Surtur
Posts: 435
Joined: 8/6/2013 From: The Netherlands Status: offline
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Patch 1.9.5.8 is now available The most detailed 4X title gets another major update! As of today patch 1.9.5.8 is available for download through all major channels. This update adds new customization features for ship designs and also further increases the modability of the AI, giving you more control than ever over your copy of Distant Worlds, allowing you to tailor the game to your liking. Other changes includes new AI tweaks, and weapon balances. If you own the Steam version of Distant Worlds: Universe, you patch will be applied automatically when it is available. All other users can run the updater tool on their launcher or download the patch manually here. Click here to find out more about Distant Worlds: Universe. New in V1.9.5.8 CRASH FIXES - fixed rare crash when detect pirate smuggler docking at base - fixed rare crash when ships in combat BUG FIXES - fixed bug where race-specific diplomacy mood music was not working in a theme SHIP DESIGN - AI ship design process now automatically adds extra energy collector components to match static energy requirements of design (similar to the way reactors are added) - AI ship design now increases size of Carrier designs (beyond default design template) when construction size allows (like Capital Ships already did) - added medium and large freighter designs to AI ship design shrinking process (attempt to fit within current maximum construction size) - fighter firepower now listed in ship design detail screen (Weapons panel), to allow better comparison of military designs (firepower and fighters listed separately) MODDING - now optionally allow setting battle tactics, invasion tactics and fleeWhen settings for designs in design template files. To do this, for any design template file for any race, use the following entries (Entry name with possible values after the colon): o TacticsWeaker: Evade, Standoff, AllWeapons, PointBlank o TacticsStronger: Evade, Standoff, AllWeapons, PointBlank o TacticsInvasion: DoNotInvade, InvadeWhenClear, InvadeImmediately o FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never OTHER - increased hold-off range for tractor beams on spaceports against enemy troop transports (i.e. prevent colony invasions) - increased the maximum per-resource cargo space at spaceports and other bases from 30000 to 120000 - ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony - idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them
< Message edited by Surtur01 -- 12/1/2014 4:51:19 PM >
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