- Predestination Hotfix V1.4.0.1 released (Load Game Crash fixed) - 19 December 2019
The V1.4 update went out recently, and a number of you started experiencing an odd crash when loading some games. Thanks to everyone who sent in crash reports, and to one person in particular who figured out that it only happened when he traded with an alien race for a race-specific technology. We've tracked down this and several other problems with the latest mission and previous missions. Full patch notes below: Solved the Load Game crashes a number of you experienced. Your old save games should function normally again, so you can return to them. Fixed a serious bug with the latest Starforged mission that could cause the Starbase not to unlock, blocking mission progress. This happened if you picked a certain option in the preceding conversation, so not everyone will have been affected by it. Reduced the size of the starbase models in the UI to make the buttons look better in different…
- The Starforged Update: New mission, commander portraits, AI improvements & more - 26 November 2019
http://predestinationgame.com/wp-content/uploads/2019/11/titlestarforged-1024x260.png The Starforged Update (V1.4.0.0) has now gone live on Steam, adding the next step in the singleplayer storyline and bringing some much-needed improvements for our favourite Robotic race. We’ve improved the AI under the hood of Predestination to address balance and fairness issues players reported in the late game, and started work on some diplomacy AI improvements. This update also adds commander portraits and improvements to ship captains and planet leaders, a lot of small improvements, and a ton of bug and crash fixes. http://predestinationgame.com/wp-content/uploads/2019/11/starf3-1024x555.jpg (Starforged Mission concept art by Travis Morrow) http://predestinationgame.com/wp-content/uploads/2019/11/mission5-1024x260.png At the end of Mission 4, we got our first taste of the robotic Starforged race a…
- Patch Notes for V1.3.0.1 - 25 June 2019
Patch Notes for Update V1.3.0.1 This was just a quick patch ahead of the next story mission to implement a few fixes and tweaks we made while creating and testing the mission. The Renegades mission is undergoing final testing now and will be released on July 1st, thanks so much for your patience while we ironed out the kinks in this one. This update contains mostly bug-fixes for crashes reported recently and tweaks to the AI and diplomacy. Fixed a PlanetScreen null pointer crash that could happen if you clicked on a piece of infrastructure while the mouse was over the demolish button. Fixed a Fleet Combat crash that could happen if a ship had no crew left alive. Updated the Coming Soon text on the singleplayer missions based on enw estimates. The Renegade mission is now just waiting for our tester to work through it this week and will be released July 1st. Tweaked how the Diplomacy AI v…
- Dev Update: V1.2 & V1.3 released – Ship models, optimisations, story missions, ancient ruins, AI improvements, diplomacy changes, and more! - 31 May 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F7803238%2F1124471ba746f3d88c1039c26cf653918a923005.jpg Hey everyone! I posted this update a few weeks ago with the V1.3 patch but it didn't seem to go live, so I'm re-issuing it. Apologies for the inconvenience to anyone left wondering about what was in the update. The V1.2 update has been in people’s hands for a while now and we’ve deployed 7 follow-up patches with bug fixes and small changes since then. We’ve also just released V1.3 and want to get everyone caught up with the latest developments. These updates contained the final 3D ship part models for all races, huge optimisations in the map generation and End Turn code, two new story missions (with two more coming this month), Ancient Ruins improvements, AI improvements, some Diplomacy changes, and a series of small features and bug fixes. https://steamcdn-a.akamaihd.…
- Launch version (V1.2) is live! More information to follow - 27 February 2019
Hey everyone! It's Tina here from Brain and Nerd with some exciting news for you all this week: Predestination has officially launched as of V1.2 (available now)! WHAT DOES THIS MEAN? In brief, this means that the game is feature-complete, we're happy that the worst bugs are squished and feedback is good, and beta can be called completed. This doesn't mean that we're stopping development, far from it in fact. It means we're ready for the world to play the game and we don't want to hide behind the "Early Access" label while we continue to expand on the game, release patches, and work on free content updates and DLC. We plan to deliver all of that throughout 2019, by which point we will commence work on the expansion we promised, hoping to deliver it in 2020 or 2021. We expect a long shelf life for Predestination and hope to deliver consistent content drops throughout that lifespan. The c…
- Dev Update: V1.10 released. Simple Ship Designer, Refitting, Star Claims Overhaul, Asteroid Belts, Fleet Combat UI Overhaul, Race Iteration, and tons more! - 9 October 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F7803238%2F030a1c1f33e89979b929f0d7ca739b792912be33.png Predestination V1.10 has now gone live on Steam! This is the first major gameplay iteration since we officially entered beta and it revamps a large number of gameplay systems, so this is going to be a massive dev update article. The 3D ship designer has been improved with the promised Simple Editor Mode, and shield, armour, and engine modules have been rebalanced across all ship classes. We’ve also implemented ship refitting, ship crew bonuses, and the ability to rush ship production by spending BC. The Star Claims system has been completely revamped into a much more useful version and a new galaxy map option will let you see claimed star systems. Asteroid Belts can now be found in star systems across the game, and the economy gameplay has been completely rebalanced to…
- Dev Update: Major iterations on the way for Economy, Race Bonuses, Star Claims, Random Events, Asteroid Mining, Planets, Ship Designer, and AI! - 22 May 2018
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F7803238%2F61006b3bd13adcf820e770c4491909a359f19817.png It’s been some time since the last major dev update article, so this is going to be a big one as we have a lot to catch everyone up on! First I’d like to say thanks to all the people who offered words of support recently when I mentioned on Steam that my dad had passed away. We’ve been working hard on the game since then and the big news is of course that we hit a major milestone with the release of V1.0, which marked the point at which Predestination officially left alpha and entered the beta release stage. All of the gameplay is complete in V1.0, and we began a series of iterations and overhauls touching on almost every part of the game using your feedback. We’ve already deployed several hotfixes and our first gameplay iteration on the Resource system, and have start…
- Patch Notes for Hotfix V1.0.0.3 (Build ID: 2590635) - 9 March 2018
Patch Notes for Hotfix V1.0.0.3 (Build ID: 2590635) This hotfix solves a number of reported crashes that didn't make it into the previous hotfix, and fixes a lot of bugs that have been recently reported or in the backlog for some time. The patch also adds an Exit Tutorial button to the Tutorial and adds a new diagnostic suite to the crash reporter that gathers basic information on your CPU adn GPU to help diagnose complex and unusual faults. Note: This update includes changes to the planet generation code to fix a problem with the Aquatic homeworld. We've chosen not to invalidate any V1.0.0.1 or V1.0.0.2 save game files in case you're in the middle of the game and because the risk of disruption is extremely low on all planets but the Z'loq homeworld. If you see a previously explored planet's continents rearranged compared to where they were in the previous version, it's nothing to worry…
- Patch Notes for Hotfix V1.0.0.3 (Build ID: 2590635) - 9 March 2018
Patch Notes for Hotfix V1.0.0.3 (Build ID: 2590635) This hotfix solves a number of reported crashes that didn't make it into the previous hotfix, and fixes a lot of bugs that have been recently reported or in the backlog for some time. The patch also adds an Exit Tutorial button to the Tutorial and adds a new diagnostic suite to the crash reporter that gathers basic information on your CPU adn GPU to help diagnose complex and unusual faults. Note: This update includes changes to the planet generation code to fix a problem with the Aquatic homeworld. We've chosen not to invalidate any V1.0.0.1 or V1.0.0.2 save game files in case you're in the middle of the game and because the risk of disruption is extremely low on all planets but the Z'loq homeworld. If you see a previously explored planet's continents rearranged compared to where they were in the previous version, it's nothing to worry…
- Patch Notes for Hotfix V1.0.0.2 (Build ID: 2570439) - 2 March 2018
This hotfix patch fixes a number of critical crashes and bugs afflicting players since V1.0.0.1 went live. As this update needs to correct a bug in people's settings, we have set the game to reset everyone's settings. Old save games from V1.0.0.1 should still work. See below for a complete listing of the crashes and bugs fixed: Bug-fixes: Fixed SharpDX.Result.CheckError crash caused by people's graphics cards to reset periodically during play. This only affected a small number of users with certain GPUs but happened to them persistently, so we got over a hundred crash reports on this one and were able to find a fix. Fixed the Kazzir mission launch crash (Predestination.Building.Fetch). This was caused by a mistake in the mission attempting to load the "Farm" building when we have renamed it to AutoFarm. Fixed the Predestination.PlanetScreenHostileWindow.BuildSpyActiveList crash that wou…
- Patch Notes for Hotfix V1.0.0.2 (Build ID: 2570439) - 2 March 2018
This hotfix patch fixes a number of critical crashes and bugs afflicting players since V1.0.0.1 went live. As this update needs to correct a bug in people's settings, we have set the game to reset everyone's settings. Old save games from V1.0.0.1 should still work. See below for a complete listing of the crashes and bugs fixed: Bug-fixes: Fixed SharpDX.Result.CheckError crash caused by people's graphics cards to reset periodically during play. This only affected a small number of users with certain GPUs but happened to them persistently, so we got over a hundred crash reports on this one and were able to find a fix. Fixed the Kazzir mission launch crash (Predestination.Building.Fetch). This was caused by a mistake in the mission attempting to load the "Farm" building when we have renamed it to AutoFarm. Fixed the Predestination.PlanetScreenHostileWindow.BuildSpyActiveList crash that wou…
- Patch Notes for V1.0.0.1 (Build ID 2462838) - 23 January 2018
Patch Notes for V1.0.0.1 (Build ID 2462838): This is the first bugfixing and iteration update since the recent V1.0 update when we officially started the Beta phase. It fixes a number of serious crashes players reported via the crash report tool in-game and several major bugs reported in the bug reporting thread in the forum. While fixing some bugs in the resource deposiy distribution algorithm, we also took the opportunity to iterate on that part of the game. I'd like to quickly apologise for not getting this update out sooner and not catching up on all the forum posts and emails right now, unfortunately my dad has just passed away and I won't be back to work until next week at the earliest. Until then, please keep sending in your bug reports and suggestions on the forum and know that I will get around to all of them as soon as possible. Remember that all feedback is useful at this poi…
- Patch Notes for V1.0.0.1 (Build ID 2462838) - 23 January 2018
Patch Notes for V1.0.0.1 (Build ID 2462838): This is the first bugfixing and iteration update since the recent V1.0 update when we officially started the Beta phase. It fixes a number of serious crashes players reported via the crash report tool in-game and several major bugs reported in the bug reporting thread in the forum. While fixing some bugs in the resource deposiy distribution algorithm, we also took the opportunity to iterate on that part of the game. I'd like to quickly apologise for not getting this update out sooner and not catching up on all the forum posts and emails right now, unfortunately my dad has just passed away and I won't be back to work until next week at the earliest. Until then, please keep sending in your bug reports and suggestions on the forum and know that I will get around to all of them as soon as possible. Remember that all feedback is useful at this poi…
- Patch Notes for the Beta Release Update (V1.0 Build ID 2435796) - 14 January 2018
Hey guys, We've just released our massive V1.0 update, which marks the point where we're officially leaving alpha and entering beta. That means we've finished all the gameplay features and it's unlikely we'll make any major gameplay changes from this point on. Instead we'll be focusing on smaller gameplay improvements and iterations, bug fixing, balance changes, and UI changes. We'll be asking for focused feedback on certain topics on the forum to help guide us through beta and on to final release. The headline features of this update include a complete engine overhaul (including switching from XNA 3.1 to Monogame), 64-bit support, massive optimisations, a near total overhaul of the Tactical Fleet Combat gameplay, our first Challenge Map, a score system for both singleplayer missions and sandbox games, and Fleet Combat in space (not at a planet). We've also added support for some new gr…
- Patch Notes for the Beta Release Update (V1.0 Build ID 2435796) - 14 January 2018
Hey guys, We've just released our massive V1.0 update, which marks the point where we're officially leaving alpha and entering beta. That means we've finished all the gameplay features and it's unlikely we'll make any major gameplay changes from this point on. Instead we'll be focusing on smaller gameplay improvements and iterations, bug fixing, balance changes, and UI changes. We'll be asking for focused feedback on certain topics on the forum to help guide us through beta and on to final release. The headline features of this update include a complete engine overhaul (including switching from XNA 3.1 to Monogame), 64-bit support, massive optimisations, a near total overhaul of the Tactical Fleet Combat gameplay, our first Challenge Map, a score system for both singleplayer missions and sandbox games, and Fleet Combat in space (not at a planet). We've also added support for some new gr…
- Quick update on V1.0 - 22 December 2017
Hey guys, Just posting to give everyone a quick update on the release schedule for the massive V1.0 update. The patch was finished in time for the Steam Christmas Sale, but the final release client is having unexpected video memory crashes on most of our test GPUs. These crashes are only happening on the release client and didn't show up in debugging, so we didn't know there was a problem until we went to deploy the update. We spent last night developing a fix and will now have to do a full test series to prove it works in release mode. Brain and Nerd is due to take a short break for Christmas, so we'll be back with V1.0 as soon as possible after the 25th. We're extremely pleased with how this update has come along, especially the new challenge map and the score screen. Fleet Combat has never been as smooth and bug-free as it is now, and the new graphics and sound effects are a signific…
- Quick update on V1.0 - 22 December 2017
Hey guys, Just posting to give everyone a quick update on the release schedule for the massive V1.0 update. The patch was finished in time for the Steam Christmas Sale, but the final release client is having unexpected video memory crashes on most of our test GPUs. These crashes are only happening on the release client and didn't show up in debugging, so we didn't know there was a problem until we went to deploy the update. We spent last night developing a fix and will now have to do a full test series to prove it works in release mode. Brain and Nerd is due to take a short break for Christmas, so we'll be back with V1.0 as soon as possible after the 25th. We're extremely pleased with how this update has come along, especially the new challenge map and the score screen. Fleet Combat has never been as smooth and bug-free as it is now, and the new graphics and sound effects are a signific…
- Dev Update: Upgrade to MonoGame, Score Screen, Diplomacy Voice Recordings, Challenge Maps, Fleet Combat Overhaul, and more! - 3 November 2017
http://predestinationgame.com/wp-content/uploads/2017/11/devupdate02nov.png Recently we released the massive V0.9 update to Predestination, our second last major update before we hit V1.0 and officially enter our final beta phase, at which point we can start delivering all of the remaining content (singleplayer missions, kickstarter backer content etc) and heavily polishing the game up for full release. We’ve been busy working on V1.0 and on a few unannounced things since V0.9 went live, and in this Dev Update we’d like to share details of all of that with you along with an updated estimate on the impending release of V1.0. The biggest change is that we’ve upgraded the Predestination engine from using parts of the old XNA 3.1 framework to using the newer MonoGame framework. This took considerable work but is now complete and will lead to performance improvements, 64-bit compatibility, m…
- Dev Update: Upgrade to MonoGame, Score Screen, Diplomacy Voice Recordings, Challenge Maps, Fleet Combat Overhaul, and more! - 3 November 2017
http://predestinationgame.com/wp-content/uploads/2017/11/devupdate02nov.png Recently we released the massive V0.9 update to Predestination, our second last major update before we hit V1.0 and officially enter our final beta phase, at which point we can start delivering all of the remaining content (singleplayer missions, kickstarter backer content etc) and heavily polishing the game up for full release. We’ve been busy working on V1.0 and on a few unannounced things since V0.9 went live, and in this Dev Update we’d like to share details of all of that with you along with an updated estimate on the impending release of V1.0. The biggest change is that we’ve upgraded the Predestination engine from using parts of the old XNA 3.1 framework to using the newer MonoGame framework. This took considerable work but is now complete and will lead to performance improvements, 64-bit compatibility, m…
- Dev Update: Threats & Coercions, Star Claims, AI Memory, Spontaneous AI Offers, Spying Overhaul, Main Menu overhaul, and more! - 2 September 2017
http://predestinationgame.com/wp-content/uploads/2017/09/devupdateAug2017.png We’ve just released the enormous V0.9.9.0 update, the last update before we hit the big V1.0 release and enter the iteration and refinement phase. This update includes a massive overhaul of the Diplomacy gameplay with an all-new favour system, new diplomatic advisors, several new technologies, the Threats and Coercions system, a new Star Claim feature, and significant improvements to the AI diplomacy algorithms. The Spying gameplay has been improved with a simpler deployment system (including Send Spy shortcut buttons), changes to the spy missions themselves, new technologies, and Spying being finally tied into the Diplomacy AI. This update also completely revamps the main menu screen with new visuals and highly requested features such as a load game panel, finishes off the New Game screen with the ability to…