level 1
Ashy_Raven
楼主
Changes as of October 19, 2015
Campaign
Added visual indicators of other fleets' sensor ranges when the player is near the edge of it
Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located
Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market
Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level
Revamped campaign fleet generation; added officers and faction-specific fleet compositions
Revamped food shortage event
No more tracking of sales before event starts or investigations for overselling
Only affects markets of size 6 and below
Smaller markets are affected more, both in reduced stability and food price increase
Intercepting relief fleet increases unrest (i.e. reduces stability) at market
Selling food on open/black market has an increased impact on reputation while event is ongoing
Selling food on black market produces high unrest after event is over
Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand
Made intel message detail area slightly taller
Revamped trade, pirate, and mercenary fleet spawning
Reduced high-end system bounty rewards by about 33%
Removed post-engagement options of "maintain contact" and "stand down"
Ships on winning side now automatically recover some CR if the engagement was limited in scope
Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost
Maximum of 75% recovered if any enemy ships were destroyed
Added Luddic Path faction, radical arm of the Luddic Church
No markets, but launches small raider fleets from Luddic Church worlds
Hostile to player, but individual fleets may be bought off with a "tithe"
Auto-resolving pursuit: greatly increased effectiveness
Expanded battles
Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days
When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in
Adjusted bounty payments and reputation gains when done with the aid of an allied fleet
Salvage and bounty split will depend on how much hull damage the player dealt to enemies
Friendly fire incidents will cause a reputation drop depending on the severity
Very serious incidents will drop reputation all the way to hostile
Fighting a faction's enemies in their system will no longer improve reputation with them
Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships
System bounties now last longer
Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage
Improved visuals for ship engine glows in campaign; improved fleet movement behavior
Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role
Combat
Added several new missile weapons (one small and two large)
Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range
Removed ammo regeneration
Increased number of warheads to 10
Reduced refire delay to 5 seconds
Reduced range to be in line with MRMs
Increased missile hitpoints and range at which the main missile splits
Increased flight time of individual warheads
Added new midline missile cruiser
Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic)
Added officer portrait to target reticle for ships with officers
Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships.
Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700)
Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400)
Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5)
Salamander 3x/Pod: increased refire delay to 25 seconds (from 20)
IR Pulse Laser: reduced OP cost to 5
Plasma Cannon: damage and flux use increased by 25%
Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100%
Ion Cannon: flux/shot reduced to 30 (from 80)
Heavy Mauler: damage reduced to 200 (from 250)
Ship AI:
Aggressive officers more aggressive
May use strike weapons against frigates if considers itself in trouble
Will now consider any non-civilian ship with weapons to be a combat-capable ship
Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc
Miscellaneous
New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others)
Updated portrait graphics
New graphics for Arbalest Autocannon
Added text scrolling for standalone (non-campaign) mission descriptions
Many missions updated; extensive backstory added
Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default.
Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points
Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly
Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit
Modding
Added "AMMO_RELOAD" ship system and ship system AI type
Added "cr/u" column (cr per use) to ship_systems.csv
Added to SoundPlayerAPI:
void restartCurrentMusic();
String getCurrentMusicId();
void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId);
void setSuspendDefaultMusicPlayback(boolean suspend);
Added GameState enum (COMBAT, CAMPAIGN, TITLE)
Added SettingsAPI.getCurrentState() to return current state
Added LocationAPI.setBackgroundOffset()
Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels
Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations
Decorative weapons now render in the campaign view and on ship icons
Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter
Added baseValueMult to .skin files. baseValue still supported.
Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options
Added CombatTaskManagerAPI
Added CombatFleetManagerAPI.getTaskManager(boolean ally)
Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPI
CampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets
Other related API changes re: passing in a BattleAPI where appropriate
FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI
Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member
Bugfixing
Fixed erroneous rate of fire being shown for burst beam weapons
Fixed turret alignment on Tarsus-class freighter
Fixed music-related out of memory crash if game was left running for a long time
Fixed faction description textbox size in faction intel display screen
Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding
Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty
2015年10月20日 11点10分
1
Campaign
Added visual indicators of other fleets' sensor ranges when the player is near the edge of it
Hireable officer personalities (i.e. combat behavior) now based on the faction of the planet on which they're located
Headquarters, Orbital Station, Spaceport, and Military Base now affect the number and quality of officers in fleets from their market
Defeating ships captained by officers/fleet commanders now grants up to 5x increased experience based on the captain's level
Revamped campaign fleet generation; added officers and faction-specific fleet compositions
Revamped food shortage event
No more tracking of sales before event starts or investigations for overselling
Only affects markets of size 6 and below
Smaller markets are affected more, both in reduced stability and food price increase
Intercepting relief fleet increases unrest (i.e. reduces stability) at market
Selling food on open/black market has an increased impact on reputation while event is ongoing
Selling food on black market produces high unrest after event is over
Updated food shortage and trade disruption events to have prices smoothly decrease with player selling commodities and filling demand
Made intel message detail area slightly taller
Revamped trade, pirate, and mercenary fleet spawning
Reduced high-end system bounty rewards by about 33%
Removed post-engagement options of "maintain contact" and "stand down"
Ships on winning side now automatically recover some CR if the engagement was limited in scope
Recovery amount depends on total deployment cost of destroyed losing ships vs each winning ship's deployment cost
Maximum of 75% recovered if any enemy ships were destroyed
Added Luddic Path faction, radical arm of the Luddic Church
No markets, but launches small raider fleets from Luddic Church worlds
Hostile to player, but individual fleets may be bought off with a "tithe"
Auto-resolving pursuit: greatly increased effectiveness
Expanded battles
Can join one side of an ongoing campaign battle that may involve several fleets and last up to several days
When engaging another fleet or joining a battle, nearby fleets - both allied and enemy - will join in
Adjusted bounty payments and reputation gains when done with the aid of an allied fleet
Salvage and bounty split will depend on how much hull damage the player dealt to enemies
Friendly fire incidents will cause a reputation drop depending on the severity
Very serious incidents will drop reputation all the way to hostile
Fighting a faction's enemies in their system will no longer improve reputation with them
Adjusted crew losses from battle so that you don't end up being heavily over crew capacity after losing ships
System bounties now last longer
Disengaging from a non-hostile fleet will only drop your reputation to hostile if you destroy any of their ships (or entire fighter wings), previously would on doing any hull damage
Improved visuals for ship engine glows in campaign; improved fleet movement behavior
Turned off customs inspections, at least for now - sneaking into market w/ transponder off fills the same role
Combat
Added several new missile weapons (one small and two large)
Hurricane MIRV - changed to be a medium range finisher weapon rather than long-range
Removed ammo regeneration
Increased number of warheads to 10
Reduced refire delay to 5 seconds
Reduced range to be in line with MRMs
Increased missile hitpoints and range at which the main missile splits
Increased flight time of individual warheads
Added new midline missile cruiser
Hammerhead: changed small energy mounts to hybrid (can slot in energy/ballistic)
Added officer portrait to target reticle for ships with officers
Added "Safety Overrides" hullmod. Boosts speed and flux dissipation at the expense of a drastic loss in peak performance time. Can not be installed on capital ships.
Assault Chaingun: increased damage and flux cost by 50%, reduced range to 450 (from 700)
Heavy Machinegun: reduced OP cost to 10, range increased to 450 (from 400)
Harpoon, Sabot 3-racks: reduced OP cost to 4 (from 5)
Salamander 3x/Pod: increased refire delay to 25 seconds (from 20)
IR Pulse Laser: reduced OP cost to 5
Plasma Cannon: damage and flux use increased by 25%
Tachyon Lance: range reduced to 1000, damage increased by 200%, flux use increased by 100%
Ion Cannon: flux/shot reduced to 30 (from 80)
Heavy Mauler: damage reduced to 200 (from 250)
Ship AI:
Aggressive officers more aggressive
May use strike weapons against frigates if considers itself in trouble
Will now consider any non-civilian ship with weapons to be a combat-capable ship
Non-autofiring weapon groups will try to follow the mouse if they're not selected but the target is close to their arc
Miscellaneous
New graphics for some ships (Eagle, Enforcer, Falcon, Dominator, and a few others)
Updated portrait graphics
New graphics for Arbalest Autocannon
Added text scrolling for standalone (non-campaign) mission descriptions
Many missions updated; extensive backstory added
Added "alwaysUndecoratedAtFullscreen" key to settings.json, controls whether full-resolution windows are always undecorated or not. Set to true by default.
Falcon: added two small energy turrets, added 10 ordnance points. (D) variant does not get the extra turrets, does get +10 ordnance points
Fixed sound loop playback issue where loops would not fade out properly but would cut off abruptly
Built-in hullmods (Flux Shunt, Repair Gantry, etc) no longer show up in mission refit
Modding
Added "AMMO_RELOAD" ship system and ship system AI type
Added "cr/u" column (cr per use) to ship_systems.csv
Added to SoundPlayerAPI:
void restartCurrentMusic();
String getCurrentMusicId();
void playMusic(int fadeOutIfAny, int fadeIn, String musicSetId);
void setSuspendDefaultMusicPlayback(boolean suspend);
Added GameState enum (COMBAT, CAMPAIGN, TITLE)
Added SettingsAPI.getCurrentState() to return current state
Added LocationAPI.setBackgroundOffset()
Added "doctrine" section to .faction file; affects fleet compositions and officer numbers/levels
Fixed bug where animated beam weapons would not glow properly during phase skim/teleport style animations
Decorative weapons now render in the campaign view and on ship icons
Dev mode only, edit variants from main menu only: shift + letter jumps to variants starting with that letter
Added baseValueMult to .skin files. baseValue still supported.
Made some breaking changes to FleetEncounterContextPlugin/CampaignFleetAIAPI, related to removal of maintain contact/stand down options
Added CombatTaskManagerAPI
Added CombatFleetManagerAPI.getTaskManager(boolean ally)
Moved assignment related methods from CombatFleetManagerAPI to CombatTaskManagerAPI
CampaignPlugin.pickBattleAutoresolverPlugin() changed to take BattleAPI as a parameter instead of two fleets
Other related API changes re: passing in a BattleAPI where appropriate
FleetDespawnReason.DESTROYED_BY_FLEET changed to DESTROYED_BY_BATTLE; param is now a BattleAPI
Added CombatEngineAPI.getDamageData() to get running hull damage dealt totals by each fleet member
Bugfixing
Fixed erroneous rate of fire being shown for burst beam weapons
Fixed turret alignment on Tarsus-class freighter
Fixed music-related out of memory crash if game was left running for a long time
Fixed faction description textbox size in faction intel display screen
Fixed bug where boarding action CR cost was based on the deployment cost of the ship being boarded instead of the ships doing the boarding
Fixed bug where Heavy Armor was not correctly applying the maneuverability penalty