Stellaris - 1.2 "Asimov" Yaması - Duman - 21-06-2016
Faydalı Konu : Stellaris Sürüm Değiştirme
Önemli Değişiklikler- Artık defansif paktlar kurulabiliyor.
- Saldırmazlık paktı, göç antlaşması, bağımsızlığın desteklenmesi, bağımsızlık garantörlüğü gibi seçenekler artık ticaret kısmında değil diplomasi kısmında bulunuyor.
- Konsolosluklar silindi, yerine belli diplomatik bağların zaman içerisinde yükselttiği Güven sistemi geldi.
- Federasyonlar artık savaşlarda ve yeni üyelerin alımında oy kullanıyor.
- Federasyon üyeleri artık donanma kapasitelerinin %20'sini federasyona veriyor.
- Federasyon donanmaları artık bakım maliyetine sahip değil, ancak federasyon donanma limitini geçemiyor.
- Eğer oy çoğunluğuna sahipseniz artık federasyondan ve müttefiklikten ülke atabiliyorsunuz.
- Başka bir ülkeye hediye göndermek artık +100'e kadar ilişki yükseltebiliyor.
- Savaş felsefesi politikası ile farklı savaş hedeflerini açabiliyorsunuz.
- Savaş ekonomisi politikası silindi.
- Gezegenlerde koloni kurmak ve sınır karakolu inşa etmek artık en yakın gezegene uzaklığına göre influence puanına maloluyor.
- Sınırlar artık herkese varsayılan ayar olarak açık, diplomatik seçenekler aracılığıyla kapatabiliyorsunuz.
- Mutluluk artık linear, %50'nin üstü bonus verirken %50'nin altı çeşitli zararlar veriyor.
- Tüm silahların menzili 2 kat arttı.
- Oyuna diplomatik, yaklaşım ve tavır haritamodları eklendi.
https://forum.paradoxplaza.com/forum/index.php?threads/beta-patch-1-2-0-asimov-released-checksum-50ca-not-for-problem-reports.950932/ :
# General
* Ship Designs with excess power gain a small bonus to damage, speed and evasion
* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
* Added Visitor Center building and associated technology that is available to Xenophile empires
* Added Symbol of Unity building and associated technology that is available to Spiritualist empires
* Fleet merging has been improved and should prioritize certain fleets better
* Spaceports can now be dismantled
* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
* Taking a Tributary now makes you guarantee their independence for 10 years without cost
* Migration Time was changed into Migration Speed
* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
* Added Regulated Slavery policy option
* Civilian Ship designs are updated with shields and armor technologies
* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
* Strike Craft attack and movement pattern was charged to be more swarm-like
* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted
# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging
# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events
# New - Diplomatic Incidents
* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game
# New - Slave Factions
* Removed the old Slave faction
* Added the Docile Slaves faction made up of relatively content slaves
* Docile Slaves faction has fairly mild Support Effects
* Docile Slaves faction demands Regulated Slavery policy
* Added the Malcontent Slaves faction made up of unhappy slaves
* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
* Malcontent Slaves faction demands freedom for all slaves
* Added Emancipation faction for non-slave Pops
* Emancipation faction strengthens the Malcontent Slaves
* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves
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# Balance
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# General
* Base Happiness reduced from 60% to 50%
* Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%
* Reduced chance of post-combat Admiral events firing by a factor of 5
* Leaders will no longer gain any additional traits from leveling up if they already have 3 or more
* Newly spawned pops are now more likely to take their ethics from pops of the same species
* The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years
* The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years
* Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it
* Mineral Deficit effect increased from -33% to -50% and now also affects research speed
* Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%
* Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%
* Migration Treaties no longer affect Pop Happiness
# Ethics
* In general, fanatic versions are now 3 times as stronger than non-fanatic ethics
Fanatic Individualist
* Energy Credits output reduced from +20% to +15%
Individualist
* Energy Credits output reduced from +10% to +5%
* Slavery Tolerance reduced from -50% to -33%
Fanatic Collectivist
* Food requirement increased from -10% to -15%
Collectivist
* Slavery Tolerance reduced from +50% to +33%
Fanatic Xenophobe
* Xenophobia reduced from 20% to 15%
* Rival Influence Gain increased from +50% to +75%
Xenophobe
* Xenophobia reduced from 10% to 5%
* Alien Slavery Tolerance reduced from +50% to +33%
Fanatic Xenophile
* Xenophobia reduced from -20% to -15%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 75%
* (NEW) Rival Influence gain is reduced by 75%
Xenophile
* Xenophobia reduced from -10% to -5%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 25%
* (NEW) Rival Influence gain is reduced by 25%
Fanatic Militarist
* Army Damage effect removed
* (NEW) Max Rivalries increased by 3
* (NEW) Ship Damage increased by 10%
* (NEW) Trust growth reduced by 60%
Militarist
* War Happiness increased from +5% to +10%
* Army Damage effect removed
* (NEW) Max Rivalries increased by 1
* (NEW) Ship Damage increased by 3%
* (NEW) Trust growth reduced by 20%
Fanatic Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -20% to -15%
* (NEW) Peace Happiness increased by +15%
* (NEW) Max Rivalries reduced by 3 (cannot have rivals)
* (NEW) Trust growth increased by 75%
Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -10% to -5%
* (NEW) Peace Happiness increased by +5%
* (NEW) Max Rivalries reduced by 1
* (NEW) Trust growth increased by 25%
Fanatic Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -30%
* (NEW) Growth Requirement reduced by -15%
Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -10%
* (NEW) Growth Requirement reduced by -5%
Fanatic Materialist
* Physics, Society and Engineering output increased from +10% to +15%
# Modifiers
* Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years
* Youthful People modifier effect on Happiness reduced from +5% to +3%
* Natural Beauty planet modifier effect on happiness reduced from +15% to +5%
# Components
* Increased the engagement range of strike craft from 80 to 120
* Strike Craft rebuild speed improved from 1 per month to 4 per month
* All Laser Weapons have had their armor penetration reduced from 50% to 33%
* Plasma Weapons have had their armor penetration reduced from 100% to 75%
* Most Projectile Weapons now deal +15% damage vs. Shields
Small Red Laser
* Accuracy increased from 82% to 90%
Medium Red Laser
* Accuracy increased from 80% to 85%
Large Red Laser
* Max damage increased from 41 to 43
* Accuracy increased from 75% to 80%
Small Blue Laser
* Max damage reduced from 12 to 11
* Accuracy increased from 82% to 90%
Medium Blue Laser
* Accuracy increased from 80% to 85%
Large Blue Laser
* Max damage increased from 47 to 48
* Accuracy increased from 75% to 80%
Small UV Laser
* Max damage reduced from 13 to 12
* Accuracy increased from 82% to 90%
Medium UV Laser
* Max damage reduced from 27 to 26
* Accuracy increased from 80% to 85%
Large UV Laser
* Max damage increased from 57 to 56
* Accuracy increased from 75% to 80%
Small XRAY Laser
* Max damage reduced from 15 to 13
* Accuracy increased from 82% to 90%
Medium XRAY Laser
* Max damage reduced from 31 to 30
* Accuracy increased from 80% to 85%
Large XRAY Laser
* Max damage increased from 66 to 63
* Accuracy increased from 75% to 80%
Small Gamma Laser
* Max damage reduced from 16 to 14
* Accuracy increased from 82% to 90%
Medium Gamma Laser
* Max damage reduced from 36 to 33
* Accuracy increased from 80% to 85%
Large Gamma Laser
* Max damage increased from 76 to 71
* Accuracy increased from 75% to 80%
Particle Lance
* Armor penetration reduced from 100% to 75%
Tachyon Lance
* Armor penetration reduced from 100% to 75%
Large Fusion Missiles
* Max damage increased from 55 to 57
Medium Antimatter Missiles
* Max damage increased from 33 to 34
Large Antimatter Missiles
* Max damage increased from 62 to 65
Medium Quantum Missiles
* Max damage increased from 37 to 39
Large Quantum Missiles
* Max damage increased from 68 to 72
Medium Marauder Missiles
* Min damage increased from 24 to 25
Large Marauder Missiles
* Damage increased from [48 to 80] to [50 to 83]
Sentinel Point-Defense
* Accuracy reduced from 40% to 20%
* Range increased from 8 to 10
Barrier Point-Defense
* Accuracy reduced from 40% to 30%
* Range increased from 8 to 10
Guardian Point-Defense
* Range increased from 8 to 10
# Resources
* Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas
# End Game Crisis
* End-Game Crises fleets are now significantly tougher
* End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1
* Extradimensional Invaders will now reinforce more aggressively
* Extradimensional Invader Portal has had its base Hull Points tripled
# Governments
* Democratic governments have had their election terms increased to 10 years
Military Republic
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -10% to -20%
* (NEW) Army Damage increased by 10%
* (NEW) Military Station build cost reduced by 15%
* (NEW) Military Station damage increased by 10%
Martial Demarchy
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -20% to -40%
* (NEW) Army Damage increased by 20%
* (NEW) Military Station build cost reduced by 30%
* (NEW) Military Station damage increased by 20%
Military Junta
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 5%
* (NEW) Admiral starting level increased by 1
Ordered Stratocracy
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 10%
* (NEW) Admiral starting level increased by 2
Military Dictatorship
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +20% to +10%
* (NEW) Ship build cost reduced by 10%
* (NEW) Rivalry Influence Gain increased by 25%
Martial Empire
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +40% to +20%
* (NEW) Ship build cost reduced by 20%
* (NEW) Rivalry Influence Gain increased by 50%
Theocratic Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Food Requirement reduced by 10%
Transcendent Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Food Requirement reduced by 20%
Theocratic Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 20 years
* (NEW) Resettlement Cost reduced by 15%
Transcendent Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 40 years
* (NEW) Resettlement Cost reduced by 30%
Divine Mandate
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 15%
* (NEW) Edict duration increased by 15%
* (NEW) Ethics Divergence reduced by 10%
Transcendent Empire
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 30%
* (NEW) Edict duration increased by 30%
* (NEW) Ethics Divergence reduced by 20%
Direct Democracy
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Leader Experience Gain increased by 15%
Subconscious Consensus
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Leader Experience Gain increased by 30%
Despotic Hegemony
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 25%
Neural Network Administration
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 50%
Moral Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 1
* (NEW) Empire Leader Cap increased by 1
* (NEW) Core Systems increased by 2
Irenic Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 2
* (NEW) Empire Leader Cap increased by 2
* (NEW) Core Systems increased by 4
Peaceful Beaurocracy
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 5
Irenic Protectorate
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 10
Enlightened Monarchy
* Edict duration reduced from +25% to +15%
* Edict cost reduced from -25% to -15%
* Core Systems increased from +1 to +2
Irenic Monarchy
* Edict duration reduced from +50% to +30%
* Edict cost reduced from -50% to -30%
* Core Systems increased from +2 to +4
Indirect Democracy
* Leader Influence cost reduced from -10% to -15%
Democratic Utopia
* Leader Influence cost reduced from -10% to -30%
Plutocratic Oligarchy
* (NEW) Mining Station build cost reduced by 25%
Mega Corporation
* (NEW) Mining Station build cost reduced by 50%
Despotic Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 15%
Star Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 30%
# Leaders
# Factions
# Technology
# Units
* Colony Ship mineral cost now depends on components and is no longer static
* Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits
* Private Colony Ship cost now depends on components and is no longer static
# War
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# AI
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# Misc
* AI Empires will start outlawing AI Robotics over time during a certain Crisis
* AI Empires no longer pick "dialogue-only" event options in diplomatic events
* Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances
* Fixed a bug where the AI would not upgrade federation fleets
* AI now creates auto-generated designs for federation ships
* AI now builds federation fleets
* AI will open borders during end-game crises
* AI now dismantles non-sentient robots if they are unemployed
* AI no longer build robots if unemployment exists or pop would be unemployed
* AI and sectors now upgrade military stations
* Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire
* AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on
* Fixed a bug where AI didn't choose the species with highest damage when building a new army
# Sector
* Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)
* Sector AI will now abort spaceport construction if hostiles are nearby
* All sectors will now build military stations
* Fixed a bug that could cause the sector AI to sometimes not build buildings
* Fixed a bug where player could give resources to sectors and sectors could store resources over cap
* Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by
# Diplomacy
* AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you
* AI is now less selfish when selecting wargoals
#End Game Crises
* Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge
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# User Interface
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* Weapons that cannot be evaded are now properly labeled
* Added ALT+B shortcut for opening the help browser in-game
* Heir portrait in government view is no longer offset incorrectly
* Attacking general portrait in planet view is no longer offset incorrectly
* Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly
* "Construction queue completed" message now only triggers for space ports in directly controlled systems
* Diplomacy view now shows the leader name, species and trait of the nation you're communicating with
* Now possible to see information about the wars empires are having in diplomatic status
* You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject
* No longer possible to dismiss an alliance vote message
* Fixed so you get some descriptive text for alliance vote messages
* Implemented a diplomacy status which lists everyone guaranteeing the country
* Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view
* Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL
* Power in a ship design is now shown as green if you have excess power, and red if you have too little
* Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow
* Ship view is now drag-able by the header line
* Galaxy view now goes all the way to the left when hiding
* Galaxy view selected empire government type no longer overlaps the founder species ethics
* Empire view now goes all the way to the left when hiding
* Trust status in diplomacy view now has a background and is aligned like the other elements
* Open and Close Borders diplomatic action is now shown even if not clickable due to access control
* Diplomatic actions in diplomacy now sort based on possibility
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# User modding
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# Misc.
* Browser base URL is now set in defines instead hard-coded
* Fixed so that boolean effects print to the error log when receiving bad values
* Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet
* Added a check for set_graphical_culture to make sure the graphical culture exists
* Fixed so that create_ship effect reports errors when writing unsupported variables
* Added an error for when set_owner fails to evaluate a country
* Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected
* Added new localization promotions
* Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound
* Added new localization function in LeaderScope: GetRulerTitle
* Fixed an issue with random_owned_fleet effect
* Added every_owned_fleet effect to complement random_owned_fleet
* Implemented a guarantee_country effect
* Improved the begin_event_chain to print more errors when failing and load order independence
* Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class
* has_established_communications = { who = from } was changed to has_established_communications = from for consistency
* Fixed so that the create_pop effect uses a proper event target for specifying ethos
* Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country
* Added every_subject, random_subject effects
* Description for can_control_access_for now shows reasons why
* Added an effect variable to create_country effects, which should be used instead of referencing last_created_country
* Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet
* Added support for effectButtonType in container windows
* Implemented a "on_planet_surveyed" onaction
* Unified so that owned pops trigger is generated in the same way as the effect
* Added clear_resources effect
* Added set_species_homeworld effect
* Fixed so that boolean effects print to the error log when receiving bad values
* Added support to be able to use weights to decide how the AI builds buildings
* Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet
* Improved how ship data can be scripted in country types
# Triggers
* Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler
* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot
* Added calc_true_if trigger
* Added trigger has_spaceport_construction
* Added trigger is_researching_technology
* Added is_subject and is_overlord triggers
* Added any_subject trigger
* is_same_species now compares the identity of the two species
* Added is_exact_same_species that works like is_same_species used to work
* Fixed an issue with the potential trigger in country edicts not always hiding the edicts
* Added minerals ><= trigger
* Updated some trigger_docs documentation
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# Performance
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* Fixed a stall that could happen with large sectors
* Improved performance in factions view
* Improved performance in fleet view
* Improved performance in Sector AI's monthly updates
* Minor improvements in AI calculations
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# Bugfixes
###################
* Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan
* Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues
* Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value
* Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log
* Fixed bug where sector outliner members icons would flicker when list is rebuilt
* Fixed bug where where outliner integration would be constantly created/deleted
* Save games will now be saved in the same folder as they where loaded from
* Fixed a bug where random_planet_within_border effect would scope to invalid planets
* Fixed a crash when canceling construction for inexistent spaceports
* Fixed so you can't build military stations within someone elses borders unless you're allied or at war
* Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis
* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops
* "Grimacing" anomaly will no longer result in too-large habitable planets
* "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action
* Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity
* Can no longer play galactic abolitionist and emancipate pops on planets you do not own
* Purge tooltips now give the correct information for robots
* Species list during game setup no longer animates at start
* Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to
* Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames
* Fixed so you cannot build Frontier Outposts within the territory of others
* Fixed so that vassals cannot give you borders if their overlord has closed borders against you
* Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling
* Planet view now scales correctly with UI scaling
* Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups
* Randomly generated species will no longer have a negative sum of traits
* You now get notifications when other countries leave your alliance or federation
* Changing government from one monarchy to another no longer kills your heir
* Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)
* Right-clicking on a country shield now actually goes to homeworld rather than home system
* Can now properly see health of fleets of uncontacted empires if they are within sensor range
* Fallen Empires should no longer attempt to re-contact empires they already have communications with
* Fixed robot pops joining the AI Uprising when not yet fully grown
* Fixed CTD related to strike craft of killed carrier
* Pops will no longer be xenophobic against gene-manipulated version of their species
* Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire
* Fixed a bug where the resettlement screen didn't show all planets
* Fixed a bug where player couldn't surrender in war
* Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type
* Reassembled Ship Shelters are now properly removed from planets without owners
* Fixed a bug where the ship designer didn't add armor and shields to some ship sizes
* Fixed a bug where ships could get stuck between two stations in combat
* Fixed a bug where ending a war ended non-war-related occupation
* Fixed a bug where the message after losing an invasion was sent to the owner instead of controller
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# Graphics
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* The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy
* Aura effects should now be slightly smaller and less intrusive
* Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section
* Fixed an issue where a mammalian portrait would have black squares as eyes
* Fixed an issue where an avian portrait didn't have eyes
RE: Stellaris 1.2 Yama Notları ve Önemli Değişiklikler - Duman - 27-06-2016
Güncelleme BETA'dan çıktı, resmi sürüm oldu.
Stellaris 1.2 Yama Notları ve Önemli Değişiklikler - Blorg - 28-06-2016
Gelecek yama ne üzerine olacak , bir fikri olan var mıdır ?
Stellaris 1.2 Yama Notları ve Önemli Değişiklikler - Duman - 28-06-2016
1.3'e dair bilgi henüz yok.
Stellaris 1.2 Yama Notları ve Önemli Değişiklikler - Dream0n - 28-06-2016
"Wide" oynamak daha mı zor olacak sizce yeni yamayla, yeni oyuna başladım çok genişlemeden ve çok outpost kurmadan özellikle aynı sistemdeki gezegenleri alarak büyümeye çalışsam nasıl olur sizce?
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