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Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.
Fixed:
Changed:
- Fix issue when importing blueprints with a "Manage Docked"/autoundock order.
- Bridges only needed half as much crew as they were reporting.
- The orders given by the trade automation order were reversed.
- AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
- Crash on load when docked objects had been given orders.
- After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
- Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
- Fixed a crash in multiplayer related to losing a planet.
- Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.
- "Ancient Ruins" now works with "All Techs Available" enabled.
- Energy weapons would display the wrong power cost when modified to fire faster than once per second.Declaring war was not cancelling all previous treaties with that empire.
Balance:
- Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
- Tweaked the AI profiles homeworld build orders to work better with the economy.
- Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
- Shipyard governors no longer remove farms.
- When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
- Tweaked Metals and Electronics fab images for a bit better readability.Redid the layout of all technologies.
Added:
- Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
- Increased the various lasers' damage by 33%.Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.
UI:
- Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
- Exact stored resources and storage capacity can now be seen per resource on the economy tab.
- "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
- Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
- Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
- Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
- Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
- Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
- Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
- Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).
- Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.
- When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.Global empire population stat in the empire window.
Removed:
- Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
- Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
- Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
- Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
- The escape menu is now handled in the scripts, and is centered on the screen.
- Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
- Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
- Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
- Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.
- Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
- Diplomacy window: Reorganized the window to be easier to use.
- Treat window: Reorganized the window to make who does what clearer.Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.
- Removed the dark purple empire color.