Sins Of A Solar Empire - Entrenchment Expansion Update
2010-02-04
Το νέο update του Sin Of Solar Empire είναι στην αγορά. Το νέο update λύνει μερικά bugs και ενώ η έκδοση ανεβαίνει από το 1.5 στο 1.9.
Αναλυτικά το νέο update:
Gameplay / Balance:
All Factions -
- Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)
- Fixed AI not autocasting ultimates.
- Fixed where the AI wouldn't start building anything until awhile after the game started.
- Improved the AI's building in general.
- Fixed bug where AI would incorrectly send an incomplete attack force.
- Improved the AI's ship building selections.
- Reduced the AI's building of siege frigates.
- *Entrenchment Only* Improved the AI's building of minelayers.
- Arcova scout frigate DPS reduced by 15%.
- Sova's Rapid Manufacturing ship and structure build rate bonus reduced from 300% to 250%.
- Embargo can no longer cause a player to lose less money if their planet being affected by Embargo has negative income.
- Fixed bad triangle on TEC Kol Battleship mesh.
- Seeker Vessel DPS reduced by 20%.
- Improved autocast condition for Antimatter Rechargers.
- Fixed Illuminator damage bug (see above).
- Jikara Navigator DPS reduced by 15%.
- Ravastra Skirmisher DPS increased from 10.5 to 12.
- Now spawns 1/2/3 squads per use instead of just one.
- Antimatter cost changed from 50/40/30 to 50/50/50.
- Cooldown changed from 40/30/20 to 35/35/35.
- Fixed Phase Gates from not always behaving correctly.
- Fixed Siege Turrets sometimes not firing at the planet.
- *Entrenchment Only* Phasic Trap level 2 properly fixed.
- *Entrenchment Only* Improved auto-cast condition for Nano Weapon Jammer.
- *Entrenchment Only* Fixed erroneous effect for Jam Weapons.
- *Entrenchment Only* Vasari mines reference their proper explosion effects.
Graphics and Effects:
- Fixed disappearing particle effects / particle effects not appearing at all.
- Infinite lifetime particle effects now die off if you aren't looking at them and resurrect when you are.
- Lots of finite time effects have had their lifetimes decreased to something reasonable.
- All travel particle effects are now infinite as intended.
- All muzzle and hit effects are now finite and have reasonable lifetimes as intended.
- Various particle effects that were incorrectly infinite are now finite and vice versa.
- Deleted some obsolete particle effects.
- Fixed bad triangle on TEC Kol Battleship mesh.
- Fixed bad phase cannon shell textures.
- Fixed flickering phase cannon shell.
- Fixed erroneous effect for Jam Weapons.
- *Entrenchment Only* Vasari mines reference their proper explosion effects.
Modding:
- Additional reference sanity checking for abilities and buffs to make it easier to debug new abilities at run-time. Abilities and buffs used by entities will output an error message if they specify a non-existant buff for creation.
- Increased maximum number of meshes allowed (400->800).
- Increased maximum number of textures allowed (1000->2000).
- Warning - Just because the engine can now reference 800 meshes and 2000 textures doesn't mean there is more memory available. The overall limit is still 2 GB of RAM. Use at your own risk.
- ConvertData is now statically linked to its dll's so there is no more conflict or erroneous conversions on some machines.
Labels: games
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