StarDrive 2 Receives a Massive Update, to 1.1, And it's on Sale
StarDrive 2 Receives a Massive Update, to one.one, And it's on Sale
Iceberg Interactive is having a massive sale this weekend, and to coincide with that great sale they've pushed out a monstrous patch for StarDrive 2 that squashes a lot of bugs and adds a substantial amount of content and rest tweaks that the community has been waiting for.
StarDrive 2 gets a massive update in the wake of the Iceberg Interactive publisher sale.
StarDrive 2's new patch will bring information technology upwards to version 1.1 and brings quite a few changes inside information technology. While one game breaking bug that occurs upon startup, crashing the game, hasn't been stock-still, there are quite a few new additions. This patch adds 1500 ships that tin can be controlled by the AI. Non an insignificant number at all. They've likewise substantially updated the AI and their learning ability and have made adjustments to the balance ofStarDrive ii to make it just a picayune more than difficult, and thus more than rewarding likewise.
The total patch notes are listed below, straight from the Steam customs page itself. And so if you're a fan ofStarDrive two, then the next time you open Steam it should exist updating.
StarDrive 2 is a strategic 4X game that incorporates real-time battles into the fold. The procedurally generated milky way awaits you lot with many mysteries to be unlocked. Have command of heroes periodically and design your own ships to be taken into battle to defend your celebrity. Information technology'south currently on sale on Steam for $24.89.
New Content:
- Added more than than 1500 bad-♥♥♥ transport designs to the AI'south arsenal.
- The AI routines responsible for building fleets have been upgraded to provide a more substantial challenge heading into the late game. Experienced players may very well observe themselves out-gunned!
- New Race Customization Options! These are "Game-Changers" to provide some more unique challenges for you.
- Titan Quest: You lot begin the game with Titan Structure technology but tin ONLY build Titan form military vessels
- Full State of war: You cannot build colony ships. This should be a fun challenge.
- Newcomer: Your empire was belatedly to the StarDrive political party. Other empires start with two boosted colonies in nearby systems - Added a number of new technologies and ship modules that will be available through a new in-game event
- New Galaxy Shape Added: Ring
- Added Broadside Weapon Mounts for the following weapons
- Heavy Torpedo
- Plasma Torpedo
- Anti-Matter Torpedo
- EMP Torpedo
- Photon Torpedo
- Breakthrough Torpdo
Tweaks & Residuum
- Changed some of the Strategic AI behaviors to research technologies that you lot may not have seen the AI research before
- The Tactical AI at present has a new play in its playbook to endeavour and bring down those destroyers lurking on the edge of combat
- The AI will now engage in some express technology trading between themselves. I had previously decided as a matter of design to restrict this beliefs to foreclose the AI from appearing to have an overwhelming reward, but at that place are some techs that are just too important for the AI to go without. Therefore the AI volition now trade with Known races to learn sure techs that are important to information technology
- The Shipyard Checklist volition now produce a red "Ammo" error if y'all attempt to build a ship with a weapon equipped while non having the free energy or ordnance storage necessary to burn down the weapon; previously this would have but produced a xanthous "Ammo" alert. This will prevent players from being able to create a design with a weapon mount that is unable to fire
- The cost of time to come tech inquiry increases the farther downwardly the tree that yous go. This should forestall you from always running out of future tech, which tin can break the game if you go that far, and it will boring down tech progression in the belatedly game
- The 2x5 mass driver has its range reduced to 800, with a large damage fall-off occuring past 600.
- If your approval level always hits 0, and so your people will simply turn down to work or perform enquiry considering literally no one likes you enough to practice anything for you.
- The AI will only demand tribute if information technology believes that its fleet is stronger than yours
- My mouse wheel broke and so I realized that for people without good mouse curl wheels, the +/- buttons on the minimap needed some more fine-grained command. So that's in there now.
- Added support for Corvette-only weapons to compliment the new technologies bachelor
- The game's initial load upwardly fourth dimension is reduced by a fair margin
- Hereafter Tech tin can no longer exist assimilated or stolen by spies, which kills a few wonky birds with i stone
- The maximum population of a planet is now determined by the citizens living on the planet - not the owner of a planet. For example, if y'all conquer an aquatic earth, the aquatic species that lives at that place will be able to continue to breed and grow into their planetary population cap. Y'all will not be able to place more non-aquatic citizens in that location than your ain cap would ever let. If the Population cap of a planet is increased relative to your own species' cap due to a trait similar aquatic or subterranean, and so the population readout will reverberate this in parenthesis: i.e. a world might read as 7/v (xiv). Meaning seven citizens alive at that place - your cap is five, just due to the bonuses of the citizens, the real cap is 14.
Bug Fixes:
- Fixed a problems with the AI sometimes colonizing in your space still; added some extra safety nets for scenarios where space BECOMES your core space when the AI colony ship is already en route
- Capturing a blockaded planet in ground combat volition no longer crusade the planet to be blockaded for the firsthand turn thereafter; this problems may take been the cause of some very edge instance scenarios where you might find a mirror of your own blockading fleet invading your colony. I'g not declaring that upshot fully resolved but I'm nonetheless working towards isolating the cause and I suspect that this now-dead bug may be the culprit
- Stock-still a few achivements that were non unlocking properly
- Fixed an issue where the AI could even so potentially colonize in Role player infinite; this was caused past the AI aborting its endeavor to colonize a valid planet due to a hostile presence in the vicinity, and picking a second selection without the same territorial considerations it usually employs to choose a colonization target
- Fixed an issue with the new Blessing penalty that is incurred when exceeding tolerance when also having a leader that improves your tolerance levels
- The Gauss cannon should no longer punch through shields
- Fixed a bug (information technology was a typo) that was causing the expansionism penalisation to diplomatic relations to remain abiding, when the desired effect was to have it diminish over time
- The Rent Hero window will no longer be overridden by pop-ups from quests or diplomatic interactions
Source: https://wccftech.com/stardrive-2-receives-massive-update-11-sale/
Posted by: hortonsecled.blogspot.com

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