- Update v1.5.3:
- no changelog was posted.
- Update v1.5.2:
- Error related to navigation in tool ring
- Error related to multi-threading
- IOException related to loading the player profiles on the local system
- Update v1.5.1:
- Error related to navigation in constructs ring
- Fixed translations of new challenge seasons feature
- Error related to research
- Error related to diplomacy
- Malfunctioning of new lens flares in screenshots
- Update v1.5:
- Colony Rating
- We have given the calculation of the value of your global space colony a new balancing. If you sell all your shares, you will no longer end up with a high score of zero, the impact has been reduced to 50%. The quality of life in your colony plays a bigger role, its impact has been increased from 12.5 to 20%.
- Asteroids, moons and blatant lens flare effects
- Graphically, Imagine Earth has also stepped up its game again in this release. There are a lot of visual effects to admire. Moons and meteors orbit your worlds and cast gigantic shadows, in broad daylight they darken the landscape.
- When you zoom in very close to the planet, the perspective rotates so you're not always looking at the action from above. Also, the atmosphere on the horizon becomes dense and blurry.
- Grafik-Optionen
- You can now set exactly a target frame rate to better define how much gameplay will hit you on the graphics card.
- Automated mining processes
- The harvesting drones of the warehouses now start mining valuable resources fully automatically. You now have to disable this instead of activating it individually as before. Simply convenient, we think. This way the warehouses fill up by themselves with valuable resources, which are urgently needed for the production of important equipment.
- Landing zone locked
- In the future, you won't be able to accidentally park your landing capsule right next to another civilization, creating a non-competitive launch position for both parties.
- Fishing grounds and oil wells
- So far, procedurally generated planets, have almost no fishing grounds and oil wells. Sea grass has a higher positive impact on fishing and it has also become more productive in principle. Thus, in the future, the sea will be of higher strategic importance as a place of expansion and a source of food.
- UI and control improvements
- Fields where the temperatures are just too hot to grow food well are no longer shown as particularly fertile.
- The display of your cities, top right, is no longer packed with loud icons for bad moods. That was just confusing.
- Tooltips and info in the sales and manufacturing panel no longer overlay the menus, but are displayed outside.
- We reduced the planetary view in menus and overview also reduced the superfluously large distance to which the planet is zoomed out.
- When opening panels like the one for planetary overview or research, the planet in the background is no longer zoomed out.
- Font size on various buttons in the game optimized.
- Tower is upgraded again when you level it up.
- Nitro pumpkin seeds are now also offered by the trader.
- Bugfixes
- Game pauses in menus decently again - For example, you could just wait in the win dialog until you lost again.
- Intro skipping can be defined in the config file again.
- UI-Flickr glitch in hyperspace between galaxies is fixed.
- The nice melting of the snow when you turn on the thermo-generator is back.
- In the Biron faction, some of the dialogs in the voice output are no longer mixed up. It makes more sense to talk to them now ;D