1.61 Update Change Log (Release 3/3)

 1.61 Update Change Log (Released 3/3)

Hello!
We've addressed numerous bugs both with Mercenaries and the base game. In addition, we have made a few tweeks to the Starbase module bonuses.

Gameplay

  • The Starbase Military ring and its two upgrades now give a flat bonus.
  • All other Starbase military modules still give multipliers but at higher values.
  • Reduced the Starbase Range boost given by Military ring by 1.
  • Starbase culture bases and modules now generate more influence per turn
  • Increased the anomaly counts on mid-range settings.

Bugs

  • Mercenaries
    • Fixed issue with the "The Trireme" not being able to construct a starbase
    • The Derr now gives the proper fleet defense bonus
    • The Caravan description no longer overstates its Fleet Range ability
    • Fixed typos, clarified Mercenary ship descriptions, and clean up some Tech Tree descriptions. 
    • Fix several issues with the -L -P -D versions of assorted ships not being named correctly.
    • Torians can now build research related starbase modules and run the research planetary project.
    • The Arcean Defense module starbase module no longer slows friendly ships. 
    • Campaign: Set it up so Blessing I trigger will be disabled if Blessing II is colonized first.
    • Custom factions with the "amphibious" trait should now get the proper bonuses
  • Ships can no longer eject onto tiles occupied by Asteroids. 
  • Fixed issue with life support and some weapons augments that weren't using the correct manufacturing cost type.
  • Re-enabled multiplayer play for people with mismatched DLC in most cases. However, players with Mercenaries can only play against other Mercenary players.
  • Unforgiving, Eager, and Abundant traits should properly work again.
  • The Altairans can now build the Champion's Temple.
  • The Elerium Defense Shields adjacency bonus now works properly.
  • Fixed crashes on insane maps with 80+ factions.
  • Fixed crash caused by a ship being awarded to a player that had just died or defeated.
  • Creating a custom faction after playing the campaign no longer crashes the game.
  • Fixed updated descriptions of the Hyperion improvements.
  • Fixing a problem where the detailed match results were not always been saved properly
  • Fixed an issue where a few of the Altarian ships were using the wrong thumbnails
  • Addressed an issue with the AI Surveying guarded anomalies.
  • Multiplayer: Addressed some desync issues.
  • Ship designer no longer crashes if ship has too many support modules
  • Fixed mismatched values in the starbase sensor modules descriptions.
  • Reduced the mercenary cost inflation rate
  • Fixed a problem with missing colony ships in the Milky Way campaign

UI

  • Mercenaries:
    • Added inverted color swatches for the Arcean and Torians for custom factions
    • Desaturated the Torian Continent gradient some, to make Green hexes more visible.
    • Fixed rounding issue in the display of Mercenary abilities that caused apparent mismatch between the description and its effects
  • Any ship with nebula immunity will not show nebula effects in the tooltip now when in a nebula.
  • Fixed font for nebula effects in the Fleet Tooltip.
  • The Required Resources will no longer double up/break in the ship designer in Medium UI.
  • Increased the available space for the resource number text, in both the main game window and the shipyard window. 
  • The Cancel Upgrade button would get disabled if you upgrade, then canceled, then upgraded again. This is now resolved.
  • Fixed some issues with the relic icons n the resource bar looking bad on medium UI
163,834 views 36 replies
Reply #1 Top

Some nice fixes in there! I especially like this one:

  • Ships can no longer eject onto tiles occupied by Asteroids.
Reply #2 Top

Re: shipyards. I'd still like to be able to choose the tile it launches into like in GC2.

Re: Bugs. I hope someone can take a look at Aquatic World Mastery since I wasted quite a few turns of research last night to go in the direction to get it and it does nothing to help my 5 captured aquatic previously Torian worlds. I thought it was supposed to remove that -50% raw prod. penalty!

Reply #3 Top

Looks like the Military Ring range bonus as been lowered by 2, not 1.

Also looks like the Acrean's starbase range has been lowered by 1 as well.

Reply #4 Top

Fixed issue with life support and some weapons augments that weren't using the correct manufacturing cost type.

The types are fixed, but the (range over mass) ratio progression is still flawed. This means that ships of equal tech, but equipped with inferior life support modules are superior in range and firepower. Since the AI always equips the most advanced tech for its ship designs this mean that once beyond 'Environmental Support' the AI ship design will consume (pro-ratio) more and more mass per range leaving less and less mass for the rest (like weapons, armour, etc...).

Example (just using base values):

The rangerclass with (as defined in the ship template) 3 "Deep Space Support" modules will consume 3x9 = 27 (ShipRange) Mass points for a range of 3x15 = 45. However using 5 "Environmental Support" modules instead of 3 "Deep Space Support" modules will consume 5x5 = 25 (ShipRange) Mass points for the same range of 5x9 = 45.

Now a difference of 2 (before all modifiers) does not sound like much, but on a Ranger which has a mass cap of 75 that is 2.67%. And 2.67% strength difference per ship does add up. When you play against 10 Godlike AI (standard races) plus the max number of minors, you should feel you are winning because of superior tactics and strategy not because the AI is crippling itself.

The XML values:

  Stats Deltas
  S.R.M.Cost S.R.Mass S.Range Maintenance
BC/mass BC/Range Range/Mass MC/Mass MC/Range
Basic Life Support 4.00 5.00 6.00 0.00   0.80 0.67 1.20 0.00 0.00
Environmental Support 10.00 5.00 9.00 0.00   2.00 1.11 1.80 0.00 0.00
Stellar Support 24.00 7.00 12.00 0.25   3.43 2.00 1.71 0.04 0.02
Deep Space Support 45.00 9.00 15.00 0.50   5.00 3.00 1.67 0.06 0.03
Support Field Generator 86.00 10.00 18.00 0.75   8.60 4.78 1.80 0.08 0.04
Stasis Field Generator 164.00 11.00 25.00 1.75   14.91 6.56 2.27 0.16 0.07

Highlighted in grey the values from the XML, in red the ratio that are responsible for the problem.

Possible solution:

  Stats Deltas
  S.R.M.Cost S.R.Mass S.Range Maintenance
BC/mass BC/Range Range/Mass MC/Mass MC/Range
Basic Life Support 4.00 6.00 6.00 0.00   0.67 0.67 1.00 0.00 0.00
Environmental Support 10.00 7.00 9.00 0.10   1.43 1.11 1.29 0.01 0.01
Stellar Support 24.00 8.00 12.00 0.25   3.00 2.00 1.50 0.03 0.02
Deep Space Support 45.00 9.00 15.00 0.50   5.00 3.00 1.67 0.06 0.03
Support Field Generator 86.00 10.00 18.00 0.75   8.60 4.78 1.80 0.08 0.04
Stasis Field Generator 164.00 11.00 25.00 1.75   14.91 6.56 2.27 0.16 0.07

Highlighted in yellow the values that need to be changed (for example with proposed working values) so that the ratios will have a better progression.

@Paul,

Please fix this. This is a known problem since Beta 2. And you have promised multiple times on the forum and in the dev streams (and chat) to fix this. While you have changed certain values for the life support modules the relative ratios are still broken.

+1 Loading…
Reply #5 Top

Please better optimization Galciv3 ! I have a low framerate when moving camera within Nebula and Clouds! 

Reply #6 Top

To change the Arcean setting back modify this value from 6 to 7:

<Stats>
   <EffectType>StarbaseRange</EffectType>
   <Target>
    <TargetType>Starbase</TargetType>
   </Target>
   <BonusType>Flat</BonusType>
   <Value>7</Value>
  </Stats>

 

Found in the EXP_1StarbaseDefs file inside of <your game directory> : DLC : EXP1_Mercenaries : Game

Reply #7 Top

   Did you change Mercenary prices?  they seem a lot higher now, in the 3k range for #4 for T1

 

Reply #8 Top

Quoting Ex, reply 7

   Did you change Mercenary prices?  they seem a lot higher now, in the 3k range for #4 for T1

 

The "Merc inflation rate" was raised by 5, so I'd say so.

1.6:    <MercenaryHireInflationRate>0.10</MercenaryHireInflationRate>

1.6.1  <MercenaryHireInflationRate>0.5</MercenaryHireInflationRate>

There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah.  They went up. :)

Reply #9 Top

Quoting BuckGodot, reply 8


The "Merc inflation rate" was raised by 5, so I'd say so.

1.6:    <MercenaryHireInflationRate>0.10</MercenaryHireInflationRate>

1.6.1  <MercenaryHireInflationRate>0.5</MercenaryHireInflationRate>

There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah.  They went up. :)

   Going to have go with a big thumbs down here...  sticker shock has put me off mercenaries completely.  Maybe try a .2, .25, or .3 next build?

 

Reply #10 Top

I strongly recommend keeping Merc prices the same throughout the game. In general they cost too much for what they provide anyhow and the inflation makes this much worse.

Reply #11 Top

Quoting BuckGodot, reply 8

The "Merc inflation rate" was raised by 5, so I'd say so.

1.6:    <MercenaryHireInflationRate>0.10</MercenaryHireInflationRate>

1.6.1  <MercenaryHireInflationRate>0.5</MercenaryHireInflationRate>

There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah.  They went up. :)

   I think this is broken then.  A Merc I wanted was 750.  I buy 1 Merc (Txlrp), the 750 ship is now 1750.  Buy a second ship, the 750 ship is now 2750.

   600 -> 1600 -> 2600

   1200 ->  2200 -> 3200

   Didn't make a save first, but I do have an autosave.

   1.6.1 opt in

 

Reply #12 Top

this bug is still there:
https://forums.galciv3.com/464376/page/1/#3622202

Reply #13 Top

Aquatic planet specialization is not working right now. 

Reply #14 Top

Quoting BuckGodot, reply 8


Quoting Ex Mudder,

   Did you change Mercenary prices?  they seem a lot higher now, in the 3k range for #4 for T1

 



The "Merc inflation rate" was raised by 5, so I'd say so.

1.6:    <MercenaryHireInflationRate>0.10</MercenaryHireInflationRate>

1.6.1  <MercenaryHireInflationRate>0.5</MercenaryHireInflationRate>

There are caps to them (a single hike can never go more than 1000 credits, for instance), but, yeah.  They went up. :)

That wasn't intentional.  It was supposed to be 0.05, not 0.5.  We'll fix it

 

 

Reply #15 Top

Quoting Taslios, reply 13

Aquatic planet specialization is not working right now. 

Can you be more specific?

Reply #16 Top

Forgive me if I am wrong but now it seems even LESS of a reason to build a Military starbase now. 

 

What is the consensus on this?

Reply #17 Top

When you research Aquatic World Mastery specialization as a non Torian race it does nothing.    No bonus to production, and no tourism bonus.

Reply #18 Top

I think there's a missing  <OverrideOr>true</OverrideOr> in that xml for Aquatic Worlds.   At least comparing the Ultimate Adaptability section with the Mastery section for Aquatic Worlds.

Currently the relevant section of the xml (found in PlanetTraitDefs.xml) is:

<ExtremeTypeModifier>
<Prerequ>
<Techs>
<Option>ColonizationFocus1</Option>
</Techs>
<RaceTrait>
<Option>AmphibiousAbility</Option>
</RaceTrait>
</Prerequ>
<Modifier>
<EffectType>ProductionPoints</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0</Value>
</Modifier>
<Modifier>
<EffectType>GoodsAndServices</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
<Modifier>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
</ExtremeTypeModifier>

it probably should be:

<ExtremeTypeModifier>
<Prerequ>
<Techs>
<Option>ColonizationFocus1</Option>
</Techs>
<RaceTrait>
<Option>AmphibiousAbility</Option>
</RaceTrait>
<OverrideOr>true</OverrideOr>
</Prerequ>
<Modifier>
<EffectType>ProductionPoints</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0</Value>
</Modifier>
<Modifier>
<EffectType>GoodsAndServices</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
<Modifier>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
</ExtremeTypeModifier>

With the difference bolded and highlighted. 

Near as I can tell, the game thinks one needs BOTH Aquatic World Mastery and the Aquatic Race trait to be able to get those benefits.

Reply #19 Top

Thanks for the report, this will be fixed in next patch. 

Reply #20 Top

FYI we've updated the opt-in with Paul's fix and a few more.

Reply #21 Top

good job SD, can finally build my mega support ship.  Tested and working fine

Reply #22 Top

The AI is not invading on larger maps.  It keeps its transport in or around the shipyard.  It will be perpetually at was with a minor AI but rarely invades.

#YJJ-216-64292

And as it was in pre 1.3, the power will reset to 0 when it gets too high, prompting weird AI behaviour, like surrendering when it got a dozen star systems and many ships.

#RCB-101-69356.

I hope these can be fixed in time for the official 1.6.1, they are certainly game breaking.

 

On the minor ones:

#PCE-990-45956

Technology "Tarrif stations" gives 10% research bonus

Either the text description is wrong (it states it gives a bonus to trade) or the bonus are wrong, or it does not do anything and should be deleted from the tech tree.  This bug has been there since the beginning and remains unfixed.

 

#ISZ-865-90245

Exploit: get 6 planets to sponsor a shipyard

Lots of people don't want it fixed, but I still think it's an exploit that should be fixed.  Colonize 5 planets, add them to sponsor your shipyard, come back for a 6th planet in your home star system, get 6 planets to sponsor a shipyard.  You could also try it for a 7th system if you ad a 3 planet star system, following the same principles.  This bug has been there since the beginning and remains unfixed.

Reply #23 Top

I can add a proper post but im not sure if this was an Idle thought of Paul that was never implemented or a change that was remove either by mistake or on purpose.

I thought it was changed that when you pick the the Synthetic race trait players were prevented from picking food/growth and similar as Synthetic races cant use these traits anyway and it was basically giving people "free" points.

Personally I liked the extra points and being OP but I do understand why the change was implemented. At least I thought it was lol.

Reply #24 Top

i see no files updated form this 3/3 release,  ??

Reply #25 Top

  I think it means it was released to everyone who did not opt in.