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Fix a bug where allied nanocaust could be hostile for a second or two after loading a save game
Thanks to GreatYng for the bug report
Fix a bug where Marauder Outpost strength wasn't appearing in the galaxy map
Thanks to Parch for reporting
Fix a bug where Spire Debris intended for a recently killed AI faction could cause a null reference
Reported by Cadbury and Admiral
Quiet some dev-only debugging code visible in the Threat window
Thanks to the crew of the USS Defiant for the report
Fix a crash in the BuildingDronesInternally metal flow planning code
Thanks to LCEnzo for reporting
Fix a bug where Dyson Spheres antagonized by hacking weren't actually doing anything
Thanks to Ovalcircle for a nice bug report with a save game
AI Mines on a given planet now decloak once the AI command station on that planet is killed
Should be a nice little QoL improvement. Suggested by a number of people, including corfe83
Fixed centerpieces occasionally reporting being under self construction, thus breaking them entirely.
Thanks to Lord of Nothing and Mayheim for reporting.
Exogalactic Attacks are not eligible to come through the Exogalactic Wormhole from Wormhole Invasions until the first other ships have come through the wormhole. It's still very hard, but you can see it coming so there's less RNG.
This is primarily for the DLC (since there are a lot more Exos there), but applies to the base game as well
Suggestion from Lord of Nothing, with additional bug reports by Strategic Sage and The Puffinster
Risk Analyzers now show their intensity-analogue in the Escape menu
Suggested by Ovalcircle
Remove some deprecated settings
Thanks to Sombre and ovalcircle for reporting
Fix a bug where Exos could sometimes wind up idle after killing their target
Thanks to Lord Of Nothing for reporting
Fixed the issue with loading Quickstarts/saves into the lobby, but not playing at all
Thanks Fluffiest for reporting, Democracy for testing, and Puffin for helping figure out the issue
Fixed a few more achievements that weren't triggering correctly
Thanks Lord Of Nothing for reporting
Added menu to the debug menu that allows players to select the currently playing music track.
Thanks DEMOCRACY_DEMOCRACY for suggesting, as well as Steam user "Micah" and "NB_FlankStrike" for reporting similar requests.
Fix a bug where usurpers would sometimes leave planets instead of capturing them
Thanks to Ovalcircle for reporting
Fixed up the Montserrat-Thin font, which would get very distorted when shown in small pixel space on the game. Now it has enough data in there to render precisely even when very small.
This should help in a variety of parts of the interface, but most notably in the chat window when your screen resolution is very small.
Lobby Fixes / Improvements
The "can edit presets" debug setting has been removed, and the editing of savegames and presets into the lobby is now supported for everyone.
There may still be problems with this that we need to iron out, but we're getting there and everyone should at least be aware of the option.
When loading a savegame or quick start into the lobby, it no longer has any problems with "factions that must be discovered" showing up inappropriately.
Thanks to a lot of players for reporting.
Loading a quick start into the lobby no longer requires you have a campaign name first.
The factions that are discoverable in a game, but not yet discovered, are now shown at the bottom of the list of factions as (Discoverable) in the escape menu.
Fixed a bug that was allowing you to add more than one Zenith Trader or Devourer Golem or other "must only be one" factions.
This had then led to a variety of other bugs after that, but we're less concerned about those since the core thing can no longer happen.
Thanks to DEMOCRACY_DEMOCRACY and StarKeep for reporting.
Forward-Compatible Settings and Profiles
Made it so that settings files and input bindings files -- from this version onward -- are now forwards-compatible.
Aka, if you load a version 2.016 settings file in version 2.012, then it would let you do that. In the past, loading a version 2.012 file in 2.011 would cause it to show an error message and toss out all your settings.
The player profile is now stored in an xml format rather than the char field format that it was using before, which allows for hand-editing if we ever need to and is more flexible in general.
The player profile also now is forward-compatible from version 2.012 onwards, like the settings and player inputs.
Thanks to a variety of players, but including Shnatsel, for suggesting.
Changes for The Spire Rises DLC
Shifted the values for Fallen Spire exogalactic-strikes around, resulting in low AIP being stronger, and higher AIP not increasing as much.
Big thanks to Astilious for reporting and assisting in sorting out the problem.
Fix a bug with the hacking sidebar that was causing numbers not to display properly
Thanks to Dominus for doing some useful debugging. Thanks to ParadoxSong and Ranakastrasz for the bug reports
Fix a bug where mark 7 scourge would try to refuse to fight by constantly thinking they could upgrade
Thanks to Ecthelon for the bug report
Fix a bug where player or minor faction allied scourge wouldn't realize that the AI Overlord was a legit target
Thanks to ArnaudB for the bug report
Fix a bug where the Fallen Spire beacon was available even if the Fallen Spire faction was enabled in the game lobby
Thanks to Strategic Sage for the bug report
Fix a bug where relic trains could go to the AI overlord early
Thanks to Lord of Nothing for reporting
Fix a bug where the Imperial Spire Fleet was attacking an invulnerable Overlord instead of destroying the guard posts
Thanks to Oryutzen for reporting
Exos that kill a Spire City no longer get stuck afterwards
Thanks to Lord Of Nothing for reporting
The scourge was getting stuck if the only path to any target was extremely well defended
This was only happening in very late game scenarios with the fallen spire on for certain map types
Thanks to Lord of Nothing for reporting
Macrophage Phase 3 - Multi Phage Takeover
The Macrophage are now a credible threat. You can have as many of them as you want, and they are fully capable of eating entire chunks of the galaxy on higher intensities. Be warned.
Base Game Changes
You can now have multiple Macrophage per game, and they can have seperate allegiences set.
If Spores from different Macrophage factions meet; and there are enough unique Spores on the planet to spawn a Telium, one of the spores at random gets priority for deciding whom the new Telium belongs to.
Tamed still has absolute priority.
There is still only a single Tamed faction.
You are still unable to tame any Macrophage subfactions that are friendly to players.
There is still only a single Enraged faction.
They will still eat everything.
Added in two new spawn options for Macrophage: Lone Telium and Clustered Telia.
Lone Telium spawns a single Telium for the Subfaction.
This Lone Telium is always berserk, never produces spores, its harvesters are much more defensive, and its harvesters only enrage when it dies.
Clustered Telia spawns Telia on half as many planets, but spawns 2 Telia per planet.
Added in a new quickstart, the Buggalactic War, which makes use of all the spawning styles.
Spawn event costs now scale with the number of harvesters that a Telium owns.
Base event cost reduced to 125k Metal. (175k for hostile-to-player)
On Intensity 5, the cost is increased by 35% for each (non enraged) harvester owned.
This value scales with intensity, being 20% at Intensity 10, and 47% at Intensity 1.
Tamed is considered Intensity 10 for this purpose.
Spore event chance now decreases by 2% for every Telia in the galaxy.
Spore event chance is now clamped between 25% and 75%.
Higher Mark Macrophage break and snack for longer.
Enraged Macrophage snack on homeworlds for thrice as long as they do other planets.
Updated the Macrophage Attacking message to no longer spam the log when you kill a large Telium.
Tame Telium hack reduced to 25 HaP cost.
Chance for Enraged Harvesters to attack the ai starts at 50%, and increases as your Tamed Telia start to outnumber Wild, up until they reach 90%.
Gave a facelift to various descriptions such as hacking and entity appenders.
The Spire Rises DLC Changes
When a Macrophage faction gets debris, it will upgrade one of its Telia into a powerful Spire Infested Telia.
A Spire Infested Telia is equipped with a multitude of short ranged Reaper beams, and is capable of (slow) movement. Be wary.
If you manage to kill this Telia, the Macrophage that its part of will be unable to build new Spire Infested Harvesters until they acquire new Debris.
You can optionally attempt to hack it to steal the debris, gaining double the science you would from a normal debris.
Perhaps its not the best idea to enrage the already powerful bugs that are more powerful than normal.
Balance Tweaks
Halved durability of AI Tachyon Sentinels.
Black Hole Machines affect units of engine gx 20 and lower, rather than 14. Crippled units can now leave regardless, preventing possible softlocks. Flagship engine gx reduced slightly to be affected.
Black Hole Machine, Raid Engine and Magnifier now die with the Command Station.
AI Turrets are now at least 75% of the range of player ones.
Added numerous AI Ship Groups.
Some things of note:
There are 50ish Turret Groups, 37 Strikecraft/Frigate groups, and 14 Dire Guard Post groups all added.
Swarmer AI has more variety/difference in what it likes to bring.
Fortress Baron is the only AI type to have Mini Forts, as a unique thing for it.
Turtle AI has 6x the reinforcement group count as before.
These vary as to which AIs they are assigned. More specific AI types don't have all of them, while Full Ensemble has most.
Many Turret groups require the first DLC to ever show up, and some groups use both base game and DLC Turrets. If you don't have the DLC, those'll just look like normal mono-Turret groups.
Some range nerfs to some Extragalactic units. Range and speed nerf to AI Dragon.
Dire Plasma Guardian no longer has Overdrive effect, instead is just a larger Plasma Guardian.
Nasty interactions with Fallen Spire, particularly the Great Shield.
Thanks to Lord of Nothing for reporting.
Upgraded AI Fortress power. Large upgrade to AI Super Fortress power.
Increased Stingray damage and durability by 40%, metal cost by 60%.
Tripled Ion Disruptor damage.
Sentinel Gunboat damage increased 60%, metal cost doubled.
Ranger damage increased 60%, metal cost increased 50%.
Medic Gunboat now has vampirism, metal cost doubled.
Agravic Pod and Aggressor damage increased 30%.
Raider and Dagger damage increased 50%.
Grenade Launcher Corvette and Molotov reload time 12s -> 9s.
Guard Posts and Dire Guard Posts now use the same armour/albedo stats as their relevant Guardian, if they have one.
Put a small bit of Dire Guard Post shield into hull, going from a 1:5 ratio to a 1:3.
Balance Tweaks (The Spire Rises DLC)
Both Spy Cradles vision range increased by 1, both have very powerful planet wide tachyon systems.
Buttress has same durability as normal structures rather than less, requires MK4 city rather than 5, uses 2 sockets rather than 4, has the same effects as a Black Hole Machine, but the gravity part is planet wide.
Made the lower tier Extra-Galactic War units susceptible to this.
Small tweak to Relic chase force sizes as you progress through Fallen Spire.
Update v2.009:
Fix several bugs related to forcefields not handling norris effect stuff properly
reported by Fluffiest, Xenorius, ussdefiant and gigastar
Centerpieces are now always visible even when crippled on both planets and the galaxy map, though still no longer grant vision of anything else when crippled
reported most recently by Chthon
Add some defensive code to the Overall Power Level code paths
Thanks to ArnaudB for reporting
When trying to find a random AI faction for things, try to pick a living faction
Thanks to GreatYng for reporting
Fix a bug with tooltips for units in Fireteams
Thanks to a number of people including ParadoxSong for reporting.
The icons in the bottom right corner, under the selected ships, no longer try to draw text. That was way too small and thus always hard to read and looked blurry. That happens in any text editor, too. Instead, it just relies on the icons, which are now larger and thus also themselves draw more clearly. There are tooltips for anyone forgetting what they do. The hotkeys for these functions are still shown via text, no problem, though.
Fix a bug in the Save Presets code
Thanks to ParadoxSong for the bug report and Dominus for the fix
Dyson
New Dyson Antagonizer rules
Dyson Antagonizers must spawn on Explored planets
Dyson Antagonizers are Always Visible, even if you have out of date information about the planet
Requested by a number of people
Fix the Dyson Antagonizer not respecting the Dyson Intensity for spawning, and spawning much more often than intended.
Marauders
Fix a bug where Marauders weren't spawning turrets for their outposts.
Hopefully fix a bug where hostile-to-all marauders weren't killing AI command stations
Fix a bug where marauder outposts were spawning much too quickly.
Net nerf to the marauders; they require much more time to scale up after capturing a planet. I've heard some complaints that the marauders are really getting out of control quickly, and that should no longer be possible.
Thanks to the crew of the USS Defiant for reminding me about this
Spire Rises changes
Further clarify the description text on the AI Spire Research Lab
Thanks to Lord Of Nothing for reporting
Spire Debris is no longer allowed to join fireteams
Thanks to Smaug for reporting
Prevent multiple Spire Cities from being built on the same planet.
Thanks to Ovalcircle for reporting
AI-allied scourge at intensity > 5 have a chance of building an additional guard post next to any spawner or armory they create. Should make trying to attack the scourge infrastructure a bit more challenging. This code is readily expandable to spawning other AI structures as well if desired
From a conversation with a particularly depraved Peltian sympathizer
Make doubly sure that spire relics can't spawn on AI homeworlds
pointed out by XTRMNTR2K on steam
Improve player-allied scourge target selection in the mid/late game
Thanks to Ecthelon for a useful save game for debugging
If the Imperial Spire Fleet detects your home planet is under attack, they will prioritize defending it
Thanks to ArnaudB for the bug report
Add additional debugging code to the Spire Sim code
Thanks to Admiral for the bug report
Update v2.008:
Fixed a bug where ships would unload properly from transports, but never load into them again, in the prior version.
This was a casualty of the many changes we made in order to facilitate the performance improvements, but was quick to fix once people reported it. Apologies for that and anything else that crops up!
Thanks to Strategic Sage and Daniexpert for reporting.
Imperial Spire vessels are now MK7.
There is now extra debugging information shown visibly if the fallen spire actually has an issue.
Before it would just silently spam the log.
When a unit is trying to transform and it is in an invalid state, it now gives a more clear error message.
When centerpieces die, they are now blanked out properly; previously it held onto them in a dead format but mostly-removed, and this could cause some funky errors in the fallen spire in particular, but possibly other places eventually.
This was something that the squad wrappers we used to use automatically filtered for, so that's why it pops up now but not previously. It's a lot more efficient the new way, but we needed this extra check for this strange edge case.
Thanks to Puffin for reporting.
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