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  1. Update 1.3:
  2. ###################
  3. # Leviathans Story Pack
  4. ###################
  5.  
  6. #Important
  7. * NEW: Players can encounter powerful Guardians that guard secrets and treasures
  8. * NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders.
  9. * NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources
  10. * NEW: Artisan Enclaves can construct monuments and hold festivals on your planets
  11. * NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians
  12. * NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war
  13.  
  14. #Graphics
  15. * NEW: 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid.
  16.  
  17. #Music
  18. * NEW: 5 new songs by Andreas Waldetoft, including a new main theme that will play if the story pack is installed and enabled.
  19.  
  20. ###################
  21. # Features
  22. ###################
  23.  
  24. #Important
  25. * NEW: "Federation Victory" victory condition* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
  26. * NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence
  27. * NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch
  28. * NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value
  29. * Point-Defense is now its own slot size instead of sharing space small slots
  30. * NEW: Torpedo slots have been added to the game
  31. * NEW: Aux utility slots have been added to the game
  32. * NEW: Added 2 new habitable planet classes, Alpine and Savannah
  33. * NEW: Added a new Humanoid species class with 4 new portraits
  34. * NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time
  35. * NEW: Auto-Explore technology available in mid-game allows science ships to automatically survey
  36. * Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost
  37. * Sectors now have settings where the player can toggle certain behaviors on or off
  38. * Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources
  39. * Fleets can toggle whether other AI fleets should follow it or not
  40. * NEW: You can now set planets and fleets to be rally points. Newly built ships will move to the nearest fleet rally point and merge with it, or to nearest planet rally point if there are no fleet rally points. When issuing a return order, your fleet will return to nearest planet rally point if one exists, otherwise nearest starport.
  41.  
  42. #General
  43. * Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors
  44. * Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf
  45. * Void Clouds now always spawn near the star in their system and guard rich energy deposits
  46. * Crystal Entities now guard a few rewards
  47. * Aura components removed from battleships
  48. * Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports
  49. * It is now possible to resettle pops to and from sector-controlled planets
  50. * Strike Craft now move towards their own kill target instead of their carrier's
  51. * Strike Craft and missiles can now use evasion
  52. * Missiles can now have health, armor and shield
  53. * NEW: Additional Plantoid name list, updated old ones
  54. * Utility Slots of most ship sections have been consolidated
  55. * Battleships and Cruisers have had a couple of sections removed and reworked
  56. * Space Whale weapons are now always small slot weapons
  57. * NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs)
  58. * Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked
  59. * Crystalline weapons are no longer available to players
  60. * Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol
  61. * Droid technology is no longer marked as Rare. Chance to appear is unchanged
  62. * Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged
  63. * NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
  64. * Policy tooltips now display how pop happiness will be affected
  65. * NEW: Frontier Clinic can be upgraded into Frontier Hospital
  66. * NEW: Frontier Hospital is a new building
  67. * NEW: Terraforming rework - terraforming stations have been removed. Any planet within your borders can be terraformed for a cost
  68. * Terraforming gases and liquids now significantly reduce terraforming cost
  69. * Terraforming is now available earlier in the game
  70. * You can now directly terraform any planet type to any planet type, so long as you have the tech required (it is still not possible to terraform non-habitable worlds, as there is no tech for it)
  71.  
  72. #Diplomacy
  73. * It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status.
  74.  
  75. # Technology
  76. * NEW: Vitality Boosters, increases leader lifespan by +10 years
  77. * NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
  78. * NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
  79. * NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
  80. * NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds
  81.  
  82. #Fallen Empires
  83. * Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
  84. * Each of the four Fallen Empire types now has their own set of ship designs
  85. * Fallen Empires will now sometimes start with Titan-class ships
  86. * Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging
  87. * Materialist Fallen Empires will no longer attack regular empires just for researching AI
  88. * Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed
  89. * Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of
  90. * Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will.
  91. * Fallen Empires now start with multiple levels of each repeatable tech researched
  92. * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
  93.  
  94. ###################
  95. # Balance
  96. ###################
  97.  
  98. #Important
  99. * Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost.
  100. * In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen.
  101. * Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20%
  102. * Certain techs are no longer needed to colonize potentially-habitable worlds
  103. * Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable)
  104. * Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system
  105. * Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships
  106. * Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size
  107. * Missiles can now miss and be evaded
  108. * Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers
  109. * There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets
  110. * Fleets that emergency FTL now go MIA and return to a friendly planet, instead of being ping-ponged to death
  111. * Ships are now always at risk of being lost during emergency FTL, with the chance depending on how damaged they are
  112.  
  113. #General
  114. * Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18.
  115. * Admiral skill effect on ship upkeep removed
  116. * Purge time increased from 6 to 30 months
  117. * Protectorate tech discount increased from 50% to 80%, but they can no longer trade research agreements
  118. * Protectorates are now much likely to draw techs that their overlord has researched.
  119. * Collectivists are now allowed to use Xeno Slavery policies
  120. * Hard cap on Naval Capacity increased from 1000 to 9999
  121. * Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized
  122. * Can no longer resettle pops to a planet if their habitability would be <40%
  123. * Removed planetary administration requirement to resettle pops to a planet
  124. * The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc
  125. * Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start
  126. * Tile blockers that give adjacency effects can no longer be cleared
  127. * Chance for Scientist leaders to gain traits on level up increased from 7% to 10%
  128. * Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20%
  129. * Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy
  130. * Transport ships will not be targeted by hostiles if they are escorted by military ships
  131. * Low ship HP no longer results in reduced maintenance cost
  132. * Generating wormholes outside friendly borders now takes 30% more time
  133. * Hyperdrive windup time now scales up with the origin system's distance to friendly territory
  134. * Warp wind-down time now scales up with the destination system's distance to friendly territory
  135.  
  136. #Diplomacy & War
  137. * There is now an independence wargoal that can be used by multiple subjects rebelling together.
  138. * Reduced opinion effect of relative power of subjects.
  139. * You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering
  140. * Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires
  141. * Wargoals against allies of the main defender are now more expensive to set
  142. * Only Spaceports and Military Stations are now worth warscore when destroyed
  143. * It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead
  144. * Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
  145. * "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet"
  146.  
  147. #Fallen Empires
  148. * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
  149. * Fallen Empire Pops now spawn with additional positive traits and no negative traits
  150.  
  151. #Encounters & End Game Crises
  152. * Space Monster systems are now slightly less common
  153. * Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes
  154. * All end-game crises ships have had their armor and evasion rebalanced
  155. * Mining Drones have been rebalanced and now guard valuable mineral deposits
  156. * Space Amoebas now spawn in larger stacks
  157. * Space Amoebas are now faster, deal more damage and have more HP
  158. * Space Whales now deal more damage and have more HP
  159. * Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration
  160. * Upgraded the Nomads' arsenal and ship designs
  161. * Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
  162. * Reduced HP of Nomad ark ships and gave them basic weapons
  163.  
  164. #Ethics
  165. * NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
  166. * NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
  167. * NEW: Materialist empires now have Building Cost reduced by 5%/15%
  168. * NEW: Xenophobe empires now get increased border projection
  169. * Xenophobe empires now gain +max rivals instead of +rival influence gain
  170. * Xenophile empires no longer have a penalty to rival influence gain
  171. * Military empires now gain +rival influence gain instead of +max empires
  172. * Pacifist empires no longer gain a penalty to max rivals
  173.  
  174. #Traits
  175. * Maximum number of species traits increased from 4 to 5
  176. * Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%.
  177. * Aggressive trait effect on fire rate reduced from +10% to +8%
  178. * Cautious trait effect on evasion replaced with +10% weapon range
  179. * Scout trait now also increased ship speed by +20%
  180.  
  181. #Governments
  182. Despotic Empire
  183. * No longer reduces building cost
  184. * No longer increases slave food and mineral output
  185. * Now reduces Colony Influence Cost by 15%
  186. * Now increases border range by 10%
  187.  
  188. Star Empire
  189. * No longer reduces building cost
  190. * No longer increases slave food and mineral output
  191. * Now reduces Colony Influence Cost by 30%
  192. * Now increases border range by 20%
  193.  
  194. #Modifiers
  195. * "Opinions Respected" effect on happiness reduced from +25% to +15%
  196. * "Opinions Disrespected" effect on happiness reduced from -40% to -20%
  197.  
  198. #Events
  199. * Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds
  200. * Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years
  201. * Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
  202. * Interstellar Railroad faction event now always removes 1 pop instead of a random amount
  203.  
  204. #Components
  205. * Added a new utility component, Afterburners, increasing a ship's combat speed
  206. * Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
  207. * Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
  208. * Jump Drives are now researchable for all FTL types (but still very rare)
  209. * Laser weapons now deal 20% less damage to shields
  210. * Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
  211. * Plasma weapons now deal 20% less damage to shields
  212. * Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
  213. * Disruptor weapons' shield damage increased from +100% to +200%
  214. * Projectile weapons' shield damage increased from +15% to +33%
  215. * Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
  216. * Torpedo weapons have been reworked and are now only Torpedo slot size
  217. * Arc Emitters are now extra large weapons
  218. * Particle Lances are now extra large weapons
  219.  
  220. Shield Capacitor
  221. * Is now an aux slot instead of utility slot component
  222. * Power usage reduced from 50 to 20
  223. * Mineral cost reduced from 50 to 20
  224.  
  225. Crystal-Infused Plating
  226. * Is now an aux slot instead of utility slot component and increases ship HP by +5%
  227. * Mineral cost reduced from 40 to 25
  228.  
  229. Crystal-Forged Plating
  230. * Is now an aux slot instead of utility slot component and increases ship HP by +10%
  231. * Mineral cost reduced from 50 to 30
  232.  
  233. Regenerative Hull Tissue
  234. * Is now an aux slot instead of utility slot component
  235. * Mineral cost reduced from 50 to 30
  236.  
  237. Flak Battery
  238. * Is now a medium slot weapon instead of a large slot weapon
  239. * Ranged increased from 40 to 50
  240.  
  241. Flak Artillery
  242. * Is now a medium slot weapon instead of a large slot weapon
  243. * Ranged increased from 40 to 50
  244.  
  245. Cloud Lightning
  246. * Damage changed from 6-12 to 1-27
  247. * Range increased from 40 to 50
  248. * Accuracy increased from 75% to 100%
  249. * Now deals 25% less damage to shields
  250.  
  251. Deflectors
  252. * Power usage reduced from 5/10/20 to 2.5/5/10
  253. * Shield HP reduced from 25/50/100 to 20/40/80
  254.  
  255. Improved Deflectors
  256. * Power usage reduced from 7.5/15/30 to 5/10/20
  257. * Shield HP reduced from 50/100/200 to 30/60/120
  258.  
  259. Shields
  260. * Power usage reduced from 10/20/40 to 7.5/15/30
  261. * Shield HP reduced from 75/150/300 to 45/90/180
  262.  
  263. Improved Shields
  264. * Power usage reduced from 12.5/25/50 to 10/20/40
  265. * Shield HP reduced from 100/200/400 to 70/140/280
  266.  
  267. Advanced Shields
  268. * Power usage reduced from 15/30/60 to 12.5/25/50
  269. * Shield HP reduced from 125/250/500 to 105/210/420
  270.  
  271. Medium Railgun
  272. * Maximum damage increased from 46 to 49
  273.  
  274. Large Railgun
  275. * Maximum damage increased from 99 to 100
  276.  
  277. Kinetic Battery
  278. * Mineral cost reduced from 100 to 50
  279. * Power usage reduced from 100 to 50
  280.  
  281. Kinetic Artillery
  282. * Mineral cost reduced from 120 to 60
  283. * Power usage reduced from 120 to 60
  284.  
  285. Small Autocannons
  286. * Attach cooldown reduced from 3.15 to 2.35
  287. * Tracking is set to 65%
  288.  
  289. Medium Autocannons
  290. * Attach cooldown reduced from 3.15 to 2.35
  291. * Now also has 10% armor penetration
  292. * Tracking is set to 35%
  293.  
  294. Large Autocannons
  295. * Attach cooldown reduced from 3.15 to 2.35
  296. * Now also has 20% armor penetration
  297. * Tracking is set to 10%
  298.  
  299. Small Ripper Cannons
  300. * Damage changed from 4-17 to 4-16
  301. * Accuracy increased from 82% to 83%
  302. * Attach cooldown reduced from 3.15 to 2.35
  303. * Tracking is set to 65%
  304.  
  305. Medium Ripper Cannons
  306. * Damage changed from 8-36 to 8-33
  307. * Accuracy increased from 80% to 81%
  308. * Now also has 10% armor penetration
  309. * Attach cooldown reduced from 3.15 to 2.35
  310. * Tracking is set to 35%
  311.  
  312. Large Ripper Cannons
  313. * Damage changed from 21-74 to 21-67
  314. * Accuracy increased from 75% to 76%
  315. * Now also has 20% armor penetration
  316. * Attach cooldown reduced from 3.15 to 2.35
  317. * Tracking is set to 10%
  318.  
  319. Small Stormfire Cannons
  320. * Damage changed from 5-19 to 5-17
  321. * Accuracy increased from 82% to 84%
  322. * Attach cooldown reduced from 3.15 to 2.35
  323. * Tracking is set to 65%
  324.  
  325. Medium Stormfire Cannons
  326. * Damage changed from 11-39 to 10-35
  327. * Accuracy increased from 80% to 82%
  328. * Now also has 10% armor penetration
  329. * Attach cooldown reduced from 3.15 to 2.35
  330. * Tracking is set to 35%
  331.  
  332. Large Stormfire Cannons
  333. * Damage changed from 25-84 to 26-70
  334. * Accuracy increased from 75% to 77%
  335. * Now also has 20% armor penetration
  336. * Attach cooldown reduced from 3.15 to 2.35
  337. * Tracking is set to 10%
  338.  
  339. Swarmer Missiles
  340. * Is now a medium slot weapon instead of a large slot weapon
  341. * Damage changed from 18-38 to 8-12
  342. * Attack cooldown reduced from 2.50 to 2.10
  343. * Range increased from 50 to 60
  344. * Missile Evasion is 200%, making them impossible to hit by PD
  345.  
  346. Whirlwind Missiles
  347. * Is now a medium slot weapon instead of a large slot weapon
  348. * Damage changed from 21-41 to 10-15
  349. * Attack cooldown reduced from 2.50 to 2.10
  350. * Range increased from 50 to 60
  351. * Missile Evasion is 200%, making them impossible to hit by PD
  352.  
  353. Sentinel Point-Defense
  354. * Minimum damage increased from 1 to 2
  355. * Maximum damage increased from 2 to 3
  356. * Accuracy increased from 20% to 80%
  357. * Tracking set to 20%
  358.  
  359. Barrier Point-Defense
  360. * Minimum damage increased from 2 to 3
  361. * Maximum damage increased from 3 to 4
  362. * Accuracy increased from 30% to 80%
  363. * Tracking set to 30%
  364.  
  365. Guardian Point-Defense
  366. * Minimum damage increased from 3 to 5
  367. * Maximum damage increased from 4 to 6
  368. * Accuracy increased from 40% to 80%
  369. * Tracking set to 40%
  370.  
  371. #Technology
  372. * Amount of technologies required to access a new technology tier increased from 5 to 7
  373. * Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
  374. * Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
  375. * Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
  376. * AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25%
  377. * Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15%
  378. * Self-Aware Colony Ships technology cost reduced from 1800 to 1000
  379. * Sentient AI technology cost reduced from 2840 to 2200
  380. * Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear
  381. * Advanced Shields technology cost reduced from 2840 to 1800
  382. * Planetary Shield Generator technology cost reduced from 1800 to 720
  383. * Planetary Shield Generator now requires Improved Deflectors instead of Shields
  384. * Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
  385. * Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
  386. * Gamma Lasers technology cost reduced from 3880 to 3000
  387. * Particle Lances now requires Gamma Lasers and Battleships
  388. * Plasma Cannons technology cost reduced from 3880 to 3000
  389. * Arc Emitters now requires Plasma Cannons and Battleships
  390. * Proton Torpedoes technology cost reduced from 2320 to 1400
  391. * Proton Torpedoes now require Disruptors instead of Ion Disruptors
  392. * Neutron Torpedoes technology cost reduced from 3880 to 3000
  393. * Neural Implants technology cost reduced from 600 to 480
  394. * Xenology no longer requires Biodiversity Studies
  395. * New Worlds Protocol is no longer more expensive than other early technologies
  396. * Frontier Health now also requires Genome Mapping
  397. * Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
  398. * Cloning research cost reduced from 1500 to 1000
  399. * Cloning now requires Vitality Boosters instead of Epigenetic Triggers
  400. * Gene Banks research cost reduced from 3360 to 1400
  401. * Gene Seed Purification now requires Gene Tailoring instead of Cloning
  402. * Gene Tailoring research cost increased from 1200 to 2200
  403. * Gene Tailoring now requires Cloning instead of Epigenetic Triggers
  404. * Targeted Gene Expression research cost increased from 1800 to 4000
  405. * Selected Lineages now requires Vitality Boosters instead of Epigenetic Triggers
  406. * Selected Lineages research cost increased from 1200 to 2200
  407. * Capacity Boosters research cost increased from 2320 to 5000
  408. * Neural Implants no longer require Genome Mapping
  409. * Cell Revitalization now requires Vitality Boosters instead of Epigenetic Triggers
  410. * Standardized Cruiser Patterns research cost reduced from 1800 to 1000
  411. * Standardized Battleship Patterns research cost reduced from 3360 to 2200
  412. * Carrier Operations research cost reduced from 1500 to 1000
  413. * Improved Strike Craft research cost reduced from 1800 to 1400
  414. * Advanced Strike Craft research cost reduced from 2840 to 2200
  415. * Synapse Interceptors now requires Cruisers instead of Carrier Operations
  416. * Synapse Interceptors effect on strike craft damage increased from +5% to +10%
  417. * Heat Recyclers now requires Cruisers instead of Carrier Operations
  418. * Heat Recyclers effect on strike craft damage increased from +5% to +10%
  419. * Gauss Cannons technology cost reduced from 3880 to 3000
  420. * Autocannons technology now requires Coilguns
  421. * Stormfire Cannons technology cost reduced from 3880 to 3000
  422. * Flak Battery technology cost reduced from 2320 to 1800
  423. * Flak Artillery technology cost reduced from 3880 to 3000
  424. * Marauder Missiles technology cost reduced from 3880 to 3000
  425. * Swarmer Missiles technology cost reduced from 2320 to 1000
  426. * Whirlwind Missiles technology cost reduced from 3880 to 3000
  427. * Space Torpedoes technology cost reduced from 900 to 480
  428. * Space Torpedoes technology now requires Nuclear Missiles
  429. * Armored Torpedoes technology cost reduced from 1800 to 1400
  430. * Devastator Torpedoes technology cost increased from 3880 to 4000
  431. * Adaptive Bureaucracy technology effect on Edict Cost replaced with increased leader pool and leader recruitment cost reduction
  432. * Living State technology now also reduces leader recruitment cost by 10%
  433. * Regulated Slavery policies now contribute significantly less to Neural Implant tech weights than their unregulated counterparts
  434. * Xeno Cavalry now requires Morphogenetic Field Mastery instead of Targeted Gene Expressions
  435.  
  436. #Units
  437. * Strike Craft engagement range increased from 120 to 130
  438. * Occupied planets will now spawn garrisons when invaded, so they can no longer be sniped back with a single assault army
  439. * Armies are now able to heal in space when not in combat
  440.  
  441. Spaceport
  442. * Now has higher base firing speed and damage
  443. * HP changed from 2500/4000/5000/6000/7000/8000 to 4000/4500/5000/5500/6000/6500
  444. * Base armor increased from 10/15/20/25/30/35 to 75/80/85/90/95/100
  445. * Now also increases ship build speed by 0/20/40/60/80/100%
  446. * Now also gains 0/2/4/6/8/10 tracking
  447. * Upgrade cost reduced from 300/450/850/1000 to 200/250/300/350/400
  448. * Effect on Naval Capacity changed from 6/7/8/9/10/11 to 2/4/6/9/12/15
  449.  
  450. Corvette
  451. * Base armor reduced from 3 to 2
  452. * Base evasion increased from 0 to 60
  453.  
  454. Destroyer
  455. * Base armor reduced from 12 to 6
  456. * Base evasion increased from 0 to 25
  457. * No longer receives a penalty to Chance to Evade
  458.  
  459. Cruiser
  460. * Base armor increased from 12 to 30
  461. * Base evasion increased from 0 to 10
  462. * No longer receives a penalty to Chance to Evade
  463. * Ship HP increased from 1200 to 1600
  464.  
  465. Battleship
  466. * Base armor increased from 24 to 80
  467. * Base evasion increased from 0 to 5
  468. * No longer receives a penalty to Chance to Evade
  469.  
  470. Defense Platform
  471. * Base armor increased from 7 to 15
  472.  
  473. Defense Station
  474. * Base armor increased from 11 to 30
  475.  
  476. Fortress
  477. * Base armor increased from 20 to 44
  478.  
  479. #Buildings
  480. * Clone Vats mineral cost reduced from 350 to 200
  481. * Clone Vats now also has a society output of 4, but also gets a maintenance cost of 2 energy.
  482. * Mineral Silos now increases mineral output on adjacent tiles by +1
  483. * Galactic Stock Market maintenance increased from 2 to 3, but now also has an output of 1 Energy Credit to allow for tile combinations
  484.  
  485. Power Hubs
  486. * Power Hub 1 no longer costs influence to build
  487. * Power Hub 2 no longer costs influence to build
  488. * Power Hub 2 mineral cost reduced from 250 to 200
  489. * Power Hub 2 effect on energy output increased from +15% to +20%
  490.  
  491. Mineral Processing Plants
  492. * Mineral Processing Plant 1 no longer costs influence to build
  493. * Mineral Processing Plant 2 no longer costs influence to build
  494. * Mineral Processing Plant 2 mineral cost reduced from 250 to 200
  495. * Mineral Processing Plant 2 mineral output increased from 3 to 4
  496. * Mineral Processing Plant 2 effect on mineral output increased from +15% to +20%
  497.  
  498. #Spaceport modules
  499. Fleet Academy
  500. * Ship weapon damage bonus removed
  501. * Ship evasion bonus removed
  502. * Maintenance cost increased from 2 to 4
  503. * Mineral cost increased from 300 to 400
  504. * Influence cost increased from 50 to 100
  505. * Ship fire rate now increased by +5%
  506. * Ship tracking now increased by +3
  507.  
  508. ###################
  509. # AI
  510. ###################
  511.  
  512. #War
  513. * Lots of tweaks and improvements to AI fleet movement and army handling during war
  514.  
  515. #Sector
  516. * Sectors will no longer try to race you to build a station around a planet you have an order on
  517. * Sector AI will now build and use robot pops if permitted
  518. * Sector AI will now colonize if permitted
  519. * Fixed an issue where sector AI would build labs of only one field
  520. * Lots of tweaks and improvements to sector AI budgeting and construction
  521.  
  522. #Diplomacy
  523. * AI subjects that are disloyal will now try and rebel together
  524. * AI will no longer invite the player to wars they should have no interest in
  525. * AI will no longer repeatedly ask you to join the same war after being declined
  526. * Reduced threat generated for empires that you have a non-aggression or defensive pact with
  527. * Fallen Empires will now only send warnings to empires at -90 opinion or lower (changed from -75)
  528. * The AI is now more likely to select war goals against whoever they are declaring war on rather than against their allies
  529. * Lots of tweaks and improvements to AI acceptance and likelyhood to offer various diplomatic actions to make the AI more diplomatically active
  530.  
  531. #Misc
  532. * AI empires will now genetically engineer their species
  533. * AI empires will now terraform planets
  534. * AI empires can now handle the Cultist Ship event
  535. * AI will no longer colonizes with robot pops if they cannot afford more robots
  536. * AI will now more frequently build resource-requiring buildings and unique buildings
  537. * AI will now remove building that have no use
  538. * AI will no longer build stations in systems with enemy fleets present
  539. * AI will not repair destroyed buildings during war
  540. * AI will now resettle pops
  541. * AI fleets will not follow friendly fleets that are about to upgrade/repair
  542. * AI will no longer prioritize working food tiles on planets with only robots
  543. * Fixed a bug where AI would not build or use armies if current armies were lacking attachments
  544. * AI should be better at using special buildings
  545.  
  546. ###################
  547. # User Interface
  548. ###################
  549. * Ship sections are now clearly named after the role they fulfill
  550. * A drop-down menu has been added to the topbar. Many screens have been split up and moved into the drop-down instead of being tabs in other screens
  551. * Strategic Resources now have their own interface that can be accessed through the drop-down in the top bar
  552. * Expansion Planner has been added and can be accessed through the drop-down in the top bar
  553. * Player receives alert for having obsolete ship designs
  554. * Player can now choose to keep all components up to date by toggling a button in the ship designer
  555. * Buildings can be upgraded to their latest upgrade by shift-clicking the upgrade icon
  556. * Fleets will now have the build queue in mind when prioritizing best planet to upgrade a fleet on
  557. * It is now possible to add orders first in queue by CTRL-SHIFT clicking
  558. * Clicking 'go to' on a fleet will now go to it on the galactic map instead of zooming in on it in the system map, unless the camera is already focused on it
  559. * Fixed so that you get reasons why you cannot accept an incoming diplomatic proposal
  560. * Added tooltip to debris special projects
  561. * Added debris contents to situation log entry
  562. * Fixed so that switching selected planet doesn't close the construction menu in spaceport/armies planet view tab
  563. * Wormhole tooltips now state their progress and remaining time
  564. * Changes so that the winding up activity shows days left instead of completion percentage
  565. * Ruler ships should now be more distinct in the planet view
  566. * Holy World planet modifier icon frame is now properly red
  567. * Damaged Ecology planet modifier icon frame is now properly red
  568. * Added checkbox for filtering ship components by slot size
  569. * Tweaks to positions of various interface objects
  570. * A warning icon is display on incompatible save files
  571. * Various tooltip improvements
  572.  
  573. ###################
  574. # Graphics
  575. ###################
  576. * Improved the bloom shaders significantly.
  577. * Color variations for Avians, Arthropoids, Molluscoids, Fungoids and Plantoids polished
  578. * Added missing color variations for some DLC portraits
  579. * Planet city lights are now more detailed and look less blobby
  580. * Arthropoid colony ship glass color now matches the rest of the ship lights
  581. * Large Amoeba no longer has self-illumination on its entire body
  582. * Fixed alpha issues for Plantoid 04 and Plantoid 09 portraits
  583. * Strike craft are now spread out a bit on the height axis
  584. * Adjusted Arthropoid 18 portrait textures and wings
  585. * Fallen empires now have unique ship textures for each ethos
  586. * Fallen empire now have unique cities for each ethos
  587. * Star surface textures now tile properly
  588. * Holy World planet modifier has a new icon
  589. * Added a number of missing modifier icons
  590.  
  591. ###################
  592. # Modding
  593. ###################
  594. * research_technologies console command will no longer unlock creature and crisis techs unless "1" is input as an argument
  595. * The pop_add_ethic effect will no longer add ethics to pops that have an explicit ethos set (Robots, some event Pops). Use the pop_force_add_ethic to bypass this
  596. * modify_species effect can now also change the portrait of a species
  597. * Added set_empire_name, set_empire_flag, set_planet_name and set_sector_name effects
  598. * added scaled_spawn_chance as an alternative to spawn_chance in solar system initializers, the set value is multiplied by the number of stars in the galaxy divided by 100; "5" gives a 10% spawn chance in a 200-star galaxy
  599. * It is now possible to differentiate the FTL_WINDUP_ENTITY for different graphical cultures. For example by creating an entity with the name "arthropoid_01_warp_ftl_ship_effect_entity"
  600. * Added on_fleet_enter_orbit on-action hooks
  601. * Added on_join_alliance, on_leave_alliance on-actions
  602. * create_ship effect now supports effect={}
  603. * Added delete_fleet effect (like destroy_fleet but without any death animation)
  604. * Country types that are set to "use_special_buildables = yes" will now build global ship designs marked as special buildable (if allow trigger permits it) instead of building regular designs
  605. * Added console command "mature_galaxy" which will simulate a 100-year old galaxy
  606. * Added is_boss fleet/ship design setting which hides most ship stats and displays a skull instead of military power in-game
  607. * Added custom_military_power ship design setting which overrides the calculated military power with the given value
  608. * Added on_monthly_pulse on-action which fires monthly
  609.  
  610. ###################
  611. # Bugfixes
  612. ###################
  613. * Fixed some issues with shared Threat where it would not correctly lead to anti-aggressor alliances forming
  614. * Xenophobic robots no longer hate their builders
  615. * Diplomatic statuses such as defensive pacts are now properly cleared when going to war with a country
  616. * It is no longer possible to leave a Federation while at war
  617. * Rebelling civilian ships are now treated as hostile by stations
  618. * It is no longer possible to declare war on empires you have invited as allies in a war
  619. * Fixed issue with Nomads building too many new ships
  620. * Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
  621. * Fixed a bug where merging fleets would prioritize the smallest fleet
  622. * Fixed Gaia world spawn chances not being explicitly reduced for inhospitable stars
  623. * Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
  624. * Technological enlightenment progress bar tooltip monthly progress is displayed with decimals because it's often smaller than one
  625. * Fleet view repair order button enqueues the order last if shift is held down while button is pressed
  626. * Fixed a bug where Small and Medium Mining Lasers had their ranges swapped
  627. * Cancel researching project when fleet order is cancelled
  628. * Start screen background text is scrollable
  629. * Allow newlines when reading species bio from empire design
  630. * Fixed Xeno Integration tech weights
  631. * Survey fleet order checks if fleet can move to system, so players can no longer reach out-of-reach systems using fleet view survey button
  632. * Fixed issue with living metal in strategic resource tutorial
  633. * Fixed so that the corvette construction tutorial doesn't trigger if a corvette or destroyer already has been constructed
  634. * Update tech alternatives for tech area when research in that area has been halted, previously we waited for research in ALL tech areas to be halted
  635. * Allowing Nomads to settle on one of your planets no longer incurs the "New Contact" opinion modifier, and the "Liberator" opinion modifier has been replaced with "Shade-Giver"
  636. * Fixed Regulated Xeno Slavery policy option being available before encountering any xenos
  637. * Fixed Regulated Xeno Slavery policy option not having the correct tech prerequisite
  638. * Fixed notifications for votes to start wars
  639. * Fixed pops not getting appropriate happiness penalties from other pops being purged
  640. * Species description in Game setup edit overview can be clicked to open corresponding edit window
  641. * Several fixes to the Cultist event chain. Added missing event, increased cult army values, fixed FTL type being set. Added portrait to Cultist leader dialog
  642. * Fixed pop factions being destroyed before their names could be printed in the event window when they become rebel countries
  643. * Fixed progression issue in the Yuht Precursor event chain
  644. * Fixed tech weights for Xeno Integration
  645. * Fixed not being able to enslave primitive civilizations under Regulated Slavery policies
  646. * No longer possible to create duplicate diploaction dialog windows when clicking message notifications
  647. * Fixed a bug where liberate planet wargoal could create a pre-sentient empire
  648. * Fixed some faction-created/rebel countries considering pre-sentients to be a valid dominant species and Synths to be invalid
  649. * Fixed sectors occasionally not respecting slavery becoming outlawed
  650. * Fixed some events erroneously adding ethics to level 1 and 2 robot pops
  651. * Fixed a bug where systems near borders would get wrong pin color
  652. * Scrolling in species appearance list no longer highlights all categories
  653. * Countries with no contact establish communications anyway if there exists an overlord-subject relationship between any of the three countries involved
  654. * Abandoned station no longer seem like they belong to random or unidentified empire
  655. * Ship define MOVE_SHIP_TO_FLEET_MAX_DIST determines the max allowed distance for moving ships between fleets
  656. * Growing pops that no longer have a parent pop to grow from are now removed
  657. * Fixed the set_name effect
  658. * If player has comms with previous owner of abandoned station then station name and type is shown in fleet view
  659. * Fixed so that clicking a leader portrait in democratic elections doesn't block selection
  660. * Fixed bug where you could accept offers promising you systems which the other party couldn't give away
  661. * It is no longer possible to create robot clone armies
  662. * Fixed crash that occurred when closing a diplomatic event
  663. * Generating leaders for democratic elections only use pops that aren't growing
  664. * Fixed a bug where war begun message would count fleets gone Missing in Action as wormhole stations destroyed
  665. * Fixed bug where system pins were sometimes invisible
  666. * Fixed so that required components are added into the debris
  667. * When a subject declares war on someone who is not their overlord, the war will no longer incorrectly be called an independence war
  668. * Fleets can no longer follow fleets Missing in Action
  669. * Liberate Planet now works correctly when multiple empires are all liberating in the same war
  670. * Fixed numerous issues with Federation fleets and Federation ship designer
  671. * Spaceport module strategic resource consumption now included in top bar stats
  672. * Make released from overlord opinion modifier unique to avoid spam exploit
  673. * Don't add new contact opinion modifier if communications are established with a vassal
  674. * Store selected war demands when closing/switching the negotiation screen
  675. * Use proper ordinal numbers for 11, 12 and 13
  676. * Don't allow candidates of another species in democratic elections if the government does not allow it
  677. * Fix some invalid in-game dates being written to save files
  678. * Display modifiers affecting resource production in top bar tooltip
  679. * Check that the fleet owner actually can afford to land armies when it costs resources
  680. * Fix broken strategic resource triggers
  681. * Many more minor bug fixes
  682.  
  683. ###################
  684. # Performance
  685. ###################
  686. * Misc. performance improvements
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