Prerelease/Expans 2.001V/X (Z Reserves, Dist Nodes, SuperTerminals, Co-Processors)
A new update has arrived with a couple of new interesting mission-type additions! Check them out below--and woohoo! Winter break! (: Happy holidays, everyone!
What's new since 2.001V/X:
-Kills made by electric shuttles and lightning turrets were not previously being correctly logged. Fixed.
-5 new expansion-only ships: Zenith Reserve Ships Mark I-V. Destroy to capture a large cache of Zenith vessels for your own use (at some AI Progress cost).Given the large number of ships that come online at once, be sure to have between 400k and 1 million energy available to support them.
-New expansion-only ship: Distribution Node. Destroy to capture a sizable cache of metal and crystal for the player destroying it (at some AI Progress cost). Be warned, however: around 1/5 of all nodes are actually Trojan Distribution Nodes, which are empty save for a malicious electronic payload that actually cause you to lose a sizable chunk of resources before automated recovery systems can purge the malicious infection.
-Hovering over the AI Progress meter in the resource bar at the top of the screen now shows a breakdown of Total AI Progress, AI Progress Reduction, AI Progress Floor, and finally the Effective AI Progress (which is all that is normally shown). (For those who are interested, Effective = Total - Reduction, unless Total - Reduction < Floor, in which case Effective = Floor. Floor increases as Total goes up.) This should hopefully make AI Progress value calculations more clear for advanced players.
-New expansion-only ship: AI Co-Processor. Destroying a co-processor normally increases the AI Progress by 20. However, when you destroy the last co-processor, the AI Progress takes a massive drop of 120. Check your Mission Summary (right side of the screen) to see how many co-processors remain; hitting all of them simultaneously is ideal. Co-Processors also interfere with supply on their planet.
-Niche text overlays were not previously being positioned properly on 64x64 icons. Fixed.
-Since there are so many secondary mission objectives now (often 10 or more instead of the previous 4), they are now grouped into several categories: Technology, AI Progress, and Economic.
-New expansion-only ship: AI SuperTerminal. When humans capture the planet on which this resides, they gain direct access to the core network of the AI network, where they can greatly damage the AI's processing capabilities. Every 30 seconds, this simultaneously increases the total AI Progress by one and reduces the AI Progress by two. This leads to a net reduction in AI Progress, although if left going long enough it will increase the AI Progress Floor in an undesirable manner (see the hover text over the AI Progress meter at the top of the screen for more info). While this reduction is occurring, AI ships will spew out of the SuperTerminal at a rate proportional to the total current AI Progress Reduction.
Changes from prior prereleases.
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-In the last prerelease, planetary shield inhibitors were not properly disabling enemy force fields. Fixed.
-In the last few prereleases, regen abilities were incorrectly being applied during the 3-seconds-after-being hit period. Fixed.
-The bug with the astro trains stopping moving at certain planets should be fixed for real, now (knock on wood -- please report it if you see it in W).
UPDATE: Version X Updates The Following:
-Game performance is no longer severely affected when localization files are missing.
-Recent prereleases have had a bug wherein if the expansion was disabled it would trigger localziation errors. Fixed.
