Stardrive 2 Patch Download

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StarDrive 2 is an exciting and evolutionary step forward for the StarDrive franchise. In this eagerly anticipated sequel, the core mechanics have evolved to incorporate a turn-based strategic layer, featuring spectacular realtime battles.

Archived

Changes

  • Upgraded the game engine to Unity 5 from Unity 4. This provides overall increased performance during combat and other sections of the game that are more demanding on your system.

  • Refactored a lot of code to improve performance on the strategy map, allowing for a smoother experience when there’s a lot of stuff going on in a large galaxy and in the late game

  • Added Planetary Governors to control your build queue and to manage your citizen labor allocations

  • Tech Costs have been scaled up to slow down the pace of discovery in the mid-game

  • Colonies with empty build queues will now automatically build trade goods when they have empty queues When you add something to a planetary build queue while you’re already building trade goods, the trade goods will now automatically be removed from the build queue.

  • Changed the formula for calculating a ship’s accuracy to have a smoother curve as the ship levels up. Previously the early level-ups provided larger bonuses than later level-ups.

  • Ships gain accuracy bonuses at very close ranges now. Fleet ETA and fuel UI indicators now appear next to the fleet icon rather than next to the destination point to keep things less cluttered

  • Added UI indicators for situations when you have enough food to feed your empire but not enough freighters to transport it all where you need it

  • Construction ships will no longer merge into orbiting fleets upon construction at a colony; likewise they can no longer be merged into combat fleets.

  • Traveling through wormholes is now instantaneous; previously ships would be shown to quickly move across the galaxy, but this could cause some problems if a manual combat occurred elsewhere while a ship was in transit; this change eliminates any bugs associated with this scenario

  • Ship performance bonuses for Noxium and Helium 3 are now properly reflected in the shipyard

  • Changed several user interface Sound FX that were jarring when wearing headphones

  • Changed the stellar backdrop on the strategy map to be more vivid, and to have some variations possible between games; i.e. you might get a red galaxy or a blue-ish or green-ish one. Purely visual.

  • If an AI fleet is equipped with bombs, then it will now use all of its bombs to soften up ground defenses before landing its troops

  • The AI won’t be so quick to pull forces back from a freshly captured colony to prepare a new invasion force. They’ll hang out for a while now to re-arm and repair while guarding against a counter-attack

  • The AI won’t strictly insist upon forming an invasion force in a guaranteed safe spot; they’ll now be willing to form up in enemy territory as long as it thinks it is safe enough

  • The AI will now reconsider its final attack plan before committing to a planetary assault; if it can see a better target then it will potentially alter its plan to take advantage of the weakness

Stardrive

Stardrive 2 Patch Downloads

Stardrive 2 Patch Download

b. Bug Fixes

  • Fixed a bug that could cause some AI ships that ran out of ammo to drift off of the screen in manual combat, preventing the player from being able to finish the combat. Ships that are truly out of ammo will now retreat.

  • Fixed a bug that could cause a long hang at the end of a planetary combat session

  • Fixed a bug that would cause incorrect auto-calculation results to occur in every auto combat subsequent to the the first auto combat performed in a session

    If you haven’t updated your game to the latest version yet, you can turn on automatic updating by going to Origin’s “Application Settings” menu and setting Automatic Updates to Enabled. Here’s the full glitch that starts at 2 minutes into the video: Location: At random the game will permanently attach a fork to a Sims hands. Glitch Description: No one knows what causes the fork to stay attached to the Sim for days, so there’s no fix for it yet. Sims glitch after pets patch download.

  • Fixed a bug in the auto-combat algorithm that would sometimes cause ordnance-based weaponry to not contribute its DPS to the simulation

  • Fixed a bug where a Creative race that completed a technology by sacrificing a citizen would not gain every tech at the tech level

  • Fixed a bug where the Pollop hero’s unique ship was not properly spawning to the strategy map

  • Fixed a bug where leaders that cannot participate in ground combat could trigger a quest event that should require ground troops to be present

    If you have questions or need help,! Requires Stardew Valley 1.3.32 or later on Linux/Mac/Windows. Stardew valley 1.2.30 patch download. You can install to test your mods for compatibility with SMAPI 3.0.

  • Fixed a bug where Helium-3 was not providing its exploitation bonus to beam weapon damage

  • Fixed an issue where the clickable area of a planet’s name on the strategy map could exceed the size of the actual name, leading to unintentionally accessing the planet interface

  • Fixed a similar issue where the clickable area for the item you are currently researching could exceed the size of the text

c. Misc:

  • The Upgrade to Unity 5 may mess with some mods in unforeseen ways. In the coming weeks I will re-release the mod tools with Unity 5 support

Check the patch notes here: http://steamcommunity.com/games/252450/announcements/detail/85928399507674909

2 comments
Posted byPublisher5 years ago
Archived

Here is the changelog for the 1.15 patch. I think many players will appreciate both the fixes and the additions, and it also holds some good stuff for modders.

  • Fixed an issue with the Fletchette cannon and other dual-purpose Anti-Ship/PD weapons not damaging ships as they should.

  • Increased the 'time-out range' of all weapons by 25%.

You may have noticed your missiles exploding prematurely and other projectiles disappearing before they reached their target, therefore resulting in misses. This was due to the 'time-out' range of projectiles in the engine being equal to the maximum firing range of that weapon, so your ships fire on inevitably moving enemies at a range that means the projectiles can't travel far enough to hit them. This change will result in more satisfying projectile behavior, as projectiles fired at a moving ship that is in range will no longer time out before the target is reached when fired at maximum engagement range unless the enemy ship performs successful evasive manoeuvres.

  • The automated freighter system has been patched so that it will no longer assign freighter-class vessels with no cargo capacity to carry cargo.

This means that vessels designed on freighter hulls but purposed for other uses (e.g. supply ships, repair ships, 'Q-ship' warships) will no longer have their user-assigned orders overridden by the auto-freight AI if enabled.

  • Adjusted the AI's desired ratio of ships to ensure mixed fleets.

This now results in the AI splitting its proportions roughly between: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1. This means that, given 23 ships, the ratio would break down like that. This should result in some more mixed AI fleets, and fix the issue seen at present wherein the AI is only fielding the largest ship type available at once. Expect more dangerous enemies with mixed target types - bring some anti-fighter cannons!

  • Flak Cannons are now proximity fused.

They therefore do not require direct hits to detonate anymore, and instead detonate either in proximity to any enemy vessel, or at their maximum pre-determined range, so they can be used as area-suppression weapons against fighter swarms.

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  • Enabled the use of the 'ProjectileRadius' tag in weapons files. This will work on any weapons that modders may want to add this functionality to.

  • Removed the requirement that you need money to rush production.

You only need production now. I think this was causing a great deal of confusion about the economy, as players would see their income decreasing and have no feedback as why. What is happening is that your governors are spending your cash. Well, no more. Both the AI and the player will benefit from this change so it should be balance-neutral. In fact, I expect the AI will become more dangerous.

Stardrive 2 Patch 1.2

  • Fixed an issue where Remnant kills weren't tracking properly through saved games which could result in you either missing the event or getting the event multiple times.

  • Significant buff to the Disintegrator Cannon (ultimate beam weapon in vanilla SD) so that it is both superior to earlier beams, and also generally just deadly.

  • Added a tag for Mod files < DisableDefaultRaces >true< /DisableDefaultRaces > if you want to remove the original StarDrive races from appearing while your mod is loaded.

  • The sickbay should now appropriately heal injured troops that are stationed on board the craft

  • Fixed the victory music not playing on the victory screen

  • Fixed some inconsistencies between the displayed empire income and the calculated empire income. Somehow these could become desynced, but now they use the same function and should not desync.

Stardrive 2 Patch Download

And finally.:

Added a satisfying conclusion to the Remnant quest line. Be ready.

Stardrive 2 Patch Download Full

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