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Jordi Engel

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Feb 18, 2019
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PatchNote_Dinosaurs_Stegosaurus.jpg
V1.102 - Stegosaurus Hotfix

Updates
General
  • When calculating XP, the system will cap XP from very one sided battles as if each of the victorious units only killed 2 units (therefore the cap only affects the battle where the victor is outnumbered more than 2 to 1). This is to slow down heroes power leveling by soloing armies.
  • Players can now indefinitely use combat retries for a specific combat in singleplayer.
  • Orbital/Forward Relays are no longer shown as destination if they are unavailable.
  • Orbital/Forward Relays destination names now show both the sector name and colony.
  • Changed operation origins text color from red to sand color in the arsenal interface.
  • Anomalous sites now show additional information about their current state in the quest interface.
Diplomacy
  • AI players will no longer decline truce offers to resolve a war because of only recently having met or only recently having changed diplomatic state.
  • AI players no longer send neutral foreshadowing messages to the player.
  • Now showing a relation change modifier for faction relations when the war between a player and a faction ends.
Hero Skills
  • Removed Compelling Presence (Celestian)
  • Added Cleansing Light (Celestian); Cost 4, unlocked at level 5
  • Echo of the Hivemind (Kir'ko) - Decreased given shields from 2 to 1
  • Essence Harvest (Heritor) - can now only grant an essence charge if the unit has none.
  • Essence Harvest (Heritor) - Reduced skill cost from 3 to 2
Units, Mods & Operations
  • Kir'ko Engulfer (Unit) - Decreased hit points from 40hp to 35hp
  • Kir'ko Adaptive Carapace (Mod) - Decreased allowed stacks from 4 to 3
  • Forgotten Rot Proliferation (Tactical Operation) - Decreased Operation Cost from 4 Operation Points to 2 Operation Points
  • Vanguard Drone Carrier - Summoned Drones now start with full action points instead of one

Fixes
General

  • Fixed issue where Essence Pool visit sites would show up in the Frontier World template
  • When an operation is aborted, any freed up points will correctly be directly spent on other priming operations right away. Additionally any paused operations that can be primed will now also use the points.
  • Forward base created message is no longer shown for upgrading a forward base to a forward relay base.
  • Fixed leader icon rendering in low resolution for the victory condition panel.
  • Fixed crash in leader selection/leader editor for when the player had a (custom) leader that used a race or secret tech that no longer exists. This could happen when unsubscribing a mod that added a race/tech.
  • Fixed issue where loading an old save game or a multiplayer would crash the research queue
  • Variety of game stability fixes
Campaign
  • Fixed a crash in campaign as multiple quest with titles would fail at the same time.
  • Fixed localization system issue where sometimes an incorrect piece of text would be shown in campaign.
  • Updated Tutorial to reflect the changes made to Sector Annexation
Strategic Fixes
  • Fixed issue where an auto move towards a settlement could result in a soft lock
  • Fixed issue where bases that are being annexed turn independent when the original owner is defeated
  • Fixed issue where the AI was not buying mods and units from factions correctly
  • Fixed AI crash related spawner changes save game compatibility.
  • Fixed issue where Armies would try to walk over cells that had an active operation running in them, they now path around such locations unless the player wants to directly move onto the location.
  • Fixed issue where spawners would only spawn a roaming stack once.
  • Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.
  • Fixed an issue where the Patron empire quest would sometimes give you units from a faction you were at war with.
  • Starship Maintenance now grants its bonus to Entropy damage
  • Nuclear Fallout now correctly reduces Entropy resistance
  • Heroes and Units with Shrug Off Prime rank now correctly resist Entropy Status Effects
Tactical Combat
  • Fixed an issue where a unit wouldn't play their death animation in tactical combat.
  • Fixed issue which caused tactical AI to not use Bloated Pustules correctly.
  • Fixed issue where the AI would sometimes prioritize standing next to units that had a negative effect on adjacent enemies (such as the Sinister Chorus ability)
  • Fixed issue where Cerebral Overmind (and similar actions) would not always refund all move points on units that were placed in overwatch.
Diplomacy
  • Fixed issue where the player was able to declare war on a faction through the operation hostile action panel even though they had recently made peace and a cooldown was in effect.
  • Fixed issue where the game would not properly detect team games if all players were set to team 'None'. This affected the race relations, starting opinions and domination victory.
  • Fixed issue where fabricating Casus Belli would always give the player a reputation penalty, this penalty is now only applied if the operation fails.
  • Fixed crash in trade history when a sector base or colony of a sector that had recently been traded was razed.
  • Fixed issue where walking on a hazard that was being removed didn't count as a hostile action, it now requires the players to be at war.
Interface
  • Fixed a number of bugs regarding selecting hero skills with a controller.
  • Fixed a bug where the new mod icons would also be displayed for units that can't have upgrades, eg. colonizers.
  • Fixed a rare softlock when trying to repair a session.
  • Fixed various small bugs.
  • Fixed various small UX problems with controller.
  • Fixed issue where expansion content was displayed in the Imperial Archives for players who do not own the expansion.
  • Fixed an issue where getting into and out of a vehicle would cause hit points to be incorrectly displayed
Heritor
  • Condemn to Drained can no longer target Heroes or Commanders.
  • High-Lord's camera has been aligned better. That way the background plane's bounds won't be visible.
  • Fixed issue where drained units would not obtain a template name and icon when using Mind Possession on another unit.
Forgotten
  • Fixed issue where forgotten units were considered wildlife by the imperial archives.
  • Fixed issue where the unit rewards for the Forgotten were set up incorrectly
  • Rot Proliferation can no longer target Heroes or Commanders
  • Rot Proliferation can now be correctly used by the AI.
  • Shattered Arc's Corrupt Communion can't target RPR units now
Visit Sites
  • Fixed the Es'Teq Essence Pool giving more energy income than intended (10 to 5)
  • Fixed the Es'Teq Essence Pool description not displaying its income.
  • Fixed the Es'Teq Essence Pool description mentioning a bonus to critical hits for entropy attacks that it does not give.
  • Fixed the Es'Teq Essence Pool economic overview icon to display the correct income.
Anomalous Site Rewards
  • Fixed an issue where the AIVA-3 anomalous site unit could carry firearm ammunition mods.
  • All Hero Items unlocked solely through Anomalous Sites can now be equipped while your hero is in a vehicle
  • Sunbringer now correctly receives melee mods
Assembly
  • Fixed an issue where the Scavenger doctrine would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Curator perk)
Starting Perks
  • Fixed an issue where the Curator perk (part of Star Union Scholar) would give very large rewards, the perk now increases rewards of resources (energy, food, etc) by 50% and has no effect on hero items or units (this stacks with the Scavenger doctrine)
 

Zaskow

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At last some wise changes.
Don't you plan to increase Drone Carried HP? Currently it has 60 hp while other t4s have 70-80.
 

orangelex44

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At last some wise changes.
Don't you plan to increase Drone Carried HP? Currently it has 60 hp while other t4s have 70-80.
The Drone Carrier is built around summoning units; it effectively adds HP to the field every time it does so. It should have less base HP than the standard T4.
 

Zaskow

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The Drone Carrier is built around summoning units; it effectively adds HP to the field every time it does so. It should have less base HP than the standard T4.
Drones are so inferior units that can be easily ignored to kill summoner. DC itself has mediocre attack skills too and not great mobility to kite enemies.
 

DragonZee

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Drones are so inferior units that can be easily ignored to kill summoner. DC itself has mediocre attack skills too and not great mobility to kite enemies.
Imo they should simply change the summoning ability to be a 1/3 action. They could even make it so you can only summon one drone per turn but for ffs make them move at least a few hexes after doing it...

But man, I see good ol' Triumph with how fast they react to players feedback (nerfing Kir'Ko for example). Definately not a small indie company :)
 

Zaskow

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Imo they should simply change the summoning ability to be a 1/3 action. They could even make it so you can only summon one drone per turn but for ffs make them move at least a few hexes after doing it...
I saw (and use myself) what other t4 can do (especially Kirko). In comparison, DC is so meh... :(
 

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"When calculating XP, the system will cap XP from very one sided battles as if each of the victorious units only killed 2 units (therefore the cap only affects the battle where the victor is outnumbered more than 2 to 1). This is to slow down heroes power leveling by soloing armies."

SHUT UP AND LET ME SHOW YOU RESPECT

- and i have only read the 1st sentence.
 

DragonZee

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I saw (and use myself) what other t4 can do (especially Kirko). In comparison, DC is so meh... :(
I also thought of another idea to make them more useful: add a battlefield-wide ability like most T4 have. Here's an idea: Shield Drones - give each ally unit something like +2 shields.
 

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Straight up REMOVING Compelling Presence along with solo hero power leveling is a bit harsh. Just moving it to somewhere in 12-14th level region would've been enough, I guess.

Still waiting for Wrecker buff, though, but this DC change shows hope)
 

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Straight up REMOVING Compelling Presence along with solo hero power leveling is a bit harsh. Just moving it to somewhere in 12-14th level region would've been enough, I guess.
No, deleting was only one viable choice. It's not a big difference if you can level 12 your hero on turn 10.
 

orangelex44

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I'm pretty sure it was the only hero ability that offered an economic benefit. By that logic alone I'm OK with it being removed. It's not like Celestian really got screwed too bad in the process, they got a heal instead which is very nice.
 

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Heee... this was the reason why i played celestians... :(
Why ? This was too OP ?
What is "Cleansing Light" that seems to be created to replace this ?
The skill is still in the game. The Ascended Teacher still has it. But your heroes won't.

Cleansing Light was in the game already. It's the healing skill the star guide has. It's a very nice heal that removes all negative status effects and gets stronger if you have more enlightened units.
 

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Stegosaurus substantially increased the cosmite cost of buying colonies. Hero skill Compelling Presence was a 0 cosmite way to generate colonies, and in principle accessible to any player lucky enough to roll a Celestian hire. It clearly had to go.

Ascended Teacher's days of holding Compelling Presence may or may not be numbered. It's a late game research and has cosmite upkeep. Nevertheless, a Teacher that converts a target into a colony has paid back their cosmite upkeep for quite some time.