İleti Sayısı: 26,421
Üyelik Yılı: 2015
Imperium:
139
02-03-2018, 04:42
(Son Düzenleme: 02-03-2018, 04:47, Düzenleyen: Duman.)
Stellaris geliştirici günlüklerinde bu haftanın konusu 2.0.2 yaması.
https://forum.paradoxplaza.com/forum/ind...h.1074215/ :Herkese merhabalar, ben Jamor. Bu hafta oyun direktörümün tamamen Cherryh yamasının çıkışı sonrası desteğe odaklanmasını istediğim için Wiz'in yerine günlüğü ben kaleme alıyorum.
Bugünkü geliştirici günlüğünün konusu 2.0.2 yaması, bu yamayı Steam üzerinden beta olarak test edebilirsiniz.
2.0 yamasını çıkartırken yaptığımız değişikliklerin büyüklüğünün farkındaydık ve bu sebeple çıkış sonrası için normalin üstünde bir kaynak ayırdık, amacımız oyunculardan gelen tüm geridönüşleri analiz etmek ve hızlı bir biçimde hata giderimlerinde ve denge değişikliklerinde bulunmak.
2.0.2 yaması betadayken çeşitli değişiklikler ve güncellemeler almaya devam edecek ve sizden gelen geridönüşlerle yamaya son halini vermiş olacağız. Özellikle savaş yorgunluğu ve zoraki beyaz barış özelliklerinin doğru bir şekilde oyuna oturtulduğundan emin olmak istiyoruz, dolayısıyla bu yamada denk geldiğiniz değişiklikler tamamen test amaçlıdır ve ileride üzerinde değişiklikler yapılabilir.
Beta sürüme geçmek için: Steam'deki oyun listenizde Stellaris'e sağ tıklayın, Özellikler'i seçip BETALAR kısmından 2.0.2_beta'yı seçin.
2.0.2 Yama Notları- Artık %100 savaş yorgunluğunda otomatik olarak barış yapmak zorunda değilsiniz, bunun yerine aylık Influence ve Unity kazanımınız sıfırlanıyor ve tüm nüfuslarınızda mutsuzluk etkisi beliriyor.
- İşgaller artık savaş yorgunluğunu arttırmıyor, savaş arayüzünde farklı bir göstergeyle belirtiliyor.
- Savaş arayüzü artık muharebelerde kimin kazandığını hesaplamaya çalışmıyor.
- Yağmacılar artık hedefleri dışındaki herkese tarafsızlar, böylelikle bir hedefe doğru giderken önlerine çıkan herkese saldırarak gitmiyorlar.
- Gestalt Consciousness İmparatorluklarının yıldızüslerinde ticaret limanı ve ticaret şirketi binası yapabilmesi sorunu giderildi, artık Resource Reprocessor ve External Acquisitions Area isminde farklı binalara sahipler.
- Artık kendi alanınızda yer alan yaşanabilir gezegenlerde World Cracker silahını deneyebiliyorsunuz.
- Sadece Fallen Empire'lardan elde edilebilen 5. seviye karanlık madde iticileri oyuna eklendi.
- Oyuna Transcendent Learning perki eklendi, ülkenizin general seviyesi ve sayısı sınırlarını arttıryor.
- Devasa yapı kaynakları artık ülke bazlı bonuslardan etkileniyor.
- Gemi büyüklükleri artık varsayılan savaş davranışlarına sahip.
- Gemi otomatik-tamamlama'nın gemilerinizin belirlenmiş muharebe rolünü değiştirmemesi için bazı ayarlar yapıldı.
- Yeni bir lider seçildiğinde artık eski lider (eğer hayattaysa) yeni seçilen liderin konumunu doldurmaya çalışıyor.
- Bunların yanı sıra çok sayıda denge ve arayüz değişiklikleri ve hata giderimleri.
İleti Sayısı: 8,058
Üyelik Yılı: 2016
Imperium:
91
02-03-2018, 04:56
(Son Düzenleme: 02-03-2018, 04:57, Düzenleyen: altnkurt.)
Ayrıca bazı denge değişiklerini de ben ekleyeyim. - Militarist etiklerde artık Army Damage Bonus yerine War Exhaustion Gain azalması veriyor.
- Starbase'lerin enerji ihtiyacı 1 artırılmış ve Outpostlar da artık 1 enerji harcıyor.
- Başlangıçtaki Unity geliri 1'den 2'ye çıkmış, ilk Tradition'ı açmak için 56 yerine 100 Unity istiyor.
- Sistem başına artan Tradition maliyeti %2'den %1'e düşürülmüş.
- Egalitarian etiğindeki Factionlar'dan kazanılan influence miktarı %15/%30'dan %25/%50'ye çıkarılmış.
- Marauder kiralama değeri 2000 enerjiye düşürülmüş.
- Limitli special projelerin minimum süresi 3 yıla çıkarılmış.
- Genel olarak edictlerin masrafları artırılmış.
- Bikaç traditionda ufak değişiklikler yapılmış falan daha uzayıp gidiyo.
#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################
###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.
###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation
# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction
# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity
# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires
# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires
###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit
###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war
###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)
###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse
Sic Parvis Magna
İleti Sayısı: 2,468
Üyelik Yılı: 2016
Imperium:
47
beta yamasinin 2.0.2 b si cikti.
Ingilizce changelog u
21. * Added event that lets countries with a Chosen One become a Divine Empire
22. * Adjusted fleet formations so that titans try to position themselves more in the middle of a fleet and avoid face-tanking the enemy
23. * Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4
24. * Increased max starbase capacity to 100
59. * AI Empires now gets pirates
60. * Normalized unique Leviathan building costs. Ether Drake Shrine, Dragonslayer Monument, and Stellar Devourer Trophy now all cost 800 minerals and take one year to build
61. * Post-Apocalyptic civic starts with a more balanced home world, because even Max Rockatansky cannot live on gasoline alone
62. * The "Scout" Admiral trait will now first appear after Gravitic Sensors tech has been researched
63. * Global Pacifier and Neutron Sweep can now be used to neutralize Prethoryn infested worlds
64. * Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again
65. * Increased combat disengage chance for Titans
79. * Fleet Levies now makes all subject (not just vassal) Pops count towards overlord's naval capacity instead of giving a fraction of vassal naval capacity (as the latter resulted in getting huge amounts of naval capacity from techs of 1-system vassals)
84. * Executive Vigor effect on edict duration reduced from +100% to +50%
BUG FIXES
171. * Fixed being able to build Trading Hubs in primitive systems
172. * Defense platforms that are over cap are now deleted when downgrading a starbase
173. * Unless a megastructure is set to be built outside gravity wells it MUST have a planet set to be built
174. * Description texts for the exterminator civic updated to reflect ship build cost
175. * Colony ships now also get reduced ship cost if there is a modifier for it
176. * Fixed a bug where tradition cost did not increase per planet, but rather cost per system twice instead
177. * Fixed issue where Prethoryn Defeated happiness modifier was not applied to militarists correctly
178. * Fixed a crash when sorting the war logs more than once
179. * Crashfix when trying to send a message that couldn't be created
180. * You can no longer stop the building of other empire's robot
181. * You can no longer save a ship design if that name is already used by a ship design for another ship size
182. * Fixed a bug where polytechnic education tradition effect did not match tooltip
183. * Fixed so that expansion traditions adopt bonus is now the same for all types of empires, instead of using the old value for hive minds and machine empires
184. * Contingency sterilization hubs can now be properly neutralized by World Crackers and Global Pacifiers
185. * Fixed species being able to spawn with Serviles trait
186. * Fixed Colossus and Containment CBs not being correctly applied
187. * No longer possible to lose a rival you're at war with due to strength differences
•
İleti Sayısı: 3,090
Üyelik Yılı: 2015
Imperium:
36
İngilizcesi pek işe yaramıyor genel için. @ Sezar
•
|