Category: The Last Federation

The Last Federation Version 3.003 Released!

Bugfixes and an AI War II kickstarter notice on the main menu.  The release notes cover the details, and we hope that you enjoy those fixes. :)

We also hope you’ll stop by the campaign for AI War II and see if you think it’s worth your time and/or money.  We are having an exceedingly hard time reaching our existing players for AI War Classic and The Last Federation — of which we need only a tiny percent to actually back the kickstarter — and as such, our kickstarter is stalling.

We have a variety of ways in which we’re working on pulling out of the stall, but by far the best option is getting the message out to people who would directly be interested.  Hopefully that includes you if you’re reading this (possibly you like TLF, but were put off by the learning curve of AI War — which is a key thing we’re addressing in the sequel), but please also spread the word to other players you know who might have missed this!

Best,

Chris Park

Founder and Lead Designer, Arcen Games

The Last Federation – The Lost Technologies & TLF Collection Out Now (Along with TLF 3.0!)

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We’re happy to announce the launch of The Last Federation’s second expansion: The Lost Technologies! The new release brings new features and mechanics to TLF — such as the new Ring World planet type, Champion enemies, a ton of new additions and modifications to racial techs, and more.

Along with the expansion, today sees the release of The Last Federation 3.0, a free update to the base game that brings three new events and three new alliance types.

Lastly, we’re celebrating the occasion of both base game and expansion releases with the debut of The Last Federation Collection — a package that combines the standard release with both Betrayed Hope and The Lost Technologies expansions.

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The new Collection, expansion, and all other TLF products currently carry launch week-style discounts until November 18th on Steam, GOG, Humble, our website and other storefronts. All hail Hydral!

TLF Version 2.021 (The New v3.0 Base Game Features — Early!)

Version 2.021 is another cumulative update to the base game and the first expansion, and it also has the new “free v3.0 content” (3 new events and 3 new alliance types) in early.  Lots of good stuff in the release notes since the last main post about this, which was apparently version 2.008.

Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

Coming Soon: The Last Federation: The Lost Technologies (Expansion 2)

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What’s this now?  A new expansion, you say?

Indeed!  The Lost Technologies.  We’ve been working with Draco18s, a long-time community member here, to bring this one to life.  This is quite an exciting expansion for us, because we hadn’t even thought we’d be able to do something like this this year (what with Stars Beyond Reach and now Starward Rogue and all that).

This expansion brings to life a number of things that are centered around technology in one way or another.  The races all have their own unique racial techs now, for instance — giving them more character than ever before.  Techs now have cool new “side effects” that can benefit you or other races in regular combat.

There’s even a new Tech Race game mode where it’s a cutthroat race through the tech tree — with the catch that you have to work with you enemies to win, because you’re unlikely to win on your own.  Make allies, ditch em, make new ones, and coast across the finish line (hopefully) on your own.

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This also will coincide with the release of TLF 3.0, a free update to all the owners of the base game.  This update includes several pieces of new content including 3 new alliance types, four new events, and a few other goodies.  And naturally the expansion has more stuff, too — a gorgeous but fragile new planet type, new turret types, a new type of mission for gathering your own unique Hydral techs, new ability types, and so on.

Oh — and “champion” enemies, too.  Can’t believe I almost forgot that one!  Champions add a new element to combat where you may need to avoid a specific enemy ship that is doing… something strange and unexpected.  You can easily tell the champion ships by their purple glow, and they have a way of exerting a bit of gravity — so to speak — on their part of the battlefield.

Release Date!

We look to be on schedule for a November 11th release.  All the features are complete and in testing with a small group of players who blindly volunteered without knowing what they were signing up for.  That’s faith! ;)  The expansion itself has been in work since mid-September, so that’s about average for an expansion from us.  What’s not average is us managing to keep it a secret for this long, heh.

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Already An Advanced Player?

If you’re already an advanced player of TLF, you might be interested in some of the notable things addressed by various additions:
* The Kessler Syndrome event (new free content in v3.0) makes space junk buildup around planets matter a lot more.
* The Deorbited Ship event (also free v3.0 content) fills a hole where the Skylaxians are too honorable to bomb anybody (although the event will happen to any race invading any other); essentially a large, hostile fleet in orbit that is otherwise doing little to invade can get “hit” by the event and cause… fun times.
* The Welding Drones tech side effect now repair Large (and larger) ship hulls by a small amount every combat turn, provided that it did not take any damage.  Maintaining shield integrity and avoiding disruptor shots can slowly make up for a tactical mistake and keep the player alive for longer
* The new Beam Rifles tech has a side effect that increases the range of all laser-based weaponry by 10%.
* The Nuclear Fusion tech has a side effect that increases shield recharge rate by 5%
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Hey, the Arcen wiki is now open for all to edit!

poweredby_mediawiki_88x31 Well hello!  I’ll have more information on Stars Beyond Reach later in the week.  But for the moment, I wanted to give a quick important announcement about our wiki.  Previously it was invite-only, and mainly edited by staff.  Consequently it was often out of date.

Now it’s open to anyone to edit, although you do still have to create an account (to hopefully keep spambots out).  There are certain pages — mainly release notes — that are protected from editing by anyone except admins.  Believe it or not, I didn’t know how to set any of that up previously, hence us never really having this open before.

Thanks to Dominus Arbitrationis for setting all this up, and getting things upgraded and kicked off at all.  And teaching me a thing or two in the process, as well.  You can PM him through the forums or contact him through the Special:EmailUser page on the wiki.  He wanted me to emphasize that this is a work in progress at the moment, so some aspects of it are still being set up right now.

There’s also some sort of slowdown on the wiki itself performance-wise right now, which I think is probably database-related.  I’m working with Rackspace on getting that figured out.

But if you’ve been wanting to update stats on AI War ships, or write a tutorial for TLF or AI War or whatever, or provide strategy advice on whatever game — now you’re more than welcome to!  A good wiki is the lifeblood of a lot of other similar games, so I’m really glad that we finally have something properly set up here.

 

Official forum post on this thread.

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TLF Version 2.008 (Cumulative Hotfixes)

Version 2.008 is the latest in a series of post-expansion-release hotfixes.  We’ve been posting about these on our forums, but individually these releases weren’t really worth doing a full blog/announcement post about.  So let’s talk about these cumulatively!

First of all, for those who have been following along already, here’s what is new in the very latest release:

  • If you have been waiting for that setting that allows your dispatches to give you a warning whenever a race attacks another, your wait is now over!
  • The selling of raw resources in Betrayal mode is back, just now at a really discounted rate compared to the other modes.
  • Several changes have been made that will keep the AI acting a bit more appropriately when it comes to ground invasions.

But what else has been going on since 2.0, for those who haven’t been following?

  • Well, naturally, the very first thing that happened after launch of the expansion is that a couple of clever souls figured out a way to trivialize Betrayal mode by using a bumrush tactic that nobody had tried up until that point.  So there was much balance work and AI work and so on done around making that no longer an exploit.  Betrayal mode got even more interesting as a result, even for those not using that tactic.
  • Obscura Discs aren’t so common anymore during battles with the Obscura, because they were kind of obnoxious when found en masse.
  • In Betrayal mode, when you’re defending yourself you no longer earn such a negative influence with other races.
  • Assassins now are only a standard-mode mechanic.  They only really made good sense there, and were particularly unbalancing on Betrayal mode.
  • The ratio of number of flagships in combat to “base power” of an armada has decreased, meaning that you can’t wipe out whole armadas quite so easily in combat mode.
  • A lot of smaller bugfixes.

Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

The Last Federation 2.0 and Betrayed Hope Expansion Arrive Today

We’re happy to announce The Last Federation’s first expansion Betrayed Hope has officially released on Steam, GOG.com and other digital storefronts. To celebrate, the new content will extend its beta discount of 10% through launch week, and the base game is on sale for 55% off as well.

The expansion includes 17 new ships, 2 new solar system backgrounds, 32 new abilities, 19 new achievements, 13 new music tracks and 5 new quests. It also introduces two completely different ways to play the game — Betrayal and Invasion:

Betrayal Mode reverses the usual game flow, making you a full planetary power trying to achieve solar domination — adding a new layer of 4X onto the existing game. You gain the ability to command armadas and ground troops, and the meaning behind political deals is very much shifted. Rather than working toward unity, you attempt to destroy all your foes through subterfuge, war, and temporary alliances.

Invasion Mode sees you working with the other races to survive slaughter by a grave new threat, putting yet another major spin on things. Forming the federation isn’t a priority when you are trying to keep a terror from consuming the entire system.

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The Last Federation 2.0 arrives alongside the Betrayed Hope expansion this week as well. Here’s what’s been added or improved upon between 1.0 and this new release:

– Tons of improvements to GUI clarity, explanatory tooltips, etc.
– Auto-resolve option for battles.
– Permadeath made optional (and off by default).
– Awesome new ship graphics for during battles.
– New Burlust “Turmoil” mechanic.
– New ways to persuade races to join the federation.
– New actions that NPC-races take when it seems appropriate to them.
– Six new quests.
– Added player actions to support a ground invasions, oppose them, or simply start bombing stuff independently.
– Added the Ark and the Mire, two randomly seeded unique buildings that help make each game different.
– Major improvements to how RCI, Attitude, and Influence numbers work so that they make more sense to the player.
– Major revisions to widely-disliked missions like “Clean up AFA”, “Deliver Spacefaring Technology”, etc.
– Radical shifts to solar map pacing and many revisions to how actions work to increase player agency.
– New moddable “Bullet Pattern” engine that allows some really crazy new behaviors for enemy shots. Tons of new and revised bullet patterns.
– You can now do practice combats at the black market to try out tactics or just enjoy blowing up tons of ships.
– Substantial CPU/GPU performance improvements.
– Rebalancing both in combat and on the solar map.
– Multitudinous bugfixes.

For those interested in delving deeper, the full release notes from version 1.0 to 2.0 total more than 61,000 words.

Launch Trailer for The Last Federation: Betrayed Hope (Plus info on the free 2.0 upgrade).

The first expansion to The Last Federation, titled Betrayed Hope, arrives this Friday along with the free version 2.0 upgrade for the base game. TLF has been a huge hit for us this year, with its unique blend of 4x strategy, simulation, and turn-based tactics.

Betrayed Hope is perhaps the most massive expansion we have ever done for any of our games, which is really saying something considering the scope of the AI War expansions.  This expansion lets you freaking reverse the entire premise of the game (build a federation from the shadows) if you want (be a full planetary power and fight front-on 4x-style).

Here’s the trailer for the new expansion:

For more information about the expansion, please see the Betrayed Hope page.

But for now let’s talk about what has changed between versions 1.0 and 2.0 of The Last Federation.  First of all, the release notes from version 1.0 to 2.0 are over 61,000 words long. That is quite literally the length of a respectable novel.

Here are a few key changes:

  • Auto-resolve option for battles.
  • Tons of improvements to GUI clarity, explanatory tooltips, etc.
  • Permadeath made optional (and off by default).
  • Awesome new ship graphics for during battles.
  • New Burlust “Turmoil” mechanic.
  • New ways to persuade races to join the federation.
  • New actions that NPC-races take when it seems appropriate to them.
  • Six new quests.
  • Added player actions to support a ground invasions, oppose them, or simply start bombing stuff independently.
  • Added the Ark and the Mire, two randomly seeded unique buildings that help make each game different.
  • Major improvements to how RCI, Attitude, and Influence numbers work so that they make more sense to the player.
  • Major revisions to widely-disliked missions like “Clean up AFA”, “Deliver Spacefaring Technology”, etc.
  • Radical shifts to solar map pacing and many revisions to how actions work to increase player agency.
  • New moddable “Bullet Pattern” engine that allows some really crazy new behaviors for enemy shots.  Tons of new and revised bullet patterns.
  • You can now do practice combats at the black market to try out tactics or just enjoy blowing up tons of ships.
  • Substantial CPU/GPU performance improvements.
  • Rebalancing both in combat and on the solar map.
  • Multitudinous bugfixes.
  • And a whooole lot more.

Version 2.0 won’t officially launch until the 14th, because we’re still in super-final-almost-done polish mode for these new features and changes. However, the current steam version, and current official version in our own updater, are already updated to (at the time of this writing) version 1.900, which includes all of the changes noted above (just minus the last bit of polish we still are working on based on last player feedback).

Enjoy!

Click here to view the official forum thread on this topic.

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TLF Version 1.900 (Tutorial And Story Touches)

Version 1.900 is final touches in preparation for the launch of version 2.0 and the full release of the expansion this Friday the 14th (just a couple of days from now!).

The big things in this new version are that the tutorials have all been extensively updated for the new modes, and the story segments for the new modes have also been finished.  The tutorials are always one of the last things that we update when we’re doing an expansion for a game, because things tend to be evolving during the beta and we learn a lot from what questions people have.  The time has come, however, for all that to finally come together in the actual game.

If you were previously having a hard time getting going in Invasion mode or Betrayal mode, you should be good to go now.  Of course if you still have any questions, please do let us know.  But the new tutorials for those modes go out of their way not just to tell you how to do the things that are unique to those modes, but also to give you some strategy advice.

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

TLF Version 1.702 Released (Obscura Rising)

Version 1.702 is all about polish and balance for the Obscura.  This includes some of the Obscura ships at the individual-battle level, and then a bunch of balance changes to the way the Obscura grow and expand during Invasion mode.

Invasion mode started out as this kind of impossible thing, then the Obscura became a lot more weak over the last couple of weeks.  They are now back in force, but in a measured way that won’t see you getting insta-killed within a few short years of starting the game, which could happen back earlier in the beta.

We’re closing in on the release date for the official launch of the expansion. The target date is November 14th, so next Friday (not tomorrow). It’s very exciting, and we’re hitting a point where things are really settling down into a polished state, so that’s quite nice.

 

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

TLF Version 1.701 Released (Itinerant Obscura and Probe Density)

Version 1.701 has polish for the base game and the expansion.

The Obscura ships now behave a bit better with their AI — previously, in some cases they could act kind of funky in groups, but that should no longer be the case.

Spy probes in the deliver spacefaring tech missions have been tuned some more, too.  Particularly for the upper difficulties, these are now actually possible — the last release didn’t help much on that score because of the sheer volume of ships on those difficulties.  Now the maze problem doesn’t get substantially harder from the middle difficulties on up.  Somewhat, but not exponentially so like before.

There are a few other balance tweaks and bugfixes in here, too.  Please see the release notes (linked above) for details.

We’re closing in on the release date for the official launch of the expansion. The target date is November 14th, so two Fridays from now. It’s very exciting, and we’re hitting a point where things are really settling down into a polished state, so that’s quite nice.

 

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

TLF Version 1.700 Released (Spied, Probed, And Proven)

Version 1.700 is all goodies for the base game, not the expansion.

The spy probes have been completely re-imagined, and I’m super happy with how those are turning out.   To some extent these missions can be very easy to “win” now, but I say win in quotes because that can be with the collateral damage of a lot of hatred from some races.  The Evucks in particular are really easy to piss off enormously if they are spacefaring too soon when you are still trying to help other races.

All that said, winning well, where you don’t incur a bunch of influence penalties, is now satisfyingly hard but actually possible.  You’re basically navigating through shifting, moving mazes of bullets.  The first mission or two might practically be “freebies” where there are next to no maze elements, but the more races that are already spacefaring, the more insane the mazes get.  I’m really excited about this, because it’s something that really sets these missions apart from all other missions, and it gets at that core “maze navigation” type of feel that I always wanted for this mission.

Another thing is that now the Burlust Duels are more central if you’re trying to get the Burlusts into your federation.  Before they’ll even consider joining, you now have to duel one of their primes to death.  You don’t need to do a bunch of duels, and you don’t actually have to do ANY duels if the burlusts are just an antagonist race to you in your campaign, anyway.  But they want you to prove your mettle if you’re going to be friends.

We’re closing in on the release date for the official launch of the expansion. The target date is November 14th, so two Fridays from now. It’s very exciting, and we’re hitting a point where things are really settling down into a polished state, so that’s quite nice.

 

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

TLF Version 1.611 Released (Smuggling Out The Moody Queens)

Version 1.611 is a collection of refinements, both for the base game and the expansion.

The neatest thing for the base game is that now there is a way to restore order to a race that has devolved into a smuggler empire.  Previously all you could do was kill that race if you wanted to win.  But now, you can clear out the smugglers and watch them return to the light of normal government.

The other really nice thing here is that finally the hive queens stop changing their moods constantly.  That was happening in some recent versions, but we couldn’t pin it down or even always duplicate it.

The newly-revised Burlust Warlord fight from the prior version has had its numbers tuned substantially to make it more fun.  Previously you had a long bout against the shields, leaving you on the high-health pattern of the warlords for a frustrating period.  Then you had a shorter period where you’d kind of blaze through the other shot patterns too fast, not really getting to see and experience the wonderful pain of them. ;)  So that’s now fixed so that you spend more time in the later stages.  Going along with that, though, a couple of the wall attacks early on in were too damaging per-shot, so that’s also been tweaked so that you can’t get insta-killed if you have one bad turn.

Lastly, depending on your difficulty level (combat for Standard and Invasion modes, and strategic for Betrayal mode), you now get a lowered benefit from the techs that increase space power.  Why is that?  Well, balance-wise, you already have a lot of ways of getting ahead of the AI, and it’s easier for you to grab lots of techs by stealing them, which most AIs can’t do as effectively.  Since you have some player-only advantages there, that impacts Betrayal mode in particular.  Now that hole is plugged, depending on how hard a challenge you want based on the difficulty you selected.  It’s also thematically appropriate, given that one Hydral by himself should realistically be less adept at applying advanced technology to his starship than literally billions of citizens of another race would be at applying tech to their armadas as a whole.

We’re closing in on the release date for the official launch of the expansion.  The target date is November 14th, so two Fridays from today.  It’s very exciting, and we’re hitting a point where things are really settling down into a polished state, so that’s quite nice.

 

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.

TLF Version 1.610 Released (Burlust Resurgence)

Version 1.610 has some substantial refinements to the Armada Management screen for Betrayal Mode, and it also includes a completely-revamped style of battle with the Burlust warlords.

Balance-wise, this also really tunes things up for Betrayal Mode in general.  Your armadas now take time to upgrade themselves, which prevents you from doing “just in time” armada repairs or beefing.  Additionally, you no longer get the full set of resources from each planet you capture, instead only gaining 10% of what it used to be — so that prevents you from getting such a snowball effect going there.  This also applies to AIs, of course.

Also on the balance front, a lot of the expansion-related ships have had their values tuned.

 

Let us know how things are looking, if you have suggestions or bug reports, etc!

More to come soon. Enjoy!

This is a standard update that you can download through the in-game updater, or if you have Steam it will automatically update it for you. To force Steam to download it faster, just restart Steam and it will do so.

Click here for the official forum discussion about this release.