群星 v1.3升級檔+DLC+免DVD補丁CODEX版 補丁下載

群星 v1.3升級檔+DLC+免DVD補丁CODEX版 補丁下載 ,《恆星戰役》免安裝簡體中文綠色版[v1.2.1版整合遊俠LMAO漢化2.6]補丁:群星(Stellaris)v1.3升級檔+DLC+免DVD補丁CODEX版

群星 v1.3升級檔+DLC+免DVD補丁CODEX版 補丁下載

使用說明:

1.解壓縮
2.複製所有文件到遊戲目錄覆蓋
3.執行遊戲

升級檔安裝步驟:

1.安裝《恆星戰役》原版遊戲:http://down.ali213.net/pcgame/stellarisiso.html
2.安裝本升級檔

更新說明:

機翻:

更新1.3:
###################
#Leviathans故事包
###################

#重要
*新:玩家可以遇到強大的守護者,保護秘密和寶藏
*新:包圍站可以遇到和存在三種不同的形式;工匠,策展人和貿易商。
*新:交易者Enclaves可以交易礦物/ EC並出售戰略資源
*新:工匠包圍可以構建紀念碑和舉行節日在你的行星
*新:策展人可以賣星圖,幫助你與你的研究,並提供有價值的洞察力如何打敗某些監護人
*新:「天上的戰爭」可以在兩個覺醒的墮落帝國之間觸發,導致星系規模的戰爭

#圖形
*新:5新'cuties'肖像:2軟體動物,1爬蟲類,1人類和1真菌。

#音樂
*新:安德烈亞斯Waldetoft的5首新歌,包括一個新的主題,如果故事包安裝和啟用將播放。

###################
# 特徵
###################

#重要
*新:「聯盟勝利」勝利條件*新:新的星系設定選項 – 最大下降帝國,可居住世界的數量,是否允許在開始附近玩家附近的先進帝國,是否使用群集開始,以及是否允許終結遊戲危機
*新:現在可以指定一個殖民地作為你的新資本,成本250的影響
*新:添加超大武器槽。超大型武器只能安裝在戰艦上,並有一個有限的射擊弓
*新:跟蹤是一個新的武器,減少目標的逃避相同的金額。大多數武器現在有一個跟蹤值
*點防禦現在是自己的插槽大小,而不是共享空間小插槽
*新:魚雷插槽已添加到遊戲中
*新:已添加到遊戲的Aux實用插槽
*新:添加了2個新的可居住的星球類,高山和薩凡納
*新:添加了一個新的人型生物類與4個新的肖像
*新:添加切換到抑制流行派系,花費影響耗盡他們的支援隨著時間的推移
*新:在遊戲中期可用的自動探索技術允許科學船自動調查
*地面成形返修站已被移除。任何非殖民地的行星在你的邊界內可以成本
*部門現在有設定,玩家可以切換某些行為開可能關
*戰略資源已被重做,現在為您的帝國提供一個全局修改器,只要你有至少一個該資源,而不需要建築物可能模塊,允許您與超額資源交易
*艦隊可以切換是否其他AI車隊應該跟隨它可能不
*新:你現在可以設定行星和艦隊為集會點。新建的船隻將移動到最近的艦隊集合點並與其合併,可能如果沒有集散點,則將其移動到最近的行星集合點。當發出回程訂單時,您的艦隊將返回最近的行星拉力點(如果存在),否則最近的星際點。

#一般
*戰鬥電腦已經重做,每個船舶大小有自己的系列電腦具有不同的統計和行為
*太空怪物現在居住在星系的特定,隨機區域。你仍然會發現偶爾的星星之間的爭執,但在一般的空間怪物傾向於聚集在一起的每個物種,更不尋常的標本只能在他們的家庭草坪
*虛雲現在總是在他們的系統中的星星附近產生,並保護豐富的能量存款
*水晶實體現在守衛幾個獎勵
*最後一戰組件從戰艦上刪除
*即使地球已經達到最大能力,現在也可以招募突擊隊伍。新軍隊將自動開始運輸
*現在有可能重新安排往返扇區控制的行星
*攻擊工藝現在朝著自己的殺傷目標移動,而不是他們的運營商
*打擊工藝和導彈現在可以使用逃避
*導彈現在可以有健康,盔甲和盾牌
*新:額外的Plantoid名稱列表,更新的舊
*大多數船舶部門的實用插槽已合併
*戰艦和巡洋艦已經刪除了幾個部分和返工
*空間鯨武器現在總是小槽武器
*新:現在可以要求帝國成為你的支流(並提供成為他們的)
*戰略資源存款已大修,以適應資源的新角色。一些存款也有他們的產卵機會調整
*結晶武器已不再適用於玩家
*容量過載法令現在由全球能源管理而不是新世界協議解鎖
* Droid技術不再標記為稀有。有機會出現不變
*合成思維模式技術不再顯示為稀有。有機會出現不變
*新:新的星系設定選項 – 最大下降帝國,可居住世界的數量,是否允許在開始附近玩家附近的先進帝國,是否使用群集開始,以及是否允許終端遊戲危機
*政策工具提示現在顯示如何流行幸福將受到影響
*新:邊境診所可升級為邊境醫院
*新:前沿醫院是一座新建築
*新:地面成型返修站已經刪除。您的邊界內的任何行星都可能需要付出代價
*地形氣體和液體現在顯著降低了成形成本
* Terraforming現在可以在遊戲的早期
*你現在可以直接將任何行星類型改造成任何行星類型,只要你有所需的技術(它仍然是不可能破壞不可居住的世界,因為沒有技術)

#外交
*現在可以向聯合會提供和請求聯繫地位。副地位作為與整個聯盟的不侵犯條約,建立聯盟和聯盟所有成員之間的信任。聯盟成員對授予和撤銷員工身份進行投票。

#技術
*新:活力助推器,增加領導者的壽命+10年
*新:前沿醫院,允許邊境診所升級為前沿醫院
*新:巨型大炮,解鎖巨型大炮特大型武器
*新:Giga炮,解鎖Giga炮額外大武器
*新:現在有一個技術,以破壞墳墓世界,和一個罕見的技術,使蓋亞世界

#Fallen帝國
*下降的帝國流行不再有任何負面的特質,並開始與額外的積極性狀的遊戲
*四種下降帝國類型中的每一種都有自己的船舶設計
* Fallen Empires現在有時會從Titan級船開始
* Xenophile墮落帝國將不再攻擊常規帝國只是為了奴隸/清除
*唯物主義的下降帝國將不再攻擊正規帝國只是研究AI
* Xenophile和唯物主義的墮落帝國現在有時會提供任務,並要求常規帝國,導致意見增加,如果接受/完成
* Xenophile和唯物主義的墮落帝國現在有時會給常規帝國的禮物,他們有高度的意見
*如果經常的帝國變得太強大,如果另一個墮落的帝國已經失去了行星,可能者如果正在發生終點遊戲危機,下落的帝國現在可以「喚醒」並成為覺醒的帝國。覺醒的帝國得到一個新的個性類型和新的目標,並將試圖強迫銀河的其餘部分彎曲自己的意志。
* Fallen Empires現在從多個層次的每個可重複的技術開始研究
墮落的帝國不再從生物和危機技術(物質解體者等)開始,

###################
#Balance
###################

#重要
*沒有研究成本的特殊項目不再停止您的研究。涉及科學船的大多數特殊項目已改為沒有研究費用。
*在帝國設定中,行星「氣候輪」已被刪除,替換為三個「氣候類別」除以行星的水圈 – 干,濕可能凍結的狀態。
*習慣性現在基於行星屬於哪種氣候類型。 homeworld類型的基本可居住性為80%,相同氣候的行星60%,其他氣候20%
*某些技術不再需要殖民潛在的可居住的世界
*大大減少了星系中可居住世界的默認數量(玩家可調)
*與超級驅動器的船隻現在只能從系統的重力以外的FTL,而不是系統中的任何地方
*船舶已經有他們的盔甲和逃避重新平衡。小船具有高逃避,但低盔甲,反之亦然大船
*武器已重新平衡,使武器對相應尺寸的船舶有效。大型武器比大型艦隻好,但不好和小型船隻。護甲穿透也已根據槽尺寸重新平衡
*導彈現在可以錯過和逃避
*高層導彈現在有更多的逃避和HP。點防禦和打擊工藝也已經根據這個新的設計重新平衡。轟炸機對船舶造成重大損害,戰鬥機防禦轟炸機
*現在有多少船可以在同一時間在軌道上轟炸一個星球,所以大型行星不會有幾天的結束遊戲艦隊的防禦
*艦隊的緊急FTL現在去MIA並返回一個友好的星球,而不是乒乓球死亡
*船舶現在總是有在緊急FTL期間遺失的風險,有機會取決於它們是如何受損

#一般
*隨機生成的開始行星現在有點隨機的大小(16-20而不是總是16)。地球總是大小16,和統一總是大小18。
*船上保養的海軍上將技能效果
*清洗時間從6個月增加到30個月
*保護科技的折扣率從50%提高到80%,但他們不能再交易研究協議
*保護者現在很可能畫出他們的霸主研究的技術。
*現在允許集體主義者使用Xeno奴隸制政策
*海軍能力上限從1000增加到9999
*由於本土干擾政策,移除了殖民石器時代行星上的阻滯劑。相反,沒有完全乾擾的帝國只有在地球被殖民時才能選擇建立飛地
*如果它們的居住能力小於40%
*刪除行星管理要求重置流星到一個星球
*從裝甲獲得的傷害減少現在隨著船尺寸縮小,所以在護衛艦上的單件裝甲比在戰艦等上具有顯著更多的效果
*積極的AI個性現在更有可能在遊戲開始分配高級狀態的帝國
*不能清除給出鄰接效果的瓦塊阻塞
*科學家領導者獲得性狀的機會從7%增加到10%
非科學家領導者獲得性狀的機會從10%增加到20%
*現在在比賽開始時,歐洲傳播應該更加均勻,所以你不太可能得到一個全太平洋星系
*如果軍艦護送運輸船隻,則不會被敵方目標
*低船HP不再導致降低維護成本
*在友好的邊界之外生成蟲洞現在需要30%的時間
*超級驅動器的飽和時間現在隨著起源系統與友好區域的距離而擴大
*經度減速時間現在隨著目的地系統與友好地區的距離而擴大

#Diplomacy&War
*現在有一個獨立的wargoal,可以由多個主題一起反叛使用。
*減少受試者相對力的意見效應。
*你現在可以在占多數的物種對應於徵服者的創始物種的行星上征服戰果,即使你的戰爭哲學通常不允許征服
*當征服具有侵略性個性的帝國時,威脅生成現在減少了,並且完全取消了征服Fanatic Purifiers和Awakened Fallen Empires
*對於主要防守者的盟友而言,這些戰鬥機現在更昂貴
*只有太空運輸和軍事站被毀壞時,現在值得戰爭
*不可能直接宣布戰爭的主體帝國誰會稱他們的霸主戰爭。你必須在霸主上宣戰
*刪除了「非外交相關」阻止程式修飾符,並將其替換為邊框範圍修飾符
*「放棄星球」武器現在產生威脅和成本相同量的戰爭像「雪松星球」

#Fallen帝國
墮落的帝國不再從生物和危機技術(物質解體者等)開始,
* Fallen Empire Pops現在產生額外的積極特質,沒有負面的特質

#Encounters和結束遊戲危機
*太空怪物系統現在略少見
*水晶實體已顯著加強,在護衛艦,驅逐艦和巡洋艦尺寸周圍平衡
*所有的終結遊戲危機船已經有他們的盔甲和逃避重新平衡
*礦業無人機已重新平衡,現在保護有價值的礦藏
*空間Amoebas現在產生更大的堆棧
*太空Amoebas現在更快,造成更多的傷害和更多的HP
*空間鯨現在造成更多的傷害,並有更多的HP
*水晶實體武器已重新平衡,使小型,中型和大型武器使用縮放裝甲穿透
*升級游牧人的武庫和船舶設計
*減少游牧艦隊HP和傷害獎勵修改器從+ 50%到+ 25%。總的來說,他們應該比以前更強
*減少游牧艦船的HP,並給他們基本的武器

#倫理
*新:集體主義帝國現在有Faction抑製成本減少10%/ 30%
*新:個人主義帝國現在的政策幸福影響減少20%/ 60%
*新:物主主義帝國現在的建築成本降低了5%/ 15%
*新:Xenophobe帝國現在得到增加邊界投影
* Xenophobe帝國現在獲得+最大對手,而不是+對手的影響力增益
* Xenophile帝國不再有對抗影響力增益的懲罰
*軍事帝國現在獲得+敵對的影響力增益,而不是+最大帝國
*和平主義帝國不再受到最大競爭對手的懲罰

#Traits
*物種性狀的最大數目從4增加到5
* Trickster特性對逃避的效果替換為+ 20%的戰鬥速度。此外,對緊急FTL損傷的影響從-25%增加至-50%。
*主動性狀對火災率的影響從+ 10%降至+ 8%
*謹慎特質對逃避的效果替換為+ 10%武器範圍
* Scout trait現在也將船速提高了+ 20%

#Governments
專制帝國
*不再降低建築成本
*不再增加奴隸食物和礦物產量
*現在將菌群影響成本降低15%
*現在將邊框範圍增加10%

星帝國
*不再降低建築成本
*不再增加奴隸食物和礦物產量
*現在將菌落影響成本降低30%
*現在將邊框範圍增加20%

#Modifiers
*「對意見的評價」對幸福感的影響從+ 25%降至+ 15%
*「意見不滿意」對幸福感的影響從-40%降至-20%

#Events
*減少在殖民地一生早期發生的「麻煩在天堂」和「心臟的變化」的幾率。添加了一個機會,它發生后4年,而不是非常低的賠率
*改變「麻煩在天堂」和「心臟的變化」事件,所以他們改變倫理一步向帝國的對立,而不是立即反轉到相反的極端。還添加了一個檢查,以便事件不會發生超過一次每5年
*生命之樹異常現在減少66%的可能性,但提供稍好的效果
*星際鐵路Faction事件現在總是刪除1流行,而不是隨機的金額

#組件
*添加了一個新的實用程式組件,Afterburners,提高船的戰鬥速度
*推進器現在提供0/3/6/9逃避的機會,而不是+0%/ + 10%/ + 20%/ + 30%修改器
*感測器現在提供0/3/6/9跟蹤,而不是0/2/4/6擊中幾率
* Jump Drives現在可以研究所有FTL類型(但仍然很罕見)
*激光武器現在對盾牌造成的傷害減少20%
*根據插槽尺寸,激光武器的穿甲率從33%變為15/30/60%
*等離子武器現在對盾牌造成的傷害減少20%
*等離子武器的穿甲率從75%變為60/80/90%,具體取決於插槽大小
*破壞者武器的盾牌傷害從+ 100%增加到+ 200%
*投射武器的盾牌傷害從+ 15%增加到+ 33%
*根據插槽尺寸,射彈武器的穿甲率從0%變為0/15/30%
*魚雷武器已經返工,現在只有魚雷插槽大小
*發射器現在是超大武器
*粒子槍現在是超大武器

遮蔽電容
*現在是輔助插槽而不是實用插槽組件
*電源使用量從50降低到20
*礦產成本從50減少到20

水晶注入電鍍
*現在是輔助插槽而不是實用插槽組件,並增加船舶HP + 5%
*礦產成本從40減少到25

水晶鍛造電鍍
*現在是輔助插槽而不是實用插槽組件,並增加船舶HP + 10%
*礦產成本從50減少到30

再生船體組織
*現在是輔助插槽而不是實用插槽組件
*礦產成本從50減少到30

閃電池
*現在是中槽武器,而不是大槽兵器
*範圍從40增加到50

火炮炮兵
*現在是中槽武器,而不是大槽兵器
*範圍從40增加到50

雲閃電
*傷害從6-12變為1-27
*範圍從40增加到50
*精度從75%提高到100%
*現在盾牌傷害減少25%

導流板
*電源使用率從5/10/20降至2.5 / 5/10
*盾牌HP從25/50/100降至20/40/80

改進的導流板
*電源功率從7.5 / 15/30降至5/10/20
*盾牌HP從50/100/200降至30/60/120

盾牌
*電源功率從10/20/40降至7.5 / 15/30
*盾牌HP從75/150/300降至45/90/180

改進盾牌
*電源功率從12.5 / 25/50降至10/20/40
*盾牌HP從100/200/400降至70/140/280

高級盾牌
*電源使用率從15/30/60降至12.5 / 25/50
*盾牌HP從125/250/500減少到105/210/420

中級槍
*最大傷害從46增加到49

大鐵軌
*最大傷害從99增加到100

動力電池
*礦產成本從100減少到50
*電源使用量從100降至50

動力炮兵
*礦產成本從120減少到60
*電源使用量從120降至60

小自動登記
*附加冷卻時間從3.15降低到2.35
*跟蹤設定為65%

中等自動登記
*附加冷卻時間從3.15降至2.35
*現在也有10%的盔甲穿透
*跟蹤設定為35%

大自動記錄
*附加冷卻時間從3.15降至2.35
*現在也有20%的盔甲穿透
*跟蹤設定為10%

小裂土者大炮
*傷害從4-17改為4-16
*準確度從82%提高到83%
*附加冷卻時間從3.15降至2.35
*跟蹤設定為65%

中型裂土炮
*傷害從8-36變為8-33
*準確度從80%提高到81%
*現在也有10%的盔甲穿透
*附加冷卻時間從3.15降至2.35
*跟蹤設定為35%

大裂土者大炮
*傷害從21-74變為21-67
*準確度從75%提高到76%
*現在也有20%的裝甲穿透
*附加冷卻時間從3.15降至2.35
*跟蹤設定為10%

小風暴大炮
*傷害從5-19改為5-17
*準確度從82%提高到84%
*附加冷卻時間從3.15降至2.35
*跟蹤設定為65%

中型暴風大炮
*傷害從11-39變為10-35
*準確度從80%提高到82%
*現在也有10%的盔甲穿透
*附加冷卻時間從3.15降至2.35
*跟蹤設定為35%

大型風暴大炮
*傷害從25-84變為26-70
*準確度從75%提高到77%
*現在也有20%的盔甲穿透
*附加冷卻時間從3.15降至2.35
*跟蹤設定為10%

Swarmer導彈
*現在是中槽武器,而不是大槽兵器
*傷害從18-38變為8-12
*攻擊冷卻時間從2.50降至2.10
*範圍從50增加到60
*導彈逃避是200%,使他們不可能擊中PD

旋風導彈
*現在是中槽武器,而不是大槽兵器
*傷害從21-41變為10-15
*攻擊冷卻時間從2.50降至2.10
*範圍從50增加到60
*導彈逃避是200%,使他們不可能擊中PD

哨兵點防禦
*最小傷害從1增加到2
*最大傷害從2增加到3
*準確度從20%提高到80%
*跟蹤設定為20%

障礙點防禦
*最小傷害從2增加到3
*最大傷害從3增加到4
*準確度從30%提高到80%
*跟蹤設定為30%

守衛點防禦
*最小傷害從3增加到5
*最大傷害從4增加到6
*精度從40%提高到80%
*跟蹤設定為40%

#技術
*訪問新技術層所需的技術數量從5個增加到7個
*一級技術成本從240/360/480/600增加到360/480/600/720
*第2層技術成本從900/1200/1500/1800增加到1000/1400/1800/2200
*第3層技術成本從2320/2840/3360/3880增加到3000/4000/5000/6000
*人工控制的殖民地船隻對集落髮育速度的技術效應從25%增加到50%。此外,集裝箱船的成本減少了-25%
*自我意識殖民地技術對集落髮育速度的影響從25%增加到50%。此外,集裝箱船的成本降低了-15%
*自我意識殖民地技術成本從1800減少到1000
* Sentient AI技術成本從2840降至2200
*同步防禦技術現在需要行政AI而不是主動防範措施,現在更有可能出現
*高級盾技術成本從2840降至1800
*行星盾發電機技術成本從1800降到720
*行星盾牌發電機現在需要改進的導流板,而不是盾
*盾牌諧波現在需要高級盾牌,而不是改進的導流板
*聚焦陣列現在需要X射線激光器而不是藍色激光器
*伽馬激光器技術成本從3880降低到3000
*粒子槍現在需要伽瑪激光和戰艦
*等離子炮技術成本從3880降低到3000
*發射器現在需要等離子大炮和戰艦
*質子魚雷技術成本從2320降低到1400
*質子魚雷現在需要中斷器,而不是離子干擾器
*中子魚雷技術成本從3880降低到3000
*神經植入技術成本從600減少到480
*眼科不再需要生物多樣性研究
*新世界議定書不再比其他早期技術更昂貴
* Frontier Health現在還需要基因組映射
*基因組映射對食物產量和領導壽命的影響被生長時間減少了-15%
*克隆研究成本從1500降低到1000
*克隆現在需要活力促進劑,而不是表觀遺傳學觸發器
*基因銀行的研究成本從3360降至1400
*基因種子純化現在需要基因剪裁,而不是克隆
*基因調整研究成本從1200增加到2200
* Gene Tailoring現在需要克隆而不是表觀遺傳學觸發
*靶向基因表達研究成本從1800增加到4000
*選擇的譜系現在需要活力促進劑,而不是表觀遺傳學觸發
*選擇譜系研究成本從1200增加到2200
*能力Boosters研究成本從2320增加到5000
*神經植入物不再需要基因組圖譜
*細胞復活現在需要活力促進劑,而不是表觀遺傳觸發
*標準化巡洋艦模式研究成本從1800減少到1000
*標準化戰艦模式研究成本從3360降低到2200
*運營商運營研究成本從1500減少到1000
*改進的打擊工藝研究成本從1800減少到1400
*高級攻擊工藝研究成本從2840減少到2200
* Synapse攔截器現在需要Cruisers而不是運營商操作
*突觸攔截器對罷工工傷的影響從+ 5%增加到+ 10%
*熱回收機現在需要巡洋艦,而不是運營商運營
*熱回收器對罷工工具的傷害從+ 5%增加到+ 10%
*高斯炮技術成本從3880降低到3000
* Autocannons技術現在需要Coilguns
*暴風大炮技術成本從3880降低到3000
* Flak電池技術成本從2320降至1800
*火炮技術成本從3880降低到3000
*掠奪者導彈技術成本從3880降低到3000
* Swarmer導彈技術成本從2320降低到1000
*旋風導彈技術成本從3880降低到3000
*太空魚雷技術成本從900減少到480
*太空魚雷技術現在需要核導彈
*裝甲魚雷技術成本從1800減少到1400
*毀滅者魚雷技術成本從3880增加到4000
*自適應官僚技術對代價的影響代替增加領導池和領導招聘成本降低
*生活國家技術現在也將領導招聘成本降低了10%
*管制的奴隸制政策現在對神經植入物技術權重的貢獻遠遠低於其未受管制的對手
* Xeno Cavalry現在需要形態發生學領域而不是目標基因表達

#單位
*打擊工藝的參與範圍從120增加到130
*被佔領的行星將在入侵時產生駐軍,所以他們不能再被單一的攻擊軍
*軍隊現在能夠在空間,不在戰鬥時治癒

太空港
*現在有更高的基地射擊速度和傷害
* HP從2500/4000/5000/6000/7000/8000更改為4000/4500/5000/5500/6000/6500
*基礎護甲從10/15/20/25/30/35增加到75/80/85/90/95/100
*現在也提高造船速度0/20/40/60/80/100%
*現在也獲得0/2/4/6/8/10跟蹤
*升級成本從300/450/850/1000減少到200/250/300/350/400
*對海軍能力的影響從6/7/8/9/10/11改為2/4/6/9/12/15

科爾維特
*基礎護甲從3減少到2
*基本逃避從0增加到60

驅逐艦
*基礎護甲從12減少到6
*基本逃避從0增加到25
*不再受到Chance to Evade的懲罰

巡洋艦
*基礎護甲從12增加到30
*基本逃避從0增加到10
*不再受到Chance to Evade的懲罰
*船隻HP從1200增加到1600

戰艦
*基礎護甲從24增加到80
*基本逃避從0增加到5
*不再受到Chance to Evade的懲罰

防禦平台
*基礎護甲從7增加到15

國防站
*基礎護甲從11增加到30

堡壘
*基礎護甲從20增加到44

#Buildings
*克隆Vats礦石成本從350減少到200
*克隆大桶現在也有社會輸出4,但也得到2能量的維護成本。
*礦物筒倉現在增加相鄰磚塊的礦物產量+1
*銀河股票市場維護從2增加到3,但現在也有1能量信用的輸出,以允許瓷磚組合

電源中心
*電源Hub 1不再造成成本影響
*電源Hub 2不再造成成本影響
*電源Hub 2礦物成本從250減少到200
*電源Hub 2對能量輸出的影響從+ 15%增加到+ 20%

礦物加工廠
*礦物加工廠1不再造成成本影響
*礦物加工廠2不再對成本產生影響
*礦物加工廠2礦物成本從250減少到200
*礦產加工廠2礦產產量從3個增加到4個
*礦物加工廠2對礦產產量的影響從+ 15%增加到+ 20%

#Spaceport模塊
艦隊學院
*船舶武器傷害獎金已移除
*刪除船舶逃稅獎勵
*維修費用從2增加到4
*礦產成本由300增加到400
*影響成本從50增加到100
*船舶發射速率現在增加+ 5%
*船舶跟蹤現在增加+3

###################
#AI
###################

#戰爭
*許多調整和改進AI機隊運動和戰爭期間軍隊處理

#Sector
*部門不再試圖讓你在你訂購的星球上建一個車站
*部門AI現在將構建和使用機器人彈出如果允許
*部門AI現在將在殖民地許可
*修正了一個問題,其中部門AI將構建僅一個字段的實驗室
*對部門AI預算和建設進行了大量調整和改進

#外交
*不忠誠的AI科目現在將一起嘗試和反抗
* AI不再邀請玩家參加戰爭,他們應該沒有興趣
* AI將不再要求你拒絕後加入同樣的戰爭
*減少威脅產生的帝國,你有一個非攻擊可能防禦條約
*下降的帝國現在只會向-90意見可能更低的帝國發出警告(從-75改變)
* AI現在更有可能選擇戰爭目標,反對誰宣布戰爭,而不是反對他們的盟友
*許多調整和改進AI接受和可能性提供各種外交行動,使AI更外交活躍

#misc
* AI帝國現在將基因工程他們的物種
* AI帝國現在將塑造行星
* AI帝國現在可以處理邪教艦事件
*如果他們買不起更多的機器人,AI將不再與機器人彈出殖民地
* AI現在將更頻繁地建造資源需求的建築物和獨特的建築物
* AI現在將刪除沒有用的建築物
* AI將不再建立有敵方艦隊的系統中的站點
* AI在戰爭期間不會維修被毀的建築物
* AI現在將安置彈出
* AI車隊不會跟隨即將升級/維修的友好艦隊
* AI將不再優先考慮在只有機器人的行星上工作的食物瓷磚
*修正了一個錯誤,AI不會建立可能使用軍隊,如果當前的軍隊缺乏附件
* AI應該更好地使用特殊建築物

###################
# 使用者界面
###################
*船舶部分現在根據其履行的角色清楚命名
*下拉菜單已添加到頂部欄。許多螢幕已拆分並移動到下拉列表中,而不是在其他螢幕中的標籤
*戰略資源現在有自己的界面,可以通過頂部欄中的下拉菜單訪問
*已添加擴展計劃程式,可通過頂部欄中的下拉菜單訪問
*玩家收到過時的船舶設計警報
*玩家現在可以選擇通過切換船設計器中的按鈕來保持所有組件的最新
*通過點擊升級圖標,可以將建築升級到最新升級
*艦隊現在將構建隊列在頭腦中優先考慮最佳星球升級艦隊
*現在可以通過CTRL-SHIFT點擊在隊列中首先添加訂單
*在艦隊上單擊「轉到」現在將轉到星系圖上,而不是在系統地圖中放大它,除非相機已經對準它
*修正,以便你得到理由,你不能接受外交提議
*添加了碎片特殊項目的工具提示
*添加碎片內容到情況日誌條目
*固定,以便切換所選的行星不關閉在航天器/軍隊星球視圖選項卡中的構造菜單
*蟲洞工具提示現在說明他們的進度和剩餘時間
*更改,以便清盤活動顯示天數,而不是完成百分比
*標尺船應該在星球視圖更明顯
*聖星行星修飾符圖標框架現在正確的紅色
*損壞的生態星球修改器圖標框架現在正確的紅色
*添加了複選框,用於按插槽大小過濾船隻組件
*調整各種界面對象的位置
*在不相容的保存文件上顯示警告圖標
*各種工具提示改進

###################
#圖形
###################
*顯著改進了bloom shader。
*顏色變化為鳥類,類人像,軟體動物,真菌和Plantoids拋光
*添加了一些DLC肖像缺少的顏色變化
*星球城市的燈光現在更詳細,看起來更少blobby
*類型的殖民船玻璃顏色現在匹配船的燈的其餘部分
*大型變形蟲不再具有在其整個身體的自我照明
*修正了Plantoid 04和Plantoid 09人物肖像的alpha問題
*打擊工具現在在高度軸上分散一點
*調整的類人像18肖像紋理和翅膀
*下降的帝國現在擁有獨特的船紋理每個精神
*下降的帝國現在有每個精神的獨特的城市
*星表面紋理現在正確地平鋪
*聖星行星修飾符有一個新的圖標
*添加了一些缺失的修飾符圖標

###################
#Modding
###################
* research_technologies控制台命令將不再解鎖生物和危機技術,除非輸入「1」作為參數
* pop_add_ethic效果將不再添加具有明確的氣氛設定(機器人,一些事件流行音樂)的流行道德。使用pop_force_add_ethic繞過此操作
* modify_species效果現在也可以改變一個物種的肖像
*添加set_empire_name,set_empire_flag,set_planet_name和set_sector_name效果
*在太陽系初始化器中添加scaled_spawn_chance作為spawn_chance的替代,設定值乘以星系中的星數除以100; 「5」給出了200星級星系中10%的產卵機會
*現在可以區分不同圖形文化的FTL_WINDUP_ENTITY。例如,通過創建名稱為「arthropoid_01_warp_ftl_ship_effect_entity」的實體
*添加on_fleet_enter_orbit動作掛鈎
*添加on_join_alliance,on_leave_alliance動作
* create_ship效果現在支援effect = {}
*添加了delete_fleet效果(像destroy_fleet,但沒有任何死亡動畫)
*設定為「use_special_buildables = yes」的國家類型現在將構建標記為特殊可構建(如果允許觸發器允許)的全局船設計,而不是構建常規設計
*添加控制台命令「mature_galaxy」,將模擬一個100歲的星系
*增加了is_boss艦隊/船設計設定隱藏大多數船的統計,並顯示一個頭骨,而不是在遊戲中的軍事力量
*添加custom_military_power船舶設計設定,使用給定值覆蓋計算的軍事力量
*增加on_monthly_pulse動作每月觸發

###################
# Bug修復
###################
*修正了共享威脅的一些問題,它不會正確導致反侵略聯盟形成
*仇外機器人不再討厭他們的建設者
*諸如防禦條約等外交地位在與一個國家進行戰爭時現已得到妥善解決
*在戰爭期間不可能離開聯邦
*反擊民用船隻現在被車站視為敵對
*已經不可能在戰爭中邀請為盟友的帝國宣戰
*修正了游牧民建造太多新船的問題
*修正了游牧民沒有為他們在一個小小的銀河系中的旅途設定終點的問題
*修復了一個錯誤,合併艦隊將優先考慮最小的艦隊
*固定蓋亞世界產生的機會沒有明確減少不適應的星星
*修正了民主選舉另一方當事人的問題,導致選擇方無效
*技術啟蒙進度條工具提示每月進度顯示小數,因為它通常小於一
*在按下按鈕的同時按住shift鍵,車隊視圖修復訂單按鈕最後排隊
*修正了一個小中型礦用激光器交換範圍的錯誤
*取消艦隊訂單時取消研究項目
*開始螢幕背景文本可滾動
*從帝國設計中讀取物種生物時允許換行
*固定Xeno集成技術權重
*調查艦隊順序檢查艦隊是否可以移動到系統,所以玩家不能再使用車隊視圖調查按鈕到達不可達系統
*解決生活金屬在戰略資源教學中的問題
*修正,以便護衛艦結構教學不會觸發如果護衛艦可能驅逐艦已經構建
*更新技術領域的技術替代品,當該領域的研究已停止,以前我們等待所有技術領域的研究停止
*允許游牧民族在你的一個行星上定居不再招致「新聯繫」意見修改,而「解放者」意見修正被「陰影給予」取代,
*在遇到任何xenos之前,可以使用固定的受控Xeno Slavery策略選項
*固定監管Xeno Slavery政策選項沒有正確的技術先決條件
*固定通知投票開始戰爭
*固定的流行音樂沒有得到適當的幸福懲罰從其他流行被清除
*在遊戲設定編輯概述中的物種描述可以點擊打開相應的編輯視窗
*幾個修正的邪教事件鏈。添加缺失事件,增加邪教軍值,固定FTL類型設定。添加肖像到邪教領袖對話框
*固定的流行派系被毀滅之前,他們的名字可以列印在事件視窗當他們成為反叛國家
*修復Yuht Precursor事件鏈中的進度問題
*固定的技術權重Xeno集成
*根據受規管的奴役政策,固定不能奴役原始文明
*單擊消息通知時,不再可能創建重複的外交對話視窗
*修正了一個錯誤,自由的行星wargoal可以創造一個先驗帝國
*修正一些派系創建/反叛國家考慮先決條件是一個有效的優勢物種和合成器無效
*固定部門偶爾不尊重奴隸製成為非法
*修正了一些錯誤地添加倫理1級和2級機器人流行的事件
*修正了一個錯誤,系統附近邊界會得到錯誤的針顏色
*滾動在物種的外觀列表不再突出顯示所有類別
*如果所涉及的三個國家之間存在主體 – 主體關係,則沒有聯繫的國家也建立通信
*被遺棄的車站不再似乎他們屬於隨機可能不明帝國
*船定義MOVE_SHIP_TO_FLEET_MAX_DIST確定船隊之間移動船舶的最大允許距離
*生長的流行,不再有父流行增長從現在刪除
*修正了set_name效果
*如果播放器與以前的放棄站所有者通信,則站名稱和類型顯示在艦隊視圖中
*固定,以便點擊領導者的肖像在民主選舉不阻止選擇
*固定的錯誤,在那裡你可以接受的提議,承諾你的系統,對方不能放棄
*不再可能創建機器人克隆軍隊
*修復了關閉外交活動時發生的崩潰
*為民主選舉產生領導人只使用不增長的流行音樂
*修正了一個錯誤,戰爭開始消息將計數艦隊失蹤在行動,蟲洞站被銷毀
*修正了系統引腳有時看不見的錯誤
*固定,以便將所需的組件添加到碎片中
*當一個主體向不是他們的霸主的人宣戰時,戰爭不再被錯誤地稱為獨立戰爭
*艦隊不能再跟蹤艦隊在行動中失蹤
*當多個帝國在同一場戰爭中解放時,「解放星球」現在正常工作
*修正了聯邦船隊和聯邦船舶設計師的許多問題
*太空港模塊戰略資源消耗現在包括在頂級酒吧統計
*從霸主獨立的意見修改釋放,以避免垃圾郵件
*如果與附庸建立溝通,不要添加新的聯繫意見修改
*在關閉/切換協商螢幕時存儲所選戰爭需求
*對11,12和13使用正確的序數
*如果政府不允許,不允許其他物種的候選人參加民主選舉
*修正一些無效的遊戲內日期寫入保存文件
*在頂欄工具提示中顯示影響資源生產的修飾符
*檢查船隊所有者在花費資源時實際上是否能夠負擔陸軍
*修復損壞的戰略資源觸發器
*許多更小的錯誤修復

###################
#性能
###################
*雜項。性能改進

原文:

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 increased from 50% to 80%, but they can no longer trade research agreements
* Protectorates are now much likely to draw techs that their overlord has researched.
* Collectivists are now allowed to use Xeno Slavery policies
* Hard cap on Naval Capacity increased from 1000 to 9999
* Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized
* Can no longer resettle pops to a planet if their habitability would be <40%
* Removed planetary administration requirement to resettle pops to a planet
* The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc
* Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start
* Tile blockers that give adjacency effects can no longer be cleared
* Chance for Scientist leaders to gain traits on level up increased from 7% to 10%
* Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20%
* Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy
* Transport ships will not be targeted by hostiles if they are escorted by military ships
* Low ship HP no longer results in reduced maintenance cost
* Generating wormholes outside friendly borders now takes 30% more time
* Hyperdrive windup time now scales up with the origin system's distance to friendly territory
* Warp wind-down time now scales up with the destination system's distance to friendly territory

#Diplomacy & War
* There is now an independence wargoal that can be used by multiple subjects rebelling together.
* Reduced opinion effect of relative power of subjects.
* You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering
* Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires
* Wargoals against allies of the main defender are now more expensive to set
* Only Spaceports and Military Stations are now worth warscore when destroyed
* It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead
* Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
* "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet"

#Fallen Empires
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
* Fallen Empire Pops now spawn with additional positive traits and no negative traits

#Encounters & End Game Crises
* Space Monster systems are now slightly less common
* Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes
* All end-game crises ships have had their armor and evasion rebalanced
* Mining Drones have been rebalanced and now guard valuable mineral deposits
* Space Amoebas now spawn in larger stacks
* Space Amoebas are now faster, deal more damage and have more HP
* Space Whales now deal more damage and have more HP
* Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration
* Upgraded the Nomads' arsenal and ship designs
* Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
* Reduced HP of Nomad ark ships and gave them basic weapons

#Ethics
* NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
* NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
* NEW: Materialist empires now have Building Cost reduced by 5%/15%
* NEW: Xenophobe empires now get increased border projection
* Xenophobe empires now gain +max rivals instead of +rival influence gain
* Xenophile empires no longer have a penalty to rival influence gain
* Military empires now gain +rival influence gain instead of +max empires
* Pacifist empires no longer gain a penalty to max rivals

#Traits
* Maximum number of species traits increased from 4 to 5
* Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%.
* Aggressive trait effect on fire rate reduced from +10% to +8%
* Cautious trait effect on evasion replaced with +10% weapon range
* Scout trait now also increased ship speed by +20%

#Governments
Despotic Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 15%
* Now increases border range by 10%

Star Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 30%
* Now increases border range by 20%

#Modifiers
* "Opinions Respected" effect on happiness reduced from +25% to +15%
* "Opinions Disrespected" effect on happiness reduced from -40% to -20%

#Events
* Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds
* Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years
* Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
* Interstellar Railroad faction event now always removes 1 pop instead of a random amount

#Components
* Added a new utility component, Afterburners, increasing a ship's combat speed
* Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
* Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
* Jump Drives are now researchable for all FTL types (but still very rare)
* Laser weapons now deal 20% less damage to shields
* Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
* Plasma weapons now deal 20% less damage to shields
* Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
* Disruptor weapons' shield damage increased from +100% to +200%
* Projectile weapons' shield damage increased from +15% to +33%
* Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
* Torpedo weapons have been reworked and are now only Torpedo slot size
* Arc Emitters are now extra large weapons
* Particle Lances are now extra large weapons

Shield Capacitor
* Is now an aux slot instead of utility slot component
* Power usage reduced from 50 to 20
* Mineral cost reduced from 50 to 20

Crystal-Infused Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +5%
* Mineral cost reduced from 40 to 25

Crystal-Forged Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +10%
* Mineral cost reduced from 50 to 30

Regenerative Hull Tissue
* Is now an aux slot instead of utility slot component
* Mineral cost reduced from 50 to 30

Flak Battery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50

Flak Artillery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50

Cloud Lightning
* Damage changed from 6-12 to 1-27
* Range increased from 40 to 50
* Accuracy increased from 75% to 100%
* Now deals 25% less damage to shields

Deflectors
* Power usage reduced from 5/10/20 to 2.5/5/10
* Shield HP reduced from 25/50/100 to 20/40/80

Improved Deflectors
* Power usage reduced from 7.5/15/30 to 5/10/20
* Shield HP reduced from 50/100/200 to 30/60/120

Shields
* Power usage reduced from 10/20/40 to 7.5/15/30
* Shield HP reduced from 75/150/300 to 45/90/180

Improved Shields
* Power usage reduced from 12.5/25/50 to 10/20/40
* Shield HP reduced from 100/200/400 to 70/140/280

Advanced Shields
* Power usage reduced from 15/30/60 to 12.5/25/50
* Shield HP reduced from 125/250/500 to 105/210/420

Medium Railgun
* Maximum damage increased from 46 to 49

Large Railgun
* Maximum damage increased from 99 to 100

Kinetic Battery
* Mineral cost reduced from 100 to 50
* Power usage reduced from 100 to 50

Kinetic Artillery
* Mineral cost reduced from 120 to 60
* Power usage reduced from 120 to 60

Small Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 10% armor penetration
* Tracking is set to 35%

Large Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 20% armor penetration
* Tracking is set to 10%

Small Ripper Cannons
* Damage changed from 4-17 to 4-16
* Accuracy increased from 82% to 83%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Ripper Cannons
* Damage changed from 8-36 to 8-33
* Accuracy increased from 80% to 81%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%

Large Ripper Cannons
* Damage changed from 21-74 to 21-67
* Accuracy increased from 75% to 76%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%

Small Stormfire Cannons
* Damage changed from 5-19 to 5-17
* Accuracy increased from 82% to 84%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Stormfire Cannons
* Damage changed from 11-39 to 10-35
* Accuracy increased from 80% to 82%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%

Large Stormfire Cannons
* Damage changed from 25-84 to 26-70
* Accuracy increased from 75% to 77%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%

Swarmer Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 18-38 to 8-12
* Attack cooldown reduced from 2.50 to 2.10
* Range increased from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD

Whirlwind Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 21-41 to 10-15
* Attack cooldown reduced from 2.50 to 2.10
* Range increased from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD

Sentinel Point-Defense
* Minimum damage increased from 1 to 2
* Maximum damage increased from 2 to 3
* Accuracy increased from 20% to 80%
* Tracking set to 20%

Barrier Point-Defense
* Minimum damage increased from 2 to 3
* Maximum damage increased from 3 to 4
* Accuracy increased from 30% to 80%
* Tracking set to 30%

Guardian Point-Defense
* Minimum damage increased from 3 to 5
* Maximum damage increased from 4 to 6
* Accuracy increased from 40% to 80%
* Tracking set to 40%

#Technology
* Amount of technologies required to access a new technology tier increased from 5 to 7
* Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
* Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
* Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
* AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25%
* Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15%
* Self-Aware Colony Ships technology cost reduced from 1800 to 1000
* Sentient AI technology cost reduced from 2840 to 2200
* Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear
* Advanced Shields technology cost reduced from 2840 to 1800
* Planetary Shield Generator technology cost reduced from 1800 to 720
* Planetary Shield Generator now requires Improved Deflectors instead of Shields
* Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
* Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
* Gamma Lasers technology cost reduced from 3880 to 3000
* Particle Lances now requires Gamma Lasers and Battleships
* Plasma Cannons technology cost reduced from 3880 to 3000
* Arc Emitters now requires Plasma Cannons and Battleships
* Proton Torpedoes technology cost reduced from 2320 to 1400
* Proton Torpedoes now require Disruptors instead of Ion Disruptors
* Neutron Torpedoes technology cost reduced from 3880 to 3000
* Neural Implants technology cost reduced from 600 to 480
* Xenology no longer requires Biodiversity Studies
* New Worlds Protocol is no longer more expensive than other early technologies
* Frontier Health now also requires Genome Mapping
* Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
* Cloning research cost reduced from 1500 to 1000
* Cloning now requires Vitality Boosters instead of Epigenetic Triggers
* Gene Banks research cost reduced from 3360 to 1400
* Gene Seed Purification now requires Gene Tailoring instead of Cloning
* Gene Tailoring research cost increased from 1200 to 2200
* Gene Tailoring now requires Cloning instead of Epigenetic Triggers
* Targeted Gene Expression research cost increased from 1800 to 4000
* Selected Lineages now requires Vitality Boosters ins

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