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Sins of a solar empire culture
Sins of a solar empire culture













  • Development Mandate research subject's max level reduced from 2 to 1.
  • Siege Frigates:* Survivability reduced by ~20%.
  • Illuminator and Assailant survivability tuned to be proportional to Javelis's on a per supply basis.
  • Illuminator, Javelis, Assailant:* Increased credit cost by approx 10%.
  • Allegiance shift rates from culture increased 25%.
  • Passive allegiance shift rates increased by 100%.
  • sins of a solar empire culture

  • jump charge rate penalty increase from -250% to -700%.
  • Phase Jump Inhibitors:* cost reduced slightly.
  • Rebalanced happiness losses for killing various items (Killing enemy scouts no longer causes a loss of happiness).
  • Mission failure penalties to happiness reduced.
  • Mission durations increased by 10 mins.
  • Large and Huge random maps split into single and multi star system variants.
  • No pirate maps removed due to new game option to remove pirates.
  • Pop Idol achievement is now actually achievable.
  • Fixed unintended halving of galaxy culture coverage in the game statistics.
  • Defeated players can no longer place bounties in unlocked teams games.
  • Defeated players can no longer give or be given resources in unlocked teams games.
  • You can now change game options when loading save games.
  • Can't attack unbuilt structures anymore.
  • Transfer Antimatter can no longer target entities with full antimatter.
  • sins of a solar empire culture sins of a solar empire culture

  • Disciple's Transfer Antimatter no longer targets other Disciples when autocasting.
  • Autocast for many disabling abilities improved.
  • Kostura Cannon now only disables enemy units and structures at the target planet as originally intended.
  • sins of a solar empire culture

  • Overseer's Nanite Reactive Armor ability can now properly stack heals (but not the armor and max HP bonus).
  • Research subjects queued in different fields can now upgrade in parallel.
  • Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of problems. The stragglers will follow shortly after. The group will only wait for 90% of the value of the ships to be ready.
  • Improved Group Phase Jumping for large groups of ships.
  • Can now buy and sell resources on the market in large increments again.
  • Can cause crash or boom by selling/buying too much.
  • New Market System:* Random fluctuations in addition to user influence on price.














  • Sins of a solar empire culture