eddieballgame wrote: Tue Jun 27, 2023 6:32 pm
Here are the details of the beta patch v1.21e from the Steam post.
Changelist 1.21e (#182)
There have been quite a few complaints about Tech 3 being too hard a start over time. I only partially agree with these criticisms. So not all requests will be granted. However some were valid and some I deemed necessary on further analysis & QA. Hence I have made improvements to the Tech 3 start concerning energy, rare metals and low population sizes & private farming. I’ll be monitoring feedback and am interested if there are other huddles at Tech 3 or unforeseen effects or bugs with this new open beta. Thank you all for continued feedback.
-Private Scavenging Asset now also produces 10 rare metals per round *
-Tech Level 3 start (if regular difficulty or higher) now starts with just a Degraded LE Battery instead of Degraded LE Reactor (30 Energy instead of 100 Energy) *
-Solar Energy Tech now in line with other Tech in same Tech Group (thus now easier to discover and research) *
-Solar Panel Assets now cost 1 construction round more to construct (and thus level 1 construction cost is doubled!) *
-Solar Panel Assets now consume some rare metals during production (not a lot, but simulating some repairs need to be made on a constant basis, gameplay-wise it makes solar panels slightly less attractive, improving the attractiveness of the others) *
-Added “Furnaces” basic Tech available at Tech Level 3 start that allows building Organic and Scavenging Furnaces.
-Organic Furnaces require Forest (level 1 in range 1, level 2 in range 2, etc…) and will have 25% per Asset Level to
deplete a Forest Level. (Note Savannah (75%) and Forested Mountain(50%) provides less, just grass provides 0)*
-Scavenging Furnaces require Scavenge Points to be present in Hex. Will quickly make a dent in Scavenge Points, especially on higher levels as every Energy gained burns 4 Scavenge Points.*
--Mostly invisible to most players, but made the Private Economy simulation a bit more realistic and interacting with actual item prices now. Revisions made to the spending of Credits by Population with the Traders when buying “luxuries” and Assets. Item Market Prices now impact the cost of Asset construction and luxuries buying. Also the Sales Tax now also impacts the cost of Assets and luxuries buying. New semi-hidden values of Private Trade Debt (to Traders) and Private Tax Debt (to Regime) make this possible. Note that Traders will sell at lower prices if market prices are really high as sales are often made to private families and enterprises that are partially controlled or in the same family as traders. (there is a fuzzy boundary between traders and population, traders actually exist somewhere halfway between free folk and population).
-Fixed a glitch in the payment of Private Economy to Traders which was sometimes paying more than necessary for new Private Assets & streamlined-scrapped the arbitrary and bit weird 15% paid to traders for services, all money is converted into items now.
-Added 3 new Private Asset Types : Farmsteads, Xeno Farmsteads and Dome Farmsteads. They each come in 3 Levels and are smaller more improvised versions of the existing Farms. On Level 1 they only require 1000 population to operate. On top of that the Farmsteads can be financed with loans taken from Traders as well (up to a limit though!). This allows a very small Populace to kickstart an economy sooner. All Farmsteads Levels can be build, even in a Level 1 Zone. Once the 2nd Level 3 Farmstead is ordered in Zone that one will downgrade to Farmstead I and the other Farmstead III will upgrade to Farm Community I. *
-Some Asset Types can advanced multiple Levels per City Level now. The following: Airbase *2 , Truck Station *2 , Rail Station *2, High Speed Rail Station *2 , Public Port *2 , Supply Base *2 , Bunker *2. Note that the new Private Farmsteads are *3. *
-Fixed call to succes Stratagem text to be in line with its actual effect
-Fixed very rare issue (tech/culture/admin Level 9) with Faction not having a viable Demand at all and instead of asking the impossible will now ask for more Asset levels.
-Fixed crash at round 200 (Dalibor)
-Fixed crash related to AI airforce usage (bellrock)
-Fix: Savannah Snow , Cloud Forest Snow and Jungle Snow can now also be used for surface Snow Mining
-Fixed Protectorate/Client status in rare cases where you had a Minor Client/Protectorate that would declare war on you through events => the protectorate/client status is now removed.
-AI: Fixed some occasions of very badly considered land follow up attacks after artillery bombardment
-AI: Fixed the overvaluing of some artillery attacks
-Tuned down number of spies lost, especially when huge numbers present
-Increased SAM Launcher ammo cost from 200,300,400 to 250,500,800*
-Heavier artillery + Heavier AT + Heavier Flak guns get a reduction in movement due to a movement penalty for heavy weight & resulting manhandling of equipment (going up to about 75% movement cost penalty for the heaviest of guns)*
-Any equipment (like artillery, at gun) being carried with such a negative movement penalty will retain this penalty when being transported (by like trucks) unless the transporters have a positive movement bonus (due to powerful engines) which will offset the negative penalty of the guns.
-Model Designer Director now uses Inventor, Technician and Improvisation Skill for extra rolls on the rolls for Structural Design (Inventor) for first version and for later versions: Base Design (Technician), Armour Design, Weapon Design and Engine Design (Improvisation). If the roll >200 it gets 3 extra rolls for said design variable, >150 2 extra rolls, >100 1 extra roll. (logged in skill log for leader) *
-Model Discovery Task now uses Inventor Skill instead of Technician *
-Fixed faulty “void of life” message in planet gen*
-Fixed a glitch with deleting decisions upon actually aborting Zone Merge
*=Requires new game start to show up