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####################### VERSION 1.3.0 ########################
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# 리바이어던 스토리 팩
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#Important
* NEW: 플레이어는 비밀과 보물을 지키고 있는 수호자를 만날 수 있음
* NEW: 세가지 유형의 소수민족 스테이션을 만날 수 있음; 장인, 예술가, 상인
* NEW: 장인 민족은 광물/EC 그리고 전략 자원을 거래함
* NEW: 예술 민족은 기념비를 건절하고 행성에 축제를 열 수 있음
* NEW: 상인은 은하 지도를 판매하며 연구 보조와 특정 수호자들을 물리치는 방법을 제공함
* NEW: '천상의 전쟁' 이 두 몰락 제국 사이에서 은하 전체 규모로 발생할 수 있음
#그래픽
* NEW: 5가지의 새로운 '귀요미' 초상화 추가; 포유류 2, 파충류 1, 갑각류 1, 절지류 1, 균류 1
#음악
* NEW: Andreas Waldetoft 작곡의 5가지 새 음악, 스토리 팩을 설치하고 활성화 하면 새로운 메인 테마가 추가됨
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# 피쳐
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#중요
* NEW: "연방 승리" 승리 조건 추가
* NEW: 새로운 은하 설정 옵션 - 최대 몰락 제국 숫자, 거주 적합 행성 숫자, 시작지점 근저의 향상된 AI 숫자,
성계 클러스터 사용 여부, 후반부 위기 설정 등
* NEW: 이제 250의 영향력으로 수도 행성을 이전 가능
* NEW: XL 사이즈 무기 슬롯 추가. XL 무기는 전함에만 장비가 가능하며 제한적인 발사각을 지님
* NEW: 트래킹이 무기의 새로운 스텟으로 추가 되어 같은 양이라도 대상의 회피율을 줄임. 대부분의 무기가 트래킹 수치를 가지게 됨
* Point-Defense가 이제 공유 슬롯이 아닌 전용 슬롯에만 장착됨
* NEW: 어뢰 슬롯이 추가됨
* NEW: 예비(동력?) 유틸리티 슬롯이 추가됨
* NEW: 새로운 두 가지 거주 가능 행성 유형 추가; 초원지형과 고산악지형
* NEW: 4가지 새로운 인간형 종족 초상화 추가
* NEW: 팝 팩션을 압박하는 새로운 토글기능 추가, 영향력을 소비하여 지속적으로 서포트를 제거함
* NEW: 게임 중반에 과학선의 자동 탐사를 가능하게 하는 연구 기술이 추가됨
* 테라포밍 개편 - 테라포밍 스테이션이 게임에서 제거됨. 제국 영역안의 식민화가 안된 모든 행성은 비용을 지불하고 테라포밍이 가능함
* 섹터에 몇몇 기능을 켜고 끌 수 있게 바뀜
* 전략 자원이 개편되고 이제 최소 하나의 자원을 가지고 있으면 건물이나 모듈 없이도 제국 전체로 효과가 적용되고 여유 자원은 거래할 수 있음
* 함대가 이제 AI 함대가 따라다니거나 혹은 따라다니지 못하도록 토글이 가능
* NEW: 이제 행성과 함대에 집결지 설정이 가능함. 새로 건조되는 함선들은 근처의 함대 집결지로 이동하고 합쳐지거나 함대 집결지가 없다면 근처의 행성 집결지로 이동함. 귀환 명령을 내릴 경우 근처에 행성 집결지가 있다면 그곳으로 이동할 것이고 행성 집결지가 없다면 우주항으로 이동함.
#일반
* 전투 컴퓨터가 개편되었고 각 함선 사이즈 별로 서로 다른 자기만의 스텟을 가지며 행동을 보임
* 우주 생물들이 이제 랜덤하게 특정 지역에서 군락을 가짐. 여러 성계에 걸쳐 발견할 수 있으나, 일반적인 우주 생물들은 유형에 따라 특정 성단에만 모여있기도 하고 그렇지 않은 경우 그들의 고향 영역에서만 찾을 수 있음
* 공허 구름은 이제 그들의 성계에서만 생성되고 높은 에너지 매장지를 지키고 있음
* 수정 생물체들은 이제 몇몇 보상을 지키고 있음
* 전함에서 오라 부품 제거
* 강습병이 이제 행성 수용량이 최대치가 되어도 모집가능. 새로운 군대는 자동적으로 수송선에 탑승함
* 이제 섹터 관리 행성으로 팝을 이주시킬 수 있음
* 요격기가 이제 모함에 머물지 않고 공격대상을 향해 전진함
* 요격기와 미사일이 이제 회피가 가능
* 미사일이 이제 체력, 장갑, 방어막을 가짐
* NEW: 식물형 이름 추가, 오래된 것들 업데이트
* 대부분 함선의 유틸리티 슬롯이 정리됨
* 전함과 순양함의 몇가지 함체 부위를 제거하고 개편
* 우주 고래 무기가 이제 소형 무기 슬롯만 사용함
* NEW: 이제 제국에 당신의 속국이 될지 물어볼 수 있음 (그들의 속국으로 들어갈지는 제안 불가 ?????)
* 전략 자원 매장량이 새로운 개편에 맞게 변경됨. 일부 매장지의 등장 확률이 조정됨
* 크리스탈 무기는 이제 유저가 사용 불가능
* 수용량 초과 칙령이 이제 New Worlds Protocol이 아닌 Global Energy Management에서 해제 됨
* 드로이드 기술이 이제 레어 기술이 아님. 등장 확률은 변화없음
* 신스 사고 패턴 기술이 이제 레어 기술이 아님. 등장 확률 변화없음
* NEW: 새로운 우주 설정 옵션 - 최대 몰락 제국 수, 식민 가능 행성 수, 시작지 근처의 향샹된 AI 수, 성단 성계 사용 여부, 후반부 위기 설정
* 정책 툴팁이 이제 팝의 행복도에 어떻게 영향을 미치는지 보여줌
* NEW: 식민지 진료소가 식민지 병원으로 업그레이드 가능
* NEW: 식민지 병원은 새로운 건물
* NEW: 테라포밍 개편 - 테라포밍 스테이션이 게임에서 제거됨. 제국 영역안의 어떤 미개척 행성이라도 비용을 지불하고 테라포밍이 가능해짐
* 테라포밍 가스와 액체의 테라포밍 비용이 매우 감소함
* 테라포밍이 이제 게임 초반부에 활성화 됨
* 이제 어떤 행성 유형간이든 요구 사항만 충족되면 바로 테라포밍이 가능해짐. (개척 불가능한 행성유형은 여전히 불가능)
#외교
* 이제 연방에 연대 상태를 제안하거나 요청이 가능함. 연대 상태는 연방의 모든 인원과 불가침 조약을 체결하며 연방의 모든 인원과 신뢰도 구축이 가능함. 연방의 인원은 투표로 연대를 승인하거나 거부할 수 있음.
# 기술
* NEW: Vitality Boosters, increases leader lifespan by +10 years
* NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
* NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
* NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
* NEW: 무덤 행성을 가이아 행성으로 테라포밍하는 희귀 기술 추가
# 몰락 제국
* 몰락 제국의 팝이 이제 어떤 부정적 특성도 가지지 않고 게임 시작시 긍정적 특성이 추가됨
* 네가지 유형의 몰락 제국이 유형마다 서로 다른 외형의 함선을 가짐
* 몰락 제국이 이제 가끔 타이탄 급 함선을 가지고 시작함
* 이종족 혐오 몰락 제국이 이제 노예/정화를 이유로 일반 제국을 공격하지 않음
* 물질주의 몰락 제국이 이제 AI 연구를 이유로 일반 제국을 공격하지 않음
* 이종족 혐오와 물질 주의 몰락 제국이 이제 가끔씩 일반 제국에 임무와 요구사항을 전달하며 해당 사항을 받아들이고 완료하면 보상을 줌
* 이종족 혐오와 물질 주의 몰락 제국이 이제 가끔 좋은 관계를 유지하는 일반 제국에 선물을 줌
* 몰락 제국이 이제 "각성" 상태가 되어서 각성한 제국이 될 수 있음; 일반 제국이 너무 강해지거나, 다른 몰락 제국이 행성을 잃거나, 후반부 위기가 진행중일 경우. 깨어난 제국은 새로운 성격을 가지게 되고 새로운 목적은 강제로 은하의 제국들을 발 밑에 두는 것
* 몰락 제국이 이제 여러 반복 연구 기술을 가지고 시작함
* 몰락 제국이 이제 특정 생물과 위기 기술을 가지고 시작하지 않음.
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# 밸런스
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# 중요
* 특수 프로젝트들이 더 이상 기술 연구를 중지시키지 않음. 대부분 과학선의 특수 프로젝트들은 연구 비용을 가지지 않음.
* 제국 설정에서 "거주 적합 행성" 이 사라지고 "거주 적합 카테고리" 형식의 건조형, 습지형, 한랭형으로 바뀜
* 거주적합도는 행성이 어느 카테고리에 속한것인지에 따라 결정됨. 기본 거주 적합도는 80%이며 같은 지형은 60%, 나머지는 20%
* 이제 잠재적 거주 가능 행성을 개척하는데 연구가 필요없음
* 은하에 거주 가능한 기본 행성의 숫자가 대폭 감소됨 (유저가 조정 가능)
* 하이퍼 드라이브를 사용하는 함선들은 이제 중력 우물 밖에서 FTL을 진입하게 변경.
* 함선들의 장갑과 회피가 재조정됨. 작은 함선들은 높은 회피율을 가지고 낮은 장갑 수치를 가지며, 큰 함선들은 그 반대로 적용
* 무기들의 밸런스가 재조정되어 무기들이 함선의 사이즈에 따라 효율이 바뀜. 대형 무기들은 대형 함선을 상대로 효율이 좋고 작은 함선을 상대로 효율이 나빠짐. 장갑 관통은 사이즈에 따른 변화 없음
* 이제 미사일이 빗나가거나 미사일을 회피가 가능함
* 높은 등급의 미사일은 이제 더 높은 회피와 내구도를 가짐. Point Defensse와 요격기 역시 이 변경점에 맞춰 재조정됨. 폭격기의 함선 공격력이 대폭 상승하고, 요격기의 폭격기 공격력이 상승
* 이제 행성 궤도 폭격이 가능한 함선 숫자 제한이 생기고 이로 인해 큰 행성의 방어도가 몇일 만에 소진되지 않음.
* 이제 함대가 긴급 FTL을 사용할 경우 핑퐁처럼 돌아다니지 않으며 임무 중 실종으로 들어가고 아군 행성으로 귀환함.
* 이제 긴급 FTL을 사용할 경우 함선들이 데미지를 입는 대신 잃어버릴 위험이 생김
# 일반
* 이제 랜덤한 시작 행성은 16고정 사이즈를 가지지 않고 16~20의 랜덤한 사이즈를 가지게 됨. 지구는 16 고정, 유니티는 18 고정
* 제독의 함선 유지비 관련 스킬이 제거됨
* 정화에 필요한 기간이 6개월에서 30 개월로 상승
* 보호국의 기술 할인이 50%에서 80%로 증가하지만 더 이상 연구 거래 조약을 맺을 수 없음
* 보호국은 이제 그들의 군주가 이미 연구한 기술을 선호함
* 집단주의가 이제 이종 노예 정책을 사용할 수 있음
* 해군의 최대 수용력이 1000에서 9999로 증가
* 토착 원주민 간섭 정책 중 석기 시대 행성 개척을 막는 기능을 제거함. 대신 적극적인 간섭을 사용하지 않는 제국은 행성을 개척하게 되면 소수민족 정착만 가능함
* 거주 적합도가 40% 미만인 행성에는 팝을 재정착 시킬 수 없음
* 팝을 이주 시키는데 행성 수도등의 시설을 요구하는 조건이 제거됨
* 장갑에 의해 얻는 피해 감소가 이제 함선 사이즈에 따라 하락함, 즉 초계함에 다는 한장의 장갑이 전함보다 더 효율적임
* 공격적인 AI 특성이 이제 게임 시작시 향상된 제국에게 설정될 확률이 높음
* 이제 인근에 영향을 주는 타일 블로커들은 제거할 수 없음
* 이제 과학자들이 레벨 업 시 특성 증가가 7% 에서 10%로 상승
* 비 과학자 지도자들이 레벨업 시 특성 상승이 10%에서 20%로 증가
* Ethos spread should now be somewhat more even across Empires at game
start, so you are less likely to get an all-Pacifist galaxy
* 이제 수송선이 전투 함선으로 호위받는 경우는 적에게 타게팅되지 않음
* 선체 내구도가 하락한 함선의 유지비가 더 이상 감소하지 않음
* 우호적인 영역밖에서 웜홀을 생성하는 경우 30% 시간이 더 필요해짐
* 하이퍼드라이브 종료시간이 출발지와 아군 영역의 거리에 따라서 스케일이 상승함
* 워프 종료시간이 목적지와 아군 영역의 거리에 따라서 스케일이 상승함
# 외교 & 전쟁
* 해방 전쟁목표는 이제 여러 다른 목표들이 같이 반란을 일으킬 수 있음
* Reduced opinion effect of relative power of subjects.
* You may now take conquest wargoals on planets whose majority species
correspond to the conqueror's founder species, even if your war
philosophy normally does not allow conquering
* Threat generation is now reduced when conquering empires that have
aggressive personalities, and removed altogether for conquering Fanatic
Purifiers and Awakened Fallen Empires
* Wargoals against allies of the main defender are now more expensive to set
* 이제 군용 시설과 우주항만이 전쟁 점수를 얻을 수 있음 (민간 건물을 제외한다는 소리)
* 이제 군주를 섬기고 있는 속국을 대상으로 직접 전쟁을 선포할 수 없음. 대신 그들의 군주에게 전쟁선포를 해야 함.
* Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
* "행성 포기" 전쟁목표가 이제 위협을 생성하고 "행성 양도"와 전쟁 점수가 같아짐
# 몰락 제국
* 몰락 제국이 이제 생물과 위기 기술을 가지고 시작하지 않음
* 몰락 제국 팝이 이제 부정적 특성이 아닌 긍정적 특성을 가지고 생성됨
# 조우 & 후반 위기
* 우주 생물 성계가 이제 흔해짐
* 수정 생물체가 매우 강해지고 초계함, 구축함, 순양함 사이즈로 밸런스됨
* 모든 후반부 재앙 함선들의 장갑과 회피가 재조정됨
* 채광 드론이 재조정되고 가치있는 채광지를 지킴
* 우주 아메바가 이제 더 많은 수로 생성됨
* 우주 아메바는 이제 더 빨라지고 높은 데미지와 HP를 가짐
* 우주 고래가 이제 더 많은 데미지를 입히고 많은 HP를 가짐
* 수정 생물체 무기가 재조정됨, 소형 중형 대형 무기와 장갑 수치에 따라 스케일링됨
* 방랑 함대의 디자인과 함선이 업그레이드 됨
* 방랑 함대의 HP가 하락하고 데미지 보정치가 50% 25%로 하락함. 전체적으로 이전보다 강해짐 (????????)
* 방랑 함대의 아크 함선 HP가 하락하고 기본 무기를 줌
# Ethics
* NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
* NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
* NEW: Materialist empires now have Building Cost reduced by 5%/15%
* NEW: Xenophobe empires now get increased border projection
* Xenophobe empires now gain +max rivals instead of +rival influence gain
* Xenophile empires no longer have a penalty to rival influence gain
* Military empires now gain +rival influence gain instead of +max empires
* Pacifist empires no longer gain a penalty to max rivals
#Traits
* Maximum number of species traits increased from 4 to 5
* Trickster trait effect on evasion replaced with +20% combat speed. In
addition, effect on emergency FTL damage increased from -25% to -50%.
* Aggressive trait effect on fire rate reduced from +10% to +8%
* Cautious trait effect on evasion replaced with +10% weapon range
* Scout trait now also increased ship speed by +20%
#Governments
Despotic Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 15%
* Now increases border range by 10%
Star Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 30%
* Now increases border range by 20%
#Modifiers
* "Opinions Respected" effect on happiness reduced from +25% to +15%
* "Opinions Disrespected" effect on happiness reduced from -40% to -20%
#Events
* Lessened the odds of "Trouble in Paradise" and "A Change of Heart"
occurring early in a colony's lifetime. Added a chance for it to occur
after 4 years instead, with very low odds
* Changed "Trouble in Paradise" and "A Change of Heart" events so they
change ethics in one step towards the empire's opposite, instead of
instantly inverting it to the opposite extreme. Also added a check so
that the events cannot happen more than once every 5 years
* Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
* Interstellar Railroad faction event now always removes 1 pop instead of a random amount
#Components
* Added a new utility component, Afterburners, increasing a ship's combat speed
* Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
* Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
* Jump Drives are now researchable for all FTL types (but still very rare)
* Laser weapons now deal 20% less damage to shields
* Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
* Plasma weapons now deal 20% less damage to shields
* Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
* Disruptor weapons' shield damage increased from +100% to +200%
* Projectile weapons' shield damage increased from +15% to +33%
* Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
* Torpedo weapons have been reworked and are now only Torpedo slot size
* Arc Emitters are now extra large weapons
* Particle Lances are now extra large weapons
Shield Capacitor
* Is now an aux slot instead of utility slot component
* Power usage reduced from 50 to 20
* Mineral cost reduced from 50 to 20
Crystal-Infused Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +5%
* Mineral cost reduced from 40 to 25
Crystal-Forged Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +10%
* Mineral cost reduced from 50 to 30
Regenerative Hull Tissue
* Is now an aux slot instead of utility slot component
* Mineral cost reduced from 50 to 30
Flak Battery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50
Flak Artillery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50
Cloud Lightning
* Damage changed from 6-12 to 1-27
* Range increased from 40 to 50
* Accuracy increased from 75% to 100%
* Now deals 25% less damage to shields
Deflectors
* Power usage reduced from 5/10/20 to 2.5/5/10
* Shield HP reduced from 25/50/100 to 20/40/80
Improved Deflectors
* Power usage reduced from 7.5/15/30 to 5/10/20
* Shield HP reduced from 50/100/200 to 30/60/120
Shields
* Power usage reduced from 10/20/40 to 7.5/15/30
* Shield HP reduced from 75/150/300 to 45/90/180
Improved Shields
* Power usage reduced from 12.5/25/50 to 10/20/40
* Shield HP reduced from 100/200/400 to 70/140/280
Advanced Shields
* Power usage reduced from 15/30/60 to 12.5/25/50
* Shield HP reduced from 125/250/500 to 105/210/420
Medium Railgun
* Maximum damage increased from 46 to 49
Large Railgun
* Maximum damage increased from 99 to 100
Kinetic Battery
* Mineral cost reduced from 100 to 50
* Power usage reduced from 100 to 50
Kinetic Artillery
* Mineral cost reduced from 120 to 60
* Power usage reduced from 120 to 60
Small Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 10% armor penetration
* Tracking is set to 35%
Large Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 20% armor penetration
* Tracking is set to 10%
Small Ripper Cannons
* Damage changed from 4-17 to 4-16
* Accuracy increased from 82% to 83%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Ripper Cannons
* Damage changed from 8-36 to 8-33
* Accuracy increased from 80% to 81%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%
Large Ripper Cannons
* Damage changed from 21-74 to 21-67
* Accuracy increased from 75% to 76%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%
Small Stormfire Cannons
* Damage changed from 5-19 to 5-17
* Accuracy increased from 82% to 84%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%
Medium Stormfire Cannons
* Damage changed from 11-39 to 10-35
* Accuracy increased from 80% to 82%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%
Large Stormfire Cannons
* Damage changed from 25-84 to 26-70
* Accuracy increased from 75% to 77%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%
Swarmer Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 18-38 to 8-12
* Attack cooldown reduced from 2.50 to 2.10
* Ranged reduced from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD
Whirlwind Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 21-41 to 10-15
* Attack cooldown reduced from 2.50 to 2.10
* Ranged reduced from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD
Sentinel Point-Defense
* Minimum damage increased from 1 to 2
* Maximum damage increased from 2 to 3
* Accuracy increased from 20% to 80%
* Tracking set to 20%
Barrier Point-Defense
* Minimum damage increased from 2 to 3
* Maximum damage increased from 3 to 4
* Accuracy increased from 30% to 80%
* Tracking set to 30%
Guardian Point-Defense
* Minimum damage increased from 3 to 5
* Maximum damage increased from 4 to 6
* Accuracy increased from 40% to 80%
* Tracking set to 40%
#Technology
* Amount of technologies required to access a new technology tier increased from 5 to 7
* Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
* Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
* Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
* AI-Controlled Colony Ships technology effect on colony development
speed increased from 25% to 50%. In addition, Colony Ship cost is
reduced by -25%
* Self-Aware Colony Ships technology effect on colony development speed
increased from 25% to 50%. In addition, Colony Ship cost is reduced by
-15%
* Self-Aware Colony Ships technology cost reduced from 1800 to 1000
* Sentient AI technology cost reduced from 2840 to 2200
* Synchronized Defenses technology now requires Administrative AI
instead of Active Countermeasures and is now more likely to appear
* Advanced Shields technology cost reduced from 2840 to 1800
* Planetary Shield Generator technology cost reduced from 1800 to 720
* Planetary Shield Generator now requires Improved Deflectors instead of Shields
* Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
* Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
* Gamma Lasers technology cost reduced from 3880 to 3000
* Particle Lances now requires Gamma Lasers and Battleships
* Plasma Cannons technology cost reduced from 3880 to 3000
* Arc Emitters now requires Plasma Cannons and Battleships
* Proton Torpedoes technology cost reduced from 2320 to 1400
* Proton Torpedoes now require Disruptors instead of Ion Disruptors
* Neutron Torpedoes technology cost reduced from 3880 to 3000
* Neural Implants technology cost reduced from 600 to 480
* Xenology no longer requires Biodiversity Studies
* New Worlds Protocol is no longer more expensive than other early technologies
* Frontier Health now also requires Genome Mapping
* Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
* Cloning research cost reduced from 1500 to 1000
* Cloning now requires Vitality Boosters instead of Epigenetic Triggers
* Gene Banks research cost reduced from 3360 to 1400
* Gene Seed Purification now requires Gene Tailoring instead of Cloning
* Gene Tailoring research cost increased from 1200 to 2200
* Gene Tailoring now requires Cloning instead of Epigenetic Triggers
* Targeted Gene Expression research cost increased from 1800 to 4000
* Selected Lineages now requires Vitality Boosters instead of Epigenetic Triggers
* Selected Lineages research cost increased from 1200 to 2200
* Capacity Boosters research cost increased from 2320 to 5000
* Neural Implants no longer require Genome Mapping
* Cell Revitalization now requires Vitality Boosters instead of Epigenetic Triggers
* Standardized Cruiser Patterns research cost reduced from 1800 to 1000
* Standardized Battleship Patterns research cost reduced from 3360 to 2200
* Carrier Operations research cost reduced from 1500 to 1000
* Improved Strike Craft research cost reduced from 1800 to 1400
* Advanced Strike Craft research cost reduced from 2840 to 2200
* Synapse Interceptors now requires Cruisers instead of Carrier Operations
* Synapse Interceptors effect on strike craft damage increased from +5% to +10%
* Heat Recyclers now requires Cruisers instead of Carrier Operations
* Heat Recyclers effect on strike craft damage increased from +5% to +10%
* Gauss Cannons technology cost reduced from 3880 to 3000
* Autocannons technology now requires Coilguns
* Stormfire Cannons technology cost reduced from 3880 to 3000
* Flak Battery technology cost reduced from 2320 to 1800
* Flak Artillery technology cost reduced from 3880 to 3000
* Marauder Missiles technology cost reduced from 3880 to 3000
* Swarmer Missiles technology cost reduced from 2320 to 1000
* Whirlwind Missiles technology cost reduced from 3880 to 3000
* Space Torpedoes technology cost reduced from 900 to 480
* Space Torpedoes technology now requires Nuclear Missiles
* Armored Torpedoes technology cost reduced from 1800 to 1400
* Devastator Torpedoes technology cost increased from 3880 to 4000
* Adaptive Bureaucracy technology effect on Edict Cost replaced with increased leader pool and leader recruitment cost reduction
* Living State technology now also reduces leader recruitment cost by 10%
* Regulated Slavery policies now contribute significantly less to Neural
Implant tech weights than their unregulated counterparts
* Xeno Cavalry now requires Morphogenetic Field Mastery instead of Targeted Gene Expressions
#Units
* Strike Craft engagement range increased from 120 to 130
* Occupied planets will now spawn garrisons when invaded, so they can no longer be sniped back with a single assault army
* Armies are now able to heal in space when not in combat
Spaceport
* Now has higher base firing speed and damage
* HP changed from 2500/4000/5000/6000/7000/8000 to 4000/4500/5000/5500/6000/6500
* Base armor increased from 10/15/20/25/30/35 to 75/80/85/90/95/100
* Now also increases ship build speed by 0/20/40/60/80/100%
* Now also gains 0/2/4/6/8/10 tracking
* Upgrade cost reduced from 300/450/850/1000 to 200/250/300/350/400
* Effect on Naval Capacity changed from 6/7/8/9/10/11 to 2/4/6/9/12/15
Corvette
* Base armor reduced from 3 to 2
* Base evasion increased from 0 to 60
Destroyer
* Base armor reduced from 12 to 6
* Base evasion increased from 0 to 25
* No longer receives a penalty to Chance to Evade
Cruiser
* Base armor increased from 12 to 30
* Base evasion increased from 0 to 10
* No longer receives a penalty to Chance to Evade
* Ship HP increased from 1200 to 1600
Battleship
* Base armor increased from 24 to 80
* Base evasion increased from 0 to 5
* No longer receives a penalty to Chance to Evade
Defense Platform
* Base armor increased from 7 to 15
Defense Station
* Base armor increased from 11 to 30
Fortress
* Base armor increased from 20 to 44
#Buildings
* Clone Vats mineral cost reduced from 350 to 200
* Clone Vats now also has a society output of 4, but also gets a maintenance cost of 2 energy.
* Mineral Silos now increases mineral output on adjacent tiles by +1
* Galactic Stock Market maintenance increased from 2 to 3, but now also
has an output of 1 Energy Credit to allow for tile combinations
Power Hubs
* Power Hub 1 no longer costs influence to build
* Power Hub 2 no longer costs influence to build
* Power Hub 2 mineral cost reduced from 250 to 200
* Power Hub 2 effect on energy output increased from +15% to +20%
Mineral Processing Plants
* Mineral Processing Plant 1 no longer costs influence to build
* Mineral Processing Plant 2 no longer costs influence to build
* Mineral Processing Plant 2 mineral cost reduced from 250 to 200
* Mineral Processing Plant 2 mineral output increased from 3 to 4
* Mineral Processing Plant 2 effect on mineral output increased from +15% to +20%
#Spaceport modules
Fleet Academy
* Ship weapon damage bonus removed
* Ship evasion bonus removed
* Maintenance cost increased from 2 to 4
* Mineral cost increased from 300 to 400
* Influence cost increased from 50 to 100
* Ship fire rate now increased by +5%
* Ship tracking now increased by +3
###################
# AI
###################
#War
* Lots of tweaks and improvements to AI fleet movement and army handling during war
#Sector
* Sectors will no longer try to race you to build a station around a planet you have an order on
* Sector AI will now build and use robot pops if permitted
* Sector AI will now colonize if permitted
* Fixed an issue where sector AI would build labs of only one field
* Lots of tweaks and improvements to sector AI budgeting and construction
#Diplomacy
* AI subjects that are disloyal will now try and rebel together
* AI will no longer invite the player to wars they should have no interest in
* AI will no longer repeatedly ask you to join the same war after being declined
* Reduced threat generated for empires that you have a non-aggression or defensive pact with
* Fallen Empires will now only send warnings to empires at -90 opinion or lower (changed from -75)
* The AI is now more likely to select war goals against whoever they are declaring war on rather than against their allies
* Lots of tweaks and improvements to AI acceptance and likelyhood to
offer various diplomatic actions to make the AI more diplomatically
active
#Misc
* AI empires will now genetically engineer their species
* AI empires will now terraform planets
* AI empires can now handle the Cultist Ship event
* AI will no longer colonizes with robot pops if they cannot afford more robots
* AI will now more frequently build resource-requiring buildings and unique buildings
* AI will now remove building that have no use
* AI will no longer build stations in systems with enemy fleets present
* AI will not repair destroyed buildings during war
* AI will now resettle pops
* AI fleets will not follow friendly fleets that are about to upgrade/repair
* AI will no longer prioritize working food tiles on planets with only robots
* Fixed a bug where AI would not build or use armies if current armies were lacking attachments
* AI should be better at using special buildings
###################
# User Interface
###################
* Ship sections are now clearly named after the role they fulfill
* A drop-down menu has been added to the topbar. Many screens have been
split up and moved into the drop-down instead of being tabs in other
screens
* Strategic Resources now have their own interface that can be accessed through the drop-down in the top bar
* Expansion Planner has been added and can be accessed through the drop-down in the top bar
* Player receives alert for having obsolete ship designs
* Player can now choose to keep all components up to date by toggling a button in the ship designer
* Buildings can be upgraded to their latest upgrade by shift-clicking the upgrade icon
* Fleets will now have the build queue in mind when prioritizing best planet to upgrade a fleet on
* It is now possible to add orders first in queue by CTRL-SHIFT clicking
* Clicking 'go to' on a fleet will now go to it on the galactic map
instead of zooming in on it in the system map, unless the camera is
already focused on it
* Fixed so that you get reasons why you cannot accept an incoming diplomatic proposal
* Added tooltip to debris special projects
* Added debris contents to situation log entry
* Fixed so that switching selected planet doesn't close the construction menu in spaceport/armies planet view tab
* Wormhole tooltips now state their progress and remaining time
* Changes so that the winding up activity shows days left instead of completion percentage
* Ruler ships should now be more distinct in the planet view
* Holy World planet modifier icon frame is now properly red
* Damaged Ecology planet modifier icon frame is now properly red
* Added checkbox for filtering ship components by slot size
* Tweaks to positions of various interface objects
* A warning icon is display on incompatible save files
* Various tooltip improvements
###################
# Graphics
###################
* Improved the bloom shaders significantly.
* Color variations for Avians, Arthropoids, Molluscoids, Fungoids and Plantoids polished
* Added missing color variations for some DLC portraits
* Planet city lights are now more detailed and look less blobby
* Arthropoid colony ship glass color now matches the rest of the ship lights
* Large Amoeba no longer has self-illumination on its entire body
* Fixed alpha issues for Plantoid 04 and Plantoid 09 portraits
* Strike craft are now spread out a bit on the height axis
* Adjusted Arthropoid 18 portrait textures and wings
* Fallen empires now have unique ship textures for each ethos
* Fallen empire now have unique cities for each ethos
* Star surface textures now tile properly
* Holy World planet modifier has a new icon
* Added a number of missing modifier icons
###################
# Modding
###################
* research_technologies console command will no longer unlock creature and crisis techs unless "1" is input as an argument
* The pop_add_ethic effect will no longer add ethics to pops that have
an explicit ethos set (Robots, some event Pops). Use the
pop_force_add_ethic to bypass this
* modify_species effect can now also change the portrait of a species
* Added set_empire_name, set_empire_flag, set_planet_name and set_sector_name effects
* added scaled_spawn_chance as an alternative to spawn_chance in solar
system initializers, the set value is multiplied by the number of stars
in the galaxy divided by 100; "5" gives a 10% spawn chance in a 200-star
galaxy
* It is now possible to differentiate the FTL_WINDUP_ENTITY for
different graphical cultures. For example by creating an entity with the
name "arthropoid_01_warp_ftl_ship_effect_entity"
* Added on_fleet_enter_orbit on-action hooks
* Added on_join_alliance, on_leave_alliance on-actions
* create_ship effect now supports effect={}
* Added delete_fleet effect (like destroy_fleet but without any death animation)
* Country types that are set to "use_special_buildables = yes" will now
build global ship designs marked as special buildable (if allow trigger
permits it) instead of building regular designs
* Added console command "mature_galaxy" which will simulate a 100-year old galaxy
* Added is_boss fleet/ship design setting which hides most ship stats and displays a skull instead of military power in-game
* Added custom_military_power ship design setting which overrides the calculated military power with the given value
* Added on_monthly_pulse on-action which fires monthly
###################
# Bugfixes
###################
* Fixed some issues with shared Threat where it would not correctly lead to anti-aggressor alliances forming
* Xenophobic robots no longer hate their builders
* Diplomatic statuses such as defensive pacts are now properly cleared when going to war with a country
* It is no longer possible to leave a Federation while at war
* Rebelling civilian ships are now treated as hostile by stations
* It is no longer possible to declare war on empires you have invited as allies in a war
* Fixed issue with Nomads building too many new ships
* Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
* Fixed a bug where merging fleets would prioritize the smallest fleet
* Fixed Gaia world spawn chances not being explicitly reduced for inhospitable stars
* Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
* Technological enlightenment progress bar tooltip monthly progress is
displayed with decimals because it's often smaller than one
* Fleet view repair order button enqueues the order last if shift is held down while button is pressed
* Fixed a bug where Small and Medium Mining Lasers had their ranges swapped
* Cancel researching project when fleet order is cancelled
* Start screen background text is scrollable
* Allow newlines when reading species bio from empire design
* Fixed Xeno Integration tech weights
* Fixed issue with Nomads building too many new ships
* Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
* Survey fleet order checks if fleet can move to system, so players can
no longer reach out-of-reach systems using fleet view survey button
* Fixed issue with living metal in strategic resource tutorial
* Fixed so that the corvette construction tutorial doesn't trigger if a corvette or destroyer already has been constructed
* Update tech alternatives for tech area when research in that area has
been halted, previously we waited for research in ALL tech areas to be
halted
* Allowing Nomads to settle on one of your planets no longer incurs the
"New Contact" opinion modifier, and the "Liberator" opinion modifier has
been replaced with "Shade-Giver"
* Fixed Regulated Xeno Slavery policy option being available before encountering any xenos
* Fixed Regulated Xeno Slavery policy option not having the correct tech prerequisite
* Fixed notifications for votes to start wars
* Fixed pops not getting appropriate happiness penalties from other pops being purged
* Species description in Game setup edit overview can be clicked to open corresponding edit window
* Several fixes to the Cultist event chain. Added missing event,
increased cult army values, fixed FTL type being set. Added portrait to
Cultist leader dialog
* Fixed pop factions being destroyed before their names could be printed in the event window when they become rebel countries
* Fixed progression issue in the Yuht Precursor event chain
* Fixed tech weights for Xeno Integration
* Fixed not being able to enslave primitive civilizations under Regulated Slavery policies
* No longer possible to create duplicate diploaction dialog windows when clicking message notifications
* Fixed a bug where liberate planet wargoal could create a pre-sentient empire
* Fixed some faction-created/rebel countries considering pre-sentients to be a valid dominant species and Synths to be invalid
* Fixed sectors occasionally not respecting slavery becoming outlawed
* Fixed some events erroneously adding ethics to level 1 and 2 robot pops
* Fixed a bug where systems near borders would get wrong pin color
* Scrolling in species appearance list no longer highlights all categories
* Countries with no contact establish communications anyway if there
exists an overlord-subject relationship between any of the three
countries involved
* Abandoned station no longer seem like they belong to random or unidentified empire
* Ship define MOVE_SHIP_TO_FLEET_MAX_DIST determines the max allowed distance for moving ships between fleets
* Growing pops that no longer have a parent pop to grow from are now removed
* Fixed the set_name effect
* If player has comms with previous owner of abandoned station then station name and type is shown in fleet view
* Fixed so that clicking a leader portrait in democratic elections doesn't block selection
* Fixed bug where you could accept offers promising you systems which the other party couldn't give away
* It is no longer possible to create robot clone armies
* Fixed crash that occurred when closing a diplomatic event
* Generating leaders for democratic elections only use pops that aren't growing
* Fixed a bug where war begun message would count fleets gone Missing in Action as wormhole stations destroyed
* Fixed bug where system pins were sometimes invisible
* Fixed so that required components are added into the debris
* When a subject declares war on someone who is not their overlord, the
war will no longer incorrectly be called an independence war
* Fleets can no longer follow fleets Missing in Action
* Liberate Planet now works correctly when multiple empires are all liberating in the same war
* Fixed numerous issues with Federation fleets and Federation ship designer
* Spaceport module strategic resource consumption now included in top bar stats
* Make released from overlord opinion modifier unique to avoid spam exploit
* Don't add new contact opinion modifier if communications are established with a vassal
* Store selected war demands when closing/switching the negotiation screen
* Use proper ordinal numbers for 11, 12 and 13
* Don't allow candidates of another species in democratic elections if the government does not allow it
* Fix some invalid in-game dates being written to save files
* Display modifiers affecting resource production in top bar tooltip
* Check that the fleet owner actually can afford to land armies when it costs resources
* Fix broken strategic resource triggers
* Many more minor bug fixes
###################
# Performance
###################
* Misc. performance improvements
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