Star Ruler 2

Star Ruler 2

Rising Stars (old)
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Dalo Lorn  [developer] Jul 15, 2016 @ 10:20am
Rising Stars Patch Notes
Rising Stars v1.0.0 (The Glory of War) - July 16, 2016
  • Removed everything from the mod and reverted to vanilla.

    The following patch notes cover readdition of ABEM content, rough changes from vanilla and ABEM, and new content.

Abilities
  • Restored content related to other restored content. That's basically it.

Anomalies
  • Revamped the 'Neutron Plate' anomaly.
    • Instead of choosing between unlocking Neutronium Armor or buffing all armor health, you now choose between unlocking Liquid Armor and a 5% maintenance reduction for all armor types, or Neutronium Armor and a 10% labor cost reduction for all armor types. (This also affects Structural Reinforcement.)

Artifacts
  • Floating Continents can no longer be used on planets that are currently constructing or expanding Subsurface Habitation Complexes. The inverse is also the case - planets cannot begin construction/expansion of subsurface habitats while they have a Floating Continent.
  • Protoplanets can once again be used to create T3 resources, with an energy cost of 1700.
  • Changed the strategic icons of the Revenant pieces to reflect their appearance.

Buildings
  • Restored the Command Center.
  • Revamped the Government Center.
    • Now called the Centralized Coordination Complex (or C3).
    • Grants 1 Influence Stake for every 20 population in your empire.
    • Can only be built once.
  • Changed the size of Megafarms and Hydrogenators to 2x2 down from 3x3. This has also led to a reduction in their maximum cost when constructing on undeveloped tiles.
  • Barracks now have no maintenance cost on desert or developed tiles, but only grant a +10 bonus to Defense Reserve.
  • Mechanoid FTL Breeders no longer consume population when built, and an improved version of them can be built by all races with the Flux FTL trait.
  • Added the Xenomanufacturing Center and Xenoindustrial Sector civilian buildings.
    • Are constructed instead of the University and Tech Center, respectively. Can only be built by Berserker races.
    • Generates Defense and Labor in quantities equivalent to 75% of a Base and Industry, or a Launch Pad and Enterprise, respectively.
    • Uses Research pressure equivalent to its non-Berserker counterpart.
  • Restored the Ringworld resource buildings.

Constructions
  • Restored and revamped the Terraforming and Orbital Habitation Ring constructions.
    • Terraforming is now called Infrastructural Development, and develops 15 tiles in exchange for 500 Ore and 100 Labor.
    • Orbital Habitation Ring is now called Subsurface Habitation Complex.
      • Adds a 10x2 chunk of undeveloped Artificial tiles under the main planet surface.
      • Costs 1000 Ore, §500k and 50 Labor to construct.
      • Can only be built once per planet, but additional 10x1 chunks can be attached to it for §700k and an increasing amount of Ore and Labor using the Expand Subsurface Complex construction.
      • Cannot be constructed or expanded while a Floating Continent is present on the planet. Remove the Floating Continent before attempting to do so, and then place it back when you have completed the project.
  • Moonbases owned by Mechanoid races now add §100k income each.

Creeps
  • Added the 'Remnant Fortress' camp. A powerful starbase which, when destroyed, unlocks Crystalline Armor, Disruptors or Particle Lances. Only available in Wake of the Heralds matches.

Design Stats
  • Did stuff... I'm not sure I want to look that closely at it...

Gameplay
  • Restored derelicts. Unfortunately, you can't board them yet due to missing equipment, so you can just scuttle them.
  • Selecting or mousing over an owned object will display a semi-transparent, bluish circle around it, indicating its sensor range. This is only useful in nebulae or when cloaked, as sensors have not yet been fully restored.
    • If seeable range has been modified by cloaking or entering a nebula, this is similarly displayed by a semi-transparent, pinkish (I think) circle. If you don't want to be seen, you must merely keep enemy ships outside of that circle. :P
  • Added the Glory mechanic for Berserkers and Pacifists. Perform specific actions and avoid others to improve your empire - fail to do so and suffer the consequences.

Orbitals
  • Restored the Embassy. In addition to its previous bonuses, it now correctly provides 2 Influence Stake and a 5% chance each minute to receive a random influence card. However, its price has been increased to compensate.
  • Restored the Power Transmitter.
  • Restored the Stellar Shield Generator.
  • Added the Subspace Telescope Array.
    • Costs §1M, 50 Labor and 750 Ore to construct. Has a maintenance cost of §100k.
    • Can pay 100 FTL to use the Telescope ability on any system within a range of 40 thousand units (displayed by a green circle when selected or moused over). Has a cooldown of 3 minutes.
    • Can move with an acceleration of 0.2 u/s^2.
  • Increased the health of some basic orbitals.

Races
  • Restored/added the following lifestyles for use in Wake of the Heralds matches:
    • Berserkers - Rahta Empire
      • No longer suffers buffs/debuffs depending on war status, but most of these buffs/debuffs have been migrated to the Glory mechanic. Gains Glory by contesting systems (fighting Remnants doesn't count), destroying orbitals and non-civilian ships (including Remnants and miners) dependent on their Labor cost and hull type (if applicable), or capturing planets. Glory decays over time and must be actively maintained to avoid suffering reductions to all non-money civilian resource generation and obtain various pre-RS buffs.
      • Now starts with Troop Pods unlocked.
      • Research pressure is now converted into civilian Defense and Labor generation instead of civilian Research generation. Other sources of Research still function as before.
      • Now gains Research by destroying orbitals and non-civilian ships dependent on their Labor cost and hull type (if applicable). Destroyers, stations and Remnant flagships give the most Research; non-Remnant support ships give the least Research.
      • Sulphate on the homeworld has been replaced with the unique Sulphate Traces resource, which provides only half of the benefits of Sulphate.
    • Pacifists - Fasshi Republic
      • No longer suffers buffs/debuffs depending on peace status, but most of these buffs/debuffs have been migrated to the Glory mechanic under the 'Comfort' label. Loses Comfort by contesting systems (fighting Remnants doesn't count), losing orbitals or any ships dependent on their Labor cost and hull type (if applicable), or losing planets to invaders. Comfort accumulates over time and must be maintained by avoiding the above scenarios to avoid suffering reductions to civilian Research, Money and Energy generation, and to obtain various pre-RS buffs.
      • Now starts with Broadcast Antennae unlocked.
      • Fixed an issue where Envoys did not correctly protect planets against loyalty loss.
    • Researchers - Alipha Foundation
      • All shield capacity is increased by 90%, and all shield regeneration is increased by 45%.
      • Starts with Shield Generators and Shield Harmonizers unlocked.
      • Doubles the shield capacity added by Shield Harmonizers.
      • All armor has halved health. Cannot research most armor types, but can discover some of them through anomalies or Remnant Fortresses.
      • Does not start with any armor subsystems unlocked, and uses the inexpensive and fragile Structural Reinforcement instead.
      • Most armor research nodes have been replaced with the new Containment Protocols tech.
        • Increases the Research generation of Tech Centers and Research Complexes by 0.1. This effectively reduces the efficiency penalty of allowing Universities to condense into Tech Centers by 20%.
  • Added the Technocracy government for use in Wake of the Heralds matches.
    • Uses a drastically different technology grid based on the infinite progression techs introduced in ABEM and Wake of the Heralds, more akin to the tech tree of the Space Empires games or Star Ruler 1. Research efficiency decay reduced by 25%.
    • Starts with a Battleship. This Battleship has 30% less hull HP and fleet effectiveness and must use the 'Make Repairs' ability to restore itself to full operational capacity, at the cost of 400 Energy and §600k.
    • Starts with 5 Energy Clashes, 1 Mall of the Galaxy and 1 Claim Artifact card.
    • Starts with a modified level 1 Progressive.
    • Cannot be used by the AI.
  • Added the Clumsy trait. Reduces engine thrust and hyperdrive speed by 30%. (Unless you don't research any thrust buffs, in which case it's only 23%. Bah.)
  • Restored the Inefficient trait from Early Access. All weapons drain 25% more supply when firing.
  • Restored the Sequestered Society trait from Early Access. Starts with 25 fully-developed tiles on the homeworld. Probably not compatible with Ringworlders once they're reimplemented; definitely not compatible with Star Children but I don't know if it's explicitly forbidden.
  • Modified the Industrious trait from Early Access. Civilian Labor generation on the homeworld is increased by 10%.
  • Restored the Flux FTL method from the WotH closed beta for use in Wake of the Heralds matches.
    • Automatically sees anything it can trade through.
    • Ships cannot enter interstellar space. (But Subspace Telescope Arrays might, perhaps?) Scouts are therefore useless except for gathering anomalies.
    • Ships cost FTL energy to construct.
    • Ships (including colony ships!) can instantaneously teleport to any star system seen by the empire. This incurs a jump cooldown dependent on the distance traveled.
    • Cannot be researched, and cannot research other FTL types.
  • Ancient races now automatically have an extra trait point from the Lavish trait because it does nothing to them. The Lavish trait is therefore no longer allowed to Ancient races to prevent people from doubling the bonus.

Research
  • Restored Quantum Armor, Composite Armor, Shielded Antimatter Generators, Singularity Cores, FTL unlock nodes and Centralized Coordination Complexes, and condensed several old shield techs into the Advanced Shield Manipulation tech, which grants Covariant Shield Generators, Power Transmitters and Stellar Shield Generators.
  • Miner Hulls must now be researched.
  • Added Juggernaught Hull, related to self-destruct devices and possibly required to use them. ... Don't ask...
  • Added secondary unlock options to various technologies.
  • Added the Ferrofluid Armor secret project.
  • Any and all of the above changes may not have been made to the vanilla tech grid. To be sure you're getting everything, play a Wake of the Heralds match instead. (Keeping both grids up to date was infeasible, though Alar has made at least a token attempt with an unknown degree of success.)

Resources
  • Local Asteroid Fields now add 12-22 Pressure Capacity depending on planet level in addition to their other effects.
  • Restored the Intelligence Hub, Technofarm, Tropical Paradise, Research Complex, Sulphate and Ancient Shipyard resources. (It is entirely possible that Ancient Shipyards will still refuse to spawn.)
  • Added/restored T6 bonuses to all vanilla scalable resources.

Subsystems
  • Drastically altered balancing of all armors, shields and basic weapons. (Advanced weapons will be rebalanced in a later release.)
  • Added Forcefields (broken, not fully localized), Progenitor Armor (not fully localized), Progenitor Shield Generators (I think?), Boarding Parties, Adaptive Lasers and Matter Disruptors to the Design Sandbox.
  • Restored/added the subsystems mentioned under 'Research'.
  • Added Ceramic Armor. Cheapish defense against energy weapons, not too efficient against other weapon types. Cannot be repaired, can be permanently destroyed and must be restored by a retrofit.
  • Restored Security Stations. Completely useless as Boarding Parties have not been placed on the tech grid yet.
  • Disabled Carpet Bombs to protect Mechanoid races. Will be restored at a later date once it is no longer outright exploitative against Mechanoids.
  • Changed the art of several subsystems.
  • Skip Drives and Ion Cannons no longer count towards the hex limit.
  • Added the Juggernaught Hull. Labor-intensive, slow but maneuverable, low maintenance, super-tough and can only be used as a delivery platform for Self-Destruct Devices. Can use the 'Ramming Speed' ability to drastically increase acceleration for a brief period.
  • Titan Hulls no longer have a penalty to maneuverability.
  • Reactive Armor is now less effective on Destroyers, significantly less effective on Titans, and drastically less effective on Colossi, but is slightly more effective on Carriers.
  • Added support variants of various armors.
  • Restored Support Shield Generators. As in ABEM, these are unlocked by researching Shield Generators unless playing a Technocracy race.
  • Flagship Missile Launchers can now fire multiple missiles per salvo through use of the Launch Tube modifier. However, this increases reload times to match. Up to five Launch Tubes may be added onto a subsystem.
  • Railgun Batteries can now fire long-range 'sniper' shots at orbitals or stations.

Systems
  • Removed the Nebula system from the game.

Miscellaneous
  • Added and changed some default designs. These designs are far superior to vanilla designs, but some of them are ugly as hell.
  • The IRC now alerts you if your name or the string '%everyone%' is used in a message using a warning sound.
  • Restored most game configuration options from ABEM.
  • Added a configuration option for the Invasion map that can be used to allow war between players.
  • Added a 'Gate Sharing' treaty clause that allows empires to enter or exit each others' stargates as if they were owned by the same empire. Teams and vassals automatically have this clause enabled.
  • Replaced the 'Remnant Warlord' shipset used for the 'Progenitor' shipset with the revamped Remnant shipset. I somewhat miss Exa's kitbashes, though.

Known Issues
  • Technocracy can be selected in non-WotH matches. It falls apart in a hurry and will not be available in non-WotH matches after the next patch.
  • Pacifists can be selected in non-WotH matches by selecting the Fasshi preset. This works flawlessly, even unlocks Broadcast Antennae, but is nonetheless an unintended loophole that must and will be patched.
Last edited by Dalo Lorn; Jul 18, 2016 @ 4:42am
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Dalo Lorn  [developer] Jul 18, 2016 @ 4:46am 
Rising Stars v1.0.1 - July 17, 2016
  • Resolved an issue where Pacifists could be used in non-WotH matches by selecting the Fasshi preset. (On another note, the next patch will unrestrict both Berserkers and Pacifists altogether, with the caveat that they won't get their free subsystem unlocks in non-WotH games. It turns out we were being overly cautious with them because of Glory, but Lucas has set us straight.)
  • Disabled Technocracy in non-WotH matches. As noted above, it just didn't work.
  • Fixed an oversight that was making Clumsy, a negative trait, have the same color as a positive trait.
Dalo Lorn  [developer] Nov 12, 2016 @ 9:08am 
At last, a new patch is out!

Rising Stars 1.0.2 - November 7, 2016

Buildings
  • Reworked the Refinery's pricing scheme.
    • Now costs between §0k/§10k and §100k/§20k to build and maintain, and requires 200 Ore to construct.
  • Altered the pricing scheme of FTL Breeders.
    • All FTL Breeders now cost between §75k/§40k and §315k/§100k to build and maintain, down from §300k/§80k and §540k/§260k, respectively.
    • Mono FTL Breeders require 350 Ore to construct.
    • Flux races' FTL breeders require 500 Ore to construct.
  • Increased the amount of Defense Reserve granted by Barracks from 10 to 20.

Constructions
  • Fixed a slight and probably inconsequential compatibility bug with Subsurface Habitats and Ringworlds, Vast Plains or Artificial Planetoids.
  • Nylli will no longer see the Subsurface Habitat and Infrastructural Development constructions in the build menu. Non-planet objects will also no longer have the option to construct them.
  • Infrastructural Development Labor costs have been reduced to 50, down from 100. Additionally, the maximum amount of developed tiles has been increased from 15 to 20.
  • Added the 'Refined Beacon Architecture' construction.
    • Unlocks standard Fling Beacons. Requires 200 FTL Energy and 300 seconds to construct.
  • Added the 'Streamlined Wormhole Equations' construction.
    • Unlocks the Gate subsystem. Requires 200 FTL energy and 300 seconds to construct.
  • Added Outpost upgrades.
    • Structural Enhancement adds 10k health and 5k armor to the outpost, modified by various buffs to orbital health.
    • Refit Launch Bays adds 256 support capacity and 4 Defense generation to the outpost.
    • Install Swarm Missiles adds 10 missile tubes to the outpost, each firing one missile per second and dealing 50 damage per missile. May be modified by upgrades to stationary (planetary?) defenses.
    • All upgrades require 2 minutes and 300 Ore to construct. Each upgrade requires an additional 300 Ore for each subsequent level of that upgrade.

Maps
  • Resolved a logic error that was causing the 'Allow War' toggle on Invasion maps to be inverted.
  • Added two new difficulty levels for the Invasion map, 'Very Hard' and 'Nightmare', which increase Invader strength to 125% and 150%, respectively. ('Hard' is 100%.)
  • Fixed a vanilla issue where Remnant fleets and Remnant Defense Stations in the Invasion map would fight each other. Remnant Fortresses would sometimes spawn and eat the Defense Stations for breakfast, making the game harder for some players.
  • The Invasion timer UI has been moved from the top of the screen to the bottom of the screen, to prevent overlaps with various UI pieces. (It may instead overlap with the info bar if there are too many abilities available.)
  • Added the 'Precious Clouds' galaxy:
    • Designed for up to 4 players. Recommended team configurations: 2v2, 1v1, 1v1v1v1
    • Multiple instances of this galaxy can exist in a single game.
    • Fight for supremacy over a large quantity of Pretiosian and Radioactive nebulae, protected by strategically-placed Remnant strongholds.

Orbitals
  • Reduced the build cost of Subspace Telescope Arrays to §750k, down from §1M.
  • Outposts can now store up to 1M Ore, and consume that Ore to upgrade themselves. Outpost upgrades are constructed individually for each Outpost.
  • Added the Experimental Fling Beacon orbital.
    • Unlocked by researching Fling Beacons.
    • Functions like a regular Fling Beacon.
    • Can construct 'Refined Beacon Architecture' to unlock regular Fling Beacons.
    • Costs §1M/§125k, 500 Labor, 500 FTL Energy and 5000 Ore.
    • Has 50k health and armor.
    • Requires 0.15 FTL/s to function.
  • Added the Prototype Stargate orbital.
    • Unlocked by researching Gates.
    • Can construct 'Streamlined Wormhole Equations' to unlock regular, designable Gates.
    • Costs §1M/§125k, 250 Labor, 500 FTL Energy and 5000 Ore.
    • Has 50k health and armor.
    • Cannot move.
    • Requires 0.15 FTL/s to function.
    • Functions like a regular Gate.

Races
  • Unrestricted the Rahta and Fasshi presets and their respective lifestyles. Berserkers and Pacifists can now be played in non-WotH matches, but will not receive free Troop Pod and Broadcast Antenna tech unlocks.
  • Saar who obtain Outposts will now automatically have them converted to Star Temples, as in late ABEM versions.
  • Restored the Manifest Destiny and Sedentary traits from Early Access.
    • Manifest Destiny decreases the Supply cost of capturing planets by 25%. Costs 1 point.
    • Sedentary doubles the time it takes to construct civilian or imperial buildings on a planet. Grants 1 point.
  • Sequestered Society now grants 5 pressure capacity on the empire's homeworld in addition to developing 25 tiles.
  • Sequestered Society can no longer be taken by Nylli or Atroan empires.
  • Increased the colony ship speed of Flux races from 10% of normal to 25%.
  • Flux races now start with a free Subspace Telescope Array.

Research
  • Various changes to the Technocracy research grid:
    • Fixed an instance where Technocrats could use research points to unlock Simulators and Targeting Sensors.
    • Targeting Sensors now have a study cost of §500k.
    • Increased the requirements and study cost of Quantum Compressors to Energy Science 7 and 1700 Energy, up from Energy Science 6 and 1500 Energy.
    • Increased the required level of Orbital Architecture for Artificial Planetoids from 5 to 7.
    • Artificial Planetoids now additionally require level 4 in Shield Modulation and level 5 in Metallurgy to unlock.
    • Star Forges now additionally require level 5 in Metallurgy to unlock.
    • Ringworlds now additionally require level 5 in Shield Modulation and level 7 in Metallurgy to unlock.
    • Increased the Shield Modulation level required for Covariant Shield Generators from 1 to 4.
    • Increased the Shield Modulation level required for Shield Harmonizers from 4 to 6.
    • Increased the Shield Modulation level required for Shield Hardeners from 5 to 7.
    • Increased the Shield Modulation level required for Deflector Arrays from 6 to 8.
    • Deflector Arrays now additionally require level 6 in Energy Science to unlock. (The description erroneously claims level 8.)
    • Orbital Architecture now grants orbitals a 30% health bonus and a 5% build and Labor cost reduction, rather than a 20% health boost and an 8% cost reduction. Additionally, it increases the local Defense generation and health of Outposts, and the support capacity of Outposts and planets.
    • Increased the base cost of Orbital Architecture to 600 Research and 60 seconds, up from 275 Research and 27 seconds.
    • Increased the cost-per-level of Orbital Architecture to 120 Research and 12 seconds, up from 100 Research and 10 seconds.
    • Added the Dedicated Mining Architecture tech to the grid.
      • Unlocks Miner Hulls.
      • Requires level 2 in Chassis Engineering.
      • Costs §500k and 120 seconds to unlock.
    • Reduced the cost of Fling Beacons and Gates to 2000 Research and 200 seconds, down from 4000 Research and 400 seconds.
  • Moved the Dedicated Mining Architecture tech.
  • Added the Progenitor subgrid to all tech grids. Cannot be accessed at this time.
  • Researching Fling Beacons or Gates now enables the construction of a special orbital with their respective functionalities. This orbital can then begin a research project to unlock regular Fling Beacons/Gates.
  • Reduced the cost of Fling Beacons to 1000 Research and 60 seconds, down from 4000 Research and 400 seconds.
  • Reduced the cost of Gates to 2000 Research and 200 seconds, down from 4000 Research and 400 seconds, and removed the 80 Influence study unlock.

Subsystems
  • Miner Hulls now correctly throw a design error if the ship has any support capacity.
  • Reverted Skip Drives and Ion Cannons to vanilla behavior.

Systems
  • Nebulae (this includes 'Empty Space') have been returned to the mod.
    • Aside from being the focus of the new map, 'Precious Clouds', nebulae can only occur through the 'Spatial Anomaly Occurrence' option in galaxy configuration. At the maximum setting, this option will replace all non-homeworld, non-unique systems in the galaxy with nebulae. You have been warned.
    • Empires will now automatically absorb adjacent nebulae into their territory as if they had colonized them.
    • Fixed a longstanding bug that was causing Sicutmarian Nebulae to not disable certain abilities as intended.

Miscellaneous
  • Restored various files related to the Progenitor lifestyle. If you notice any Progenitor-related content anywhere outside the design sandbox, please report the bug.
    • Except the Progenitor subgrid. That one's there on purpose, but it cannot be used at this time.
  • Fixed a potential compatibility issue with other mods that define a 'Shuttle' material. ('The Firstborn' may have been a victim.)
  • Added some new default designs and improved the Buster Machine.
  • Changed the graphic for developed tiles to be darker, making it more visible on grey biomes such as Mountains.
  • Torpedoes no longer auto-target colony ships and civilian freighters.
  • Marked 2.0.2 as the primary supported version of Star Ruler 2, and applied changes from that version to the mod's files.
  • Fixed a bug where AI cheats were not being applied.
  • The Abundance and Strength AI cheats now apply 10% modifiers per cheat level, down from 50%.

Known Issues
  • Several techs do not exist on the Technocracy grid.
  • While writing these patch notes, it has become apparent that localization data for nebula names is missing.
  • Localization for the Destroyer Hull is inaccurate.
  • Localization for the Juggernaught Hull tech node appears to have taken a holiday.
  • Flagship Health nodes erroneously grant health buffs to support ships as well. This is a vanilla bug as well.
  • Design stats from ABEM have not yet been restored. RS design stats may not work correctly, and have not yet been properly localized.
  • The description for Precious Clouds is too long for the map selection UI. The UI will have to be corrected.
Last edited by Dalo Lorn; Nov 12, 2016 @ 9:52am
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