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ALL of these changes are thanks to Badger and Puffin. Chris was working on the world's longest AMA for some reason: http://www.reddit.com/r/Games/comments/dmhlu6/ama_i_am_chris_park_founder_of_arcen_games_and/
Add some new Quick Starts by community member zeusalmighty
Experimental Targeting Change
Under Galaxy Settings -> Units there's now a setting to enable/disable a new pursuit mode.
This mode makes ships prefer to kill all nearby units before moving on; hopefully it will make Drones less apt to go aggro guard posts everywhere.
Looking for player feedback on this
This also will affect the way AI ships will fight, so I'm loooking for feedback on that aspect as well
Balance Changes
Transport Flagships now cost very little energy.
This was originally so they would be hurt more by Nucleophilic units, but you can usually just micro them around and that's...not really fun or interesting. So just greatly reduce it, since you were otherwise being penalised for using the custom ones.
Thanks to Asteroid and seemingly others for bringing up.
The Human Resistance Fighters now help less often in battles, so it feels more rare/special when they do. They also can't go back to a planet for at least 15 minutes after their last time there.
I forget who asked for this (sorry). They used to attack about 60% of the time, now it's more like 30%
Macrophages now need more metal to do things on Hostile To Players Only mode. Also decrease base telium income when that telium has harvesters on the map; harvesting should be the primary form of income
Thanks to zeus for suggesting
Crippled flagships now have a 5 minute delay until they are eligible to be repaired. This is to make crippling a Bigger Deal in battles where you might have engineers
Note that taking the crippled flagship out of combat (ie to another planet where there are no enemies) will reset the repair delay
From a discussion about flagships on discord
Engineers and Combat Engineers have less health, and are also much higher target priority for the AI.
From discussion about support fleets on discord.
Combat Factories are much higher priority for the AI.
From discussion about support fleets on discord.
Bugfixes
Fix a few problems with quickstarts
Thanks to Arnaud for reporting
Fix a bug where the Dark Spire could give errors after it has killed all the players and AIs in the game.
Thanks to Ovalcircle for bringing about the triumph of the Dark Spire
Fix a strange null reference exception in some findHumanKing code in the game lobby
Spotted by Nuc_Temeron on stream
Fixed Mini Cluster Bombs being swappable. Woops.
Thanks to Mayheim on Steam for reporting.
Launching with OpenGL instead of DirectX11 can be problematic for some people, so on GOG the default launch is now DirectX11. On Steam it still shows you the option of which you want, but starts with DirectX11 as the default.
Thanks to Ronin Storm and Pheespud for reporting.
Polish
Replace a few mentions of FRD with Pursuit Mode in the Settings
Thanks to Volatar for reporting
Fix a typo in the Auto-Kite setting
Thanks to Thotimx
The button in the lower left that just said "Coming Soon" now says "Chat Menu. Coming Soon" so it's clear what it is.
Include mention of the shortcut for toggling between the galaxy map/planet screen in the tooltip for the planet name in the top left.
Improve the tooltip for the clock to mention the buttons that control game speed
Add more colours to the incoming wave tooltip
From a remarkably uncivil and poorly written screed on Steam
Fix a typo in the explanation for the Praetorian Guard
Thanks to unicurse for the bug report
The 'Threat Detail' window available when you click on the Threat icon in the resource bar now shows threat in traditional Strength units (with the raw value divided by 1K).
Thanks to Thotimx and Puffin for pointing this out
The 'Threat Detail' window now shows the total visible hunter/warden strength in the galaxy
Fix a bug where Nanocaust ships were winding up being counted as Threat incorrectly
Improve the colouring in the science tooltips
Thanks to yupyip for reporting
Some tutorial improvements. Includes a bunch of colour.
Thanks to yupyip for pointing it out.
Fix a typo in the AIP history display when claiming structures
If a wave is against a minor faction that owns a planet, the game now tries harder to show the faction name in the tooltip.
If a wave is not against a player planet, the icon will turn grey more consistently.
Alarm Posts now show up on the galaxy map.
Pretty neat idea.
Thanks to Jaridan on Steam for suggesting.
Add some colour to the counterattack notification hovertext to improve readability.
Thanks to yupyip for the suggestion
Fix a typo in the hacking description for local watch hacks
Thanks to Volatar for the bug report
Show better colours for zombies in tooltips
Thanks to yupyip, Apthorpe and darkarchon
ARS Changes
Improve the 'cant hack due to too many ship lines' message for the ARS hack to explicitly call out which fleet you are using, and mention that the hack is done by the closest flagship
Some people on Steam were finding this confusing.
Fix a bug where custom fleets couldn't hack ARS for more ship lines
Thanks to zeus and Chromatism for reporting
Fix a bug where Lone Wolf Fleets could hack ARS
Thanks to AnnoyingOrange for reporting
Fix a bug where things like Hydra Heads were being counted as ship lines for the purposes of an ARS hack
This bug has popped up in so many places, fixing it is like, well, killing the heads on a hydra
Thanks to yupyip for reporting this one
ARS Reroll hacks cost less Hacking Points but have a stronger response
ARS to Science conversion hack now grants more science
ARSs are now owned by AI factions, so hacking them will increase AI hacking response over time
A small nerf to ARS hacks, given that every other changes constitute a buff to the player
Instigator Changes
Some nerfs to Instigators; decrease their power and make the bases spawn less frequently
Fix a bug where Instigator Bases weren't correctly tracking their cumulative effect
Thanks to zeusalmighty for suggesting I look at this
Fix some punctuation issues with Instigator Base descriptions
Instigator bases now report how many times the effect has triggered
Tech Vault Changes
The "Turn Tech Vault into Science" hack now grants a bit more science
Add a "Reroll Tech granted by Tech Vault" hack
Hacking a Tech Vault for science no longer increases the cost of the next upgrade
It seems like everyone wants this
Tech Vaults are now owned by AI factions, so hacking them will increase AI hacking response over time
A small nerf to Tech Vault hacks, given that every other changes constitute a strong buff to the player
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