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######################### VERSION 2.1.0 ###########################
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# Story Pack Features
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* 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
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* 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
* 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
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# Balance
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* 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
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# UI
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* 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
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# AI
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* 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
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# Modding
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* 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
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# Bugfixes
###################
* 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
번역은 어느분께서 잘 해주실거라고 믿습니다 ㅌㅌㅌ
첫댓글 이번에도 ftl은...
이제 하이퍼레인 보이는것도 자기 주위만 보인대요.. 하이퍼레인 감지 같은게 생겨서..
@Life-seeded 하이퍼레인따위엔 관심이 없어서 ㅜㅠ
@칼슘 이거 워프 모드 있던걸로 알고있음
@Life-seeded 없지 않을까요? 모딩 명령어를 아애 막아버렸을텐데.... 게다가 일주일에 한번씩 그런 모드 올라오나 창작마당에 워프 검색해봅니다
@칼슘 https://steamcommunity.com/sharedfiles/filedetails/?id=1315483336
@Life-seeded 미완성모드네요
잉...FTL 관련내용은 딱히 읍네유
DLC 이거 세이브게임 호환될까...
새로 해야죠...이런 게임시스템에 변경이 있거나하는 패치나 DLC 나오면 새로해야 제대로 적용되죠..
기존에꺼 하면 뭔가 꼬이거나 제대로 안되거나 하는 불상사가 생길수도 있어서..
어차피 1주일 뒤에 베타 패치 나오겠죠.
방금전에 설치하고 플레이 했는데 탐색하다가 튕겼네요.
엌 ㄷㄷㄷ