Io Update - 0.71 - Endgame balancing, and more to come
Dear Fermi Paradox Community,
It took us some time, but we are finally back with a new update, taking into account your feedback on the flare system and the synthetic species that were introduced with the Ganymede 0.70 update.
The new flare system introduced in the previous Ganymede 0.70 update was very streamlined; faster to play and usable with a gamepad, but it removed a lot of the configuration options from the original flares, so that players were not able to move their favorite civilization into a specific direction. With this new update, the flare system still makes for faster gameplay, but you’ll now also have the opportunity to shape your galaxy. This includes the more antagonistic robot species!
While we like that our menus are not very cluttered, we also want to give our players a deeper view into the game's systems. So for this update, we added optional information popups for Research, Population, Harm, Ethics, Resources, Final Technology Stats, Contact Information and a Battle Prognosis.
Lastly, we added some unique events for FTL robots and FTL organics – to give the organics a bit more of a fair chance against a galaxy that is slowly overrun by synthetics.
Again, a big thanks to the community for your patience and sticking with us.
Early Access Build - 0.71.M.7 (Io Update)
- The Flare System was reworked into a mix of the old and new system.
- Organic Societies now spawn 5 different flares:
Incremental Flares (on the far left position)
Process Flares (on the left position)
Neutral Flares (on the central position)
Chaos Flares (on the right position)
Decremental Flares (on the far right position)
- Incremental / Decremental Flares (Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and stays the same for each star system during this turn)
- Process Flares (Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption)
- Neutral Flares (Stay the same - Gain 1 Synthesis - no values are changed)
- Chaos Flares (Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption)
- Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.
- When Synthetic Societies reach the highest tech level (FTL Age at the moment) they create special Evolution, Configuration, Signal and Colony events that give them these options. Introspection - Gain Utopia and Static Behavior
Sentry - Gain Harm and Observation Behavior
Incrementation - Gain Population Growth and Expansion Behavior
- FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event
This event can send either a large fleet or a normal ship towards the origin of a signal.
Dystopian societies might send different kinds of ships than Utopian societies.
- Upgraded to the 2024 Unity Version For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions
- New Sol System Event "The Mines of Io"
- New Sol System Event "The Io Conspiracy"
- New Contact Event " The Other Species" (Community Quote by Nathan Boyce)
- New FTL Signal Ship Event " Rapid Response Fleet" (Community Quote by Jim Bruhman)
- New FTL Signal Ship Event " Assault Armada"
- New FTL Signal Ship Event " System to System Connection"
- New FTL Signal Ship Event " ]Xeno Exchange Mission"
- New Answer Signal Event " Distant Machines"
- New FTL Robot Event "Apex Machines"
- New FTL Robot Event "Universal Analysis"
- New FTL Robot Event "Synthetic Seed"
- UI Improvements - Slider of Society statistics are colored orange or red if value is critical
- UI Improvements - Mouse Over Popup for Research Showing Research Percentages per Turn and Capabilities of Current Tech Level
- UI Improvements - Mouse Over Popup for Population Showing Optimal Population Distribution
- UI Improvements - Mouse Over Popup for Resources Showing Resource Level and Resource Crisis Chance
- UI Improvements - Mouse Over Popup for Harm Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses
- UI Improvements - Mouse Over Popup for Ethics Showing Contact Details and Final Technology Ethic Thresholds
- UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were enlarged
- Some Robot Upgrade events now give the robots names according to the Planet Type
- New Icons for Evolution, Planet, Programming and Robot Development Flares
- The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions
- Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.
- Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later
- Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc
- Balancing - The time span between evolution events is shorter so it does not take so long to spawn all 7 playable species
- Balancing - Starting Dystopia Values of all Robot Civilizations are reduced
- Bugfix - The resource slider bar was flickering sometimes
- Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event
- Bugfix - The "Justice" song by Monar Mur and En Ensch was not played during the "Battle of the Bands" event
- Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact
- Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere
- Bugfix - Sometimes robot types set by specific events could not have been changed anymore so that societies kept building the same kind of robot forever. This is fixed now.
- Bugfix - Newly evolved synthetic lifeforms sometimes were not marked when they "contacted" their creators
- Bugfix - Underwater Species and Plant Species are not able to smoke "Memory Pipes" anymore
- Bugfix - Genderless Species don't do "Rainbow Protests" anymore
- Bugfix - Aquatic Species will not experience the longest night anymore
- Bugfix - Final text of the "Simulated Paradise" ending was cut off
- Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name.
- Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship
- Bugfix - The title of an event was sometimes hidden when clicking the Back button from the multiple choice screen
- Bugfix - Rare crashes during the robot uprising event are fixed
- Bugfix - Rare crashes when robots build robot ships are fixed
- Bugfix - Some variables for robot spaceships were not correctly set
- Bugfix - In the history text of some spaceships the system name was not displayed
- Credits - added Nelly and Robin to the new Production Babies section
( one reason this update took much longer than usual )
See you up in the stars, voyager.
Jörg from Anomaly Games
Join our Discord server: [url=https://discord.gg/n5bDJ7pRVM]https://discord.gg/n5bDJ7pRVM[/url]
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The Fermi Paradox ( Early Access )
A narrative strategy game in which your decisions in one corner of the galaxy can upend entire civilizations in another.
Status | In development |
Author | The Fermi Paradox |
Genre | Simulation, Interactive Fiction, Strategy |
Tags | Aliens, god-game, Management, Narrative, Singleplayer, Story Rich, Text based |
More posts
- Ganymede Update - 0.70 - Rise of the RobotsSep 19, 2023
- The Jupiter Update is liveNov 08, 2022
Comments
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Hi, do you know if your game works with screen readers? There is a pluggin for Unity that supports this: https://assetstore.unity.com/packages/tools/gui/ui-accessibility-plugin-uap-8793..
We did not implement any accessibility features yet but plan to add stuff like this. I will look into the plugin and check if it works for us it would be great to have something like this in the game when we leave Early Access
Hi, I have tried to play the early acccess demo and I loved the talking intro, but couldn't get anywhere after that. I might try OCR one day as well to see if that might help a little, although screen reader would be the best thing. In the meantime, could you please write back with what happens after the intro and perhaps describe the main interface? The reason is this might give me some ideas for you as to the most important things to be voiced and how. Is it a main menu or are you put directly into the game?