Release notes here.
Narratives by Chris Park here.
Here is a short list of what has been modified in this latest version, please see the full release notes if you want more information:
- 3x increase of starship and warhead build speed.
- Reduction in AI ship cap per command station and guard post, and in overall (1000 per AI player), along with the core planets maxing out at 1300 ships instead of 2500.
- AI planet reinforcements cut by 1/3rd.
- Starfleet commander max starship cap reduced by 1/3 per planet.
- AI cold storage before becoming part of border aggression reduced by 2000 overall.
- Health of armoured golems have been doubled.
- Reinforcement penalties for all golems massively reduced.
- New Neinzul Preservation Warden minor faction.
- New Neinzul Roaming Enclave minor factoin.
- New Neinzul Youngling Nanoswarm (I-V) bonus ship type.
- Grenade launcher shots damage finite amount of ships within explosion radius (8, 10, 12, 14, 16). Increased attack power by 50%.
- New Neinzul Youngster (moderate) AI type.
- New Support Corps (easy) AI type.
- New Warp Jumper (had) AI type.
- Heavy Beam Cannons no longer fire at ships immune to AoE (i.e. Missile Frigates).
- Decay rate of Neinzul ships increased by 10x, increased "multiply all incoming damage" by 10x.
- Neinzul Silos now have a 1/15 chance of producing an EMP warhead, instead of 1/5. MK I and II versions now have a 1/15 chance of producing a lightning warhead one mark higher than normal.
- 24 new achievements; 1 for base game, and 23 for CoN.
- Rebalanced Neinzul Viral Swarmer (reducing epic luls).
- Internal calculations for border aggression have been revamped.
- Units loading into transports by halves, and then halves of halves, etc. has been fixed.
- Move order latency fixed.
- Border aggression now only activates when there is Threat + Attack of less than 4,000 to avoid latency when waves are also incoming.
- New "AI Barracks" to contain offline overflow units. Keeps 200-1200 ships until structure is attacked or destroyed, or when planet no longer belongs to AI.
- Viral clusters no longer incur AI progress.
- Scouts with cloaking boosters no longer boost ships with a mark lower than their ship level (lower support higher).
- Scout starships are no longer counted in the "EnemyStarships" group, which prevents alerting of AI planets.
- Ships with bonuses against starships (i.e. dreadnoughts) now get bonus against the hull of Hybrid Hives.
- Hybrid hive forcefield module shield-rating (not hp) greatly reduced.
- PermaMines have been removed and replaced by regular mines.
- AI ship cap for mines per planet have been drastically reduced.
- AI now has strict ship caps on turrets per planet.
- AI slowly scales back its counts of mines and turrets.
- Fixed bug where minor faction ships did not run "what next?" logic if no enemies were in system.
- Fixed bug where AI ships in cold storage affected by a planetary claoker would not be treated as cloaked.
- Fixed bug where minor faction ships (i.e. dyson gatlings) would do nothing because actively cloaked enemy units were present.
- Icons shown at the top of intel summary are now sorted by name.
- Fixed bug where mines were not regenerating health.
- External invincibility for command stations is now visually shown on command stations.
- Five marks each (I-V) of nine new guard posts have been added, not specific for the AI homeworlds, but rather in place for all the previously existing guard posts and stealth guard posts (special forces guard posts are unaltered); total of 45 new guard posts.
Chris needs to stop making such epicly lengthy updates!
