Patch Notes 4/18
Author: indiefoldcreator
Date:
Sun, 16 Apr 2023
Game: StarDrive 2
Hi guys, patching today. Still working at it. There's a big change in here so look out...
1. Fixed issue with the space station cantina upgrade causing incorrect income calculations
2. Changed the way fleet maintenance is calculated when over your CP cap. It is now a non-linear curve as you exceed your cap, which should help keep AI and player fleet sizes much closer to the proper size, rather than having these monstrous fleets supported by a big economic base. There's more to running a fleet than just having money, and I want this change to underscore that fact.
3. AI Corvettes wil now refit
4. Starbases will now become much tougher as you unlock better armor. Every module will be equipped with what amounts to one 3x3 plate of your best armor.
5. For modders: Added a list of string values to the AI strategy files that will allow you to limit which races can use an AI. You would add lines like so:
Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk
6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them.
7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race
8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry
9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes.
10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues
11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip.
12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter.
13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races.
1. Fixed issue with the space station cantina upgrade causing incorrect income calculations
2. Changed the way fleet maintenance is calculated when over your CP cap. It is now a non-linear curve as you exceed your cap, which should help keep AI and player fleet sizes much closer to the proper size, rather than having these monstrous fleets supported by a big economic base. There's more to running a fleet than just having money, and I want this change to underscore that fact.
3. AI Corvettes wil now refit
4. Starbases will now become much tougher as you unlock better armor. Every module will be equipped with what amounts to one 3x3 plate of your best armor.
5. For modders: Added a list of string values to the AI strategy files that will allow you to limit which races can use an AI. You would add lines like so:
Race_Pollops
Race_Kulrathi
Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk
6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them.
7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race
8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry
9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes.
10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues
11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip.
12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter.
13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races.
Write your comment!