Update 1.3: ################### # Leviathans Story Pack ################### #Important * NEW: Players can encounter powerful Guardians that guard secrets and treasures * NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders. * NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources * NEW: Artisan Enclaves can construct monuments and hold festivals on your planets * NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians * NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war #Graphics * NEW: 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid. #Music * NEW: 5 new songs by Andreas Waldetoft, including a new main theme that will play if the story pack is installed and enabled. ################### # Features ################### #Important * NEW: "Federation Victory" victory condition* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises * NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence * NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch * NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value * Point-Defense is now its own slot size instead of sharing space small slots * NEW: Torpedo slots have been added to the game * NEW: Aux utility slots have been added to the game * NEW: Added 2 new habitable planet classes, Alpine and Savannah * NEW: Added a new Humanoid species class with 4 new portraits * NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time * NEW: Auto-Explore technology available in mid-game allows science ships to automatically survey * Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost * Sectors now have settings where the player can toggle certain behaviors on or off * Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources * Fleets can toggle whether other AI fleets should follow it or not * NEW: You can now set planets and fleets to be rally points. Newly built ships will move to the nearest fleet rally point and merge with it, or to nearest planet rally point if there are no fleet rally points. When issuing a return order, your fleet will return to nearest planet rally point if one exists, otherwise nearest starport. #General * Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors * Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf * Void Clouds now always spawn near the star in their system and guard rich energy deposits * Crystal Entities now guard a few rewards * Aura components removed from battleships * Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports * It is now possible to resettle pops to and from sector-controlled planets * Strike Craft now move towards their own kill target instead of their carrier's * Strike Craft and missiles can now use evasion * Missiles can now have health, armor and shield * NEW: Additional Plantoid name list, updated old ones * Utility Slots of most ship sections have been consolidated * Battleships and Cruisers have had a couple of sections removed and reworked * Space Whale weapons are now always small slot weapons * NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs) * Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked * Crystalline weapons are no longer available to players * Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol * Droid technology is no longer marked as Rare. Chance to appear is unchanged * Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged * NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises * Policy tooltips now display how pop happiness will be affected * NEW: Frontier Clinic can be upgraded into Frontier Hospital * NEW: Frontier Hospital is a new building * NEW: Terraforming rework - terraforming stations have been removed. Any planet within your borders can be terraformed for a cost * Terraforming gases and liquids now significantly reduce terraforming cost * Terraforming is now available earlier in the game * You can now directly terraform any planet type to any planet type, so long as you have the tech required (it is still not possible to terraform non-habitable worlds, as there is no tech for it) #Diplomacy * It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status. # Technology * NEW: Vitality Boosters, increases leader lifespan by +10 years * NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals * NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon * NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon * NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds #Fallen Empires * Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits * Each of the four Fallen Empire types now has their own set of ship designs * Fallen Empires will now sometimes start with Titan-class ships * Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging * Materialist Fallen Empires will no longer attack regular empires just for researching AI * Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed * Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of * Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will. * Fallen Empires now start with multiple levels of each repeatable tech researched * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc) ################### # Balance ################### #Important * Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost. * In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen. * Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20% * Certain techs are no longer needed to colonize potentially-habitable worlds * Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable) * Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system * Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships * Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size * Missiles can now miss and be evaded * Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers * There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets * Fleets that emergency FTL now go MIA and return to a friendly planet, instead of being ping-ponged to death * Ships are now always at risk of being lost during emergency FTL, with the chance depending on how damaged they are #General * Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18. * Admiral skill effect on ship upkeep removed * Purge time increased from 6 to 30 months * Protectorate tech discount inc...
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