Patch 2.1, aka “Niven”, was released on 2018-05-22[1] with the checksum 01a9. The patch was released alongside the Distant Stars story pack.
Story Pack Features[编辑 | 编辑源代码]
- Added many new Anomalies, increasing the total amount by almost 50%
- Added new Leviathan: Voidspawn
- Added new Leviathan: Tiyanki Matriarch
- Added new Leviathan: Scavenger Bot
- Curator Enclaves will now also spawn for Distant Stars owners, to help with the new Leviathans
- Added new unique systems to explore
- Added L-Gates and the mysterious L-Cluster outside the known galaxy, which you will have to investigate and research to access
Free Features[编辑 | 编辑源代码]
New Features[编辑 | 编辑源代码]
- Galaxy generation has been reworked for more interesting hyperlane terrain: stars are now grouped in highly connected 'constellations' separated by thin 'highways', making for more strategic placement of natural chokepoints
- All hyperlanes are no longer immediately visible when starting a new game, but will be revealed through exploration. Hyperlane visibility extends roughly twice as far as your sensor range
- Added binary star systems
- Added trinary star systems
- Added new star classes
- Added new Tomb World tileset and city backdrop art
- Anomaly levels have been reworked to span levels 1-10 instead of 1-5
- Anomalies can no longer fail, but instead the time to research an anomaly will depend on the difference between scientist level and anomaly level, with high level anomalies potentially taking a very long time to research for a low skill scientist
- Some older Anomalies have been reworked and fixed to function properly
- Strategic Resources have been reworked so that similar materials have the same types of effects - crystals for ship damage, ores for ship defenses, gas for empire effects, etc.
- All Strategic Resources are now always visible, but most require specific Technologies to be mined
- Strategic Resource deposits are no longer distributed according to galaxy clusters
- Added new Aldar Crystals Strategic Resource
- Added Aldar Crystals tech
- Added Experimental Subspace Nagivation which allows science ships to go missing-in-action and travel to a selected system. This will allow them to bypass (but not enter) closed borders
- Added a new Alert for when establishing communications reveals a new Strategic Resource within another Empire's borders
- Establishing communications with another Empire that has a Bypass (Gateway, Wormhole, L-Gate) within its borders now counts as discovering that Bypass Type
- Added a new Mammalian portrait
Balance[编辑 | 编辑源代码]
- Survey speed increase per Scientist level increased from 5% per level to 10% per level
- Most scientist level requirements for Special Projects have been removed, as they tend to be gated by anomalies anyway
- Decreased outer boundary distance for Fallen Empires (was preventing more Fallen Empires from spawning in large galaxies)
- Zro Distillation is now a Tier 3 tech (down from 4)
- Rebalanced Strategic Resource tech tiers to better fit their effects
UI[编辑 | 编辑源代码]
- Situation Log has been reworked and will now also list anomalies
- Science ships now have a "Research Anomalies in System" right-click command on systems
- Renamed tile science modifiers from e.g. "Physics Output" to "Tile Physics Output" to better reflect what the modifiers actually do
- Scientist level is now shown in the outliner
AI[编辑 | 编辑源代码]
- AI will retreat its Colossus if it is alone in combat, as even a planet destroying giant laser is cold comfort in the lonely depths of space
- Fixed an issue where the AI would incorrectly allocate too much budget to navies when it could not support any more ships, resulting in underdeveloped empires
Modding[编辑 | 编辑源代码]
- Scripted variables rework: centralized all @values in \common\scripted_variables folder
- Scripted variables rework: centralized @values can be overridden by @values defined in individual files
- Anomaly rework: combined _anomaly_categories and _anomalies files into one file
- Anomaly rework: added "anomaly_event" effect with expected scopes for use in anomaly categories
- Anomaly rework: added a number of new features and updated syntax
- Added "exclusive_trigger" functionality to event descriptions
- Added "last_changed_species_rights_type" trigger
- Added "fleet_action_research_special_project" effect
- Added "remove_orbital_deposit" effect that removes the orbital deposit on planet
- Added picture parameter for set_planet_entity effect
- Added support for multiple asteroid belt types
- Added "create_saved_leader" effect
- Hyperlane Discovery Range is now separate from Sensor Range, and can be modded for ships, planets, megastructure, etc.
- Added "is_bottleneck_system" trigger
- Added scriptable bypass connections
- Added "delete_megastructure" effect
- Added HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA define to hide hyperlanes outside TI
- Added "add_tradition" effect
- Added support for sealed_wormholes as a bypass type for wormholes
- Added the ability to specify colonizer pop species when spawning a colony ship via create_ship
- Added a batch optimization effect for spawn_system
Bugfixes[编辑 | 编辑源代码]
- Fixed issues with the pulsar Marauder system initializer
- Fixed edge case where Marauders would sometimes demand more tribute than they should
- Fixed a number of minor syntax issues (shoutouts to Dayshine)
- Pop production modifier no longer affect strategic resources
- Fixed more potential out-of-sync issues in multiplayer
- Fixed stability issue when a selected situation log entry is removed
- Fixed aborted special projects not disappearing from the situation log and blocking others from completion
- Fixing game text descriptions for planet classes
- Fixed the OOS when you ctrl-shift-click an enemy fleet
- Fixing the set location effect having a wrong angle for fleet position
- Withdrawal symptoms are no longer reset when changing species rights
- Bugfix for when deleted bypasses were not removed
- Fixed issue where the Strategic Resource tutorial mission could trigger for resources located inside other empires, because envy is the darkest emotion
- Fixed an effect attempting to link up already-linked wormholes (which would crash the game)
- Fixed issue where tutorial missions could sometimes trigger for Gestalt Consciousness empires, who really should know all this instinctively already
- Fixed issue where Remove Orbital Debris special project did not require a Science Ship
- Fixed Occupation tooltip always displaying 0 planets being occupied
- Planet picture override should now apply correctly
- Fixing the issue when context effect used in hidden effect caused assert
- Fixed more potential text overflows in Federation view
- Habitats no longer double dip on orbital deposits
- First Contact tutorial mission will no longer trigger when encountering primitives
- Fixed anomaly tooltips sometimes displaying incorrect value types
- Fixed issue where gateways were sometimes weirdly initialized, causing first gate activation to not activate a second gate
- Made it impossible to start building pops that cannot grow and will be removed next monthly tick anyway
- Starbase occupation now counted even if there are no occupiable planets in the system
- Fixed OOS on hot join due to fleet auto-moving
- Fixed CTD for survey console command in case of player is invalid
- Fixed erroneous tooltip in "Leviathan Down" anomaly
- Disabled the upgrade button of starbase defense stations when you can't afford to upgrade them
- Defense armies are no longer so morally affronted by cybernetic enhancements that they mass disband upon completing Synthetic Ascension
- Fallen empires will now avoid spawning at the edges of the galaxy
- In case a starbase is lost in a save game it will be restored
- Fixed the bug when jump drive didn't call the notification for entering the system
- Blocked the ability to pick a non-mergeable fleet for deploying newly built ships to prevent an exploit with fleets lacking a size limit
- Fixing the bug when it was possible to load save game in an ironman game, and the attendant confusion
- Planet having sapient pops during colonization no longer messes up interface and other things
- Fixed ironman UI being broken in setup GUI
- Made debris try to pick earlier tech available for research rather than having latest one
- Event ships can now be removed from fleet designs when they have been destroyed