Stellaris "Update v.1.8.0 - BETA 1.8.1"

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ВНИМАНИЕ! Это апдейт до беты. Это значит, что многие моды на 1.8 перестанут работать!

Для обновления нужна версия 1.8.0. В данной бете исправляются многие баги, привнесённые с патчем 1.8, так же изменяется алгоритм рас, признаков и прочего, что делает невозможным использование некоторых модификаций в текущем виде.

  1. Запустить файл.
  2. Найти корневую папку игры
  3. Нажать кнопку Start
  4. ???
  5. Писать в комментариях "У меня не работают моды для прошлой версии игры"
  6. PROFIT

Список изменений на английском:

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###################
# Balance
###################

- Buffed Processing Hub 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

###################
# AI
###################

- 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 against enemy attempts to retake it
- 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

###################
# Interface
###################

- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

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# 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

###################
# Bugfixes
###################

- 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 under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes

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Комментарии (15)
  • 0
    assassin-demon
    Короче очень много я понял )) Кстати у меня на поздних стадиях игры перестало сильно тормозить,даже при наличии больших флотов,а так же пропало зависание при переходе со старого месяца на новый,короче оптимизацию подвезли.
  • 0
    Spillik
    assassin-demon
    assassin-demon написал:
    зависание при переходе со старого месяца на новый

    Случайно ежемесячное сохранение не ставил?

    UPD: Оптимизацию подвезли, угу, не поверю :)
  • 0
    assassin-demon
    Spillik
    Не у меня квартальное стоит,в принципе раньше до средней стадии игры было не так заметно,в основном зависало перед тем как перейти на первое число нового месяца,сейчас даже в поздней стадии игры нет такого,кстати зависало наглухо примерно на секунды 3-4.
  • 0
    Spillik
    assassin-demon
    Могу ещё предположить. У меня, например, подвисает во время скачков гипер и вард двигателей, то-есть, когда они между системами. В конце игры, когда много кораблей, войны всякие, то очень сильно фризится, хотя как бы интерфейс вроде работает - просто игра не идёт. С червоточинами такого не замечал.

    А вообще, что гадать то :)
  • 0
    assassin-demon
    Spillik
    Да она еще игра сама по себе такая,даже на маленькой карте в 400 звезд мы получаем отлично проработанные анимированные модельки планет и звезд,не говоря уже об остальных объектах,корабли,станции и тд,включи сюда еще огромный флот,даже 50-100 кораблей это уже внушительно,а тут иногда еще и за 150 строишь и больше,тут просто железо нужно "раздутое",а мне лично не по карману собирать комп по цене б/у тачки какой нибудь ))
  • 0
    Подскажите, почему нет в списке кораблей на строительство линкоров? Уровень станции 6, технология линкоры изучена вместе со станцией 6. И нет линкоров в редактировании флота.
  • 0
    Spillik
    Sergius77
    Наверное, стоят несовместимые\устаревшие моды?
  • 2
    Sergius77
    попробуй создать новый проект и выбери там основу под линкоры. Или же нажми птичку "авто создание проектов", должно появиться
  • 0
    Спасибо
  • 0
    Серега SX
    Спасибо дружище!!! Сам бы я не додумался, что через новый проект можно решить эту проблему. Теперь и у меня есть линкоры. :)
  • 0
    Никакой оптимизации не завезли и никогда не завезут. Как фризило при смене даты, так и фризит. Зря только игру перекачивал.
  • 0
    есть апдейт с 1.7.2 до 1.8?
  • 0
    Spillik
  • 0
    samatis
    Евген Серебряков
    что не стоит качать 1.8.1 игру подождать до 1.8.2
  • 0
    Spillik
    samatis
    Как хотите - многие моды сейчас идут исключительно на 1.8.1.
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