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  1. Patch 2.60 (12 October 2017)
  2. Base Game
  3.  
  4. Added base production points to manufacturing/research/income production tooltips
  5. Fixed issue where functional components in the ship designer weren't taking the player's techs into account
  6. Fix for issue where player made ship components would be loaded twice, showing up as duplicates
  7. Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
  8. Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
  9. Improvements that use Arnor spice now charge you only once instead of every turn.
  10. Increase drawing performance on higher resolution displays
  11. Fixed the "Death Furnaces" ideology description to match its effect
  12. High level factories require Durantium to build.
  13. Fusion Power Plant requires 1 anti-matter to build
  14. Research Cloister promethion cost reduced from 10 to 5
  15. Cities can be built any number of times on a planet but now have 1 promethion cost. The idea is that if you have lots of Durantium, you should probably build up with Factories. If you have lots of Promethion, you can build up with cities.
  16. Added personality traits to Diplomacy Report Window
  17. Made the planet window not display manufacturing for military if the planet isn't sponsoring a shipyard
  18. Fixed issue where if an opponent's planet had stationed ships, but you didn't have enough espionage to see them, the "Eject All" button would still show up and be clickable
  19. Eject all button on planet UI of planets that are not yours
  20. Fix for odd behavior in MP that can result in a crash for the host in the United Planets system.
  21. Disabled the required win ratio for UP resolutions because no one really understood it.
  22. Fixed issue where the resource log wasn't being updated for administrators whenever you bought a mercenary
  23. Fixed issue where you could get infinite legions if you had a stationed general on a planet
  24.  
  25. Gameplay / Balance
  26.  
  27. Prototype Hyperdrive base mass use reduced from 8 to 6 but now uses 10% of the ship's mass.
  28. Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
  29. Thrusters made smaller but cost more.
  30. Thrusters now faster.
  31. Fixed typos in Tutorial_Refuge_FlavorText.xml and added in tutorial text to explain changes from 2.5.
  32. AI more careful about getting overextended with too many wars.
  33. Ripe for conquest Diplomatic mod now takes more personality traits into account.
  34. AI is a little more wary of going to war with lots of other players.
  35. Updated description for personality traits to be more explicit in what they mean.
  36. Changed planet word on the street text better grammar.
  37. Building a shipyard with a constructor in crusade will now refund an administrator
  38. Pirates are slightly more frisky.
  39. Turn time improvement.
  40. Made it so that the rename object dialog always appears on top (otherwise it has issues when bringing it up in places like the planet govern screen)
  41. Fix for missing strings in base campaigns
  42. Reduced power of some of the ideological events.
  43. Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
  44. Balance pass on base game improvements.
  45. Political Mastery military manufacturing reduced from 20% to 10%
  46. Planetology +1 raw production bonus removed
  47. Starport level bonus increased from 0.3 to 0.5 military production
  48. Space Elevator manufacturing level bonus increased from 0.3 to 0.5
  49. Fusion Power Plant and other high level mega improvements reduced in effect
  50. Updated Mercenary abilities
  51. Certain high level improvements no longer provide an empire wide bonus (particularly ones that can be built over and over...)
  52. Drengin slave improvements don't increase population cap anymore.
  53. More balancing to ideological events.
  54. Pirate event more common
  55. Evil motivation traits reduced from doubling to something more reasonable
  56. Updated and rebalanced Mercenary components just for the Mercenaries DLC.
  57. DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
  58. DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
  59. Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses.
  60. Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
  61. Battle Initiation Window doesn't pop up when you are attacking an asteroid
  62. Added a Crusade specific FOW coloring.
  63. Added a Crusade specific starbox.
  64. Increased number of trade licenses that techs provide
  65. Tiny hull cost increased from 20 to 25
  66. Tiny hull maint increased from 1 to 2
  67. Tiny hull acceleration increased from 0.2 to 0.3
  68. Tiny hull max speed increased from 0.2 to 0.3
  69. Small hull cost increased from 30 to 40
  70. Small hull maint increased from 1 to 2
  71. Medium hull maint increased from 1 to 2
  72. Large hull cost increased from 150 to 250
  73. Large hull maint increased from 1 to 2
  74. Huge hull maint increased from 1 to 2
  75. Huge hull logistics cost increased from 12 to 15
  76. Starbase maint increased from 1 to 3
  77. Trade Route income reduced from 5% of planet income to 3%.
  78. Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
  79. More typo fixes.
  80. Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
  81. Starports now cost 1 maint
  82. Colony and Constructor module costs reduced from 16 to 10.
  83.  
  84. UI
  85.  
  86. Added new hotkey for building asteroid mining base (defaults to "B")
  87. Added tooltips to the fleet stats entry in the main game window saying what each stat represents
  88. Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
  89. Fixed small space at the bottom of the command buttons list in base game mode
  90. Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)
  91.  
  92. Bugs
  93.  
  94. Fixed issue where the city improvements were showing as lit up and available to build when there were no more tiles left to place the city on
  95. fixes issues with some hotkeys not working, like CTRL+S, as well as being unable to assign those keys with flags correctly
  96. Fixed issue where fleets were getting hidden underneath things like asteroids and rally points when you select the fleet
  97. Fixed issue where clicking on a different improvement in the planet's build queue would not update the Rush button's tooltip with the correct rush cost
  98. Fixed issue where a few of the ship components with abilities were not showing up in the fleet/ship abilities list
  99. Fleet/ship context windows are no longer rounding down numbers to the stat breakdown tooltip giving inaccurate info for the weapons and defenses
  100. Erragis now correctly gives the kinetic damage reduction to all ships in the fleet, instead of just itself
  101. Fixed error that was setting the wrong spinner for the custom faction's second material def
  102. Precursor anomalies now correctly actually give Antimatter and Elerium when you survey them
  103. Added checks to prevent asteroids related crashes.
  104. Updated research video for base game tutorial.
  105. You can longer upload cheesed factions to the workshop
  106. Fixed issue where when the AI would fall-back to governors, the governor would queue up durational projects as regular improvements, causing the icon to show up on the colony map
  107. Made it so that whenever a new governor is assigned to the colony, the governor takes action immediately, instead of waiting for the next turn
  108. Added new checkbox to the Govern Planet and Govern Planet With Production Wheel windows that enables/disables allowing the governor to clear the production queue whenever a new one is assigned
  109. Factions that start with techs no longer start researching a high level tech without your permission.
  110. The economy dot on the production wheel no longer pops out on Govern screen
  111. Fixed issue where base game "classic" saves weren't showing the message to load the classic branch in steam
  112. Fixed issue where you could click a tab in the civ builder a second time to de-select it, which would then prevent the line next to it from un-highlighting whenever switching to another tab
  113. Fixed a MP crash related to the godlike AI
  114. Fixed issue where pressing the "save" button in civ builder wouldn't leave the civ builder when it finished saving
  115. Optimized UI code to get a perf boost
  116. Fix for issue where if somehow the player gets a transport ship with no population on it, they can't invade with it
  117. Fixed bug that caused the base game to have super high numbers of resources and habitable planets.
  118. Base game gets the bigger map sizes and increased densities from Crusade.
  119. Fixed Rare habitable planets to be a whole number.
  120. Improved text descriptions.
  121. restored prototype survey ship component, as it missing was preventing the prototype survey ship blueprint from working
  122. copied the map setup settings from crusade to base game to make map generation consistent between base game and crusade
  123.  
  124. Crusade
  125.  
  126. Added base production points to manufacturing/research/income production tooltips
  127. Fixed issue where functional components in the ship designer weren't taking the player's techs into account
  128. Fix for issue where player made ship components would be loaded twice, showing up as duplicates
  129. Fix for issue where DLC custom ship components would show up twice in the ship designer if launched from the main menu
  130. Moved improvement gfx from Mercenaries to base gfx folder because Crusade uses them too
  131. Improvements that use Arnor spice now charge you only once instead of every turn.
  132. Increase drawing performance on higher resolution displays
  133. Fixed the "Death Furnaces" ideology description to match its effect
  134. Research improvements now have a maint of 0.5
  135. Research buildings no longer have a Promethion cost
  136. Research based Wonders require Arnor Spice to construct
  137. There's no limit on the number of cities you can have on a planet but they now cost 1 promethion in addition to food. Again, the idea is that if you have lots of Durantium, use factories to increase the productivity of your population but if you have lots of promothion then people are probably a better bet.
  138.  
  139. Gameplay / Balance
  140.  
  141. Prototype Hyperdrive moves reduced from 5 to 2 to conform to other component performances.
  142. AI more careful about getting overextended with too many wars.
  143. Ripe for conquest Diplomatic mod now takes more personality traits into account.
  144. AI a little more wary of going to war with lots of other players.
  145. Updated description for personality traits to be more explicit in what they mean.
  146. Changed planet word on the street text better grammar.
  147. New mission: Aurorus tree expedition
  148. Drengin labor camps and such only provide 0.1 population cap increases instead of a full point.
  149. Reduced power of some of the ideological events.
  150. Slave trade route benefits balanced to not provide quite as much approval bonus as well as reduce production bonus.
  151. Balance pass on base game improvements.
  152. Political Mastery military manufacturing reduced from 20% to 10%
  153. Planetology +1 raw production bonus removed
  154. Starport level bonus increased from 0.3 to 0.5 military production
  155. Space Elevator manufacturing level bonus increased from 0.3 to 0.5
  156. Fusion Power Plant and other high level mega improvements reduced in effect
  157. Updated Mercenary abilities
  158. Certain high level improvements no longer provide an empire wide bonus (particularly ones that can be built over and over...)
  159. Drengin slave improvements don't increase population cap anymore.
  160. More balancing to ideological events.
  161. Pirate event more common
  162. Evil motivation traits reduced from doubling to something more reasonable
  163. Updated and rebalanced Mercenary components just for the Mercenaries DLC.
  164. DLC Mega events:Pirates start with some techs that make them move faster, get some money up front.
  165. DLC Mega events: The Artifact diplomacy points reduced from 5 to 1 so that you don't just instantly win.
  166. Updated base game Manufacturing improvements to work better with the "All Construction" adjacency bonuses.
  167. Map generation balance fixes to make Crusade/base game let idiotic in their resource generation.
  168. Battle Initiation Window doesn't pop up when you are attacking an asteroid
  169. Added a Crusade specific FOW coloring.
  170. Added a Crusade specific starbox.
  171. Increased number of trade licenses that techs provide
  172. Tiny hull cost increased from 20 to 25
  173. Tiny hull maint increased from 1 to 2
  174. Tiny hull acceleration increased from 0.2 to 0.3
  175. Tiny hull max speed increased from 0.2 to 0.3
  176. Small hull cost increased from 30 to 40
  177. Small hull maint increased from 1 to 2
  178. Medium hull maint increased from 1 to 2
  179. Large hull cost increased from 150 to 250
  180. Large hull maint increased from 1 to 2
  181. Huge hull maint increased from 1 to 2
  182. Huge hull logistics cost increased from 12 to 15
  183. Starbase maint increased from 1 to 3
  184. Trade Route income reduced from 5% of planet income to 3%.
  185. Snathi get 4 instead of 3 trade route licenses with Xeno Commerce in order for Stardock to survive their inevitable culling of Earth.
  186. More typo fixes.
  187. Rework to various colonization events to give the evil choice more goodies because evil will always triumph because good is dumb.
  188. Epiphany now costs 2 instead of 1 Spice
  189. Central Bank provides 1 wealth instead of 100% wealth (was a bug)
  190. Central bank provides 1 wealth per level
  191. Starports now cost 1 maint
  192. Bureaucrats get 10 instead of 25 bonus administrative points.
  193. New Improvement: Diplomatic Corps. Let's the player train Diplomats.
  194. Players now start out with a leader.
  195. Awe trait now provides benefit to all civs rather than just minors since you don't trade with Minors in Crusade
  196. Interstellar governance now provides a leader upon researching
  197. Republic government now provides a leader upon researching
  198. Democracy tech now provides a leader upon researching
  199. Star Federation tech now provides a leader upon research
  200. Various high end diplomacy techs now provide a diplomat
  201. Cultural Influence tech now provides a celebrity
  202. Xeno Economics now provides an Entrepreneur upon researching
  203. Xeno Farms now provide 0.5 food per level instead of only 0.3 (along with all the upgrades)
  204. Various recruit projects on planets cost less but now require a special resource.
  205. You can now recruit celebrities but you cannot yet eject them into space (patience).
  206. Treasure Hunt mission is now available at start of the game.
  207. Prototype hyperdrive base cost increased from 8 to 50 (duh)
  208. Beam weapons use slightly more mass
  209. Plasma weapon cost increased from 60 to 70
  210. Phased cannon cost increased from 70 to 90
  211. Rapid recharger mass dramatically reduced but cost increased from 12 to 32
  212. Energy Accelerator mass greatly reduced but cost increased from 23 to 50
  213. Harpoon cost reduced from 80 to 60
  214. Photonic warhead cost reduced from 150 to 90
  215. Triton missile cost reduced from 250 to 120
  216. Photon Torps reduced from 300 to 120
  217. Kinetic weapon mass substantially reduced across the board
  218. Kinetic weapons damage slightly increased
  219. Quantum Driver cost reduced from 120 to 90
  220. Singularity driver reduced from 140 to 90 cost
  221. Rapid reload and other special modules have their cost increased but their mass decreased. Idea is that special modules should be used by wealthy civs.
  222. If a commander is already in the fleet the "Add Commander" button (if available) is disabled.
  223. Colony and Constructor module costs reduced from 16 to 10.
  224.  
  225. UI
  226.  
  227. Added new hotkey for building asteroid mining base (defaults to "B")
  228. Added tooltips to the fleet stats entry in the main game window saying what each stat represents
  229. Fleets now use the closest star system plus roman numerals for their name when 'creating' a new fleet ('creating' meaning when a single ship becomes a fleet)
  230. Fixed small space at the bottom of the command buttons list in base game mode
  231. Added Design Author field to the ship style set editor that shows the ship design's author (hides if it's a core ship design)
  232.  
  233. Bugs
  234.  
  235. Fixed issue where the city improvements were showing as lit up and available to build when there were no more tiles left to place the city on
  236. fixes issues with some hotkeys not working, like CTRL+S, as well as being unable to assign those keys with flags correctly
  237. Fixed issue where fleets were getting hidden underneath things like asteroids and rally points when you select the fleet
  238. Fixed issue where clicking on a different improvement in the planet's build queue would not update the Rush button's tooltip with the correct rush cost
  239. Fixed issue where a few of the ship components with abilities were not showing up in the fleet/ship abilities list.
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