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I can say we are working as fast as possible even if atm we have irl things in the way taking over priority, and 4.0 was a big blow on a lot of things we have yet to rescue or redesign, so no promises outside the promise that the evolved relaunch will be epic.
- New thematic weapons and ship components, expanding on width rather than height (not adding powercreep, adding variety, such as different fighter types or a disruption weapon line for disabling ships)
- Several new and returning civics
Here is a relatively small list of changes on 4.0:
- Scientists ported back, as option
- Rare resource jobs ported back, removing the option of rare resources generated by alloy jobs
- Most districts have at least two zones
- Arc furnaces reworked
(i don't remember what more tbh specifically of 4.0 as blended a lot of changes)
I'd say both lists are a 20-25% of the total of changes very very briefly summarized, as there are things like new traits, changes to traits, etc etc
We keep working even if silently (and atm mostly on the writing/designing part as due to irl i can't code/do art properly) but there are a myriad of new things coming, and adjustments to the 4.0 changes to make them better
Here is a relatively small list of whats new:
New changes
- Psychic ascension, with its own t2, mirroring psionics (non shroud mental/eldritch powers)
- Biogenic ascension, with its own t2, mirroring genetics (raw power of biology forced evolution rather than mutation or genetic edition)
- Bioware ascension, with its own t2, alternative to cybernetics (instead of replacing, combining, like biotechnology/wetware)
- Most t2 ascensions rewritten and made "scalable" rather than immediate power
- Foundations (starting with stellartech, cybertech and biotech) which are a thematic "building set" pickable as pseudo ethics - they have advanced optional triggers for mechanical changes
- Most origins as origin civics