Jump to content


Patch Notes v46.4


  • Please log in to reply
No replies to this topic

MrConway #1 Posted 22 July 2016 - 04:09 PM

    Community Coordinator

  • WG Staff
  • 54
  • Member since:
    10-03-2013

Once again we have been hard at work tweaking, improving and fixing! 

 

Here are the patch notes for version 46.4:

 

General

●Added Gamepad support

○Added options for Start button, new navigation bindings, tactical camera modifier

○L1 + right stick on tactical, rotate the camera.

●Added Tobii eye-tracking support

●Added Profile for Logitech keyboards

●Added Steam Cloud support for saved games

●Special transports for different races on a colony have been added

●Added Auto-Turn option

●Added 100 achievements to the game

●New and improved Tutorial

●Updated the visuals of the Cluster galaxy type

●Small improvement to Planet Rating regarding Max Pop Size

●Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure

●Updated logic for learning techs via perks

●Blueprint limit is now increased when discovering a new blueprint

●Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions

 

Game Setup

●Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options

●Added perks validation when creating a custom race; if the perk selection is invalid it throws an exception

●Additional options added for Research, Production and Population Growth speed

 

AI

●Improved planet evaluation for colonization

●Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't

●Improved strategic analysis

●Heatmaps are now connected to memory system

●Improved Share Charts evaluation - will now take into account revealed colony information

●Improved Alliance evaluation - will now consider that alliances imply a vote in the Galactic Council

●AI will try to offer share charts only to the lead in known stars

●Improved Invasion by building closer to targets

●Improved Bombard by considering invasion targets

●Improved heatmap by considering only dynamic FP (making the AI more aggressive)

●Workers optimization for military outpost construction according to heatmap. Consider war when building settlements. Fix for colonization and unreachable planets

●The AI now focuses on colony expansion in their early stages before starting research

●Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts

●Production Focus will be set when building ships and at war, or terraforming

●New colonization & civil transports heuristics and AI flow: Avoids low food production planets, Optimized Needs for security and economy, better handling of pirates by AI races

●Removed duplicated targets for blocking fleets

 

Balance

●Revamped Victory Chances heuristics

●Shield & Armor Rescaling

○* Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11)

○* Incrased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient)

●Battle Pod changes

○* Added a Size Cost to Battle Pods (BaseSize 0 -> 20, sizeFactor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls)       

●Rebalanced Alkari so that they build a some heavier ships

●Guardian of Orion changes

○* Hull Space Reduced (3000 -> 2500)

○* Hull Points Reduced (3000 -> 2000)

●Terraforming incremental cost factor reduced from 2 to 1.5

●Fix for Gravity Tolerance costs

●Balanced food requirements per planet size

●[Galaxy Generation] Force spawn the race that least likes the player's civ closest to him when in single player

●Pirate spawn rates are now connected to game difficulty

●Food requirement curve adapts to changing population limit instead of using final planet capacity

●Rebalanced Share Charts so that it's not so exploitable

●Rebalanced Accept Embassy so it's easier to perform a symmetric deal

●Balance Tweaks:

○* CO Mod Cost & Size (0.5 -> 0.25)

○* Lightning Field Base Size (4 -> 2)

○* Augmented Engines Size (5/2.5 -> 4/2.2)

●Fixed conservative rule about hostiles systems that blocked the movement of scouts with autoexplore on the presence of pirates

 

Tactical

●Changed strafing to look more natural

●New abstract representation in zoomed out view

●Added specific Blueprints for each Race when played by AI

●Mouse-over a ship shows its health bar

●Pixel ships FX & Prefabs fixes

●Battle results: Beam accuracy and PD accuracy changed

●Trails are now solid lines instead of dotted

●Added BattlePods to Player Destroyer as an Improvement

●Transition intro is now mirrored depending on which side the player is placed

 

Diplomacy

●Added confirmation before declaring war

●Disposition changes are now highlighted in the UI

           

Multiplayer

●AIs in multiplayer from load will now automatically connect

 

UI       

●Colonies with a starbase now have an icon in the galaxy view

●New look for buttons in the game

●Victory chance and power are now shown for colonies on mouse-over

●Diplomatic information toggle is now save

●Improved cell modifiers feedback in colony management

●Improved planet degradation Feedback

●[Ship Design] Added Upgrade All button

●Added filter to selection of colony where to request invasion ships

●Added Autoturn beside the TURN counter

●Added colonize icon to colonize button

●Improvements in audience screen

●Flipping combat assets horizontally so they match the civilians assets facing left

●New in-progress animation for planet and build popup

●Now Population circle in Colony widget becomes red when starving

●Renamed SHIP DESIGN button to BLUEPRINTS for consistency 

●Workers now show a "+" icon when the number is bigger than the one displayed

●Added icon space factory in references of techtree

●Fix for Equipped core system modules icons can overlap module scrap hint

●Added notification for loading a game from main menu when a current game is in progress

●Add new icons tooltip for tactical

●Added confirmation dialogs for new game, load and exit if unsaved changes will be lost

●Added notification for loading a game from main menu when a current game is in progress

●Art pass for tutorial widgets and positions

●New icon Anti Gravity Harness for tech apps

●Added diplomacy icon for empire top bar

●Added icon for electronic computer in tech apps

●Added bg to each button in the Empire top bar fla

●Added URGENCY PULSING ANIMATION to Food widget when starvation occurs

 

UX

●[Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons

 

Audio

●Added 3D enabled for wormhole/jump gate sounds

●Added sounds for specials

●Added Repair Beam sound

●Added Pulsar Fire sound

●Added StarMap click on planet

●Scientific Victory: audio added for the cutscene

●Conquest Victory: audio added for the cutscene

●Added Audience Sounds: Bulrathi Emperor sounds added

 

Visual

●Updated background for cluster galaxies

 

Localization

●Subtitles language is now independent from UI and Voices

●Subtitles added to research screen

●Added demonyms keys

●Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit)

●Updated localizations

●[RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version

●Victory subtitles synchronization (ENG/SPA)

 

You thought that was all? Wrong! This build also brings over 200 bugfixes, which can be found here.

 

 


twitterqxkfa.pngfacebook65yzk.pngyoutube1nk0c.png





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users