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  1. Update 1.4:
  2. ##############################################################
  3. ####################### VERSION 1.4.0 ########################
  4. ##############################################################
  5.  
  6. ###################
  7. # Leviathans Story Pack
  8. ###################
  9. * Added new introduction event for the Artisan Troupe
  10. * Added encounter event for the Enigmatic Fortress
  11.  
  12. ###################
  13. # Features
  14. ###################
  15. * Added 33 new achievements
  16. * No longer possible to build robots on planets belonging to sectors
  17. * Added victory event after defeating the Prethoryn Scourge
  18. * Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
  19. * Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.
  20.  
  21. ###################
  22. # Balance
  23. ###################
  24.  
  25. #General
  26. * Evasion is now capped at 90%
  27. * Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
  28. * Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
  29. * Afterburners now use the auxiliary slot
  30. * Regular empires now start with 8 pops
  31. * Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
  32. * Pirate ships have been reworked slightly and buffed in most cases
  33. * Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
  34. * Stone age primitives now generate fewer tile blockers
  35. * Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
  36. * Venerable trait cost reduced from 5 to 4
  37. * Mineral Silos are now restricted to 1 per planet
  38. * Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
  39. * Level 3 mineral silo now only provides +1 mineral per adjacent tile
  40. * Increased protectorate tech discount to 95%
  41. * Protectorates can no longer conduct independent diplomacy
  42. * Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
  43. * Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
  44. * Reduced spawn odds of tomb worlds
  45. * Increased frequency of alien pet deposits
  46. * Reduced warscore costs for planetary and vassalisation wargoals
  47. * Doubled Pre-Sentient Anomaly spawn chances
  48. * Fixed CTD when generating a certain tooltip while the player has no planets
  49. * Pops are no longer upset if an occupier purges Pops on one of your planets
  50.  
  51. # Components
  52. * Space Torpedo mineral cost reduced from 20 to 10
  53. * Space Torpedo power usage reduced from 20 to 10
  54. * Space Torpedo maximum damage reduced from 260 to 215
  55. * Space Torpedo armor penetration set to 50%
  56. * Armored Torpedo mineral cost reduced from 40 to 15
  57. * Armored Torpedo power usage reduced from 40 to 15
  58. * Armored Torpedo damage reduced from 150-300 to 140-280
  59. * Armored Torpedo armor penetration set to 50%
  60. * Devastator Torpedo mineral cost reduced from 60 to 20
  61. * Devastator Torpedo power usage reduced from 60 to 20
  62. * Devastator Torpedo armor penetration set to 50%
  63. * Devastator Torpedo missile HP reduced from 8 to 6
  64.  
  65. ###################
  66. # AI
  67. ###################
  68.  
  69. #War
  70. * Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries
  71.  
  72. #Sector
  73. * Major work done to sector AI to make it better at budgeting and utilizing resources
  74.  
  75. #Diplomacy
  76. * AI will now sometimes gift countries that are at war with their rivals and threats
  77. * AI will no longer ask you to become their vassal multiple times in a row
  78. * AI is now less keen to accept a lot of defensive pacts
  79. * Slowed down AI requests for federation membership/association status to prevent message spam
  80.  
  81. #Misc
  82. * Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
  83. * Fixed a bug where AI was trying to build buildings on tiles that had presentients on them
  84.  
  85. ###################
  86. # User Interface
  87. ###################
  88. * Added a setting to disable all auto-unpausing from popups
  89. * Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
  90. * Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
  91. * Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
  92. * 'Closed Borders' and 'Truce' are shown as diplomatic statuses
  93.  
  94. ###################
  95. # Bugfixes
  96. ###################
  97. * Garrisons are now properly shown and spawned on occupied worlds.
  98. * Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
  99. * Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
  100. * Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
  101. * Fixed armor absorbing too much damage if the ship also had shields left
  102. * Fixed very high armor values negating the effects of armor penetration
  103. * Fixed auto generated ship designs getting wrong combat computers
  104. * Swarm units have had their sound volume adjusted
  105. * Spaceport no longer provide Naval Capacity while under construction
  106. * Fleet view shows current fleet activity instead of order description
  107. * Vassals and overlords no longer gives sensor to each other while at war
  108. * Sector AI will spend own resources instead of players resources when upgrading spaceports
  109. * Uplift species button is locked if no species can be found on any owned planet
  110. * Fixed a bug where some leaders could live forever
  111. * Planets with Stone Age Primitives will no longer generate Anomalies
  112. * Tzynn Empire now starts with the proper number of trait points
  113. * Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
  114. * Launcher MOD tab scrollbar appears with correct position and size when content overflows container
  115. * Fixed a rare case of portrait duplication caused by prescripted species templates
  116. * Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
  117. * Situation Log entry list of counters grows up instead of down
  118. * Savannah and Alpine worlds now have proper localization in the start screen
  119. * Fixed typo in Frontier Hospital technology description
  120. * Fixed a bug where upgrade fleet progress could display numbers above 100%
  121. * Fixed some outdated hotkey references in tutorial texts
  122. * Fixed frantic twitching animation in diplomacy window for main species
  123. * Fixed reversed fanatic/militarist bonus to rivalry influence
  124. * Fixed some potential event spam when running on high speeds during War in Heaven
  125. * Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
  126. * Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
  127. * Enclave governments now get a new ruler when the first one dies
  128. * Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
  129. * Fixed some ships getting stuck in a looping death animation
  130. * Fixed CTD when looking at a ship that fired a shot during the same frame as it died
  131. * Fixed CTD that could happen if ground combat was started on a planet without owner
  132. * Garrison from Pops will no longer spawn on planets that have already been occupied
  133. * Fixed CTD that could happen when assigning a new mission to an observation station
  134. * Fixed various issues with Swarm behaviour
  135.  
  136.  
  137. ###################
  138. # Graphics
  139. ###################
  140. * Tweaked humanoid 02 and 05 portraits
  141. * Added updated clothes textures
  142. * Added fixed clothes for humanoid 05
  143. * Arthropoid battleships sections now all line up
  144. * Galaxy view textures have been updated.
  145. * Extradimensionals' death effects have been updated.
  146.  
  147.  
  148. ###################
  149. # Modding
  150. ###################
  151. * Event chain counter max = -1 means max is ignored. Default value is -1
  152. * Added count_countries trigger
  153. * Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
  154. * new trigger won_with_condition = domination_victory
  155. * Added trigger num_strategic_resources
  156.  
  157.  
  158. ###################
  159. # Performance
  160. ###################
  161. * Misc performance improvements
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