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1.61 Update Change Log (Release 3/3)

1.61 Update Change Log (Release 3/3)

 1.61 Update Change Log (Released 3/3)

Hello!
We've addressed numerous bugs both with Mercenaries and the base game. In addition, we have made a few tweeks to the Starbase module bonuses.

Gameplay

  • The Starbase Military ring and its two upgrades now give a flat bonus.
  • All other Starbase military modules still give multipliers but at higher values.
  • Reduced the Starbase Range boost given by Military ring by 1.
  • Starbase culture bases and modules now generate more influence per turn
  • Increased the anomaly counts on mid-range settings.

Bugs

  • Mercenaries
    • Fixed issue with the "The Trireme" not being able to construct a starbase
    • The Derr now gives the proper fleet defense bonus
    • The Caravan description no longer overstates its Fleet Range ability
    • Fixed typos, clarified Mercenary ship descriptions, and clean up some Tech Tree descriptions. 
    • Fix several issues with the -L -P -D versions of assorted ships not being named correctly.
    • Torians can now build research related starbase modules and run the research planetary project.
    • The Arcean Defense module starbase module no longer slows friendly ships. 
    • Campaign: Set it up so Blessing I trigger will be disabled if Blessing II is colonized first.
    • Custom factions with the "amphibious" trait should now get the proper bonuses
  • Ships can no longer eject onto tiles occupied by Asteroids. 
  • Fixed issue with life support and some weapons augments that weren't using the correct manufacturing cost type.
  • Re-enabled multiplayer play for people with mismatched DLC in most cases. However, players with Mercenaries can only play against other Mercenary players.
  • Unforgiving, Eager, and Abundant traits should properly work again.
  • The Altairans can now build the Champion's Temple.
  • The Elerium Defense Shields adjacency bonus now works properly.
  • Fixed crashes on insane maps with 80+ factions.
  • Fixed crash caused by a ship being awarded to a player that had just died or defeated.
  • Creating a custom faction after playing the campaign no longer crashes the game.
  • Fixed updated descriptions of the Hyperion improvements.
  • Fixing a problem where the detailed match results were not always been saved properly
  • Fixed an issue where a few of the Altarian ships were using the wrong thumbnails
  • Addressed an issue with the AI Surveying guarded anomalies.
  • Multiplayer: Addressed some desync issues.
  • Ship designer no longer crashes if ship has too many support modules
  • Fixed mismatched values in the starbase sensor modules descriptions.
  • Reduced the mercenary cost inflation rate
  • Fixed a problem with missing colony ships in the Milky Way campaign

UI

  • Mercenaries:
    • Added inverted color swatches for the Arcean and Torians for custom factions
    • Desaturated the Torian Continent gradient some, to make Green hexes more visible.
    • Fixed rounding issue in the display of Mercenary abilities that caused apparent mismatch between the description and its effects
  • Any ship with nebula immunity will not show nebula effects in the tooltip now when in a nebula.
  • Fixed font for nebula effects in the Fleet Tooltip.
  • The Required Resources will no longer double up/break in the ship designer in Medium UI.
  • Increased the available space for the resource number text, in both the main game window and the shipyard window. 
  • The Cancel Upgrade button would get disabled if you upgrade, then canceled, then upgraded again. This is now resolved.
  • Fixed some issues with the relic icons n the resource bar looking bad on medium UI
163,796 views 36 replies
Reply #26 Top

Quoting Ex, reply 25

  I think it means it was released to everyone who did not opt in.

 

Thanks, i am sure you are correct,  was just hoping for a few more fixes

Reply #27 Top

Quoting a0152570, reply 24

i see no files updated form this 3/3 release,  ??

Its the same files as the previous opt-in so it doesn't surprise me that you didn't get new files.  However, just to be safe, you may want to restart steam.  

Reply #28 Top

Quoting a0152570, reply 26


Quoting Ex Mudder,

  I think it means it was released to everyone who did not opt in.


Thanks, i am sure you are correct,  was just hoping for a few more fixes

We all wish there was time for just a few more fixes :)  

Reply #29 Top

Quoting pshaw, reply 27

Its the same files as the previous opt-in so it doesn't surprise me that you didn't get new files. However, just to be safe, you may want to restart steam

I'm good,  jut got trigger happy when i saw (Release 3/3) and skipped right over the "Released" part. 

PS. Thanks to highlighting the previous change log text deltas,

Reply #30 Top

Starting a game, even then mercenaries campaign with steam in offline mode still doesn't have the bazaar.  Starting a game with steam online then loading it offline also doesn't have bazaar.  The button doesn't even exist in either case, not grayed out like before discovering bazaar.

Everything else works offline, arceans and torians (both great additions), the new abilities, etc.  But atm offline the mercenaries campaign has no mercenaries!

Reply #31 Top

Quoting Falkoner, reply 22

The AI is not invading on larger maps. It keeps its transport in or around the shipyard. It will be perpetually at was with a minor AI but rarely invades.

I signed up just to comment on this. It's absolutely insane that the AI is getting worse overall rather than better as these patches are coming out. I've only had the game since 1.5 but I remember several early games getting a barrage of fleets containing a transport moving towards my worlds, having to fend them off or lose colonies etc.

Of course some users rightly pointed out that the AI was crippling it's overall fleet strength vs logistics limit by putting a transport in fleets so should behave more like human players and attack with transports once worlds had been cleaned out. I don't think what people meant was the AI should just park them all in their homeworld or home shipyard and never use them again except for the occasional wiping out of a minor race.

In my second game since this update came out I'm playing a large map, 2 godlike AI and the rest incredible (I downgraded the rest in the hope that the two violent godlike AI - I picked Snathi and Drengin) would run over some rivals and take them out. To be fair to the AI, the Snathi crippled the puny neighbours they had and conquered one world... before simply waiting for it to culture flip back... the rest of the empire was there for the taking.

I rage quit the game finally when I wiped the Snathi out and took stock of the rest of the galaxy. The Drengin had built up formidable power (not compared to me by this stage as I'd taken a lot of good worlds from  the Snathi...) compared to the Incredible AI nearby and in fact had wiped out every single ship on every single planet for their two neighbours they were at war with and conquered... 0... All I had to do was sail my transports over and into the worlds the Drengin had kindly cleared out for me...

I spent a bit of time over the weeks reading some of the AI discussions in the AI section and I must completely disagree with the assertion of the designers that 'anything the AI can't do too well that doesn't impact fleets/immediate gameplay' can just be fixed with bonuses and therefore ignored. That leads to some serious issues with 'fun'.

- The AI is rubbish at managing worlds. That's fine if they get huge bonuses and can just be 'fine' in early game anyway. BUT that really kills them by late game (compounded by them not adding any new worlds/growing their empires) so the game is fun early, then super ridiculously boring late game when the AI is just lost at sea. On top of that EVERY time you conquer a world from the AI it's such a ridiculous MESS you just think ugh this is going to take me 30 turns to fix. So I've got to the point where I figure well the AI never has more than my initial planets anyway since they don't conquer anyone so I can just ignore these new worlds, click 'research focus', click 'birthing subsidies' to get them as big as possible, replace a few tiles with farms and just ignore them. Yay research with no micromanagement... who cares since the AI is doing such a bad job anyway. Ideally you'd not inherit a complete mongol mess - you may as well just planetary bombard the hell out of planets since you don't inherit them in much better state after Information Warfare...

Don't get me wrong, I can't complain financially about the game since I got a lot of hours and fun out of it in 1.5 incarnation but having bought mercenaries, and seen the AI getting worse... like not invading me anymore worse... I'm starting to think this game won't ever live up to the amazing fun so many of us had with GC2... not without some major pieces of thought and work.

Oh and definitely fix the power graph thing. The AI gets a ridiculously inaccurate picture of your actual power from it. To the point of 'suicide declaring war' on you when it's far too late and it's totally crippled in 3 turns against your superior fleets. Also it behaves in the opposite way of 'sensible.' The Snathi and I are mortal enemies since the beginning and they hate me. I build a massive fleet on their border, with dozens of transports ready to wipe them out and my power  graph overtakes them so they now 'love' me and focus on 'other things' instead of heading off this inevitable onslaught...

Reply #32 Top

To add to what Bertranhalfwaite was saying, I also find the AI complete junk even on godlike at managing planets but also at building a fleet worth fighting. Right now they start making medium hulls really early (I'm tempted to say within the first 10 turns - what?), but their late game ships are terrible and not challenging.

The games aren't close, either they win very early (i play on small maps tehe), or i beat the crap out of them in the later game.

I haven't ran into the problem of them not conquering planets (although they sometimes take their sweet time), but I don't have the expansion yet. I like the direction of the game though (I take months off playing), and I hope that planetary invasions is the next big thing on their list (since the AI is always being tweaked right?) :D

Reply #33 Top

On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech.  Does it not do this?

Reply #34 Top

Quoting Falkoner, reply 33

On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech.  Does it not do this?

 

It will use your designs if they are available to them,

so they need the same shipset, techs and miniturization

and they also can only use designs from previous games

 

AI-Difficulty has nothing to do with this

Reply #35 Top

Quoting mortili, reply 34


Quoting Falkoner,

On Godlike (and maybe other levels too), I thought the AI was supposed to also use your own ship models against you, if it had the required tech.  Does it not do this?



 

It will use your designs if they are available to them,

so they need the same shipset, techs and miniturization

and they also can only use designs from previous games

 

AI-Difficulty has nothing to do with this

by "shipset", you mean, If I play a custom race with Terran starship models, only the Terrans in a next game could use my ships, if they have the appropriate tech?
If I download ship models from Steam Workshop, the AI would never use them?

Reply #36 Top

Quoting Falkoner, reply 35

by "shipset", you mean, If I play a custom race with Terran starship models, only the Terrans in a next game could use my ships, if they have the appropriate tech?

yep

 

Quoting Falkoner, reply 35

If I download ship models from Steam Workshop, the AI would never use them?

they should be able to, since you have to build ships ingame, and you have to pick a shipset to play.