여러분 안녕하세요, 그리고 개발일지에 잘 오셨습니다. 오늘은 저번 개발다이어리에서 말한 합성의 새벽의 두번째 '채워넣기' 개발 다이어리 입니다.
---- 저번 개발 다이어리 ---
여러분 안녕하세요, 새로운 개발다이어리에 오신걸 환영합니다! 이는 매우 짧을것입니다, 이건 그냥 여러분에게 우리가 몇주동안 개발다이어리를 쉰다는 의미이기 때문이죠, 그러니까 일단 합성의 새벽과 1.8 업데이트에 초점을 맞추고 즐겨주세요
우리가 주마다 뭘 이야기 하던지 그냥 '채워넣기' 식 개발다이어리가 될것입니다. 네, 새로운 기능이라던가 개발 우선도같은것이 없는 것 말이지요. 팀은 쉬지 않을것이고, 벌써 다음 큰 뭐시기를 시작했지요... 그러나, 시간이 좀 필요합니다. 정상적인, 그러니까 새로운 사항에 대한 일반적인 개발 다이어리는 10월 26일부터 시작할겁니다.
여튼 전 여러분을 완벽하게 엿먹이는건 그래서, 현재 개발 빌드의 사진을 가져왔습니다. 네, 설명이라던가 주어 같은건 없습니다~
----
요번 개발 다이어리는 저번주에 보고된 1.8에서의 문제를 수정한 1.8.1 베타에 대한 업데이트입니다. 내부와 외부에서 좋은 피드백을 많이 받았고, 그리고 이제 1.8에서 베타에서 수정된 모든 패치와 더불어, 1.8.1에서 나타난 여러 문제와 더불어 빠트려먹은 여러 추가적인 이슈들을 처리할겁니다. 1.8.2는 현재 내부 테스트 중이고, QA가 마무리 된ㄴ 대로 빠른 시간내에 롤하길 바라고 있습니다. 1.8.2가 나오고, 더 커다란 문제가 없다면, 이제 1.8 포스트 릴리즈 서포트에 초점을 맞추고, 미래에 넣을 개발할것들의 우선도로 방향을 돌릴것입니다.
이 리스트는 1.8과 1.8.2에서 달라진 변경사항과 수정사항을 포함하고 있습니다. 1.8.1에서 발견되어 1.8.2.에서 수정된 버그는 넣지 않았습니다.
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# Balance
###################
- Increased the distance at which empires are forced apart in random setups
- Changed the shape of ring galaxies to have a thicker ring, fixes many
generation bugs (such as Fallen Empires not appearing) associated with
them
- Contingency ships now use energy lances instead of Arc Emitters
- Reduced the rate of Contingency reinforcment fleets somewhat
- It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
- Buffed Processing Hub and Hive Node buildings to produce Unity
- Buffed Machine Worlds to 25% robot production output
- 200 years must pass in-game before a Crisis can occur, up from 150
- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
- Buffed Devouring Swarm, Purifiers and Exterminators
- Assimilators can now research most Genetics techs
- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
- Doubled the chance of getting the ""Hotfix"" Warning Signs event
- Reduced fleet power calc for very powerful ships, as exponential
effects would cause it to get much larger than the ship's actual combat
ability
- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
- Planets now only start repairing at full speed 60 days after bombardment ends
- Added some armor penetration to Scourge weapons
- Reduced the effect of Admiral skill level on ship fire rate from 5% to
3% & changed general modifier to not overflow interface
- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
- Increased the likelihood of High and Medium probability reward options in Shroud events
- Increased likelihood of several unique Shroud events granting special boons to fire
- Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
- Empires that have outlawed robotic workers before any Warning Signs
events occur will no longer experience Warning Signs or Machine
Uprisings
###################
# AI
###################
- Fixed some issues with sector AI not properly prioritizing tile resources when told to
- Fixed a bug where the AI would overprioritize food when food stockpile was not full
- Sectors now build robots by default
- Fixed unbidden AI sometimes freezing up when other ED factions spawned
- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
- AIs will no longer terraform while under crisis attack
- Fixed AI repeatedly asking player to join in a war they had already declined to join
- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
- Fixed an issue where the AI would not defend planets it had occupied from enemies from being taken back
- Fixed AI overprioritizing power plants even when it did not need
energy due to only wanting to build energy-producing buildings on
unpopulated tiles
- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
- Fixed a bug where the Scourge would build military stations in systems
it didn't need to defend, instead of systems it does in fact need to
defend
- Fixed AI Machine Empires ceasing to build armies under some circumstances
###################
# Interface
###################
- Made Artisan Troupe button tooltips consistently display what
resources the player is lacking, rather than just a "We cannot afford
this" message
###################
# Modding
###################
- Traits are now restricted by moddable species archetypes rather than
species classes, so new species classes need only be assigned the
correct archetype instead of having to be added to every trait.
Archetypes can be set to inherit the traits of other archetypes for easy
creation of new archetypes with unique traits
- Added support for species archetypes to inherit their trait points from another archetype
###################
# Bugfixes
###################
- Breaking a guarantee no longer creates a bilateral truce
- Disabled Selected Lineages techs for Assimilators
- Organic sanctuaries are now properly assigned to primitives when conquered
- Fixed some Fanatic Purifier dialogue referring to the wrong empire
- Planets in outliner are now properly sorted by distance to capital in all circumstances
- It is no longer possible to declare on the tributary of an empire that
you have a truce, non-aggression or other war-blocking status with
- Fixed stacking -%unrest modifiers that added up to more than 100%
reduction resulting in a negative modifier that applied massive unrest
- Hive Minds can no longer use the decadent trait
- Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
- Neuro-Electric Amplifier building is now available in habitats
- Uplink Node building can now be upgraded in habitats
- Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
- Fixed an OOS when some player(s) have Plantoids DLC while others don't
- Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
- Fixed Determined Exterminators not getting the Autonomous AI tradition swap
- Fixed Synthetically Ascended empires being unable to assimilate cyborgs
- Ghost Signal no longer affects Synthetically Ascended empires
- Fixed Fallen Empires not making demands due to believing they had been defeated in a war
- Fixed the calculation for winner in democratic election not working correctly in some cases
- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
- Fixed vassals not being able to colonize within their own borders
- Symbol of Purity is now properly restricted to one per planet
- Restored old keyboard shortcut for increasing speed
- Fixed rebel countries sometimes getting one Ethic too many
- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers,
Devouring Swarms, and Determined Exterminators slightly less, removing
instant war declarations
- Fixed tributary war demand not working
- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
- Fixed non-swapped modifier names being used for name-swapped traditions
- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
- Fixed military power of robotic/synth armies being overvalued to the
point where the AI would not invade planets defended by them
- Fixed Psionic Ascension not changing founder species, creating a variety of bugs
- Fixed cyborgs getting double leader age boost from species and leader trait
- Fixed the End of the Cycle not properly preying on colonized worlds
- Fixed some issues with fleet reinforcements for crises
- Fixed sector colonization setting not working properly
- Fixed Synthetic Ruler Trait not having an effect
- Fixed the Machine Uprising not taking control of Military Stations properly
- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
- Machine Empires can no longer research Positronic AI
- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
- Fixed an exploit where you could have one more than one Dyson
Sphere/Science Nexus at a time by releasing the system to a vassal while
under construction
- Fixed issues with not being able to repair Megastructures
- Fixed Decent living standards being available to Assimilating pops
- Psionic expertise can no longer be given as a trait to Machine scientists
- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
- Removed duplicate percentage sign in Adaptive Ecology Tradition description
- Fixed minor color issue in Contingency diplomatic text
- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
- Species that are set to be assimilated will no longer be targeted by Land Appropriation
- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
- Created a leader event called from on_actions that removes the
Sapient/Custom AI Assistant traits from any leaders that have them when a
player changes their policy to Outlaw AI.
- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
- CTD fix when using a mod with duplicate species class
- CTD fix when using a country that doesn't have a tech module
- Fixed an overflow error causing purged pops to produce massive amounts of resources
- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
- Fixed refugees being able to flee to planets that are occupied, under bombardment or under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes
이게 답니다! 저번주와 마찬가지로 주어 없는 내부 개발 빌드 스샷을 올려드립니다.
첫댓글 함선과 정거장 관련 업데이트 할꺼 같아보이네요
솔직히 방어스테이션이 ftl 유도 빼고는 방어능력이 거의 없긴했죠..
대형함선하고 대형 스테이션인가 보네요;
아 너무 멋지다
대형 스테이션이 나오면 쾌감을 느끼고 대형 함선이 나오면 쾌락을 느낄지어다. 둘 다 나오면? 어느샌가 지갑이 사라져있을듯..
방어 스테이션 건설 간격이 작아지는 걸까요.
제가 봤을땐 고대의 금고와 같은 형식의 대형 스테이션 건설이지 않을까 생각되네요. 실제로 고대의 금고도 대형 스테이션 하나에 저렇게 작은 스테이션이 옹기종기 모여있는 형태이거든요.
방어스테이션을 합체시킬수 있는건가