V3.5
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V 3.5 Update
Retribution Expansion
New features
- New Artifact Powers. Artifacts are scattered across planets in the galaxy. You research them similar to how you'd build an improvement. Researching creates "charges" that can be used to do a variety of large scale effects.
- Hypergates / Hyperlanes: Building Hypergates allow you to build Hypergates or superhighways through the stars. Ships move substantially faster while traveling on Hyperlanes.
- Supply Ships can send production between planets in your empire
- Technology tree has been overhauled to adds depth and sharpens your strategic choice.
- Two new factions (Drath and Korath)
- New Retribution Campaign
Gameplay Changes
- Nano-Fabricator provides adjacency bonuses.
- Most improvements are now destructible.
- Fusion Power plant removed (redundant)
- Technology Capital cost reduced from 500 to 200
- New Wonder: Dimensional Observatory (increases Hyperlane speed)
- Aid Economy cost reduced from 200 to 75, benefit reduced from 50 to 25. Now available at the start of the game.
- Supply Depot added. Improves early game morale.
- Added ability to repeat Durational projects in the planet window.
- Updated Improvement graphics
- Military Academy is a player wonder (only 1 world can train your legions, was being abused by AI).
- Big boosts to influence based improvements
- Civilization Capital raw production bonus reduced from 2 to 1
- Civilization Capital influence increased from 4 to 10
- Civilization Capital population cap increased from 5 to 8
- Civilization Capital sensor power increased from 12 to 16
- Civilization Capital no longer provides free tourism
- Space Elevators now requires Space Elevators tech
- New Improvement: Colonization Center. Early game player achievement.
- Xeno Medical Center and other related improvements now provide a % population growth increase rather than a flat one.
- Default population growth is 0.01 per turn instead of 0.1
- Supply Module given a manufacturing cost (100) and mass. Requires Space Elevators
- Advanced Resource Mining moved from Age of Ascension to Age of War
- Space Lab tech cost reduced from 200 to 120
- First level techs increased from 24 cost to 36 cost
- Removed Xeno Irrigation tech
- New Techs:
- Deep Field Inspection
- Subatomic Organization
- Beam Weapon Miniaturization
- Warhead Miniaturization
- Hyperfield Mass Launchers
- Energy Defense Miniaturization
- Counter-Targeting Computers
- Armor Materials Science
- Ministry of Alien Affairs
- Department of Colonization
- Spatial Manipulation
- Space Elevators
- Galactic Council influence per turn increased from 1 to 25
- Changed the base repair rate for ships, starbases, and shipyards to 1/turn
- Prolific trait reduced from +0.2 flat growth increased to +50% growth increase
- Added the Arnorian Relic Study starbase module
- Added the Precursor Observatory starbase module
- Fixed an error in the text string for the ancient Ability trait
- Drengin: now have Militant 1 and Brutal 1 instead of Influential 1 and Brutal 2
- Iridium: now have Handy 2 and Adventuresome 2 instead of Influential 1
- Onyx Hive: now have Adventuresome 2 instead of Influential 1
- Personality traits on some factions have been adjusted
- Fix for refreshing the stats of colonies when transferring a citizen to your home planet.
- Strategic Command improves military production on the planet by 50%
- General pass on ship design templates for AI and player to make for better designs.
- Carrier modules cost more.
- Show the planet class in the unit transfer screen
- Drengin given Influential trait
- Altarians lose Peaceful trait, given Aggressive trait
- Iridium Corporation loses Handy trait and Adventuresome trait, given Cultural and Influential traits
- Onyx loses Opportunistic trait and given Cultural trait
- Onyx loses Adventuresome trait, given Influential trait
- Arceans lose Trader and Diplomatic traits (because they're neither)
- Map Sizes increased:
- Thrusters cost increased from 7 to 30 while space used reduced from 8 to 1
- Ion Thruster cost increased from 12 to 40 wile space reduced from 9 to 1
- Field Thruster cost increased from 16 to 50 while space reduced from 10 to 1
- Inertial Accelerator cost increased from 48 to 60 while space reduced from 12 to 1
- Deflectors beam defense increased from 2 to 4
- Shield beam defense increased from 3 to 6
- Barrier beam defense increased from 5 to 8
- Force field defense increased from 6 to 10
- Invulnerability beam defense increased from 8 to 12
- Armor and Point defenses get similar buffs
- Generals now available with Militarization Tech
Base game
Gameplay
- Recommended memory requirements for map sizes reduced based on memory savings.
- AI manages tax rate with more focus on how it affects approval
- AI uses tiny hulled ships to build defenders to help dissuade easy conquest.
- Fixed bug that was preventing AI from stationing garrisons.
- Cruel AI personalities are more focused on weapon tech
- AI is more conscious of existing enemies before declaring war on more.
- Going to war with most favorit-ish civ penalty changed from a 25% penalty to a flat 0.1 to goods and services.
- Exterminators can now colonize toxic worlds
- Changed it so that the bonuses will show a decimal place if the decimal value is greater than zero. E.g., +2.5% shows up as +2.5% but 5% does NOT show up as 5.0%.
- "Defiant Civilizations" list in the UP details now scrolls correctly
- Lighting update for battle viewer.
- Added Commonwealth race trait that gives +5 diplomacy bonus to the Commonwealth
- Updated the description for Corrosive worlds.
- Fixed the icon of corrosive worlds in the base game.
- AI is more likely to build transports
- Shipyard size reduced slightly
- AI is more aggressive towards shipyards and starbases
- Added a defeat message when another player achieves an ascension victory.
- Carrier modules use a bit more space.
- Shipyards and Starbase base HP increased from 50 to 100.
- Hull Changes
- Tiny hull: Reduced manufacturing cost from 40 to 25
- Small hull: Reduced manufacturing cost from 60 to 40
- Medium hull: Reduced hp from 60 to 30, increased mass cap from 64 to 72
- Large hull: Reduced hp from 100 to 80, increased the mass cap from 128 to 144, decreased tactical speed from -10% to -20%, decreased acceleration from -10% to -40%
- Huge Hull: Increased manufacturing cost from 600 to 800, increased mass cap from 256 to 300, increased logistics cost from 18 to 24, decreased tactical speed from -20% to -50%, decreased acceleration from -20% to -80%
- Cargo hull: decreased manufacturing cost from 24 to 16, removed maintenance, reduced hp from 10 to 3, increased tactical speed from -90% to -50%, increased acceleration from -80% to -20%
- Starbase hull: increased hp from 50 to 250
- Starbase Module changes
- Starbase Defense Systems: Removed Durantium, Elerium, and Antimatter cost
- Advanced Starbase Defense Systems: Reduced Durantium cost from 2 to 1, removed Elerium cost, removed antimatter cost
- Omega Starbase Defense System: increased Durantium cost from 3 to 5, removed Elerium cost, removed antimatter cost
- Economic Ring starbase module: removed maintenance
- Starbase factory: tech prereq moved from Xeno Manufacturing to Orbital Manufacturing
- Cultural Forum starbase module: tech prereq moved from Translator tech to Cultural Exchange
- Information HUb starbase module: cost reduced from 200 to 100
- Interstellar Exchange starbase module: cost reduced from 300 to 100, Promethion cost reduced from 4 to 3
- Interstellar Embassy starbase module: cost reduced from 400 to 100, Promethion cost reduced from 8 to 4
- Interstellar Ministry starbase module: cost reduced from 500 to 100, Promethion cost reduced from 10 to 5
- Added the Indoctrination Center starbase module
- Added the Hive Mind Starbase module
- Added maintenance cost to all the mining starbase modules
- Removed Maintenance from all Starbase modules except rings.
UI
- Starbase resource mining display now has a 0.n precision.
- Removing"jitter" when basic UI controls unhide
- Changed setup label from Galaxy Type to Galaxy Setting
- You can now search for techs based on their searching for its flavor text name
- Increased size of offer text in the Conversation window
- Added Military stat to the Colony summary list screen.
- Asteroid context window now shows hotkey to build a mining base
- Taxes changed to "Tax rate"
Bugs
- Carrier fighters are not accounted for in displaying ship battle stats outside of battle
- Fixed starting event that gives you a scout when it's not supposed to
- Fixed a common MP desync on starting a new MP game during map generation.
- Fix for missing translation for Subspace Resonator B improvement.
- Fixed crash related by spawning a new planet.
- Fixing a couple of potential crashes from the AI getting awarded a starbase when it doesn't have a place to put it.
- Prevent two planets being generated on the same tile. Gets awkward real fast. Fix for random crash using a destroyed object
- Fixed a MP desync where diplomacy wasn't be calculated the same for all players.
- MP crash fix (peer was looking for non-existent colony)
- Fixed the bug that was allowing players to build multiple wonders. Hopefully, this bug is now dead forever.
- Fixed the Neutral option of the Precursor Artifact starting event
- Fixed error descriptions after game within a game (cannot build a starbase within %d bug)
- Fix for MP shipyard crash
- Deleting a starbase in scenario mode in the map editor no longer does bad things
- Update arrows on the Headers in the Ship Design window.
- Show the updated turns for the overflow from shipyard overflows
- Changed Specialty ships to default to being unfiltered, not just when there are no favored ships
- Improvement tool tip precision increased to show tiny population growth changes.
- Fixed a typo on the Relic starting frequency dropdown (Precusor >> Precursor)
- Added Divide by 0 check for production, preventing a crash
Crusade Expansion
- Changed the base repair rate for ships, starbases, and shipyards to 1/turn
- Prolific trait reduced from +0.2 flat growth increased to +50% growth increase
- Added the Arnorian Relic Study starbase module
- Added the Precursor Observatory starbase module
- Fixed an error in the text string for the ancient Ability trait
- Drengin: now have Militant 1 and Brutal 1 instead of Influential 1 and Brutal 2
- Iridium: now have Handy 2 and Adventuresome 2 instead of Influential 1
- Onyx Hive: now have Adventuresome 2 instead of Influential 1
- Personality traits on some factions have been adjusted
- Fix for refreshing the stats of colonies when transferring a citizen to your home planet.
- Strategic Command improves military production on the planet by 50%
- General pass on ship design templates for AI and player to make for better designs.
- Carrier modules cost more.
- Show the planet class in the unit transfer screen
- Drengin given Influential trait
- Altarians lose Peaceful trait, given Aggressive trait
- Iridium Corporation loses Handy trait and Adventuresome trait, given Cultural and Influential traits
- Onyx loses Opportunistic trait and given Cultural trait
- Onyx loses Adventuresome trait, given Influential trait
- Arceans lose Trader and Diplomatic traits (because they're neither)
- Map Sizes increased:
- Tiny: 28 to 32
- Small: 40 to 50
- Medium: 50 to 64
- Large: 70 to 72
- Thrusters cost increased from 7 to 30 while space used reduced from 8 to 1
- Ion Thruster cost increased from 12 to 40 wile space reduced from 9 to 1
- Field Thruster cost increased from 16 to 50 while space reduced from 10 to 1
- Inertial Accelerator cost increased from 48 to 60 while space reduced from 12 to 1
- Deflectors beam defense increased from 2 to 4
- Shield beam defense increased from 3 to 6
- Barrier beam defense increased from 5 to 8
- Force field defense increased from 6 to 10
- Invulnerability beam defense increased from 8 to 12
- Armor and Point defenses get similar buffs
- Generals now available with Militarization Tech
Hot Patch
- Mods now load properly.
- Fixed an issue keeping players from researching the "Hyperfield Projection" tree
- Ancient factions can now research "Inherent Talent"
- Ancient factions can now research the "Precursor Tradition" tree
- Devout factions can now research "The Path" tree
- Intuitive factions can now research the "Xeno Anthropology" tree
- Scavenger factions can now research the "Recovery" tree
- Vigilant factions can now research the "Stellar Forge" tree
- Knowledgeable factions can now research the "Gravitonics" tree
- Removed non-working Durantium costs on hull sizes (no actual impact since they weren't working anyway)
- Re-assigned some ship classes to have the appropriate strategic icon (bombers now have bomber icons) which will sort them into their right category for the ship style set builder.
- Fixing a bug where repeatedly saving and loading games within a single game session would increase the save game sizes. Fix is not retroactive.
- Fix for custom citizen images and flavor text not showing up.
- Changed Tourism adjacency on the Consulate bonus to 200% from 2%.
- Removed references to the "Trade Capital" in the tech tree because the improvement was removed from the game.
- Fixed issues that prevented Synthetics from accessing advanced Trading techs
- Nebula movement penalty costs work properly again
- Train Celebrities now requires Cultural Beacon, not Diplomatic Corp
- Added alternate trigger to end mission 1 the Korath colonize Yiven III.
- You can no longer place Bazaars in the map editor if you don't own Mercenaries Expansion Pack
- Fixed typos in the campaign
- Fixed a couple of MP crashes
- Synthetic, and Silicon-based life forms no longer get the Disease event because machines don't get sick. They just get angry.