed decay rate for some reputation factors: destroying creatures, peacefully integrating independent colony (were decaying too slowly)
- adjusted soft cap to impact of reputation in diplomacy
- increased reputation decay rates for some incidents (exterminate population policy, destroy colony)
- diplomacy trend values update faster than previously. Reputation trend values update much faster than previously
- lowered soft cap for some diplomacy factors: relationship and beneficial treaties with friends and enemies
- reduced long term Galaxy Map sharing treaty incident value
- reduced reputation benefit from signing treaties
- adjusted soft cap for some diplomatic factors: relationship with friends, relationship with enemies
- honoring defense treaty by declaring war on aggressor no longer incurs war justification penalty or war grace period penalty ('too soon since last war')

COLONIZATION
- added further improvements when selecting construction locations for automated colony ships, especially when handling multiple simultaneous manually-queued colonization targets

FLEETS AND SHIPS
- ships added to fleets via topup now check whether have enough fuel to reach fleet, if not then first refuel at nearby location before proceeding to form-up with fleet
- when a ship changes fleets it now auto-cancels any escort missions for old fleet (escorting fleet capital ships)
- ensure ships that get stuck inside stars/planets/etc can always properly extricate themselves without other factors overriding that behavior

UI IMPROVEMENTS
- indicate when characters drawn in list items are transferring to new location (transparent image with tooltip explanation)
- immediately update system view summary (bottom-middle of screen) when double-click item to change view
- now show fleet jump range for selected fleet in galaxy view as dashed orange circle (in addition to fuel range)
- enabled shift-click to multi-select range of designs in Designs List screen
- added explanation in tooltip of action button when cannot build mining station or other base at location due to missing active design

RESEARCH
- fixed ships not always being upgraded when research new tech
- set default maximum concurrent research projects to 1 in empire policy

CONSTRUCTION AND SHIP DESIGN
- fixed Build Order screen sometimes building wrong design for role
- ensure Energy To Fuel converter component works properly

ART
- added new empire flags for playable races

GAME EVENTS
- ensure plagues and disasters do not strike same colony too often (no simultaneous plagues, minimum interval between)


Changes in 1.0.8.1 (October 21st, 2022):

CRASH FIXES
- fixed rare crash when inserting ship into docking wait queue

PERFORMANCE
- slightly improved improved general performance, especially in large games

EMPIRE REPUTATION
- fixed bug when modifying empire reputation near minimum or maximum limits
- no negative reputation impact from espionage against pirates
- you can now gain positive reputation from additional actions such as releasing prisoners, signing new treaties, researching diplomacy techs, destroying hive ships and planet destroyers

DIPLOMACY
- updated values for long-term diplomacy effects for some treaty types
- ensure Intelligence Sharing treaty now properly shares results of espionage missions with partners
- ensure Research treaty properly gives bonuses to each factions research speed
- some high-level treaty types now require an ambassador to be assigned to the foreign capital before they will be accepted
- ambassadors now properly apply diplomacy bonus to modify evaluation of your empire by assigned faction (when at faction capital)
- colony population assimilation rates for specific races now improved by researching diplomacy factors in tech tree at rate of 10% per diplomacy factor point

UI IMPROVEMENTS
- ambassador contributions to diplomacy are now properly called out in the diplomacy tab
- added new button to Population Policy screen: apply policy to all colonies of this type (e.g. Marshy Swamp, Volcanic, Sandy Desert, etc)

MIGRATION, COLONIZATION AND COLONY POPULATION POLICY
- ensure migrating populations honor colonization minimum suitability level from empire policy, i.e. race does not migrate to a colony unless suitability is +20 or better (default level)
- automated colony ship construction now considers preferred colonization race (suitability) and location of colonization target when determining where to build new colony ship (first choice is closest colony to target with preferred colonization race)

IN-GAME EDITOR
- changing a star name in game editor now also changes the corresponding system name on the galaxy map

OTHER
- fixed bug where offers to end war sometimes cannot be accepted
- fixed some text problems with fullscreen messages
- fixed time to transfer character to new location sometimes being excessively long


Changes in 1.0.8.0 (October 14th, 2022):

CRASH FIXES
- fixed crash that sometimes occurred when declaring war

DIPLOMACY AND REPUTATION
- rebalanced all reputation impacts from various events
- capped maximum and minimum reputation levels
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)

START NEW GAME SCREEN
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)
- in Start New Game screen now use tooltips to indicate when large galaxies may cause performance issues on less capable systems

UI IMPROVEMENTS
- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey

EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover

OTHER
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player


Changes in 1.0.7.9 (October 7th, 2022):

PERFORMANCE AND MEMORY
- improved general memory management
- improved memory management when rendering character animations

GENERAL DIPLOMACY
- now force immediate update of each faction's diplomatic strategy whenever conclude trade, change treaty, etc in diplomatic conversation screen

DIPLOMATIC REPUTATION
- reduced overall impact of very good or very poor reputation on colony happiness
- once empire reputation goes over +10 or below -10 then has diminished impact on colony happiness
- slightly increased reputation decay rates (previously dramatically reduced these, so have moderated this a bit)

WARS
- lowered threshold from war losses where an empire will consider ending a war (more likely to end war when losing badly)
- empires now more willing to offer incentives to end unwanted wars
- unhappiness from war weariness now applied to colonies with race and govt mitigation factors, so that aggressive factions now have less unhappiness from war weariness and thus less negative impact from wars
- empires now more likely to honor minimum interval between wars with same faction
- vassal empires now include minimum interval between wars with same faction when considering whether to rebel against parent empire
- fixed bug where diplomatic incidents were being applied to wrong empire when declare war while still have Defense or Non-Aggression treaty

PRIVATE ECONOMY
- ensure colonies always have proper resource stock levels for building bases and ships

MODDING SUPPORT
- now support overriding loaded data items by Id value for all XML file types (Races, Research Project Definitions, Ship Hulls, Troop Definitions, etc) based on additional data files that start with the same name (as a prefix). IDs should still be unique across all files.

DATA
- various data file fixes, balance tweaks and updates


Changes in 1.0.7.3 (September 23rd, 2022):

CRASH FIXES
- fixed crash when drawing ship weapon summary
- fixed crash when ship assigns exploration mission
- fixed crash when rendering background room for character
- fixed rare crash when drawing ship health summary
- fixed rare crash when unloading troops at colony

DIPLOMACY
- high-level diplomatic strategy now pays more attention to overall situation for faction, not just one-on-one relations. Thus more likely to seek out allies against threatening neighbors, even when would not normally otherwise ally with faction
- diplomacy trade panel adds new functionality to move view to trade items that are visible to your faction. Click 'eye' icon at right side of trade item
- tooltips on Peace and Subjugation trade items in diplomacy trade screen now include indication of value of extra incentive required when other faction wants additional inducement to end war
- high reputation now reduces envy factor from other empires ('We are envious of your huge strength and power')
- added new diplomatic incident type: declaring war too soon after previous war ended. Also has large negative reputation impact
- ensure vassal tribute income properly shown in Projected column of Annual Income section in Economy screen
- bases available for trade in diplomacy trade screen now show as 'Unknown Base' when not visible to player
- reputation factors now decay much more slowly
- fixed buggy display of diplomatic relation incident trend values when transition from positive to negative or vice versa

RESEARCH
- fixed bug where research projects with fallback paths were sometimes not appearing on tech tree when should have
- now exclude race-specific tech from non-playable races when stealing or trading tech, or acquiring through other means (e.g. colony conquest)
- tweaked which research projects an empire can acquire through colony conquest
- tweaked which research projects are available for trade and stealing (spy missions): spies can now perform repeated steal tech missions for same project even when visible to their empire

REBELLIONS
- reduced colonies constantly rebelling when using enslave or exterminate policy. However note that using these policies will increase unrest of affected races at your colonies, likely eventually leading to rebellion
- fixed issue where constantly rebelling colony with population set to exterminate would push population above 30 million, thus never completing extermination
- ensure colony is removed when all of it's population is exterminated (population policy)

SHIP BEHAVIOR
- automated construction ships now more willing to repair abandoned ships and bases when no other bases to build

OTHER
- ensure message filter empire flag images are properly loaded


Changes in 1.0.7.1 (September 16th, 2022):

DIPLOMACY
- added Subjugated Vassal diplomatic relation type (see Galactopedia for details: Game Concepts > Diplomacy - Treaty Types)
- fixed bug where wars would start with pirate factions when they raid your colonies
- fixed some diplomacy faulty trend values (positive relation with enemies)
- capped display of diplomacy trend values so that do not show misleadingly high or low values even when have fast-moving trend (trend magnitude never larger than target value)
- ensure clear some positive diplomacy values with other faction when they bombard, invade or destroy one of your colonies
- ensure cancel treaties with other faction when they bombard, invade or destroy one of your colonies
- empires that are losing war now much more likely to be willing to end the war, and even to become your subjugated vassal when losing badly
- clarified description of treaty trade item for Subjugated Vassal in Diplomacy Trade screen ('Offer to become Subjugated Vassal')
- preserve existing diplomatic treaty when matches current strategy for faction, even when evaluation drops below typical level for the treaty (e.g. advisor suggestions)

RESEARCH
- fixed some research projects remaining invisible after steal tech spy mission or acquire through other non-standard means
- fixed bug where minimum path count for some research project prerequisites were defaulting to one, which was incorrectly reducing the number of prerequisites that needs to first be researched
- now allow AI to initiate research projects even when uses reserved spending (colony ships, wonders) when there are no projects in the queue and the project initiation cost is relatively low

SHIP BEHAVIOR
- Capture ship missions now assigned and retained even when no assault pods currently available (cool down timer)
- now indicate unavailable assault pod status in Selection Panel and Weapons Report window when ship is assigned a Capture mission
- when a colony is invaded and conquered by another faction then non-military ships from the previous empire clear any missions at the colony (when two empires are still at war)

PIRATES
- ensure capturing pirate base eliminates pirate faction (not just when destroy pirate base)

OTHER
- rebalanced some government modifiers to make certain government types less corrupt and unhappy to ease economic challenges


Changes in 1.0.6.9 (September 8th, 2022):

CRASH FIXES
- fixed a new crash when generating new game with research settings of 'All Projects Visible' and 'Fixed Research Paths'
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations

RESEARCH
- fixed a new missing project paths issue on tech tree when generated using settings 'Only Next Projects Visible' (level 2+ was missing)
- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- reduced scaling of research project bonus requirement amounts based on galaxy size (now scales less than in the previous beta)


Changes in 1.0.6.8 (September 2nd, 2022):

CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens

RESEARCH
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.
- fixed some research projects not generating with all required prerequisite paths
- slightly reduced research priority for diplomacy techs
- slightly reduced research priority for some planetary facilities, especially research facilities
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them

MILITARY BALANCE
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels

FLEETS
- further tweaked default fleet templates: larger Attack and Invade fleets
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet

COLONY INVASIONS
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)

PLANETARY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth

EXPLORATION
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech

UI IMPROVEMENTS
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel

OTHER
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games


Changes in 1.0.6.6 (August 26th, 2022):

PERFORMANCE
- significant performance improvements, especially for large late-game galaxies
- galaxy-level star drawing and some other rendering now uses instancing, improving rendering performance
- further improved rendering performance in Control Center lists, especially in large late-games

FLEETS, FLEET TACTICS AND FIGHTERS
- fighters onboard carriers or bases no longer affected by location effects (storms, etc)
- ensure fleets that are manually assigned to attack enemy fleets at same location always carry out mission, even when not at war
- reduced default ratio of military ships not in fleets (empire policy)
- slightly reduced number of raid fleets for empire
- increased number of ships in default Attack fleet template
- changed default engagement range for Invasion Fleets from 50% Fuel Range to Nearby

COLONIZATION
- fixed bug where colony ships could sometimes continually load and unload colonists but never colonize a target, especially when have many queued colonization targets and many colony ships

SHIP BEHAVIOR
- mining ships now more careful to select mining targets within fuel range, including whether inside nebulae clouds

GAME EVENTS
- extended Game Events so that can have multiple filters for TriggerRaceIds and NonTriggerRaceIds
- moved AllConditionsMustBeMet flag on Game Event and Actions (no longer part of Conditions list)
- fixed minor text issue with some Hive threat messages
- fixed minor text layout issues for some ruin discovery messages

UI IMPROVEMENTS
- ensure empires have different colors and flags even when multiple empires of same race
- fixed non-clipped rendering artifacts in Start New Game screen
- made galaxy nebula clouds more visible

SHIP DESIGN
- ensured default design templates for defensive bases include Ion Defense components

OTHER
- ensure SavedGames folder exists before using Continue Game button
- enabled Sentry error reporting
- included all files in win-x64 folder that may fix freetype.dll error issues some have launching 1.0.6.4
Last edited by ERutins; Oct 27, 2022 @ 9:09am
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Showing 1-15 of 212 comments
Satrell Aug 26, 2022 @ 9:04am 
Very nice, keep up the good work! You can be proud about your drive!
frankycl Aug 26, 2022 @ 9:54am 
Hm - you have added a <NonTriggerRaceIds><short>3</short></NonTriggerRaceIds>" (line 36816) to the existing "<TriggerRaceIds><short>3</short></TriggerRaceIds>" (line 36815; former only "<TriggerRaceId>3</TriggerRaceId>") in the event "We have Competitors (Haakonish)" (line 36804) - in the GameEvents.xml (ver 1.0.6.6).
Does this mean that the Non-Haakonish races now can trigger this Haakonish event, too ? :lunar2020thinkingtiger: ... or is this maybe a new bug that sneaked in ? :happens:
Last edited by frankycl; Aug 26, 2022 @ 9:55am
ERutins  [developer] Aug 26, 2022 @ 11:10am 
Yes, sorry we didn't mention that - it was for some internal use by our content team.

- moved AllConditionsMustBeMet field from GameEvent.Conditions to GameEvent
- moved AllConditionsMustBeMet field from GameEventAction.Conditions to GameEventAction
- changed GameEvent.TriggerRaceId to GameEvent.TriggerRaceIds, now allowing multiple trigger races for an event
- changed GameEvent.NonTriggerRaceId to GameEvent.NonTriggerRaceIds, now allowing multiple non-trigger races for an event
Big Dog Aug 26, 2022 @ 5:41pm 
The beta patch runs much smoother / better performance than the current stable.
[Ely]CRAZY Ivan Aug 26, 2022 @ 8:08pm 
Thank you so much for your hard work!!! Really enjoying this game!
rahonbass Aug 28, 2022 @ 10:28pm 
Latest Beta branch is amazing! Performance is awesome...no issues to be found!
szaki2 Aug 29, 2022 @ 12:33am 
I am not sure bug or not but i cant write not english characters to te ship names. When i try i get the english keyboard version of the key. So not á but \ etct.
Brandon Aug 29, 2022 @ 9:00am 
1.0.6.6

1) Crashing a lot late game. For the most part, a log is NOT being created. This is the only one that has appeared.

Distant Worlds - Crash Dump - Version 1.0.6.6
Stride Version 4.1.33.0-CodeForce

10:57:01 Monday, 29 August 2022


System.AggregateException: One or more errors occurred. (One or more errors occurred. (Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')))
---> System.AggregateException: One or more errors occurred. (Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index'))
---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')

at T System.Collections.Generic.List<T>.get_Item(int index)+0x0
at Point DistantWorlds.Types.ShipList.FindNearestDockCoordinates(Galaxy galaxy, int galaxyX, int galaxyY, out float nearestDistanceSquared)+0x10F
at Point DistantWorlds.Types.Galaxy.DetermineRandomPointAvoidObstacles(Location location, Random rnd, ShipCommandType commandType, StellarObject parker, float parkerCollisionSphereRadius, float preferClosestSectorAngle, float anglePreference, float distanceMinimum, ref float distanceMaximum, int targetX, int targetY, float allowableDistanceFactor, float offsetY, float allowableShipDistanceFactorOverride)+0x2E6
at Point DistantWorlds.Types.Galaxy.DetermineRandomPointNearTarget(StellarObject parker, float parkerCollisionSphereRadius, Vector3 targetPosition, int targetX, int targetY, float distanceMinimum, float distanceMaximum, bool allowUseCurrentPosition, Location location, Random rnd, float preferClosestSectorAngle, ShipCommandType commandType, StellarObject target)+0x169
at void DistantWorlds.Types.DockData.Initialize(Galaxy galaxy, Ship ship, StellarObject dockTarget, short exitHangarComponentBayId, bool exiting, float entryPointDistanceFactor, Location location, DateTime time)+0x5F7
at float DistantWorlds.Types.Ship.CommandDock(DateTime time, float timePassed, Empire empire, StellarObject dockTarget, ShipMission mission, Location location, ShipHull shipHull, Design design)+0x473
at float DistantWorlds.Types.Ship.ProcessMission(DateTime time, float timePassed, long starDate, Empire empire, Design design, ShipHull shipHull, BattleTactics tactics, ref Location location, bool inView)+0x4A5
at void DistantWorlds.Types.Ship.DoTasks(DateTime time, Galaxy galaxy, bool inView)+0x840
at void DistantWorlds.Types.GameClient.ProcessLogicBlocks(Galaxy galaxy, DateTime time, int shipStartIndex, int shipEndIndex, int creatureStartIndex, int creatureEndIndex, int locationStartIndex, int locationEndIndex)+(int loop) => { } [0]+0x5B
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+(ref RangeWorker currentWorker, int timeout, out bool replicationDelegateYieldedBeforeCompletion) => { }+0x23E
at void System.Threading.Tasks.TaskReplicator+Replica.Execute()+0xCD
--- End of inner exception stack trace ---

at void System.Threading.Tasks.TaskReplicator.Run<TState>(ReplicatableUserAction<TState> action, ParallelOptions options, bool stopOnFirstFailure)+0x8F
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+0x23B
at void System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)+0xD
at ParallelLoopResult System.Threading.Tasks.Parallel.ForWorker<TLocal>(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body, Action<int, ParallelLoopState> bodyWithState, Func<int, ParallelLoopState, TLocal, TLocal> bodyWithLocal, Func<TLocal> localInit, Action<TLocal> localFinally)+0x23B
at ParallelLoopResult System.Threading.Tasks.Parallel.For(int fromInclusive, int toExclusive, ParallelOptions parallelOptions, Action<int> body)+0x1B
at void DistantWorlds.Types.GameClient.ProcessLogicBlocks(Galaxy galaxy, DateTime time, int shipStartIndex, int shipEndIndex, int creatureStartIndex, int creatureEndIndex, int locationStartIndex, int locationEndIndex)+0x0
at void DistantWorlds.Types.GameClient.AddClientTask(Galaxy galaxy, DateTime time)+0xEE
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---

at void DistantWorlds.Types.Galaxy.ProcessTasks()+0xC0
at void DistantWorlds2.DWGame.Update(GameTime gameTime)+0x2FC
Brandon Aug 29, 2022 @ 9:08am 
2) Getting some strange behavior in the invasion fleets.

Image 1 [ibb.co]

Image 2 [ibb.co]

Image 3 [ibb.co]

Image 4 [ibb.co]
^^ I have 4 invasion fleest stuck here...

Ships just seem to start flying and are not engaging their warp drives. I'm using the wormhole drive of the boskura if that matters.

The funny thing is... If I zoom in on the fleet and wait for about 10 seconds. They seem to warp off. So it seems that maybe their warp drive logic is NOT firing unless you zoom in and are instead just using their normal engines until then?

It seems their warp drive is saying "jumping" but don't actually jump?

This is the biggest gameplay issue for me at the moment... It's getting really tedious micromanaging this bug.

I noticed in the screenshot that I have no energy. But I have fuel. The ship design screen says I have no problems, do I need another reactor or energy collector?
Last edited by Brandon; Aug 29, 2022 @ 10:49am
Brandon Aug 29, 2022 @ 9:11am 
3) Killed off an empire. The game crashed at least twice after frozen for 2+ minutes. Finally got it to not lock up.

Dead human [ibb.co]

However, you can see, 2 months have passed and they are still in the game. It DID eventually fix itself a bit later. However, killing off an opponent should probably happen right away. It seems the game started locking up a lot more after killing this guy.

Later on, it said I conquered another planet of theirs again for a second time. Even though you can see in the screenshot they had 0 planets. I wonder if it was not in rebellion during this time? And the game waited until the rebellion was crushed? Not sure... I didn't remember seeing any messages to that effect.
Last edited by Brandon; Aug 29, 2022 @ 9:14am
Brandon Aug 29, 2022 @ 9:18am 
4) It seems when you kill star bases / defense bases, you can see the amount in the screenshots above get very inflated. I don't know if its because I'm destroying a ton of resources when these bases explode and that is affecting the score?
Brandon Aug 29, 2022 @ 9:20am 
5) When going into diplomacy menu (and a few other ones) it turns on the galaxy map options (as you can see in the dead human screenshot above). Can you have it not automatically turn options on with the galaxy map when going into the menus? It gets very cluttered. I'm not sure if there is an option for it, but maybe create one if not? Usually I just offer peace or want to buy their bases, and then I have to go turn off the diplomacy galaxy map button.
Brandon Aug 29, 2022 @ 10:35am 
6) The invasion fleets seem to always attack the same colony.

Image [ibb.co]

I'm the boskura at the right (dark purple) at war with the cyan, green, and light purple guys (under the fleet detail window)...

Should have plenty of targets across the board, but every invasion fleet always attack the same target almost every single time.
Last edited by Brandon; Aug 29, 2022 @ 10:42am
Brandon Aug 29, 2022 @ 10:46am 
7) It seems if you have a large battle around a planet (one that is built up) with a lot of defense bases, asteroids, freighters and you bring a few fleets into it and carriers launch drones, etc that the game turns into a slideshow. I think its related to the fighters/bombers/debris on the field is killing the game performance. Sometimes it goes to about 1 frame every 30 seconds... If you slow down time to about 0.25 or 0.50 it seems to run ok but a bit laggy. So the time compression is impacting this. This is the largest performance issue that I'm seeing in the game at the moment.
Brandon Aug 29, 2022 @ 10:50am 
I think I'm done testing at this point. This covers most of the things I've found. If those were all fixed, I'd say the game is in a pretty good state.
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Date Posted: Aug 26, 2022 @ 7:56am
Posts: 212