Cities Skylines, disponibile la patch 1.4

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a cura di Paolo Sirio

La patch 1.4 di Cities Skylines è ora disponibile ed include, oltre ad una serie di correzioni per bug e glitch scovati negli ultimi tempi, anche dei contenuti inediti.L’aggiornamento, nome in codice Kennedy, propone il Leviathans Story Pack con un nuovo evento e molto altro, come potrete notare dall’interinabile changelog offerto dallo sviluppatore. FeatureAdded 33 new achievementsNo longer possible to build robots on planets belonging to sectorsAdded victory event after defeating the Prethoryn ScourgeAdded new events for discovering additional Precursor anomalies, so that the quest chains can always be completedChanged the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.GeneralEvasion is now capped at 90%Ship mineral maintenance reduced from 0.5% to 0.4% of ship costShip energy maintenance reduced from 0.5% to 0.4% of ship costAfterburners now use the auxiliary slotRegular empires now start with 8 popsPrimitive farms and factories can now be upgraded directly to hydroponics farms/mining networksPirate ships have been reworked slightly and buffed in most casesPrimitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the agesStone age primitives now generate fewer tile blockersSpace Torpedoes technology now requires Fusion Missiles instead of Nuclear MissilesVenerable trait cost reduced from 5 to 4Mineral Silos are now restricted to 1 per planetIncreased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000Level 3 mineral silo now only provides +1 mineral per adjacent tileIncreased protectorate tech discount to 95%Protectorates can no longer conduct independent diplomacyRepeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000Slave Processing Plant now gives +10% slave food/mineral production instead of +5%Reduced spawn odds of tomb worldsIncreased frequency of alien pet depositsReduced warscore costs for planetary and vassalisation wargoalsDoubled Pre-Sentient Anomaly spawn chancesFixed CTD when generating a certain tooltip while the player has no planetsPops are no longer upset if an occupier purges Pops on one of your planetsComponentsSpace Torpedo mineral cost reduced from 20 to 10Space Torpedo power usage reduced from 20 to 10Space Torpedo maximum damage reduced from 260 to 215Space Torpedo armor penetration set to 50%Armored Torpedo mineral cost reduced from 40 to 15Armored Torpedo power usage reduced from 40 to 15Armored Torpedo damage reduced from 150-300 to 140-280Armored Torpedo armor penetration set to 50%Devastator Torpedo mineral cost reduced from 60 to 20Devastator Torpedo power usage reduced from 60 to 20Devastator Torpedo armor penetration set to 50%Devastator Torpedo missile HP reduced from 8 to 6WarFederation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countriesSectorMajor work done to sector AI to make it better at budgeting and utilizing resourcesDiplomacyAI will now sometimes gift countries that are at war with their rivals and threatsAI will no longer ask you to become their vassal multiple times in a rowAI is now less keen to accept a lot of defensive pactsSlowed down AI requests for federation membership/association status to prevent message spamMiscFixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being strongerFixed a bug where AI was trying to build buildings on tiles that had presentients on themUser InterfaceAdded a setting to disable all auto-unpausing from popupsClicking on some resource icons in top bar no longer opens tabs due to being inconsistentConstruction Ship now sends notification ‘fleet order finished’ only when the last construction in the queue is finishedPlanet view colonize button opens same surface view window as when planet is clicked from expansion planner‘Closed Borders’ and ‘Truce’ are shown as diplomatic statusesBugfixesGarrisons are now properly shown and spawned on occupied worlds.Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.Garrisons are now properly shown and spawned on occupied worlds.Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etcFixed armor absorbing too much damage if the ship also had shields leftFixed very high armor values negating the effects of armor penetrationFixed auto generated ship designs getting wrong combat computersSwarm units have had their sound volume adjustedSpaceport no longer provide Naval Capacity while under constructionFleet view shows current fleet activity instead of order descriptionVassals and overlords no longer gives sensor to each other while at warSector AI will spend own resources instead of players resources when upgrading spaceportsUplift species button is locked if no species can be found on any owned planetFixed a bug where some leaders could live foreverPlanets with Stone Age Primitives will no longer generate AnomaliesTzynn Empire now starts with the proper number of trait pointsFixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planetLauncher MOD tab scrollbar appears with correct position and size when content overflows containerFixed a rare case of portrait duplication caused by prescripted species templatesFixed so that NPC ship designs now correctly have PD slots for their PD weaponsSituation Log entry list of counters grows up instead of downSavannah and Alpine worlds now have proper localization in the start screenFixed typo in Frontier Hospital technology descriptionFixed a bug where upgrade fleet progress could display numbers above 100%Fixed some outdated hotkey references in tutorial textsFixed frantic twitching animation in diplomacy window for main speciesFixed reversed fanatic/militarist bonus to rivalry influenceFixed some potential event spam when running on high speeds during War in HeavenPlanet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiersFixed Continental, Savanna and Alpine worlds not being used for primitive civsEnclave governments now get a new ruler when the first one diesPrimitives that nuke themselves will no longer leave pops on a tomb world where they have no habitabilityFixed some ships getting stuck in a looping death animationFixed CTD when looking at a ship that fired a shot during the same frame as it diedFixed CTD that could happen if ground combat was started on a planet without ownerGarrison from Pops will no longer spawn on planets that have already been occupiedFixed CTD that could happen when assigning a new mission to an observation stationFixed various issues with Swarm behaviourGraphicsTweaked humanoid 02 and 05 portraitsAdded updated clothes texturesAdded fixed clothes for humanoid 05Arthropoid battleships sections now all line upGalaxy view textures have been updated.Extradimensionals’ death effect