### [Starsector 0.96a (Released) Patch Notes][link-blogpost]
# 远行星号 0.96a(已发布)更新日志
译者:**`AnyIDElse`,`燕来十七`,`jn_xyp`**
> 请注意,以下日志中提及的所有新舰船、武器、船插、任务等名称均为临时译名,不能代表汉化组意见,正式汉化中可能使用不同的名称。
## Hotfix: 0.96a-RC8, 5/6/2023
## RC-8 更新 2023年5月6日
**本段译者:`jn_xyp`**
## Miscellaneous:
- Increased some scan values for Hyperspace Topography |
## 杂项:
- 增加了一些超空间地形任务中的扫描值
## Bugfixing:
- Fixed Texture [hostile_activity_MINOR_EVENT] crash caused by viewing the Hostile Activity intel under certain circumstances
- Fixed issue with being unable to visit the Jangala shrine during the mission if encountering the Luddic protest
- "Passage to Volturn" mission is no longer repeatable (if currently in progress, may show up again once)
- Fixed missing dialog option in Volturn shrine interaction
- Fixed issue with Luddic Knight Errant mission causing bar in Chalcedon to get stuck in an interaction with Sedge
- The s-mod effect of Expanded Magazines now affects the IR Autolance
- Fixed issue with combining strafe toggle and invert strafe key behavior settings being combined
- Fixed issue with Ballistic Rangefinger not affecting hybrid weapons
- Lion's Guard Centurion ship system is now Damper Field, as was intended
- Removed test code leftover in faction hostility intel item |
## Bug修复:
- 修复了在某些情况下查看敌对活动网络信息界面时导致的贴图[hostile_activity_MINOR_EVENT]崩溃
- 修复了在任务途中遇到路德教抗议活动导致无法访问Jangala上神庙的问题
- “通向 Volturn 的道路”任务不再可重复(如果当前正在进行,可能会再次出现一次)
- 修复了与 Volturn 神殿互动中缺少的对话选项
- 修复了在“路德骑士 Errant”任务中与 Sedge 互动时导致 Chalcedon 太空港酒吧卡住的问题
- `扩展弹舱`的效果也可作用于`IR 自动长矛`
- 修复了将横移开关和反向横移快捷键同时设置时的问题
- 修复了`弹道测距仪`无法作用于混合槽位武器的问题
- `百夫长(狮心卫队)`的舰船系统现在是`阻尼力场`(这是原本的设计意图)
- 移除了势力敌对网络信息中遗留的测试代码
## Changes as of May 05, 2023
## 截至 2023 年 05 月 05 日的更新内容
**本段译者:`燕来十七`**
### Campaign
- Spaceport on Umbra has "improvements" instead of the Fullerene Spool
- Tutorial: updates that happen during an interaction/conversation will now show the new goal text in the currently open dialog instead of behind the UI in the lower left corner of the screen
- Interaction dialog: added scroller to option area; only of interest for modded games
- Reduced cost to build a makeshift comm relay/sensor array/nav buoy
- Was: 20/100/10 Heavy Machinery/Metals/Transplutonics
- Now: 15/30/5
- Reduced officer XP required per level by a further 20% |
### 生涯模式
- 移除 Umbra 太空港的 `富勒烯线轴` ,转而为其添加流动性加成(类似于用故事点改进后的效果)
- 教程:现在在当前打开的对话框中显示新目标文本,而不是在屏幕左下角的UI后显示更新
- 互动对话框:为选项区域添加滚动条;仅针对启用了mod的游戏,对原版可能并无影响
- 减少建造临时`通信中继站`/`传感器阵列`/`导航浮标`的成本
- 过去:20/100/10(重型机械/金属/稀有金属)
- 现在:15/30/5
- 将军官晋级时每级所需的经验值进一步减少20%
### Miscellaneous:
- Remastered title screen music
### Combat
- Added option to make strafe key a toggle; added UI element to show "strafe lock" status
### Ships:
- Eagle: speed back to 60
### Weapons:
- Slightly increased the impact glow radius for Antimatter Blaster |
### 杂项:
- 重制标题界面音乐
### 战斗
- 添加了一个选项,可以使玩家通过按键将横移动作开启与关闭;添加了显示“横移锁定”状态的UI
### 舰船:
- 雄鹰:速度恢复到60
### 武器:
- 略微增加`反物质冲击波`的光效半径(爆炸特效变大了一点)
### Hullmods:
- Militarized Subsystems: reduced cost to 4/8/12/20 (was: 5/10/15/25)
- Shield Conversion - Front:
- Removed shield upkeep reduction
- Reduced cost to 3/5/8/12 (was: 3/6/10/18)
- Shield Conversion: Omni
- Removed shield upkeep reduction
- Reduced OP cost to 3/5/8/12 (was: 3/6/10/18)
- Adjusted wording on Resistant Flux Conduits to make it clear only EMP damage is being reduced
- Blast Doors: increased casualty reduction to 60% (was: 50%) |
### 船体装备:
- `军事化子系统`:装配点 4/8/12/20(原为:5/10/15/25)
- `固化护盾转化器`:
- 移除护盾维护减少
- 装配点 3/5/8/12(原为:3/6/10/18)
- `全角护盾转化器`:
- 移除护盾维护减少
- 装配点 3/5/8/12(原为:3/6/10/18)
- 调整`幅散管道扩容`的描述,表述为仅减少EMP伤害
- `防爆气密门`:伤亡减少增加到60%(原为:50%)
### Ship AI:
- Quantum Disruptor no longer used against fighters
- Fixed issue that could cause mismatch about what AI thought its ship system was targeting and what it was actually targeting |
### 舰船AI:
- `量子干扰`(`预言者-级`)技能不再用于对抗战机
- 修复了:AI“认为”的瞄准目标和实际瞄准目标不一致的问题
### Bugfixing:
- Fixed issue that could cause tooltips to stop showing
- Fixed issue that allowed post combat story-point recovery of ships when out of story points |
### BUG修复:
- 修复了可能导致工具提示不显示的问题`
- 修复了原先在故事点不足时允许战后恢复舰船的问题`
## Changes as of April 12, 2023
## 截至 2023 年 04 月 12 日的更新内容
**本段译者:`jn_xyp`**
## Campaign:
- Added Luddic pilgrim transport bar mission
- Planetary Shield now protects the colony from the Meteor Impacts condition
- Commodity production mission: capped demand at 3 units for Harvested Organs and 6 for Recreational Drugs
- Added highlighting to various "you need the transponder on/off to interact with the market" messages
- If losing s-modded ships after combat: message that shows bonus XP gain explains this is why
- Fleets supporting a station will not "harry" your fleet (causing a CR loss) when you disengage
- Abandoned orbital stations and similar:
- Now present separate options to "inspect cargo storage areas" and "inspect starship dockyard"
- The "dockyard" option opens the "take" tab in the fleet screen by default
- Options change to "transfer ships" and "transfer cargo" after initial exploration
- Umbra: is now a "free port" and its Spaceport has the "Fullerene Spool" item
- Added some new custom player faction flags
- Added contact interaction to pay off bad reputation with Tri-Tachyon |
## 生涯模式
- 在酒吧添加了路德教朝圣者货运任务
- `行星护盾`现在可以保护殖民地免受`流星撞击`环境条件的影响
- 商品生产类任务:需要供应的`器官`最多为3单位,`毒品`最多为6单位
- 在各种“你需要开启/关闭应答器才能与市场互动”类的提示信息中添加了高亮显示
- 如果在战斗后失去了内置s-船插的舰船,之后显示的获得额外经验值的信息中会提及原因
- 支援空间站的舰队在你撤退时不会骚扰你的舰队(不再导致战备损失)
- 对于各类废弃空间站:
- 现在分别提供“检查货物库存”和“检查船坞库存”两个选项
- 选择“检查船坞库存”选项默认会打开舰队界面的“拿取”标签页
- 在初次探索后选项会变为“转移舰船”和“转移货物”
- Umbra 星球:现在是一个“自由港”,其`太空港`安装有`富勒烯线轴`物品
- 添加了一些新的玩家阵营旗帜
- 添加了通过塞钱来改善与速子科技间不良关系的选项
## Combat:
- Projectiles that pass through a target (such as Hellbore/Gauss shots vs missiles) produce a much smaller hit glow
- Can now use the "deploy reinforcements" dialog without ending a video feed
- Player ship autopilot behavior will now take into account the faction doctrine aggression setting
- Adjusted grid in combat map (less prominent) |
## 战斗系统:
- 击穿目标的抛射弹药(例如打穿导弹的炼狱/高斯炮炮弹)现在会产生小得多的击中光晕
- 可以在不中断“接通视频信号”的情况下打开“部署增援(G键)”对话框
- 调整了战术地图(Tab键)背景上的网格(更不突出)
## Miscellaneous:
- Refit screen:
- Reduced brightness of grid in refit screen to reduce visual noise
- Adjusted placement of hullmod tooltips, added slight padding to the right of the icon where the tooltip will still remain visible if the mouse is moved off it
- Newly learned hullmods with new tags will have those tags enabled by default in the "add hullmod" dialog
- Autofit dialog variants no longer shared between incompatible versions of ships
- E.G. the default Brawler and the Tri-Tachyon version, and similar
- Different but compatible versions (such as most XIV ships) still have a shared pool of variants with base hull
- Added tip about doing the combat tutorials; shows up on first run of the game only |
## 杂项:
- 装配界面:
- 降低了装配界面背景网格的亮度,以减少视觉干扰
- 调整了船插详细信息提示的显示位置,将提示的显示判定范围向船插图标右侧略作扩展,以便在鼠标向右移出船插图标后仍然可以看到船插详细信息
- 在“添加船插”对话框中,会优先显示新学会的船插
- 同名舰船的不兼容变体现在不再共享自动装配对话框中的预设配置
- 例如`斗士-级`的普通和速子科技版本(槽位类型不同),这种的就叫做“不兼容变体”
- 兼容的变体(例如大多数舰船的普通和第十四军团版本)仍然共享自动装配的预设配置
## Ships:
- Starting Kite (A) variant: replaced Light Dual Autocannon with Light Autocannon
- Apogee:
- Changed leftmost small energy hardpoint to medium
- Eagle:
- Reverted part of deployment/maintenance cost change, up to 20 (originally: 22)
- Reverted speed increase (back to 50 from 60); left increased acceleration
- May still be too strong at that cost, but we'll see
- Fury:
- Increased ordnance points to 130 (was: 120)
- Increased top speed to 95 (was: 90)
- Aurora:
- Improved shield efficiency to 0.6 (was: 0.8)
- Revamped standard loadouts
- Gremlin (all versions):
- Removed Delicated Machinery and Phase Field
- Added Rugged Construction
- Increased hitpoints to 2500 (was: 2000)
- Increased armor to 450 (was: 350)
- Changed system from Flare Launcher to Decoy Flare Launcher
- Adjusted flare port placement
- Adjusted misaligned engine glows
- Changed phase coil glow to better indicate which way the ship is facing while phased
- Doom, Harbinger, Afflictor, Shade:
- Increased CR per deployment to 30% (was: 20%)
- Note that this also reduces the cost for recovering CR lost during battle after PPT runs out
- Astral: increased ordnance points to 270 (was: 250)
- Drover:
- Improved acceleration and deceleration (not top speed)
- Added built-in hullmod: "B-Deck"
- Activates when the fighter replacement rate reaches 50%
- Relaunches fighters to bring all wings to full strength
- Sets the replacement rate to 100%
- Only happens once per combat
- Changed ship system to Active Flare Launcher
- Tagged is a "combat" carrier, meaning it will stay closer to the fight and engage
- If the only ballistic weapons are point-defense, it will try to stay in missile range
- So e.g. it should be possible to have a missile/fighter loadout and have it use both in tandem
- Increased ordnance points to 80 (was: 70)
- Reduced deployment/maintenance supply cost to 14 (was: 15)
- Gemini:
- Is now the only ship with Reserve Deployment
- Reserve Deployment changes:
- Does not reduce fighter replacement rate
- Doubles wing size
- 30 second fighter duration (up from 15)
- Cooldown and flux cost remain the same
- (Mod note: will be very much imbalanced for ships with more fighter bays)
- Wolf: improved shield efficiency to 0.7 (was: 0.8)
- Medusa: adjusted misaligned engine nozzle
- Paragon: adjusted several default variants to be stronger |
## 舰船:
- 开局送的`风筝-级`(A)变体:用`轻型自动炮`替换了`轻型双管自动炮`
- `至高点-级`:
- 将最左侧的小型能量挂载点改为中型
- `雄鹰-级`:
- 部署点 22 -> 20
- 战斗航速 60 -> 50;提高加速度
- 可能还是太强了,但是我们看看吧
- `狂怒-级`:
- 装配点数 120 -> 130
- 战斗航速 90 -> 95
- `极光-级`:
- 护盾幅能/伤害比 0.8 -> 0.6
- 重新设计了标准装配方案
- `小精灵-级`(所有变体):
- 移除了`精密机械`和`相位力场`内置船插
- 添加了`坚固结构`内置船插
- 船体结构 2000 -> 2500
- 船体装甲 350 -> 450
- 舰船系统(F技能)从`热诱弹发射器`改为`诱饵发射器`
- 调整了诱饵弹发射口的位置
- 调整了之前没有对齐的引擎喷口的位置
- 调整了相位线圈的发光效果,更好地指示舰船在相位状态中的朝向
- `厄运-级`、`预言者-级`、`折磨-级`、`阴影-级`:
- 每次部署的基础战备值(CR) 20% -> 30%
- 注意这也会减少峰值时间耗尽后恢复战备的成本
- `野狼-级`:护盾幅能/伤害比 0.8 -> 0.7
- `美杜莎-级`:调整错位的发动机喷嘴
- `典范-级`:调整几种默认装配,增强战力
## Fighters:
- Support fighters (Xyphos, Sarissa, Mining Pod) will be repainted to match the carrier hull style
- Fighters with hull damage will land for repairs when:
- The ship is out of combat, and
- The fighters are ordered to regroup, and
- The fighter replacement rate is 50% or higher, and
- The wing is currently at full strength
- Mining Pods: will now try to stay in front of the carrier
- Warthog:
- Added Insulated Engine Assembly
- Updated description to de-emphasize firepower, it's just alright, not "superb"
- Reclassified as "Low tech", changed sprite
- Gladius:
- Replaced single-shot flare launcher with triple-shot
- Lux:
- Reduced replacement time to 12 seconds (was: 15) |
## 战机:
- 各型支援战斗机(`希腊剑`、`希腊矛`、`探矿无人机`)将在安装到航母上时被重新涂装以匹配母舰的涂装(主宰、核心、扩展纪元)
- 战机结构受损时会自动返航维修,条件如下:
- 母舰不在战斗中
- 母舰向战机下达“集结”指令
- 母舰的战机整备速率大于等于50%
- 战机的数量已经达到上限
- `探矿无人机`:会尝试保持在母舰前方的位置
- `疣猪`:
- 添加`发动机隔离性装配`船插
- 调整了描述,强调其火力不是很强,只是一般般
- 重新分类为“主宰纪元”(低科),并更换了战机贴图
- `短剑`:
- 将单发的热诱弹发射器改为三发
- `勒克斯`:
- 战机整备时间 15 -> 12 秒
## Weapons:
- Already-launched guided missiles with the "STRIKE" tag no longer auto-target fighters if there is anything else nearby
- Squall: removed EMP damage
- Light Dual Autocannon: reduced flux/shot to 30 (was: 40)
- Cryoflamer:
- Increased charge regen rate to 6/second (was: 4/second)
- Increased reload size to 60 (was: 40)
- Rift Torpedo Launcher:
- Reduced flux cost to 3000 (was: 6000)
- Substantially increased projectile hitpoints
- Torpedo no longer destroyed by hitting fighters (but still damages/destroys them)
- Reality Disruptor:
- Doubled rate at which arcs are fired
- Doubled arc range
- Reduced projectile speed to 200 (was: 300)
- Reduced damage/shot to 25 (was: 100); EMP damage remains at 1500
- Ships hit by its arcs take 2x longer to repair weapons/engines for 10 seconds
- Hellbore Cannon, Gauss Cannon, Thermal Pulse Cannon, Gigacannon:
- Projectile now passes through fighters if the fighter is destroyed by the impact
- High Intensity Laser: reduced flux/second to 400 (was: 500) |
## 武器
- 如果附近有其它目标,那么已经发射的带有“STRIKE”标签的导弹不会再自动瞄准战机
- `暴风 MLRS`:移除了EMP伤害
- `轻型双管自动炮`:幅能/每发炮弹 40 -> 30
- `低温喷射器`:
- 充能速率 4次/秒 -> 6次/秒
- 装填量 40 -> 60 发
- `裂隙鱼雷发射器`:
- 每发幅能 6000 -> 3000
- 大幅提升了鱼雷的结构耐久值
- 撞到战机时,鱼雷不再会被摧毁(但仍然会对战机造成毁伤)
- `现实干扰器`:
- 产生电弧的速度增加一倍
- 电弧的射程增加一倍
- 子弹飞行速度 300 -> 200
- 每发伤害 100 -> 25,EMP伤害 1500 不变
- 被电弧击中的舰船的武器/引擎修复时间延长一倍,持续10秒
- `炼狱炮`、`高斯炮`、`热脉冲加农炮`、`千兆加农炮`:
- 如果炮弹足以摧毁战机,那么炮弹会穿过战机继续飞行
- `高强度激光`:每秒幅能 500 -> 400
## Hullmods:
- Hull-standard built-in hullmods that have an s-mod bonus can now be "enhanced" to unlock that bonus
- Costs 1 story point, grants 100% bonus XP
- Does *not* count against the maximum number of s-mods per ship
- Ballistic Rangefinder:
- Revamped tooltip
- Now requires ship to have an any size ballistic slot, instead of only affecting weapons in ballistic slots
- Converted Hangar:
- Reduced cost to 10 OP across the board (still can't be mounted on frigates)
- Removed fighter speed/damage taken penalties and ordnance point cost increase
- Increases the ship's deployment points and supply cost to recover from deployment by 1 per 5 OP spent on fighters, minimum of +1
- Fighter replacement is 1.5x slower, in all aspects
- Returning bombers take an extra 40% of the base refit time to relaunch (normally, it's <1 second)
- Shield Conversion - Front:
- Removed shield upkeep reduction
- Reduced cost from 3/6/10/18 to 3/6/9/15
- Militarized Subsystems: no longer provides the minor armor/flux bonus |
## 舰船插件:
- 船体自带的船插中,如果该船插有对应的内置化(s-mod)加成,那么通过“强化”操作来解锁加成
- 消耗1个故事点,获得100%的额外经验
- 强化后的自带船插**不占用**内置船插数量上限
- `弹道测距仪`:
- 重置提示文本
- 现在需要舰船有任意大小的实弹槽,而不是只影响实弹槽上安装武器
- `改装机库`:
- 装配点降低至 10(所有级别舰船,但仍不能安装在护卫舰上)
- 移除了战机速度下降和所受伤害增加的惩罚。安装舰载机所需装配点不再增加
- 根据战机装配点数,增加舰船本身所需部署点数和补给需求,每5点战机装配点增加1点部署点数和补给需求,至少+1
- 战机替换时间延长至1.5倍
- 返航的轰炸机重装弹时间+40%(一般都不会延长超过1秒)
- `固化护盾转化器`:
- 不再减少维持护盾所需幅能
- 装配点数 3/6/10/18 -> 3/6/9/15
- `军事化子系统`:不再提供轻微的护甲/幅能加成
## Ship AI:
- Improved target leading with weapons like the Proximity Charge Launcher
- (That have a projectile launch speed set higher than its maximum speed)
- Reduced occurrence of faster ships not letting quite all of their flux dissipate before re-engaging
- Ships armed only with missiles and PD weapons will situationally attempt to stay at around missile range if:
- The officer personality (or doctrine setting, if no officer) is cautious or timid
- And not ordered to eliminate a target
- And "Full assault!" not on
- Or the ship is ordered to "Harass" a target
- Or if the ship is a non-combat carrier and the officer is aggressive or reckless
- Timid/cautious officers will stay further back, within fighter range
- Adjusted ship group behavior when faced with small phase ships
- Will use Active Flare Launcher a little earlier when faced with missiles that are closing fast
- Fixed bug that could cause Burn Drive (and similar systems) to be activated at the wrong time (such as when facing the wrong way while retreating)
- (Hopefully) fixed bug with AI trying to engage retreating fighters |
# 舰船AI:
- 改进了对于诸如`感应空雷发射器`这样武器的制导效果
- (这类武器的发射初始速度高于其最大速度)
- 减少了速度较快的舰船在没有完全散尽幅能的情况下,又重新冲上去进入战斗的情况
- 如果满足以下条件,只装备导弹和点防武器的舰船,会与敌方保持自身导弹射程的距离:
- 指挥官性格(没有指挥官则根据所属势力的舰队组成设置)是谨慎或胆小
- 且没有被下达“消灭”命令
- 且没有开启“全面进攻”
- 或被下达“骚扰”命令
- 或是非战斗型航母,且指挥官性格是激进/鲁莽
- 胆小/谨慎的指挥官会保持更远的距离,停留在其战机航程的距离
- 调整了多艘舰船组成的舰队对于小型相位舰船的行为
- 当面对快速接近的导弹时,会更早地使用各种主动的诱饵弹发射器
- 修正了可能导致`烈焰驱动器`(和类似的舰船系统)在错误的时间被激活的错误(例如在撤退时向错误的方向猛冲)。
- (大概)修正了AI试图攻击正在撤退的战机的错误
## Modding:
- Added ShipEngineAPI.repair()
- Added "graphics" -> "fighterSkinsPlayerAndNPC" and "fighterSkinsPlayerOnly" sections to settings.json
- Key format is: <fighter hull id>_<hull style ID>
- For example: xyphos_LOW_TECH
- If match for carrier's hull style is found, that sprite replaces the fighter's normal sprite
- Otherwise, picks the one with the closest SpriteAPI.getAverageBrightColor() to the ship's sprite
- Keys also added to "graphics" -> "fighterSkinsExcludeFromSharing" are excluded from this and only ever apply to that specific hull style
- Added to ButtonAPI:
- void setSkipPlayingPressedSoundOnce(boolean skipPlayingPressedSoundOnce);
- void setHighlightBounceDown(boolean b);
- void setShowTooltipWhileInactive(boolean showTooltipWhileInactive);
- void setRightClicksOkWhenDisabled(boolean rightClicksOkWhenDisabled);
- void setFlashBrightness(float flashBrightness);
- void flash(boolean withSound, float in, float out);
- void flash(boolean withSound);
- void flash();
- void setPerformActionWhenDisabled(boolean performActionWhenDisabled);
- boolean isPerformActionWhenDisabled();
- boolean isSkipPlayingPressedSoundOnce();
- Fixed issue with getEntityById() methods (in SectorAPI and LocationAPI) crashing if the entity was a LocationToken (such as the empty center of a nebula)
- Added stay_in_front_of_ship tag for fighters; can be applied to wing or to ship
- Added hitGlowBrightenDuration to .wpn files for beam weapons
- Added to UIComponentAPI:
- void render(float alphaMult);
- void processInput(List<InputEventAPI> events);
- void advance(float amount);
- Added to SettingsAPI:
- JSONObject loadJSON(String filename, boolean withMods);
- JSONArray loadCSV(String filename, boolean withMods);
- To allow loading of vanilla files
- Added to FactionAPI:
- void initSpecIfNeeded();
- Added to projectile and missile specs:
- passThroughMissiles
- passThroughFighters
- passThroughFightersOnlyWhenDestroyed (requires passThroughFighters to be set)
- applyOnHitEffectWhenPassThrough
- All of these default to "false"
- Added related methods to ProjectileSpecAPI/MissileSpecAPI
- Plasma cannon shot behavior implemented using these instead of being hardcoded
- Ship hull skins: added "incompatibleWithBaseHull"; can override whether the autofit dialog shows base hull variants or is restricted to just this specific hull skin
- Added CampaignUIRenderingListener interface
- void renderInUICoordsBelowUI(ViewportAPI viewport);
- void renderInUICoordsAboveUIBelowTooltips(ViewportAPI viewport);
- void renderInUICoordsAboveUIAndTooltips(ViewportAPI viewport);
- Use Global.getSector().getListenerManager().addListener() to add
- Added to ShipAPI:
- EnumSet<CombatEngineLayers> getActiveLayers();
- Added to CommoditySpecAPI:
- void setName(String displayName);
- void setIconName(String iconName);
- Made it possible to add custom UI to the title screen
- See TestCombatPlugin.renderInUICoords() and .processInputPreCoreControls() for an example
- This is not currently structured in a way that makes it easy for multiple mods doing this to coexist, it's just *possible*
- (A framework could be built on top of this, however)
- EveryFrameCombatPlugin.processInputPreCoreControls() is now called from the title screen (advance() etc already were)
- Added CustomDialogCallback interface that allows closing a custom dialog from within a CustomDialogDelegate plugin
- Added to CampaignEntityPickerListener:
- List<ArrowData> getArrows();
- List<MarkerData> getMarkers();
- Set<StarSystemAPI> getStarSystemsToShow();
- If these return null, the default behavior is to show the player location and the names of star systems that contain the entities to be picked from
- Added to VisualPanelAPI:
- void showCore(CoreUITabId tabId, SectorEntityToken other, Object custom, CoreUITradeMode mode, CoreInteractionListener listener);
- Added IndustryOptionProvider interface
- Add implementation via Global.getSector().getListenerManager().addListener()
- Should probably in many cases be transient, but doesn't have to be
- Allows adding custom options to industries without touching industry implementation classes
- Options can have custom colors and be enabled/disabled
- Options have tooltips
- Multiple mods can modify the same industry
- As a response to an option being selected, can:
- Take an immediate action
- Show an interaction dialog with a custom plugin
- Show a rule-driven interaction dialog with a custom trigger
- Show a custom dialog with a CustomDialogDelegate
- Show a story action dialog with a StoryPointActionDelegate
- Colony screen is updated after an immediate action is taken or after a dialog that was shown is dismissed
- The option provider can add to the industry tooltip, after the "improvements" section
- This does not require an option to have been added to the industry
- See TestIndustryOptionProvider for an example implementation of all of this
- AI core picker dialog (for industries) will now show "no effect" for cores not supported by this industry
- Added to HullModEffect:
- boolean showInRefitScreenModPickerFor(ShipAPI ship);
- Removed CoreUITabId.OFFICERS (it was not used for anything)
- Bugfix: HubMissionWithTriggers.setCurrentStage() now calls stage triggers
- Added BaseHubMission.getTriggers()
- Added getId()/setId() to MissionTrigger; defaults to null
- Can be used to set a trigger id for later retrieval/modification
- Begin a trigger, then call getCurrentTrigger().setId(id) to set
- Added optional "sortString" to mod_info.json; if present used instead of mod name for sorting
- Added to TooltipMakerAPI:
- UIComponentAPI addSkillPanelOneColumn(PersonAPI person, float pad)
- Added to FluxTrackerAPI: void ventFlux();
- Added FleetInflationListener
- Added to CampaignUIAPI:
- boolean isSuppressFuelRangeRenderingOneFrame();
- void setSuppressFuelRangeRenderingOneFrame(boolean suppressFuelRangeRenderingOneFrame);
- int getMaxIntelMapIcons();
- void setMaxIntelMapIcons(int maxIntelMapIcons);
- Added to TooltipMakerAPI:
- void showPlanetInfo(PlanetAPI planet, float pad);
- void showPlanetInfo(PlanetAPI planet, float w, float h, boolean withName, float pad);
- Setting an engine slot's "contrailSize" to 256 now ignores this engine for campaign rendering purposes
- (Reminder that contrailSize is an otherwise extaneous field that's used for storing some flags)
- Added PersistentUIDataAPI.getControlGroups(); returns a ControlGroupsAPI
- Added ShotBehaviorSpecAPI
- Adeed to MissileSpecAPI:
- String getTypeString();
- ShotBehaviorSpecAPI getBehaviorSpec();
- Added to ProjectileSpecAPI:
- ShotBehaviorSpecAPI getBehaviorSpec();
- Added to AmmoTrackerAPI:
- void setReloadProgress(float p);
- Added to ShipSystemAPI:
- void setAmmoReloadProgress(float progress);
- Added a number of setters to MarketConditionSpecAPI
- Added to ShipHullSpecAPI:
- void setDescriptionId(String descriptionId);
- LuddicMajority: made list of factions variable public
- Added to BoundsAPI:
- List<SegmentAPI> getOrigSegments();
- Added to SectorEntityToken:
- List<EveryFrameScript> getScripts();
- Added to StarCoronaTerrainPlugin and MagneticFieldTerrainPlugin:
- FlareManager getFlareManager()
- Added to CombatNebulaAPI:
- void setHasNebula(int cellX, int cellY, float brightness);
- CloudAPI getCloud(float x, float y);
- CloudAPI getCloud(int cellX, int cellY);
- Added to ShieldAPI:
- boolean isSkipRendering();
- void setSkipRendering(boolean skipRendering);
- Added to MissileAPI:
- float getGuidanceBonus();
- Added NavigationDataSectionListener
- void reportNavigationDataSectionAboutToBeCreated(SectorEntityToken target);
- void reportNavigationDataSectionWasCreated(SectorEntityToken target);
- Called when tooltip info about how far a location is/how much fuel/time it takes to get there is created
- Added generics to SettingsAPI.getAllSpecs()
- Added FleetMemberDeploymentListener, can be added to combat engine
- Added to CombatUIAPI:
- List<ShipAPI> getAllTargetReticleTargets();
- ShipAPI getMainTargetReticleTarget();
- Added to FighterLaunchBayAPI:
- float getCurrReplacementIntervalDuration();
- float getTimeUntilNextReplacement();
- Added AdmiralAIPlugin
- Added to CombatFleetManagerAPI:
- AdmiralAIPlugin getAdmiralAI();
- void setAdmiralAI(AdmiralAIPlugin admiralAI);
- Can just implement the interface and pass it in, does not need to be a core class
- Added to SpecialItemSpecAPI:
- void setParams(String params); |
## Bugfixing:
- It is no longer possible to improve industries when you don't have enough story points by pressing enter
- Fixed issue with ships with Converted Fighter Bay retaining their fighters until the fleet screen was opened or they engaged in combat
- Fixed "Fleet Command" tutorial bug where pressing Q to use a quick video feed glitched out if mouse was over the tutorial message box
- Fixed bug with hullmod build-in UI not showing properly displaying when the max number of hullmods is reached (visual only bug)
- Fixed bug where certain story mission would still be triggered when its objective was already completed (PZ)
- Fixed Distress Call ability not being slotted in on ability bar at the end of the tutorial
- Fixed issue with ship names of [VERY REDACTED]
- Fixed issue with slipstreams not despawning if the player stayed out of hyperspace
- This could also have a pronounced negative effect on the continuity of new slipstreams
- Fixed autofire bug where PD weapons would frequently re-target different missiles when the firing ship had another ship targeted
- Fixed issue that could cause excessive "this ship took hull damage" explosions when combined with elite Combat Endurance
- Fixed issue with delivery bar event changing quantity for fuel if player changed the fleet composition |
## Bug修复:
- 修复了当你没有足够的故事点时,按下回车键仍然可以“改善”工业设施的bug
- 修复了带有`改装机库`船插的舰船不自动放出舰载机,直到打开舰队界面或者进入战斗才会放出舰载机的bug
- 修复了在“舰队指挥”教程中,当鼠标在教程信息框上时,按下`Q`键来快速接通舰船视频信号时会导致教程信息框出现bug的问题
- 修复了当船插超过最大数量时,船插内置UI无法正确显示的bug(仅视觉bug)
- 修复了某些故事任务在其目标已经完成时仍然会触发的bug(PZ任务)
- 修复了`求救呼号`能力在教程结束时没有被放置在能力栏上的bug
- 修复了[数据删除]舰船的名称问题
- 修复了当玩家没有位于超空间中时,该消失的滑流不会消失的问题
- 此bug会对新生成滑流的连续性产生影响
- 修复了自动开火bug,当敌方舰船锁定非当前舰船作为目标并发射导弹,我方点防武器在反导时会频繁地瞄准不同的导弹
- 修复了当精英级`战斗耐力`技能与某些武器组合时,会导致“该舰船受到了结构伤害”的爆炸效果出现过于频繁的问题
- 修复了在玩家改变舰队组成时,酒吧燃料运输任务会即时改变所需燃料数量的问题
## Changes as of February 01, 2023
## 截至 2023 年 02 月 01 日的更新内容
**本段译者:`AnyIDElse`**
### Campaign:
- Added "The Usurpers" story mission
- Added "Knight Errant" story mission
- Added "The Pilgrim's Path" story mission
- Added "major events" system
- Each event tracks progress, from player actions and other wise
- Various things happen as the event progresses
- Added Hostile Activity "major event"
- Handles various hostile fleets found in systems with your colonies
- Multiple causes for hostile activity (use of AI cores, presence of a pirate base nearby, etc)
- Different causes have different resolutions
- If hostile activity is unchecked, colonies suffer penalties and eventually a major negative outcome of some sort (e.g. a raid or an act of Pather sabotage), after which there is a lull
- Goal is to give the player more of a warning before major negative events, and a choice in whether they want to handle the resolve the causes individually to avert the negative outcomes, or to just fight hostile fleets and get it under control that way, without addressing the causes
- Added "Hyperspace Topography" major event
- Various player actions improve their knowledge of hyperspace, unlocking new bonuses
- Slipstream detection around colonies
- Much more efficient slipstream travel
- Increased speed in hyperspace
- Added Planetkiller and "Hostile Activity" related mission
- Adjusted the compositions of most faction fleets
- Factions now generally have capital ship(s) unique to them
- And a more well-defined feel to the faction's fleets, overall
- Specific weapons are now reliably found at specific faction markets/black markets
- For example, the new directed-energy missiles can be found on Persean League colonies
- Music:
- Added new exploration music track when exploring non-core systems
- Persean League now has its own music
- Industries:
- Commerce now adds a low-value, system-wide bounty while the hostile activity level is high enough
- Added text to make your contacts easy to identify in the comm directory
- Pressing F11 to hide the UI will now also hide the fleet circles
- Certain high-end bounty will no longer be repeatable by abandoning the mission prior to attacking the target
- Added "Missions" tag to "Analyze Entity" and "Survey Planet" missions
- Ship recovery dialog now shows normal and story point recovery in the same screen
- Displays up to 24 ships of each type, gets wider instead of taller
- "Ship repairs completed" messages will now stack when many repairs finish at around the same time
- Custom production limits increased to 100 units, regardless of ship/weapon size
- Made some adjustments to the "bonus XP for battle difficulty" calculation that reins in the bonus for having just a single combat ship
- Waystations now pull in a small quantity of Volatiles and Transplutonics
- Officers for hire/from promotion will generally not share portraits with the player's existing officers (not guaranteed, not a bug if they do share it)
- Cheap commodity mission: remote pickup of legal goods variation now requires other colony to not be hostile to the player
- Bonus experience quadruples XP gains at max level instead of doubling them as normal
- The Luddic Path no longer requires a military base to launch a punitive expedition
- Added credit rewards to certain main-story missions
- Accidents from zero CR that result in ship loss no longer cause loss of interesting/special cargo if over capacity
- Added honorific selector to new game screen (sir/ma'am/captain)
- AI cores in Domain derelict fleets now use Ballistic Mastery instead of Energy Mastery
- Salamander MRM will not be mounted on derelict drones during the tutorial
- Contact bounty intel items are now tagged with the target's faction, in addition to the normal tags
- Galatia Academy story missions: made minor additions to various obscure dialog options
- Added new player-selectable portraits
- Added new illustrations to various planets and situations
- Significantly reduced impact of d-mods on NPC-vs-NPC fights and on the "danger-to-the-player" estimate |
### 生涯模式:
- 新增 "篡位者" 剧情任务
- 新增 "游侠骑士" 剧情任务
- 新增 "朝圣者之路" 剧情任务
- "局势进展" 机制
- 这个机制将跟踪玩家行为和其它因素对事件进展的影响
- 随着局势向某个方向逐步进展,会有各种各样的事情发生
- 新增 "敌对活动" 局势
- 处理在玩家殖民地所在星系发现的敌意舰队
- 敌对活动的产生有多种诱因 (比如 AI 核心的使用、临近海盗基地的存在等)
- 不同原因的敌对活动有不同的解决办法
- 如果对其置之不理,殖民地将会受到负面影响,并最终诱发一次大型负面事件 (例如遭受 `卢德左径` 的袭击),事后重归平静
- 这个局势的目在于在灾难发生前给玩家提供预警,以允许玩家采取行动。玩家可以选择去解决问题的根源;或者是只治标不治本,用射爆来犯舰队的方法来控制局势
- 新增 "超空间地貌" 局势
- 玩家的各种行为可以增进对超空间环境的认知,进而解锁额外加成,比如...
- 殖民地周围的超空间滑流将在地图上持续显示
- 提高在滑流中行进的效率
- 提高超空间中的航速
- 新增与 `行星杀手` 装置和 "敌对活动" 局势 有关的任务
- 调整了大部分势力的舰队组成
- 现在每个势力一般都会有自己独占的主力舰
- 整体而言增强了势力舰队的独特性
- 某些武器现在会在特定对应势力的公开市场或黑市中更大量地出现
- 例如,`英仙座联盟` 的市场中更大量地出现新增的定向能量导弹
- 音乐
- 为探索核心世界以外的星系添加了新背景音乐
- 为 `英仙座联盟` 添加了专属音乐
- 工业
- 当敌对活动大量涌现时,`贸易中心` 会为所在星系提供低价值的敌对赏金
- 添加了额外的说明文字,让出现在殖民地通信界面的玩家联系人变得更加显眼
- 按 `F11` 隐藏用户界面时也会隐藏舰队周围的圆圈
- 对 `超体` 发布的一次性赏金任务现在无法被以某个特殊方式滥刷舰队
- 在通讯界面,"分析实体" 与 "扫描行星" 任务现在会被归类到 "任务" 栏目
- 打捞舰船的界面现在会将普通打捞与花费任务点的强制打捞显示在同一屏内
- 普通打捞和强制打捞各最多显示 24 艘舰船,界面以宽形伸展
- 当 "舰船维修完毕" 的消息在短时间内大量出现时,它们将自动折叠为一条
- 生产订单的单物件数量限制被扩大为 100,比如你可以在订单里一次性塞下 100 个速子长矛了
- 对 "因战斗难度而产生的额外经验" 的计算公式进行微调,现在能正常处理玩家舰队只有一艘船时的计算情况
- `星际驿站` 现在少量地需求 `挥发物` 和 `稀有金属`
- 新产生的雇佣副官将尽可能不与玩家已经拥有的雇佣副官使用相同的头像,但不保证绝对
- 货物滞销任务 (在酒馆中随机触发,以更便宜的价格向玩家出售货物) 若是以远程采购的形式出现,则其采购目的地将尽可能是不与玩家敌对的势力殖民地
- 当玩家达到满级后,选择故事点选项所得到的奖励经验将相当于升级所需经验的四倍而非两倍
- `卢德左径` 的突袭现在可以从任何左径基地发出,而无需军事基地
- 对 Galatia 学院 事件链的某些环节加入了星币奖励
- 当舰船因 CR 过低而彻底损坏,进而导致舰队货物超载强制丢失货物时,将尽可能保留重要货物免受强制丢失
- 在新游戏界面,新增了 "先生/女士/舰长" 的尊称选择器,这将决定玩家被以尊称称呼时的文本。
- 遗弃船 (绿粽子) 上的 AI 核心将以 `实弹大师` 技能替换原有的 `能量大师` 技能
- 教程出现的遗弃船 (绿粽子) 将不会使用`火蛇 MRM`
- 在通讯界面,联络人赏金的任务现在还会被归类至赏金目标所属势力的栏目
- 对 Galatia 学院 事件链的某些谜语人对话选项做了额外说明补充
- 新增许多玩家可选的头像
- 新增许多会在星球界面等场合显示的艺术插画
- 调整大地图自动战斗公式,大幅降低 D 插的负面计算影响。这也会影响各类舰队对玩家威胁度的计算
### Combat:
- Added option to disable screen whiteout for large ship explosions
- Whiteout no longer obscures the command UI (still obscures ship combat UI)
- Improved ship explosion visual effect
- Termination Sequence: missile changed to not deal friendly fire damage when it explodes
- When the ship is overloaded or venting, the raise shields/phase cloak command will be buffered if it was issued within 0.2 seconds of the overload/vent ending
- Disabled weapons will be shown in red on the selected group's weapon list (*not* in list of all weapon groups)
- Reserve Deployment, for ships with only one fighter bay, now:
- At least doubles wing size (minimum +2 craft)
- Fighter replacement rate reduction is 15% instead of 25%
- Added message explaining what's going on and what to do when there's no flagship deployed and the player starts in the command shuttle
- Also improved visibility/clarity of the "nothing is deployed" message
- And added a similar prompt to transfer command when the flagship is destroyed
- Command points are no longer refunded when the last order given during a pause is cancelled
- (Fundamental problem in that the same sequence of orders and a cancel could be a legitimate order or a "never mind")
- Improved visual effect for Reaper torpedo explosions |
### 战斗:
- 在设置界面新增了一个选项,能关闭大型舰船爆炸时产生的瞎眼白光
- 产生瞎眼白光时,不会把指挥界面盖住(但还是会把舰船状态显示盖住)
- 改善舰船爆炸时的视觉效果
- `终结指令`:自爆的无人机不会造成友伤了
- 当一艘船处于 过载/强制排散 状态,那么在 过载/强制排散 结束前的 0.2 秒内按下右键,就可以在 过载/强制排散 结束时直接开启 护盾/相位,提高操作手感
- 下线的武器将在武器组中以红色而非绿色文字显示
- `后备部署`:对只有一个甲板的舰船效果增强
- 让战机数量翻倍或让战机数量+2,取决于哪个的数量增加更高
- 战机整备效率只降低 15% 而非正常的 25%
- 当玩家进入战斗后没有部署旗舰时,在左上角加入更多说明文本以建议玩家部署旗舰
- 当玩家进入战斗后没有部署任何一艘舰船时,也会加入更多说明文本
- 当玩家旗舰被摧毁时,也会加入更多说明文本以建议玩家转移指挥舰船
- "在指挥界面暂停然后进行一长串指挥、然后取消最后一个命令" 的邪道方法现在不会返还消耗的指挥点
- 在此前,进行指挥然后取消命令会让一整串命令都被直接识别为 "无命令"
- 改善 `死神鱼雷` 的爆炸特效
### Miscellaneous:
- Autofit:
- Will no longer puts flux distributor/coil adjunct on ships that could spend the ordnance points on more vents/caps instead, even if the hullmod is in the target variant
- Added warning when resulting variant has too few weapons or fighters to be effective
- Added "useSoftwareMouseCursor" option in data/config/settings.json
- Ordering an individual ship to retreat no longer requires a command point or opens the command frequency if that ship is out of peak time
- Fixed screen scaling issue with TOP SECRET minigame
- Linux startup script: added shebang
- Increased max permgen size to 128m
- Added explicit hull size designation to ship tooltips
- Made background of refit screen a bit darker and less busy-looking
- Added a "generate ship name" button to the refit screen
- If the current name does not match the faction's ship prefix, it will update the name instead |
### 杂项:
- 自动装配:
- 自动装配现在不会在还能点 幅能管道/幅能寄存器 的时候把装配点浪费到 `附加幅能线圈` 和 `幅能配送器` 上
- 装配上的武器或战机数量明显过少时,产生警告提示
- 新增 "useSoftwareMouseCursor",可在 `data/config/settings.json` 调整
- 让峰值时间耗尽的舰船撤退无需花费指挥点,也不用频繁开关指挥界面了
- 修复 击剑小游戏 的屏幕缩放问题
- Linux 启动脚本新增了`#!` 标识符
- 默认 `MaxPermSize ` 增加至 128m
- 在舰船信息界面新增了舰船对应船体大小的文本提示
- 让装配界面的背景颜色稍微更暗一些,显得不那么拥挤
- 在装配界面的舰船名称旁边新增了 "生成舰船名称" 的按钮
- 如果舰船的当前名称不符合势力前缀格式,这个按钮则会为其添加前缀
### Ships:
- Added Apex-class Heavy Droneship
- Added Nova-class Drone Battlecruiser
- Added Pegasus-class Battleship (midline)
- Added Executor-class Battleship (version of the Pegasus)
- Added Invictus-class Dreadnought (low tech)
- Added Retribution-class Battlecruiser (low tech)
- Added Lion's Guard versions of several midline ships
- Added Venture (P)
- Replaced mining drone with large missile slot pointing backwards
- Medium missile slots changed to ballistic
- Added Manticore (LP)
- Large slot changed to missile
- Medium slots changed to ballistic
- Replaced built-in rangefinder with Safety Overrides
- Added Venture (LP)
- System changed to Orion Device
- Medium missile slots changed to composite
- Brawler(LP): Increased deployment and maintenance cost to 6 (was: 5)
- Brilliant:
- Changed system to Plasma Burn
- Reduced shield upkeep to 0.4 (was: 0.5)
- Removed fighter bay
- Fulgent: added built-in Energy Bolt Coherer (increases base non-beam energy/hybrid weapon range)
- Apogee: increased deployment/maintenance supply cost to 20 (was: 18)
- Eagle:
- Reduced deployment/maintenance supply cost to 18 (was: 22)
- Increased base flux dissipation to 700 (was: 600)
- Increased speed to 60 (was: 50), slightly increased acceleration
- Reduced base cost to 100k credits (was: 120k)
- Vigilance:
- Increased hitpoints to 1750 (was: 1500)
- Increased flux capacity to 2500 (was: 2000)
- Eradicator: increased deployment/maintenance supply cost to 22 (was: 20)
- Eradicator (P): increased cost from 17 to 18
- Legion: increased ordnance points to 300 (was: 260)
- Legion (XIV) increased ordnance points to 310 (was: 270)
- Gemini:
- Removed built-in Civilian-grade Hull
- Increased ordnance points to 85 (was: 75)
- Increased top speed to 60 (was: 50)
- Adjusted stock variant
- Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)
- Hyperion:
- Reduced mass to 200 (was: 300); affects ship/ship and ship/asteroid collisions etc
- Added built-in Delicate Machinery
- Phase Teleporter:
- No longer requires 0-flux boost
- Cooldown increased to 15 seconds (was: 10)
- Medusa:
- Increased ordnance points to 100 (was: 95)
- Habringer:
- Increased top speed to 100 (was: 80)
- Reduced maintenance and deployment supply costs to 18 (was: 20)
- Updated Conquest sprite
- Various other old ship sprites adjusted/improved |
### 舰船:
- 新增 `巅峰-级` 重型无人舰
- 新增 `新星-级` 无人战列巡洋舰
- 新增 `天马座-级` 战列舰,一艘中科舰船
- 新增 `执行官-级` 战列舰,一艘 `天马座` 的修改版
- 新增 `不败-级` 无畏舰,一艘低科舰船
- 新增 `惩戒-级` 战列巡洋舰,一艘低科舰船
- 新增了一系列 `狮心卫队` 的中科舰船皮肤
- 新增 `企业 (P)`
- 把无人机甲板替换为一个向后的大型导弹槽位
- 中型导弹槽位替换为中型实弹槽位
- 新增 `蝎尾狮 (LP)`
- 大型实弹槽位替换为大型导弹槽位
- 中型导弹槽位替换为中型实弹槽位
- 内置 `弹道测距仪` 替换为内置 `安全协议超驰`
- 新增 `企业 (LP)`
- 战术系统替换为 `猎户座驱动`
- 中型导弹槽位替换为中型复合槽位
- 并没有内置 `安全协议超驰`
- `斗士 (LP)`:部署点/月度维护补给 5 -> 6
- `辉煌`:
- 战术系统替换为 `等离子爆裂驱动器`
- 护盾维持 0.5 -> 0.4
- 移除甲板
- `光辉`:内置 `能量检波器`,`能量检波器` 是一个提高非光束 能量/混合 武器基础射程的插件
- `制高点`:部署点/月度维护补给 18 -> 20
- `雄鹰`:
- 部署点/月度维护补给 22 -> 18
- 幅能耗散 600 -> 700
- 速度 50 -> 60,机动性也有略微提高
- 基础售价 120000 -> 100000
- `哨兵`:
- 结构 1500 -> 1750
- 幅能容量 2000 -> 2500
- `根除者`:部署点/月度维护补给 20 -> 22
- `根除者 (P)`:部署点/月度维护补给 17 -> 18
- `军团`:装配点 260 -> 300
- `军团 (XIV)`:装配点 270 -> 310
- `双子座`:
- 移除 `民用级舰体`
- 装配点 75 -> 85
- 速度 50 -> 60
- 调整各类默认装配
- `野狼` 的开局初始装配微调
- `亥伯龙`:
- 质量 300 -> 200,稍微更不容易把自己撞死了
- 内置 `精密机械`
- `相位传送器`(`亥伯龙` 的战术系统):
- 可以随时使用,不再需要零幅能状态
- 冷却时间 10s -> 15s
- `美杜莎`:
- 装配点 95 -> 100
- `预言者`:
- 速度 80 -> 100
- 部署点/月度维护补给 20 -> 18
- `征服者` 贴图调整
- 其实还有许多船的贴图也稍微调整了
### Fighters:
- Added Sarissa-class Support Fighter
- Zero roam range, always tries to stay in front of parent ship
- Armed with a Canister Flak system and two Light Autocannons |
### 战机:
- 新增 `希腊矛-级` 支援机
- 0 交战距离,和 `希腊剑` 类似
- 战术系统是 `罐式高射炮`,武器是 2 个 `轻型自动炮`
### Weapons:
- Hit glow from Burst PD Laser and Heavy Burst Laser now brightens more quickly
- Hurricane MIRV:
- Increased submunition accuracy
- Reduced number of submunitions by to 7 (was: 9)
- Added IR Autolance energy weapon
- Medium mount, beam weapon, low ordnance point cost
- Uses charges
- Fragmentation damage at 1000 range
- High burst but low sustained DPS
- Added Gorgon DEM SRM (small), Gorgon SRM Pod (medium)
- Missile fires a laser from a good distance away from the target
- Added Gazer DEM SRM (small), Gazer SRM Pod (medium)
- Missile fires a 10-second graviton beam from long range
- Added Dragonfire Torpedo (medium), Dragonfire Torpedo Pod (large)
- Missile fires an extremely high damage, bomb-pumped laster from medium-long range
- Added Hydra MDEM (large missile)
- Splits into 6 warheads that flank the target and fire medium-damage lasers from both sides
- Added Pilum LRM Catapult (large missile)
- Low ordnance point cost
- Fires 6 Pilums; has a higher overall RoF and ammo regeneration than two medium Pilum LRMs
- Added Jackhammer (medium missile)
- Fires 3-shot bursts of Hammer-class torpedoes
- Lower-than-usual ammo and OP cost
- Changed Rift Cascade Emitter explosions to be affected by energy weapon damage modifiers instead of missile ones
- Squall MLRS:
- Reduced base damage to 100 (was: 250)
- Base damage increased to 300 when impacting shields (this then gets doubled by the kinetic damage multiplier)
- Breach SRM: missile and weapon sprites adjusted to look more at home on high-tech ships
- Typhoon Reaper Launcher: increased ammo to 7 (was: 5)
- Cyclone Reaper Launcher:
- Reduced delay between the two torpedoes in the salvo to 0.25 seconds (was: 1)
- Full cycle time remains at 10 seconds
- Missile is accelerated to full speed prior to leaving the launch tube
- Hephaestus Assault Gun: halved recoil
- Added two new weapons (Kinetic Blaster and Gigacannon), only available to/from the Lion's Guard
- Updated Swarmer SMR description to better suit its intended role
- LR PD Laser: reduced ordnance point cost to 4 (was: 5)
- Burst PD Laser:
- Reduced ordnance point cost to 6 (was: 7)
- Increased max charges to 4 (was: 3)
- Heavy Burst Laser:
- Reduced OP cost to 9 (was: 11)
- Increased max charges to 6 (was: 5)
- Increased damage by a little over 10%
- Remomved ability to ignore decoy flares
- Graviton Beam: 1/2/3 or more full-strength beams hitting shields increases all anti-shield damage dealt to the target (including by other ships) by 5/8/10%
- Ion Beam: reduced flux/second to 150 (was: 200)
- Pulse Laser:
- Improved flux efficiency to 0.8 (was: 1.0)
- Added to base blueprint package
- Mining Laser:
- Reduced OP cost to 1
- Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
- Mining Blaster:
- Changed to use regenerating charges, maximum of 4
- Damage changed to 200 damage per shot, plus 100 armor-only damage
- Damage type changed to High Explosive
- Flux/shot is 300
- Mount type changed to HYBRID (can be mounted in ballistic, energy, and hybrid slots)
- Tactical Laser: reduced flux/second to 60 (was: 75)
- Proxmimity Charge Launcher:
- Added some inaccuracy to the direction of the launch
- No longer affected by missile flight time and speed/acceleration modifiers
- (Previously, ECCM Package would actually reduce its range) |
### 武器:
- `瞬发 PD 激光炮` 和 `重型瞬发激光炮` 的视觉效果微调,命中光效更快变亮
- `飓风 MIRV`:
- 提高二段制导的精确度
- 二段分裂弹数 9 -> 7
- 新增 `IR 自动长矛`:
- 中型能量武器,装配消耗很低
- 有弹夹机制
- 1000 射程,伤害类型是破片
- 高爆发力,低持续输出能力
- 新增 `戈耳工 DEM SRM` 和 `戈耳工 SRM 发射舱`:
- 分别是小槽版本和中槽版本
- 导弹武器,导弹会从较远距离向目标发射光束
- 新增 `凝视者 DEM SRM` 和 `凝视者 SRM 发射舱`:
- 分别是小槽版本和中槽版本
- 导弹武器,导弹会从较远距离向目标发射引力子束,持续 10 秒
- 新增 `龙炎 鱼雷` 和 `龙炎 鱼雷 发射舱`:
- 分别是中槽版本和大槽版本
- 导弹武器,导弹会从较远距离向目标发射伤害极高的高爆爆发光束
- 新增 `海德拉 MDEM`:
- 只有大槽版本
- 导弹武器,二段分裂为 6 个会绕向目标侧面的小型导弹,小型导弹向目标发射光束
- 新增 `短矛 LRM 投射舱`:
- 大导弹槽位,装配消耗很低
- 发射 6 个 短矛 LRM 弹体,武器冷却速率与弹药恢复速率比两个 `短矛 LRM 发射器` 更快
- 新增 `气锤`:
- 中导弹槽位,每次发射 3 个 大锤-级 鱼雷 弹体
- 备弹量和装配消耗都很低
- `裂隙洪流发射极` 的爆炸现在受能量武器伤害影响而非导弹武器伤害影响
- `暴风 MLRS`:
- 伤害 250 -> 100
- 但在命中护盾时伤害恢复为 250
- `破舱 SRM`:调整武器贴图和弹体贴图,放在高科舰船上时不会那么违和
- `台风级死神鱼雷发射器`:备弹量 5 -> 7
- `旋风级死神鱼雷发射器`:
- 两发死神鱼雷之间的发射间隔 1s -> 0.25s
- 但整体冷却时间维持 10s 不变
- 死神鱼雷出膛即满速
- `赫菲斯托斯加农炮`:弹体散布 10 -> 5
- 新增 `动能冲击波` 和 `千兆加农炮` ,`狮心卫队` 专属武器
- `蜂群 SRM` 文本描述调整
- `LR PD 激光炮`:装配消耗 5 -> 4
- `瞬发 PD 激光炮`:
- 装配消耗 7 -> 6
- 备弹量 3 -> 4
- `重型瞬发激光炮`:
- 装配消耗 11 -> 9
- 备弹量 5 -> 6
- 伤害提高了 10%
- 不再无视各类耀斑
- `引力子束`:当一个护盾被 1/2/2+ 个引力子束命中时,该护盾所受伤害提高 5%/8%/10%
- `离子束`:每秒幅能产生 200 -> 150
- `脉冲激光炮`:
- 幅能比 1.0 -> 0.8
- 现在在初始蓝图包内
- `钻探激光炮`:
- 装配消耗 2 -> 1
- 武器类型改为混合,可以安装在能量、实弹、混合、通用槽位上
- `钻探冲击波`:
- 现在有弹夹机制,初始备弹量为 4
- 单发伤害 700 -> 200,命中目标装甲时追加 100 仅对装甲起效的伤害
- 伤害类型改为高爆
- 幅能产生 1200 -> 300
- 武器类型改为混合,可以安装在能量、实弹、混合、通用槽位上
- `战术激光炮`:幅能产生 75 -> 60
- `感应空雷发射器`:
- 稍微加上了一点点初始散布
- 不再被导弹飞行时间、导弹速度与机动性等属性影响
- 所以 `电子反制组件` 不会对它产生负面效果了
### Hullmods:
- Many hullmods now have special effects when built into the hull using a story point
- Cheaper hullmods have stronger bonuses
- Hullmods costing around 5/10/15/25 ordnance points generally don't have an extra effect
- Hullmods costing significantly more have relatively light penalties
- As of this writing, there are 3 of those
- Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power)
- Bonus XP granted by building hullmods in is now 75/50/25/0% for frigates/destroyers/cruisers/capitals
- Changed Unstable Injector description to clarify that it does not affect missile weapon range
- Faulty Automated Systems: now increases crew requirements by only 50% (was: 100%)
- Ballistic Rangefinder: tooltip grays out the not-currently-applicable bonus
- New hullmod: Defensive Targeting Array
- Increases fighter damage vs missiles and other fighters by 50%
- Reduces fighter roam range to zero
- Costs 2/4/6/10 ordnance points
- Neural Integrator and Neural Interface modspecs should not longer drop
- Rugged Construction:
- Now also reduces the supply cost to recover from deployment by 50%
- Multiplicative with similar bonus from having d-mods on a hull
- New hullmod: Missile Autoloader
- Reloads small missile weapons only, a limited number of times, out of a shared pool
- Weapons that cost more OP generally require more points to reload
- Reload capacity larger for ships that have very few small missile mounts relative to their size
- Does not affect small missile weapons mounted in other types of slots (e.g. synergy, etc)
- Integrated Point Defense AI:
- Cost reduced to 3/6/9/15 (was: 4/8/12/20)
- Gives abilty to ignore decoy flares and +50% damage to missiles
- Converting small weapons to PD is now the s-mod effect bonus
- High Resolution Sensors: changed cost to 4/6/9/15 (was: 9/9/9/15)
- Shield Shunt, Makeshift Shield Generator:
- Now incompatible with each other
- Shield Shunt can be built in (and has an extra armor bonus effect when built in with a story point)
- Ballistic Rangefinder: rephrased some things in the tooltip for clarity |
### 舰船插件:
- 许多插件在被用故事点内置时都会提供一些额外效果
- 装配消耗越低的插件,被内置时提供的额外效果就更强力
- 装配消耗在 5/10/15/25 附近的插件被内置时基本不会提供额外效果
- 装配消耗极高的插件,被内置时提供的额外效果是负面的
- 目前有 3 个插件被内置时提供负面额外效果
- 后勤系插件被内置时会提供明显的正面额外效果
- 内置插件所提供的额外经验调整为 75%/50%/25%/0%,对应各船体大小等级
- 调整了 `不稳定推进器` 的文本描述,说明它不影响导弹武器的射程
- `自动化系统损毁`:最低船员需求的增加量 100% -> 50%
- `弹道测距仪`:根据舰体的不同,会把无法获得的增益的描述文字颜色设为浅灰色
- 新增 `护航定位阵列`:
- 让舰载机对导弹与其它战机造成的伤害提高 50%
- 让舰载机的最大交战距离归零
- 装配消耗 2/4/6/10
- 能学到 `神经集成器` 和 `神经接口` 的插件包应该不会再在生涯中出现
- `坚固结构`:
- 现在还会降低 50% 战后维护所消耗的补给
- 和各 D 插所提供的那些效果类似且以乘法叠加
- 新增 `导弹自动装填机`:
- 自动为所有小型导弹武器恢复弹药,但一艘船的总恢复数有限
- 消耗更多装配点的导弹武器会需要更多的恢复数才能恢复弹药
- 船体大小更大、船体的小导弹槽位更少,则总回复数越高
- 只对装在 `导弹` 类型槽位里的武器起效
- `整合点防御 AI`:
- 装配消耗 4/8/12/20 -> 3/6/9/15
- 现在的效果是 让所有舰载武器无视耀斑 以及 所有舰载武器对导弹的伤害提高 50%
- 将小型武器 PD 化的效果,变成了它的故事点内置额外效果
- `高精度传感器`:装配消耗 9/9/9/15 -> 4/6/9/15
- `护盾分流` 与 `定向护盾生成器` 现在互相不兼容
- `护盾分流` 现在可以被用故事点内置
### Ship AI:
- Made some improvements in behavior of shieldless ships being too cautious about closing in to an enemy that's about to explode
- Fixed issue that sometimes caused ships to vent while under actually-significant fire
- Fixed issue where it was not seeing MIRV submunitions as dangerous for some calculations
- Fixed issue that could cause it to fire non-anti-fighter kinetic missiles at enemy fighters
- Fixed issue that could cause it to fire missiles (including torpedos) at overloaded fighters
- Fixed issue that could cause phase ships trying to move to a location to unphase inside a friendly ship
- More willing to fire anti-armor missiles (i.e. the Breach SRM)
- More willing to keep autofire on for unshielded non-phase ships
- Made aware of when missile hardpoints are off-center and willing to accept greater potential inaccuracy when firing these
- Mostly affects torpedoes and similar, e.g. in the medium mounts on the Venture
- Fixed issue where the AI would sometimes turn autofire off on a group when its weapons were mid-burst, sometimes causing the firing weapons to turn away from the target
- Improved danger detection from mines
- Added a little extra radius where the AI considers them "dangerous"
- Aware of the presence of nearby enemy fighters and asteroids that might trigger the mine early
- Fixed issue that caused the AI to actually just ignore own mines that triggered by proximity and not timeout
- Fixed issue that caused the AI to ignore own mines that were drifting even slightly away from it
- The Doom friendly fire (especially self-friendly-fire) issues *should* be resolved
- The issue where the AI would continue to shield towards a phased Doom while getting hit by mines from behind should be resolved, as well
- Fixed issue where it was sometimes setting escort-only fighters to engage, losing the 0-flux bonus for no reason
- More willing to close in against about-to-explode enemies when shields are up and facing the right way
- Increased importance of STRIKE weapons for deciding when to use High Energy Focus and similar ship systems, made other minor improvements to deciding when to use the system
- Fixed issue that could cause ships to refuse to engage when given an eliminate order and some specific numbers/sizes of ships on each side
- This also applies more broadly to the "reckless" personality, making it more aggressive
- And to "Full Assault!" as well
- Now aware of using phase cloak to recharge weapons/get rid of soft flux more quickly
- Will do this as the primary tactic, instead of trying to phase through and get behind the enemy, if:
- The ship is a destroyer and its target is at least as big
- The ship is a cruiser or a capital ship
- Phase Anchor enhances this tactic, but is not required to trigger it, except as a very occasional use by frigates (which still prefer to phase through the enemy, regardless)
- Phase ships will occasionally make the risky decision to vent in an unsafe spot if they're under a lot of pressure, trying to disengage, and there are no nearby allies to hide behind
- More willing to expend multiple torpedo type (i.e. STRIKE) missiles on an overloaded/venting target
- Phase Teleporter:
- Fixed issue where it favored going left in certain situations
- Now prefers to go in the desired direction given what the ship is trying to do
- Made some minor improvements in how ships interact when ordered to go to a single waypoint
- Improved threat assessment (some ships that were realistically not a thread could be counted as one)
- Improved facing selection when escorting a friendly ship; will turn towards a specific target under more circumstances |
### 舰船 AI:
- 调整无盾舰船对于一艘将要爆炸的舰船的行为,不至于为了疏散而躲得远过头
- 修复了 AI 会在某些情况下顶着来袭的超大量伤害按 V 的问题
- 修复了 AI 会在某些情况下无视 MIRV 二段弹体的伤害的问题
- 修复了 AI 会在某些情况下对战机发射不应用于反战机的动能导弹的问题
- 修复了 AI 会在某些情况下对过载战机发射大量导弹甚至鱼雷的问题
- 修复了相位舰船的 AI 会在某些情况下试着在友方舰船的体内解除相位的问题
- AI 会更主动地在合适的时候大量使用各类反装甲导弹,比如`破舱 SRM`
- AI 会更主动地对无盾非相位舰船倾泻火力
- AI 船会更理解那些指向前方但不靠近舰船中轴线的固定导弹槽位的用法,在合适的时机开火以避免脱靶
- 对于鱼雷型武器的影响较大,比如 `企业` 舰体两侧的中型导弹槽位上的死神鱼雷
- 修复了 AI 会在某些情况下关闭还处于爆发状态的武器组的自动开火功能的问题,这个问题可能会导致例如 `速子长矛` 的武器发射了一半就被转走
- 提高了 AI 对于各类空雷武器的伤害检测能力
- 当 AI 认为某些空雷的威胁度较高时,它倾向于让舰船离得更远
- 当 AI 认为附近的战机或陨石可能误触空雷时,它倾向于让舰船离得更远
- 修复了 AI 不考虑友方空雷被敌方触爆的可能性的问题
- `厄运` 的战术系统大概不会炸到自己人了
- AI 对着一颗许久后才会引爆的空雷开盾而无视其它方向的来袭火力的问题大概也被解决了
- 修复了 AI 会在满船都是 0 交战距离战机的情况下依然会试着按 Z 的问题
- 如果自身的护盾状态良好且角度覆盖得到,AI 会更主动地开盾靠近将要爆炸的舰船打出更多伤害,而非直接后撤
- 带有 `STRIKE` 标签的武器会在被使用诸如 `高能聚焦系统` 的战术系统时被更重视,让 AI 主要根据它们而非其它不重要的武器来决定何时使用战术系统
- 修复了 AI 会在某些情况下即使收到 `歼灭` 指令也不会主动靠近敌人,甚至可能远离敌人的问题
- 这个修复也额外调整了 `鲁莽` 性格的副官,让它更为激进
- 这个修复还额外调整了 `全面进攻` 指令对全体舰船的影响
- 提高了 AI 对于相位隐形的理解能力,AI 会更主动地用它快速 耗散软幅能/为武器冷却
- 这个行为将某些情况下替代 "绕后",作为相位舰船的主要行为,比如:
- 当舰船自身为驱逐舰,而目标是一艘驱逐舰或护卫舰时
- 当舰船自身为巡洋舰或主力舰时
- 当舰船安装了 `相位锚点` 插件时,AI 会进一步更加理解这种行为,即使上述两条条件没有被触发。不过对于相位护卫舰而言,AI 依然倾向于 "绕后"
- 当相位舰船的 AI 处于孤立无援、且幅能状态让它难以移动的情况时,它会试着冒险强制排散而非在原地等死
- AI 会更主动地对 过载/强制排散 中的目标发射鱼雷型导弹武器,准确来说是带有 `STRIKE` 标签的导弹武器
- `相位传送器`:
- 修复了 AI 在某些情况下计算位置偏左的问题
- 现在 AI 会选择更直接的落点位置
- 稍微改善了 AI 被命令前往某个路径点时的行为
- 改善了 AI 对于舰船威胁度的评估能力,某些实在无法产生威胁的舰船可能会被正常的忽略
- 改善了 AI 执行护航命令时的行为,在某些情况下会更倾向于指向可能产生威胁的目标
### Modding:
- Fixed issue with certain BuffManager buffs only apply in combat erratically
- Added to SettingsAPI:
- WeaponSlotAPI createWeaponSlot(String id, WeaponType weaponType, WeaponSize slotSize, String slotTypeStr, String nodeId, Vector2f nodePos, float angle, float arc);
- Added to ShipHullSpecAPI:
- void setDescriptionPrefix(String descriptionPrefix);
- WeaponSlotAPI getWeaponSlot(String slotId);
- Added to ShieldSpecAPI:
- void setRingColor(Color color);
- void setInnerColor(Color innerColor);
- Added to WeaponSlotAPI:
- boolean isWeaponSlot();
- Added "unrestorable" tag to hulls and variants
- Added to WeaponAPI:
- float getRefireDelay();
- Added USE_LESS_VS_SHIELDS weapon hint
- For weapons with charges: autofire will not use more than 20% of charges against shields
- Otherwise: will not autofire at shields at all
- No effect on the AI if it's manually selecting the weapon to fire
- Does not apply when the target is a fighter
- Added "no_autofit_unless_player" tag to hulls and variants
- Added CombatUIAPI.areWeaponArcsOn()
- Added "playFullFireSoundOne" to beam weapons; will make sure intro sound does not fade out and finishes playing even if the beam stops firing
- Added to WeaponSpecAPI:
- void setBeamSpeed(float beamSpeed);
- void setMaxAmmo(int maxAmmo);
- void setAmmoPerSecond(float ammoPerSecond);
- float getReloadSize();
- void setReloadSize(float reloadSize);
- Added ProjectileWeaponSpecAPI
- Check "instanceof" on a WeaponSpecAPI, then can cast to this
- Methods:
- float getEnergyPerShot();
- void setEnergyPerShot(float energyPerShot);
- float getRefireDelay();
- void setRefireDelay(float refireDelay);
- int getBurstSize();
- void setBurstSize(int burstSize);
- boolean isInterruptibleBurst();
- void setInterruptibleBurst(boolean interruptibleBurst);
- float getBurstDelay();
- void setBurstDelay(float burstDelay);
- float getMinSpread();
- void setMinSpread(float minSpread);
- float getMaxSpread();
- void setMaxSpread(float maxSpread);
- float getSpreadDecayRate();
- void setSpreadDecayRate(float spreadDecayRate);
- float getSpreadBuildup();
- void setSpreadBuildup(float spreadBuildup);
- boolean isAutoCharge();
- void setAutoCharge(boolean autoCharge);
- float getEnergyPerSecond();
- void setEnergyPerSecond(float energyPerSecond);
- boolean isRequiresFullCharge();
- void setRequiresFullCharge(boolean requiresFullCharge);
- float getProjectileSpeed(MutableShipStatsAPI shipStats, WeaponAPI weapon);
- void setProjectileSpeed(float projectileSpeed);
- boolean isSeparateRecoilForLinkedBarrels();
- void setSeparateRecoilForLinkedBarrels(boolean individualLinkedRecoil);
- Object getProjectileSpec();
- float getChargeTime();
- void setChargeTime(float chargeTime);
- String getHardpointGunSpriteName();
- void setHardpointGunSpriteName(String hardpointGunSpriteName);
- String getTurretGunSpriteName();
- void setTurretGunSpriteName(String turretGunSpriteName);
- String getHardpointGlowSpriteName();
- void setTurretGlowSpriteName(String turretGlowSpriteName);
- String getTurretGlowSpriteName();
- void setHardpointGlowSpriteName(String hardpointGlowSpriteName);
- float getVisualRecoil();
- void setVisualRecoil(float visualRecoil);
- String getAccuracyDisplayName();
- FleetCreatorMission.createFleet() method now returns fleets without a MissionFleetAutoDespawn script being added to them
- Added PlanetAPI.changeType()
- Added to CargoAPI:
- boolean isUnlimitedStacks();
- void setUnlimitedStacks(boolean unlimitedStacks);
- Added no_auto_penalty tag (hulls and variants); ship does not get the CR penalty from Automated hullmod
- Ships with the "unrestorable" tag are no longer affected by the Hull Restoration skill
- Added retain_smods_on_recovery tag (hulls and variants)
- Fixed issue where a torpedo impacting a module's shield could damage the body of the ship
- Added to SettingsAPI:
- JSONArray getMergedSpreadsheetData(String idColumn, String path)
- JSONObject getMergedJSON(String path)
- Added to CampaignUIAPI:
- float getMinZoomFactor();
- float getMaxZoomFactor();
- void setMinZoomFactor(float min);
- void setMaxZoomFactor(float max);
- List<WeaponSpecAPI> getSystemWeaponSpecs();
- Added HubMissionWithTriggers.triggerSetFleetCombatFleetPoints() to allow directly setting fleet point value for fleet
- Added "useOldShipExplosions" to settings.json to use original ship explosion visuals
- Added combatExplosionNonFlashColorOverride" to hull_styles.json, controls the color of the ship destruction explosion - not the smooth particle flash, but the more irregular part underneath
- Added to ShipAPI:
- boolean isForceHideFFOverlay();
- void setForceHideFFOverlay(boolean forceHideFFOverlay);
- Allows force-hiding the friend-or-foe overlay
- Note: the "module_no_status_bar" tag can be added to the variant to hide the hull/flux bars
- Carriers whose fighter range has been modified to 0 for all wings will now always keep them "pulled back"
- Added FactionSpecAPI
- Added SettingsAPI.getFactionSpec(String id)
- Added FactionAPI.getFactionSpec()
- Added to IntelUIAPI:
- void saveSmallDescScrollState();
- void restoreSmallDescScrollState();
- Added ScrollPanelAPI:
- float getXOffset();
- float getYOffset();
- void setXOffset(float xOffset);
- void setYOffset(float yOffset);
- Added to TooltipMakerAPI:
- void setExternalScroller(ScrollPanelAPI scroller);
- ScrollPanelAPI getExternalScroller();
- Only set if added using CustomPanelAPI.addUIElement()
- IntelUIAPI.selectItem(null) should now hide the detail for any intel that was previously selected
- SubmarketPlugin.getTariffTextOverride() and similar methods can now be implemented one at a time, implementing all of them is not required
- Addressed ship module duplication/replacement issue caused by adjusting weapon groups from the "you haven't adjusted the weapon groups since making changes" help popup
- Fixed issue with fighters from main body of station showing up on station tooltip
- Added to WeaponAPI:
- void setWeaponGlowWidthMult(float weaponGlowWidthMult);
- void setWeaponGlowHeightMult(float weaponGlowHeightMult);
- Added "cjkMode" to settings.json; enables special line-wrapping support for Chinese/Japanese/Korean fonts
- Added weapon tags: reload_1pt through reload_6pt, and no_reload, to override default MissileAutoloader point values
- Added to TooltipMakerAPI:
- void setButtonFontOrbitron20();
- void setButtonFontOrbitron20Bold();
- void setButtonFontOrbitron24();
- void setButtonFontOrbitron24Bold();
- Added to ButtonAPI:
- float getGlowBrightness();
- void setGlowBrightness(float glowBrightness);
- Added to MissileAPI:
- MutableShipStatsAPI.getStats();
- TextFieldAPI now extends UIComponentAPI
- Added to ButtonAPI:
- void setText(String text);
- String getText(); |
### Bugfixing:
- Fixed issue with Hull Restoration's modification of ship recovery probability
- Fixed issue with hullmods that can't be built in sometimes showing up as s-mods on derelict ships
- Removed point-defense flag from Proximity Charge Launcher; will no longer auto-target missiles
- Fixed issue where derelicts with s-mods would always have 3 s-mods instead of 1, 2, or 3
- Added "irradiated" condition to Hanan Pacha
- Fixed "retrain" option being available when you have no story points
- Fixed issue that could cause the Targeting Feed ship system to not be used by the AI when using certain fighters against large ships
- Fixed engine placement on the Prometheus Mk.II
- Fixed issue where viewing a custom production report while the ship is already in your fleet could briefly reset its combat readiness to zero
- Fixed issue with certain randomly generated missions still targeting locations they shouldn't
- Fixed issue where it was possible to fire while using certain ship systems (like Fortress Shield) by pausing the game, holding down the fire button, and unpausing
- Fixed issue where certain random missions could target the Cryosleeper and be uncompletable because it's impossible to salvage it
- Fixed issue with Sabot SRM (Single) being available in the base blueprint package
- Fixed issue where hull damage would be instantly repaired when a ship with undamaged armor (but damaged hull) was deployed into combat
- Fixed issue where damage from some EMP arcs would receive damage modifiers from the wrong source
- Fixed issue with bar/contact mission frequency
- Fixed issue with ship weapons being about 20% cheaper to buy than intended
- Fixed issue where it was possible to put the player character in command of an automated ship
- Fixed issue that was causing the weapon-range effect of ECCM Package to not apply
- Fixed "cheap commodity" mission never offering a local variation
- Fixed a few consistency issues with ship recovery when replaying the same battle
- Fixed issue with allied fleet flagship being reset when the player joins a battle
- Integrated Point Defense AI no longer flags strike weapons as point-defense; they would not autofire at missiles anyway
- Fixed issues where raid marine casualties were higher than intended due to including "increased defender preparedness" for multiple raids to the initial raid as well
- Fixed rare bug that could cause certain slipstreams to look like that old scream meme
- Fixed issue causing enemy ships to not be given retreat orders when on low CR
- (Hopefully) fixed rare crash caused by the Tempest's ship system and anything similar
- Fixed issue where the same station could be targeted for both a normal and a more difficult bounty
- Fixed issue with stations targeted by a bounty not showing the "mission-important" marker
- Fixed rare fleet command tutorial crash
- Fixed ship recovery dialog ship tooltip sometimes not reflecting the effect of Crew Training and similar
- Player will now retain the Janus Device (and any other mission-important items) when they lose their entire fleet
- Fixed several issues with autofit requiring several applications to get all the hullmods onto the ship under some circumstances
- Fixed issue where joining a battle with a friendly station sometimes resulted in the battle ending immediately with no option to pursue
- Fixed issue where switching from the hullmod picker dialog to the built-in dialog while hovering over the OP bar caused the tooltip to remain on top of the UI until the game was reloaded
- Fixed issue that caused off-screen fleet members in the pre-combat dialog to still show tooltips on mouseover
- Fixed it being possible to get the Red Planet mission multiple times (though only completable once)
- Fixed sprite blurriness in several weapon sprites due to odd-numbered width/height
- Fixed blueprint intel mission not completing properly when blueprint was gained from a derelict by recovering it instead of salvaging it
- Fixed issue with habitable moons sometimes appearing in Duzahk and other core systems (really, this time) |
### Bug 修复:
- 修复了 `船体修复` 技能对舰船打捞概率影响错误的问题
- 修复了无法被故事点内置的插件可能以已内置形态出现在可打捞遗弃舰船上的问题
- 修复了 `感应空雷` 是一种点防御武器的问题
- 修复了可打捞遗弃舰船只会出现 3 个而非其它更少数量个 S 插件的问题
- 修复了 `Hanan Pacha` 没有 `辐射` 环境的问题
- 修复了无故事点时也可以再教育副官的问题
- 修复了 AI 会在某些情况下无法理解如何使用 `目标馈送` 的问题
- 修复了 `普罗米修斯 MK.II` 引擎错位的问题
- 修复了生产订单完成瞬间打开生产订单界面可能会导致被生成的舰船 CR 归零的问题
- 修复了某些随机任务将不应该的物体或地点设为目标的问题
- 修复了诸如 `堡垒护盾` 的某些战术系统,可以在暂停时按下左键然后取消暂停来无视开火限制的问题
- 修复了某个随机任务会把 `低温休眠仓` 设为任务目标的问题
- 修复了战机款 `赛博 SRM (单发)` 会出现在初始蓝图包中的问题
- 修复了船体受损的舰船部署到战斗后船体状态突然变得完好的问题
- 修复了对电弧进行伤害计算时会考虑错误伤害来源的问题
- 修复了酒吧任务与联络人任务频率设置不起效的问题
- 修复了购买舰载武器时价格意外便宜了 20% 的问题
- 修复了可以用某些邪道将玩家安置在无人舰船上的问题
- 修复了 `电子反制组件` 对武器射程无效的问题
- 修复了货物滞销任务总是指定远程供货商的问题
- 修复了不断 S/L 时会在舰船打捞处理环节出现的问题
- 修复了友方舰队的旗舰会在玩家加入战斗后被错误地设置的问题
- 修复了 `整合点防御 AI` 会把带有 `STRIKE` 标签的武器 (比如 死神鱼雷) 设为 PD 的问题
- 修复了突袭时陆战队员损失过高的问题,因为 "强化防御力量" 的防御方增益被重复计算了
- 修复了超空间滑流在某些情况下生成地极度异常的问题
- 大概修复了 `暴雨` 的战术系统可能导致游戏崩溃的问题
- 修复了同一个空间站可能会被不同难度的赏金任务同时选为目标的问题
- 修复了被赏金任务设为目标的空间站不会显示黄色高亮感叹号的问题
- 修复了在教程中可能会因为某些指挥行为而导致游戏崩溃的问题
- 修复了舰船打捞界面中,舰船船员的数字提示没有反应玩家拥有的舰队技能的问题
- 修复了各类关键剧情道具 (比如 `双面神装置`) 可能因为舰队被毁而丢失的问题
- 修复了自动装配在某些情况下需要反复执行几次才能将所有舰船插件妥善安装完毕的问题
- 修复了在与友方空间站共同作战后可能无法追击敌方舰队的问题
- 修复了在从舰船插件界面切换为选择内置插件界面时,用于显示装配点的条会在某些情况下一直在游戏界面顶部显示的问题
- 修复了在战斗即将触发的界面中,鼠标悬停在画面外舰船所对应的位置上时也会显示其状态窗口的问题
- 修复了红色星球任务可能会被多次接取的问题
- 修复了奇数贴图宽或高会导致的武器贴图模糊
- 修复了当从可打捞遗弃船中以 "恢复舰船" 方式而非 "打捞残骸" 方式获取蓝图时,对应蓝图任务无法正常完成的问题
- 修复了核心星域的各行星的卫星可能宜居的问题,这次真的修复了!
[link-blogpost]:
https://fractalsoftworks.com/forum/index.php?topic=26020.0