Star Ruler 2

Star Ruler 2

Rising Stars (old)
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Alexander the Great  [developer] 17 Dec, 2014 @ 5:33am
Patch Notes
Version: 0.040

This post lists differences between 0.040 and vanilla. Later posts will list the changes introduced in later posts.

Research:
  • Research grid has been reorganized
  • A bunch of techs have been rebalanced.
  • New tech: +40% Current Labor to factory
  • New tech: Increased population cap on level 2+ worlds. (Dalo: Working on level 1+ worlds as well. Unless plans have changed.)
  • Hyperdrive, Fling Beacons, Gates and Slipstream unlockable through research.
  • Reactive Armor for supports (labor-intensive)
  • High-capacity, low-regeneration shield generator
  • Shield generator for supports (higher capacity, but lower regeneration than standard flagship shield generator)
  • Cultivation and Name Planet cards are now available on the research grid.

Anomalies:
  • FTL income from harvesting ancient gates reduced to 0.75 from 1

Artifacts:
  • Arcology artifact chance increased.
  • Telescope price increased to 700.

Influence/Cards
  • Cultivation and Name Planet cost less overall influence to play and buy.

Orbitals:
  • FTL Jammer cost reduced to 600.

Planets/Resources
  • Local Asteroid Field's base pressure cap has been increased by 6 and Labor pressure increased by 1.
  • FTL planets now give 2/2 Energy/Research pressure on top of the FTL generation/storage
  • New Level 3 planet "Research Center". Gives 7 Research pressure and converts Labor and energy into research. +20% to civilian Research generation on the planet. Not exportable.
  • New Level 2 planet "Intelligence Facilities". Gives 2 Defense pressure, vision to adjacent systems and generates Intelligence cards over time. Not exportable. Also allows usage of 'Telescope' ability.
  • New Level 2 planet "Technofarm". Gives a Cultivation card each 6 minutes, increases population growth and some Research/Money pressure (2/2).
  • New Level 3 planet "Aphrodisiac Paradise". 100% growth rate, +20 maximum population. 5/5 Money/Influence pressure. 50% penalty for civilian production of other resources. Not exportable.
  • New Level 3 Planet "Ancient Shipyards". Gives 10 Defense pressure and grants the ability to retrofit fleets in the same star system with ancient technology, giving 40% Fleet Strength for 700 energy.
  • Supercarbons are now available on asteroids with high labor cost to build (100)
  • Morphic materials now give 3 Pressure but cost 30 labor.(The labor/pressure ratio remain the same)
  • Contruction Materials give more flat labor (+6 from +4) but the % labor increase has been reduced to 50% from 100%.

Subsystems:
  • Reactive armor now available for supports. Labor-intensive with up to 3/4 dmg reduction. (Flagships have up to 5/6.)
  • Increased the damage resistance of Neutronium and Ablative Armor.
  • Bulkheads and Targeting Sensors are cheaper.
  • Reduced the amount of supply used by torpedoes on flagships.
  • Increased labor cost and decreased build cost of Antimatter Generators.
  • Reactive armor now calculate the impact level based on the ship size rather than the hex size. (Dalo: For player reference: Hex size is calculated using the formula ShipSize/ShipHexCount).)
  • Added a high-capacity, low-regeneration version of the standard shield generator, and a shield generator for support ships.
  • Added Quantum Armor, as durable as Neutronium but lighter. Labor-intensive, and has the same budget cost as neutronium.
  • Added Flak Cannon. Fires a small bomb at range somewhat higher than that of a railgun, as frequently as a support railgun.
  • Added Shielded Antimatter Generator. Slowly resupplies the fleet in combat, but is more expensive, produces less power and has a lower out-of-combat supply regeneration. The in-combat regeneration is not yet visible in the GUI.
  • Added Repair Bay. Slowly repairs the entire fleet (25% of the efficiency of a Crew (from "Bridge and Crew") hex), and repairs the flagship as effectively as a Crew hex. Does not contribute to starship control. As with in-combat supply regeneration, the fleet repair is not yet visible in the GUI.
  • Added High Density Supply Storage. Holds 220% of the supply of regular supply storage, but costs more labor and money to build or maintain. Uses power, leaks supplies faster if damaged and has no innate supply regeneration whatsoever. (Note by Dalo: The prices per unit of supply are actually lower right now. This may change later, depending on whether it's intended or not.)

Imperial Buildings:
  • Added Government Center and Power Plant. Expensive influence and energy generators.
  • Added Intelligence Facilities, which generate cards against adjacent empires. If no adjacent empires are found, intelligence is generated against a random empire.

Traits:
  • Modified some bonuses and costs.

Other:
  • Revenant parts tweaked.
    • Engine: HD and thrust bonus reduced from 50%/75% to 30%/50%
    • Core: Bonus Support capacity increased to 40% from 25%
    • Chassis: Bonus Build cost increased to 70% from 50%
    • Cannon: Bonus speed and range reduced to 50% from 75%
Last edited by Dalo Lorn; 20 Dec, 2014 @ 11:34am
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Showing 1-15 of 18 comments
Alexander the Great  [developer] 18 Dec, 2014 @ 9:39am 
V 0.042

Planets/Resources
  • Added Level 3 resource "Gate World". Provides 5 pressure of each type, and can only be found in black hole systems. It also functions as a Gate and Fling Beacon.
Last edited by Dalo Lorn; 20 Dec, 2014 @ 11:35am
Alexander the Great  [developer] 18 Dec, 2014 @ 5:10pm 
V 0.050

Planets/Resources
  • Gate Worlds can only be found in the black hole systems (at the center of large galaxies), and is protected by a heavy Remnant Fleet that blocks the colonization and the FTL methods until destroyed.
    • Destroying that fleet unlocks the unique Remnant Armor.
      • Other empires are notified of this achievement.


Other
  • Mod Logo update.
  • Fixes here and there.
Last edited by Dalo Lorn; 20 Dec, 2014 @ 11:36am
Dalo Lorn  [developer] 20 Dec, 2014 @ 9:51am 
V 0.060

Planets/Resources
  • All custom resources are now unexportable and (with the exception of Tropical Paradise) Artificial. Artificial resources cannot be destroyed by terraforming.
  • "Aphrodisiac Paradise" changed to "Tropical Paradise".
    • Population boost lowered to +10 from +20.
    • Automatically reaches level 1, never needs a Water resource to level.
    • +5 loyalty on the planet.
  • Electronics now adds 0.2 Energy generation. (This was in a prior update, but not listed.)
  • Textiles boost population growth by 20%. (Again, previous patch.)
  • Research Center and Tropical Paradise are no longer unique. This has been compensated for by added rarity.
  • Intelligence Facilities renamed to Intelligence Hub due to the name also being used by the buildable facility.

Research
  • Added secondary unlocks to some techs.
  • Added "Metropolitan Engineering". +10% to population capacity of level 2+ planets.
  • Added "Beam Amplifiers" subsystem.
  • Ion engines are now unlocked by research.

Systems
  • Black holes are now protected by a Remnant Guardian, 10 Remnant Lecythii, and 18 Remnant Vastabats.
    • Once crippled (read: destroyed), the Guardian can be boarded by using the pickup it protects.
    • Boarding the Guardian via the anomaly spawned by the abovementioned pickup will allow a player to choose between unlocking Remnant Armor, unlocking Remnant Shields, or attempting to salvage the Guardian entirely.
      • This last option has only a 5% chance of success. If it fails, you get nothing at all.
      • Neither of these options properly announce their completion to other empires yet.

Subsystems
  • Changed Repair Bay.
    • Again.
    • It now heals the entire fleet for a large sum (4 times the healing of a bridge hex), but the healing is distributed evenly across every ship in the fleet.
  • Added Remnant Armor.
    • Technically, it was already in the game as of 0.0050, but didn't work as intended.
    • Has mass equal to that of Quantum Armor.
    • Health is slightly better than Neutronium/Quantum Armor.
    • Immune to armor penetrating effects. (This means that the armor must be destroyed before damage can proceed deeper into the ship.)
    • Has damage resistance slightly better than that of Neutronium/Quantum/Plate Armor.
    • Acts as Reactive Armor with a higher damage threshold (ShipSize/5, while regular Reactive Armor has ShipSize/4). Blocks up to 4/5 of an incoming hit. (Regular Reactive Armor blocks up to 5/6, support Reactive Armor blocks up to 3/4.)
  • Added Remnant Shield Generator.
    • 50% more capacity than covariant shields.
    • Roughly 50% faster regeneration than standard flagship shields.
    • Both Remnant components are considerably more expensive than their standard counterparts, and can only be obtained by destroying the Remnant Guardian.
  • Added Bussard Ramjet (Hi, Star Ruler 1)
  • Added Research Lab buildable on stations. (WIP, might not work)

Miscellaneous
  • All sorts of localization fixes and additions throughout the mod.
Last edited by Dalo Lorn; 20 Dec, 2014 @ 11:44am
Alexander the Great  [developer] 21 Dec, 2014 @ 8:01am 
V 0.070

Planets/Resources
  • Reduced the rarity of the mod's new resources.

Research
  • Expanded research tree.
  • Added some infinite research techs. (much more comming on this area)

Subsystems
  • Added Infiltration module, permanently reduces enemy Fleet Efficiency by 10% and gives permanent vision. Costs 200k § and an energy cost determined by the size ratio of the infiltrating ship and the target. (Dalo: If sizes are equal, energy cost is 200. Assuming I interpreted things correctly.)
  • Added Nano-Repair module, a powerful self-repair system.
  • More adjustments on the supply cost.
  • Thrust changes across all 4 engines.
  • Torpedo damage doubled.
  • Reduced the supply consumption of Missile Launchers (both flagship and support versions) and Rocket Pods.
  • A bunch of minor balance changes.


Other
  • Increased the size of the Remnant Guardian to 12000 from 10000.
  • Changed some visuals for artifacts.
  • Rescaled protoplanet energy cost to 700/1000/1300.
Last edited by Dalo Lorn; 21 Dec, 2014 @ 1:13pm
Alexander the Great  [developer] 23 Dec, 2014 @ 2:44pm 
V 0.080

Planets/Resources
  • Game now supports Lvl 5+ resources so the first one gonna be the Gate World.

Research
    The research tree is gonna suffer a full rework soon but for now:
  • Added more damage nodes.
  • Some cost adjustments in the new Techs
  • Some additions and place changes for some Subsystems.



Subsystems
    Some of the subsytems dont have proper art .I am trying to replace the worst looking one first but have no knowledge so doing my best :/ .
    As you may notice some of them are from Galactic Armory 1.9.2 a great Mod for Sr1.
    The SuperLaser is working like a normal weapon that can destroy planets cause have the Buster Planet ability in the bar
  • Added Powered Armor ,(Reduce the dmg below a low Threshold to almost 0, ideal for carriers)
  • Added Nano-Armor (need a lot of balance tho)
  • Added Heavy Railgun (Still working on the visual -sound to make it fully different from the standard one some mods are done but not enought)
  • Added a Superlaser still WIP that give the ability of the buster machine on top of being a Large Laser
  • More adjustments on the supply cost.
  • Ion Engines have increased performance with the size of the subsystem being a good option for large desings.



Buildings
  • Added the Slave barracks imperial building that destroy influence and research generation on the planet to enslave the population and make them work harder(labor).
Other
    Fixed the problem with anomalys that could cause the Quickbar to disapear.
Last edited by Alexander the Great; 23 Dec, 2014 @ 4:02pm
Alexander the Great  [developer] 24 Dec, 2014 @ 4:41pm 
V 0.090


Research
    The research tree is gonna suffer a full rework soon but for now:
  • Reworked the Gate and orbital part of the tree.
  • Factory Improvements tech is now reusable too.



Subsystems
  • All orbitals are now available into the research grid as station subsystem parts.(FTL Jammer,Gate,FlingBeacon,Supply Depot).Now building complete stations is possible!
  • Added Robotic Shipyard , available on Stations and Flagships auto build ships depending on size.When the carrier ship is full the 50% production is still working as global defense.Does not work during combar.The shipyard carriers are back.
  • Quantum armor is available for supports.
  • Some art are now placed (it suck but ... sorry ;( )
  • Some test sound on the Heavy Railgun is available.
Last edited by Alexander the Great; 24 Dec, 2014 @ 4:52pm
Alexander the Great  [developer] 31 Dec, 2014 @ 9:10am 
V 0.120

Happy New Year!


Dalo: I have a tendency to write really long, detailed patch notes, so...

V 0.120

Abilities
  • Added Admiral abilities.
    • For details on how to obtain an Admiral, skip to Subsystems.
    • Go Down Fighting increases a fleet's effectiveness by 65% over 60 seconds, then causes its flagship to explode, dealing damage equivalent to the square root of 5 times its power output (Power in ship design - in other words, the square root of 5*Power, or (5*Power)^(1/2) as it will be referred to from now) to 4 + (Power / 100)^(1/2) enemies in a (2 * Power)^(1/2) radius. Can only be used on fleets belonging to the Admiral's empire, and cannot be used on a fleet under the effects of "Rally Cry" or "Exhausted". (Dalo: The ingame description disagrees with this. That's because the description was written before the awesome might of detonated Guardians or large Singularity Cores was determined.)
    • Rally Cry increases a fleet's effectiveness by 27.5% over 60 seconds, then applies the "Exhausted" debuff, which reduces effectiveness to 50% for 240 seconds. Can only be used on a fleet belonging to the Admiral's empire, and cannot be used while a fleet is recovering from "Exhausted" or under the effects of "Go Down Fighting".
    • Mask Energy Levels decreases a fleet's apparent DPS by 100 for 300 seconds, making it seem weaker. Costs 200 energy per application, can be used on any allied fleet.
    • All of the above abilities cannot be used on a fleet which is already under the ability's effects. (In other words, no stacking!)
  • Added Engineering abilities.
    • For details on how to gain access to Engineering abilities, skip to Subsystems. Again.
    • For §300k, you can install a laser turret, two railgun batteries or two missile launchers onto an allied planet, ship or orbital.
      • These weapon upgrades have no ill effects upon the target (including no extra maintenance!), and share a 120-second cooldown with each other.
      • The ability to add weapons to a ship or planet may soon be removed.
        • If this happens, allowing a similar ability to be used on ships may be considered.
      • These upgrades cannot stack. Each weapon upgrade can only be performed once for a given object, and is permanent.
    • For §300k and 250 energy, you can instantly construct an Outpost in any star system.
      • This does not share a cooldown with the abovementioned weapon upgrades. It does, however, also have a 120-second cooldown.
      • This ability may soon be allowed to spawn outposts in the interstellar void.
    • This entire section is still a work in progress, and could be changed at any time. (Dalo: What couldn't, right? Right?! :D)
  • Increased the Buster Beam's range to 600 from 200. Also affects the Superlaser's Buster Beam ability. (Dalo: Technically, this was already in the mod since the Superlaser's introduction, but I don't think Alar listed it.)

Buildings
  • Added the Command Center. Adds 2 Defense generation and 128 support capacity.
  • Added Residential Area. Replaces 4 cities and adds 2 population capacity. (The net result is that 2 cities are replaced. Dalo: An extraneous addition in my opinion, but...)
  • Changed icons for Metropolis and Megacity. (Dalo: Satellite images of real cities feel really out of place, but I can't provide Alar with an alternative...)
  • Metropolis must now be unlocked through research.
  • Halved Tax Center income.

Influence
  • Broke the Intelligence card completely in an attempt to allow it to remove infiltrators. How I managed to let Alar get his hands on that, I have no idea...

Planets/Resources
  • Orathi Prime in "The Expanse" is now a Gateworld in addition to the resources it already has. It also has a slightly bigger tile grid than normal planets.
  • Removed the "automatically levels to level 1" part of the "Tropical Paradise" resource. (Turns out it wasn't working until you got it to its minimum level. Also, at some point, the resource was changed to be a Level 4 resource...)

Research
  • Drastically reworked the research grid.
    • Dalo: Still a work in progress. I'm not sure what Alar's plans for the section unlocked by Self-Determination are, but they don't seem to have been fully implemented...
    • Includes a choice between focusing research towards flagships or towards support ships.

Systems
  • Black holes can now appear outside of the galactic core and in the Expanse.
  • The Orathi system in "The Expanse" now contains a Guardian. Needless to say, Remnant technology will be a bit easier to obtain now that there can be more than one Guardian per galaxy...

Subsystems
  • Completely overhauled armor, and rebalanced shield stats.
    • Most armors no longer boost the health of adjacent hexes.
    • Plate Armor is a very cheap armor with moderate health, moderate mass and no damage resistance. (Dalo: Not sure what else to say about it. Personally, I think its current purpose is as a filler, just to keep ships from being completely without armor.)
    • Ablative Armor is a cheap armor with very low health, low mass and high damage resistance.
    • Reactive Armor is also a cheap armor with very low health, fairly low mass and... well, Reactive Armor's abilities.
    • Added Composite Armor. Must be researched.
      • Low health, fairly low mass, cheap-ish with a low maintenance cost. (The cheapest armor with maintenance.)
      • Reduces any damage it takes by a flat 15%.
    • Powered Armor is a cheap-ish armor with low maintenance, very low mass and health, and moderate damage resistance. Requires power, but negates ALL damage below the listed damage resistance, unlike other types of armor. Must be researched.
    • "Nano armor" renamed to the more appropriate "Nanite Armor" and revamped. Must be researched.
      • Low health, very low mass, no damage resistance, expensive with high maintenance and power requirements.
      • Boosts health of adjacent hexes by 25%. That, or it boosts the health of adjacent hexes by 25% of its own health, which isn't that much.
      • Regenerates its health at a pretty good pace, and cannot be bypassed by armor penetration. (Dalo: Regeneration rate is still WIP, I think - Alar was talking about changing it to calculate from subsystem size or something, whereas my current implementation, which is on the Workshop now, regenerates every hex at a rate of ShipSize / 32.)
    • Neutronium Armor is a moderately expensive armor with very high health, very high mass, and moderate damage resistance. Must be researched.
    • Quantum Armor is an expensive armor with very high (slightly less than Neutronium) health, low-ish mass, moderate maintenance and damage resistance. Must be researched.
    • Added Crystalline Armor. Must be researched. (Besides which, its main function is null and void without Shield Generators.)
      • Moderate health, fairly low mass, damage resistance varies from Remnant-like to above-Ablative levels of resistance depending on attack type.
      • Channels all listed damage resistance into shields, regardless of the attack damage. (Dalo: Subject to change. Technically, it's not intended behavior - but if it's fine the way it is, then why change it?) Obviously, a shield generator is still required - goes very well together with Covariant shields.
      • Low resistance to projectiles (railguns and heavy railguns), medium resistance to explosives (missiles, torpedoes, self-destruct devices, flak... I'll have to fix the last one), high resistance to energy weapons (lasers of all kinds).
    • Remnant Armor is a very expensive armor with fairly low mass, very high health (slightly above Neutronium), low-ish damage resistance, weaker Reactive functionality, moderate maintenance and high power requirements. Also boosts health of adjacent hexes by 8.3%, and cannot be bypassed by armor penetration. Must be obtained from dead Guardians.
  • Added Singularity Core. Must be researched.
    • Extreme power generation, power/size ratio improves the bigger the generator is.
    • Has a minimum subsystem size of 100, generates around 20000 energy at that size.
    • Very expensive, but no maintenance costs.
    • Resupplies the ship at a slower rate than even Shielded Antimatter Generators, and has no in-combat resupply.
    • The most dangerous generator in the universe in the hands of an Admiral, for reasons listed in Abilities...
  • Added Improved Command Deck. Must be researched.
    • Contains an Admiral, but generates less Control than a regular "Bridge and Crew" hex.
    • Repairs the ship slower than a regular "Bridge and Crew" hex.
    • Only one Improved Command Deck per ship allowed. Can have more than one hex, however - and it doesn't conflict with "Bridge and Crew" or "Control Computer" in any way.
  • Added Engineering Bay. Must be researched.
    • Allows access to Engineering abilities.
    • High repair rate and maintenance.
    • Must be at least size 5.
  • Rocket Pods and Torpedo Launchers can now be used on support ships. (Dalo: Thankfully, Alar abandoned the idea of requiring a minimum size for them - that was screwing with genuine flagship designs because the same subsystem is used for both ship types.)
  • Dalo: Orbital modules (FTL Jammer, Resupply Module, Gate, Fling Beacon and Research Lab) might not be functioning correctly. Use at your own risk, if they're even accessible through the research grid anymore. As far as I understand, the malfunctions I'm referring to are an issue with some of the core game scripts, so we're waiting for a new patch to fix that. EDIT: Alar just told me that the Research Lab, Gate and Fling Beacon are working, and the FTL Jammer and Resupply Module are removed. I'm guessing they might make a comeback if they're fixed.
  • Dalo: Another bug, this one related to file overriding, seems to be preventing design_stats.txt from being overwritten by mods. If you want to see various subsystem values for Crystalline Armor, Automated Shipyards (previously Robotic Shipyards), Composite Armor, Research Labs, Repair Bays or Shielded Antimatter Generators, you'll have to copy design_stats.txt from Steam/SteamApps/workshop/282590/355873534/data to Steam/SteamApps/common/Star Ruler 2/data. Just remember that this will overwrite an existing file; back it up before you attempt this.

Miscellaneous
  • Vast quantity of localization fixes throughout the mod. That alone took hours to write up... and the revised patch notes are no better.
Last edited by Dalo Lorn; 7 Jan, 2015 @ 5:39am
Dalo Lorn  [developer] 31 Dec, 2014 @ 9:44am 
Greetings Captains,

We will soon be bringing Alternate Balance Expansion Mod down for emergency maintenance. We expect this downtime to last 30 minutes. The Advanced Balance Expansion Mod team thanks you for your patience while waiting for the best expans-- I mean best mod ever to come back online, because we know that the players love it!

Okay, jokes aside, there's a slight bit of code that didn't make it into 0.120. I'm working on it, it should be ready for upload soon-ish.

Edit: Right. The developer has been sidetracked. Update will occur within the following 32 hours. I think.

Until then, do not use Go Down Fighting as it's broken. Ships won't destroy correctly, nor will there be a big bang.

Re-edit: Feature creep? Nah. Just a quick bugfix.

V 0.120 Hotfix

Abilities
  • Added the actual explosion into Go Down Fighting.

Influence
  • Fixed Intelligence. Unfortunately, the intended feature could not be safely implemented.
Last edited by Alexander the Great; 1 Jan, 2015 @ 1:58pm
Dalo Lorn  [developer] 29 Jan, 2015 @ 1:54pm 
After nearly an hour of writing, the patch notes are here.

Edit: I missed this thing with the Commerce Stations.

v 0.170

Abilities
  • Added Boarding Parties.
    • For details on how to defend against Boarding Parties, skip to Subsystems.
    • Boarding Parties allow a ship to attempt to capture an enemy asteroid, orbital or flagship.
    • Only one boarding action can be performed against a given target at any time.
    • Boarding actions last between 10 and 100 seconds, depending on the ratio of defenders to attackers.
    • Asteroids and orbitals have a Boarding Strength of 100. Flagships and stations' strength is determined by their Crew subsystems - only the Boarding Strength of the Boarding Parties subsystem is used in offense, but all strengths on the ship are used in defense.
  • Place Outpost can now build an Outpost in interstellar space. Also, fixed a bug with the ability that caused the Outpost to spawn at the location of the Engineer, not the destination coordinates.
  • Turrets can no longer be used on planets.
  • Added 'Recall' ability.
    • Found on Ancient Hubworlds at level 6.
    • Instantly teleports a target fleet or orbital to the Hubworld.
    • Has a cooldown of 10 seconds, and an energy cost determined by the object's size.
  • Added 'Scuttle Derelict' ability to flagship and station hulls.
    • Can destroy a derelict object every 5 seconds.
    • Is an alternative to boarding every derelict you encounter.
  • Go Down Fighting now adds up to 130% fleet effectiveness.

Buildings
  • Changed icons for Residential Area and Megacity.
  • Increased price of Residential Area from 400 to 600.
  • Increased build time of Residential area from 90 to 120 seconds.
  • Residential Area now replaces 6 cities instead of 4. (Two are still taken up by the population it adds, though.)
  • Metropolis does not have to be researched anymore.

Creeps
  • Revamped Guardian and its support fleet.
  • Remnants, pirates, and reactivated Guardians cannot be boarded.
  • Kyllaros can now guard a Solar Engine or an Equipment Stash.
    • Solar Engine spawns without maintenance costs.
    • Equipment Stash spawns an anomaly which provides a choice between upgrades to armor health, weapon damage, engine speed or supply capacity. This anomaly does not need to be scanned.

Gameplay
  • Added the Derelict system. Ships which lose all their control systems now have a chance of becoming neutral and drifting around until scuttled or recaptured via Boarding Parties.
    • Derelicts take 1 damage per second as the ship's hull decays.
      • Does not apply to planets or asteroids. However, they are still acceptable targets for 'Scuttle Derelict', so be careful. (The only way that can happen in the first place is if you leave them lying around in a Radioactive Nebula for too long, though.)
      • Derelict ships may not explode when they reach 0 HP. This is technically a bug, but not necessarily a bad one.
    • Like asteroids and orbitals, derelicts will probably have 100 Boarding Strength. This will not be the case if the ship has an intact 'Boarding Parties' subsystem, though.
    • Derelicts have 0 shields and supplies; they must be boarded, repaired and shipped off to a Supply Depot or whatever in order to become operational as quickly as possible.
    • The only way to deliberately attack a derelict is to use the 'Scuttle Derelict' ability on it, which will immediately destroy it. They are not, however, immune to damage from stray weapons fire.

Orbitals
  • Added the Power Transmitter.
    • Recharges 25 (plus 0.01% of capacity) shields on each ship in the system.
    • Additional regeneration does not apply in combat.
    • Like the Supply Depot, it can stack.
  • Commerce Stations now give §40k income for each friendly planet in a system, and grant unlimited mining abilities on asteroids within their star system. (In other words, asteroids with more than one resource can have every resource mined.)

Planets/Resources
  • Renamed Gateworld to Ancient Hubworlds as part of an overhaul to that entire planet.
    • Ancient Hubworlds are now scalable, providing increasing amounts of pressure as well as bonuses as they level up, culminating in the 'Recall' ability at level 6.
    • Also removed negative effects of the Ancient Hubworld.
  • Ancient Shipyard is now a level 4 resource, providing 16 Defense pressure and 16 direct Labor generation. (As opposed to pressure.)
  • Reverted all changes to Supercarbons, FTL Crystals, Titanium, Aluminum and a few other resources. Electronics, Textiles and Construction Materials are still as in v0.120.

Research
  • Altered the research grid. (Dalo: What else is new, right? :P)

Systems
Subsystems
  • Temporarily removed the Repair Bay.
    • It wasn't playing nice with derelicts, so it's going to be revamped somewhere in the near future.
  • Added Boarding Parties.
  • Added Adaptive Laser.
    • Has 25% less base damage than a Laser, but deals up to 150% of its base damage based on how long it's been hitting a target.
    • Takes around 10 seconds of consistent hitting to reach maximum damage output.
    • If not reapplied within 10 seconds, all stacks of the Laser Adaptation debuff will expire simultaneously.
    • Other than that, the weapon behaves like a normal Laser in every way.
  • Added Matter Disruptor.
    • Fires once every 2 seconds (10 times slower than a Railgun Battery), with only 5 times as much base damage as a Railgun Battery.
    • Deals between 50% and 400% of base damage depending on the relative sizes of the target and the attacker.
      • This percentage is equal to the ratio of the target's size to the attacker.
      • The bigger the target, and the smaller the attacker, the more likely it is to hit 400%. If the attacker is 4 times smaller than his target, the weapon will deal maximum damage.
      • Conversely, if the attacker is twice as big as his target, the weapon will deal minimum damage.
      • In order to match the damage output of a Railgun Battery, the target must be at least twice as large as the attacking ship.
    • Deals energy damage, and is affected by energy resistances.
    • Behaves like a Railgun Battery in every other way.
  • Readded Resupply Module, Orbital Thruster and FTL Jammer subsystems into the game.
  • Added Power Transmission Array.
  • Resupply Module, Fling Beacon and Power Transmission Array subsystems now only require a core to operate.
  • Added Hulls.
    • Carrier Hull slightly increases grid size, reduces mass by 25%, increases shield and support capacities by 50% and halves armor health.
      • Cannot be used on ships under size 100.
    • Destroyer Hull reduces construction costs, increases hex limit and grid size, increases armor health and shield capacity by 30%, reduces hyperdrive speeds and increases mass by 10%, and halves support capacity and firing arcs.
      • Cannot be used on ships under size 100.
    • Stealth Hull reduces mass by 25%, can cloak without Cloaking Mesh, cannot use hyperdrives, significantly reduces hex limit and grid size, reduces firing arcs by 25% and halves armor health.
  • Fixed an issue where Bulkheads and Targeting Sensors could not be used on flagship Rocket Pods and Torpedo Launchers.
  • Added Dual Mount modifier for flagships and stations.
    • Doubles weapon DPS.
      • Beam weapons receive double beam DPS.
      • All other weapons receive doubled reload speed. For example, Railgun Batteries would fire 1 shot every 0.1 seconds instead of 0.2 seconds.
  • Removed Intelligence Module.
  • Increased Composite Armor resistances.
  • Powered Armor now has a 50% resistance to energy weapons in addition to its previous functionality.
  • Control systems provide Boarding Strength for defensive operations.
    • 'Bridge and Crew' subsystems and Control Computers provide 50% Strength compared to a 'Boarding Parties' subsystem.
    • Improved Command Decks provide 70% Strength compared to Boarding Parties.

Miscellaneous
  • As usual, a vast quantity of localization fixes throughout the mod. That alone took hours to write up... and the revised patch notes are no better.

Known Issues
  • Localization is missing or inaccurate in some parts of the mod. Ancient Shipyard, for example, does not say it provides 16 Labor generation.
  • Other localization issues will have to be reported, as they might not be known yet.
Last edited by Dalo Lorn; 29 Jan, 2015 @ 1:58pm
Dalo Lorn  [developer] 28 Mar, 2015 @ 3:15am 
Alright, runtime compatibility has been restored once more. Writing up the patch notes now, stand by...

Edit: Done!

v 0.173

Abilities
  • The reactor overload triggered by Go Down Fighting is now unspillable. If it goes straight through the ship's hull the first time (like a Railgun projectile might), it will start damaging from some other direction until the damage is spent or the ship is destroyed.
  • Turrets placed on orbitals via the Engineering Bay will now have their range doubled from 300 to 600 for lasers, 500 to 1000 for railguns and 600 to 1200 for missiles.
    • Non-orbital turrets still have their original ranges.

Buildings
  • Changed costs for Residential Areas.
    • The base maintenance (Dalo: Minimum maintenance - this is as low as it can get) has been reduced to 30 down from 50.
    • The tile maintenance (Dalo: Maintenance per tile, only applies if undeveloped or not affected by a Maintenance Affinity) has been reduced to 25 down from 50, for a maximum of 130 maintenance if none of the tiles are developed.
    • The build cost has been reduced to 300 down from 600. (Dalo: Why it was ever that high in the first place, I have no idea...)

Creeps
  • Guardians will now correctly spawn.

Orbitals
  • Commerce Stations now give §60k instead of §40k to each allied (non-owned!) planet in the system, but do not affect the asteroid mining cap anymore. This will probably be reverted soon.

Planets/Resources
  • Homeworlds can now have Fruit as a native food. The reason for not having Fruit was nullified a long time ago.

Systems
  • Radioactive Nebulae will now correctly cause planets to lose all their population (and therefore become abandoned) instead of turning them into uncaptureable 'derelicts'.
  • Pretiosian asteroids should have 250-3000 Ore in addition to their Native Gold or Rare Metals.
  • The 'Morph System' (the one with the three planets with Morphic Materials, and the three Obelisk anomalies) has Morphic Materials on its asteroids as it originally did in the base game.
  • Radioactive asteroids should have 0-1000 Ore in addition to their Uranium.

Subsystems
  • Muon Cannons now bypass Composite and Crystalline Armor resistances.
    • This also means Muon Cannons will not cause Crystalline Armor to heal shields.
  • The 'Gate' subsystem has been disabled in favor of its vanilla equivalent.
  • Fixed a bug with Carpet Bombs which was causing them to add an extra blank module into the 'Modifiers' list.
  • Added some new subsystems into the sandbox. Detailed patch notes for these will come when they are introduced to the research grid.

Miscellaneous
  • Vast quantity of localization fixes. (Dalo: What else is new, right? :P)
  • Adjusted a lot of things to be in line with changes in the base game since v0.170.

Known Issues
  • Transfer Energy, Transfer Shields and Defensive Matrix do not have their correct beam effects yet.
  • There may be some missing localization still in the mod. Please notify us of any such errors.
Last edited by Dalo Lorn; 28 Mar, 2015 @ 3:37am
Dalo Lorn  [developer] 2 Apr, 2015 @ 8:59am 
Catching up on my patch notes:

*picks up bag, pulls out books, mines, robots, and a lightsaber before plucking out a small piece of paper*

- Added patch delimiters to indicate when a new patch has been pushed from GitHub to the Workshop.

No, wait, that's a developer-side feature, nothing to do with this. These are not the patch notes you are looking for, move along.

*throws out phaser, a model Miranda and a weird little medallion with a uppercase Delta on it, then pulls out a slightly larger piece of paper*

Ah, here we go:

v 0.174

Buildings
  • Metropolii and Megacities have been reverted to their vanilla states.
  • Refineries are now 2x2 buildings, with doubled pressure and base maintenance, and an increased base cost of §400k up from §300k. Tile-specific build and maintenance costs remain unchanged.

Constructions
  • Added Surface Expansion. (Dalo: Listed as 'Expand Surface'.)
    • Costs 1000 Ore and 250 Labor to construct.
    • Attaches a 4x8 patch of Artificial terrain to the planet's surface grid. This terrain is not developed, and is linked directly to the existing grid. (Dalo: This may cause problems when constructed after a Moon Base, so it'll probably be changed later on.)
    • Can only be built once per planet, cannot be built by Star Children.
  • Added Hyperion Fleet Control.
    • Costs §1M, 400 Labor, 2000 Ore and 1000 Energy to construct. (Dalo: Overkill, perhaps?)
    • Adds 10000 support capacity to the planet.
    • Can only be built once per planet. (Dalo: While the files do not explicitly prevent Star Children from building it, I do not believe they are capable of constructing it.)

Races
  • Mechanoids now correctly lose access to Slave Barracks.
  • Mechanoids now gain access to the Population Matrix tech instead of Habitat Development and Metropolitan Engineering. (Dalo: Uh, Metropolitan Engineering is an infinite progression tech, shouldn't that be replaced by another infinite progression tech?)

Planets/Resources
  • Tropical Paradise now only requires a contestation rating of 20 to spawn, rather than the previous requirement of 30. (Dalo: Don't ask us what it does. In principle, it should mean that it will be able to spawn at a greater distance from the galactic core.)

Research
  • Added a lot of missing content to the tech grid:
    • Liquid Armor
    • Star Forge
    • Artificial Planetoid
    • Ringworld
    • Vacuum Telescope
    • Augments
    • Ore Processor
    • Stellar Shield Generator
    • Self-Destruct Device
    • Shield Regenerator, Shield Transmitter, Shield Battery, and Defensive Matrix, all in the same tech node.
  • Erroneously (Dalo: I think. And hope.) removed some content from the tech grid:
    • Vacuum Telescope
    • Covariant Shield Generator
    • Matter Disruptor
    • Crystalline Armor
  • Tweaked prices of various tech nodes, mostly reducing them.
  • The unlock for Powered Armor now also increases the health of all armor hexes by 10%.
  • Targeting and Targeting II have had their bonuses increased to 7% and 14% from 5% and 10%, respectively. They have also had their energy costs reduced to 900 and 1400 from 1000 and 1500, respectively.
  • Added Population Matrix for Mechanoid races.
    • Costs 1000 Research or 1500 Energy to research.
    • Takes 5 minutes to research.
    • Attempts to reduce the current Labor cost of constructing additional population by 10%. (Dalo: I must emphasize 'attempts' and 'current' - as ABEM's attempts at adding percentile bonuses usually do, this does not in any way account for any changes made AFTER this is researched. Basically, the stat keeping track of your constructed population is reduced by 10%, but this does not work as intended in any stage of the process for a multitude of reasons.

      TL;DR: Expect a change to this tech somewhere in the future.)
  • Did the traditional tech reshuffling.

Subsystems
  • Reduced Augment debuffs.
    • Coolant Systems now reduce the health of their weapon by 10% down from 50%.
    • Payload Amplifiers now reduce the range of their weapon by 20% down from 50%.
    • Smoothed Mechanisms no longer reduce projectile speed by 50%.
  • Resolved an issue where Support Quantum Armor was immediately available to the player.
  • Changed Dual Mounts to now double supply costs. (Dalo: I can't believe I forgot to add that one...)
  • Destroyer Hulls no longer increase the hex limit of their ship.
  • Destroyer Hulls have had their mass modifier increased to 1.2 up from 1.1.
  • Destroyer Hulls have had their build cost formula altered somewhat. (Dalo: This should significantly reduce the build cost benefit of building larger Destroyers, but don't quote me on that.)
  • Decreased maintenance cost of Mining Lasers. (Dalo: Used to be HexSize / 3, now it's HexSize / 5. If I haven't seriously screwed up my math while writing this, that SHOULD be a 66% reduction.)

Miscellaneous
  • Broke a metric ton of localization, occasionally even re-breaking it once it had been fixed.

Known Issues
  • Transfer Energy, Transfer Shields and Defensive Matrix do not have their correct beam effects yet.
  • Localization for most of these changes is sadly missing in action. Stand by while we track it down.
Last edited by Dalo Lorn; 2 Apr, 2015 @ 9:23am
Dalo Lorn  [developer] 3 Apr, 2015 @ 10:13am 
v 0.180

Abilities
  • Added 'Override Remnant Programming' for use by Progenitor planets and flagships.
    • Costs 500 Energy to convert a size-256 Remnant flagship and its fleet to the casting object's owner. If flagship size is not 256, the Energy cost is adjusted to compensate.
    • Has a range of 1000 units and a cooldown of 5 seconds.
    • Pickups protected by the target flagship (if any) become available for anyone to collect.
    • Cannot target Guardians, but can target Remnant Defense Cores spawned from certain anomalies. Cannot be used on a flagship/orbital that has already been reprogrammed by another Progenitor.
  • Fixed graphics for Transfer Shields, Defensive Matrix and Transfer Energy.

Orbitals
  • Added Embassies for use by the Pacifist race.
    • Periodically spawns multiple Envoys, sending them to nearby planets belonging to any empire.
      • Envoys have a 10% chance of instantly capturing an enemy planet. This also occurs if the owner of a planet declares war against the Envoy's owner during the 60-second duration of the expedition.
      • If they reach a planet the empire has an Alliance with, a planet belonging to the empire's master (or one of the master's other vassals), or a planet belonging to the empire itself, Envoys protect the planet from capture for 60 seconds.
    • If destroyed, gives Leverage against the attacker to friendly empires, including its owner.
    • Has the same effect on trade as a Commerce Station.
    • Costs §500k and 15 Labor to build, has a maintenance of §50k, 6000 health, 4000 armor and receives 10000 armor from every Outpost upgrade.

Races
  • Replaced Terrakin image with the Star Ruler 1 'Terran' portrait, renamed race to 'Terrans'.
  • Added Berserkers, exemplified by the 'Rahta' preset:
    • Due to an extremely warlike mindset, Berserkers have an additional +2 Influence cost for playing support cards in a vote, and a +4 Influence cost for starting a vote.
    • Has a Phosphate on the homeworld, in addition to food and water.
    • Perfecting the art of combat has decreased weapon supply costs by 25%, and increased fleet effectiveness by 25%.
    • Personal quests for honor and glory reduce flagship Support Capacity by 50%.
    • The population is encouraged by war, resulting in a 5% increase to non-Influence civilian resource generation during wartime. All planets are Happy when at war, and receive an additional 0.5 Defense generation in addition to any bonuses from Happiness. (This also means that Defense generation will actually increase by 1.5 when at war, unless the planet is already Happy for some other reason.)
    • Conversely, all civilian resource generation is reduced by 50% when not at war with anyone.
    • Fleets generate 0.5 Research per second when in combat.
  • Added Pacifists, exemplified by the 'Fasshi' preset:
    • Mastery of diplomacy decreases the Influence cost of playing support cards by -1, and the Influence cost of starting votes by -2.
    • Has an Allondium on the homeworld, in addition to food and water.
    • Completely unrestricted movement grants Pacifists a 25% bonus to civilian Influence generation when not at war. Furthermore, all planets are Happy when not at war.
    • Unwillingness to fight - as well as an overall sedentary mindset - reduce civilian Labor and Defense generation by 15%.
    • Civilization-wide concern reduces civilian Research, Money and Energy generation by 20% during wartime.
    • Low-quality military training reduces fleet effectiveness by 15%.
    • Can build Embassies. Details can be found under Orbitals.
  • Added Progenitors, exemplified by the 'Ulthaar' preset:
    • Heavy infrastructural decay and a massive loss of knowledge since their removal from galactic affairs reduces all civilian resource generation to 20%. Resources generated by imperial buildings are not affected.
    • Homeworld starts with Quartz and Cyllium. Homeworld's native food and water cannot be exported.
    • Due to being the original constructors of the robotic 'Remnants', they have Remnant command codes, giving them access to the 'Override Remnant Programming' ability. Furthermore, Remnants cannot attack or be attacked by Progenitors.

Systems
  • Fixed an issue which was preventing Pretiosian asteroids from spawning.

Miscellaneous
  • Incorporated empire images from Star Ruler 1 into the mod. (Originally ported by Vincent in the 'Terran Race' addon.)
  • Incorporated Exa's 'Remnant Warlord' shipset into the mod for use by the Progenitors, renamed to 'Progenitor'.
  • Localization, as usual. (Dalo: Take a look at the lore for the new races! :D)

Known Issues
  • All the new races and their related orbitals/abilities are still a work in progress. Any part of their functionality is subject to change, more so than the rest of the mod.
  • Localization for changes from 0.174 - as well as a few last-minute changes Alar introduced to the Berserkers - is still AWOL.
Dalo Lorn  [developer] 26 Apr, 2015 @ 8:29am 
Bit late with the patch notes, but better late than never, right?

v 0.2.0

Abilities
  • Override Remnant Progamming can no longer take control of Seed Ships.
  • Boarding Parties cannot target Verdant-owned objects.
  • Evangelical races no longer spawn Outposts when using the Engineering Bay's 'Construct Outpost' ability. Instead, they spawn Star Temples.

Anomalies
  • The Crippled Remnant Guardian now looks like the Guardian.

Buildings
  • Only one Taxation Center may be built on a planet.

Constructions
  • Added 'Develop 25 Tiles'. Costs 25 Labor, 150 Ore, 100 Energy, and develops 20 tiles.
  • Added 'TechnologicalCapital'. Costs §1M and 400 Labor to build, has a maintenance cost of §100k, can only be built on planets that do not have a Technological Capital, Mall of the Galaxy or United Research Center. Adds 10 Research generation and increases civilian Research generation by 50%.
  • Tiles added by 'Expand Surface' are now correctly separated from the rest of the planet.

Influence
  • Reverted Intelligence. I thought I already did that...

Orbitals
  • Changed strategic icon of Stellar Shield Generator to be in line with its purpose.
  • Outposts controlled by Evangelical races automatically convert into Star Temples.
  • Added Hydroponics Station and Water Reclamation Facility.
    • Generates a food or water resource, respectively, for the planet it orbits.

Races
  • Mechanoids now replace the infinite progression tech 'Metropolitan Engineering' with 'Improved Population Matrix' instead of 'Population Matrix Enhancements'.
  • Mechanoids now correctly require no food to reach level 6.
  • Add Reclusive Ringworlders. Differences from current version of Darloth's addon are as follows:
    • Ringworlder Ringworlds can construct variants of Artificial Planetoids' level 1 and level 2 resources.
      • Ringworlder versions of these buildings can produce 3 and 7 Pressure, respectively, of Research, Money or Defense.
    • Orbital Exploitation Platforms provide enough food for level 6 resources.
    • Population capacity techs are replaced by Nylli habitat techs?
  • Verdant can no longer research Boarding Parties, Residential Areas or Improved Command Decks.
  • Nylli can research Nylli-specific versions of Power Plants, Government Centers and Intelligence Facilities.
  • Nylli can now research Hydroponics Stations and Water Reclamation Facilities instead of Megacities. (Previously, it was a generic improvement to Habitats.)
  • Nylli now replace Slave Barracks and Taxation Center techs with Metallurgy 2, and Housing with a Habitat improvement.
  • For Nylli, the infinite progression 'Factory Enhancement' is now replaced with 'Metallurgical Advances', which increases Labor by 8.

Research
  • Minor reshuffling, erroneously removed Self-Destruct Device and Superlaser.
  • Reduced cost of Material Sciences to 700 down from 1000, and Material Sciences 2 to 1000 down from 1500.
  • Properly localized (and changed icon of) Stellar Shield Generator.
  • Renamed Population Matrix to Population Matrix Enhancements. It now reduces the Labor cost of building population by 12.5 Labor.
  • Added an infinite 'Improved Population Matrix'. Reduces Labor cost of building population by 25 Labor.
  • Reduced the cost of Policy to 700 down from 1000, and Policy 2 to 1000 down from 1500.
  • Material Sciences and Material Sciences 2 now increase repair rates as much as they increase health.
  • Shield regeneration techs now have secondary unlocks for 800 and 1200 Energy for levels 1 and 2, respectively.
  • Instead of locking out the other specialization completely, Flagship/Support specializations now replace same-tier nodes of the other specialization with a 'LINK' node.
  • Fixed the Orbital Command techs.
  • Replaced a duplicate Shield Generator node with a Covariant Shield Generator.
  • First version of Progenitor tech grid added to the left of the main grid.

Resources
  • Ancient Hubworlds now unlock 'Recall' at level 5, and grant access to the Progenitor tech tree at level 6.
  • Artificial Planetoids no longer require food to reach level 6.
  • Added level 6 bonuses to scalable resources:
    • Allondium: Starting a vote no longer requires any Influence.
    • Cyllium: Artifact generation rate is doubled.
    • FTL Crystals: Additional +12 FTL generation.
    • Phosphate: Additional +40% bonus to fleet effectiveness in owned systems.
    • Quartz: Additional 100 Labor from activating an artifact.

Subsystems
  • Pentupled Labor cost, more than halved build cost and significantly reduced maintenance cost of Cargo Storage.
  • Further reduced maintenance cost of Mining Laser by 50%.
  • Increased weapon damage reduction of Hauler Hulls to 80% up from 70%.
  • Added Miner Hull.
    • Slightly increases grid size.
    • Increases shield capacity by 50%.
    • Sets support capacity to 0.
    • Decreases weapon damage output by 90%.
    • Decreases maintenance costs by 90%.
    • Sets supply capacity to 0.
  • Replaced Shield Capacitor with Shield Diffuser and Shield Capacitor from Darloth's 'Subsystem Assortment'.
  • Added Swarmers.
    • 50 less range than a Rocket Pod.
    • 528% less damage per projectile than a Rocket Pod. (Total damage reduction: 264%.)
    • Projectiles are significantly faster than Rocket Pod projectiles.
    • Twice as many projectiles as a Rocket Pod.
    • Otherwise identical to a Rocket Pod.
  • Added Fighter Chassis and Missile Frigate Chassis support ship hulls to the sandbox.
    • Fighter Chassis:
      • Reduces hex limit by 74%.
      • Significantly reduces grid size.
      • Reduces mass and build cost by 30%.
      • Halves armor HP.
      • Increases firing arcs by 50%.
      • Cannot be used on ships above size 5.
    • Missile Frigate Chassis:
      • Reduces hex limit by 60%.
      • Significantly reduces grid size.
      • Reduces firing arcs by 80%.
      • Halves supply cost of firing weapons.
      • Cannot be used on ships under size 10.
  • Reduced mass of Powered Armor by 20% and removed its Power consumption.
  • Added Adamantium Armor and Raw Armor for Remnants to play with in the Expanse, and players to be baffled by in the sandbox. Will be removed in the next patch.
  • Restored Graviton Engine, Ion Engine and Rocket Engine to their vanilla settings. (This means Ion Engines do not need to be researched.)
  • Increased Power output of Fusion Generators by 25%.
  • Torpedo Launchers now have a missile speed of Range/90 at all times. (Previously it was 40 or Range/120, whichever was greater.)
  • Support Plate Armor no longer has damage resistance.
  • Increased Labor cost of support Quantum Armor by 70%.
  • Reduced core HP of support ship Railguns by 33%, reduced build cost and mass by 500%, and increased damage by 25%.
  • Reduced beam DPS of support ship Lasers by 10%.
  • Carpet Bombs are now affected by modifications to supply costs.
  • Reduced build cost of support Plate Armor by 33%.
  • Added Superstructure from 'Subsystem Assortment'. Does not have damage resistance.
  • Renamed 'Remnant' Shield Generators and Armor to 'Progenitor' Shield Generators and Armor.
  • FTL Jammer now drains 0.15 FTL like the orbital.

Systems
  • Significantly reduced frequency of Empty Space, somewhat reduced frequency of Radioactive and Type 1 Nebulae.

Miscellaneous
  • Incorporated portions of Darloth's 'Subsystem Assortment' and 'Reclusive Ringworlders' addons.
  • Fixed some localization, broke other localization.
  • Reintegrated Handicap Mod.
  • Fixed various null pointer exceptions, as well as data loss from saving and loading the game.
  • Added custom version text to the main menu. Also, fixed said text in half a dozen hotfixes in the following 48 hours.

Known Issues
  • All the new races and their related orbitals/abilities are still a work in progress. Any part of their functionality is subject to change, more so than the rest of the mod.
  • Hydroponics and Water Reclamation orbitals do not correctly generate multiple resources when multiple orbitals are in orbit. Furthermore, the planet does not need to be owned by the orbital's owner in order to receive its bonus. Will be fixed in the next patch.
  • Nylli cannot build Nylli-specific variants of Power Plants, Government Centers or Intelligence Facilities. Will be fixed in the next patch.
  • Localization for Superstructure does not match functionality, and Superstructure does not blend into the armor balance yet.
  • Remnants in the Expanse will erroneously use various old junk that doesn't even appear in the sandbox anymore. Will be fixed in the next patch.
  • Remnants captured by Override Remnant Programming cannot see a thing. Will be sort-of-fixed in the next patch, and fully fixed once sensors are properly implemented.
  • Self-Destruct Devices and Superlasers are no longer accessible via research.
  • Ion Engines have a node on the tech grid, but do not need to be researched in order to be used.
Last edited by Dalo Lorn; 27 Apr, 2015 @ 6:42am
Dalo Lorn  [developer] 19 May, 2015 @ 3:41am 
Patch notes for 0.3.0 should be posted within the next 24 hours. I hope. :o

Edit: There we go, 'only' two hours of gathering and writing up a month's worth of commits. xD

v 0.3.0

Abilities
  • Ships captured by 'Override Remnant Programming' now properly see things around them.
    • Due to the hacky nature of this fix, ships reprogrammed in a nebula will not be affected by the nebula until they leave, at which point they will be blind as a bat for the rest of their existence.
    • A more permanent fix should be implemented in the near future.
  • Made two separate attempts at preventing 'Override Remnant Programming' from capturing non-Remnant objects.
    • It is still possible that you will be allowed to try to capture such objects. Don't do it - best-case scenario is that nothing happens, but the worst-case scenario is that you spend a lot of Energy for nothing.
  • The 'Telescope' ability, both from artifacts and Intelligence Hubs, now works correctly. (And it only took me... five to seven months? :/)
  • Boarding Parties cannot target Verdant-owned objects.
  • Evangelical races no longer spawn Outposts when using the Engineering Bay's 'Construct Outpost' ability. Instead, they spawn Star Temples.
  • Tractor Beams can no longer target Remnants of any kind. This is to prevent Progenitors from casually towing a Guardian into someone's backyard.
  • Expanse-generated Remnants will no longer block Expanse expansion (pun not intended) when captured by 'Override Remnant Programming'.

Buildings
  • Altars now cover 1-7 additional population for every 'Habitat Development' tech.
  • Altars now cover 2-14 additional population for every 'Metropolitan Engineering' tech.
  • Changed Ancient Planetary Defense to Ancient Gravitational Collapser.
    • Fires an artillery-like projectile every 10 seconds:
      • Ships directly impacted by the projectile take between 500 and 37500 resistance-ignoring unspillable damage depending on their size. Ships further away from the blast will take less damage, but the damage will be based on the same rule.
      • Has a blast radius of 50 units.
      • Damage scaling works linearly from size 20 (500 damage to ships under or at size 20) to size 1500 (37500 damage). This should remove all the HP of an average ship of those sizes in 2 to 4 shots - more with the more advanced defensive technologies or powerful shielding.
      • Has a range of 1500 units.
    • Is much more valuable than its predecessor. Only made possible by a lengthy conversation with Darloth about how said predecessor was useless. (Dalo: It was quite nice, though the idea was originally supposed to be used by one of his mods, not ABEM. :D)
  • Added Recall Facility.
    • Unlocked through the Progenitor tech tree.
    • Grants the Recall ability as if it were a level 5 Ancient Hubworld, except it's a really big and expensive building instead.
    • Has a build and maintenance affinity for the Crystallic biome.
  • Residential Areas can no longer be constructed on Ringworlds.

Constructions
  • Renamed 'Expand Surface' to 'Orbital Habitation Ring'.
  • Renamed 'Develop 25 Tiles' to 'Terraforming'.

Creeps
  • Revamped the Remnant Guardian.
    • Much more OP now. >:)
    • The basic design is mostly the same, but it now makes heavy use of Boring Drone Launchers instead of Hyperdense Lasers and Muon Cannons, as well as replacing the triple redundant Control Computers with a Progenitor Control Computer.
    • Added six Quantum Batteries to power all this new equipment, located in the two primary shield generators and the control computer.
    • Added a bit of extra armor (2 hexes, kinda like wings) to the 'nose' to better protect the forward drone launchers, secondary engines, secondary shield generators, and utility subsystems.
    • Rebuilding a Guardian is now more expensive and Labor-intensive.
  • The 'Solar Engine' pickup from some Remnant Kyllaros spawns now spawns an Advanced Solar Engine, rather than a 'free' Solar Engine.

Orbitals
  • Nylli can now correctly construct the orbital variants of Government Centers, Intelligence Facilities and Power Plants upon completing the prerequisite research.
  • Envoys now protect planets for 180 seconds, up from 60 seconds. (As it turns out, they were only being sent every 3 minutes, so a protection of 1 minute was useless...)
  • Fixed Hydroponics Station and Water Reclamation Facility.
    • Previously, their effects couldn't stack, and they worked even on planets belonging to other empires. (Or no empires at all.)
  • Power Transmitters now correctly need to be researched from Advanced Shield Manipulation.
  • Added Advanced Solar Engine.
    • Unlocked through the Progenitor tech tree.
    • Produces twice as much energy for a given star than a regular Solar Engine.
    • Requires no maintenance.
    • When unlocked, all existing Solar Engines in the empire are automatically transformed into Advanced Solar Engines.

Races
  • Fixed a lot of erroneous copy-pasta in the Progenitor race.
  • Progenitors no longer flood the screen with endless spam about how they've regained access to their technology. (Not that 0.2.0 let you unlock their tech that way anyway.)
  • The Progenitors' debuff to civilian resource generation now decreases at a rate of 1% per minute, which means the debuff is removed entirely in the 80th minute of the game.
  • Berserkers now start with Sulphate instead of Phosphate.
  • Reclusive Ringworlders can no longer research Residential Areas.
  • Devout races now start with the Shield Generator unlocked. This is to maintain consistency, as they can normally research Covariant and Progenitor shield generators.

Research
  • Almost all 'unlock' techs now contribute to the Progenitors' rediscovery of their technology.
    • Notable exceptions to the rule include 'Government Center' and 'Slave Barracks'.
    • The only 'keystone' tech that contributes to Progenitor technology is 'Emergency Shields'.
    • In principle, more 'advanced' technologies such as Megaconstructions, FTL methods, or equipment used by the Remnant Guardian provide more points. Megaconstructions and FTL methods alone can provide 50% of the required points, and that doesn't account for any techs that may have to be researched beforehand.
    • Minor techs such as modifiers and population-related buildings contribute very little progress, as do cheap techs such as Ion Engines. Most techs will contribute between 0.2% and 2.5%.
    • Unlocking Progenitor tech nodes via the Ancient Hubworld or the Guardian will significantly boost progress.
    • All non-Progenitor unlocks on the tech grid generate a combined 175.5% of progress. (Dalo: Progenitor unlocks generate somewhere between 60% and 90%, I don't remember.)
  • Progenitor tech unlocks of all kinds now notify other empires of the identity (and, in the case of Hubworlds, location) of the unlocking empire, as opposed to simply saying 'someone has unlocked this-and-that!'.
    • Also applies to reactivating the Guardian or downloading schematics for any of its equipment.
  • Performed a significant graphical overhaul of the research grid to more closely match vanilla 1.0.2. The grid's more or less the same, though.
  • Rearranged the research grid for my very first time.
  • Restored all the missing tech unlocks, and added the new unlocks from 1.0.2.
  • Removed most of the infinite progression techs. As it turns out, they weren't working at all. (Except Metropolitan Engineering and Factory Development. Those work because they use ModAttribute instead of AddModifier.)
  • Finished the Progenitor tech grid.

Resources
  • Added Sulphate.
    • Provides Phosphate-like bonuses for being OUTSIDE owned systems.
  • Tropical Paradise no longer adds a Soylent and a Water resource to itself upon reaching level 3.
  • Intelligence Hubs now correctly grant vision of adjacent systems. (Except nebulae. Which is working as intended.)

Subsystems
  • Disabled various antiquated or unfinished subsystems so that the Remnants in the Expanse can't use them.
  • Temporarily(?) removed the support ship version of Ablative Armor.
  • Fighters are a bit more... fighter-like.
  • Added Boring (no, not that kind of 'boring') Drone Launcher.
    • Unlocked from the Remnant Guardian or through the Progenitor tech tree.
    • Acts similarly to a Rocket Pod, with several key differences:
      • Instead of increasing the damage of a fixed quantity of rockets, Boring Drone Launchers fire more drones the bigger they are.
      • Each drone deals 250 damage. Drone damage is unspillable, immune to damage resistance, and bypasses all shields.
        • Shield Hardeners may still occasionally block a drone. This is working as intended.
    • Very expensive and power-consuming.
  • Fixed a severe pricing bug with shield generators. This is particularly noticeable with Progenitor Shield Generators - they had a maintenance price of 1k (which is already way too cheap for them, but not the main issue) per hex, no matter what the hex size was!
  • Control Computers now provide a certain amount of Prayer for Devout races or ships equipped with a Shrine. (The latter is relevant in the sandbox.)
  • Added Progenitor Control Computer.
    • Unlocked from the Remnant Guardian or through the Progenitor tech tree.
    • Protects ships from control loss in a Radioactive Nebula.
    • Acts similarly to a Control Computer, with several key differences:
      • Provides a higher-magnitude buff at the beginning of combat, and the buff lasts 60 seconds instead of 30.
      • Provides a much higher Prayer/Control ratio when Prayer is required.
      • Is more expensive, and MUCH more power-consuming than a regular Control Computer.
      • Provides a higher Boarding Defense and more Control for the same size.
    • Cannot be used on a ship which already has a regular Control Computer. This is to prevent double-dipping or other bugs related to the combat buff mentioned above.
  • Added Neural Interface Chair.
    • Unlocked through the Progenitor tech tree.
    • Provides 1000 Control (and 995 Prayer) in a single hex.
    • Requires less power than a Control Computer.
    • Provides (0.5 + (ShipSize / 20)) Boarding Defense.
    • Only one Neural Interface Chair per ship.
    • Expensive.
  • Automated Shipyards now correctly use Power.
  • Power Transmission Arrays can now be unlocked by researching Advanced Shield Manipulation.
  • Engineering Bay is no longer dark green.
  • Added Recall Device.
    • Unlocked through the Progenitor tech tree.
    • Acts much like a Skip Drive, except it grants the Recall ability originally given by the Ancient Hubworld.
  • Ion Engines must now correctly be researched.
  • Energy Transferral Beams and Orbital Thrusters can now be researched.
  • Projectiles from Flak Cannons no longer look like animationless, oversized photon torpedoes.

Miscellaneous
  • Fixed a multitude of compatibility issues related to 1.0.2.
  • The auto-explore AI is slightly (VERY 'slightly' with large systems or nebulae, I'm afraid) better at what it does. Special thanks to Vyrn for doing the necessary research and providing the code for this improvement.
  • Derelict ships now correctly lose control of themselves again.
  • Fixed the 'Political Science' description upon receiving a multitude of angry letters from His Imperial Majesty, Emperor Palpatine. (Also, fixed the fixed description. The Emperor is not as forgiving as my localization.)
  • Localization fixes throughout the mod, as usual.

Known Issues
  • Sulphate doesn't seem to do anything yet due to a script error.
  • Due to a slight error on my part, Nylli cannot construct a Recall Facility yet.
  • Localization for Superstructure does not match functionality, and Superstructure does not blend into the armor balance yet.
Last edited by Dalo Lorn; 19 May, 2015 @ 5:50am
Dalo Lorn  [developer] 19 May, 2015 @ 10:52am 
This is only a minor patch, so I will forego the fancy categorization and dump it in one bunch.

v 0.3.1

  • Removed autocast from Shield Regenerator and Nanite Dispenser. Anyone who disagrees with that decision has never tried using those things in combat.
  • Fixed an issue where Composite Armor didn't display its resistance to explosive armor.
  • Fixed a typo in 'Composite Armor'.
  • Fixed an issue where Shield Hardeners were listed under 'Defense' instead of 'Shields'.
  • Fixed an issue where the localization for Repair Rate and Regeneration Rate stats didn't show correctly.
  • Halved the rate at which the research generation rate decreases. It works fine in vanilla - but ABEM has way too many important nodes which have no secondary unlocks.
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