StarDrive 2 v1.2 (Hotfix 4) Digital Deluxe (ALI213)

Post Reply
chekov
Спонсор
Спонсор
Posts: 274
Joined: 10 Dec 2015, 00:17
Has thanked: 35 times
Been thanked: 200 times

StarDrive 2 v1.2 (Hotfix 4) Digital Deluxe (ALI213)

Post by chekov »

StarDrive 2 v1.2 (Hotfix 4) Digital Deluxe (ALI213)
Image

Code: Select all

http://ul.to/92ihvc6b
http://ul.to/1ulgg5z7
StarDrive 2 is an exciting and evolutionary step forward for the StarDrive franchise. In this eagerly anticipated sequel, the core mechanics have evolved to incorporate a turn-based strategic layer, featuring spectacular realtime battles. As the galactic ruler of your race you will lead your people into a procedurally-generated galaxy, exploring and expanding your space empire to greatness.

Exploit planets, navigate asteroid belts and overcome deep space dangers while handling interspecies relations to gain the upper hand. Conduct diplomacy and espionage, make alien friends that will deliver thriving trade treaties – or enemies that will seek to exterminate you at all costs. Research new technologies and design powerful warships to defend your claims. Discover the extensive lore of the StarDrive universe by encountering many dozens of anomalies, heroes, and galactic mysteries that will ensure no two games will ever play the same.

FEATURES
Turn-based 4x strategy, featuring real-time tactical space combat and turn-based ground combat.

Build a space empire turn by turn in an immersive, living galaxy filled with 9 alien races, pirate factions, galactic lore and mystery.

Hire unique heroes to govern your worlds or to command your mighty fleets in battle.
Populate the universe and colonize planets, moons, asteroid belts, gas giants, and more!
Research hundreds of technologies, including technologies that are unique to your race. Find even more technologies through in-game events and galactic exploration.

Build your own ships in the custom ship design mode and take them into real-time battles featuring stunning visuals and sound effects.

Enter a Battle Arena mode for quick-fix battles against cunning AI opponents. In this mode, you will earn rewards as you fight through the challenges, allowing you to unlock new weapons, ship hulls, and ship modules to upgrade your ships and to purchase new ships to add to your fleet.

Created with the Unity engine for simultaneous release on PC, Mac and Linux.

System Requirements
Windows Mac OS X SteamOS + Linux
MINIMUM:

OS: Windows Vista / 7 / 8 / 8.1 64 bit (32 bit NOT supported !)
Processor: 2.5 Ghz Intel Core 2 Quad Q8300 or equivalent
Memory: 4 GB RAM
Graphics: 1 GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
DirectX: Version 9.0c
Network: Broadband Internet connection
Storage: 3 GB available space
Sound Card: DirectX 9 Compatible Audio
Additional Notes: Minimum Resolution: 1366 x 768

RECOMMENDED:
OS: Windows Vista / 7 / 8 / 8.1 64 bit (32 bit NOT supported !)
Processor: 3.5 Ghz Intel Core i5 or equivalent
Memory: 8 GB RAM
Graphics: 1 GB nVidia Geforce GTX660 or equivalent, 1 GB ATI HD7850 or equivalent
DirectX: Version 9.0c
Network: Broadband Internet connection
Storage: 3 GB available space
Sound Card: DirectX 9 Compatible Audio
Additional Notes: Minimum Resolution: 1366 x 768
► Patch Notes
Patch Notes v. 1.2
Hi folks. We're getting ready to launch our DLC out here soon, so in anticipation of that I've got a big patch here to bring things into line. Hopefully the upgrade from Unity 4 to Unity 5 won't cause any headaches - I've tested the hell out of it and things look solid, but there could be some unknown thing lurking out there. Please report in if you have any problems with this new build. Have fun!

a. Changes
Upgraded the game engine to Unity 5 from Unity 4. This provides overall increased performance during combat and other sections of the game that are more demanding on your system.
Refactored a lot of code to improve performance on the strategy map, allowing for a smoother experience when there’s a lot of stuff going on in a large galaxy and in the late game
Added Planetary Governors to control your build queue and to manage your citizen labor allocations
Tech Costs have been scaled up to slow down the pace of discovery in the mid-game
Colonies with empty build queues will now automatically build trade goods when they have empty queues
When you add something to a planetary build queue while you’re already building trade goods, the trade goods will now automatically be removed from the build queue.
Changed the formula for calculating a ship’s accuracy to have a smoother curve as the ship levels up. Previously the early level-ups provided larger bonuses than later level-ups.
Ships gain accuracy bonuses at very close ranges now.
Fleet ETA and fuel UI indicators now appear next to the fleet icon rather than next to the destination point to keep things less cluttered
Added UI indicators for situations when you have enough food to feed your empire but not enough freighters to transport it all where you need it
Construction ships will no longer merge into orbiting fleets upon construction at a colony; likewise they can no longer be merged into combat fleets.
Traveling through wormholes is now instantaneous; previously ships would be shown to quickly move across the galaxy, but this could cause some problems if a manual combat occurred elsewhere while a ship was in transit; this change eliminates any bugs associated with this scenario
Ship performance bonuses for Noxium and Helium 3 are now properly reflected in the shipyard
Changed several user interface Sound FX that were jarring when wearing headphones
Changed the stellar backdrop on the strategy map to be more vivid, and to have some variations possible between games; i.e. you might get a red galaxy or a blue-ish or green-ish one. Purely visual.
If an AI fleet is equipped with bombs, then it will now use all of its bombs to soften up ground defenses before landing its troops.
The AI won’t be so quick to pull forces back from a freshly captured colony to prepare a new invasion force. They’ll hang out for a while now to re-arm and repair while guarding against a counter-attack.
The AI won’t strictly insist upon forming an invasion force in a guaranteed safe spot; they’ll now be willing to form up in enemy territory as long as it thinks it is safe enough
The AI will now reconsider its final attack plan before committing to a planetary assault; if it can see a better target then it will potentially alter its plan to take advantage of the weakness

b. Bug Fixes
Fixed a bug that could cause some AI ships that ran out of ammo to drift off of the screen in manual combat, preventing the player from being able to finish the combat. Ships that are truly out of ammo will now retreat.
Fixed a bug that could cause a long hang at the end of a planetary combat session
Fixed a bug that would cause incorrect auto-calculation results to occur in every auto combat subsequent to the the first auto combat performed in a session
Fixed a bug in the auto-combat algorithm that would sometimes cause ordnance-based weaponry to not contribute its DPS to the simulation
Fixed a bug where a Creative race that completed a technology by sacrificing a citizen would not gain every tech at the tech level
Fixed a bug where the Pollop hero’s unique ship was not properly spawning to the strategy map
Fixed a bug where leaders that cannot participate in ground combat could trigger a quest event that should require ground troops to be present
Fixed a bug where Helium-3 was not providing its exploitation bonus to beam weapon damage
Fixed an issue where the clickable area of a planet’s name on the strategy map could exceed the size of the actual name, leading to unintentionally accessing the planet interface.
Fixed a similar issue where the clickable area for the item you are currently researching could exceed the size of the text

c. Misc:
The Upgrade to Unity 5 may mess with some mods in unforeseen ways. In the coming weeks I will re-release the mod tools with Unity 5 support
Post Reply
  • Similar Topics
    Replies
    Views
    Last post