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Phase 1 Details

Matthew Hively edited this page Aug 28, 2020 · 19 revisions

List of Changes

(as of 8d80d9cb364c557c498206bb520293dc5779706a Fixed expert systems description for ship construction cost)

Stop the Maddness (AKA clearly bugs)

  • Fixed some ship preview window positioning (not comprehensive, ongoing changes as found)
  • Standardized racial single engine ships speed/range (conform to fission or fusion or antimatter speeds)
  • Redesigned keybinds. Common commands are easy, less common commands are harder. No Steam conflicts.
    • (stored in sots.ini.keybinds)
  • Hiver:: Fixed flagship command quota outlier (was slightly higher than others)
  • Tarka:: Added missing armor upgrades to FireControl CR sections (consistent with other races)
  • Tarka:: Standardized some engine hp and construction costs (so they scale logically)
  • Liir:: Added missing armor upgrades to FireControl CR sections (consistent with other races)
  • Zuul::
    • CR repair & salvage repair points slight reduction (still more than other races)
    • DN support repair points increased
    • Repair Station points increased
    • Buffed flagship command quota (20% higher than other races as intended)
  • Morrigi:: Applied sanity to gravboat stats (mass,crew,cost,hitpoints)
  • Human:: Fixed outlier cost for police cutters
  • All races::
    • Fixed several DE mission sections that had turning stats as if they were command sections (Absorber, Deflector, Disruptor)
    • Toned down turning speed for DE AI command sections (they were at least double the next fastest section)
    • Equalized Tanker/ER/Refinery/Support explosion damage
  • Standardized costs for all Xeno Technologies. (Races with more tech options for science sharing is NOT enough reason to justify higher costs).
    • Zuul remains more expensive because there are fewer levels.
    • Morrigi remain more expensive because they grant extra benefits (like disarming traps). However the 15% xnc research bonus does not exist (text references removed)
  • Fixed technology benefit hints for several technologies. (Expert Systems, Cybernetic Interfaces, Gravity Control)
  • Fixed technology descriptions to use consistent terms: "Industrial Output" and "ship construction cost"
  • Added many ship sections and weapons to tech tree hints
  • Fixed some ship section hints that were not properly highlighting the relevant ship sections
  • Fixed icon for PD research.
  • Many tech/section descriptions updated to better match in game behavior.
  • Removed mention of "Modular Construction" benefit "Civilian Generated Income" as it doesn't actually exist.
  • Changed HCL to guaranteed unlock from x-ray instead of UV (because the opposite makes no sense)
  • Added plasma focusing upgrade to several sections that were missing it: Hiver & Liir DNs
  • Fixed many inconsistencies in engine attributes within each race. (E.G. earlier drive is faster than later drive, or one random drive section is faster than other similar engines in sequence)
  • Adjusted MASS of engine sections to scale more logically as engines upgrade.
  • Fixed Police Cutters to have standard range & speed for Fusion level of their race.
  • Increased human basic node-drive to range 10. This should greatly reduce the instances where a human player is"stuck" in early game behind long node lines (mostly for 9LY scale maps)
  • Standardized range and made them consistent in speed for a given race.
  • Fixed freighter HP so that DE < CR < CRQ by reasonable scaling amounts.
  • Added several missing ship sections to the AI affinities list: Morrigi War, Support, Slaver ships, Flagships, EW, Devourer, Boarding, Asteroid Monitor (maybe still ignored)

Misc

  • Updated player colors 15 instead of 10
    • Shrank text in game setup screen so 15 colors will fit.
  • Altered fleet maintenance color
  • Added more AI ship/faction name options
  • Added a brief summary of racial differences to the game setup screen
  • Added more default fleet names
  • Base Slave death rate can be 0 if you have 3 levels of language tech + low climate hazard TODO: needs reivision

Starmap

  • Changed star-system names so that each word is 11char or less (to help with word wrapping in the UI)
  • Increased maximum map stars to 700 (from 350)
    • This has the side effect of allowing the Helix map to be much thicker (more balanced) even at only 350 stars.
  • Rift
    • MAXSEP increased to 10 (so that LY scale means more)
    • RIFT_WIDTH increased to 18 (makes it more meaningful to finally cross the divide)
  • Clusters
    • Name => Filaments
    • Configured as many small clusters with a tiny cluster separation distance
    • Effect creates several long branching strings of stars (kinda like Helix, but not in a tube shape)
    • 7LY scaling is recommended to prevent node lines from being too long
  • Globular Clusters
    • Name => Real Space
    • Configured as many small clusters with a tiny cluster separation distance
    • Effect creates a roughly spherical blob similar to the old "mini-clusters" and "real-space"
    • 7LY scaling is recommended to prevent node lines from being too long
  • Mini Clusters
    • Name => Globular Clusters
    • Increased stars in Mini Clusters from 5 -> 22
    • Since this one has map-gen constraints it allows for more balanced starting positions under all LY scaling factors.
    • Effect creates a more balanced version of the old "globular clusters" template
  • Collision
    • Collision is now 2 parallel galaxies
    • 7LY Scaling is recommended to prevent node lines from being too long and to maintain galactic shape definition
  • Unfortunately no other maps can be reconfigured.

Ships

  • Zuul
    • Slight buff to wraith abductors (1cp down from 2)
    • Devourer can now also repair ships (between CR & DN amount)
  • All races: DN support repair capacity = 2x Cruiser
  • Massively buffed command station's command quota
  • Added all armor upgrades to Racial Asteroid Monitors
  • Added reasonable armor upgrades to all stations (all races)
  • Added basic armor upgrades to Police Cutters
  • Modified turret HP to hopefully make it less likely that auto-resolve tanker explosions will disarm the opponent

Weapons

  • Shrank icon size for tiny weapon mounts slightly <<< TODO: confirm this worked? Which changelog was this?
  • PD re-balancing
  • Green/UV beamer damage increased <<< verify this is working the way I want it to
  • Tightened up laser family ranges
  • Tweaked dumbfire racks to reduce lag (fewer missiles, but higher dmg per missile)
  • Adjusted some comparison tooltips to be more accurate (not comprehensive , ongoing as found)

Techtree

  • Intangibility removed. The AI cannot handle it properly, and the battles aren't really fun.
  • Removed Assimilation plague. Not a fun mechanic.
  • Human Node Pathing is now 100% chance
  • Morrigi Gravitational Synergy is now 80% chance.
  • FTL broadband cheaper (it doesn't do much)
  • Added new types tech tree benefit hints
    • TECHBEN_COMMAND, TECHBEN_SELFREPAIR, TECHBEN_RESEARCHSPD, TECHBEN_ECONOMIC, TECHBEN_BOMBARD_DMG
  • Added special ship section hints for single section ships

Ship movement and FTL

  • Renamed several drive systems to be shorter more clearer in upgrade. EG "improved stutter warp" => "blink"
  • In tactical combat DN should be slower than CR which are slower than DE, within each specific race.
  • Made Extended Range CR and DE sections consistent in their range boost. (whichever one was greater)
  • Adjusted FTL retreat timers
  • Re-standardized Tarka engine speed/range
  • Node missiles require fusion and speed adjusted to fusion level

Encounters

  • Swarm
    • Tightened up spread in swarm (& queen) death credit bonus. The average value remains the same.
    • Diverged swarm emitter weapon. Not the same definition as VN emitters.
    • More swarm drones
    • Swarm weapons cannot target planets (they don't care about planets, only asteroids)
    • Buffed swarm queen head HP
  • Slightly later random encounter min-turn (35 from 25)
  • Adjusted how early/quickly endgame menaces will appear
  • Nerfed The Herald severely
    • Reduces moral damage
    • Checks for new threats less often (might be able to get ahead of his path)
    • Much slower DN speed
    • Much slower DE rider speed
    • Reduce number of point defense sections
    • Herald is lazier about noticing new threats (too busy preaching)
    • Reduced DE rider hit points

Freighters

  • 1 freighter per route instead of 5, Increased monetary cost to match.
  • Boosted freighter capture bonus to encourage capture.
  • Increased construction cost for CR freighters. AI doesn't build them, so this is a nerf to players. DE were not adjusted.
  • Trade sector size is now 15 (from 10)

Imported "Grand Campaign" or another mod

  • Merged in Starmap names from: Ultimate Starname Compilation by pndrev Version 1.03b for Distant Worlds, 08.10.2009
  • Boosted LOD distances from another mod
  • Increased locust resource bonus
  • Tweaked VN fighters, satellites
  • Adjusted VN arrive/flee distances
  • VN homeworld can be slightly further away
  • Adjusted swarm arrive distance
  • Tweaked Asteroid Monitors location to be more consistent whether owned or not. And increased hold-fire timer so that you can still escape.
  • Added variance to swarmer spread rate & crow ruins spawns

AI changes

  • re categorized all techs for the AI (weapon, empire, engine)
  • Adjusted weapon damage estimates in an attempt to get the AI to use more different types of weapons
  • Several changes to increase the likelihood that the AI will get Pulsed Fission quickly (and some other economic techs)
  • Added tech prerequisite requirements for several techs that the AI always beelines.
    • This is the only way to prevent hardcoded AI scriping, regular aitechpri.csv does not work in these cases.
    • For example, AI would beeline level 2 language techs which is a waste of time in the extreme early game.
    • Its not entirely sensicle, but an enhanced solution will be coming in phase 3