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--- Release Version
--- Fixed Small Bug in Research Defs
--- Change armor DEFs to allow additional layer available over armor.
--- Added Flak Plates and Servo Arms as Sheel to go over Imperial Guard Stanadard Armor
--- Added Quad Rocket Launcher (Single Use) and Triple Grenade Launcher Ranged Weapons.
--- Added all associated research and manufacturing for all new content.
--- Lowered Work Amount and Resources required on all Imperial resources, also added an unfinished product when its being build, but only one item created instead of multiple
--- WorkGiver Defs re-written to have correct activities at the Fabricators. Imp Fab is Crafting, Imp Weapon Fab and Armor Fab is Smithing. Plus better priorities
--- Upped the commonility of minable Ceramite from 0.15 to 0.25, Adamantium from 0.04 to 0.06.
--- Minable Ceramite Yield from 12 to 24
--- Minable Adamantium Yield from 12 to 40
--- Minable Adamantium Yield Hit point up to account for extra yield to make it longer to mine. Was 15000 Hitpoint now 30000 Hitpoint
--- Lower build resource requirements for the Basic Fabricator Was Steel 500 / Ceramite 500/ Plasteel 250 / Component 15. Now 600 / 250 / 50 / 15 respectively.
--- Lowered Imperial PowerCore Recipe to only need 20 Uranium rather than 100
--- Corrected the Refined Adamantium Recipe Description.
--- Lower Silver required to refine ceramite from 40 to 20
--- Changed the description in the research descriptions to be worded better.
--- Change Firing and exploding sounds for Boltgun
--- Grenade Launcher can fire over obstacles
--- Change Bolt Gun to a 3 round Burst, originally single shot with 50 Base Damage, now 3 bursts 20 damage each. But with miss calcs should average out to around same damage
--- Fixed the sounds on Plamsa Gun and Bolt Gun
--- Armor Change 1 - the Std Armor on its own is around 60% that of the Power Armor
--- Armor Change 2 - Flak Plates at around 70% of the Power Armor
--- Armor Change 3 - Std Armor with Flak Plates give you more protection than Power armor.
--- Armor Change 4 - Workto Make of the armor is changed, and is similar to power armor for all three parts Head, Armor and Flak Plates as example.
--- Changed Build Requirements from Weapon & Armor Fabs. Plasteel Requirement Lowered from 250 to 75, Refined Ceramite Requirement Increased from 20 to 40
--- Changed Bolter damage per burst to be 25 from 20, so if 1 shot hits its 25, 2 its 50 and 3 its 75. So its now on par with original damage.
--- Changed Bolter burst to be slight quicker firing the 3 shots, from 20 ticks to 17 ticks.
--- Quad Rocket Launcher Damaged upped from 32 damage per rocket to 40 per rocket, Warm up time reduced from 400 to 300. As it one use ot make it a great opener.
* Balance Pass, Powering Up the weapons slightly...
* Las Pistol Damage per shot upped from 6 to 12
* Las Gun Damage per shot upped from 8 to 16
* Bolt Gun Damage per shot upped from 25 to 40, explosion radius up from 0.9 to 1.1, also with slight accuracy Increase
* Sniper Rifle Damage per shot upped from 80 to 90
* Plasma Rifle Damage per shot upped from 100 to 110, but slightly lowered accuracy.
* Quad Rocket Launcher Damage upped from 40 to shot to 80 per shot. Massive inital Damage 320.. but still single use and removed the fly over ability.
* Balance Pass, Cos I went too far in last patch on a few things…
* LasPistol, Damage 12 back to 6 with 3 shot burst instead of 2
* Las Gun, Damage 16 back to 8, with a 5 shot burst instead of 3
* Plasma Rifle, was too good… Damage remains but has a 25% movement penalty when equiped. Range decreased as well 50 to 35 to make using the gun more risk.
***Balance Pass*** --- for workbench and recipes to make less grindy. (Make sure you delete and recreate any ibills on the workbenches)
* Lowered work time on all Resources by 25% (Imperial Component, RCeramite, Radamantium and Power Core)
* Changed Imperial Component requirement from Gold to Silver, still 20 needed.
* Changed 20 Silver requirement for Refined Ceramite to 10 Steel.
* Changed 20 Gold requirement for Refined Adamantium to 1 Plasteel, lowered silver needed from 60 to 40.
* Imperial Power core items recipe (RCeramite, RAdamantium, Uranium) changed from 6,2,20 to 4,1,20.
* Armor and Weapon Workbench requirement for Plasteel is now changed to Steel.
* Lowered Work to make for Fabricator Benches by 50%, upped hit points of bench as well.
***NEW ITEMS***
* Added a vanilla component recipe to the basic fabricator. it uses a more efficeint recipe then normal component and does it twice as fast.. 9000 to 4500 work, 20 steel instead of 25.
* Added an Imperial Uranium Reactor, 3500W output, compact. 75 Uranium Lasts nearly 20 days. Lots of heat output watch out!
* Added an Imperial Battery, 5000W storage.. Can cause electrical fires....
* General changes to get ready for the Turret Addon mod.
* Change Name of Def file "Buildings_QXIGCFurniture.xml" to "Buildings_QXIGC-Furniture.xml"
* CustomDamage Types added.
* Cleaned up Sound File Definition Files, added new sounds for a number of things.
* Uranium Reactor is now Rotatable, also lowered the heat output.
* Idle workers now help haul building materials to things that are being built.
* Adjusted Market Values of Weapons and Armor to be more realistic, changed to help with adding factions.
* Added a jumpsuit for Imperial Guard Soliders.. For all 5 pawn bodies, makeable at Tailoring benches.
* Fixed missing parent names in a number of DEF files. Created standard BaseAbstract Files (see: https://ludeon.com/forums/index.php?topic=19499.0)
* Added Promethium as a minable resource, atm only used for power generation
* Lower Power Output of Uranium Reactor from 3500 to 2500 to balance additonal of new reactor and new Planatery Core extractor Making fueling and power management easier.
* New Plasma Reactor, used Prometium Fuel Blocks, created at Imperial Assembler. Due to heat output must be in a room that is below 0c otherwise it will meltdown, and cannot be repaired due to complexity
* New Planetary Core Extractor Building, can be used to extract resources from planetary core. Due to heat output must be in a room that is below 0c otherwise it will meltdown, and cannot be repaired due to complexity
* Increased Sound of Boltgun, and changed to better sound
* Added a Webber Weapon to stun target and allow their capture. Short range 25, not very accurate. Due to game limitations is semi lethal, will kill around 50% of time.
* Added Teir 1 Weapon Autogun. Not Imperial Guard construction compontents reqruired, but still made at the imperial Weapon Fabricator
* Fixed Imperial Fuel Block Production, recipie was missing from the Imperial Fabricator
* Remove Power Core Req to build Las Weapons, changed from refined certamite to ceramite to build
* Slightly increased damage of Las Weapons by one and added extra burst shot, also reduced cooldown.
* Slightly increated damage or Autogun, and added extra burst shot
* Increase range of Lasgun.
* Increase Efficiency of Imperial Battery 50% to 75%
* Bolter Chnages (Its OP!) Lower damage (40 to 35) and Long Range Accurancy is decreased, and now explosion radius is 1.01 instead of 1.10.
* Buffed the AutoGun, Better Damaer, more bursts and lower cooldown.
* Fixed Text error on the Planetary Extractor Research
* Added Zarmack Pattern Carapace Armor and Helmet. This is Tier2 armor and is better for combat that the standard IG Armor, but does not have the ability to have Flak Plates or servo arm added, also Helmet does not have as much accuracy bouns. The armor does however have more resistance to damage, and offers the most protection to troops. Has a research pre-requisit and can be made at the armor table. (Armor Texture Credit to Lord Zarmack)
* New Barricade Item in security tabs. These act like Sandbags but have far more hit points, and harder to pass over. Requested by Perihelion.
* Imp Hospital Bed - Updated tag <MedicalTreatmentQualityFactor> to <MedicalTendQualityOffset> but left the same value. Need to confirm same function
* Imp Hospital Bed - Updated tag <Bed_HealTickInterval> to <bed_healPerDay>, change value from 2500 to 24. Will be balanced later.
* All weapon - Updated Tag <warmupTicks> to new tag <warmupTime>, Default Values of 0.3, 0.5, 1, 2, 3 & 4 depedning on weapon is applied. Will be balanced later.
* HeDiff Changes - Updated Tag <bleed> to <bleedRate>, values stayed the same.
* HeDiff Changes - Updated Tag <compClass>HediffComp_Disappears</compClass> to <compClass>HediffCompProperties_Disappears</compClass>
* HeDiff Changes - Removed <naturallyHealed> tag, for a webber effect.