Changelog

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1.4 (03/11/2023) Omega 4

The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base. New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money. New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.

Colonies: Changes in Consumer Goods

Social services have been removed. The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated. The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be. Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.

Changes in Modules

Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed. Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch. Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants. Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies. Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.

Reinforcements, Supplies, and Repairs

In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.

This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.

The logistics screen has been removed from the base menu and integrated as a tab within the bases. In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.

Personnel Licenses (Discharges)

A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.

The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.

To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.

Combat System

The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%. The "penetration" feature has been replaced by "armor penetration." The "target" feature of weapons has been replaced by "tracking speed." Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes. Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes. The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability. A base maneuverability has been added for all chassis:

    • "Very Low" -> XL chassis -> XL weapons
    • "Low" -> L chassis -> L weapons
    • "Medium" -> M chassis -> M weapons
    • "High" -> S chassis -> S weapons
    • "Very High" -> XS chassis -> XS weapons

Weapon types now have certain specializations:

    • Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.
    • Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.
    • Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.
    • Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.

Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles. Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships. The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.

Probability of Firing Calculation

The calculation of the probability of firing has undergone changes: The base firing probability remains at 75%. A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability. Deductions are made if the organization is below 100%. If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful. Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.

Fighters

Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats. The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3. Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible). Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships. Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5. 200mm cannons retain their role as powerful weapons and are useful against other fighters. Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high). One level of energy reactors for fighters has been removed, making the tech tree shorter. Two levels of thrusters for fighters have been removed, making the tech tree shorter.

Exploration

Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low. The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed. The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology. The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system. The possibility of conducting "Scientific Exploration" throughout the system has been added. The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.

Diplomacy

The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty. A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.