The biggest update yet
For those who missed the preview here’s a short list of what you can expect:- 3 new factions which whom you can now fight, trade or form alliances
- 4 new victory conditions
- New difficulty settings
- 5 new equipments
- Lots of QOL improvements and balancing
- Steam achievements
[i]The more the merrier[/i]
Please note that saves from the current public version (0.9.1) or earlier will not be compatible with the v1.0. You can switch to a “Beta branch” for the version you were using from Steam game settings if you want to continue your current save.
A look back at early access
Now if we look back at what we announced at the beginning of the early access, it took us a little bit longer than expected, but we managed to add everything we planned to in this full release version of Exogate Initiative!
[i]Our initial roadmap (you can check the corresponding news [url=https://store.steampowered.com/news/app/1681060/view/5358762517205877531?l=english]here[/url])[/i]
- Mission events editor
- Environmental mission events
- More rooms, equipment and upgrades
- Recruitable alien gaters
- New invaders and improved defense gameplay
- Alien factions and 4X gameplay
- Diplomat gater class
- Improved gaters, teams and missions management
New supporter pack
If you think we did a good job, and want to show your support, there is now a [url=https://store.steampowered.com/app/3402960]Supporter Pack DLC[/url] available, it will grant you some special visual skins for the gate room and the builder bots.
[i]Who does not want fancy banners in the gate room?[/i]
But one of the best ways to help us right now is to share the word if you enjoyed the game, and leave a review!
We will obviously continue to support and address any issue that we may have missed, so do not hesitate to give us feedback.
We truly hope that you will have a blast with the game!
Maxime MILLET
Creative Director, Xeno Bits
Changelog 1.0.0
[CF] = From community feedbackNew
New game settings:
- Toggle and setup the different victory conditions
- Define the number of factions present on the map
- Setup the game difficulty between 3 levels: Peaceful, Challenging, Extreme
New factions:
Three new factions to compete with- Borderless Conscience: Charity of a tortoise-like race, expanding their territory in the guise of offering aid
- Felis Reapers: Predatory, cat-like religious zealots, who expand to eliminate the competition
- Zodiac Cohort: The commercial military-industrial complex of a worm-like race, who sells products to an ever-expanding market to make big profits
Treaties:
- Non aggression treaties: Sign a treaty to prevent any hostile action with another faction for a fixed period of time
- Alliance: Form an alliance with one or more faction to prevent hostile action, share your enemies, improve trading conditions
Diplomatic gift:
Retrieve a special artifact from each faction during diplomatic missions on their homeworld, each with bonuses randomly generated at game start. New campaign objectives to explore factions’ territory and meet factions’ leader You can now build and upgrade stronghold outposts on claimed worlds to provide automated defenses. [CF] You can now unlock new techs that will allow more gaters to cross the exogate at the same time, up to 5 by missions!New victory conditions:
- Knowledge victory: Win by being the first faction to study the target number of native alien cultures
- Scientific victory: Win by being the first faction to research and build an ultimate generator, unlocking unlimited power!
- Material victory: Win by being the first faction to collect and store the target quantity of the target material
- Influence victory: Win by being the first faction to generate the target amount of influence per day
New tech - Micro gates:
Miniaturized exogate technology, which unlocks advanced applications New equipment: Ultimate generator : Provides infinite energy to power room objects and connect more destinations to the star map, by opening a wormhole inside a distant star New equipment: Auto miner : Retrieves raw ore from an assigned mining destination, via a micro-exogate (requires an engineer to operate, and prevents mining missions being sent to that destination) [CF] New indicator in gaters list to know if a gater is ready to go on mission or not [CF] New panel to view gater and team mission status when you click on a team event in the top left list.[CF] Behavior modes:
You can now force gaters to specific behaviors if needed:- Well-being: Gaters will focus on improving their well-being by resting, having fun or socializing with others, ignoring work or training activities
- Working: Gaters will focus on their work, ignoring training and recreational activities
- Training: Gaters will focus on their training, ignoring work and recreational activities
[CF] New tutorials:
- Training
- Loneliness
- Affinities between gaters
- Period budget summary
- Leveling
- Base defenses
- Faction leader contact
[CF] Room efficiency:
Rooms not surrounded by walls or doors will be less efficient and gaters fatigue will increase faster while they are in those rooms.New unlockable med bay upgrades:
- Faster ambulance bots
- Physical and psychological treatment improvements
- Improved ICU
- Faster diagnostic pods
